
Code Name: Sparks
Security
Val Char Cost Roll Notes
23 STR 13 14- Lift 606.3kg; 4 1/2d6 [2]
28 DEX 54 15- OCV: 9/DCV: 9
20 CON 20 13-
10 BODY 0 11-
18 INT 8 13- PER Roll 13-
17 EGO 14 12- ECV: 6
10 PRE 0 11- PRE Attack: 2d6
14 COM 2 12-
25/45 PD 20 Total: 25/45 PD (0/20 rPD)
25/45 ED 21 Total: 25/45 ED (0/20 rED)
6 SPD 22 Phases: 2, 4, 6, 8, 10, 12
12 REC 6
40 END 0
32 STUN 0 Total Characteristic Cost: 180
Movement:
Running: 6″/12″
Leaping: 4″/8″
Swimming: 2″/4″
Teleportation: 25″/50″
Cost Powers END
23 Electric Charge: Multipower, 70-point reserve, (70 Active Points); all slots Burn Out 14- If in Standing Water (i.e. a puddle) (-1), Power loses about half of its effectiveness without the Conduit Spear (-1)
2u 1) Live Wire: Energy Blast 5d6, Area Of Effect (One Hex; +1/2) (37 Active Points); Burn Out 14- If in Standing Water (i.e. a puddle) (-1), Power loses about half of its effectiveness without the Conduit Spear (-1) plus Energy Blast 4d6+1, Area Of Effect (One Hex; +1/2) (33 Active Points); Burn Out 14- If in Standing Water (i.e. a puddle) (-1), Power loses about half of its effectiveness without the Conduit Spear (-1) 7
Notes: 9d6+1 with Spear
2u 2) Arc: Energy Blast 7d6, STUN Only (+0); Burn Out 14- If in Standing Water (i.e. a puddle) (-1), Power loses about half of its effectiveness without the Conduit Spear (-1) plus Energy Blast 7d6, STUN Only (+0); Burn Out 14- If in Standing Water (i.e. a puddle) (-1), Power loses about half of its effectiveness without the Conduit Spear (-1) 6
Notes: 14d6 with Spear
2u 3) TASER Effect: Energy Blast 3 1/2d6, No Normal Defense ([Insultated from Ground/Flying]; +1) (36 Active Points); Burn Out 14- If in Standing Water (i.e. a puddle) (-1), Power loses about half of its effectiveness without the Conduit Spear (-1) plus Energy Blast 3d6+1, No Normal Defense ([Insultated from Ground/Flying]; +1) (34 Active Points); Burn Out 14- If in Standing Water (i.e. a puddle) (-1), Power loses about half of its effectiveness without the Conduit Spear (-1) 7
Notes: 7d6 with Spear
2u 4) Disorienting Spark: Sight and Mental Groups Flash 6d6 (35 Active Points); Burn Out 14- If in Standing Water (i.e. a puddle) (-1), Power loses about half of its effectiveness without the Conduit Spear (-1) plus Sight and Mental Groups Flash 6d6 (35 Active Points); Burn Out 14- If in Standing Water (i.e. a puddle) (-1), Power loses about half of its effectiveness without the Conduit Spear (-1) 6
Notes: 12d6 with Spear
12 Back up Battery: Elemental Control, 50-point powers, (25 Active Points); all slots Burn Out 14- If in Standing Water (i.e. a puddle) (-1)
12 1) Backup Battery: Endurance Reserve (300 END, 20 REC) Reserve: Burn Out 14- If in Standing Water (i.e. a puddle) (-1); REC: Slow Recovery 5 Minutes (-1), Burn Out 14- If in Standing Water (i.e. a puddle) (-1)
12 2) Electric Blue Flame: Force Field (20 PD/20 ED), Reduced Endurance (1/2 END; +1/4) (50 Active Points); Burn Out 14- If in Standing Water (i.e. a puddle) (-1) 2
10 3) Electric Fence: Entangle 5d6, 5 DEF (50 Active Points); Burn Out 14- If in Standing Water (i.e. a puddle) (-1), Power Only If Target is Touching Something That is Grounded/Electrical (-1/2) 5
Notes: This power requires that the target be touching something conductive that is grounded such an a cyclone fence, a telephone pole guy wire, the metal front of a building, any electrical device. It does not include vehicles.
11 4) Bolt Travel: Teleportation 25″ (50 Active Points); Burn Out 14- If in Standing Water (i.e. a puddle) (-1), Power Does Not Work Near Intense Electro-Magnetic Fields (-1/4) 5
Notes: User cannont teleport within 5″ (10 meters) of a high voltage source such as powerlines, high voltage electronics, old CRT type TVs, most transmitters (TV, RADAR, Radio etc.), trolly car lines, subway lines, etc. This means that in many cases he is not able to teleport if standing under a normal power pole or above underground High voltage lines.
Comm Pad, all slots 1 Continuing Charge lasting 6 Hours (+0); all slots OAF (-1)
5 1) AV Communications System: High Range Radio Perception (Radio Group); OAF (-1), Sense Affected As Sight And Hearing Group As Well As Radio Group (-1/2)
8 2) Encrypted: Cryptography 20- (25 Active Points); Only To Encrypt/Decrypt Its Own Transmissions (-1), OAF (-1)
3 3) On-Board Computer: Computer; OAF (-1)
Jousting
Maneuver OCV DCV Notes
5 Trip +0 +0 Weapon +v/5; Target Falls; FMove
4 Charge +0 -2 Weapon +2 DC +v/5 Strike, FMove
5 Passing Strike +1 +0 Weapon +v/5; FMove
5 Passing Disarm -1 -1 Disarm, 33 STR to Disarm roll; FMove
5 ZigZag — +4 Dodge All Attacks, Abort; FMove
1 Weapon Element: Polearms and Spears
Perks
15 Motorcycle: Vehicles & Bases
6 Contact: The White Group (Contact has significant Contacts of his own, Contact has useful Skills or resources, Very Good relationship with Contact) 11-
Skills
0 AK: Home Town Area 8-
0 Acting 8-
3 Breakfall 15-
3 Climbing 15-
3 Combat Driving 15-
3 Concealment 13-
3 Conversation 11-
0 CuK: Home Culture 8-
0 Deduction 8-
2 KS: Welding 11-
4 KS: Automobile Mechanics 14-
0 Language: English (Idiomatic)
5 Mechanics 14-
5 PS: Auto and Truck Mechanic 14-
0 PS: Welder 11-
5 Paramedics 14-
0 Persuasion 8-
3 Seduction 11-
3 Shadowing 13-
3 Stealth 15-
3 Streetwise 11-
3 TF: Bicycles, Small Motorized Boats, Small Motorized Ground Vehicles, Snowmobiles, Two-Wheeled Motorized Ground Vehicles, Wheeled Military Vehicles
1 Expanding Spear: WF: Polearms and Spears
Total Powers & Skill Cost: 202
Total Cost: 382
200+ Disadvantages
20 Dependent Frank Jones: Adopted parents, Frank and Grace Jones 11- (Normal; Group DNPC: x2 DNPCs)
20 Hunted: The ‘Suits’ 8- (Mo Pow, NCI, Harshly Punish)
15 Hunted: Various gangs 8- (Mo Pow, Harshly Punish)
20 Psychological Limitation: Sucker for a pretty face: (Very Common, Strong)
20 Psychological Limitation:: Code against Killing (Very Common, Strong)
10 Rivalry: Professional (Blood Letters; Rival is More Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
15 Social Limitation: Secret ID (Frequently, Major)
20 Vulnerability: 2 x STUN Water-based Attacks (Water cannon etc.) (Common)
10 Watched: The White Group 8- (Mo Pow, PC has a Public ID or is otherwise very easy to find, Watching)
32 Experience Points
Total Disadvantage Points: 382
Background/History: Sparks is the adopted child of Grace and Frank Jones. When the rescue pulled the boy out from the car, there was barely a scratch on him. His parnets where fried beyound reconiztion from the electric tower snapping in two landing on their car. When they asked him his name
Personality/Motivation:
Quote: “Feet dry!”
Powers/Tactics: All of Sparks’ powers draw on his Endurance Reserve and once that is exhausted, he must recover. Recovery, however, takes time. To full recharge would require about 75 minutes and the Recovery is only made once ever five minutes. His ‘normal’ powers, runnning, swimming, STR, etc. will run off his own personal END. There is an ace up his sleeve however … it is possible for him to teleport using his personal END, giving him an escape even if his Endurance Reserve is depleted.
Sparks often rides a motorcycle designed for handling and motocross. As such, when making a jump it travels further then a normal bike of the same class would.
Campaign Use:
Appearance:
