MUDPIE SHEET
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MUDPIE
Val Char Points Total Roll Notes
15 STR 5 15/35 12- / 16- HTH 3d6/7d6 END [1/3]
17 DEX 21 17 12- OCV 6 DCV 6
20 CON 20 20 13-  
14 BODY 8 14 12-  
10 INT 0 10 11- PER Roll 11-
10 EGO 0 10 11- ECV: 3
15 PRE 5 15 12- PRE Attack: 3d6
10 COM 0 10 11-  
           
           
15 PD 12 15/25   15/25 PD (0 rPD)
10 ED 6 10/20   10/20 ED (0 rED)
5 SPD 23 5   Phases: 3, 5, 8, 10, 12
10 REC 6 10/20    
50 END 5 50    
40 STUN 8 40    
8" Running 4 8"    
2" Swimming 0 2"    
3" Leaping 0 3"/7"   Total Cost: 123
Cost Powers END
45 Body of Mud: (Total: 45 Active Cost, 45 Real Cost) Physical Damage Reduction, Resistant, 50% (Real Cost: 30) plus Energy Damage Reduction, Resistant, 25% (Real Cost: 15)
Notes: Most of the force of an attack is absorbed and cushioned by her body of mud
 
40 Body of Mud: Desolidification (affected by Earth powers), Reduced Endurance 0 END (+1/2) (60 Active Points); Cannot Pass Through Solid Objects (-1/2)
Notes: MUDPIE can 'ooze' through any non-air-tight opening
 
16 Body of Mud: Life Support , Eating: Character does not eat, Self-Contained Breathing, Sleeping: Character does not sleep
Notes: Being made of mud means MUDPIE does not have all the normal physiological functions
 
7 Earth Melding: Knock-back Resistance -5" (10 Active Points); Only when in contact with the ground (-1/2)
Notes: When in contact wit the ground MUDPIE is hard to knock back or down
 
27 Earth Melding: Tunneling 6" through 6 DEF material (Fill In Hole) (40 Active Points); Limited Medium Earth (-1/2)
Notes: MUDPIE can merge wit and pass through earthen materials.
4
  Earth Melding
Notes: When in touch with natural earth, MUDPIE's physical stats increase
 
10
1) +20 STR (20 Active Points); No Figured Characteristics (-1/2), Only when in contact with earth (-1/2)
2
7
2) +10 PD (10 Active Points); Only when in contact with the ground (-1/2)
 
7
3) +10 ED (10 Active Points); Only when in contact with the ground (-1/2)
 
13
4) +10 REC (20 Active Points); Only when in contact with the ground (-1/2)
 
  Wrestling
4
1) Choke: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND
4
2) Escape: 1/2 Phase, +0 OCV, +0 DCV, +15 STR vs. Grabs
3
3) Hold: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +10 STR for holding on
4
4) Reversal: var Phase, -1 OCV, -2 DCV, +15 STR to Escape; Grab Two Limbs
3
5) Slam: 1/2 Phase, +0 OCV, +1 DCV, STR +v/5, Target Falls
3
6) Take Down: 1/2 Phase, +2 OCV, +1 DCV, STR Strike; You Fall, Target Falls
 
  Perks
1 Contact 8-
5 Money: Well Off
 
  Talents
3 Bump Of Direction
2 Environmental Movement (no penalties on/in Muddy/wet earth)
 
  Skills
  Wrestling
3
1) Acrobatics 12-
3
2) Acting 12-
3
3) Breakfall 12-
2
4) KS: Wrestling 11-
  Everyman Skills
12
1) +4 with Wrestling
0
2) Climbing 8-
0
3) Concealment 8-
0
4) Conversation 8-
0
5) Deduction 8-
0
6) Paramedics 8-
0
7) Persuasion 8-
0
8) Shadowing 8-
0
9) Stealth 8-
0
10) TF: Custom Adder, Small Motorized Ground Vehicles
Total Powers & Skills Cost: 227
 
Total Cost: 350
 
200+ Disadvantages
20 Distinctive Features: Woman of mud (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
15 Enraged: Facing THUGMASTER and his minions (Uncommon), go 11-, recover 11-
20 Hunted: THUGMASTER 8- (As Pow; Harshly Punish; Extensive Non-Combat Influence; PC has a Public ID or is otherwise very easy to find)
5 Physical Limitation: Modern medicine is useless on MUDPIE (Infrequently; Slightly Impairing)
15 Physical Limitation: Body of MUD (All the Time; Slightly Impairing)
10 Psychological Limitation: Hunting THUGMASTER, Links bad things with THUGMASTER (Common; Moderate)
20 Psychological Limitation: Code Versus Killing Common, Total
10 Unluck: 2d6 (Wrong place Wrong time)
15 Social Limitation: Public ID (Frequently; Major)
10 Vulnerability: 2 x BODY Explosive Attacks (Uncommon)
10 Vulnerability: 2 x STUN Explosive Attacks (Uncommon)
Total Disadvantages Points: 150