Binder Fred
3 rings to bind them all!
EDITED 4-4-2008
Here are Nightshift's stats in final "correct me, Jemal" form.
Nightshift's teleport powers work by infusing part of his lifeforce into his target and then snapping it back to himself, the energy dragging the infused target along for the ride. Nature doesn't like it though so the slightest dimensional "push" on his part sends the object *back* to where it came from (returning used weapons to their cache, for example, and explaining the Reversible feat on his Teleport attack power). Teleporting himself is a lot harder for some reason. He thinks it works by projecting more than half his lifeforce *forward* so that it can snap *him* through but he's not sure... Note that his gun never runs out of bullets because he teleports them into the chambers when needed (and the casings port *back* with a free action so none are left on the premises).
Abilities (5 PP):
STR: 10 [14](+2) DEX: 09 [16](+3) CON: 07 [16](+3) INT: 12(+1) WIS: 15(+2) CHA: 12[16](+3)
Skills (14 PP):
Craft Mechanical 8 (7+int)
Craft Demolition 8 (7+int)
Concentration 6 (4+wis)
Drive 10 (7+Dex)
Know civics 5(4+int)
Know old wars (AKA History) 8 (7+int)
Notice 12 (10+Wis)
Sense Motives 12 (10+Wis)
Feats (20 PP):
Ranged Attack Focus 5
Evasion 1 (Teleport away) [Mutant, Teleport]
Precise Shot
Quick Change 1 (Teleport into costume) [Mutant, Teleport]
Inspire 5
Leadership
Luck 1
Seize Initiative
Teamwork 3
Ultimate Aim
Powers (83 PP):
Command Voice: Mind control 10 (Touch Cone area, Instant Duration, -0Keep memories; 10PP) [Mutant, Mental, Lifeforce]
Summoned Weapon array (3 Alternate Powers; 3 PP) [Mutant, Teleport Lifeforce]
- Infinite Handcuffs: Snare 10 (Touch Range, Move Action; 20 PP) [Object, Lifeforce]
- Duty Revolver: TK 10 (Damaging extra, No grabs Limitation, PD Phys Man (gun); 19 PP) [Bullet]
- Flesh Wound: Paralyse 10 (+0Fortitude save, Ranged, Full action, PD Phys Man (gun); 19 PP) [Bullet, Pain]
- C4: Blast 9 (Touch range Burst Area, PF Changeable trigger; 20 PP) [Kinetic]
Shift array (1 Alternate power; 1 PP)
- To Me: Teleport 6 (+0Attack(forcefields, Will save), -1 Fixed destination (his hands), PF Mass prog 4(2500lbs), PF Voice trigger, PF Easy; 12 PP) [Mutant, Teleport Lifeforce]
- Away!: Teleport 5 (Short range, PF Change Direction, PF Change Velocity; 7 PP) [Mutant, Teleport, Lifeforce]
Not There Anymore Teleport: Shield 7 (7 PP) [Mutant, Teleport, Lifeforce]
New Youth: Enhanced Abilities (4 str, 7 dex, 9 con, 4 cha; 24 PP) [Mutant]
Costume: HtL Device (Protection 7; 6 PP) [Object, Lifeforce]
Combat (12 PP):
HERO POINTS: 2
ATTACK 3/8 Ranged (No penality for firing into combat)
DEFENSE 20 [10 + 3Base + 7Shield power] FLATFOOTED 11
INIT +3
MOVE 30(10m)/60(20m)/120(40m)
TELEPORT 500(150m)/1000(300m)/2000(600m) ATTACK 600'(200m) or 20 miles
Saves (12 PP):
TOUGH 10 [0Base + 3con + 7Costume power]
FORT 3 [0Base + 3con]
REF 7 [4Base + 3dex] (Area effect = no dam on save)
WILL 10 [8Base + 2Wis]
Equipment (4 PP):
Gold watch 1 EP
Heavy black flashlight 1 EP
Folding knife 3 EP
City home (Small, 5Tough, Living Space, Fire Prev Equipment, Garage and Workshop in garage; 4 EP)
1973 white ford Gremlin (2 PP)
Signal Flares in the trunk (1 EP)
COST SUMMARY:
Abilities 5 pp + Skills 14 pp + Feats 20 pp + Powers 83 pp + Combat 12 pp + Saves 12 pp + Equipment 4 PP = 150 pp
Complications:
Dearest wife Mary (born Maryweld Ferderber)
Vet hall/community center/war amp program
Cache of summoned weapons and armor
His essence, infused into various objects
Here are Nightshift's stats in final "correct me, Jemal" form.
Nightshift's teleport powers work by infusing part of his lifeforce into his target and then snapping it back to himself, the energy dragging the infused target along for the ride. Nature doesn't like it though so the slightest dimensional "push" on his part sends the object *back* to where it came from (returning used weapons to their cache, for example, and explaining the Reversible feat on his Teleport attack power). Teleporting himself is a lot harder for some reason. He thinks it works by projecting more than half his lifeforce *forward* so that it can snap *him* through but he's not sure... Note that his gun never runs out of bullets because he teleports them into the chambers when needed (and the casings port *back* with a free action so none are left on the premises).
Abilities (5 PP):
STR: 10 [14](+2) DEX: 09 [16](+3) CON: 07 [16](+3) INT: 12(+1) WIS: 15(+2) CHA: 12[16](+3)
Skills (14 PP):
Craft Mechanical 8 (7+int)
Craft Demolition 8 (7+int)
Concentration 6 (4+wis)
Drive 10 (7+Dex)
Know civics 5(4+int)
Know old wars (AKA History) 8 (7+int)
Notice 12 (10+Wis)
Sense Motives 12 (10+Wis)
Feats (20 PP):
Ranged Attack Focus 5
Evasion 1 (Teleport away) [Mutant, Teleport]
Precise Shot
Quick Change 1 (Teleport into costume) [Mutant, Teleport]
Inspire 5
Leadership
Luck 1
Seize Initiative
Teamwork 3
Ultimate Aim
Powers (83 PP):
Command Voice: Mind control 10 (Touch Cone area, Instant Duration, -0Keep memories; 10PP) [Mutant, Mental, Lifeforce]
Summoned Weapon array (3 Alternate Powers; 3 PP) [Mutant, Teleport Lifeforce]
- Infinite Handcuffs: Snare 10 (Touch Range, Move Action; 20 PP) [Object, Lifeforce]
- Duty Revolver: TK 10 (Damaging extra, No grabs Limitation, PD Phys Man (gun); 19 PP) [Bullet]
- Flesh Wound: Paralyse 10 (+0Fortitude save, Ranged, Full action, PD Phys Man (gun); 19 PP) [Bullet, Pain]
- C4: Blast 9 (Touch range Burst Area, PF Changeable trigger; 20 PP) [Kinetic]
Shift array (1 Alternate power; 1 PP)
- To Me: Teleport 6 (+0Attack(forcefields, Will save), -1 Fixed destination (his hands), PF Mass prog 4(2500lbs), PF Voice trigger, PF Easy; 12 PP) [Mutant, Teleport Lifeforce]
- Away!: Teleport 5 (Short range, PF Change Direction, PF Change Velocity; 7 PP) [Mutant, Teleport, Lifeforce]
Not There Anymore Teleport: Shield 7 (7 PP) [Mutant, Teleport, Lifeforce]
New Youth: Enhanced Abilities (4 str, 7 dex, 9 con, 4 cha; 24 PP) [Mutant]
Costume: HtL Device (Protection 7; 6 PP) [Object, Lifeforce]
Combat (12 PP):
HERO POINTS: 2
ATTACK 3/8 Ranged (No penality for firing into combat)
DEFENSE 20 [10 + 3Base + 7Shield power] FLATFOOTED 11
INIT +3
MOVE 30(10m)/60(20m)/120(40m)
TELEPORT 500(150m)/1000(300m)/2000(600m) ATTACK 600'(200m) or 20 miles
Saves (12 PP):
TOUGH 10 [0Base + 3con + 7Costume power]
FORT 3 [0Base + 3con]
REF 7 [4Base + 3dex] (Area effect = no dam on save)
WILL 10 [8Base + 2Wis]
Equipment (4 PP):
Gold watch 1 EP
Heavy black flashlight 1 EP
Folding knife 3 EP
City home (Small, 5Tough, Living Space, Fire Prev Equipment, Garage and Workshop in garage; 4 EP)
1973 white ford Gremlin (2 PP)
Signal Flares in the trunk (1 EP)
COST SUMMARY:
Abilities 5 pp + Skills 14 pp + Feats 20 pp + Powers 83 pp + Combat 12 pp + Saves 12 pp + Equipment 4 PP = 150 pp
Complications:
Dearest wife Mary (born Maryweld Ferderber)
Vet hall/community center/war amp program
Cache of summoned weapons and armor
His essence, infused into various objects

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