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03:36, 26th April 2024 (GMT+0)

Character Sheets.

Posted by ConducterFor group 0
Conducter
GM, 13 posts
Thu 9 Jan 2020
at 05:08
  • msg #1

Character Sheets

This is a thread to compile all the main characters and their Followers' character sheets, for easy viewing and comparing. Copy-paste your Character's file here once I've approved the character's final draft. They should all look nice like the export format here: https://www.dropbox.com/s/9bsg...9i/RPOLTEXT.hde?dl=1

Download that, then in HD select Current Character from the top bar, Export, Export Format, select the .hde file from wherever it's living on your computer. Then, press Current Character, Export, Preview; copy-paste that text in a post here!

If you are having problems, ask me for help!
This message was last edited by the GM at 07:48, Sun 12 Jan 2020.
Precision
player, 15 posts
Robert Mitchell
Sun 12 Jan 2020
at 15:33
  • msg #2

Character Sheets

Precision


ValCharCost
15/35STR5
18DEX16
25CON15
13INT3
13EGO3
13PRE3
10OCV35
9DCV30
3OMCV0
3DMCV0
6SPD40
2/25PD0
2/25ED0
10REC6
45END5
12BODY2
60STUN20

ValMovementCost
12mRUN0
4mSWIM0
4m/82mLEAP0

    Characteristics Cost
  • 183


Active CostReal CostEND Cost/ChargeDescription
    Tele Master powers   
30   1)  Telekinetic Strength:+20 STR, Reduced Endurance (0 END; +1/2) (30 Active Points)   
24 0 2)  Telekinetic sensory web:Detect A Class Of Things 14- (Touch Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Range, Telescopic:  +4   
16 0 3)  Telekinetic realinegment:Regeneration (1 BODY per Turn)   
39 0 4)  Telekinetic Force field:Resistant Protection (13 PD/13 ED)   
10   5)  Telekinetic Force field:+10 PD   
10   6)  Telekinetic Force field:+10 ED   
         
44   Tele Cloak Manipulation:Multipower, 55-point reserve,  (55 Active Points); all slots Only In Alternate Identity (-1/4)   
2f 2 1)  Portal attacks:Stretching 31m, Reduced Endurance (1/2 END; +1/4), Indirect (Source Point is the Character, path can change with every use; +1/2) (54 Active Points); Instant (-1/2), Limited Body Parts arms (-1/4), no Noncombat Stretching (-1/4), No Velocity Damage (-1/4)   
3f 1 2)  Stooge Fu Slap for mass fighting:(Total: 55 Active Cost, 30 Real Cost) Stretching 10m, x2 body dimension (15 Active Points) (Real Cost: 12) plus +8 with a large group of attacks (40 Active Points); Limited Power Power loses about half of its effectiveness (only to offset sweep/multiple attack mods mods; -1) (Real Cost: 18)   
2f 2 3)  Telepathy 4d6+1, Reduced Endurance (1/2 END; +1/4), Alternate Combat Value (uses OCV against DMCV; +1/4), Cumulative (100 points; +1) (55 Active Points); No Range (-1/2), Perceivable (Cloak envloping target; -1/2)   
4f 2 4)  Slingshot/spring boarding:Leaping +78m (4m/82m forward, 2m/41m upward) (Accurate), Reduced Endurance (1/2 END; +1/4) (55 Active Points)   
4f 5 5)  Super slingshot/spring boarding:Leaping 68m (x8 Noncombat), Rapid Noncombat Movement (+1/4) (55 Active Points)  [Notes: max leap 544m x 272m 3 phases to complete 181.3m x 90.6m  per phase  90.6m x 45.3m per segment]
2f 0 6)  Gliding 50m, x4 Noncombat (55 Active Points); Gliding (-1)   
4f 5 7)  Teleportation 50m, x2 Increased Mass (55 Active Points)   
         
    Cell phone, all slots OAF Fragile (-1 1/4), Extra Time (Full Phase, -1/2), Concentration (1/2 DCV; -1/4), Incantations (-1/4)   
0 0 1)  Radio Perception/Transmission (Radio Group), Custom Adder   
0   2)  Absolute Time Sense (Custom Adder) (1 Active Points)   
0   3)  Lightning Calculator (Custom Adder) (1 Active Points)   
0   4)  Camera/video recording:Eidetic Memory (Custom Adder) (2 Active Points); Limited Power Power loses about a third of its effectiveness (Sight and sound only; -1/2)   
0   5)  Navigation (Custom Adder, Land) 14-   
         


    Powers Cost
  • 194



4Fast Strike+2+08d6 / 12d6 Strike
5Flying Dodge--+4Dodge All Attacks, Abort; FMove
5Killing Strike offense+1-2HKA 2 1/2d6 / HKA 4d6, Strike
3Martial Grab-1-1Grab Two Limbs, 40 STR  / 60 STR for holding on
3Legsweep+2-17d6 / 11d6 Strike, Target Falls
5Takeaway+0+0Grab Weapon, 40 STR  / 60 STR to take weapon away
12+3 HTH Damage Class(es)   

    Martial Arts Cost: 37


    Perks

Perk CostPerkNotes
2Money:  Well Off 
0 Everyhero Perk Positive Reputation (A large group) 8-, +1/+1d6 (Custom Adder) 
0 Everyhero Perk Fringe Benefit:  Custom Adder, Local Police Powers; OIAID (-1/4) 

    Perks Cost: 2



    Talents

Talent CostTalentNotes
6+2/+2d6 Striking Appearance (vs. all characters) 
3Absolute Range Sense 
1Bump Of Direction (3 Active Points); Extra Time (Extra Phase, -3/4), Physical Manifestation (visual clues; -1/4) 
1Lightning Calculator (3 Active Points); Extra Time (Extra Phase, -3/4), Concentration (1/2 DCV; -1/4) 
2Lightning Reflexes (+2 DEX to act first with All Actions) 

    Talents Cost: 13




CostSkillRoll
 Dex Based 
31)  Acrobatics 13- 
32)  Breakfall 13- 
33)  Stealth 13- 
 Int Based 
31)  Navigation 12- 
32)  Mechanics 12- 
 Pre Based may get +2 for Striking apperance 
31)  Acting 12- 
32)  Streetwise 12- 
 Everyman skills 
01)  Charm 8- 
02)  Concealment 8- 
03)  Conversation 8- 
04)  Deduction 8- 
05)  Electronics 8- 
06)  CK: Los Ange;es 8- 
07)  AK: SoCal 8- 
08)  Language:  English (idiomatic; literate) (5 Active Points) 
09)  Language:  Spanish (basic conversation; Custom Adder) 
010) Paramedics 8- 
011) Persuasion 8- 
012) tele Power 8-8-
013) PS: Stunt Man (Custom Adder) 11- 
014) Shadowing 8- 
015) TF:  Custom Adder, Small Motorized Ground Vehicles, Two-Wheeled Muscle-Powered Ground Vehicles 
    Skills Cost
  • 21




CostEquipment (Equipment costs do not actually figure in Total Cost. They are included here for reference only.)
 Wish list of stuff to buy w/ exp
 Tele Cloak Manipulation: Multipower, 55-point reserve,  (55 Active Points); all slots Only In Alternate Identity (-1/4)
f1)  Telekinetics full manifestation reach: Stretching 44m, Reduced Endurance (1/2 END; +1/4) (55 Active Points); Limited Body Parts arms (-1/4), no Noncombat Stretching (-1/4), No Velocity Damage (-1/4)
f2)  Telekinetic crush: Drain BODY 4d6+1, Reduced Endurance (1/2 END; +1/4) (54 Active Points); Limited Range (40m; -1/4)
f3)  Telekinetic barrier: Barrier 13 PD/13 ED, 7 BODY (up to 5m long, 3m tall, and 1/2m thick) (55 Active Points); Limited Range (40m; -1/4)
f4)  Telekinetic: Deflection, Limited Range (40 m; +1/4), Area Of Effect (8m Radius; +1/2), Reduced Endurance (0 END; +1/2) (45 Active Points)
f5)  Mental Blast 3 1/2d6, Alternate Combat Value (uses OCV against DMCV; +1/4), Reduced Endurance (1/2 END; +1/4) (52 Active Points); Limited Power Power loses about a fourth of its effectiveness (Limited range 40m; -1/4)
f6)  Full cloak : Mental Blast 3d6, Reduced Endurance (1/2 END; +1/4), Area Of Effect Nonselective (32m Cone; +1/2), Thin Cone (-1/4), Alternate Combat Value (uses OCV against DMCV; +1/4) (52 Active Points); No Range (-1/2)
f7)  Portal Gate: Teleportation 10m, Safe Blind Teleport (+1/4), Reduced Endurance (1/2 END; +1/4), Area Of Effect (4m Radius; +1/4), Constant (+1/2), MegaScale (1m = 100 km; +1 1/2), Usable Simultaneously (up to 64 people at once; +1 3/4) (55 Active Points)
f8)  Cloak swinging and clinging: (Total: 55 Active Cost, 44 Real Cost) Clinging (normal STR) (10 Active Points) (Real Cost: 8) plus Swinging 72m, Reduced Endurance (1/2 END; +1/4) (45 Active Points) (Real Cost: 36)
  
 Equipment
 1)  Special gloves and boots: Clinging (normal STR) (10 Active Points); OIF (-1/2), OIAID (-1/4)

Total Character Cost: 450

PointsDisadvantage
10Distinctive Features Suit:  Dashing attitude (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
20Hunted(relationship major):  to be named later Infrequently (Mo Pow; NCI; Harshly Punish)
10Psychological Complication:  first in ,likes to lead the way (Common; Moderate)
20Enraged:  Insult Honor (Uncommon), go 14-, recover 11-

Disadvantage Points: 60
Base Points: 450
Experience Required: 0
Total Experience Available: 0
Experience Unspent: 0
This message was last edited by the GM at 05:15, Mon 17 Feb 2020.
Kestrel
player, 14 posts
Lawrence Martin Maverick
Sun 12 Jan 2020
at 20:22
  • msg #3

Character Sheets

The KestrelakaLawrence Martin "Marty" Maverick


ValCharCost
20STR10
18DEX16
18CON8
23INT13
15EGO5
15PRE5
8OCV25
8DCV25
3OMCV0
3DMCV0
4SPD20
7/20PD5
7/20ED5
7REC3
35END3
12BODY2
35STUN8

ValMovementCost
12mRUN0
4mSWIM0
4mLEAP0

    Characteristics Cost
  • 153


Active CostReal CostEND Cost/ChargeDescription
    Kestrel Suit, all slots OIF (-1/2)   
12 3 1)  Kestrel Claws:HA +6d6 (30 Active Points); OAF (-1), Hand-To-Hand Attack (-1/4), Cannot Be Used With Legsweep (-1/4)   
12 0 2)  Costume Armor:Resistant Protection (6 PD/6 ED) (18 Active Points); OIF (-1/2)   
3   3)  Armored Costume:+6 PD (6 Active Points); OIF (-1/2), Requires A Roll as not all of the costume is armored (13- roll; -1/4)   
3   4)  Armored Costume:+6 ED (6 Active Points); OIF (-1/2), Requires A Roll as not all of the costume is armored (13- roll; -1/4)   
5 1 5)  Wings:Flight 15m (15 Active Points); Gliding (-1), Restrainable (-1/2), OIF (-1/2), Costs Endurance (Only Costs END to Activate; -1/4)   
3 0 6)  Hawk-Like Mask:Nightvision (5 Active Points); OIF (-1/2)   
42   The Utility Belt:Variable Power Pool (Gadget Pool), 25 base + 31 control cost, Powers Can Be Changed As A Half-Phase Action (2 or more slots with a combined Real Cost of 25 Real Points can be active at any one time; +1/2), No Skill Roll Required (+1) (64 Active Points); Limited Class of Powers (Gadgets) Operates like a Multipower with a Dozen or so different slots ALL with the Extra Time (Half Phase) to Activate Limitation (The specific set of slots carried at any one time can be swapped out at the Nest; -1/2); all slots Restrainable (Must be able to reach individual compartments; -1/2), IIF (The Belt is IIF (worn) Individual active slots are IIF at a minimum but can be OAF, OIF or IAF (in hand); -1/4)   
0 3 1) Stinger Darts:(Total: 31 Active Cost, 6 Real Cost) RKA 1 point, Penetrating (+1/2) (7 Active Points); 8 clips of 1 Charge (-1), OAF (-1), Costs Endurance (-1/2), Restrainable (Must be able to reach individual compartments; -1/2), Beam (-1/4) (Real Cost: 2) plus Blast 2d6+1, Attack Versus Alternate Defense (Life Support, Immune to All Terrestrial Poisons; All Or Nothing; +1) (24 Active Points); 8 clips of 1 Charge (-1), OAF (-1), Limited Power Power loses about half of its effectiveness (Fails if dart does no damage; -1), Costs Endurance (-1/2), Restrainable (Must be able to reach individual compartments; -1/2), Beam (-1/4) (Real Cost: 4) Real Cost: 6   
0 [16] 2) Flash Pellets:Sight Group Flash 4d6, Area Of Effect (32m Radius Explosion; +1/2) (30 Active Points); IAF (-1/2), Restrainable (Must be able to reach individual compartments; -1/2), Range Based On Strength (-1/4), 16 Charges (-0) Real Cost: 13   
0 3 3) Smoke Grenade:Darkness to Sight Group 6m radius (30 Active Points); 4 Continuing Charges lasting 1 Turn each (-1/2), IAF (-1/2), Restrainable (Must be able to reach individual compartments; -1/2), Can Be Deflected (-1/4), Costs Endurance (Only Costs END to Activate; -1/4), Range Based On STR (-1/4) Real Cost: 9   
0 3 4) Shaped Charge:Blast 4d6, Double Knockback (+1/2) (30 Active Points); 8 clips of 1 Charge (-1), Costs Endurance (-1/2), OIF (attachable grenade; -1/2), No Range (-1/2), Restrainable (Must be able to reach individual compartments; -1/2) Real Cost: 7   
0 [12 rc] 5) Lines:Swinging 30m, x4 Noncombat (30 Active Points); OAF (-1), Restrainable (Must be able to reach individual compartments; -1/2), 4 clips of 12 Recoverable Charges (+1/2) Real Cost: 12   
0 [6 rc] 6) Bolas:Entangle 2d6, 4 PD/4 ED (30 Active Points); OAF (-1), Restrainable (Must be able to reach individual compartments; -1/2), 2 clips of 6 Recoverable Charges (-0) Real Cost: 12   
0 [1 rc] 7) Camera Drone and Receiver:Clairsentience (Hearing Group And Normal Sight), Mobile Perception Point (can move up to 12m per Phase) (30 Active Points); 1 Recoverable Continuing Charge lasting 1 Minute (-1/2), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Restrainable (Must be able to reach individual compartments; -1/2), Attack Roll Required (-1/4), IIF (-1/4), Limited Range (150m max range; -1/4), Physical Manifestation (drone; -1/4), Sense Affected As More Than One Sense [any other Sense] (also affected as radio group; -1/4) Real Cost: 8   


    Powers Cost
  • 80


Martial Arts: Kestrel Style (combines Aikido and Shao Lin Kung Fu)
CostManeuverOCVDCVNotes
3Basic Strike+1+06d6 Strike
4Martial Block+2+2Block, Abort
3Martial Grab-1-1Grab Two Limbs, 30 STR for holding on
3Grappling Throw+0+26d6 Strike; Target Falls; Must Follow Grab
3Legsweep+2-15d6 Strike, Target Falls
4Martial Dodge--+5Dodge, Affects All Attacks, Abort
0Weapon Element:  Clubs, Fist-Loads   

    Martial Arts Cost: 20


    Perks

Perk CostPerkNotes
10Owner of The Sentinel media empire Money:  Wealthy 
6Equipment Points: 30 
30Vehicles & Bases 
50Follower 
0 In Costume Only Fringe Benefit:  Everyman, Local Police Powers 
0Positive Reputation:  Superhero (A large group) 8-, +1/+1d6 (Everyman) 

    Perks Cost: 96



    Talents

Talent CostTalentNotes
6Combat Luck (3 PD/3 ED) 
3Lightning Reflexes (+3 DEX to act first with All Actions) 

    Talents Cost: 9




CostSkillRoll
 Everyman Skills 
21)  Acting 10- 
22)  Charm 10- 
33)  Concealment 14- 
24)  Conversation 10- 
35)  Deduction 14- 
26)  Electronics 10- 
07)  AK: Southern California 8- 
08)  CK: Los Angeles 8- 
09)  Navigation 8- 
210) Paramedics 10- 
011) Persuasion 8- 
012) PS: Media Corporation CEO 11- 
213) Shadowing 10- 
314) Stealth 13- 
015) TF:  Everyman, Small Motorized Ground Vehicles, Two-Wheeled Muscle-Powered Ground Vehicles 
   
3Linguist 
01)  Mastered the Skill of Imitating DialectsLanguage:  English (imitate dialects; native language with one added point) (5 Active Points) [Notes: Native Language] 
12)  Language:  German (fluent conversation) (2 Active Points) 
13)  Language:  Mandarin (fluent conversation) (2 Active Points) 
14)  Language:  Russian (fluent conversation) (2 Active Points) 
15)  Language:  Spanish (fluent conversation) (2 Active Points) 
2Bugging 10- 
2Climbing 10- 
1Combat Driving 8- 
1Combat Piloting 8- 
2Computer Programming 10- 
5Cramming 
2Criminology 10- 
10Defense Maneuver I-IV 
1Demolitions 8- 
1Disguise 8- 
1High Society 8- 
2Interrogation 10- 
3Inventor 14- 
1KS: Superheroes & Villains 8- 
2Lockpicking 10- 
2Mechanics 10- 
5Rapid Attack  (10 Active Points); HTH Multiple Attacks Only (-1) 
3Science Skill:  Psychology 14- 
2Security Systems 10- 
3Sleight Of Hand 13- 
2Systems Operation 10- 
1Weaponsmith 8- 
 Kestrel Style Skills 
31)  Acrobatics 13- 
32)  Breakfall 13- 
23)  KS: Martial Arts Styles 11- 
14)  WF:  Clubs, Stun Rods, Unarmed Combat 
15)  Tactics 8- 
    Skills Cost
  • 92




CostEquipment (Equipment costs do not actually figure in Total Cost. They are included here for reference only.)
11 Real PointsStun Baton: Blast 6d6 (30 Active Points); OAF (Stun Baton; -1), No Range (-1/2), 12 Charges (-1/4)
10 Real PointsSmartphone: Multipower, 20-point reserve, all slots 1 Continuing Charge lasting 1 Day (+1/4) (25 Active Points); all slots OAF (-1), Restrainable (Only by means other than Grabs and Entangles; by electromagnetic pulses; -1/4), Gestures (-1/4)
1 Real Pointsf1)  Wireless Internet Service: Detect TCP/IP Signals A Single Thing 14- (Radio Group), Increased Arc Of Perception (360 Degrees), Partially Penetrative, Transmit (15 Active Points); OAF (-1), Sense Affected As More Than One Sense [very common Sense] (as sight and/or hearing as appropriate; -1/2), Restrainable (Only by means other than Grabs and Entangles; by electromagnetic pulses; -1/4), Gestures (-1/4)
1 Real Pointsf2)  Cellular Phone Call: HRRP (Radio Group) (12 Active Points); Only For Communication Between Cellular Phones Power loses about half of its effectiveness (-1), OAF (-1), Sense Affected As More Than One Sense [very common Sense] (affected as hearing and radio simultaneously; -1/2), Restrainable (Only by means other than Grabs and Entangles; by electromagnetic pulses; -1/4), Gestures (-1/4)
1 Real Pointsf3)  Cellular Text Message: HRRP (Radio Group) (12 Active Points); Only for Communication Between Cellular Phones Power loses about half of its effectiveness (-1), Gestures, Requires Gestures throughout (Requires both hands; -1), OAF (-1), Sense Affected As More Than One Sense [very common Sense] (affected as sight and radio group simultaneously; -1/2), Restrainable (Only by means other than Grabs and Entangles; by electromagnetic pulses; -1/4)
1 Real Pointsf4)  Global Positioning System: Detect Current Location A Single Thing 18- (no Sense Group), Discriminatory (12 Active Points); OAF (-1), Affected as Sight [very common Sense] (affected as sight; -1/2), Restrainable (Only by means other than Grabs and Entangles; by electromagnetic pulses; -1/4), Gestures (-1/4)
1 Real Pointsf5)  Data Storage: : Eidetic Memory (5 Active Points); Only to Recall Images and Sounds Recorded on This Device Power loses almost all of its effectiveness (-2), OAF (-1), Physical Manifestation, anyone can see the images, etc. (-1/4), Restrainable (Only by means other than Grabs and Entangles; by electromagnetic pulses; -1/4), Gestures (-1/4)
1 Real Pointsf6)  Video and Audio Playback: Sight and Hearing Groups Images (15 Active Points); Only to Reproduce Images and Sounds Recorded on This Device Power loses about half of its effectiveness (-1), OAF (-1), No Range (-1/2), Restrainable (Only by means other than Grabs and Entangles; by electromagnetic pulses; -1/4), Gestures (-1/4)
1 Real Pointsf7)  Alarm App: Hearing Group Images, +/-2 to PER Rolls, Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset; +1/4), Area Of Effect (4m Radius; +1/4) (16 Active Points); Only to Create Noise Power loses about half of its effectiveness (-1), OAF (-1), No Range (-1/2), Restrainable (Only by means other than Grabs and Entangles; by electromagnetic pulses; -1/4), Gestures (-1/4)
1 Real Pointsf8)  LED Flashlight: Sight Group Images, +/-2 to PER Rolls (16 Active Points); Only To Create Light (-1), OAF (-1), Restrainable (Only by means other than Grabs and Entangles; by electromagnetic pulses; -1/4), Gestures (-1/4)
1 Real Pointsf9)  Access to Generic Super Powers Database: Computer Link (10 Active Points); OAF (-1), Restrainable (Only by means other than Grabs and Entangles; by electromagnetic pulses; -1/4), Gestures (-1/4)

Total Character Cost: 450

PointsDisadvantage
0Psychological Complication:  Heroic Morals (Very Common; Moderate)
5Distinctive Features:  Wears a hawk-themed costume complete with wings and beaked mask (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
15Dependence:  Specialized tools in his workshop -30 points of Power (gadgets failing) (Uncommon; 1 Day)
5Dependent NPC:  Larry's grandfather, Britt Reid (former adventurer) Infrequently (Normal; Useful Noncombat Position or Skills)
10Social Complication:  Secret ID: Larry Maverick Infrequently, Major
10Psychological Complication:  Hunting VIPER (Common; Moderate)
15Hunted:  VIPER wants The Kestrel to back off Infrequently (Mo Pow; NCI; Mildly Punish)

Disadvantage Points: 60
Base Points: 450
Experience Required: 0
Total Experience Available: 0
Experience Unspent: 0
This message was last edited by the player at 06:51, Tue 30 June 2020.
Flex
player, 21 posts
Ashley Long
Mon 13 Jan 2020
at 04:11
  • msg #4

Character Sheets

Flex Ashley Long


ValCharCost
25STR5
20DEX10
18CON3
23INT13
14EGO4
15PRE5
7OCV20
7DCV20
3OMCV0
4DMCV3
5SPD10
6/16PD4
5/11ED3
10REC2
50END2
10BODY0
40STUN5

ValMovementCost
12mRUN0
4mSWIM0
4mLEAP0

    Characteristics Cost
  • 89


Active CostReal CostEND Cost/ChargeDescription
    Mutant Enhanced Characteristics   
10 1 1)  +10 STR   
10   2)  +5 DEX   
5   3)  +5 CON   
10   4)  +2 OCV   
10   5)  +2 DCV   
20   6)  +2 SPD   
4   7)  +4 REC   
4   8)  +20 END   
5   9)  +10 STUN   
19 0 Malleable Body:Resistant Protection (10 PD/6 ED) (24 Active Points); Unified Power (Malleable Body; -1/4)   
11 0 Malleable Body:Regeneration (1 BODY per Minute) (14 Active Points); Unified Power (Malleable Body; -1/4)   
24 0 Malleable Body:Physical Damage Reduction, Resistant, 50% (30 Active Points); Unified Power (Malleable Body; -1/4)   
16 0 Malleable Body:Energy Damage Reduction, 50% (20 Active Points); Unified Power (Malleable Body; -1/4)   
14 0 Malleable Body:Stretching 12m, Reduced Endurance (0 END; +1/2) (18 Active Points); Unified Power (Malleable Body; -1/4)   
10 0 Rubbery Body:Life Support  (Immunity: All terrestrial poisons; Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) (12 Active Points); Unified Power (Malleable Body; -1/4)   
110   Stretchy Tricks & Abilities:Variable Power Pool, 60 base + 50 control cost, Powers Can Be Changed As A Zero-Phase Action (+1), No Skill Roll Required (+1) (135 Active Points); Stretching Powers and Abilities only (-1/4); all slots Unified Power (Malleable Body; -1/4)   


    Powers Cost
  • 282





    Perks

Perk CostPerkNotes
0Fringe Benefit:  Local Police Powers, Only in Heroic ID 
0Positive Reputation:  Look mom, a Superhero! (A large group) 8-, +1/+1d6 

    Perks Cost: 0



    Talents

Talent CostTalentNotes
3Ambidexterity (no Off Hand penalty) 
3+1/+1d6 Striking Appearance (vs. all characters) 

    Talents Cost: 6




CostSkillRoll
12+1 Overall 
4+1 with all Science Skills 
3Acrobatics 13- 
3Acting 12- 
3Breakfall 13- 
3Bureaucratics 12- 
3Charm 12- 
3Concealment 14- 
3Disguise 14- 
3Inventor 14- 
2KS: Superhuman World 11- 
4KS: Superpowers (INT-based) 15- 
1Language:  Spanish (basic conversation) 
2PS: Dance 11- 
0PS: Gamer (GM Fiat) 11- 
3Paramedics 14- 
3Persuasion 12- 
3Stealth 13- 
1TF:  Two-Wheeled Motorized Ground Vehicles 
3Scientist 
21)  Science Skill:  Biochemistry (INT-based) 14- (3 Active Points) 
22)  Science Skill:  Genetics (INT-based) 14- (3 Active Points) 
13)  Science Skill:  Mathematics 11- (2 Active Points) 
24)  Science Skill:  Pharmacology (INT-based) 14- (3 Active Points) 
15)  Science Skill:  Physics 11- (2 Active Points) 
16)  Science Skill:  Superhuman Biology 11- (2 Active Points) 
 Everyman Skills 
01)  AK: Southern California 8- 
02)  CK: Los Angeles 8- 
03)  Conversation 8- 
04)  Deduction 8- 
05)  Electronics 8- 
06)  Language:  English (idiomatic; literate) (5 Active Points) 
17)  Language:  German (fluent conversation) 
08)  Navigation 8- 
09)  PS: Athletic Trainer 11- 
010) Power:  Stretching Powers 8- 
011) Shadowing 8- 
012) TF:  Everyman, Small Motorized Ground Vehicles, Two-Wheeled Muscle-Powered Ground Vehicles 
    Skills Cost
  • 72




Total Character Cost: 449

PointsDisadvantage
0Psychological Complication:  Moral Code: Protect the Innocent (Very Common; Strong; Custom Adder)
20Hunted:  Various Mutant Antagonists Frequently (As Pow; NCI; Harshly Punish) Notes: Flex has publicly announced she is a mutant
10Vulnerability:  1 1/2 x STUN Fire/Heat (Common)
5Vulnerability:  1 1/2 x STUN Ice/Cold (Uncommon)
10Social Complication:  Jerk Magnet Frequently, Minor
10Social Complication:  Harmful Secret Infrequently, Major Notes: that power boosting formula she unethically tested on herself
10Distinctive Features:  Mutant (Not Concealable; Always Noticed; Detectable Only By Technology Or Major Effort)
5Distinctive Features:  Subtly Wrong Features - Boneless Movement (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)

Disadvantage Points: 70
Base Points: 450
Experience Required: 0
Total Experience Available: 0
Experience Unspent: 0



    Stretchy Tricks & Abilities

Real CostSlotNotes
18Squishy: Desolidification , Costs Endurance Only To Activate (+1/4) (50 Active Points); Does Not Protect Against Damage (-1), Cannot Pass Through Solid Objects (-1/2), Unified Power (Malleable Body; -1/4) 
20Squeeze Down: Shrinking (0.108 m tall, 0.0166 kg mass, -8 PER Rolls to perceive character, +8 DCV, takes +24m KB), Costs Endurance Only To Activate (+1/4) (30 Active Points); Extra Time (Half  Phase, -1/4), Unified Power (Malleable Body; -1/4) 
16Extra Stretchy: Stretching 20m (20 Active Points); Unified Power (Malleable Body; -1/4) 
13Heavy Thoughts: Density Increase (1,100 kg mass, +20 STR, +4 PD/ED, -8m KB), Costs Endurance Only To Activate (+1/4) (20 Active Points); Extra Time (Half Phase, -1/4), Unified Power (Malleable Body; -1/4) 
23Malleable: Shape Shift  (Sight, Touch and Hearing Groups, any shape), Makeover, Costs END Only To Change Shape (+1/4) (41 Active Points); Affects Body only (-1/2), Unified Power (Malleable Body; -1/4) 
13Big Fist: Hand-To-Hand Attack +4d6 (20 Active Points); Hand-To-Hand Attack (-1/4), Unified Power (Malleable Body; -1/4) 
17Human-Swatters: Hand-To-Hand Attack +4d6, Area Of Effect (1m Radius; +1/4) (25 Active Points); Hand-To-Hand Attack (-1/4), Unified Power (Malleable Body; -1/4) 
18Gotcha!: Entangle 2d6, 4 PD/2 ED, Area Of Effect (2m Surface; +1/4), Costs Endurance Only To Activate (+1/4), Constant (+1/2) (50 Active Points); Feedback (-1), No Range (-1/2), Unified Power (Malleable Body; -1/4) 
11Stretching Slingshot: +30 STR (30 Active Points); OIF (appropriate pivot point of opportunity; -1/2), Extra Time (Full Phase, -1/2), Only for Throwing (-1/2), Unified Power (Malleable Body; -1/4) 
22Suffocate: Blast 4d6 (vs. PD), Constant (+1/2), Attack Versus Alternate Defense (Life Support (Self-Contained Breathing);; All Or Nothing; +1) (50 Active Points); No Range (-1/2), Must follow grab or entangle (-1/2), Unified Power (Malleable Body; -1/4) 
23Wraparound I: +40 STR (40 Active Points); Only to Grab (-1/2), Unified Power (Malleable Body; -1/4) 
17Wraparound II: Entangle 5d6, 5 PD/5 ED (50 Active Points); Feedback (-1), No Range (-1/2), Can only entangle a few people, max, at a time (-1/4), Unified Power (Malleable Body; -1/4) 
16Stretchy Jumps: Leaping +40m (4m/44m forward, 2m/22m upward) (20 Active Points); Unified Power (Malleable Body; -1/4) Real Cost: 16 
7Parasail Form: Flight 20m (20 Active Points); Gliding (-1), Restrainable (-1/2), Unified Power (Malleable Body; -1/4) 
14Wings: Flight 24m (24 Active Points); Restrainable (-1/2), Unified Power (Malleable Body; -1/4) 
10Long Legs: Running 12m (12 Active Points); Unified Power (Malleable Body; -1/4) 
3Psuedopods: Extra Limb (any number) (5 Active Points); Costs Endurance (Only Costs END to Activate; -1/4), Unified Power (Malleable Body; -1/4) 
3Big Ears: +2 PER with Hearing Group (4 Active Points); Unified Power (Malleable Body; -1/4) 
5Parabolic Ears: +4 versus Range Modifier for Hearing Group (6 Active Points); Unified Power (Malleable Body; -1/4) 
3Big Eyes: +2 PER with Sight Group (4 Active Points); Unified Power (Malleable Body; -1/4) 
7Binocular Eyes: +6 versus Range Modifier for Sight Group (9 Active Points); Unified Power (Malleable Body; -1/4) 
8Microscopic Eyes: Microscopic ( x100) with Hearing Group (10 Active Points); Unified Power (Malleable Body; -1/4) 
4Lockpick Finger: Lockpicking 16- (9 Active Points); Only vs Mechanical Key Locks (-1), Unified Power (Malleable Body; -1/4) 
7Flexible Dodging: +3 DCV (15 Active Points); Costs Endurance (-1/2), Only with Dodge (-1/2), Unified Power (Malleable Body; -1/4) 
22Caught Ya!: (Total: 65 Active Cost) +50 STR (50 Active Points); Only to Catch Falling Objects/Characters (-2)  plus +3 OCV (15 Active Points); Only to Catch Falling Objects/Characters (-2) 
29Embiggen: (Total: 67 Active Cost) +25 STR plus +10 PRE plus Knockback Resistance -8m plus Running 24m; all powers: Side Effects, Side Effect occurs automatically whenever Power is used (Enormous Size: +4 OCV to hit her, +4 PER to see her; -1/2), Extra Time (Half  Phase, Only to Activate, -1/4), Unified Power (Malleable Body; -1/4), Costs Endurance (Only Costs END to Activate; -1/4) 

    Talents Cost: 6

This message was last edited by the player at 08:18, Sun 21 June 2020.
Wildfire
player, 20 posts
Layla Reynaud
Fri 24 Jan 2020
at 04:22
  • msg #6

Character Sheets

Wildfire (Layla Reynaud)


ValCharCost
10STR0
15DEX10
20CON10
18INT8
20EGO10
40PRE30
9OCV30
8DCV25
3OMCV0
7DMCV12
5SPD30
10/24PD8
10/24ED8
14REC10
70END10
15BODY5
40STUN10

ValMovementCost
12mRUN0
4mSWIM0
4mLEAP0

    Characteristics Cost
  • 216


Active CostReal CostEND Cost/ChargeDescription
37 0 Upon An Ill Wind: Flight 20m, x4 Noncombat, Reduced Endurance (0 END; +1/2) (37 Active Points)   
42 0 Devil Body: Resistant Protection (14 PD/14 ED)   
75   Infernal Powers: Multipower, 75-point reserve   
7f 7 1)  Hellfire Bolt I: Blast 15d6 (75 Active Points)   
7f 0 2)  Hellfire Bolt II: Blast 10d6, Reduced Endurance (0 END; +1/2) (75 Active Points)   
7f 7 3)  Soul-Searing Blast: Blast 7d6, Attack Versus Alternate Defense (ED; All Or Nothing; defense is not having a mortal soul; +1) (70 Active Points)   
7f 7 4)  Extinguish Flames: Dispel 12d6, Fire Powers (+1/2), Cumulative (+1/2) (72 Active Points)   
2f 0 5)  Forked Silver Tongue: Mind Control 4d6, Cumulative (+1/2), Increased Maximum x4 (+1/2), Reduced Endurance (0 END; +1/2), (50 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), Mandatory Effect EGO +20 (-1/2)   


    Powers Cost
  • 184





    Perks

Perk CostPerkNotes
0Fringe Benefit: Local Police Powers, Only in Heroic Identity 
0Positive Reputation: Superhero (Large Group, 8-) +1/1d6 
0 Trust Fund Money:  Well Off 

    Perks Cost: 1



    Talents

Talent CostTalentNotes
6+2/+2d6 Striking Appearance (vs. all characters) 

    Talents Cost: 6




CostSkillRoll
3+3 with a single Mental Power (Forked Silver Tongue) 
4+1 with all Interaction Skills 
3Charm 17-17-
3Conversation 17-17-
3Power: Infernal Powers 13-13-
3KS: Law 13-13-
4KS: The Superhuman World 14-14-
0Language:  English (idiomatic) (4 Active Points) 
1Language:  French (fluent conversation) 
1Language:  Spanish (fluent conversation) 
3Mechanics 13-13-
3Oratory 17-17-
3Persuasion 17-17-
2PS: Chef 14-14-
3PS: Engineer 13-13-
3SS:  Chemistry 13-13-
3SS:  Physics 13-13-
 Everyman Skills 
0Acting 8-8-
0AK: Southern California 8-8-
0CK: Los Angeles 8-8-
0Concealment 8-8-
0Deduction 8-8-
0Electronics 8-8-
0Navigation 8-8-
0Paramedics 8-8-
-1PS: Gamer 11-11-
0Shadowing 8-8-
0Stealth 8-8-
0TF: Small Motorized Ground Vehicles 
0TF: Two-Wheeled Muscle-Powered Ground Vehicles 
    Skills Cost
  • 43




Total Character Cost: 450

PointsDisadvantage
0Psychological Complication:  Heroic Morals (Uncommon; Moderate; Custom Adder)
5Distinctive Features:  Costume (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
10Distinctive Features:  Half-Demon (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Technology Or Major Effort)
15Hunted:  The Law Offices of Leland & Gaunt Infrequently (Mo Pow; NCI; PC has a Public ID or is otherwise very easy to find; Watching)
15Social Complication:  Layla Reynaud Frequently, Major
5Susceptibility:  Holy Ground 1d6 damage per Minute (Uncommon)
5Vulnerability:  1 1/2 x BODY Holy Effects (Uncommon)
5Vulnerability:  1 1/2 x STUN Holy Effects (Uncommon)

Disadvantage Points: 60
Base Points: 450
Experience Required: 0
Total Experience Available: 0
Experience Unspent: 0
This message was last edited by the player at 05:57, Mon 17 Feb 2020.
Shrike
Daring Sidekick, 2 posts
Lance Alan Yuma
Fri 24 Jan 2020
at 05:15
  • msg #7

Character Sheets

The Shrike aka Lance Alan Yuma


ValCharCost
20STR10
18DEX16
16CON6
13INT3
13EGO3
13PRE3
5OCV10
7DCV20
3OMCV0
4DMCV3
4SPD20
14/20PD6
12/18ED4
10REC6
40END4
11BODY1
40STUN10

ValMovementCost
17mRUN5
4mSWIM0
6mLEAP1

    Characteristics Cost
  • 131


Active CostReal CostEND Cost/ChargeDescription
20 0 Specially-designed armored costume:(Total: 30 Active Cost, 20 Real Cost) +6 PD (6 Active
Points); OIF (-1/2) (Real Cost: 4) plus +6 ED (6 Active Points); OIF (-1/2) (Real Cost: 4)
plus Resistant Protection (6 PD/6 ED) (18 Active Points); OIF (-1/2) (Real Cost: 12)
9 2 Shrike Claws:HA +4d6 (20 Active Points); OAF (brass knuckles; -1),
Hand-To-Hand Attack (-1/4)   


    Powers Cost
  • 29


Martial Arts: Taijutsu
CostManeuverOCVDCVNotes
3Weapon Elements: Blades, Empty Hand, Fist-Loads, Staves
4Martial Block+2+2Block, Abort
4Martial Dodge--+5Dodge, Affects All Attacks, Abort
4Martial Strike+0+27d6 Strike
3Martial Throw+0+15d6 +v/10, Target Falls
3Takedown+1+15d6 Strike; Target Falls
4+1 HTH Damage Class(es)


    Martial Arts Cost: 25


    Perks
  • Perk CostPerkNotes
    6Equipment Points: 30
    4Fringe Benefit:  Accredited Instructor, Passport, Pilot's License, International Driver's License
  • Perks Cost: 10



    Talents
  • Talent CostTalentNotes
    6Combat Luck (3 PD/3 ED)
  • Talents Cost: 6



    Skills
  • CostSkillRoll
    Everyman Skills
    01)  Acting 8-
    02)  Charm 8-
    03)  Concealment 8-
    04)  Conversation 8-
    25)  Deduction 10-
    06)  Electronics 8-
    07)  AK: Southern California 8-
    08)  CK: Los Angeles 8-
    09)  Language:  English (idiomatic) (4 Active Points) [Notes: Native Language]
    210) Navigation (Air) 12-
    311) Paramedics 12-
    012) Persuasion 8-
    013) PS: Bodyguard 11-
    014) Shadowing 8-
    015) Stealth 8-
    016) TF:  Everyman, Small Motorized Ground Vehicles, Two-Wheeled Muscle-Powered Ground Vehicles
    2Language:  Japanese (fluent conversation)
    2Streetwise 10-
    3Combat Driving 13-
    5Combat Piloting 14-
    20Learned from the best+4 with a large group of attacks (armed/unarmed Martial Arts)
    10Defense Maneuver I-IV
  • Skills Cost 49




CostEquipment (Equipment costs do not actually figure in Total Cost. They are included here for reference only.)
4 Real PointsFirst-Aid Kit: Healing BODY 1 1/2d6 (15 Active Points); OAF (-1), 4 Charges (-1), Requires A Roll (Paramedics roll; -1/2)
10 Real PointsBo Staff: Normal Stun 5d6, Length M, Reduced Endurance (0 END; +1/2) (37 Active Points); OAF (-1), Required Hands (-1/2), No Range (-1/2), STR Minimum (-1/2), Real Weapon (-1/4) [Notes: 4 BODY, 3 DEF]
8 Real PointsSmartphone: Multipower, 20-point reserve, all slots 1 Continuing Charge lasting 6 Hours (-0) (20 Active Points); all slots OAF (-1), Restrainable (Only by means other than Grabs and Entangles; by electromagnetic pulses; -1/4), Gestures (-1/4)
1 Real Pointsf1)  LED Flashlight: Sight Group Images, +/-2 to PER Rolls (16 Active Points); Only To Create Light (-1), OAF (-1), Restrainable (Only by means other than Grabs and Entangles; by electromagnetic pulses; -1/4), Gestures (-1/4)
1 Real Pointsf2)  Wireless Internet Service: Detect TCP/IP Signals A Single Thing 12- (Radio Group), Increased Arc Of Perception (360 Degrees), Partially Penetrative, Transmit (15 Active Points); OAF (-1), Sense Affected As More Than One Sense [very common Sense] (as sight and/or hearing as appropriate; -1/2), Restrainable (Only by means other than Grabs and Entangles; by electromagnetic pulses; -1/4), Gestures (-1/4)
1 Real Pointsf3)  Cellular Phone Call: HRRP (Radio Group) (12 Active Points); Only For Communication Between Cellular Phones Power loses about half of its effectiveness (-1), OAF (-1), Sense Affected As More Than One Sense [very common Sense] (affected as hearing and radio simultaneously; -1/2), Restrainable (Only by means other than Grabs and Entangles; by electromagnetic pulses; -1/4), Gestures (-1/4)
1 Real Pointsf4)  Cellular Text Message: HRRP (Radio Group) (12 Active Points); Only for Communication Between Cellular Phones Power loses about half of its effectiveness (-1), Gestures, Requires Gestures throughout (Requires both hands; -1), OAF (-1), Sense Affected As More Than One Sense [very common Sense] (affected as sight and radio group simultaneously; -1/2), Restrainable (Only by means other than Grabs and Entangles; by electromagnetic pulses; -1/4)
1 Real Pointsf5)  Global Positioning System: Detect Current Location A Single Thing 16- (no Sense Group), Discriminatory (12 Active Points); OAF (-1), Affected as Sight [very common Sense] (affected as sight; -1/2), Restrainable (Only by means other than Grabs and Entangles; by electromagnetic pulses; -1/4), Gestures (-1/4)
1 Real Pointsf6)  Data Storage: : Eidetic Memory (5 Active Points); Only to Recall Images and Sounds Recorded on This Device Power loses almost all of its effectiveness (-2), OAF (-1), Physical Manifestation, anyone can see the images, etc. (-1/4), Restrainable (Only by means other than Grabs and Entangles; by electromagnetic pulses; -1/4), Gestures (-1/4)
1 Real Pointsf7)  Video and Audio Playback: Sight and Hearing Groups Images (15 Active Points); Only to Reproduce Images and Sounds Recorded on This Device Power loses about half of its effectiveness (-1), OAF (-1), No Range (-1/2), Restrainable (Only by means other than Grabs and Entangles; by electromagnetic pulses; -1/4), Gestures (-1/4)
1 Real Pointsf8)  Alarm App: Hearing Group Images, +/-2 to PER Rolls, Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset; +1/4), Area Of Effect (4m Radius; +1/4) (16 Active Points); Only to Create Noise Power loses about half of its effectiveness (-1), OAF (-1), No Range (-1/2), Restrainable (Only by means other than Grabs and Entangles; by electromagnetic pulses; -1/4), Gestures (-1/4)

Total Character Cost: 250

PointsComplication
15Social Complication:  Secret Identity Frequently, Major
10Psychological Complication:  attempts to follow Bushido (Common; Moderate) Notes:
    Bushido
  • Be acutely honest throughout your dealings with all people. Believe in justice, not from other people, but from yourself. To the true warrior, all points of view are deeply considered regarding honesty, justice and integrity. Warriors make a full commitment to their decisions.
  • Hiding like a turtle in a shell is not living at all. A true warrior must have heroic courage. It is absolutely risky. It is living life completely, fully and wonderfully. Heroic courage is not blind. It is intelligent and strong.
  • Through intense training and hard work the true warrior becomes quick and strong. They are not as most people. They develop a power that must be used for good. They have compassion. They help their fellow men at every opportunity. If an opportunity does not arise, they go out of their way to find one.
  • True warriors have no reason to be cruel. They do not need to prove their strength. Warriors are not only respected for their strength in battle, but also by their dealings with others. The true strength of a warrior becomes apparent during difficult times.
  • When warriors say that they will perform an action, it is as good as done. Nothing will stop them from completing what they say they will do. They do not have to 'give their word'. They do not have to 'promise'. Speaking and doing are the same action.
  • Warriors have only one judge of honor and character, and this is themselves. Decisions they make and how these decisions are carried out are a reflection of who they truly are. You cannot hide from yourself.
  • Warriors are responsible for everything that they have done and everything that they have said and all of the consequences that follow. They are immensely loyal to all of those in their care. To everyone that they are responsible for, they remain fiercely true.
10Physical Complication:  diagnosed as ADD (Frequently; Barely Impairing)
15DNPC:  Larry's grandfather, Britt Reid Infrequently (Incompetent)

Disadvantage Points: 50
Base Points: 250
Experience Required: 0
Total Experience Available: 0
Experience Unspent: 0
This message was last edited by the player at 18:53, Sat 25 Jan 2020.
Sharpshooter
player, 14 posts
Sat 25 Jan 2020
at 04:10
  • msg #8

Character Sheets

Sharpshooter


ValCharCost
30STR20
23DEX26
20CON10
18INT8
13EGO3
25PRE15
8OCV25
7/8DCV20
3OMCV0
3DMCV0
5SPD30
10/22PD8
6/18ED4
12REC8
40END4
16BODY6
44STUN12

ValMovementCost
14mRUN2
4mSWIM0
4mLEAP0

    Characteristics Cost
  • 201


Active CostReal CostEND Cost/ChargeDescription
7 0 Ballistic Mask:(Total: 12 Active Cost, 7 Real Cost) Infrared Vision (Sight Group) (5 Active Points); OIF (-1/2) (Real Cost: 3) plus Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2) (Real Cost: 3) plus Hearing Group Flash Defense (2 points) (2 Active Points); OIF (-1/2) (Real Cost: 1)   
4 0 Insulating Headband:Mental Defense (5 points total) (5 Active Points); IIF (-1/4)   
6 0 +2 PER with all Sense Groups   
1 0 Toughened Skin:Resistant (+1/2) for up to 2 Active Points of PD, Inherent (+1/4*) (1 Active Points)   
3 0 Life Support  (Longevity: 800 Years)   
18 0 Reinforced Leather Armor:Resistant Protection (12 PD/12 ED) (36 Active Points); OIF (-1/2), Real Armor (80kg) (-1/2)   
3   Obscuring Duster:+1 DCV (5 Active Points); OIF (-1/2)   
35   Reliquary Automatics:Multipower, 79-point reserve,  (79 Active Points); all slots OAF (-1), Real Weapon (-1/4)   
2f 2 1)  Hail of Lead:Killing Attack - Ranged 1d6+1, Autofire (5 shots; +1/2), +2 Increased STUN Multiplier (+1/2), Reduced Endurance (1/2 END; +1/2) (50 Active Points); OAF (-1), Extra Time (Full Phase, -1/2), Real Weapon (-1/4)   
2f [12] 2)  Thunderzaps:Killing Attack - Ranged 4d6 (60 Active Points); OAF (-1), 12 Charges (-1/4), Real Weapon (-1/4)   
2f [12] 3)  Rubber Bullets:Blast 12d6 (60 Active Points); OAF (-1), 12 Charges (-1/4), Real Weapon (-1/4)   
3f 3 4)  Fast Barrage:Dispel RKA 20d6, Reduced Endurance (1/2 END; +1/4) (75 Active Points); OAF (-1), Only Physical Projectiles and Foci (-1/4), Real Weapon (-1/4)   
1f 12 5)  Impossible Flurry:Dispel Drain 20d6 (60 Active Points); 4 Charges (-1), OAF (-1), Costs Endurance (-1/2), Increased Endurance Cost (x2 END; -1/2), Only Physical Projectiles and Foci (-1/4), Real Weapon (-1/4)   
3f 0 6)  (Total: 60 Active Cost, 26 Real Cost) Deflection, Reduced Endurance (0 END; +1/2) (30 Active Points); OAF (-1), Only Physical Projectiles (-1/4) (Real Cost: 13) plus +30 Deflection vs. Multiple Blocked Attacks Penalty (30 Active Points); OAF (-1), Real Weapon (-1/4) (Real Cost: 13)   
1f [4] 7)  Breachers:Tunneling 5m through 25 PD material (55 Active Points); 4 Charges (-1), OAF (-1), Limited Medium Walls, Doors, and Mobile Armor (-1/2), Real Weapon (-1/4)   
2f [12] 8)  Vacuum Loads:Killing Attack - Ranged 2d6, Affects Desolidified Low Density (+1/4), +3 Increased STUN Multiplier (+3/4) (60 Active Points); OAF (-1), 12 Charges (-1/4), Real Weapon (-1/4)   
3f [12] 9)  Sniper Loads:Killing Attack - Ranged 3d6, Increased Maximum Range (900m; +1/4), No Range Modifier (+1/2) (79 Active Points); OAF (-1), 12 Charges (-1/4), Real Weapon (-1/4)   
2f [16] 10) Tangler Rounds:Entangle 4d6, 5 PD/5 ED, Entangle And Character Both Take Damage (+1/4) (56 Active Points); OAF (-1), Real Weapon (-1/4), 16 Charges (-0)   
3f 0 11) Grappling Lines:Swinging 90m, x4 Noncombat, Reduced Endurance (0 END; +1/2) (75 Active Points); OAF (-1), Real Weapon (-1/4)   


    Powers Cost
  • 101


Boxing
CostManeuverOCVDCVNotes
4Block: Martial Block+2+2Block, Abort
4Cross: Martial Strike+0+28d6 Strike
5Hook: Offensive Strike-2+110d6 Strike
3Clinch: Martial Grab-1-1Grab Two Limbs, 40 STR for holding on
4Escape: Martial Escape+0+045 STR vs. Grabs
    Martial Arts Cost: 20


    Perks

Perk CostPerkNotes
6Positive Reputation:  War Veteran (In all WWII Allied Countries and Germany) 11-, +3/+3d6 

    Perks Cost: 6



    Talents

Talent CostTalentNotes
3Absolute Range Sense 
3+1/+1d6 Striking Appearance (vs. all characters) 

    Talents Cost: 6




CostSkillRoll
0TF:  Equines, Small Motorized Ground Vehicles 
0PS: Gunsmith 11- 
0AK: Southern California 8- 
3AK: United States 13- 
0CK: Los Angeles 8- 
2KS: Boxing 11- 
3KS: Superhuman World 13- 
0Acting 8- 
0Charm 8- 
0Concealment 8- 
0Conversation 8- 
0Electronics 8- 
3Criminology 13- 
3Deduction 13- 
3Streetwise 14- 
3Breakfall 14- 
3Climbing 14- 
2Navigation (Land) 13- 
3Tracking 13- 
4Survival (Arctic/Subarctic Forests, Desert, Temperate/Subtropical Forests) 13- 
0Persuasion 8- 
3Interrogation 14- 
3Power 13- 
3Shadowing 13- 
3Stealth 14- 
3Fast Draw 14- 
3Paramedics 13- 
2Weaponsmith (Firearms) 13- 
5Accurate Sprayfire 
0Language:  English (idiomatic) (4 Active Points) 
2Language:  German (completely fluent; Similarity: 3) 
3Language:  Spanish (completely fluent; Similarity: 1) 
30+6 with Firearms 
12+1 Overall 
6+2 With All Firearms vs. Range Modifier 
4+3 With Multipower vs. Range Modifier (6 Active Points); IAF (-1/2) 
2+1 with Weaponsmith (Tool Kit) (4 Active Points); OAF (-1) 
    Skills Cost
  • 116




Total Character Cost: 450

PointsDisadvantage
0Psychological Complication:  Cowboy Code of Honr (Very Common; Moderate)
10Dependent NPC:  Robert Boone Infrequently (Normal; Useful Noncombat Position or Skills; Unaware of character's adventuring career/Secret ID)
15Social Complication:  Secret ID Frequently, Major
20Hunted:  Baron Teuton Infrequently (Mo Pow; NCI; Harshly Punish)
5Distinctive Features:  Grim Features (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
10Susceptibility:  Teleportation 2d6 damage Instant (Uncommon)

Disadvantage Points: 60
Base Points: 450
Experience Required: 0
Total Experience Available: 0
Experience Unspent: 0
This message was last edited by the GM at 03:26, Tue 28 Jan 2020.
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