Kitty

Kitty (Kathy) Carson
Code Name: Shadow

Player: Wayne

 

 

 

 

 

 

CHARACTERISTICS
Val Char Base Points Total Roll Notes
25 STR 10 15 25 14- HTH Damage 5d6 END [2]
29 DEX 10 57 29 15- OCV 10 DCV 10
23 CON 10 26 23 14-
14 BODY 10 8 14 12-
18 INT 10 8 18 13- PER Roll 13-/16-
14 EGO 10 8 14 12- ECV: 5
10 PRE 10 0 10 11- PRE Attack: 2d6
18 COM 10 4 18 13-
12 PD 5 7 22/32 22/32 PD (10/20 rPD)
12 ED 5 7 22/32 22/32 ED (10/20 rED)
6 SPD 3.9 21 6 Phases: 2, 4, 6, 8, 10, 12
10 REC 10 0 10
46 END 46 0 46 Mental Defense: 9
40 STUN 39 1 40 Power Defense: 6
6″ Running 6 0 6″/18″
2″ Swimming 2 0 2″
5″ Leaping 5 0 5″ 162 Total Characteristics Points
Combat Skill Levels: +6 with Martial arts style , +3 Overall
COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
Atemi Strike 1/2 -1 +1 4 1/2d6 NND
Bind 1/2 +1 +0 Bind, 60 STR
Block 1/2 +2 +2 Block, Abort
Disarm 1/2 -1 +1 Disarm; 60 STR to Disarm roll
Jab 1/2 +1 +3 Weapon +5 DC Strike
Martial Dodge 1/2 +5 Dodge, Affects All Attacks, Abort
Shove 1/2 +0 +0 65 STR to Shove
Smash 1/2 -2 +1 Weapon +9 DC Strike
Strike 1/2 +0 +2 Weapon +7 DC Strike
Sweep 1/2 +2 -1 Weapon +6 DC Strike, Target Falls
Weapon Element: Staffs
+5 HTH Damage Class(es)
61 Total Martial Arts Cost
POWERS
Cost  Power END
Gear
24 Carbon Nano Fiber Armor: Armor (10 PD/10 ED); IIF (-1/4) 0
11 Blackout Grenades: Darkness to Radio Group, Normal Sight and Infrared Perception 3″ radius (25 Active Points); 4 clips of 1 Continuing Charge lasting 1 Turn (-3/4), IAF (Smoke bombs; -1/2) [1 cc]
3 Tinted Lenses: Sight Group Flash Defense (5 points) (5 Active Points); OIF (Focus Helmet; -1/2) 0
3 Earplugs: Hearing Group Flash Defense (5 points) (5 Active Points); OIF (Focus Helmet; -1/2) 0
14 Subcutaneous Radio Implant: Mind Link , Human class of minds, Specific Group of Minds, No LOS Needed, Number of Minds (x16) (40 Active Points); Only works with others with Battlenet comm units (-1), Sense Affected As Radio/Hearing [very common Sense] (-1/2), Does Not Provide Mental Awareness (-1/4) 0
Natural Power
38 Shadow Powers: Multipower, 76-point reserve, (76 Active Points); all slots Conditional Power Does not work in direct illumination (-1)
3u
1) Shadow Staff: (Total: 75 Active Cost, 29 Real Cost) Hand-To-Hand Attack +8d6, Reduced Endurance (0 END; +1/2); Conditional Power Does not work in direct illumination (-1), Hand-To-Hand Attack (-1/2) (Real Cost: 24) plus Stretching 2″, Reduced Endurance (0 END; +1/2); Conditional Power Does not work in direct illumination (-1), Linked (Carbon Nano Fiber Armor; -1/2), no Noncombat Stretching (-1/4) (Real Cost: 5)
0
3u
2) Shadowy Tentacles: Entangle 5d6, 9 DEF (70 Active Points); Conditional Power Does not work in direct illumination (-1)
7
1u
3) Fleeting as a Shadow: Running +12″ (6″/18″ total), Reduced Endurance (1/2 END; +1/4) (30 Active Points); Conditional Power Does not work in direct illumination (-1)
1
2u
4) Shadow Stepping: Teleportation 22″, Reduced Endurance (1/2 END; +1/4) (55 Active Points); Conditional Power Does not work in direct illumination (-1), Only to move from shadow to shadow (-1/4)

Notes: Shadow to shadow can also mean from low illumination to another area of low illumination
2
1u
5) Just a Shadow: Invisibility to Sight Group , No Fringe (30 Active Points); Conditional Power Does not work in direct illumination (-1), Only When Not Attacking (-1/2)
3
30 Shadow Field: Force Field (10 PD/10 ED), Reduced Endurance (0 END; +1/2) (30 Active Points) 0
5 Infrared Perception (Sight Group) 0
5 Ultraviolet Perception (Sight Group) 0
6 Mental Defense (9 points total) 0
6 Power Defense (6 points) 0
4 +3 PER with Sight Group Only vs darkness mods (6 Active Points); Conditional Power Power does not work in Common Circumstances (-1/2) 0
159 Total Powers Cost
SKILLS
Cost  Name
3 Acrobatics 15-
3 Acting 11-
0 AK: Home Town Area 8-
3 Breakfall 15-
3 Climbing 15-
0 Concealment 8-
0 Conversation 8-
0 CuK: Home Culture 8-
0 Deduction 8-
3 Scholar
1
1) KS : Accounting Practices And Procedures (2 Active Points) 11-
1
2) KS: Audio equipment (2 Active Points) 11-
1
3) KS: Bojutsu 11-
2
4) KS: US History (With a focus on wars and strategy) (3 Active Points) 13-
0 Language: English (Idiomatic; literate)
1 Language: French (fluent conversation; literate) (3 Active Points)
2 Language: Spanish (fluent conversation; literate) (3 Active Points)
3 Lockpicking 15-
3 Jack of All Trades
1
1) PS: Accountant (2 Active Points) 11-
1
2) PS: Bodyguard/Security (2 Active Points) 11-
2
3) PS: Dancer (3 Active Points) 15-
2
4) PS: Sensei/Teaching (3 Active Points) 13-
0 Paramedics 8-
3 Persuasion 11-
3 Security Systems 13-
3 Shadowing 13-
3 Sleight Of Hand 15-
3 Stealth 15-
0 TF: Bicycles, Small Motorized Ground Vehicles
1 WF: Staffs
18 +6 with Martial arts style
30 +3 Overall
99 Total Skills Cost
PERKS
Cost  Name
4 Vehicles & Bases
4 Total Perks Cost
TALENTS
Cost  Name
8 Lightning Reflexes: +5 DEX to act first with All Actions
8 Total Talents Cost
DISADVANTAGES
Cost  Disadvantage
30 Dependent NPC: Her martial arts class. 8- (Incompetent; Group DNPC: x8 DNPCs)
15 Enraged: Dependent NPCs being hurt. (Uncommon), go 11-, recover 11-
20 Hunted Importers: 11- (Mo Pow, Harshly Punish)
20 Hunted: 11- (Mo Pow, Harshly Punish)
10 Susceptibility: In direct bright light (sun, spotlight, high-intensity lighting, etc.) -1 CV Instant (Common)
15 Psychological Limitation: Hates being called a child. (Very Common, Moderate)
10 Psychological Limitation: Naive (Common, Moderate)
15 Psychological Limitation: Will risk life to save children. (Common, Strong)
15 Social Limitation: Seen as a Minor (@15 years old) (Frequently, Major: Has trouble voting, buying alcohol, driving, getting into R rated movies, or getting ‘adults’ to listen to her, etc.)
150 Total Disadvantages Cost
EXPERIENCE POINTS
Total earned: 143
Spent: 143
Unspent: 0
Base Points: 200
Disad Points: 150
Total Points: 493

Appearance:

Background/History:

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