Esteban Sanchez

Esteban Sanchez

 

 

 

 

 

 

 

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:

Personality/Motivation:

Quote:

Powers/Tactics:

Campaign Use:

Appearance:

Leave a Reply

Your email address will not be published. Required fields are marked *