Val CHA Cost Roll Notes 20 STR 10 13- Lift 400 kg; 4d6 HTH Damage [2] 26 DEX 48 14- OCV: 9/DCV: 9 23 CON 26 14- 11 BODY 2 11- 18 INT 8 13- PER Roll 13- 11 EGO 2 11- ECV: 4 23 PRE 13 14- PRE Attack: 4 1/2d6 24 COM 7 14- 15 PD 11 Total: 15 PD (0 rPD) 15 ED 10 Total: 15 ED (0 rED) 5 SPD 14 Phases: 3, 5, 8, 10, 12 9 REC 0 46 END 0 33 STUN 0 Total Characteristics Cost: 151 Movement: Running: 6"/12" Gliding: 10"/20" Leaping: 4"/8" Swimming: 2"/4" Cost Powers & Skills 43 Shape Shift (Sight, Hearing, Touch, Radio and Smell/Taste Groups, limited group of shapes), Cellular (fingerprints only), Imitation, Instant Change, Costs END Only To Change Shape (+1/4); Affects Body Only (-1/2), END 5 36 Multipower, 45-point reserve, all slots Linked (Shape Shift; Lesser Instant Power can be used in any Phase in which greater Constant Power is in use; -1/4) 1u 1) Carapace: Armor (5 PD/5 ED); Linked (Shape Shift; Lesser Instant Power can be used in any Phase in which greater Constant Power is in use; -1/4) 1u 2) Friction Pads: Clinging (normal STR); Linked (Shape Shift; Lesser Instant Power can be used in any Phase in which greater Constant Power is in use; -1/4) 1u 3) Malleable Skeleton: Desolidification ; Does Not Protect Against Damage (-1), Cannot Pass Through Solid Objects (-1/2), Linked (Shape Shift; Lesser Instant Power can be used in any Phase in which greater Constant Power is in use; -1/4), END 4 1u 4) Optimized Leg Form: Running 3", Reduced Endurance (1/2 END; +1/4); Linked (Shape Shift; Lesser Instant Power can be used in any Phase in which greater Constant Power is in use; -1/4), END 1 1u 5) Webbed Digits: Swimming 5"; Linked (Shape Shift; Lesser Instant Power can be used in any Phase in which greater Constant Power is in use; -1/4), END 1 1u 6) Parasail: Gliding 10"; Linked (Shape Shift; Lesser Instant Power can be used in any Phase in which greater Constant Power is in use; -1/4) 2u 7) Claws: HKA 2d6 (3d6+1 w/STR); No Knockback (-1/4), Linked (Shape Shift; Lesser Instant Power can be used in any Phase in which greater Constant Power is in use; -1/4), END 3 2u 8) Body Enhancement: Succor 3d6+1 (standard effect: 10 points), Any Physical Characteristic (+1/4), Reduced Endurance (1/2 END; +1/4), Invisible to Sight Group (+1/2); Self Only (-1/2), Linked (Shape Shift; Lesser Instant Power can be used in any Phase in which greater Constant Power is in use; -1/4), END 1 Martial Arts: Generic Hand-To-Hand Combat Maneuver OCV DCV Damage 4 Block +2 +2 Block, Abort 4 Dodge -- +5 Dodge, Affects All Attacks, Abort 5 Kick +0 -1 9d6 Strike 4 Strike +0 +2 7d6 Strike 3 Throw +0 +1 5d6 +v/5, Target Falls 4 +1 HTH Damage Classes (already added in) 22 In Tune with the Crowd: Telepathy 3d6, Reduced Endurance (0 END; +1/2), Persistent (+1/2), Invisible Power Effects (Fully Invisible; +1/2), Cumulative (36 points; +3/4), Area Of Effect (10" Radius; +1 1/4); Always On (-1/2), No Range (-1/2), Receive Only (-1/2), Only up to EGO+10 effect (-1/2) 5 Combat Luck: Armor (3 PD/3 ED); Lets 1st BODY Through (-1/2), Nonpersistent (-1/4) 5 Night Vision: UV Perception (Sight Group) 6 HRRP (Radio Group); IAF (-1/2), Sense Affected As More Than One Sense [very common Sense] (-1/2) 5 Fast Healing: Healing 1 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2); Extra Time (Regeneration-Only) 1 Hour (-2 1/4), Self Only (-1/2) 10 Mutant Physiology: LS (Eating: Character only has to eat once per week; Immunity: Alcohol; Longevity: 200 Years; Safe in Intense Cold; Safe in Intense Heat; Sleeping: Character only has to sleep 8 hours per week) 1 Increased Flexibility: Stretching 1"; Increased Endurance Cost (x5 END; -2), Direct Only (-1/4), No Velocity Damage (-1/4), END 5 Perks 5 Money: Well Off Skills 6 +2 with Martial Maneuvers 2 AK: St. Louis 11- 3 Acting 14- 3 Breakfall 14- 3 Bureaucratics 14- 3 Computer Programming 13- 3 Concealment 13- 3 Contortionist 14- 3 Conversation 14- 3 Deduction 13- 2 Forgery (Documents) 13- 2 Gambling (Card Games) 13- 3 High Society 14- 3 Lockpicking 14- 3 PS: Dancer 14- 3 Persuasion 14- 3 Power: Shapeshifting 13- 3 Security Systems 13- 3 Seduction 14- 3 Shadowing 13- 3 Sleight Of Hand 14- 3 Stealth 14- 3 Streetwise 14- 3 Scholar 1 1) KS: Fashion 11- 1 2) KS: ICoMP 11- 1 3) KS: St. Louis Bars & Night Clubs 11- 1 4) KS: St. Louis Underworld 11- 1 5) KS: The Belonging Kind 11- 1 6) KS: The Second Syndicate 11- Total Powers & Skill Cost: 250 Total Cost: 401 200+ Disadvantages 10 Accidental Change: When Alex Takes BODY Damage or is CON-Stunned 11- (Uncommon) 15 DNPC: Love Interest of the Week 8- (Normal; Unaware of character's adventuring career/Secret ID) 10 Distinctive Features: Always Recognizable by Others of The Belonging Kind (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Small Group) 10 Distinctive Features: Shows Up as a Mutant on Detectors (Not Concealable; Noticed and Recognizable; Detectable By Uncommonly-Used Senses) 10 Enraged: When Someone else Enrages/Berserks (Uncommon), go 11-, recover 14- 20 Hunted: ICoMP 8- (Mo Pow, NCI, Harshly Punish) 10 Hunted: Others of the Belonging Kind 8- (As Pow, NCI, Variable Motivation) 15 Psychological Limitation: Enjoys Deceiving and Tricking Others (Common, Strong) 10 Psychological Limitation: Hedonistic (Common, Moderate) 15 Psychological Limitation: Psychological Chameleon, Unconsciously takes on emotional state/attitudes of others around him/her (Very Common, Moderate) 5 Susceptibility: contact with silver 1d6 damage per Minute (Uncommon) 10 Susceptibility: taking BODY damage from silver weapons 2d6 damage Instant (Uncommon) 10 Vulnerability: 2 x Effect Transforms vs. Mind (Uncommon) 51 Experience Points Total Disadvantage Points: 401
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