Sybyl  
CHARACTERISTICS
Val Char Base Points Total Roll Notes
8 STR 10 -2 8 11- HTH Damage 1 1/2d6 END [1]
8 DEX 10 -6 8 11- OCV 3 DCV 3
8 CON 10 -4 8 11-
8 BODY 10 -4 8 11-
18 INT 10 8 18 13- PER Roll 13-
20 EGO 10 20 20 13- ECV: 7
15 PRE 10 5 15 12- PRE Attack: 3d6
16 COM 10 3 16 12-
2 PD 2 0 2/8 2/8 PD (0/6 rPD)
2 ED 2 0 2/8 2/8 ED (0/6 rED)
3 SPD 1.8 12 3 Phases: 4, 8, 12
4 REC 4 0 4
16 END 16 0 16
16 STUN 16 0 16
6" Running 6 0 6"
2" Swimming 2 0 2"
1 1/2"/0 1/2"" Leaping 2 0 1 1/2" 32 Total Characteristics Points
POSE
MOVEMENT
Type Total
Run (6) 6" [12" NC]
Swim (2) 2" [4" NC]
H. Leap (2") 1 1/2"
V. Leap (1") 0 1/2"
Teleport 0"/1" [0"/2" NC]
EXPERIENCE POINTS
Total earned: 450
Spent: 450
Unspent: 0
Base Points: 200
Disad Points: 125
Total Points: 775
APPEARANCE
Hair Color:  Unknown
Eye Color:  Unknown
Height:  5' 5"
Weight:  120 lbs
Description:
Sybyl wears a somewhat concealing costume with a full face mask, a full hooded cloak, and a white strip bound over her eyes.

 Sybyl  
DEFENSES
Type Amount Notes
Physical Defense 2/8 Current BODY:
Res. Phys. Defense 0/6 (8)
Energy Defense 2/8 Current END:
Res. Energy Defense 0/6 (16)
Mental Defense 25 Current STUN:
Power Defense 6 (16)

FIGHTING SKILLS
Cost  Maneuver
Precognitive Avoidance
4
1) Precognitive Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
Notes: Martial Block
5
2) Timely Reposition: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove
Notes: Flying Dodge
3
3) Timely Trip: 1/2 Phase, +2 OCV, -1 DCV, 2 1/2d6 Strike, Target Falls
Notes: Legsweep
12 Total Martial Arts Cost

STUNTS & FIGHTING STYLE
Precog Enabler. Sybyl is a large factor in the success of the Violators, including their ability to always seem to know when to pull out of a mission and flee, and Ing's penchant for always seeming to have the right gizmo for any given situation.
COMBAT INFORMATION
OCV: 3 DCV: 3
Combat Skill Levels:
+3 Overall
+8 with DCV; Only While Using Seer's Vision (-1/4)
+2 DECV versus all Mental Powers and attacks
COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
Block 1/2 +0 +0 Block, abort
Brace 0 +2 1/2 +2 vs. Range Mod.
Disarm 1/2 -2 +0 Can disarm
Dodge 1/2 -- +3 Abort, vs. all attacks
Grab 1/2 -1 -2 Grab two limbs
Grab By 1/2 -3 -4 Move and Grab
Haymaker 1/2* +0 -5 +4 DC attack damage
Move By 1/2 -2 -2 STR/2 + v/5
Move Through 1/2 -v/5 -3 STR + v/3
Set 1 +1 +0 Ranged Attacks only
Strike 1/2 +0 +0 STR or weapon
Precognitive Block 1/2 +2 +2 Block, Abort
Timely Reposition 1/2 -- +4 Dodge All Attacks, Abort; FMove
Timely Trip 1/2 +2 -1 2 1/2d6 Strike, Target Falls
COMBAT MODIFIERS
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10

 Sybyl  
SUPERPOWERS!
Cost  Power END
Guidance--Immediate
10   1)   Tactical Guidance:  Overall Level, Ranged (+1/2), UAA (+1); Others Only (-1/2), Must Be Mindlinked To Target (-1/4), Only While Using Seers Vision (-1/4), Costs END (Only Costs END to Activate; -1/4), Turns Off After Target Has Their Next Action (Whether They Benefit From The Overall Level Or Not) (-1/4) 2
10   2)   Prophetic Guidance:  Overall Level, LOS Not Required To Maintain (+1/2), UAA (+1); Others Only (-1/2), Costs END (Only Costs END to Activate; -1/4), Turns Off After Used By Target Once (-1/4), Must Use Precognitive Powers To Read Recipients Future (-1/4), Activation (Rolled By Recipient When They Use The Ability) 15- (-1/4) 2
Precognitive Avoidance
48   1)   Informed Avoidance:  Combat Luck (30 PD/30 ED) (60 Active Points); Only While Using Seer's Vision (-1/4)
21   2)   Mental Bulwark:  MD (25 points total) 0
32   3)   Precognitive Avoidance:  +8 with DCV; Only While Using Seer's Vision (-1/4)
8   4)   Precognitive Avoidance:  +2 DECV versus all Mental Powers and attacks
Seer's Awareness
56   1)   Danger Sense:  (any area, any danger, Analyze, Discriminatory, Function as a Sense) 17-
36   2)   Mindweb:  Mind Link , Human class of minds, Any Willing Target, Any distance, No LOS Needed, Number of Minds (x8) (45 Active Points); Blackout (-1/4) 0
18   3)   Precognitive Initiative:  Lightning Reflexes: +15 DEX to act first with All Actions (23 Active Points); Only While Using Seer's Vision (-1/4)
36   4)   Seer's Vision:  Spatial Awareness (Unusual Group), +3 to PER Roll, Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees), Range (45 Active Points); Blackout (-1/4) 0
26   5)   Sense Doom:  Detect Vulnerabilities, Susceptibilities, Critical Limitations 18- (Unusual Group), Discriminatory, Analyze, Range, Sense (32 Active Points); Only While Using Seer's Vision (-1/4) 0
26   6)   Sense Powers:  Detect Superhuman Powers 18- (Unusual Group), Discriminatory, Analyze, Range, Sense (32 Active Points); Only While Using Seer's Vision (-1/4) 0
20   7)   Unvoidable Vision:  Spatial Awareness Group Flash Defense (20 points) 0
Seer Elemental Control
47 Elemental Control, 140-point powers, (70 Active Points); all slots Blackout (-1/2)
65   1)   Mindhunter:  Mind Scan 8d6+1 (standard effect: 25 points) (Human class of minds), Reduced Endurance (0 END; +1/2), Invisible Power Effects (Fully Invisible; +1/2), One Way Link (+1), Cumulative (196 points; +1) (168 Active Points); Blackout (-1/2) 0
53   2)   Mindreader:  Telepathy 15d6 (standard effect: 45 points) (Human class of minds), Reduced Endurance (0 END; +1/2), Invisible Power Effects (Fully Invisible; +1/2) (150 Active Points); Blackout (-1/2) 0
71   3)   Seer Sight:  Precognitive Clairsentience (Sight, Touch, Smell/Taste And Hearing Groups And Mind Scan), x2 Range (1,690"), +2 to PER Roll, Analyze, Discriminatory, Increased Arc Of Perception (360 Degrees), Mobile Perception Point (can move up to 24" per Phase), Rapid: x100, Reduced Endurance (0 END; +1/2) (177 Active Points); Blackout (-1/2) 0
Gear
6   1)   Teleportation Ring:  (Total: 10 Active Cost, 6 Real Cost) Teleportation 1", AP (+1/2), MegaScale (1" = 100 km; +3/4), Can Be Scaled Down 1" = 1km (+1/4) (5 Active Points); 3 Charges (-1 1/4), Can Only Teleport To Floating Fixed Locations (-1/2), IIF (T-Port Gizmo; -1/4) (Real Cost: 2)
plus
Teleportation: Floating Fixed Location (1 Locations) (5 Active Points); IIF (T-Port Gizmo; -1/4) (Real Cost: 4)
[3]
18   2)   Cloak:  FF (6 PD/6 ED/6 Power Defense), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (36 Active Points); Activation 14- (-1/2), OIF (Cloak; -1/2) 0
42   3)   Taser:  EB 10d6 (vs. ED), AOE Accurate (One Hex; +1/2), NND ([Standard]; Protection From Electricity, FF / FW vs ED; +1) (125 Active Points); 3 Charges (-1 1/4), OIF (-1/2), Limited Range (8"; -1/4) [3]
649 Total Powers Cost

 Sybyl  
SKILLS, PERKS, TALENTS
SKILLS
Cost  Name
30 Already Seen The Outcome: +3 Overall
2 Clarinet: WIF 11-
3 Analyze: Superpowers 13-
3 Concealment 13-
3 Deduction 13-
10 Defense Maneuver I-IV
3 High Society 12-
3 Navigation 13-
3 Persuasion 12-
3 Stealth 11-
3 Teamwork 11-
3 Tracking 13-
1 Tactics 8-
70 Total Skills Cost
PERKS
Cost  Name
5 Anonymity
7 Money: Wealthy
12 Total Perks Cost
SUPERVILLAINOUS HINDRANCES
Cost  Disadvantage
10 DF: Mutant (Not Concealable; Extreme Reaction; Detectable Only By Unusual Senses; Not Distinctive In Some Cultures)
75 GM's Vault
20 Normal Characteristic Maxima
20 Psych. Lim.: Devoted To Ing (Very Common, Strong)
125 Total Disadvantages Cost

 Sybyl  
APPEARANCE & SHTICK
APPEARANCE
Height: 5' 5" Hair: Unknown
Weight: 120 lbs Eyes: Unknown
Sybyl wears a somewhat concealing costume with a full face mask, a full hooded cloak, and a white strip bound over her eyes.
PERSONALITY & MOTIVATION
Unknown.
CATCH PHRASE(S)
... [Sybyl has never been heard to speak on a mission]
POWERS & SPECIAL EFFECTS
Sybyl is a powerful mutant with extremely broad enhanced awareness abilities, including but not limited to telepathy, clairsentience, and precognition. She sees the future as a series of paths with contingent outcomes, and is able to pick a path most beneficial to the success of herself and, by focusing, even her allies.

Sybyl has no direct combat capabilities, other than a practical use of knowing where people are going to move and tripping them up. However, she is very able to help allies in a variety of ways. In addition to informing people whose minds she is connected to of the proper course of action for them to take (Guidance), she can also inform them of the nature of their opponents powers, and even weaknesses they may have (Sense Powers, Sense Doom), and can communicate dangers that may not yet be obvious that she has sensed. She can do this from a fair distance away from the scene of a conflict.

While using her seer powers, Sybyl's eyes cease to function and need to be covered to help her maintain her focus. As a matter of SFX (not represented as a seperate limitation), if her eyes are uncovered her powers shut off immediately. Her ability to assist others also all require her to be Mindlinked with the recipients of her aid.

Other than her Seer powers Sybyl is a normal woman with no special resistances or abilities. However Ing has equipped her with a number of devices. Perhaps the most important is a high tech cloak that offers fair protection from harm to give her some protection in case she gets blindsided. Another is a teleportation ring that will take her to a safe place in case of emergency. And the third is a powerful taser that is very accurate (but short ranged) and capable of knocking out a normal person in one shot. Sybyl prefers to avoid violence and almost never uses the taser; it might be suprising when she does employ it.

 Sybyl  
ORIGIN
Almost nothing is known about Sybyl; she has only been seen on a few of the Violators missions, and has never seemed to take an active role or speak. PRIMUS is very interested to know more.
Character created with Hero Designer (version 2006111006)