VENDETTA RHAPSODY

D'ARC TANGENT

Val	CHA	Cost	Roll	Notes
15	STR	5	12-	Lift 200 kg; 3d6 HTH Damage [1]
27	DEX	51	14-	OCV:  9/DCV:  9
20	CON	20	13-
10	BODY	0	11-
13	INT	3	12-	PER Roll 12-
13	EGO	6	12-	ECV:  4
15	PRE	5	12-	PRE Attack:  3d6
14	COM	2	12-

6/18	PD	3		Total:  6/18 PD (0/12 rPD)
8/32	ED	4		Total:  8/32 ED (0/24 rED)
6	SPD	23		Phases:  2, 4, 6, 8, 10, 12
10	REC	6
80	END	20
28	STUN	0	Total Characteristics Cost:  148

Movement:	Running:	6"/12"
		Flight:		22"/44"
		Leaping:	3"/6"
		Swimming:	2"/4"

Cost	Powers & Skills
10	Charge-Up:  +10 REC; Only When Connected to Electrical Source (-1)
	 
27	Electrically-Charged Body:  Elemental Control, 54-point powers
19	1)  Energy Blast 5d6, Personal Immunity (+1/4), Area Of Effect (3" Radius; +1); No Range (-1/2)	6
27	2)  Force Field (12 PD/24 ED), Reduced Endurance (0 END; +1/2)
22	3)  Flight 22", Reduced Endurance (1/2 END; +1/4); Cannot Hover (-1/4)	2
	 
40	Electrical Powers:  Multipower, 60-point reserve,; all slots OIF (-1/2)
4u	1)  Lightning Blast:  Energy Blast 12d6; OIF (-1/2)	6
4u	2)  Taser Blast:  Energy Blast 6d6, No Normal Defense (ED FF or being fully insulated; +1); OIF (-1/2)	6
	 
11	Fencing Sabre:  HKA 1d6 (2d6 w/STR), Reduced Endurance (0 END; +1/2); OAF (-1)

	Martial Arts:  Fencing
	Maneuver	OCV	DCV	Damage
4	Cut		+0	+2	Weapon +2 DC Strike
4	Froissement	-1	+1	Disarm; 25 STR to Disarm roll
4	Parry		+2	+2	Block, Abort
5	Slash		-2	+1	Weapon +4 DC Strike
4	Void		--	+5	Dodge, Affects All Attacks, Abort 
0	Weapon Element:  Blades

	Skills
3	Acrobatics 14-
3	Breakfall 14-
3	Fast Draw 14-
2	KS: Super World 11-
3	Mechanics 12-
7	Power:  Electrical Powers 14-
1	SS:  Mechanical Engineering 8-
3	Stealth 14-
1	Teamwork 8-
1	WF:  Blades

Total Powers & Skill Cost:  212
Total Cost:  360

200+	Disadvantages
10	Accidental Change:  When Soaked 11- (Uncommon)
10	Distinctive Features:  Static Electricity (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
25	Hunted:  ICoMP 11- (Mo Pow, NCI, Capture)
10	Hunted:  Second Syndicate 11- (Mo Pow, Watching)
5	Money:  Poor
15	Physical Limitation:  Can't use electrical devices (Frequently, Greatly Impairing)
10	Psychological Limitation:  Code Against Killing (Common, Moderate)
15	Psychological Limitation:  Despises ICoMP (Common, Strong)
10	Psychological Limitation:  Hunting Deliquesser (Uncommon, Strong)
15	Social Limitation:  Secret ID (Frequently, Major)
5	Vulnerability:  1 1/2 x Effect Magnetic Attacks (Uncommon)
5	Vulnerability:  1 1/2 x STUN Magnetic Attacks (Uncommon)
25	Experience Points
360	Total Disadvantage Points

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