Savage

Savage

 

 

 

 

 

 

 

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

Background/History:

Personality/Motivation:

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