"THE MIGHTY REY"

One BAD ASS  Bio-Engineered Mercenary

Description:

THE MIGHTY REY

Rey Raymundo

Power Level: Mythic 
 
TL: 6 (Fading Suns)

Size Class: 0

Refresh: 4

 
Physical:
Stress Track: 11
Perception 5
Agility 2
Endurance 5
Strength 4

Mental:
Stress Track: 4
Craft 1
Knowledge 2
Reason 2
Willpower 2

Social:
Stress Track: 5
Deception 3
Empathy 1
Persuasion 3
Resources 2

Character Aspect:

(Defining) One BAD ASS Bio-Engineered Mercenary

Hatred of the Inquisition

Changed: Bio-Genetic Enhancements

Master Sergeant of the Ashen Legion

Friend of Ankin Wrider

Specialty Aspects

Enhanced Selective Sight(P)[Bonus](Perception)

Thermal Vision(P)[Bonus](Perception)

Dead Eyes Stare (Persuasion)

Former Assassin of the Slayers Guild (Deception) 

“I AM THE MIGHTY REY”(Willpower)

One Tough Bastard (Endurance)

Inhuman Strength (Strength)

Advantages:

Fearless – I gain a +2 bonus on Willpower rolls to defend against fear.

Scary – I gain a +2 bonus (or +2 Edge) to Persuasion rolls to frighten others.

Takes One to Know One – Substitute Deception for Empathy when trying to determine if another person is lying.

Experienced X3
I gain 60 Experience Points that I can spend in any way. 
Spent 20 on Placing 2 points in the Evolved Power for my Ranged Attack.
Spent last 40 on gaining +4 to Abilities.

Resilient
I gain two more stress boxes for each set of stress boxes on my Physical Stress Track. 

 
Unsurpassed Talent: 
+1 Endurance and Perception
My rank in any one Ability is increased by +1. This can allow me to begin play with an Ability rating higher than my CamPL normally allows.

Weapon Specialist – 
Power Attack, Ranged
I gain a +1 bonus on all attack rolls.

Powers:

Armor  [AR: 10]
Activation: none
I have a super dense physical body.
This Power grants me natural Armor Rating of 4+ 6(Tech Level)= 10.
If the setting uses multiple TLs, use the highest.
Unlike most bonuses, the Armor Rating provided by this Power does not stack with that provided by wearing actual armor. If you have this Power and also wear armor, you use the greater of the two Armor Ratings provided.
Modifiers:
(Improved Armor) X1: Armor Rating provided is increased by 2(Already added in).
(Passive): My armor is “always on” and need not be activated.

Enhanced Sight
Activation: none
I can willingly increase the sensitivity of my sense of sight, allowing me to see objects at a distance with perfect clarity. 
I gain the persistent Aspect Enhanced Sight (P)
Modifiers:
(Passive): My enhanced sight is “always on” and need not be activated. The Aspect Enhanced Sight (P) effectively becomes a permanent persistent Specialty Aspect for my Perception.
(Selective Sight): When this Power is active, I gain the ability to filter out distractions and focus on specific details. In addition, sudden flashes of light are instantly dampened and do not harm me as they otherwise might. The Aspect I gain from this Power is Enhanced Selective Sight(P) instead of the default Aspect.

Thermal Vision 
Activation: None
This Power permanently grants me the Perception Specialty Aspect Thermal Vision. This Aspect might be invoked to grant bonuses to perceive in darkened or obscured areas, but may be compelled if I am looking for is room temperature, or a specific color.
Modifiers:
(Adaptive): The Aspect associated with this Power is persistent, but I can switch this Power on and off at will.

Power Attack, Ranged [HIGH POWER BLAST]
WR: +11. Range 5
Activation Difficulty: 4
Activation Time: Free Action (Attack or Maneuver is a Simple Action) 
Requires a Power Source: Bio-Genetic Enhancements (Changed)
Affinity Ability: Perception
I am capable of projecting an unnatural ranged attack. 
I shoot massive dark purple energy beams from my eyes and Perception is used to defend against them.

Weapon Rating: My attack has a Weapon Rating equal to 1 + the setting’s Tech Level6 for 7 WR Base.
If I  roll to activate this Power I may willingly decrease my Weapon Rating, though this does not decrease the activation difficulty unless I take the Variable modifier below. 
Maneuver: Like many other types of attacks, this Power may also be used as a Maneuver to place an Aspect on a person, place or thing. See page SoF 255 for more about Maneuvers.
The types of Maneuvers I  can perform should, of course, relate to the type of attack I perform. The ability to breathe fire for example may allow me to place an On Fire! Aspect on an area, while I could use the ability to project ice to place a Slippery when Iced Aspect on a section of the floor.
Modifiers:
(Improved Weapon Rating)X2: The Weapon Rating when using this Power is increased by +4.

(Variable): I may elect to increase or decrease the Weapon Rating of this Power by 1 for every 1 that I add or subtract from the Activation Difficulty. I can change the Weapon Rating and Activation difficulty each time I use this Power, increasing or decreasing the Weapon Rating by doing the same to the Activation Difficulty. For example, if my attack’s Weapon Rating is usually +3, I may increase it to +5. But by doing so, the activation difficulty for this use of my Power is likewise increased by +2.

Evolved Power 1 [INCINERATION BLAST]
Power Attack, Ranged
Range 5
Activation Difficulty: 8
Activation Time: Free Action (Attack or Maneuver is a Simple Action) 
Requires a Power Source: Bio-Genetic Enhancements (Changed)
Affinity Ability: Perception
I am capable of projecting an unnatural ranged attack. 
I shoot massive dark purple energy beams from my eyes and Perception is used to defend against them.
Modifiers:
WR:(Slaying): My Incineration(disintegration) beam does not bash, cut or otherwise wound your opponent. It either does nothing, or it kills them instantly.
The activation difficulty of this Power is increased by +4 (ALREADY INCLUDED). I may not take this Modifier in conjunction with the Persistent, Repetitive or Ranged Explosion Modifiers.
Make an attack with your Affinity (Endurance), The target may defend as normal, using Perception to defend against it.
If I succeed on the attack roll, the target suffers no stress. Instead, he must spend a number of Fate Points equal to the amount by which I succeeded, or be instantly Defeated. And in this case Defeat always means death. If the Fate Points are spent, it is assumed that I actually narrowly missed with the attack.
When used on lifeless matter, I instantly destroy an amount of material with a Size rating equal to your Affinity -3

Evolved Power 2 [WMD BLAST]
Power Attack, Ranged
ExR: +11. Range 5
Activation Difficulty: 4
Activation Time: Free Action (Attack or Maneuver is a Simple Action) 
Requires a Power Source: Bio-Genetic Enhancements (Changed)
Affinity Ability: Perception
I am capable of projecting an unnatural ranged attack. 
I shoot massive dark purple energy beams from my eyes and Perception is used to defend against them.
Weapon Rating: My attack has a Weapon Rating equal to 1 + the setting’s Tech Level6 for 7 WR Base.
If I roll to activate this Power I may willingly decrease my Weapon Rating, though this does not decrease the activation difficulty unless I take the Variable modifier.
Maneuver: Like many other types of attacks, this Power may also be used as a Maneuver to place an Aspect on a person, place or thing. See page SoF 255 for more about Maneuvers.
The types of Maneuvers I can perform should, of course, relate to the type of attack I perform. The ability to breathe fire for example may allow me to place an On Fire! Aspect on an area, while I could use the ability to project ice to place a Slippery when Iced Aspect on a section of the floor.
Modifiers:
(Ranged Explosion): I may make an attack against everyone in a targeted zone. When attacking a zone, the activation difficulty of this Power is increased by 2 and my Power’s Weapon Rating instead becomes its Explosive Rating.

(Expansive Explosion): If I have selected the Ranged Explosion Modifier, I may target a number of additional zones equal to my Affinity. I suffer a penalty on my activation roll equal to the total number of zones targeted. So, for example, if I target two zones I suffer a -2 penalty.

(Improved Weapon Rating)X2: The Weapon Rating when using this Power is increased by +4.

Meta-Power:
 Evolved Power 
Requires any other Advantage
Select a Power I have already purchased. When I purchase this Meta- Power, I gain an entirely new Power of the same type with an Advantage Point value 1 higher than the last Power of that type acquired.
For example, if I purchase a Ranged Power Attack with an Advantage Point cost of 3 during character creation, then later purchase this Meta-Power, I get a second Ranged Power Attack with a value of 4. If I then later purchase this Meta-Power a second time, I gain a third Ranged Power Attack with an Advantage Point value of 5.
While these new Powers must use the same Power, each may have different Power Aspects and Modifiers. They may even be associated with different Meta- Powers such as Conditional Trigger, Linked Advantage, etc.
Note that the effects of multiple instances of the same Powers do not stack. For example, if I purchase and activate Armor multiple times, the AR bonuses I receive do not stack. This applies to other Powers like Resistance, Super Strength, Enhanced Senses, Regeneration, etc. Also note that some Powers, such as Transmogrification, may not be taken with Evolved Power at all.

Weakness
Base AP Cost: See Below
I have some sort of weakness, be it a allergic reaction to a certain type of material, a type of attack, some factor that makes me lose my Powers, etc. Unlike all other Powers, this one does not cost AP to purchase. Instead, it actually gives me more Advantage Points. The amount of AP gained from this Power depends on how frequent it is likely to be a problem for me, how damaging it can be, or how much of an inconvenience it is.
I may select this Power multiple times, each time selecting a new weakness. However, regardless of my Weakness(es), I may never gain more than half my starting Advantage Points from this Power or multiple instances of this Power.
Bonus AP Weaknesses:
+1 Bonus
Special Bio-Scanners are able to Detect me as Changed.

+2 Bonus
When attacked with a weapon that specifically targets/affects the Changed, the weapon gains a +2 Weapon Rating.

Bio:

HISTORY

“The Mighty Rey” 

Rey’s Hazat family has always been Top members’ in the assassin’s trade, from generation to generation within the Slayer’s Guild.

Yet, one Unfateful day, a power play was made and a rival had secretly informed the Inquisitors’ of the extensive Bio-Engineering that was done ages ago to all family members of the Raymundo family line. As per standard Inquisition policy regarding the Changed; TOTAL EXTERMINATION OF THE ENTIRE FAMILY LINE. And so began the Inquisitions’ PURGING

Fortunately, Rey was only a teenager within the Slayer’s Guild and so he was able to escape, but his entire immediate family was slain. He has heard rumors of his uncle still alive assassinating folks, but Rey is not too sure. 

So Rey went from Hazat space to Leagueheim to escape the Purging done by the Inquisitors’ and joined a mercenary company battling the Symbiots on Stigmata way out into the frontier worlds. Apparently, his ranged eyes blasts did horrific damage to the Symbiots and since Rey lied about being “gifted” by the church as a child, he was able to not only get away with it, but was actually sought after for his special eye blast power. 

After several years of blasting symbiots, Rey started making his way back to inner core worlds by taking Imperial Merc. Jobs and that’s where he met Ankin Wrider.
A crazy engineer That Rey found fascinating due to his refreshing honesty, straight forwardness, and both being pariahs (ankin with cybergear and rey being changed). They both became good friends.

After a few years work, Rey noticed the Inquisitors stopped PURGING and Rey was able to fully enter the core worlds unmolested, but still watchful for Inquisitors. 

Then one day, Ankin Wrider
showed up and told him of a job as Master Sergeant within the  Ashen Legion.

Rey figured, what the hell…..

 

"THE MIGHTY REY"

Strands of Fading Suns angelus