Val	CHA	Cost	Roll	Notes
10	STR	0	11-	Lift 100 kg; 2d6 HTH damage
15	DEX	15	12-	OCV:  5/DCV:  5
25	CON	30	14-
12	BODY	4	11-
15	INT	5	12-	PER Roll 12-
20	EGO	20	13-	ECV:  7
15	PRE	5	12-	PRE Attack:  3d6
20	COM	5	13-

2	PD	0		Total:  14 PD (14 rPD)
5	ED	0		Total:  17 ED (17 rED)
2	SPD	0		Phases:  6, 12
7	REC	0
50	END	0
30	STUN	0		Total Characteristics Cost:  84

Movement:	Running:	6"/12"
		Flight:		38"/76"
		Swimming:	2"/4"

Cost	Powers & Skills
	Quantum Powers
150	Magnetic Field Manipulation:  VPP, 75 Base + 75 Control Cost, Powers Can Be Changed As A 
	Half-Phase Action (+1/2), No Skill Roll Required (+1); Magnetic Powers Only (-1/4)
	1) Magnetokinsis:  Telekinesis (30 STR) (Fine Manipulation); Ferrious Objects Only (-1/2), END 5
	2) EMP Blast:  RKA 1 1/2d6, Does BODY (+1), No Normal Defense (+1); Only Vs Electronics (-1), 
	No Knockback (-1/4), END 7
	3) Magnetic Storm:  Energy Blast 5d6, Area Of Effect (3" Radius; +1); Requires Loose Metal 
	Objects To Manipulate (-1/2), END 5

95	Magnetic Flight:  Multipower, 95-Point Reserve 
9u	1) Magnetic Field Riding:  Flight 38", Usable Underwater (+1/4), END 9
2u	2) Hyperfast Magnetic Field Riding:  Flight 5", Usable Underwater (+1/4), Megascale (1" = 100 Km; +3/4) , END 2

30	Magnetic Force Field:  Force Field (12 PD/12 ED), Hardened (+1/4), END 3

	Quantum Enhancements
5	1) Regeneration:  Healing 1 BODY (Can Heal Limbs); Extra Time (Regeneration-Only) 
	(1 Turn (Post-Segment 12); -1 1/4), Self Only (-1/2), END 1
4	2) Durability:  Damage Resistance (2 PD/5 ED)
10	3) Electromagnetic Vision:  N-Ray Perception, Sense Affected As Another Sense
	Martial Arts:  Brawling
	Maneuver	OCV	DCV	Notes
4	Block		+2	+2	Block, Abort
3	Punch		+1	+0	4d6 Strike
15	Follower:Fanatic Fans (x4, 25 Base, 25 Disad)
10	Money (Wealthy)
6	Reputation:Wildly Popular Musician (A Large Group, 11-) +3/+3d6

10	+2 With HTH Combat
12	+4 With Magnetic Field Manipulation
9	+3 With Handguns

3	Acrobatics 12-
4	AK:  Miami 13-
3	Breakfall 12-
4	CK:  "Skew" Metal Scene 13-
5	Combat Driving 13-
5	Computer Programming 13-
5	Deduction 13-
5	High Society 13-
5	Interrogation 13-
2	Language:  French (English Is Native):  Fluent Conversation
2	Language:  German:  Fluent Conversation
3	Language:  Spanish:  Completely Fluent, W/Accent
5	PS:  Skew Metal Musician (PRE-Based) 14-
3	SS:  Electrical Engineering 12-
5	SS:  Magnetic Field Physics (INT-Based) 14-
7	Streetwise 14-
6	Survival (Urban) 14-

446	Total Powers & Skills Cost
530	Total Cost
400+	Disadvantages
25	Hunted:  Project Utopia, More Powerful, 14- (Very Frequently), Watching, Extensive 
	Non-Combat Influence, PC Has A Public ID Or Is Otherwise Very Easy To Find
10	Physical Limitation:  Nova Physiology, Frequently, Slightly Impairing
15	Psychological Limitation:  Overconfident And Brash, Common, Strong
10	Psychological Limitation:  Reluctant To Use Lethal Force, Common, Moderate
15	Psychological Limitation:  Thrill Seeker, Common, Strong
5	Social Limitation:  Famous Musical Performer, Occasionally (8-), Minor
50	Team Tomorrow Bonus

530	Total Disadvantage Points

Background/History: Skew's eruption went largely unwitnessed. But certainly not unnoticed. Project Utopia and the local authorities searched the Miami area for months, looking for the source of the Electromagnetic Pulse that shut down most of the city in February 2007. It wasn't until April that the source found them when Skew dropped an armored car into the parking lot of Maimi's Mashin Roude clinic. The car contained several repeat offenders from the infamous Spangler Poesse. Ceastus Pax himself delivered Utopia's job offer to the young Nova.

Skew is something of a loose cannon on Team Tomorrow. He is wildly creative with his powers, but just as erratic in his tactics. He's as likely to wrap a car about his opponents as use the studs on his clothes as improvised projectiles. He is the current "king of collateral damage" on the team, but is never reluctant to help clean up his messes.

Quote: "Core the strongest nova? Yeah right, If he came at me I'd wrap the superstructure of the nearest building around him and drill 'em to the center of the Earth. Then they'd really be able to call him "Core". Ha!"

Powers/Tactics: Skew's powers are based his control of magnetic and related forces. He can manipulate most metals and other ferrous substances with ease, short out electronics with EMP or perform other feats of with electromagnetism with little effort. Skew is surprisingly intelligent and Utopia's educational efforts and his own innate creativity make him quite versatile and unpredictable in combat. He is constantly expanding his menu of tricks, such as working on more ways to directly effect living targets without killing them. Think of him as a young Magneto and you wouldn't be far off.

Appearance: Skew maintains a "grunge" look. Ragged jeans, t-shirts, leather jackets, etc. He's handsome in a rugged unkempt way and wears his black hair short and messy. Skew usually has a couple of days unshaven beard and sports goggles when flying. When "on" he trades skew metal band t-shirts for a white one with Team Tomorrow logo emblazoned on the front.

(Skew created by White Wolf, character sheet created by Kim Foster [nexus@qx.net])

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