VENDETTA RHAPSODY

BURLESQUE

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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