Ourani Donpak

Rogue of Mind

Description:

CHARACTER INFO

Class/Aspect: Rogue of Mind
Level: 7
Boondollars: 650,000
Template(s): Troll, Telekinetic
Concatenation Oath: Survivalist
Epic Boon: None

ATTRIBUTES

Mangrit (MGT): 12 (1)
Acumen (ACU): 18 (
4)
Imagination (IMG): 18 (+4)
Pulchritude (PLC): 10 (0)

STATISTICS

Max HP: 40 (Bloodied: 20)
HP/Level: +3
AC: 24
Fortitude: 23
Reflex: 22
Will: 17
Resistances: Resist 2, Resist 5 to all natural hazards, Resist 2 (to attacks targeting Will)
Initiative: +9
Speed: 6

SKILLS

Acrobatics (Acu): 11
Athletics (Mgt): 8
Chumming (Plc): 6
Healing (Img): 11
Insight (Plc): 10 (Trained)
Mysteries (Acu): 11
Nature (Acu): 18 (Trained)
Perception (Img): 15 (Trained)
Science (Img): 7
Skaian Lore (Img): 11
Stealth (Acu): 11
Trolling (Plc): 7

WEAPONRY

Weapon: Gauss Giant
Kind Abstratus: Riflekind
Category: Heavy Rangedkind
Range: 15
Precision: +2
Attribute: Acu or Img or Plc
Damage: 2d8
Auto-Parry: No

QUIRKS & FLAWS

CAUTIOUS
Benefit: You gain a +1 bonus to your Armor Class.
Drawback: You take a -2 penalty to your Initiative.

UNCIVILIZED
Benefit: You gain a +1 bonus to Nature.
Drawback: You take a -1 penalty to Chumming or Insight.

HARDY
Benefit: You gain a +1 bonus to Fortitude.
Drawback: You take a -1 penalty to Reflex.

BLUNT
Drawback: You take a -1 penalty to Insight.

IGNORANT
Drawback: Choose one skill between Science, Nature, and Healing. You take a -2 penalty to your chosen skill.

AFFRONTS/BLUNDERS

Expose The Weakness – The target takes an additional 1d10 + your level damage and is immobilized (save ends). (Grave Blunder: You take 1d8 + your level damage and are immobilized until the end of your next turn.)
Confounding Strike – The target is stunned until the end of its next turn. (Grave Blunder: You are stunned until the end of your next turn)

TRAITS

I See The Shiny: Gain a +4 bonus to Perception Checks
Catlike: Gain a +2 bonus to your Reflex
Share The Wealth: Whenever you successfully attack an enemy granting combat advantage, one ally within 5 squares of you gains temporary HP equal to your level, rounded up.
Sharp Intuition: Gain a +4 bonus to Insight.
Mental Superiority: You cannot be marked or forced to attack a target against your will. If a power would place a mark on you or dominate you, ignore those effects.
Labyrinthine Mind: You gain a +1 bonus to Will. You also have Resist 5 to any attacks that target your Will defense. The resistance granted by this Aspect Trait stacks with any other resistances that you might have.
Survival of the Fittest: You gain a Resist 5 to all natural hazards, such as storms, heat, cold, and toxic gas.
Self-Sufficient: You gain a +2 bonus to Nature and Fortitude, and a -2 penalty to Science.
Future-Fear: If an enemy uses an Immediate Interrupt or an Immediate Reaction against you, even if the attack fails, you are Weakened (save ends).

AGGRIEVEMENTS

BASIC AGGRIEVEMENT
Standard action – At-Will
Melee- or Ranged-kind
Target: One creature
Attack: Mgt/Acu/Plc/Img + your level + weapon precision vs. AC
Hit: 1[W] + Mgt/Acu/Plc/Img modfier+ your level damage.
Special: The ability score used for attack and damage is determined by the Kind Abstratus in use.

FRIGGLISH’S POUNCE
Standard action – At-will
Melee- or Ranged-kind
Target: One creature
Attack: Acu/Plc + your level + weapon precision vs. AC, two attacks
Hit: 1[W] + your level damage, and the target grants combat advantage until the end of your next turn.

CONQUER THROUGH CONFUSION
Standard action – Encounter
Close Burst 2
Target: Two enemies in Burst
Attack: Acu/Plc + your level + weapon precision vs. AC
Hit: 2[W] + Acu/Plc modifier + your level damage
Effect: For each target you hit, choose for them to either be blinded or dazed. You must choose a different status condition for each target. The condition lasts until the end of your next turn.

LEAVE A CALLING CARD
Immediate Interrupt – Encounter
Personal, Communication
Trigger: You or an ally is attacked by an enemy.
Effect: If the attack successfully deals damage, it instead only deals half damage. The target of this power may immediately shift their speed.

SLIPPERY WHEN THREAT
Standard action – Encounter
Melee- or Ranged-kind
Target: One creature
Attack: Acu/Plc + your level + weapon precision vs. AC
Hit: 3[W] + Acu/Plc modifier + twice your level damage, and you can shift a number of squares equal to your Acu/Plc modifier
Effect: Until the end of the encounter, each time the target enters a square adjacent to you, you can deal 1d6 damage to the target and shift 1 square as an Immediate Reaction.

CLARITY OF THOUGHT
Free action – Recharge
Personal
Effect: You gain an additional Move action for this turn and your next turn, and you may immediately end any Stunned or Dazed conditions that are affecting yourself and one ally within 10 spaces of you.

SYLLADEX

Fetch Modus:
Chastity Modus

Strife Deck

Hunting Rifle (Starting Weapon)

Headshot Gunbot

  • Inescapable
    Deals 2 damage on a miss, unless the attack already has a miss effect. This effect cannot kill minions.
  • Unbalanced
    When you miss with the weapon, you are immobilized until the end of your next turn.

AUTO-TURRET
Standard action – Encounter
Melee- or Ranged-kind
Target: One creature
Attack: Mgt or Plc or Img + your level + weapon precision vs. AC
Hit: 1[W] + Mgt or Plc or Img modifier+ your level damage
Effect: You immediately switch to the weapon this power is attached to upon using this power if you are not already using it. This weapon wields itself on your next turn, allowing this weapon to attack as a separate entity while you attack with a different weapon. You cannot use this weapon again until the end of your next turn.

Gauss Giant

  • Longshot
    Gain a +4 to a ranged weapon’s range.
  • Trueshot
    This weapon always ignores cover and concealment from targets that you can see. While wielding this weapon you know the location of any invisible or hidden enemies within 10 spaces, but you suffer a -2 penalty for attacking this targets (instead of the normal -5).

GROUND-INTERACTIVE BLASTING SYSTEM
Standard action – Encounter
Melee- or Ranged-kind
Requirement: You must beat a DC 15 Perception check or this power automatically fails.
Target: One creature
Attack: Mgt or Plc or Img + your level + weapon precision vs. AC
Hit: 2[W] + Mgt or Plc or Img modifier+ your level damage and the target is blinded until the end of its next turn.
Miss: You gain +5 Temp HP
Effect: You immediately switch to the weapon this power is attached to upon using this power if you are not already using it. The target is now your Prey for the rest of the encounter. Whenever you are targeting your Prey, you gain a +1 bonus to attack rolls against them. You take -1 to all defenses until the end of your next turn.

Armor Tab

Light Clothes (Starting Armor)

Survivor Suit

  • Insulated
    Gain Resist 5 against environmental hazards and terrain effects.
  • Computerized
    Your armor now can be used as a limited computer. You can now use your armor to Communicate, and you can see the same kind of limited information that a small computer would be able to show you.
  • Reversal
    Once per encounter, instead of falling unconscious at 0 HP, you may choose to remain conscious and make a Standard action after each death saving throw. If you manage to successfully hit a target using that Standard action before you die, you return to life with 1 Hit Point and a +2 bonus to all defenses until the end of your next turn.
  • Rebreather
    Your armor now allows you to breathe in environments you would normally not be able to, including underwater, in toxic gas clouds, and in total vacuum. Your armor provides you up to 1 hour of breathable air before it must be recharged.
  • Flimsy
    The armor’s AC bonus drops by 1 point.

Trinket Tab

Waterfont

GUSHER
Standard action – Encounter
Requirement: You must not be bloodied to use this power.
Effect: You create a spout of water that pours a maximum of 9 gallons (one-fourth of a cubic square) of water per 12 seconds (two turns). You can control the flow of water as a Free action so that the Trinket produces less water.

Trapper Keeper

BAG ’EM & TAG ’EM
Standard action – Encounter
Attack: Place the item as a trap in an adjacent square.
Trigger: A creature willingly moves adjacent to a space containing a trap.
Attack: Level + 6 vs Reflex.
Hit: Deal 1d10 + your level damage to the target. The target is immobilized by this attack until end of its next turn.

Range Extender

SUPER SCOPE
Standard action – Encounter
Requirement: You must not be adjacent to an ally to use this power.
Effect: Until the end of the encounter, you can see objects clearly up to a mile (2 miles) away, as well as see in darkness.

Common Tab

FLASHLIGHT
Green (1)
Minor Action – Personal
Effect: You gain a 3 to Perception until the end of your next turn. All squares within a close burst 2 of you are brightly lit for the rest of the encounter.
Special: You may attempt to Supercharge this trinket by rolling a d10 when you use its power.
_5
:_ Man, these batteries are lasting forever! You gain a +3 to Perception until the end of the encounter. All squares within a Close Burst 3 of you are brightly lit for the rest of the encounter.
1-4: Aaargh, you shined it into your eyes! You are Blinded until the end of your next turn.

SMOKE PELLETS
Green (1)
Minor Action – Close Bur st 2
Target: Each enemy in burst
Effect: The target may not make opportunity attacks until the end of your current turn. In addition, if your party attempts to ABSCOND from the Strife before the end of the current round, you and any allies within 5 spaces of you gain a +3 bonus to all skill checks related to successfully disengaging from the fight.

FLARP MANUAL
Green (2)
Minor Action – Ranged 10
Target: One creature you can see
Effect: The target takes a -1 penalty to a Defense score of your choice (save ends).

HANDS-FREE COMPUTING
Green (3)
Free Action – Communication
Effect: An ally you can communicate with does not grant combat advantage until the start of their next turn.
OR…
An ally you can communicate with gains a +2 bonus to a roll they just made.

SHARK CLAMP
Green (4)
Standard Action – Reach 1
Effect: You may place Shark Clamp within a 1 square reach. When anybody steps into this square, they take 1d10 damage and are immobilized. To remove the immobilization effect, the target must spend a Move Action. Shark Clamp remains active on the field until either it’s triggered or the end of the Encounter, whichever happens first.

PUMPKIN
Yellow (5)
Standard Action – Personal
Effect: Roll a d10. If you get a:
1: You promptly slam the pumpkin down and around your head. Your turn ends immediately, and you are blinded until you or an adjacent ally uses a Move action to remove the pumpkin.
2-5: What pumpkin? Seriously, what are you talking about? No effect.
6-9: Mmmmm…. delicious pumpkin… You nosh down and gain HP equal to your level + 5.
10: You brandish your pumpkin menacingly. All creatures in Close Burst 3 take -2 penalty to Will until the end of your next turn. You can also instead throw the pumpkin at one creature within Close Burst 3, Stunning it until the end of its next turn, causing 1d4 damage.

RABBIT’S FOOT
Yellow (6)
Immediate Interrupt – Personal
Trigger: You get a roll you do not like, but you do not yet know the result.
Effect: You may reroll with a +1 bonus.

JETPACK SKATEBOARD
Yellow (7)
Move Action – Personal
Effect: You may Fly at twice your regular speed until you crash. You can only move in a straight line (diagonal movement counts), and you must move at least your regular speed each turn, or the board stalls and you crash, knocking you prone. You can get off the board at will as long as you haven’t moved on the same turn.
Sustain: Each turn you must roll a d10. If evens, you stay on the board. If odds, you crash, and are knocked Prone.

Collectibles

FLARP Manual
A level 2 player can collect the FLARP Manual. You gain a +2 bonus to Skaian Lore checks related to Underlings.

Hands-Free Computing
A level 3 player can collect the Hands-Free Computing Device. You can now Communicate as a free action (even during battle, and without triggering Opportunity Attacks!).

Waterfont
You can collect the Waterfont. Outside of combat, you can produce a spout of water that pours a maximum of 9 gallons (one-fourth of a cubic square) of water per 12 seconds (two turns). You can control the flow of water as a Free action so that the Trinket produces less water.

Miscellaneous Items

None

OTHER INFO

TELEKINETIC Apportation/Remote Viewing (Common Template)

  • Because of your heightened mental sensitivity, you take a -1 penalty to Will. You also have Vulnerability equal to half your level to attacks that target Will, which overrides any Resistances you may have.
  • You can teleport unattended objects you can touch up to 15 spaces away from you in any direction. For example, you can teleport a small rock as a Minor action or teleport an anvil as a Standard action. The object being teleported must be deposited somewhere within 15 spaces of you, and it must have space to be moved there. You take a -2 penalty to the attack rolls of attacks you make using this trait.
  • You can focus your mind, allowing you to pick up sensory information from within 100 feet of you remotely. You may choose one sense, such as sight or smell, to focus on when attempting to gather information. When attempting to sense another being, you must roll an Imagination check against their Will save. You take a -2 penalty to the attack rolls of attacks you make using this trait.
  • If you wish you may exchange one of your Class’s starting Aggrievements with TK Crush. If your character has chosen to completely ignore a standard Strife Deck in favor of telekinetic attacks solely, you could represent this through a representative Kind Abstratus such as Heavy Rangedkind or something similar. Otherwise you may use this power alongside any other Abstratus of your choice to represent more of a ‘dabbling’ in mental powers.
Bio:

Chumhandle: aetherCastrated
Species: Troll
Age: 8.5 sweeps
Gender: Female
Location: Land of Pastures and Beasts
Moon: Prospit
Lusus: Praying Mantis
Blood Color: Maroon

“Your name is OURANI DONPAK. You have a variety of interests. You have a passion for the NATURAL WORLD, whether this involves your frequent trips to practice your SURVIVALISM skills, your love of the HUNT, or the small but well-loved GARDEN in front of your HIVE. You are a fan of ALTERNIAN MOVIES, and enjoy analyzing their themes and motifs. You are generally SOLITARY, but enjoy spending time with some of your dear FRIENDS, both in person and virtually.”

Ourani Donpak

Bewbstuck aerialAstronomer