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Character sheets

Post  Diurne on Fri Dec 11, 2009 9:57 am

Below are our characters sheets, in HERO system format, for posterity or use by any of us who want to GM.
I'm "publishing" here only our Champions characters. Simply because the Star Trek characters are better when left hidden (with all they little secrets...)

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Diurne

Posts : 255
Champions : Sable Lynx

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Sable Lynx

Post  Diurne on Fri Dec 11, 2009 10:17 am

Sable Lynx

Player: Diurne

Val Char Cost
15 STR 5
20 DEX 30
16 CON 12
14 BODY 8
12 INT 2
10 EGO 0
10 PRE 0
14 COM 2

20 PD 17
20 ED 17
5 SPD 20
6 REC 0
40 END 4
45 STUN 15

9" RUN 0
2" SWIM 0
9" LEAP 0
Characteristics Cost: 132

Cost Power
6 Athletics: Running +3" (9" total)
11 Leaps & Bounds: Leaping +6" (9" forward, 4 1/2" upward) (Accurate)
15 Grapnel & Line: Swinging 10", x4 Noncombat
17 Claws: Hand-To-Hand Attack +6d6 (30 Active Points); Hand-To-Hand Attack (-1/2), Reduced Penetration (-1/4)
9 Keen Senses: +3 PER with all Sense Groups
3 Mutant Resilience: Damage Resistance (3 PD/3 ED)
9 Second Wind: Healing BODY 4d6 (40 Active Points); 1 Charge (-2), Requires A CON Roll (-3/4), Self Only (-1/2)
Powers Cost: 70

Cost Martial Arts Maneuver
5 Defensive Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort
3 Defensive Throw: 1/2 Phase, +1 OCV, +1 DCV, Block, Target Falls
4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
4 Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, 30 STR vs. Grabs
Martial Arts Cost: 16

Cost Skill
3 Acrobatics 13-
0 Acting 8-
3 Breakfall 13-
3 Climbing 13-
0 Concealment 8-
3 Conversation 11-
0 Deduction 8-
0 Language: English (completely fluent; literate) (4 Active Points)
1 Gambling (Blackjack, Card Games, Poker) 8-
2 KS: Modern Achitecture 11-
0 Paramedics 8-
0 Persuasion 8-
3 Professional Skill: Architect 12-
4 Professional Skill: Drawing 13-
4 Science Skill: Civil Engineering 13-
3 Shadowing 11-
3 Stealth 13-
0 Transport Familiarity: Small Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles
Skills Cost: 32



Total Character Cost: 250

Pts. Disadvantage
20 Distinctive Features: Mutant (Not Concealable; Extreme Reaction; Detectable By Uncommonly-Used Senses)
10 Psychological Limitation: Code of the Hero (Common, Moderate)
5 Psychological Limitation: Softhearted and Forgiving (Uncommon, Moderate)
5 Hunted: Lorraine Walsh 8- (As Pow, PC has a Public ID or is otherwise very easy to find, Watching)
Disadvantage Points: 40
Base Points: 200
Experience Required: 10
Total Experience Available: 10
Experience Unspent: 0


Last edited by Diurne on Fri Dec 11, 2009 12:05 pm; edited 1 time in total

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Diurne

Posts : 255
Champions : Sable Lynx

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Light of Truth

Post  Diurne on Fri Dec 11, 2009 10:18 am

Light of Truth

Player: Seetherius

Val Char Cost
10 STR 0
12 DEX 6
15 CON 10
14 BODY 8
12 INT 2
20 EGO 20
15 PRE 5
12 COM 1

2/14 PD 0
3/15 ED 0
2/5 SPD 0
5/12 REC 0
30/48 END 0
27/40 STUN 0

6"/18" RUN 0
2" SWIM 0
2" LEAP 0
Characteristics Cost: 52

Cost Power
11 Blade of Justice: Hand-To-Hand Attack +6d6 (30 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2), Only In Heroic Identity (-1/4)
20 Super Reflexes: Armor (12 PD/12 ED) (36 Active Points); Restrainable (-1/2), Only In Heroic Identity (-1/4) [Notes: Negated if unable to move (Restrainable)]
20 Super Quickness: +3 SPD (30 Active Points); Only In Heroic Identity (-1/4) (Modifiers affect Base Characteristic)
17 Super Speed: Running +12" (6"/18" total) (24 Active Points); Only In Heroic Identity (-1/4) [Notes: 108 km/h out of combat]
9 Justice never stops: +7 REC (14 Active Points); Only In Heroic Identity (-1/4) (Modifiers affect Base Characteristic)
7 Justice doesn't rest: +18 END (9 Active Points); Only In Heroic Identity (-1/4)
10 Justice will prevail: +13 STUN (13 Active Points); Only In Heroic Identity (-1/4)
9 Only the guilty fear Justice wrath: +4 with Blades (Only in Heroic Identity (-1/4))
8 Justice, guide my hand: Defense Maneuver I-IV (10 Active Points); Only In Heroic Identity (-1/4)
8 Justice Swordplay: +2 with DCV (10 Active Points); Only In Heroic Identity (-1/4)
Powers Cost: 119

Cost Martial Arts Maneuver
4 Judicial Strike: 1/2 Phase, +0 OCV, +2 DCV, Weapon +2 DC Strike
4 Swift Justice: 1/2 Phase, +2 OCV, +0 DCV, Weapon +2 DC Strike
4 Impervious Justice: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
1 Weapon Element: Blades
Martial Arts Cost: 13

Cost Skill
0 Acting 8-
3 Bureaucratics 12-
0 Climbing 8-
0 Concealment 8-
5 Conversation 13-
3 Criminology 11-
7 Deduction 13-
3 Forensic Medicine 11-
5 KS 14-
0 Language: English (completely fluent; literate) (4 Active Points)
3 Paramedics 11-
0 Persuasion 8-
3 Professionnal Skill: Lawyer 12-
0 Shadowing 8-
0 Stealth 8-
5 Streetwise 13-
8 Survival (Urban) 14-
7 Teamwork 13-
0 Transport Familiarity: Small Motorized Ground Vehicles
Skills Cost: 52

Cost Perk
9 Fringe Benefit: Local Police Powers, Security Clearance [Notes: Registered heroine (Local Police Power), Omega Clearance (Security Clearance)]
Perks Cost: 9

Cost Talent
10 Danger Sense (general area, in combat, Function as a Sense) (30 Active Points); No Conscious Control (-2) 14-
Talents Cost: 10

Total Character Cost: 255

Pts. Disadvantage
20 Hunted: Crey Industries 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Mildly Punish)
20 Psychological Limitation: Code vs Killing (Common, Total)
15 Psychological Limitation: Upholding Justice (Common, Strong)
Disadvantage Points: 55
Base Points: 200
Experience Required: 0
Total Experience Available: 13
Experience Unspent: 13


Last edited by Diurne on Fri Dec 11, 2009 12:05 pm; edited 2 times in total

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Diurne

Posts : 255
Champions : Sable Lynx

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Mesoc

Post  Diurne on Fri Dec 11, 2009 10:20 am

Mesoc

Player: Mesoc

Val Char Cost
15 STR 5
15 DEX 15
16 CON 12
18 BODY 16
10 INT 0
12 EGO 4
15 PRE 5
10 COM 0

20 PD 11
20 ED 11
5 SPD 25
10 REC 8
40 END 4
54 STUN 20

6" RUN 0
2" SWIM 0
6" LEAP 0
Characteristics Cost: 136

Cost Power
15 Katana: Multipower, 30-point reserve, (30 Active Points); all slots OAF Unbreakable (-1)
1u 1) Katana Edge: Killing Attack - Hand-To-Hand 2d6 (3d6 w/STR) (30 Active Points); OAF Unbreakable (-1)
1u 2) Katana Strike: Hand-To-Hand Attack +6d6 (30 Active Points); OAF Unbreakable (-1), Hand-To-Hand Attack (-1/2)
3 Eyes in the Dark: +3 PER with Sight Group (6 Active Points); Only Works to Negate Darkness Penalties (-1) [Notes: Allow to see better in the dark]
10 Scent of the Prey: Discriminatory with Smell/Taste Group [Notes: Can differentiate and recognize individuals or smells by scent]
14 Body Made Whole: Healing 2 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (40 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2) [Notes: Regeneration 2 BODY/turn]
18 Blood Drinking: Healing BODY 6d6, Resurrection, Reduced Endurance (0 END; +1/2) (120 Active Points); 1 Charge (-2), Extra Time (1 Minute, Character May Take No Other Actions, -1 3/4), Must Drink Human Blood (-1), Self Only (-1/2), Can Only Resurrect Within 24 hours (-1/4) [Notes: Can benefit from Blood Drinking once a day]
8 Athletic Jump: Leaping +3" (6" forward, 3" upward) (Accurate)
12 Vanguard Suit: Armor (6 PD/6 ED) (18 Active Points); OIF (-1/2)
Powers Cost: 82

Cost Martial Arts Maneuver
4 Atemi Strike: 1/2 Phase, -1 OCV, +1 DCV, 2 1/2d6 NND [Notes: Defense is solid armor, force field or lack of weakness against Nerve Strikes]
4 Knifehand: 1/2 Phase, -2 OCV, +0 DCV, HKA 1 1/2d6
4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 30 STR to Disarm
4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
3 Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 30 STR for holding on
4 Punch: 1/2 Phase, +0 OCV, +2 DCV, 6d6 Strike
4 Tiger Claw: 1/2 Phase, +0 OCV, +0 DCV, 8d6 Crush, Must Follow Grab
4 Sandpalm: 1/2 Phase, +0 OCV, +0 DCV, 35 STR to Shove [Notes: Pushes the target back 3" and can fall]
5 Spin Kick: 1/2 Phase, +1 OCV, -2 DCV, 8d6 Strike
4 Weapon Bind: 1/2 Phase, +1 OCV, +0 DCV, Bind, 30 STR
4 +1 HTH Damage Class(es) [Notes: Already factored in, above (+1d6 normal/NND damage, +1/2d6 HKA, +5 STR to Disarm)]
1 Weapon Element: Three-Section Staff [Notes: Can use Three-Section-Staves with the martial maneuvers]
Martial Arts Cost: 49

Cost Skill
0 Acting 8-
5 Sport 14-
0 Climbing 8-
10 +2 with HTH Combat
10 +2 with DCV
0 Concealment 8-
3 Conversation 12-
0 Deduction 8-
0 Language: English (completely fluent; literate) (4 Active Points)
3 Interrogation 12-
0 Paramedics 8-
0 Persuasion 8-
5 Professional Skill 14-
0 Shadowing 8-
9 Stealth 15-
1 Transport Familiarity: Common Motorized Ground Vehicles, Small Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles
6 Weapon Familiarity: Common Martial Arts Melee Weapons, Common Melee Weapons, Three-Section Staff, Thrown Knives, Axes, and Darts
Skills Cost: 52

Cost Perk
6 Contact: PRIMUS (Contact has useful Skills or resources) 14-
9 Fringe Benefit: Local Police Powers, Security Clearance
Perks Cost: 15


Total Character Cost: 334

Pts. Disadvantage
5 Dependence: Serum Incompetence: -1 to Skill Rolls and related rolls per time increment (Uncommon, 1 Day)
15 Distinctive Features: Half-Vampire (Not Concealable; Extreme Reaction; Detectable Only By Unusual Senses)
35 Enraged: Berserk Lack of Serum (Uncommon), go 14-, recover 8-
20 Hunted: VIPER 8- (Mo Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
15 Psychological Limitation: Overconfidence (Very Common, Moderate)
10 Reputation: Reckless, 11-
15 Social Limitation: Public ID (Frequently, Major)
Disadvantage Points: 115
Base Points: 200
Experience Required: 19
Total Experience Available: 0
Experience Unspent: 0


Last edited by Diurne on Fri Dec 11, 2009 12:06 pm; edited 1 time in total

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Diurne

Posts : 255
Champions : Sable Lynx

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Stewart Hamner

Post  Diurne on Fri Dec 11, 2009 10:26 am

Stewart Hamner sheet is left in the dark for now.

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Diurne

Posts : 255
Champions : Sable Lynx

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Love Angel

Post  Diurne on Fri Dec 11, 2009 10:40 am

Love Angel

Player: Rhino

Val Char Cost
8 STR -2
12 DEX 6
14 CON 8
10 BODY 0
14 INT 4
20 EGO 20
16 PRE 6
18 COM 4

12 PD 10
12 ED 9
4 SPD 18
8 REC 6
28 END 0
21 STUN 0

6" RUN 0
2" SWIM 0
1 1/2" LEAP 0
Characteristics Cost: 89

Cost Power
24 Pink Dreams: Flight 15" (30 Active Points); Only Works at 1/3 effectiveness when Facing True Evil (-1/4) [Notes: Combat Speed : 36 km/h
Cruise Speed : 72 km/h]
17 Pink Soul: Luck 5d6, Limited Range (+1/4), Usable Simultaneously (up to 8 people at once; +1) (56 Active Points); No Conscious Control (-2), Only Protective Luck (-1/4)
10 Pink Mind: Mental Defense (24 points total) (20 Active Points); Only Works Against Mental Control (Very Limited Type of Attack) (-1)
37 Bow and Arrows: Multipower, 60-point reserve, all slots 32 Charges (+1/4) (75 Active Points); all slots OAF (-1)
3u 1) Blunt Arrow: Energy Blast 8d6, STUN Only (+0), Penetrating (+1/2) (60 Active Points); OAF (-1), Beam (-1/4)
3u 2) EMP Arrow: Dispel Electronics 11d6+1, Area Of Effect Nonselective (3" Radius; +3/4) (59 Active Points); OAF (-1)
3u 3) Extinguisher Arrow: Dispel Fire 11d6+1, Area Of Effect Nonselective (3" Radius; +3/4) (59 Active Points); OAF (-1)
3u 4) Flare Arrow: Sight Group Flash 6 1/2d6, Area Of Effect Nonselective (3" Radius; +3/4) (58 Active Points); OAF (-1)
3u 5) Glue Arrow: Entangle 4d6, 4 DEF, Area Of Effect Nonselective (4" Radius; +3/4), Two-Dimensional (-1/4) (60 Active Points); OAF (-1), Cannot Form Barriers (-1/4)
3u 6) KnockOut Gas Arrow: Energy Blast 4d6, Area Of Effect Nonselective (4" Radius; +3/4), No Normal Defense ([Standard]; Defense is Contained Breathing or holding Breath; +1) (55 Active Points); OAF (-1)
2u 7) Oil Slick Arrow: Change Environment 2" radius, -6 DCV, -6 to DEX Rolls, Multiple Combat Effects (60 Active Points); OAF (-1), Nonselective Target (-1/4), Two-Dimensional (-1/4)
3u 8) Tear Gas Arrow: Sight Group Flash 5d6, Area Of Effect Nonselective (One Hex; +1/4), No Normal Defense ([Standard]; Defense is Contained Environment or Protection to the Eyes; +1) (56 Active Points); OAF (-1)
4 Silent Tempest suit: Damage Resistance (6 PD/6 ED) (6 Active Points); OIF (-1/2)
Powers Cost: 115

Cost Martial Arts Maneuver
4 Basic Shot: 1/2 Phase, +0 OCV, +0 DCV, Range +2, Strike, +2 DC
3 Defensive Shot: 1/2 Phase, -1 OCV, +2 DCV, Range +0, Strike
5 Far Shot: 1/2 Phase, +1 OCV, -1 DCV, Range +4, Strike
5 Distance Shot: 1+1 Phase, +0 OCV, -2 DCV, Range +6, Strike , +1 Segment
Martial Arts Cost: 17

Cost Skill
0 Acting 8-
9 +3 with Bow attacks
3 Bureaucratics 12-
0 City Knowledge: Paragon City 8-
0 Climbing 8-
0 Concealment 8-
5 Conversation 13-
3 Deduction 12-
3 High Society 12-
3 Cultural Knowledge 12-
0 Language : English (completely fluent; literate) (4 Active Points)
7 Oratory 14-
3 Paramedics 12-
3 Persuasion 12-
2 Professional Skill: Lawyer 11-
0 Shadowing 8-
0 Stealth 8-
3 Streetwise 12-
5 Teamwork 12-
2 Weaponsmith : Archery (Muscle-Powered Ranged) 12-
1 Weapon Familiarity: Bows
Skills Cost: 52

Cost Perk
5 Reputation: Good Hearted Carebearing Heroine (A medium-sized group) 11-, +5/+5d6
6 Contact (Contact has significant Contacts of his own), Organization Contact (x3) (6 Active Points) 8-
1 Money: Well Off
Perks Cost: 12


Total Character Cost: 285

Pts. Disadvantage
20 Dependent NPC: Andreas & Mark 8- (Incompetent; Group DNPC: x2 DNPCs)
10 Hunted: BUGS & Medias 11- (Less Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)
5 Is Sick when Facing True Evil [Notes: Can have a -1 penalty applied to rolls in some circumstances]
20 Psychological Limitation: Code of the Hero (Common, Total)
5 Reputation: Slut Angel, Hate Angel, 8-
15 Social Limitation: Public ID (Frequently, Major)
10 Susceptibility: True Evil 2d6 damage Instant (Uncommon)
Disadvantage Points: 85
Base Points: 200
Experience Required: 0
Total Experience Available: 13
Experience Unspent: 13


Last edited by Diurne on Fri Dec 11, 2009 12:04 pm; edited 1 time in total

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Diurne

Posts : 255
Champions : Sable Lynx

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Darksparrow

Post  Diurne on Fri Dec 11, 2009 10:43 am

Darksparrow

Player: Rhino

Val Char Cost
15 STR 5
12 DEX 6
15 CON 10
18 BODY 16
12 INT 2
15 EGO 10
10/25 PRE 0
14 COM 2

23 PD 0
18 ED 0
4 SPD 0
10 REC 8
36 END 3
39 STUN 5

6" RUN 0
2" SWIM 0
8" LEAP 0
Characteristics Cost: 67

Cost Power
24 Cybernetic Combat: Multipower, 30-point reserve, (30 Active Points); all slots IIF (-1/4)
2u 1) Cybernetic Claw: Hand-To-Hand Attack +6d6 (30 Active Points); Hand-To-Hand Attack (-1/2), IIF (-1/4) [Notes: 3d6 from STR +6d6 from Claw = 9d6 damage]
1u 2) Cybernetic Rending: Killing Attack - Hand-To-Hand 2d6 (3d6 w/STR) (30 Active Points); Increased Endurance Cost (x3 END; -1), IIF (-1/4) [Notes: STR is already factored in, above]
1u 3) Combat Drugs: Aid STUN 3d6 (30 Active Points); Self Only (-1/2), Costs Endurance (-1/2), IIF (-1/4) [Notes: Add to STUN max total, fade over time]
2u 4) Combat Drugs: Healing BODY 3d6 (30 Active Points); Self Only (-1/2), IIF (-1/4) [Notes: Total of 3d6 = STUN healed.
On each die rolled, 1 = 0 BODY healed, 2 to 5 = 1 BODY healed, 6 = 2 BODY healed]
1u 5) Energy Burst: Energy Blast 6d6, STUN Only (+0) (30 Active Points); Increased Endurance Cost (x2 END; -1/2), Limited Range (-1/4), IIF (-1/4) [Notes: Channeled residual Mutant power]
25 Cybernetic Power Armor: Armor (15 PD/10 ED) (38 Active Points); OIF (-1/2)
7 Energy Field: Force Field (5 PD/5 ED) (10 Active Points); OIF (-1/2)
2 Cybernetic Pistons: Leaping +5" (8" forward, 4" upward) (5 Active Points); Increased Endurance Cost (x3 END; -1), IIF (-1/4)
4 Cybernetic Interfacing: +3 with Computer Programming (Hacking and Computer Security) (8 Active Points); Extra Time (Extra Phase, Only to Activate, -1/2), IIF (-1/4)
8 Cybernetic Combat: +2 with Hand To Hand Combat (10 Active Points); IIF (-1/4)
12 Cybernetic Tactical Positioning: Combat Sense (15 Active Points); IIF (-1/4) 11- [Notes: Roll Combat Sense to cancel penalties to OCV or DCV for not perceiving a foe (because of darkness, invisibility or any other condition) (Hand to Hand Combat only)]
4 Computerized Memory: Eidetic Memory (5 Active Points); IIF (-1/4)
7 Cybernetic Reflexes: Lightning Reflexes: +6 DEX to act first with All Actions (9 Active Points); IIF (-1/4)
16 Cybernetic Quickness: +2 SPD (20 Active Points); IIF (-1/4)
5 Fearless: +15 PRE (15 Active Points); Only to Resist Fear (-2)
Powers Cost: 121

Cost Martial Arts Maneuver
4 Charge: 1/2 Phase, +0 OCV, -2 DCV, 7d6 +v/5 Strike, FMove [Notes: Velocity for a 10" move is +2d6 for a total of 9d6 damage]
4 Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 3d6 NND [Notes: NND : Non Normal Defense (Defense is protected neck, absent or unreachable respiratory system)
Limb is neck or similar body part]
5 Defensive Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort [Notes: Roll an attack against the attacker OCV, success is Blocking fully the attack, failure still means the attacker must beat the DCV. A successful Block allows to act first in case of tied initiative (regardless of DEX order)]
5 Joint Break: 1/2 Phase, -1 OCV, -2 DCV, Grab One Limb; HKA 2d6 , Disable [Notes: HKA : Hand-to-Hand Killing Attack, Disable the grabbed limb (elbow, knee)]
4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 7d6 Strike
8 +2 HTH Damage Class(es) [Notes: +2d6 normal damage, factored in, above]
Martial Arts Cost: 30

Cost Skill
0 Acting 8-
3 Acrobatics 11-
3 Climbing 11-
12 Computer Programming (Computer Networks, Hacking and Computer Security, Personal Computers, Mainframes and Supercomputers) 13-
0 Concealment 8-
0 Conversation 8-
0 Deduction 8-
3 Demolitions 11-
7 Electronics 13-
7 Inventor 13-
0 Language: English (completely fluent; literate) (4 Active Points)
5 Lockpicking 12-
7 Mechanics 13-
3 Paramedics 11-
0 Persuasion 8-
5 Rapid Attack (HTH)
5 Science Skill: Cybernetics 14-
4 Science Skill: Robotics 13-
3 Science Skill: Chemistry 12-
5 Security Systems 12-
0 Shadowing 8-
3 Stealth 11-
14 Survival (Temperate/Subtropical, Desert, Mountain, Urban) 14-
5 Systems Operation (Communications Systems, Environmental Systems, Sensor Jamming Equipment) 11-
3 Tactics 11-
0 TF: Small Motorized Ground Vehicles
10 Two-Weapon Fighting (HTH)
9 Weapon Familiarity: Beam Weapons, Common Melee Weapons, Common Missile Weapons, Small Arms, Homemade Weapons
10 Weaponsmith (Biological Weapons, Chemical Weapons, Energy Weapons, Firearms, Incendiary Weapons) 13-
Skills Cost: 126

Cost Perk
3 Anonymity [Notes: Time traveller from a future that won't exist. Has no official or administrative records prior to her arrival.]
Perks Cost: 3

Cost Talent
3 Ambidexterity (-2 Off Hand penalty)
Talents Cost: 3

Total Character Cost: 350

Pts. Disadvantage
10 Dependence: Require spare parts or scavenged tech for cybernetic and armor maintenance (Powers Gain 11- Activation Roll) (Uncommon, 1 Day) [Notes: Cybernetics and armor require daily maintenance, spare or scavenged parts or they can fail (application of an Activation roll 11-)]
15 Dependent NPC: Andreas Kraft 8- (Incompetent)
20 Distinctive Features: Cybernetic Implants (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
5 Distinctive Features: Residual Mutant Power (Easily Concealed; Extreme Reaction; Detectable Only By Unusual Senses)
5 Money: Poor [Notes: No income save donations]
20 Physical Limitation: Cybernetic Implants (Frequently, Fully Impairing) [Notes: Medicine, surgery, healing and cures must be adapted, if possible.]
20 Psychological Limitation: Mildly Paranoid (Very Common, Strong) [Notes: EGO roll to overcome]
15 Psychological Limitation: Possessive (Very Common, Moderate) [Notes: EGO roll to overcome]
15 Psychological Limitation: Rational, pragmatic and non emotional (Uncommon, Total) [Notes: EGO roll to overcome]
5 Reputation: Use violence, 8-
5 Reputation: Weirdo to better avoid, 8-
15 Social Limitation: Cultural Alien (Frequently, Major)
Disadvantage Points: 150
Base Points: 200
Experience Required: 0
Total Experience Available: 12
Experience Unspent: 12


Last edited by Diurne on Fri Dec 11, 2009 12:04 pm; edited 1 time in total

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Diurne

Posts : 255
Champions : Sable Lynx

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Lithium II

Post  Diurne on Fri Dec 11, 2009 11:11 am

Lithium II

Player: Diurne

Val Char Cost
10 STR 0
20 DEX 30
15 CON 10
10 BODY 0
14 INT 4
20 EGO 20
20 PRE 10
14 COM 2

5/15 PD 3
5/15 ED 2
4 SPD 10
5 REC 0
30 END 0
29 STUN 6

6" RUN 0
2" SWIM 0
2" LEAP 0
Characteristics Cost: 97

Cost Power
20 Enchanted Power Armor: Elemental Control, 60-point powers, (30 Active Points); all slots OIF (-1/2)
12 1) Runic Power Armor: Armor (10 PD/10 ED), Hardened (x4; +1) (60 Active Points); Activation Roll 13- (-3/4), OIF (-1/2), Costs Endurance (Only Costs END to Activate; -1/4)
20 2) Engraved Repeating Blaster: Energy Blast 9d6+1, 2 clips of 16 Boostable Charges (Increased Reloading Time: 1 Turn; +0), Autofire (3 shots; +1/4) (59 Active Points); OIF (-1/2)
11 3) Rotary Machine Gun: Killing Attack - Ranged 3d6-1, Autofire (5 shots; +1/2) (60 Active Points); Required Hands Two-Handed (-1/2), OIF (-1/2), Beam (-1/4), Real Weapon (-1/4), 2 clips of 16 Charges (Increased Reloading Time: 1 Turn; -1/4)
12 4) Micromissiles: Killing Attack - Ranged 2d6, +1 Increased STUN Multiplier (+1/4), Area Of Effect Nonselective (8" Cone; +3/4) (60 Active Points); 4 Charges (-1), OIF (-1/2)
15 5) Power Punch: Hand-To-Hand Attack +8d6, Does x1 1/2 Knockback (+1/2) (60 Active Points); Hand-To-Hand Attack (-1/2), OIF (-1/2)
15 6) Rocket Boots: Flight 30" (60 Active Points); Must Land At The End Of Each Phase (-1/2), OIF (-1/2)
13 Spirit Tracker: Radar (Mystic Group), +3 to PER Roll, Discriminatory, Sense, Tracking (30 Active Points); OAF (Head Up Display; -1), 1 Continuing Charge lasting 1 Hour (-1/4)
51 Versatile Magic: Variable Power Pool (Magic), 40 base + 11 control cost, Powers Can Be Changed As A Half-Phase Action (+1/2) (70 Active Points); IIF Fragile Expendable (Difficult to obtain new Focus; Amulets & Rings; -3/4); all slots Requires A Power : Magic Mastery Skill Roll (-1/2), Incantations (-1/4), Gestures (-1/4)
Powers Cost: 169

Cost Martial Arts Maneuver
4 Charge: 1/2 Phase, +0 OCV, -2 DCV, 4d6 +v/5 Strike, FMove
4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 4d6 Strike
5 Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, 6d6 Strike
Martial Arts Cost: 13

Cost Skill
0 Acting 8-
7 Analyze: Magic 14-
1 Bureaucratics 8-
0 Climbing 8-
0 Concealment 8-
3 Conversation 13-
1 Computer Programming (Personal Computers) 8-
3 Criminology 12-
3 Cryptography 12-
3 Deduction 12-
3 Inventor 12-
2 CK: Millenium City Mystic Places 11-
2 KS: The Mystic World 11-
4 KS: Western Magic 13-
0 Language: English (completely fluent; literate) (4 Active Points)
3 Language: Latin (fluent conversation; literate)
3 Navigation (Astral, Dimensional) 12-
3 Paramedics 12-
3 Persuasion 13-
9 Power: Magic Mastery 14-
0 Professional Skill: Occult Book Seller 8-
3 SS: Enchantment Theories 12-
0 Shadowing 8-
0 Stealth 8-
0 Transport Familiarity: Small Motorized Ground Vehicles
Skills Cost: 56

Cost Perk
3 Fringe Benefit: Federal/National Police Powers (PRIMUS agent)
12 Contact: PRIMUS (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources), Organization Contact (x3) (12 Active Points) 8-
Perks Cost: 15


Total Character Cost: 350

Pts. Disadvantage
10 Distinctive Features: Mystic Aura (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)
10 Distinctive Features: Mystic Tattoos (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
10 Dependent NPC: Alicia Blackmun & the Magic Lantern bookstore occultists 8- (Slightly Less Powerful than the PC; Useful Noncombat Position or Skills; Group DNPC: x4 DNPCs)
20 Hunted: Zorran the Artificer 8- (Mo Pow, PC has a Public ID or is otherwise very easy to find, Capture)
15 Hunted: PRIMUS 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)
15 Hunted: Trismegistus Council 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)
15 Psychological Limitation: Code vs Killing (Uncommon, Total)
15 Psychological Limitation: Fighting Black Magic (Uncommon, Total)
15 Social Limitation: Public ID (Frequently, Major)
15 Susceptibility: Qliphothic Areas 3d6 damage per Minute (Uncommon)
10 Vulnerability: 2 x STUN Qliphothic (Uncommon)
Disadvantage Points: 150
Base Points: 200
Experience Required: 0
Total Experience Available: 0
Experience Unspent: 0


Last edited by Diurne on Fri Dec 11, 2009 11:34 am; edited 1 time in total

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Champions : Sable Lynx

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Sentinel

Post  Diurne on Fri Dec 11, 2009 11:28 am

Sentinel

Player: Diurne

Val Char Cost
15 STR 5
15 DEX 15
14 CON 8
14 BODY 8
12 INT 2
10 EGO 0
15 PRE 5
14 COM 2

20 PD 0
20 ED 0
4 SPD 15
6 REC 0
30 END 1
40 STUN 11

6"/20" RUN 0
2" SWIM 0
3" LEAP 0
Characteristics Cost: 72

Cost Power
26 V.O.I.D. (Vehicle of Operations and Direct Intervention): (Total: 88 Active Cost, 26 Real Cost) Running +14" (6"/20" total), x4 Noncombat, Reduced Endurance (0 END; +1/2) (49 Active Points); OIF Bulky Expendable (Difficult to obtain new Focus; -1 1/4), Fuel Dependent (fuel is Very Common; must refuel Once per 6 Hours; -3/4), Turn Mode (-1/4) (Real Cost: 15) plus Armor (8 PD/8 ED) (24 Active Points); OIF Bulky (-1), Linked (Car; -1/2), Activation Roll 14- (-1/2), Real Armor (-1/4) (Real Cost: 7) plus KS: Millenium City (5 Active Points); OIF Bulky (-1), Linked (Car; -1/2) 12- (Real Cost: 2) plus +10 STR (10 Active Points); Only for Maximum Lift Capacity (-1 1/2), OIF Bulky (-1), Linked (Car; -1/2) (Real Cost: 2)
30 Weapons and Gadgets: Multipower, 45-point reserve, (45 Active Points); all slots OIF (-1/2)
1u 1) Laser Pistol: Killing Attack - Ranged 2d6, Autofire (3 shots; +1/4), +1 Increased STUN Multiplier (+1/4) (45 Active Points); OAF (-1), 2 clips of 8 Charges (Recovers Under Limited Circumstances; -1/2), Beam (-1/4), No Knockback (-1/4)
1u 2) Flashbang Grenades: Sight and Hearing Groups Flash 6d6, Area Of Effect Nonselective (One Hex; +1/4) (44 Active Points); 4 Charges (Recovers Under Limited Circumstances; -1 1/4), OIF (-1/2), Range Based On Strength (-1/4)
1u 3) Wire Grenades: Entangle 3d6, 4 DEF, Area Of Effect Nonselective (One Hex; +1/4) (44 Active Points); 6 Charges (Recovers Under Limited Circumstances; -1), OIF (-1/2), Cannot Form Barriers (-1/4), Range Based On Strength (-1/4)
1u 4) Grapnel and Cable: Swinging 25", Reduced Endurance (1/2 END; +1/4) (31 Active Points); OIF (-1/2), no Noncombat movement (-1/4), Turn Mode (-1/4)
1u 5) Automedic: Healing BODY 4d6+1 (43 Active Points); 1 Charge (Recovers Under Limited Circumstances; -2 1/4), Self Only (-1/2), OIF (-1/2)
2u 6) Experimental Field Generator: Force Wall (7 PD/7 ED) (Opaque Normal Hearing, Opaque Normal Sight) (45 Active Points); OIF (-1/2), 3 Continuing Fuel Charges lasting 5 Minutes each (Recovers Under Limited Circumstances; -1/4), Limited Range (3m) (-1/4)
1u 7) Waves Scrambler: Darkness to Radio Group 7" radius, Personal Immunity (+1/4) (44 Active Points); 1 Continuing Charge lasting 5 Minutes (Recovers Under Limited Circumstances; -1), OIF (-1/2), Range Based On Strength (-1/4), Nonselective Target (-1/4)
2u 8) Universal Infiltrator: Suppress Security Systems 5d6, Area Of Effect Nonselective (3" Radius; +3/4) (44 Active Points); OIF (-1/2), 2 Continuing Charges lasting 1 Hour each (Recovers Under Limited Circumstances; -1/4), Range Based On Strength (-1/4)
1u 9) Climbing Claws: Killing Attack - Hand-To-Hand 1/2d6 (1d6 w/STR), Autofire (2 shots; +1/4), +1 Increased STUN Multiplier (+1/4), Reduced Endurance (1/2 END; +1/2), Armor Piercing (x2; +1) (30 Active Points); OIF (-1/2), No Knockback (-1/4), Real Weapon (-1/4)
7 Climbing Claws: Clinging (normal STR) (10 Active Points); OIF (-1/2)
2 Integrated MiniCamera: Eidetic Memory (5 Active Points); Fuel Dependent (fuel is Very Common; must refuel Once per Hour; -1), OIF (-1/2)
28 Mask et Filter: (Total: 42 Active Cost, 28 Real Cost) Life Support (Self-Contained Breathing) (10 Active Points); OIF (-1/2) (Real Cost: 7) plus Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2) (Real Cost: 3) plus Hearing Group Flash Defense (5 points) (5 Active Points); OIF (-1/2) (Real Cost: 3) plus Nightvision (5 Active Points); OIF (-1/2) (Real Cost: 3) plus Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-1/2) (Real Cost: 7) plus +2 versus Range Modifier for Sight Group (3 Active Points); OIF (-1/2) (Real Cost: 2) plus +2 PER with Sight Group (4 Active Points); OIF (-1/2) (Real Cost: 3)
6 Optic Camouflage: Invisibility to Sight Group (20 Active Points); 2 Continuing Charges lasting 5 Minutes each (Recovers Under Limited Circumstances; -3/4), Chameleon (-1/2), OIF (-1/2), Only When Not Attacking (-1/2)
17 Reinforced Suit: Armor (8 PD/8 ED), Hardened (+1/4) (30 Active Points); OIF (-1/2), Real Armor (-1/4)
18 Combat Endurance: (Total: 18 Active Cost, 18 Real Cost) +9 PD (Real Cost: 9) plus +9 ED (Real Cost: 9)
Powers Cost: 145

Cost Martial Arts Maneuver
4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 Counterstrike: 1/2 Phase, +2 OCV, +2 DCV, 9d6 Strike, Must Follow Block
4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 9d6 Strike
3 Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 8d6 Strike, Target Falls
16 +4 HTH Damage Class(es)
Martial Arts Cost: 31

Cost Skill
0 Acting 8-
3 Acrobatics 12-
3 Breakfall 12-
3 Bugging 11-
3 Climbing 12-
5 Combat Driving 13-
15 +3 with HTH Combat
5 +1 with DCV
3 Concealment 11-
0 Conversation 8-
5 Cryptography 12-
3 Deduction 11-
5 Defense Maneuver I-II
3 Electronics 11-
0 Language: English (completely fluent; literate) (4 Active Points)
3 Paramedics 11-
3 Persuasion 12-
3 Professional Skill: Reporter 12-
5 Rapid Attack (HTH)
5 Security Systems 12-
3 Seduction 12-
5 Shadowing 12-
5 Stealth 13-
3 Streetwise 12-
7 Transport Familiarity: Common Motorized Ground Vehicles, Combat Aircraft, Parachuting, Basic, SCUBA, Skiing (snow), Small Motorized Boats, Small Planes, Submarines, Two-Wheeled Motorized Ground Vehicles
Skills Cost: 98

Cost Perk
1 False Identity
3 Fringe Benefit: Local Police Powers, Press Pass
3 Contact: Millenium City Police (Contact has significant Contacts of his own, Contact limited by identity), Organization Contact (x3) (3 Active Points) 8-
Perks Cost: 7


Total Character Cost: 353

Pts. Disadvantage
15 Dependent NPC: Patricia Riley 8- (Normal; Unaware of character's adventuring career/Secret ID)
10 Hunted: Police 8- (Mo Pow, NCI, Watching)
20 Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish)
20 Psychological Limitation: Code of the Hero (Very Common, Strong)
20 Psychological Limitation: Honorable (Common, Total)
15 Psychological Limitation: Favor Spectacular Actions (Common, Strong)
15 Psychological Limitation: Soft spot for pretty faces (Common, Strong)
10 Reputation: Plublically Known to Slander (all) Politicians about Corruption, 14- (Known Only To A Small Group)
10 Reputation: Often Cause Collateral Damage, 11-
15 Social Limitation: Secret ID (Frequently, Major)
Disadvantage Points: 150
Base Points: 200
Experience Required: 3
Total Experience Available: 4
Experience Unspent: 1

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Champions : Sable Lynx

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Marvel

Post  Marvel on Wed Dec 23, 2009 12:09 pm

Character Name: Marvel
Alternate Identities: Kate Muller
Player Name: Cheetah
Hair Color: Auburn - Eye Color: Green
Height: 1.60 m - Weight: 50.00 kg


CHARACTERISTICS
ValCharBasePointsTotalRollNotes
10STR1001011-HTH Damage 2d6 END [1]
10DEX1001011-OCV 3 DCV 3
15CON10101512-
10BODY1001011-
18INT1081813-PER Roll 13-
10EGO1001011-ECV: 3
10PRE1001011-PRE Attack: 2d6
12COM1011211-
3PD213/303/30PD (0/15rPD)
3ED303/303/30ED (0/15rED)
2SPD2.002/6Phases:6,12/2,4,6,8,10,12
5REC505
30END30030
29STUN23629
Running606’
Swimming202’
Leaping202’26 Total Characteristics Points


EXPERIENCE POINTSMOVEMENTDEFENSES
Total earned:12Run6” [12” NC]Physical Defense3/30
Spent:12Swim2” [4” NC]Res.Phys.Defense0/15
Unspent:0H.Leap2”Energy Defense3/30
Base Points:200V.Leap1”Res.Energy Defense0/15
Disad Points:150Flight0”/10” [0”/80” NC]Mental Defense0
TotalPoints:362Teleport1” [2” NC]Power Defense15


OCV: 3DCV: 3
Combat Skill Levels: +6 with Ranged Combat (30 Active Points); Linked (Wavelength Form; -1/2), Costs Endurance (Only Costs END to Activate; -1/4)


COMBAT MANEUVERS
ManeuverPhaseOCVDCVEffect
Block½+0+0Block,Abort
Brace0+2½+2 vs. Range Mod.
Disarm½-2+0Can disarm
Dodge½--+3Abort, vs. all attacks
Grab½-1-2Grab two limbs
Grab By½-3-4Move and Grab
Haymaker½*+0-5+4DC Attack Damage
Move By½-2-2STR/2 + v/5
Move Through½-v/5-3STR + v/3
Set1+1+0Ranged Attacks Only
Strike½+0+0STR or Weapon
Offensive Shot½-1-1Strike, +4 DC
Ranged Disarm½+0+0Disarm, +3 DC to Disarm
Ranged Trip½-1-1v/5, Target Falls


SKILLS
CostNameRoll
0Acting8-
3Bureaucratics11-
0Climbing8-
3CK: Millenium City13-
3Computer Programming (personal Computers, local networks)13-
0Concealment8-
0Conversation8-
3Deduction13-
0English: Language (completely fluent) (3 AP)
3Inventor (Physics)13-
3KS: Current Events13-
0Paramedics8-
0Persuasion8-
11Power: Electromagnetic Mastery17-
6PS: Science Researcher16-
3SS: Mathematics13-
6SS: Physics16-
0Shadowing8-
0Stealth8-
0Transport Familiarity: Small Motorized Ground Vehicles8-
44Total Skills Cost


POWERS
CostPowerEND
28Energy Connexion: Endurance Reserve (140 END, 14 REC) Reserve: , Conditional Power Only to Use Wavelength Nature and Abilities Powers (+0) (28 Active Points)0
20Wavelength Nature: Elemental Control, 40-point powers
13
  • Wavelength Form: Life Support (Immunity All terrestrial diseases and biowarfare agents; Immunity: All terrestrial poisons and chemical warfare agents; Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (40 Active Points); Costs Endurance (Only Costs END to Activate; -1/4), Visible (Image Ripples or shifts; -1/4)
4
13
  • Physical Shrug: (Total: 40 Active Cost, 27 Real Cost) Armor (15 PD/0 ED), Hardened (+1/4) (28 Active Points); Costs Endurance (Only Costs END to Activate; -1/4), Conditional Power - Only Works While Character Is Using Wavelength Form (-1/4) (Real Cost: 19) plus +12 PD (12 Active Points); Costs Endurance (Only Costs END to Activate; -1/4), Conditional Power - Only Works While Character Is Using Wavelength Form (-1/4) (Real Cost: 8)
4
13
  • Energy Sympathy: (Total: 40 Active Cost, 27 Real Cost) Armor (0 PD/15 ED), Hardened (+1/4) (28 Active Points); Costs Endurance (Only Costs END to Activate; -1/4), Conditional Power - Only Works While Character Is Using Wavelength Form (-1/4) (Real Cost: 19) plus +12 ED (12 Active Points); Costs Endurance (Only Costs END to Activate; -1/4), Conditional Power - Only Works While Character Is Using Wavelength Form (-1/4) (Real Cost: 8)
4
13
  • Aphysicality: Physical Damage Reduction, 75% (40 Active Points); Costs Endurance (Only Costs END to Activate; -1/4), Conditional Power - Only Works While Character Is Using Wavelength Form (-1/4)
4
13
  • Lightspeed Reaction: +4 SPD (40 Active Points); Costs Endurance (Only Costs END to Activate; -1/4), Conditional Power - Only Works While Character Is Using Wavelength Form (-1/4)
4
20
  • Relativist Speed: Flight 10", x8 Noncombat, Costs END Only To Activate (+1/4), Usable Underwater (+1/4) (45 Active Points); Conditional Power - Only Works While Character Is Using Wavelength Form (-1/4)
4
17Wavelength Nature: +6 with Ranged Combat (30 Active Points); Linked (Wavelength Form; -1/2), Costs Endurance (Only Costs END to Activate; -1/4)3
8Wavelength Nature: Lack Of Weakness (-15) for Resistant Defenses (15 Active Points); Linked (Wavelength Form; -1/2), Costs Endurance (Only Costs END to Activate; -1/4)1
8Wavelength Nature: Power Defense (15 points) (15 Active Points); Linked (Wavelength Form; -1/2), Costs Endurance (Only Costs END to Activate; -1/4)1
7Wavelength Nature: Sight Group Flash Defense (13 points) (13 Active Points); Linked (Wavelength Form; -1/2), Costs Endurance (Only Costs END to Activate; -1/4)1
11Electromagnetic Awareness: Detect Electromagnetic effects A Class Of Things 13- (Unusual Group), Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees) (20 Active Points); Linked (Wavelength Form; -1/2), Costs Endurance (Only Costs END to Activate; -1/4)2
96Wavelenght Abilities: Variable Power Pool, 60 base + 36 control cost, Powers Can Be Changed As A Half-Phase Action (+1/2) (105 Active Points); Conditional Power - Only Works While Character Is Using Wavelength Form (-1/4)
280Total Power Cost


MARTIAL ARTS MANEUVERS
CostWavelength Blast Maneuvers
4
  • Offensive Shot: 1/2 Phase, -1 OCV, -1 DCV, Range +0, Strike, +4 DC
4
  • Ranged Disarm: 1/2 Phase, +0 OCV, +0 DCV, Range +0, Disarm, +3 DC to Disarm
4
  • Ranged Trip: 1/2 Phase, -1 OCV, -1 DCV, Range +2, v/5, Target Falls
12Total Martial Arts Cost


DISADVANTAGES
CostDisadvantage
20Accidental Change: Intense Electromagnetic Change Always (Uncommon)
15Dependent NPC: Dylan Cawler (boyfriend) 8- (Normal; Unaware of character's adventuring career/Secret ID)
10Distinctive Features: Detectable by Electromagnetic Senses (Not Concealable; Noticed and Recognizable; Detectable By Uncommonly-Used Senses)
20Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish)
20Hunted: ARGENT 8- (Mo Pow, NCI, Harshly Punish)
10Hunted: UNTIL 8- (Mo Pow, NCI, Watching)
20Psychological Limitation: Code vs Killing (Common, Total)
10Psychological Limitation: Don't think twice, Impulsive (Uncommon, Strong)
15Social Limitation: Secret ID (Frequently, Major)
10Vulnerability: 2 x STUN Gravity Powers (Uncommon)
150Total Disadvantages Cost


Last edited by Marvel on Wed Dec 23, 2009 2:50 pm; edited 1 time in total
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Marvel

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Champions : Marvel & Psyche

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Psyche

Post  Marvel on Wed Dec 23, 2009 1:56 pm

Character Name: Psyche
Alternate Identities: Olivia Diaz
Player Name: Cheetah
Hair Color: Brown - Eye Color: Brown
Height: 1.60 m - Weight: 50.00 kg


CHARACTERISTICS
ValCharBasePointsTotalRollNotes
10STR1001011-HTH Damage 2d6 END [1]
10DEX1001011-OCV 3 DCV 3
10CON1001011-
10BODY1001011-
18INT1081813-PER Roll 13-
29EGO10382915-ECV: 10
28PRE10182815-PRE Attack: 5½d6
16COM1031612-
2PD202/172/17PD (0/15rPD)
2ED202/102/10ED (0/8rED)
2SPD2.002/6Phases:6,12/2,4,6,8,10,12
4REC404
20END20020
20STUN20020
Running606’
Swimming202’
Leaping202’67 Total Characteristics Points


EXPERIENCE POINTSMOVEMENTDEFENSES
Total earned:10Run6” [12” NC]Physical Defense2/17
Spent:10Swim2” [4” NC]Res.Phys.Defense0/15
Unspent:0H.Leap2”Energy Defense2/10
Base Points:200V.Leap1”Res.Energy Defense0/8
Disad Points:150Mental Defense15
TotalPoints:360Power Defense0


OCV: 3DCV: 3
Combat Skill Levels: +4 with Psychokinesis maneuvers (Strike, Grab, Disarm)


COMBAT MANEUVERS
ManeuverPhaseOCVDCVEffect
Block½+0+0Block,Abort
Brace0+2½+2 vs. Range Mod.
Disarm½-2+0Can disarm
Dodge½--+3Abort, vs. all attacks
Grab½-1-2Grab two limbs
Grab By½-3-4Move and Grab
Haymaker½*+0-5+4DC Attack Damage
Move By½-2-2STR/2 + v/5
Move Through½-v/5-3STR + v/3
Set1+1+0Ranged Attacks Only
Strike½+0+0STR or Weapon


SKILLS
CostNameRoll
3Acting15-
3Bureaucratics15-
0Climbing8-
3Computer Programming (personal Computers, local networks)13-
0Concealment8-
3Conversation15-
3Criminology13-
3Deduction13-
0English: Language (completely fluent) (3 AP)
2Espagnol: Language (fluent conversation)
3High Society15-
2KS: Current Events11-
3KS: Law13-
2KS: The Psionic World11-
3Oratory15-
3Paramedics13-
3Persuasion15-
3PS: Lawyer15-
3Seduction15-
0Shadowing8-
3SS: Psionic Surgery13-
3SS: Psychology13-
3SS: Sociology13-
0Stealth8-
0Transport Familiarity: Small Motorized Ground Vehicles8-
56Total Skills Cost


POWERS
CostPowerEND
45Mind Manipulations: Multipower, 67-point reserve, (67 Active Points); all slots Concentration (0 DCV; -1/2)
3u
  • Mind Blast: Ego Attack 6d6 (60 Active Points); Concentration (0 DCV; -1/2), Beam (-1/4)
6
3u
  • Mind Pulse: Ego Attack 2d6, Autofire (5 shots; +1 1/2) (50 Active Points); Concentration (0 DCV; -1/2)
5
3u
  • Brainburning: Killing Attack - Ranged 1d6, Works Against EGO, not BODY (+1/4), Based On EGO Combat Value (Mental Defense applies; +1), Does BODY (+1) (49 Active Points); Concentration (0 DCV; -1/2)
5
4u
  • Illusions: Mental Illusions 5d6, Long-Term Control (+1/2), Cumulative (60 points; +3/4) (56 Active Points); Concentration (0 DCV; -1/2)
6
4u
  • Mental Control: Mind Control 4d6, Telepathic (+1/4), Long-Term Control (+1/2), Cumulative (96 points; +1) (55 Active Points); Concentration (0 DCV; -1/2)
5
3u
  • Telepathy: Telepathy 6d6, Cumulative (72 points; +3/4) (52 Active Points); Concentration (0 DCV; -1/2)
5
2u
  • Psionic Surgery: Major Transform 2d6 (erase, change, add to, or otherwise affect a person’s mental objects, heals back through repeated applications of this power), Works Against EGO, Not BODY (+1/4), Based On EGO Combat Value (Mental Defense applies; +1) (67 Active Points); Skin Contact Required (-1), Limited Target (Limited mental “objects” in the minds of sentient beings) (-1/2), Concentration (0 DCV; -1/2)
7
1u
  • Psychometry: Retrocognitive Clairsentience (Sight And Hearing Groups) (50 Active Points); Retrocognition Only (-1), No Range (-1/2), Psychometry (-1/2), Time Modifiers (-1/2), Concentration (0 DCV; -1/2)
5
3u
  • Mental Paralysis: Entangle 2d6, 2 DEF, Takes No Damage From Physical Attacks Limited Group (+1/4), Works Against EGO, Not STR (+1/4), Based On EGO Combat Value (Mental Defense applies; +1) (50 Active Points); Concentration (0 DCV; -1/2), Cannot Form Barriers (-1/4)
5
3u
  • Cloak of Illusion: Invisibility to Sight, Smell/Taste and Hearing Groups , No Fringe, Costs END Only To Activate (+1/4) (50 Active Points); Concentration (0 DCV; -1/2)
4
3u
  • Mental Healing: Healing INT or EGO 4d6, either Characteristic one at a time (+1/4) (50 Active Points); Concentration (0 DCV; -1/2)
5
4u
  • Psychokinesis: Telekinesis (40 STR) (60 Active Points); Concentration (0 DCV; -1/2)
6
12Mentalist Will: Elemental Control, 24-point powers
21
  • Psychic Detection: Mind Scan 5d6, Cumulative (60 points; +3/4) (44 Active Points); Concentration (0 DCV; -1/2)
4
26
  • Mental Impairment: Negative Skill Levels (-6 with EGO Rolls), Ranged (+1/2), Based On EGO Combat Value (Mental Defense applies; +1) (45 Active Points); Only For Breakout Rolls (-1/4)
4
10
  • Psychic connection: Mind Link , Any Willing Target, Number of Minds (x4) (25 Active Points); Costs Endurance (Only Costs END to Activate; -1/4)
2
30Mental Energy: Endurance Reserve (200 END, 20 REC) Reserve: (40 Active Points); Only To Use Mental Powers (-1)0
20Speed of Thought: +4 SPD (40 Active Points); Only To Use Mental Powers (-1)0
12Psychokinesis Mastery: +4 with Psychokinesis maneuvers (Strike, Grab, Disarm)0
6Circlet of Mind Fortress: Mental Defense (15 points total) (9 Active Points); IAF (-1/2)0
7Psyche's costume: Armor (7 PD/0 ED) (11 Active Points); OIF (-1/2)0
12Forcefield generator Belt: Force Field (8 PD/8 ED), Reduced Endurance (0 END; +1/2) (24 Active Points); OAF (-1)0
237Total Power Cost


DISADVANTAGES
CostDisadvantage
20Dependent NPC: Carlos & Isabelle Diaz (parents) 8- (Incompetent; Unaware of character's adventuring career/Secret ID; Group DNPC: x2 DNPCs)
15Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Uncommonly-Used Senses)
5Distinctive Features: Mentalist (Not Concealable; Noticed and Recognizable; Detectable Only By Unusual Senses (Mental Awareness or the like))
10Hunted: UNTIL 8- (Mo Pow, NCI, Watching)
10Hunted: PSI 8- (Mo Pow, NCI, Watching)
20Psychological Limitation: Code Versus Killing (Common, Total)
15Psychological Limitation: Protect Innocents (Common, Strong)
10Psychological Limitation: Cyberophobe (afraid of sentient machines) (Uncommon, Strong)
10Reputation: Dilettante Hero, 11-
15Social Limitation: Secret ID (Frequently, Major)
5Social Limitation: Minority (latin) (Occasionally, Minor)
10Vulnerability: 2 x STUN Sonic (Uncommon)
150Total Disadvantages Cost
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Location : France
Champions : Marvel & Psyche

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