Jack Murphy
Code name: Sorc

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Cost Powers END
38 Attack Magic: Multipower, 75-point reserve, all slots Reduced Endurance (1/2 END; +1/4); all slots Spell (-1/2), Requires A Magic Skill Roll (-1/2), Gestures (-1/4), Incantations (-1/4)
Notes: All slots SFX as desired
3u 1) Lightning bolt: Energy Blast 6 1/2d6, Area Of Effect (14″ Line; +1); Spell (-1/2), Requires A Magic Skill Roll (-1/2), Gestures (-1/4), Incantations (-1/4) 3
3u 2) Lightning Bolt: Killing Attack – Ranged 2d6+1, Area Of Effect (14″ Line; +1); Spell (-1/2), Requires A Magic Skill Roll (-1/2), Gestures (-1/4), Incantations (-1/4) 3
3u 3) Blindness: Sight Group Flash 15d6 (75 Active Points); Spell (-1/2), Requires A Magic Skill Roll (-1/2), Gestures (-1/4), Incantations (-1/4) 3
3u 4) Deafness: Hearing Group Flash 25d6 (75 Active Points); Spell (-1/2), Requires A Magic Skill Roll (-1/2), Gestures (-1/4), Incantations (-1/4) 3
2u 5) Sleep Spell: Ego Attack 6d6 (60 Active Points); Spell (-1/2), Requires A Magic Skill Roll (-1/2), Gestures (-1/4), Incantations (-1/4) 3
3u 6) Fireball: Energy Blast 10d6, Area Of Effect (One Hex; +1/2); Spell (-1/2), Requires A Magic Skill Roll (-1/2), Gestures (-1/4), Incantations (-1/4) 3
2u 7) Fear: Mind Control 12d6, Telepathic (+1/4) (75 Active Points); Only to Cause Fear in of the Caster (-1/2), Spell (-1/2), Requires A Magic Skill Roll (-1/2), Gestures (-1/4), Incantations (-1/4) 3
2u 8) Friend: Mind Control 12d6, Telepathic (+1/4) (75 Active Points); Only to Cause Trust of the Caster (-1/2), Spell (-1/2), Requires A Magic Skill Roll (-1/2), Gestures (-1/4), Incantations (-1/4) 3
3u 9) Petrify: Entangle 6d6, 6 DEF, Reduced Endurance (1/2 END; +1/4); Spell (-1/2), Requires A Magic Skill Roll (-1/2), Gestures (-1/4), Incantations (-1/4) 3
3u 10) Suppress Fire: Suppress 6 1/2d6, any Fire-based power one at a time (+1/4), Area Of Effect (4″ Radius; +1) (74 Active Points); Spell (-1/2), Requires A Magic Skill Roll (-1/2), Gestures (-1/4), Incantations (-1/4) 3
3u 11) Wall of Fire: Energy Blast 5d6, Area Of Effect (20″ Line; +1), Continuous (+1); Spell (-1/2), Requires A Magic Skill Roll (-1/2), Gestures (-1/4), Incantations (-1/4) 3
2u 12) Weakness: Drain STR 6d6; Spell (-1/2), Requires A Magic Skill Roll (-1/2), Gestures (-1/4), Incantations (-1/4) 3
6 Defensive Magic: Elemental Control, 30-point powers, all slots Spell (-1/2), Requires A Magic Skill Roll (-1/2), Gestures (-1/4), Incantations (-1/4)
10 1) Magic Shield: Force Field (10 PD/10 ED), Reduced Endurance (0 END; +1/2), Persistent (+1/2); Spell (-1/2), Requires A Magic Skill Roll (-1/2), Gestures (-1/4), Incantations (-1/4) Notes: Self Only
5 2) Tenser’s Disk: Flight 7″, Area Of Effect (One Hex; +1/2), Usable Simultaneously (up to 4 people at once; +3/4); Levitation (-1/2), Spell (-1/2), Requires A Magic Skill Roll (-1/2), Gestures (-1/4), Incantations (-1/4) 3
13 Mage Sight: Detect Magic 13- (Sight Group), Discriminatory, Analyze
9 Mental Defense (13 points total)
5 Nightvision
Perks
1 Fringe Benefit: Private Investigator’s License
Skills
0 AK: Home Town Area 8-
3 Acting 12-
3 Breakfall 14-
3 Bribery 12-
3 Bureaucratics 12-
5 City Knowledge 14-
0 Climbing 8-
3 Combat Driving 14-
3 Concealment 13-
3 Conversation 12-
3 Criminology 13-
0 CuK: Home Culture 8-
3 Deduction 13-
3 Disguise 13-
2 Gambling (Card Games) 13-
2 KS: The Law enforcement world 11-
0 Language: English (Idiomatic)
3 Lockpicking 14-
21 Magic Skill 22-
0 PS: Police Officer 11-
4 PS: Private Investigator 13-
3 Paramedics 13-
3 Persuasion 12-
3 Research 13-
3 Security Systems 13-
3 Seduction 12-
3 Shadowing 13-
3 Stealth 14-
3 Streetwise 12-
0 TF: Bicycles, Small Motorized Ground Vehicles
2 WF: Small Arms
Total Powers & Skill Cost: 212
Total Cost: 350
200+ Disadvantages
10 Distinctive Features: Albino (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
10 Distinctive Features: Artificial Limb (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
5 Physical Limitation: Heavy Sleeper (Infrequently, Slightly Impairing)
15 Physical Limitation: Prosthetic Foot (All the Time, Slightly Impairing)
15 Psychological Limitation: Code Against Killing (Common, Strong)
15 Psychological Limitation: Devoted To Justice (Common, Strong)
5 Psychological Limitation: Dislikes kids (Uncommon, Moderate)
15 Psychological Limitation: Fascinated by magic, Will always do what he can to learn more about magic. (Common, Strong)
10 Psychological Limitation: Overconfident (Common, Moderate)
10 Social Limitation: Evil Twin Infrequently, Major
10 Social Limitation: Secret ID (Frequently, Minor)
20 Social Limitation: Subject to Orders (Very Frequently, Major)
10 Watched: Government 8- (Mo Pow, NCI, Watching)
Total Disadvantage Points: 350
| Equipment | END | |
| Battlenet Earplug Comm Units: Mind Link , Specific Group of Minds, No LOS Needed, Number of Minds (x32); Only With Other In Battlenet Who Have Mind Link (-1), Affected As Radio And Hearing Group, Not Mental Group (-1/2), IIF (-1/4), Conditional Power Power Does Not Work In Water (-1/4), Does Not Provide Mental Awareness (-1/4)
Notes: Notes: This is a highly secure system that provides communications between all members carrying the identical device. It cannot be tapped or intercepted. If a unit is stolen the system is then open and vulnerable to the stolen unit.
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| Federal Police Warrant Card and Badge: Fringe Benefit: State Police Powers; OAF (-1)
Notes: Notes: These items are ‘proof’ of law enforcement association and can be stolen or forged.
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