Sandor-San

the MYSTIC MANCHARACTERISTICS Val Char Base Points Total Roll Notes 13 STR 10 3 13 12- HTH Damage 2 ½ d6 END [1] 23 DEX 10 39 23 14- OCV 8 DCV 8 28 CON 10 36 28 15- 11 BODY 10 2 11 11- 15 INT 10 5 15 12- PER Roll 12- 26 EGO 10 32 26 14- ECV: 9 25 PRE 10 15 25 14- PRE Attack: 5d6 11 COM 10 1 11 11- 7 PD 3 4 7/14 7/14 PD (0/7 rPD) 7 ED 6 1 7/14 7/14 ED (0/7 rED) 5 SPD 3.3 17 5 Phases: 3, 5, 8, 10, 12 9 REC 9 0 9 56 END 56 0 56 40 STUN 32 8 40 6" Running 6 0 6" 2" Swimming 2 0 5" 2" Leaping 3 0 2 ½ " 163 Total Characteristics Points
DISADVANTAGESSocial Limitation: Pariah (Occasionally, Minor) 10 Hunted by Various Old Russkies, Cthulians, and other rebel Atlanteans: Harshly Punish) 10 Hunted: Enemies of Neptune City 8- (As Pow, Harshly Punish) 10 Distinctive Features: shadows and dust follow me all my days (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 10 Reputation: weirdo, 8- (Extreme) 10 Rivalry: Professional and Romantic (Mentallia Witches Society; Rival is As Powerful; Seek to Humiliate Rival; Rival Aware of Rivalry) 10 Susceptibility: spells, incantations, prayers, ceremonies, spoken in Latin or Greek, 2d6 damage Instant (Uncommon) 15 Dependent NPC: Zodiac the Familiar 11- (Normal) 15 Enraged: if counterspelled (Uncommon), go 11-, recover 11- 15 Psychological Limitation, sorta of a C V K: If you aren't thinking things through, you're not a Hero. Unintended consequences loom everywhere Dependence: Daily Meditation Time; if not - Powers Gain 14- Activation Roll (Difficult To Obtain, Addiction) 20 Hunted: Soulless Necrania from Dimension Zero 8- (As Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
SKILLS Cost Name 0 Acting 8- 0 Climbing 8- 3 Stealth 14- 3 Tactics 12- 0 Shadowing 8- 0 Paramedics 8- 3 Lipreading 12- 3 Concealment 12- 3 Conversation 14- 0 CK: Neptune City 8- 2 Survival (Marine) 12- 2 Navigation (Marine) 12- 2 SS: Metallurgy, Geology, Etc. 11- 2 KS: Magic, Mysticism, Dimensional 11- 0 TF: Small Motorized Ground Vehicles , Ships and Boats 1 Streetwise 14- (3 AP); Extra Time (1 Minute, -1 ½ ) 0 Native Language: Atlantean (idiomatic; Literate) (4 AP) 3 Deduction 13- (5 AP); Extra Time (Full Phase, -½ ), Team Skill (2 people; -¼) 3 Language: Latin, Sanskrit, Necronomian: Old Atlantean, Russian, English, Greek, (fluent conversation; literate) 30 Total Skills Cost
PERKS Cost Name 5 Money: Well Off 3 Computer Link 1 Cell Phone 7 Follower (20 AP); Independent (-2) 1 Contact (Contact limited by identity) 11- 2 Follower (10 AP); Extra Time (20 Minutes, -2 ½ ), Independent (-2) 19 Total Perks Cost
TALENTS Cost Name 3 Simulate Death 7 Magesight, Discriminatory, Perceive into a single other dimension ; Extra Time ; Sense Affected As More Than One Sense ;
POWERS Cost Power END 14 Force: Armor (7 PD/7 ED) (21 AP); Gestures (-¼), Incantations (-¼) 0 8 Mental Defense (13 points total) 0 8 Life Support (Extended Breathing: 1 END per 20 Minutes; Longevity: 200 Years; Safe in High Pressure; Safe in Intense Cold) 0 8 Swimming +3" (5" total) (x4 Noncombat) 1 8 Magical: Power Defense (8 points) 0 5 Nightvision 0
Multipower, 66-point reserve, (66 AP); Requires A Skill Roll (-½ ) 2m 1) Extensive Allies amongst the Poltergeists: Luck 5d6 (25 AP); Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect affects both character and recipient of Power's benefits; practical jokes and petty thievery; -1), 2 3u 2) Major Transform 4d6+1 (Metal, Earth, or Stone Objects into Earth, Stone, or Metal , Undone by my death, counterspells, leap year day, or the fountain at Angkor Wat) (65 AP); OIF (any wand, amulet, talisman, or certain of my elixirs.; -½ ), Can Be Missile Deflected (-¼), Gestures (-¼) 6 3u 3) Entangle 6d6, 6 DEF (60 AP); OAF (water; -1), Can Be Missile Deflected (-¼) 6 2u 4) Astral Movement (Related Group of Dimensions, Any Location), x2 Increased Weight (40 AP); Requires An INT Roll (-3/4), Side Effects (Side Effect affects both character and recipient of Power's benefits; dimensional rifts, dim. intrusions, 10 plagues of egypt; -3/4) 4 7u 5) Suppress Mystic, Elemental, Metallic Magical 7 ½ d6, any [special effect] power one at a time (+¼), Variable Special Effects (Limited Group of SFX; +¼), Reduced Endurance (½ END; +¼) (66 AP) 3 7u 6) Dust Walk: Invisibility to Sight, Mental, Radio, Smell/Taste, Hearing and Touch Groups, Spatial Awareness and Detect , Reduced Endurance (½ END; +¼) (66 AP) 2 5u 7) Flinging Shrapnel into the Cracks in Your Mind: Killing Attack - Ranged 1d6, +4 Increased STUN Multiplier (+1), Attack Versus Limited Defense (Power Defense; +1 ½ ) (52 AP) 5 7u 8) Telekinesis (22 STR), Affects Porous, Fine Manipulation, Affects Desolidified One Special Effect of Desolidification (+¼) (66 AP) 7 6u 9) Teleportation 18", x4 Noncombat, Armor Piercing (+½ ) (61 AP)
Character Name: Sann-dorr the Mystic Alternate Identities: Sandor Sann, the Atlantean Man; Zander-ZanPlayer Name: ELD APPEARANCEHair Color: Dust Eye Color: OxideHeight: 2.00 m Weight: 100.00 kgDescription: Dark Cloak, he fights crime ! _ Pointed Ears, Webbed Fingers and Toes ==================================================BACKGROUNDAtlantean Anti-Hero, appeared in WW2and sided with the Russians temporarily in the 4Os,- - then went away to Dimension Zero for most of the 5Os,- - fought crime in the North Atlantic during the 6Os,- - then fell into the Planes of Kholadan during the 7Os,- - then fought crime world-wide in the 8Os,- - then whisked away to the Zone Magionic for the duration of the 9Os,- - and now fights crime in Neptune City.ROLEUtility Character, not a fighter per se. _ likes to set up others for the killing blow _
PERSONALITY/MOTIVATIONTries to be wise, tries to see the future, tries to weigh consequences, _ tries to fight crime with an eye to stopping global chaos. _If you do not master your Powers, your Powers will be your master.SANN-DOR !!!!!