Crypt Carnival Acrobat

Nimble, yet strong, the Acrobats form the backbone of the Crypt Carnival's threat level when it comes to sheer fighting strength.

 

Intense and focused training makes the acrobats dangerous close combat fighters. On a contract, most assume the Aerialists are the crew leader, however, this isn't at all true. While a crew from the Carnival is working a contract, its the Acrobat who is the one in charge of the tactical situation.

Like all Crypt Carnival members, acrobats are trained to Cloud Minds as well, using those in conjunction with their fighting skills to give them an edge against even the strongest opponent.

Children
Aligned Organization

Crypt Carnival Acrobat

DEX
5
STR
5
BODY
4
INT
5
WILL
4
MIND
5
INFL
5
AURA
4
SPIRIT
4
Initiative
19
Hero Points
100

POWERS

(* Linked Powers)


  • "Cloud Minds" (Hypnotism): 3;
  • Mental Illusion: 4;




  •  

    BONUSES AND LIMITATIONS

    Clouding minds requires either full eye contact or the target be within verbal communication ( over a communication system counts as well ), the same goes for the e Mental illusion which is just an aspect of Cloud Minds

    SKILLS

    (* Linked Skills)


  • Acrobatics (Athletics, climbing, dodging): 8;
  • Martial artist: 7;
  • Thief (Locks and safes, security systems, stealth): 5;
  • Vehicle (land): 4;
  • Weaponry (Firearms, Melee, Non-powered Missile): 5;
  • Artist (Dancer) : 4;
  • Military Science (Danger Recognition, Field Command, Tracking): 4;

  • ADVANTAGES



  • Connoisseur;
  • Lightning Reflexes;
  • Street (High
  • Crypt Carnival (high

  • DRAWBACKS

    OCCUPATION AND WEALTH

    Circus aerialist, thief
    : Wealth 6 ( Approx. Annual Income : $80,000)

    EQUIPMENT



  • COSTUME [BODY 5, Skin Armor: 1].
  • Crypt Carnival Mask [BODY 3, Sensory Block: 8, R#3, Limitation: Sensory Block doesn't work against organic opponents. The masks absorb, block and baffle electronic means of detection directed at the wearer. The field will strong enough to disrupt audio communication at a range of 4 AP ]
  • Flash-smoke mini-grenade (x6) [BODY 1, Flash: 2, Fog: 4, Bonus: Flash and Fog activate at same use]
  • Communications Earbud [BODY 4, Radio Communications (Scrambled): 10, R#2]
  • "Gecko Gloves" [BODY 4, Cling: 4, R#: 2]
  • Collapsible Staff [Body: 6, EV: 3, Shrinking: 6, R#3]
  • "Screamer" Sonic Pistol [BODY 2, Aura of Pain: 5, R#03, Note: "Aura of Pain" is a result of the sonic attack. Defenses against sound apply].

  • SUBPLOTS

    ATTRIBUTE BREAKDOWN

    Attribute
    Benchmark (based on current attributes above)

     
    DEX (Dexterity)
    The person possesses agility equivalent to individuals well honed in atheletic prowess. Examples: gymnasts, stunt men or women, circus aerialists.

     
    STR (Strength)
    This is the level of maximum human strength. Lifting range: 900 - 1600 pounds

     
    BODY (Body)
    The individual is conditioned to withstand moderate damage without great pain. They may withstand blunt attacks as a prizefighter or a martial artist.

     
    INT (Intelligence)
    The individual has the ability to process information on the level of an industrious college student.

     
    WILL (Willpower)
    The person has a focused will and can summon the courage to save victims from hazardous situations such burning buildings. They might naively risk his life for stories or glory.

     
    MIND (Mind)
    This person's mind is equipped to deal with great stress as a part of daily life. Undercover agents, leaders of nations and most heroes are in this category.

     
    INFL (Influence)
    This individual can hold and draw the attention of a large audience.

     
    AURA (Aura)
    This individual possesses an aura equivalent to a very amiable person, such as an actor or a priest.

     
    SPIRIT (Spirit)
    The person's Spirit is equivalent to that of an individual who can weather an assault on his or her core beliefs.

     
    WEALTH
    This person can afford to spend up to $1600 per week

     
     

     

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