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Imus Champion

Imus Champion

F) In40
A) In40
S) Rm30
E) Mn75
R) Gd10
I) Ex20
P) Rm30

Health: 185 Karma: 60
Resources: Ex Pop: 0

Known Powers:

Body Armor: Rm vs. Physical, Energy, Shooting and Edge
-Narcotic Gas Release: Am potency and will put its victims to sleep for 3-30 rounds. Champion has built up an immunity to the gas.
Eternal Brain Mine: Am material, Am mind blast, Victim loses control of powers. Must make an Mn Psy FEAT vs. Loss of Karma
Wand of Watoomb: CL1000 material, The following powers lie within the wand itself and are available to anyone wielding it:
-When the user is the target of a mystical attack, and can move the wand to block the attack (Agility FEAT roll), it absorbs all the mystical power used in the attack and allows the user to utilize the power in one of three fashions. Power utilization can be either:
-Healing: Restore any damage the wielder has sustained (at a rate of one point of health for every five points of power absorbed).
-Eldritch Bolt: Fire an Eldritch Beam with a power rank equal to the absorbed attack.
-Protection: Create one of the protection spells (Shield-Aura, etc.) with a power rank equal to that of the absorbed attack. Any of these things, because they utilize freshly acquired energy, can be performed in addition to normal actions during the next round, including magic use.
-The wand can act as the Dimensional Apeture spell and open a nexusto another dimension desired by the user.
-The wand will automatically allow the user to powerfully scry, that is, to see any person, place, or thing he desires to see in any dimension with which he is familiar. He may also fire Eldritch spells through the wand at the person, place, or thing he is viewing, but with a -3CS to agility for targeting the attacks.
Power Glove: Ex material, provides Champion with the following abilities:
-Hyper-Strength: The glove raises Champion's strength to +2CS to In.
-Power Blasts: In Energy, 2 areas
-Force Field: Rm protection vs. Energy, Gd protection vs. Physical
-Typhoon sphere: Fill 1 area within a 3-area range. Anyone and everyone within the sphere takes Ex damage each round they are in it, and must make an Escape roll to exit the sphere.
Staff of Seth: CL1000 material, unleases a Sh-X Energy Blast to the touch of the victim.
Anti-Gravity Disks: The Wizard uses anti-gavity disks of his own design as weapons. He throws them with Ex agility, and the disks adhere with Mn strength paste (courtesy of The Trapster). Any target struck by a disk floats upward at a rate of 10 feet per round, unless its fastened to something solid.
Zodiac Star-Blaster: Emits up to Un Light Energy from Infrared to Ultraviolet, 10 areas
EMP Generator: Un, up to 10 areas around, cause all mechanical thing to be shut down

Talents: Business/Finance, Psychiatry, Pilot, Computers, Electronics, Archaeology, Law, Martial Arts A, B, C, D, E, Wrestling, Acrobatics, Guns, Weapons Master, Thrown Objects, Bows, Marksmanship, Mesmerism and Hypnosis, Sleight of Hand, Resist Domination, Occult Lore, Multi-Lingual, Trivia: (stage magic and illusion), Student

Contacts: Champion Industries, Many street and inside contacts