Dime

Dime

 

 

 

 

 

 

 

Val      Char   Cost    Roll     Notes
25        STR     15        14-       Lift 800.0kg; 5d6 [2]
25        DEX    45        14-       OCV:  8/DCV:  8
25        CON   30        14-
10        BODY 0          11-
15        INT     5          12-       PER Roll 12-
13        EGO    6          12-       ECV:  4
13        PRE     3          12-       PRE Attack:  2 1/2d6
10        COM   0          11-
5          PD       0          Total:  5 PD (0 rPD)
5          ED       0          Total:  5 ED (0 rED)
5          SPD     15        Phases:  3, 5, 8, 10, 12
10        REC    -20
50        END    0
36        STUN  0          Total Characteristic Cost:  104

Movement:
Running:         6″/12″
Leaping:          10″/20″
Swimming:      2″/4″
Teleportation:  0″/15″/0″/30″

Cost    Powers            END
45        Breath of Sleep and Death:  Multipower, 90-point reserve, all slots Lockout (-1/2), Spell (-1/2)

4u        1)  Bad Breath:  Killing Attack – Ranged 2d6, No Normal Defense (LS: Does not breath, Power Defense, Holding breath; +1), Does BODY (+1); No Range (-1/2), Lockout (-1/2), Spell (-1/2)         9

4u        2)  Sleep Breath:  Drain END 4 1/2d6, No Normal Defense (LS: Does not breath, Power Defense, Holding breath; +1); Lockout (-1/2), Spell (-1/2)          9

30        Black Magic:  Multipower, 60-point reserve, all slots Spell (-1/2), Gestures (-1/4), Incantations (-1/4)

3u        1)  Be Gone!:  Telekinesis (20 STR), Area Of Effect (7″ Cone; +1); Spell (-1/2), Gestures (-1/4), Incantations (-1/4)   6

3u        2)  Smokey Barrier:  Force Wall (14 PD/10 ED); Spell (-1/2), Gestures (-1/4), Incantations (-1/4)   6

3u        3)  Smokey Serpents:  Entangle 6d6, 6 DEF; Spell (-1/2), Gestures (-1/4), Incantations (-1/4)          6

3u        4)  Magic Missles:  Killing Attack – Ranged 2 1/2d6, Autofire (5 shots; +1/2); Spell (-1/2), Gestures (-1/4), Incantations (-1/4)       6

21        Vampiric Body:  Life Support  (Eating: Character does not eat; Longevity: Immortal; Self-Contained Breathing; Sleeping: Character does not sleep)

15        Vampiric Powers:  Elemental Control, 30-point powers

15        1)  Sucking the Life Out of People:  Transfer 2d6 (BODY to BODY)           3
                        Notes:  This is the only way Dime is able to recover BODY damage.  Any BODY Drained in excess of her natural BODY fades at a normal rate.

15        2)  Girl’s Gotta Eat:  Transfer 2d6 (BODY to END) 3
                        Notes:  This allows her to increase her END as a boost to her normal Recovery.

15        3)  Mysterious Vampire Movement:  Teleportation 15″          3

10        Vampiric Recovery:  +10 REC; Cannot Recover BODY (-1)

7          Black, Evil Mind:  Mental Defense (10 points total)

Street Fighting
            Maneuver                 OCV   DCV   Notes
4          Block/Chin Block          +2        +2        Block, Abort
4          Disarm                            -1         +1        Disarm; 35 STR to Disarm roll
4          Eye Gouge                      -1         -1         Flash 4d6
5          Hoist ‘n’ Heave              -2         -2         Grab Two Limbs, 20 STR to Throw
4          Kidney Blow                   -2         +0        HKA 1d6 +1
4          Low Blow                        -1         +1        2d6 NND
4          Punch/Backhand          +0        +2        7d6 Strike
5          Roundhouse/2Fisted Smash  -2         +1        9d6 Strike
3          Tackle                             +0        +0        +v/5; You Fall, Target Falls
3          Throw                             +0        +1        5d6 +v/5, Target Falls
1          Weapon Element:  Clubs

            Perks
4          Fringe Benefit:  Mid- to high-level organized crime leader

            Skills
0          Acting 8-
2          AK: Detroit 11-
0          Climbing 8-
0          Concealment 8-
0          Conversation 8-
0          CuK: Gang Culture 8-
0          Deduction 8-
4          KS: Gem Cutter 13-
4          Language:  English (Idiomatic)
0          Language: Egyptian  (idiomatic) (4 Active Points)
0          Paramedics 8-
0          Persuasion 8-
0          PS: Jeweler 11-
3          Shadowing 12-
3          Survival  12-
0          Stealth 8-
0          TF:  Bicycles, Small Motorized Ground Vehicles

Total Powers & Skill Cost:  254
Total Cost:  358
 
200+    Disadvantages
15        Hunted:  Local Police 11- (As Pow, NCI, Limited Geographical Area, Capture)
20        Hunted:  State Police 11- (As Pow, NCI, Capture)
10        Psychological Limitation:  Considers Humanity Cattle (Common, Moderate)
20        Psychological Limitation:  Devoted To King (Very Common, Strong)
10        Rivalry:  Professional and Romantic (Angel; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
10        Rivalry:  Professional, Krypt Keepers, Rival is As Powerful, Seek to Harm , Rival Aware of Rivalry
10        Rivalry:  Professional, Low Riders, Rival is As Powerful, Seek to Harm, Rival Aware of Rivalry
10        Social Limitation:  Detached From Humanity Frequently, Minor
20        Social Limitation:  Emotionally Cold and Distant Very Frequently, Major
10        Social Limitation:  Known Criminal (Frequently, Minor)
15        Social Limitation: Subject to Orders:  At King’s beckon call (Very Frequently, Minor)
8          Experience Points

Total Disadvantage Points:  358

Background/History:

Personality/Motivation:

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Powers/Tactics:

Campaign Use:

 

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