
Sinestro (Star 10/Brainiac 10): HD 20d8+60; HP 180; Init +2; Spd 30 ft; Defense 28, flatfooted 18 (+2 Int, +2 Dex, +14 Class); BAB +12; Atk +12 melee (2d6+0, unarmed), or +14 melee (5d4, energy construct weapons), or +14 ranged (12d4+0, energy blast); SQ Friends in high places; AL Sinestro Corps; SV Fort +9, Ref +12, Will +13, Rec +9; Rep +19;
Str 10, Dex 14, Con 16, Int 16, Wis 8, Cha 14.
Background: Academic
Occupation: Superagent: Perks 3+4 power stunts (Area Effect, Autofire, Agency Rank (Leader of Sinestro Corps), Energy Bolt, Energy Weapons, Flight, Force Field)
Hobby: Unarmed 4
Skills: Academics (Ancient Korugarian Cultures) 23 (+27), Academics (History of Green Lantern Corps) 23 (+26), Acrobatics 21 (+23), Computers 16 (+19), Engineering 16 (+19), Firearms 23 (+25), Influence 23 (+25), Leadership 23 (+25), Perception 23 (+22), Power Control 23 (+26), Unarmed 22 (+22), Stealth 23 (+25), Vehicles 16 (+18), Weapons 12 (+12)
Feats: Attack Focus (energy construct weapons): +2 to attack rolls, Blast: (Energy) (PL +2, worn device, Sinestro Corps Ring), Control Energy (PL +2, worn device, Sinestro Corps Ring), Power Detection (PL+2 Power Ring Energy), Enemy (Green Lantern Corps):+3 damage, Ensaring Attack (PL +2, worn device, Sinestro Corps Ring), Telekinesis (PL+2, worn device, Sinestro Corps Ring), Iron Will, Life Support (PL +2, worn device, Sinestro Corps Ring), Master Plan, Power Level x10, Smart Defense, Teamwork (Sinestro Corps):+4 bonus to skill checks, Voice of Command
Access/Contacts/Followers: Complete Access (Sinestro Corps mainframe on Qward, Book of Parallax)
Wealth: Varies
Possessions: Varies by situation.
Character Disability: Code: Fixated on preserving order at all costs (DSR 5), Enemy: Green Lantern Corps (DSR 5) Power Loss (When not recharged Power Battery required to recharge ring) (DSR 5)

Sinestro Corps/Qwardian Power Ring
(Brainiac 10)
Perks/Power Stunts: Energy Bolt, Energy Weapons, Flight, Force Field
Feats: Blast: (Energy) (PL +2, worn device, Sinestro Corps Ring), Control Energy (PL +2, worn device, Sinestro Corps Ring), Ensaring Attack (PL +2, worn device, Sinestro Corps Ring), Life Support (PL +2, worn device, Sinestro Corps Ring), Power Level x4, Power Detection (PL+2, worn device, Sinestro Corps Ring), Telekinesis (PL+2, worn device, Sinestro Corps Ring)
Power Battery: The power ring carries a charge that usually lasts about 24 hours with typical use. The ring may be recharged through its power battery, which channels fear from the Central Power Battery on Qward. The power battery is hard to lose and easily accessible through a pocket dimension linked to the power ring.
Semi-Sentient Artificial Intelligence: The power ring has a pre-programmed artificial intelligence and is treated as a construct. The power ring itself may assume control of the Device’s powers in the event that it is bereft of a wielder.

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