Colonel Roy Mustang PL12

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COLONEL ROY MUSTANG, PL: 12;

INIT: +2, DEF: 19/17; Base Speed 30/60/120; MELEE +8(1S Fist), RANGED +14 (10L Fire). SAVES: DMG +2, FORT +2, REF +2, WILL +3; ABILITIES: STR 12 (+1), DEX 14 (+2), CON 14 (+2), INT 16 (+3), WIS 16 (+3), CHA 18 (+4)

SKILLS: Bluff +6/2, Diplomacy +8/4, Gather Info +7/3, Intimidate +3/2, Knowledge: Alchemy +5/2, Knowledge: Occult +5/2, Knowledge: Military +8/5, Profession: Alchemist +11/8, Science: Alchemy +9/6, Sense Motive +6/3, Taunt +8/.

FEATS: Accurate Attack, Ambidexterity, Leadership, Connected, Fame, Power Attack, Point Blank Shot.

POWERS: ALCHEMY +10;stunts: Disintigration, Suffocation; source: mystic FIRE GLOVES: Quick Cast +10; Stunt: ENERGY CONTROL: FIRE; flaw: device. MARKSMAN: FIRE CONTROL +5.

Power:

Alchemy Cost: 4 Action: Half Range: Varies Duration:Sustained Save: Varies

You understand how to rearrange the composition of matter. Before you can use Alchemy you must have an Alchemy array, whic takes a full action to create. The Alchemist must remain in contact with the Array to performaclhemy. You gain the following powers at your power rank.

  • You can transmute matter as in the transmutation Power..
  • You can reshape matter as in the shape matter power.
  • You can create objects at your power rank.

Power Stunts:You gain the following powers as power stunts of Alchemy: Animate Object, Elemental Control, Energy Control, Plant Control, Disintigration, Disruption.

Extras:Quick Cast: Maybe youhave an Alchemy array on your body maybe you can draw it faster than lightning but or whatever reason you never need draw an alchemy array and you count as always being in contact with one.