Jip, Mister PL14

From RPGnet
Jump to: navigation, search

MR. JIP PL: 14 Real Name: Unknown, except to possibly the Ancient One Dual Identity: Secret; only the Ancient One may have known Jip's real name Base of Operations: A small lair in the Arctic Circle Group Affiliation: Former disciple of the Ancient One; master of the super-villains Night and Day Nationality/ethnicity: Unknown/Asian

Stats: Attributes: Strength: 9 (-1) Dexterity: 10 (+0) Constitution: 18 (+4) Intelligence: 20 (+5) Wisdom: 10 (+0) Charisma: 9 (-1)

Saves: Damage +4, Fortitude +4, Reflex +0, Will +2 Melee attack bonus: +7 (normal)/+8 (with Sorcery) Ranged attack bonus: +0 (normal)/+1 (with Sorcery) Villain Points: 7

Skills: Bluff +16, Concentration +8, Disguise +4, Intimidate +7, Knowledge: the occult +24, Medicine +3 (scraps he's picked up from centuries of occult studies)

Feats: Attack Focus (Sorcery), Headquarters, Identity Change, Infamy, Iron Will, Mental Link (to his familiar, Yipyap), Mystical Awareness, Sidekicks x2 (the minor super-villains Night and Day), Skill Focus (Knowledge: the occult), Talented (Knowledge: the occult, and Medicine), Trance

Powers: Dark Grimoire Collection (Gadgets +6), Mirror of Seeing (ESP+5 (Flaws: Device)), Sorcery +10 (Spells: Control (Possession), Defensive (Immunity: disease), Divination (Comprehend), Illusion (Invisibility), Offensive (Drain (Extra: Immunity (aging), Flaws: Limited (One Attribute only (Constitution), only on those who are filled with "evil")), Transformation (Shape-shifting), Transportation (Dimensional Travel); Flaws: Requires concentration)

Weakness: Disturbing: After centuries of stealing the life-forces of others to extend his own lifespan, Jip has become a horrid monstrosity.