Ohmar

Ohmar

 

 

 

 

 

 

 

Val      Char   Cost    Roll     Notes
20        STR         10        13-       Lift 400.0kg; 4d6 [2]
23        DEX        39        14-       OCV:  8/DCV:  8
20        CON       20        13-
10        BODY     0          11-
13        INT          3          12-       PER Roll 12-
10        EGO        0          11-       ECV:  3
28        PRE         3          15-       PRE Attack:  5 1/2d6
12        COM       1          11-
4/24     PD          0          Total:  4/24 PD (0/20 rPD)
4/19     ED          0          Total:  4/19 ED (0/15 rED)
5          SPD         17        Phases:  3, 5, 8, 10, 12
8          REC         0
40        END       0
30        STUN     0          Total Characteristic Cost:  93

Movement:
Running:         6″/12″
Leaping:          4″/8″
Swimming:      2″/4″

Cost    Powers            END
56        Telekinetics:  Multipower, 70-point reserve, all slots Gestures (-1/4)

6u        1)  The Big Hand:  Telekinesis (33 STR), Affects Porous, Fine Manipulation; Gestures (-1/4)         7

                        Notes:  Telekinesis that allows the user to flip a switch or pick up 2000 kg of sand or water.  A target can be shoved, picked up and dropped, punched, slammed against the ground, or whatever the user desires.  As always, used as a grab require a STR vs. STR roll.

6u        2)  Gut Punch:  Energy Blast 7d6, No Normal Defense (PD Force Field, Force Wall, or LS: Self-Contained Breathing; +1); Gestures (-1/4)           7
                        Notes:  This power knocks the breath out of the target.

3u        3)  Tossing it Point First:  Killing Attack – Ranged 3d6, Indirect (Any origin, always fired away from attacker; +1/2); OIF (Pointed Objects of Opportunity; -1/2), No Knockback (-1/4), Gestures (-1/4)            7
                        Notes:  This power causes objects near the user to be hurled at a target.

3u        4)  Tossing it Butt-End First:  Energy Blast 9d6+1, Indirect (Any origin, always fired away from attacker; +1/2); OIF (Blunt Objects of Opportunity; -1/2), No Knockback (-1/4), Gestures (-1/4)      7
                        Notes:  This power causes objects near the user to be hurled at a target.

2u        5)  Turn Their Guns on Them:  Telekinesis (16 STR), Fine Manipulation, Area Of Effect (3″ Radius; +1); Only To Disarm/Grab Objects (-1), No Range (-1/2), Gestures (-1/4)            7
                        Notes:  Attempts to disarm any targets within the Area of Effect and with Fine Manipulation, turns the weapons on the original owner.  STR vs. STR roll is required for each target in the AOE.

4u        6)  Everything, Grab Him!:  Entangle 4d6, 4 DEF, Side Effects (may cause considerable damage to the environment; +0), Indirect (Any origin, any direction; +3/4); OIF (appropriate materials of opportunity; -1/2), Gestures (-1/4)            7
                        Notes:  Causes objects of opportunity to wrap themselves around the target, creating an Entangle at the expense of the surrounding environment.

44        Telekinetic Shield:  Force Field (20 PD/15 ED), Reduced Endurance (1/2 END; +1/4)        1
                        Notes:  Standard Force Field with reduced END.

15        The Ubiquitous Mental Toughness:  Mental Defense (17 points total)

7          Nothing Impresses:  +15 PRE; Defense Only (-1)

3          The Ubiquitous Flash Defense Sunglasses:  Sight Group Flash Defense (6 points); OAF (-1)

Street Fighting
            Maneuver                OCV   DCV   Notes
4          Block/Chin Block        +2        +2        Block, Abort
4          Disarm                           -1         +1        Disarm; 30 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                            +0        +2        6d6 Strike
5          Roundhouse                 -2         +1        8d6 Strike
3          Tackle                           +0        +0        +v/5; You Fall, Target Falls
3          Throw                           +0        +1        4d6 +v/5, Target Falls
1          Weapon Element:  Clubs
            Perks
4          Fringe Benefit:  Mid- to high-level organized crime leader
            Talents
4          Speed Reading (x10)
            Skills
2          AK: Detroit 11-
2          SS:  Pharmaceuticals 11-
3          Oratory 15-
3          Acting 15-
3          Breakfall 14-
0          Climbing 8-
3          Computer Programming 12-
0          Concealment 8-
3          Conversation 15-
2          CuK: Gang Culture 11-
3          Deduction 12-
3          Forgery 12-
3          High Society 15-
0          Language:  English (Idiomatic)
3          Lipreading 12-
0          PS: Business Administration 11-
0          Paramedics 8-
3          Persuasion 15-
0          Shadowing 8-
0          Stealth 8-
3          Streetwise 15-
1          TF:  Bicycles, Large Motorized Ground Vehicles, Small Motorized Ground Vehicles
3          Trading 15-
3          KS: Accounting/Bookeeping 12-
3          KS: Business Law 12-
3          KS: Business Management 12-
3          PS: Office Manager 12-

Total Powers & Skill Cost:  253
Total Cost:  346
 200+    Disadvantages
5          Distinctive Features:  Gang tatoos (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
5          Distinctive Features: Wearing of Gang Colors:  (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
10        Hunted: Local Police:  11- (As Pow, Limited Geographical Area, Capture)
15        Hunted: State Police:  11- (As Pow, Capture)
15        Psychological Limitation:  Conceited and Self-centered (Common, Strong)
15        Psychological Limitation:  Hatred Of Angel (Common, Strong)
20        Psychological Limitation:  Loyal To Blood Letters (Common, Total)
10        Psychological Limitation:  Quiet And Unobrusive, Tries To Aviod Being Noticed (Common, Moderate)
15        Reputation:  Vicious Fighter, 11- (Extreme)
10        Rivalry:  Professional (Krypt Keepers; Rival is As Powerful; Seek to Harm; Rival Aware of Rivalry)
5          Rivalry:  Professional (Low Riders; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
15        Social Limitation:  Secret ID (Frequently, Major)
10        Social Limitation: Subject to Orders:  At King’s beckon call (Frequently, Minor)
Total Disadvantage Points:  346

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