
Val Char Cost Roll Notes
15 STR 5 12- Lift 200.0kg; 3d6 [1]
15 DEX 15 12- OCV: 5/DCV: 5
28 CON 36 15-
10 BODY 0 11-
18 INT 8 13- PER Roll 13-
28 EGO 36 15- ECV: 9
18 PRE 8 13- PRE Attack: 3 1/2d6
10 COM 0 11-
4/19 PD 1 Total: 4/19 PD (0/15 rPD)
6/21 ED 0 Total: 6/21 ED (0/15 rED)
4 SPD 15 Phases: 3, 6, 9, 12
9 REC 0
56 END 0
32 STUN 0 Total Characteristic Cost: 124
Movement:
Running: 6″/12″
Leaping: 3″/6″
Swimming: 2″/4″
Cost Powers END
90 Mental Destruction: Multipower, 90-point reserve
9u 1) Brain Burning: RKA 2d6, BOECV (Mental Defense applies; +1), Does BODY (+1) 9
Notes: This power allows the user to burn out a target’s brain and is lethal within seconds. While Mental Defense is used to determine resistance to damage, that Mental Defense must be Resistant to be effective as this is a Killing Attack.
9u 2) Brain Stun: Ego Attack 7d6, Reduced Endurance (1/2 END; +1/4) 3
Notes: This power allows the user to STUN a target without doing actual BODY damage.
9u 3) Command: Mind Control 10d6, Telepathic (+1/4), Reduced Endurance (0 END; +1/2)
Notes: This power allows the user to command the target to do whatever the user desires. When used with Destroy Will the target effectively becomes a slave to the user and will do anything they are told without question.
9u 4) Destroy Will: Drain EGO 3d6, Delayed Return Rate (points return at the rate of 5 per Month; +2) 9
Notes: The power allows the user to effectively destroy a target’s will power (EGO). While it is possible to recover given time, it will take months. The power is used to reduce the target’s EGO and make them high susceptible the the Command power.
9u 5) Inflict Pain: Ego Attack 4 1/2d6, Does BODY (+1) 9
Notes: This power allows the user to damage the target’s brain, causing considerable pain. If used for an appropriate period of time it can be lethal but is easily blocked or reduced by the target’s Metal Defenses.
30 Body Armor: Armor (15 PD/15 ED); OIF (-1/2)
19 Warped Thinking: Mental Defense (25 points total)
5 Really Warped Thinking: Damage Resistance (10 Mental Def.)
Skills
4 AK: Metro Detroit 14-
3 Acting 13-
3 Breakfall 12-
3 Bribery 13-
0 Climbing 8-
3 Combat Driving 12-
0 Concealment 8-
0 Conversation 8-
3 CuK: Gang Culture 13-
0 Deduction 8-
3 Demolitions 13-
4 Gambling (Card Games, Dice Games) 13-
0 Language: English (Idiomatic)
0 PS: Player’s Choice 11-
0 Paramedics 8-
0 Persuasion 8-
0 Shadowing 8-
0 Stealth 8-
3 Streetwise 13-
0 TF: Bicycles, Small Motorized Ground Vehicles
3 Tracking 13-
3 Trading 13-
2 WF: Handguns, Rifles, Shotguns
Total Powers & Skill Cost: 226
Total Cost: 350
200+ Disadvantages
10 Distinctive Features: Scary Demeanor (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
15 Hunted: Local Police 11- (As Pow, NCI, Limited Geographical Area, Capture)
20 Hunted: State Police 11- (As Pow, NCI, Capture)
15 Physical Limitation: Alcoholic (Frequently, Greatly Impairing)
Notes: Tends to fall asleep.
15 Psychological Limitation: Jealously protective of Angel (Common, Strong)
15 Psychological Limitation: Overconfident in Powers: (Very Common, Moderate)
25 Psychological Limitation: Self Center: Everything is all about him (Very Common, Total)
15 Reputation: Blood-thirsty killer, 14- (Extreme; Known Only To A Small Group)
10 Rivalry: Professional, Krypt Keepers, 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
Total Disadvantage Points: 350
Background/History: King was an abuse child of two drug addict. They made him a mule for the Blood letters to pay for drugs. When he gained his powers the first thing he did was have his father kill his mother and then himself. From then on life was all about what he wanted. Not stupid, he worked his way up the ranks of the gang, using his powers sparingly. When the head position of the gang opened up, he held nothing back in his powers to claim the position.
Personality/Motivation:
Quote: “Do as I say.”
Powers/Tactics:
Campaign Use:
Appearance: