Aladin Angergale

Aladin Angergale

 

 

 

 

 

 

CHARACTERISTICS
Val Char Base Points Total Roll Notes
20 STR 10 10 20 13- HTH Damage 4d6 END [4]
20 DEX 10 30 20 13- OCV 7 DCV 7
23 CON 10 26 23 14-
13 BODY 10 6 13 12-
13 INT 10 3 13 12- PER Roll 12-
14 EGO 10 8 14 12- ECV: 5
23 PRE 10 13 23 14- PRE Attack: 4 1/2d6
18 COM 10 4 18 13-
11 PD 4 7 21 21 PD (10 rPD)
11 ED 5 6 21 21 ED (10 rED)
5 SPD 3.0 20 5 Phases: 3, 5, 8, 10, 12
9 REC 9 0 9
46 END 46 0 46
35 STUN 35 0 35
6″ Running 6 0 10″
2″ Swimming 2 0 2″
4″ Leaping 4 0 4″ 133 Total Characteristics Points
COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
Fast Strike 1/2 +2 +0 6d6 Strike
Basic Shot 1/2 +0 +0 Strike, +2 DC
Flying Dodge 1/2 +4 Dodge All Attacks, Abort; FMove
POWERS
Cost  Power END
12 Flight 9″, Reduced Endurance (1/2 END; +1/4) (22 Active Points); Restrainable (-1/2), Extra Time (Delayed Phase, Only to Activate, -1/4) 1
13 Running +4″ (10″ total), x4 Noncombat 1
10 Shrinking (0.835 m tall, 9 kg mass, -2 PER Rolls to perceive character, +2 DCV, takes +3″ KB), Costs END Only To Activate (+1/4) (12 Active Points); No Growth Momentum (-1/4) 1
20 Armor (10 PD/10 ED) (30 Active Points); OIF (-1/2) 0
28 Spear: Multipower, 45-point reserve, all slots Reduced Endurance (1/2 END; +1/4) (56 Active Points); all slots OAF (-1)

Notes: The spear is effectively a real spear, it can be broken or grabbed, However once the spear is in his possession and the link in effect, the spear will return to his hand if thrown or even if grabbed and tossed away. The magic is not however strong enough for the spear to come back if it continues to be held by whomever might have grabbed it.
2u

1) Hand-To-Hand Attack +6d6, Armor Piercing (+1/2) (45 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2)

Notes: Does 10d6 armor piercing with strength and the Fast Strike martial maneuver.
2
2u

2) Energy Blast 6d6, Armor Piercing (+1/2) (45 Active Points); OAF (-1)

Notes: Does 8d6 armor piercing with the Basic Shot martial maneuver.
2
5 Telepathy 4d6 (20 Active Points); Concentration, Must Concentrate throughout use of Constant Power (0 DCV; -1), 4 Charges (-1), Costs Endurance (-1/2), Extra Time (Delayed Phase, Only to Activate, -1/4) 2
92 Total Powers Cost
MARTIAL ARTS MANEUVERS
Cost  Maneuver
4 Fast Strike: 1/2 Phase, +2 OCV, +0 DCV, 6d6 Strike
4 Basic Shot: 1/2 Phase, +0 OCV, +0 DCV, Range +2, Strike, +2 DC
5 Flying Dodge: 1/2 Phase, — OCV, +4 DCV, Dodge All Attacks, Abort; FMove
13 Total Martial Arts Cost
SKILLS
Cost  Name
3 Acting 14-
3 Conversation 14-
3 Oratory 14-
3 Streetwise 14-
3 Seduction 14-
6 PS: Lawyer 15-
21 Total Skills Cost
DISADVANTAGES
Cost  Disadvantage
10 Social Limitation: Must spend at least 5 hours a week in talks with Mac to keep powers in check. (Occasionally, Major)
20 Distinctive Features: Large Horns and Tail, Glowing Eyes (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
10 Reputation: Flirt, 14- (Known Only To A Small Group)
10 Psychological Limitation: Talks bad on religion when it is brought up (Uncommon, Strong)
5 Money: Poor
10 Physical Limitation: Glowing eyes, bad for stealth (Infrequently, Greatly Impairing)
20 Psychological Limitation: Won’t hit a female first (Common, Total)
15 Enraged: if spear broken. (Uncommon), go 14-, recover 14-
100 Total Disadvantages Cost
EXPERIENCE POINTS
Total earned: 9
Spent: 9
Unspent: 0
Base Points: 150
Disad Points: 100
Total Points: 259

APPEARANCE
Hair Color: White
Eye Color: Glowing Green
Height: 1.67 m
Weight: 72.00 kg
Description:

BACKGROUND

POWERS/TACTICS

PERSONALITY/MOTIVATION

 

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