
Val Char Cost Roll Notes
18 STR 8 13- Lift 303.1kg; 3 1/2d6 [2]
20 DEX 30 13- OCV: 7/DCV: 7
20 CON 20 13-
15 BODY 10 12-
15 INT 5 12- PER Roll 12-/14-
15 EGO 10 12- ECV: 5
10 PRE 0 11- PRE Attack: 2d6
10 COM 0 11-
11/26 PD 7 Total: 11/26 PD (0/15 rPD)
11/28 ED 7 Total: 11/28 ED (0/17 rED)
5 SPD 20 Phases: 3, 5, 8, 10, 12
12 REC 8
40 END 0
34 STUN 0 Total Characteristic Cost: 125
Movement:
Running: 6″/12″
Leaping: 3″/6″
Swimming: 2″/4″
Cost Powers END
50 Darkness: Multipower, 75-point reserve, (75 Active Points); all slots Power Cannot Be Bounced (-1/4), Power Cannot Be Pushed (-1/4)
5u 1) Dark Spear: Killing Attack – Ranged 3d6+1, Armor Piercing (+1/2); Power Cannot Be Bounced (-1/4), Power Cannot Be Pushed (-1/4) 7
5u 2) Dark Daggers: Killing Attack – Ranged 2d6+1, Autofire (5 shots; +1/2), Armor Piercing (+1/2); Power Cannot Be Bounced (-1/4), Power Cannot Be Pushed (-1/4) 7
30 Dark Powers: Elemental Control, 60-point powers
17 1) Change Environment 8″ radius, -10 to Normal Sight PER Rolls, Long-Lasting 20 Minutes, MegaScale (1″ = 1 km; +1/4), Personal Immunity (+1/4); Limited Power loses about half of its effectiveness (In areas lit be artifical means; -1) 6
Notes: This will effect Normal Sight only and can be limited to some degree with the use of normal electrical lighting including a flashlight. It is, however still very dark with at least a -5 to Sight perception rolls even WITH electrical lights. Sunlight has no effect on the area and does not reduce the effectiveness in the least. Radius can be adjusted from 1 kilometer up to 8 kilometers.
20 2) Cloak of Darkness: Darkness to Sight Group 4″ radius, Personal Immunity (+1/4), Costs END Only To Activate (+1/4); No Range (-1/2) 5
Notes: This power is used to cloak the user. It moves along with him. He can, of course, see through it with no trouble.
30 3) Shadow Shield: Force Field (15 PD/17 ED), Costs END Only To Activate (+1/4) 3
5 Sees in complete Darkness: Night vision
4 +2 PER with Sight Group
Street Fighting
Maneuver OCV DCV Notes
4 Block/Chin Block +2 +2 Block, Abort
4 Disarm -1 +1 Disarm; 28 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 5 1/2d6 Strike
5 Roundhouse -2 +1 7 1/2d6 Strike
3 Tackle +0 +0 +v/5; You Fall, Target Falls
3 Throw +0 +1 3 1/2d6 +v/5, Target Falls
1 Weapon Element: Blades
Perks
4 Fringe Benefit: Mid- to high-level organized crime leader
Skills
1 WF: Blades
0 Acting 8-
0 AK: Detroit Area 8-
0 Concealment 8-
2 SS: Pharmaceuticals 11-
3 SS: Emergency Medicine 12-
2 CuK: Gang Culture 11-
0 Deduction 8-
0 Language: English (Idiomatic) (4 Active Points)
0 PS: Pharmacist 11-
3 Streetwise 11-
3 Shadowing 12-
0 Stealth 8-
0 TF: Bicycles, Small Motorized Ground Vehicles
Total Powers & Skill Cost: 225
Total Cost: 350
200+ Disadvantages
10 Hunted: Local Police: 11- (As Pow, Limited Geographical Area, Capture)
15 Hunted: State Police: 11- (As Pow, Capture)
15 Psychological Limitation: Aversion to Sunlight (Very Common, Moderate)
10 Psychological Limitation: Cruel Streak (Common, Moderate)
20 Psychological Limitation: Loyal To Gang (Common, Total)
15 Reputation: Vicious Fighter, 11- (Extreme)
10 Rivalry: Professional, Blood Letters, 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
15 Social Limitation: Secret ID (Frequently, Major)
10 Social Limitation: Subject to Orders: (Frequently, Minor)
10 Vulnerability: 1 1/2 x Effect Light-based Flash attacks (Common)
5 Vulnerability: 1 1/2 x STUN Light-based Attacks (Uncommon)
5 Watched: Brothers 11- (As Pow, Watching)
Total Disadvantage Points: 350
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