Post by Gaizer on May 10, 2013 17:27:34 GMT -5
[Begin Agent Bio]
Name: Nash
Archetypes/Race: Tenno/Assassin
Health: 75/75
Energy: 20/60 (5 reserved for Wind Harness, 5 for NANOMACHINE maximization, 5 for Contagion, 5 for eye of the tiger, 5 for invisibility, 5 for Adrenaline, 5 For shadow assault, 5 for Ripper mode)
Potential: 0 Stat points, 4 ability points, and 2 trait choice.
Equipment: Void Frame. Paris electro-magnetic bow, +3[15]. Dual compartment Quiver w/30 stealth arrows, 5 sleep arrows and 33 hunting arrows. L1 Steel Fiber(+3 soak) currently not used, Prototype energy shielding(+5 recharging destructible defence), Cybernetic Booster(+3 int), L1 Focus (Plus 10 to warframe actions)
Money:$2,751,035
Stats:
Abilities:
Traits:
Skills:
[End Agent Bio]
Name: Nash
Archetypes/Race: Tenno/Assassin
Health: 75/75
Energy: 20/60 (5 reserved for Wind Harness, 5 for NANOMACHINE maximization, 5 for Contagion, 5 for eye of the tiger, 5 for invisibility, 5 for Adrenaline, 5 For shadow assault, 5 for Ripper mode)
Potential: 0 Stat points, 4 ability points, and 2 trait choice.
Equipment: Void Frame. Paris electro-magnetic bow, +3[15]. Dual compartment Quiver w/30 stealth arrows, 5 sleep arrows and 33 hunting arrows. L1 Steel Fiber(+3 soak) currently not used, Prototype energy shielding(+5 recharging destructible defence), Cybernetic Booster(+3 int), L1 Focus (Plus 10 to warframe actions)
Money:$2,751,035
Stats:
- Mental: Int:40[+3], Wits:39, Will:30
- Physical: Str:30, Dex:30, Con:30
- Spiritual: Pwr:25, Ctrl:25, Res:25
Abilities:
- Mental:
- To End Life/7/D12+4[15+T]
- Frame Mastery/7/D12+2[15+T]
- Ash
- Banshee
- Ember
- Excalibur
- Frost
- Loki
- Nova
- Nekros
- Nyx
- Rhino
- Saryn
- Vauban
- Volt
- Valkyr
- Oberon
- Zephyr
- Beam Katana/4/D12+2[6]
- High Frequency Blade/5/D12+2[6]
- Claytronic Nanomachines/6/D12+2[15]
- To End Life/7/D12+4[15+T]
- Physical:
- Blade's Shadow/2/D12[2]
- Mercy[Passive]
- Noxian Diplomacy(next attack deals bonus physical damage. The enemy will also bleed for 6 seconds, revealing their location and taking additional physical damage each second for the duration.)
- Rake(sends out a volley of daggers in a cone that then quickly return back, dealing physical damage to any enemies it passes through. Each enemy can only be damaged once at the start of the ability and once at the end. Additionally the enemy is slowed for 2 seconds, refreshing the duration of the slow if they are hit twice.)
- Cutthroat(instantly appears behind his target, silencing them and amplifying damage against that target for 3 seconds.)
- Shadow Assault(Disperses blades outwards in a 500-radius ring and gains stealth while gaining 40% movement speed. Upon emerging from stealth, the blades converge on current location. When the ring of blades expands and contracts, enemies hit receive physical damage. Each enemy can only be damaged once at the start of the ability and once at the end.)
- Mercy[Passive]
- Assassin Vocation/5/D8[20]
- Bullseye/1/D12+6[0]
- Stealth Assassin/3/D12[6]
- Blade's Shadow/2/D12[2]
- Spiritual:
- Outsider's Touch/2/D12[3]
[li] Hell Ice/2/D8+2[GB]
- Outsider's Touch/2/D12[3]
Traits:
- Vigilance[1] (one extra reaction a turn) Wits 5, Dexterity 3
- Ambidextrous[2] (Can use the off hand without penalty) 4 dexterity, 4 strength
- Payload [3](Spending five energy makes attacks do 25% extra damage) Power 5, Control 4
- Proper Form[2]
- Advice[1] (Upon making your first successful action in combat you can give the next ally a plus 10 to their next main roll) Willpower 4, Intelligence 4
- Hype[1] (Allies at +15 to their next attack when you critical) Intelligence 7, Willpower 5, Dexterity, 5
- Better Lucky[3] (Upon scoring a critical all your bonus dice add plus two) Power 6, Control 6, Intelligence 4
- Combat Reflexes[2] (Keep reactions even when snuck attack) 7 dexterity 7 strength, 6 control
- Forced Defenses[3] (Always know an opponents attack for purposes of being able to counter spell) Power 5, Control 4, Reserves 4
- Follow Through (Once per combat you may roll flat against an enemy who successfully blocks you, if you succeed then your opponent is stunned for 1 turn) 10 dexterity, 10 strength, 8 control[2]
- Nerves of steel (The first stun of the combat does not make you lose a turn) Willpower 15, Wits 14, Intelligence 12, Constitution 11[1]
- Blindside (Plus 25 when attacking an enemy who did not target you this or last turn) Intelligence 16, Wits 15, Willpower 15, Dexterity 15[1]
- Twist the Knife (Add 25 to effect rolls when target is below half health) 20 dexterity, 20 strength, 15 constitution, 15 intelligence[2]
- Deep Breath (Restore an extra two energy during restoration) 25 constitution, 20 power[2]
- Cold Blood (Add 50 to effect when attacking a stunned or otherwise helpless opponent) intelligence 17, wits 16, willpower 14, control 14[1]
- Deathdealer (add 30 to attacks against targets healed within the last turn and targets that have regeneration) Power 16, Control 14, Reserves 12, Strength 12[3]
- Gifted Adept (Can reroll a execution check once per session) Control 15, Power 14, Reserves 12, Dexterity 10[3]
- Trigger Finger (Roll dex check, if you beat the highest enemy initiative then you get a free attack action, only one trigger finger applies per combat) 15 dexterity, 15 strength, 13 constitution, 14 wits[2]
- Precision (Critical attacks ignore 25 points of soak) 17 dexterity, 17 strength, 13 constitution, 15 intelligence[2]
- Quick and the Dead (Roll initiative twice and keep the greater) 22 dexterity, 18 strength, 16 constitution, 16 intelligence[2]
- Toughness (Can ignore one attack per combat) 24 constitution, 22 strength, 18 dexterity, 18 willpower, 16 wits[2]
- Conditioning (Reduce cooldowns by one) 15 constitution, 15 strength, 13 dexterity, 14 control[2]
- Blitz (Stunning an enemy gives you an immediate attack against them, this does not work on an enemy who is already stunned) 23 dexterity, 21 strength, 17 constitution, 16 power, 16 control[2]
- Focus (Can use skills in combat without usual penalty) 3 Willpower, 2 Reserves[1]
- Spirit (add one half your current missing hit points as a bonus to saving throws) Power 14, Control 13, Reserves 11, Wits 10[3]
- Inner Reserves (Execution criticals restore two energy instead of one) Reserves 18, Control 16, Power 16, Constitution 15[3]
- Paranoia (Rolls two perception checks and keeps the greater) Willpower 12, Intelligence 11, Wits 10, Control 12[1]
- Pride[1]
- Dirty Fighting (50% extra damage to enemies that are stunned, asleep, prone, paralyzed, dazed, or otherwise unable to defend) Wits 22, Intelligence 21, Willpower 20, Dexterity 18, Strength 16[1]
- Adaptive Defense (Gain a commutative plus 5 every time you use the same defense in a fight) Willpower 6, Intelligence 5, Power 5
- Mind over matter (Add one half willpower to hit points) Willpower 23, Intelligence 23, Wits 22, Power 16, Reserves 15
- Crown of Thorns (Add one half strength to hit points) 26 strength, 24 constitution, 20 dexterity, 20 willpower, 18 wits[2]
- Strong Soul (Add one half reserves to hit points) Power 23, Control 23, Reserves 22, Wits 16, Willpower 15[3]
- Diamond in the Rough (As long as you are below 50% health you roll every roll twice, except wound, execution, or exhaustion, and take the greater) Willpower 30, Intelligence 27, Wits 26, Control 22, Power 20
- Extra mental equip
- Extra spiritual equip
- Extra Phys Slot 1[2]
- Extra Spir Slot 1[3]
- Extra Ment Slot 1[1]
- Extra Ment Slot 2[1]
- Finding the weakness: reduces enemy soaks by 28 [T]
- Thrill Killer: Roll to kill, or, against bosses, halve soak. Roll must beat 100, gets a bonus of 7 per 50 soak (7 base bonus)
Skills:
- Sneak: 20
- Lore: Hetairia: 2[4 points]
- Tumble: 20
- Vacuum Survival: 20
- Subzero conditioning: 20
- Escape artist: 20
- Security systems: 20
- Pick Lock: 20
- Stalk/capture: 20
- Game: DMC3SE: 10[20 points]
- Pickpocket: 15
- Intelligence: 20 [40 points]
- Trap detection: 20
- Tracking: 15
- Running: 15
- Find Concealment: 20
- Climb: 15
- Japanese 10 [20 points]
- Seduce 3[9 points]
- Perception 20
- Bluff 20[40 points]
[End Agent Bio]