
Val Char Cost Roll Notes
13 STR 3 12- Lift 151.6kg; 2 1/2d6 [1]
15 DEX 15 12- OCV: 5/DCV: 5
16 CON 12 12-
10 BODY 0 11-
11 INT 1 11- PER Roll 11-
15 EGO 10 12- ECV: 5
18 PRE 8 13- PRE Attack: 3 1/2d6
12 COM 1 11-
3/27 PD 0 Total: 3/27 PD (0/24 rPD)
3/27 ED 0 Total: 3/27 ED (0/24 rED)
3 SPD 5 Phases: 4, 8, 12
6 REC 0
32 END 0
25 STUN 0
Total Characteristic Cost: 55
Movement:
Running: 6″/12″
Flight: 0″/22″/0″/88″
Leaping: 2″/4″
Swimming: 2″/4″
Cost Powers END
24 Wind Powers: Elemental Control, 60-point powers, all slots Does Not Work Under Water or in a Vaccuum (-1/4)
24 1) Air Shield: Force Field (24 PD/24 ED), Reduced Endurance (1/2 END; +1/4); Does Not Work Under Water or in a Vaccuum (-1/4) 2
26 2) Dust Storm: Change Environment 8″ radius, -11 to Sight Group PER Rolls, Personal Immunity (+1/4); Does Not Work Under Water or in a Vaccuum (-1/4) 6
24 3) Suffocation: Energy Blast 4d6, No Normal Defense (LS: Self-Contained Breathing; +1), Continuous (+1); Does Not Work Under Water or in a Vaccuum (-1/4) 6
25 4) True Flight: Flight 22″, x4 Noncombat, Reduced Endurance (1/2 END; +1/4); Does Not Work Under Water or in a Vaccuum (-1/4) 2
11 5) Push of Wind: Flight 15″, Usable As Attack (+1); Push Up and Away Only (-1), Instant (-1/2), Does Not Work Under Water or in a Vaccuum (-1/4) 6
17 6) Air Point Defense: Missile Deflection (Bullets & Shrapnel), Full Range (+1); Costs Endurance (-1/2), Does Not Work Under Water or in a Vaccuum (-1/4) 3
21 7) Air Blast: Energy Blast 7d6, Double Knockback (+3/4); Does Not Work Under Water Or In Vacuum (-1/4), Does Not Work Under Water or in a Vaccuum (-1/4) 6
7 Mostly Fucked up Mind: Mental Defense (10 points total)
Dirty Infighting
Maneuver OCV DCV Notes
4 Block/Chin Block +2 +2 Block, Abort
4 Disarm -1 +1 Disarm; 23 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 4 1/2d6 Strike
5 Roundhouse/Two-Fisted Smash -2 +1 6 1/2d6 Strike
3 Tackle +0 +0 +v/5; You Fall, Target Falls
3 Throw +0 +1 2 1/2d6 +v/5, Target Falls
1 Weapon Element: Anything Handy
Perks
2 Contact: Drug Supplier 11-
4 Fringe Benefit: Mid- to high-level organized crime leader
Skills
0 AK: Detroit Area 8-
3 Acting 13-
3 Bribery 13-
0 Climbing 8-
9 Concealment 14-
3 Conversation 13-
0 CuK: Gang Culture 8-
0 Deduction 8-
2 KS: Car Appraisal 11-
2 KS: Chops Shops 11-
2 KS: Street Drugs 11-
2 Language: English (fluent conversation)
0 Language: Spanish (Idiomatic)
3 Mechanics 11-
0 PS: Auto Mechanic 11-
2 PS: Welder 11-
0 Paramedics 8-
3 Persuasion 13-
3 Seduction 13-
3 Shadowing 11-
3 Stealth 12-
3 Streetwise 13-
2 Survival (Urban) 11-
3 Trading 13-
3 TF: Agricultural & Construction Vehicles, Bicycles, Large Motorized Ground Vehicles, Small Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles
5 Deadeye: +1 with Ranged Combat
10 +5 with Missile Deflection
Total Powers & Skill Cost: 295
Total Cost: 350
200+ Disadvantages
10 Distinctive Features: Addict (Not Concealable; Noticed and Recognizable; Detectable By Simple Tests)
5 Dependence: Various Drugs Takes 1d6 Damage (Common, 6 Hours)
10 Enraged: If a child is attacked and injured (Uncommon), go 11-, recover 14-
10 Hunted: Bloodletters 8- (Mo Pow, Limited Geographical Area, Harshly Punish)
10 Hunted: KryptKeepers 8- (Mo Pow, Limited Geographical Area, Harshly Punish)
10 Hunted: Local Police 8- (As Pow, NCI, Limited Geographical Area, Capture)
15 Hunted: State Police 8- (As Pow, NCI, Capture)
20 Psychological Limitation: Loyal To Lowriders (Common, Total)
10 Psychological Limitation: Party Over Work (Common, Moderate)
10 Reputation: Party Animal, 11-
10 Rivalry: Professional, Bloodletters, Rival is As Powerful, Seek to Harm , Rival Aware of Rivalry
10 Rivalry: Professional, KryptKeepers, Rival is As Powerful, Seek to Harm , Rival Aware of Rivalry
20 Social Limitation: In Debt Very Frequently, Major
Total Disadvantage Points: 350
Background/History:
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