Kristin: Champions

Kristin Stanwell

Value Characteristic Points
14/20 STR 4
24/26 DEX 42
18/21 CON 16
15/18 BODY 10
18/24 INT 8
14/17 EGO 8
14/20 PRE 4
10/22 COM 0
4/7 PD 0
4/7 ED 0
5 SPD 16
8/11 REC 0
24/36 END -6
34/40 STUN 0
  Total 102

 

 

Points Powers END
3 Elemental Control: Cybrenetic Augmentation (5-pt reserve); Internal Cybersystems Only: -½; Visible (By assorted sensors, metal detectors, etc.): -¼  
a-6 Armor (5 PD/5 ED); Internal Cybersystems Only: -½; Visible (By assorted sensors, metal detectors, etc.): -¼  
b-4 Hand-to-Hand Attack (4d6, Total 8d6); Range: 0; Internal Cybersystems Only: -½; Visible (By assorted sensors, metal detectors, etc.): -¼ 1
c-4 Enhanced Perception (all) (+4 to PER); Internal Cybersystems Only: -½; Visible (By assorted sensors, metal detectors, etc.): -¼  
d-3 Mental Defense (13 pts); Add to Total; Internal Cybersystems Only: -½; Visible (By assorted sensors, metal detectors, etc.): -¼  
e-3 Clinging (Clinging STR +0); Internal Cybersystems Only: -½; Visible (By assorted sensors, metal detectors, etc.): -¼  
f-3 Modified Characteristic: STR; Reduced END: Zero, +½; Internal Cybersystems Only: -½; Visible (By assorted sensors, metal detectors, etc.): -¼  
     
5 Power Defense (5 pts)  
3 Immune to Aging  
     
13 Multipower: Burst Augmentations (40-pt reserve); All powers work for a maximum of one turn and 3 charges per day (-.5), Visible (Systems easily detectable by metal detectors, energy scanners, etc, -.25), basic cybrenetic enhancements only (-.5)  
u-1 Overload Booster  
(3) +10 STR 0
(10) +10 DEX  
u-1 Predictive Computer  
(11) +4 level w/Overall Level; Usage must be specified when activated and may not be changed: -½  
u-1 Regeneration (4 BODY/Turn); Regenerate: Standard, +0  
u-1 Running (+20″, 26″, NC: 52″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 74 0
u-1 Swimming (+20″, 22″, NC: 44″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 74 0
u-1 Superleap (+12″, 16″, NC: 32″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 45 0
     
6 2d6 60-Point Available Equipment Allowance Aid (Fade/week, Max. 60); Range: 0; Affects: Single Power of Special Effect, +¼; Extra Time: 1 hour, -2½; Only activates in armories, labs, or between outings: -1½; Personal Only: -1; Difficult to Dispel: ×2, +¼; Increased END: ×10, -4; Only to GM-specified items: -2; Actual point total of equipment available limited by GM decision.: -2; Must actually locate gear, availability is not automatic.: -2; This allows a character to haul along 60 CP worth of customized gear. 30
      
55 Usual Equpment  
(2) 17-Point Ceramic-Reinforced Combat Dress Elemental Control: (5-pt reserve); All abilities -.5 OIF (Uniform), -1 (Conventional Technology Only).  
a-11 Armor (12 PD/12 ED); Hardened: ×1, ¼; Always On: -½; Activation: 14-, -½  
b-2 Life Support Systems  
(3) Need Not Breathe; Relies on OAF Faceplate of OIF Uniform: -½; Charges: +2, -¼; Continuing Charges: 1 Hour, -5 lev  
(1) Life Support: Intense Heat/Cold; Short term and subject to upper limits: -1  
c-2 +3 level w/Stealth (Camoflague)  
     
4 Advanced Military Electronics Package; Computer: Int 13, Dex 0, Spd 1 (-27 Points Base).  
(1) Elemental Control: Electronics (3-pt reserve); All abilities Conventional Technology (-1)  
a-3 Radio Listen and Transmit; Usable By Others: Simultaneous Use, +½; Invisible (Scrambled: Detectable, but untranslatable.): One Sense Group, +½  
b-2 Ultraviolet Vision; Usable By Others: Simultaneous Use, +½  
c-3 Telescopic Vision (Sight, +4 to PER); Usable By Others: Simultaneous Use, +½  
d-2 Flash Defense (Sight, 5 pts); Usable By Others: Simultaneous Use, +½  
e-2 Flash Defense (Hearing, 5 pts); Usable By Others: Simultaneous Use, +½  
f-2 Detect Health of User (+1 to PER); Time Required: Instant, +2; Range: Touch, +0  
g-2 Enhanced Perception (all) (+2 to PER); Usable By Others: Power Lost, +¼  
h-3 Eidetic Memory; Always On (Memory is either perfect or utterly gone): -½  
i-2 Basic Computer Functions  
(1) Absolute Time Sense  
(1) Inertial Locator/Bump of Direction  
(1) Lightning Calculator  
j-2 Detect Environmental Hazards (+1 to PER); Time Required: Instant, +2; Range: Touch, +0; Detects Chemical Weapons, High Radiation, Etc.  
k-4 GPS/Heads-Up Map Display: Navigation; Usable By Others: Power Lost, +¼ 14-
l-7 +3 level w/Rangefinder/Targeting System: Ranged Combat; Usable By Others: Power Lost, +¼; OCV Only: -½  
m-4 2d6 Aid: Programs/Databases (Fade/week, Max. 12); Range: 0; Affects: Single Power of Special Effect, +¼; Extra Time: 1 min., -1½; Activation: 11-, -1; Must have program available to load: -2; This allows the user to load maps (area knowledge), mission information, and so on. All of it should be Usable By Others/Power Lost, so you can load a total of 10 points worth of information. 3
(3) Programs; 1) Monitor instruments and transmit information to user and command systems. 2) Place call for emergency assistance if serious health issues are detected. 3) Refuse to activate without proper identification of authorized user. The first two programs normally run continiously after boot-up. The third runs at boot-up but shuts down once satisfied.  
(1) English (Basic Conv.); Literacy: Standard, 0  
(4) Easy Interface: Computer Programming; Usable By Others: Power Lost, +¼ 14-
     
(18) Equipment Multipower (45-pt reserve); -1/2 Variable Limitations: various OAF’s, -1 Conventional Technology Only limitation.  
u-1 Bugs/Tracers: Radio Listen and Transmit; Ranged: +½; Usable Against Others: ×1 mass, 1; Charges: +8, +1½; Continuing Charges: 1 week, -8 lev; Transmits Only: -1  
u-1 Wrist Grapnel and LIne: Swinging (+12″, NC: 24″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 45; Reduced END: Half, +¼ 1
u-1 4d6 Bolos: Entangle (DEF 4); Range: 200; Charges: +8, -½ 0
u-1 Breaching Charges: Tunneling (2″ through DEF 12); Charges: +8, -½; Tunnels: Left Behind, +0 0
u-1 2d6 First Aid Kit: Aid to all damaged powers and attributes (Fade/turn, Max. 12); Range: 0; Affects: All Powers of Special Effect, +2; Restore Only Lost Characteristics and Powers: -½; Charges: 12, -¼ 0
u-1 2d6 Flash Pellets (Normal Sight); Range: 200; Area Effect (Radius): 2″ radius, +1; Charges: 12, -¼ 0
u-2 3d6 Superheavy Pistol: Killing Attack (RKA); Range: 225; Charges: +8, +0; Clips: 4 0
u-2 2½d6 Ultrafine Blade: Killing Attack (HTH) (Total 4d6); Range: 0 4
u-1 Smoke Grenades: Darkness (Normal Sight, 1″ radius); Range: 135; Area Effect (Radius): 8″ radius, +1; Increased Area: ×8, +¾; Charges: 6, +0; Continuing Charges: 1 Minute, -3 lev 0
u-2 Tear Gas Grenades: Change Environment (16″ rad.); Effect: Fixed, +0; Charges: 8, +½; Continuing Charges: 5 Minutes, -4 lev; While tear gas inflicts a -2 penalty on all rolls on characters with eyes and without life support, it really isn’t all that effective in superheroic settings. 0
u-1 6d6 Concussion Grenades Stun-Only Energy Blast; Range: 225; Versus: PD; Explosion (Extended Area +0″/DC): +½; OAF: -1; Charges: +12, -¼ 0
u-1 2d6 Fragmentation Grenades: Killing Attack (RKA); Range: 225; Explosion (Extended Area +0″/DC): +½; Charges: 8, -½; OAF: -1 0
u-1 6d6 Inciendary Grenades: Energy Blast (Fire); Range: 225; Versus: ED; Explosion (Extended Area +0″/DC): +½; OAF: -1; Charges: +8, -½ 0
     
6 +6 CP to All Attributes Boosting Systems; Modifications to Primary Attributes do not affect secondary attributes. Aid to Defenses has half effect per standard rules.  
(6) 1d6 Aid (All attributes) (Fade/turn, Max. 6); Range: 0; Affects: All Powers of Special Effect, +2; Reduced END: Zero & Persistent, +1; Always On: -½; Personal Only: -1; Increases maximums only, does not speed healing: -1; Aid to Defenses is halved per the standard rules. Aid to primary attributes does not affect secondary ones. 0
65 Total Powers

 

 

Points Skills, Talents, Perks Roll
48 +6 level w/All Combat  
20 +2 level w/Overall Level  
     
3 Immunity to Fear; Frequency: Common  
3 Perk: Easy Access to Conventional Military Equipment  
     
3 Linguist  
2 Basque (Completely Fluent w/accent); Literacy: Standard, 0  
2 German (Completely Fluent w/accent); Literacy: Standard, 0  
2 Hebrew (Completely Fluent w/accent); Literacy: Standard, 0  
2 Japanese (Completely Fluent w/accent); Literacy: Standard, 0  
     
41 Close Combat Martial Arts  
(4) Killing Strike (OCV -2, DCV +0, 2½d6 HKA)  
(4) Martial Block (OCV +2, DCV +2)  
(3) Martial Throw (OCV +0, DCV +1, 8d6+v/5)  
(4) Martial Strike (OCV +0, DCV +2, 10d6)  
(5) Choke Hold (OCV -2, DCV +0, Grab, 4d6 NND)  
(4) Martial Escape (OCV +0, DCV +0, STR 55)  
(1) Martial Arts Weapons; Unarmed Combat: +0; Knives: +1
; Killing Strike adds 1d6+1 Killing damage to a knife blow (4d6 Total). Martial Strike adds 1d6 Killing damage to a knife blow (3 1/2 d6 Total). Martial Throw and Choke Hold are not compatible).
 
(16) +4 DC for Martial Attacks  
     
3 Forensic Medicine 14-
3 Criminology 14-
3 Interrogation 13-
3 Paramedic 14-
3 Biochemistry 14-
3 Electronics Engineering 14-
3 Electrical Engineer 14-
3 Stealth 14-
3 Computer Programming 14-
3 Demolitions 11-
156 Total Skills, Talents, Perks

 

 

125+ Disadvantages
20 Overconfidence (Very Common, Strong)
15 Claustrophobia (Common, Strong)
15 Honorable (Common, Strong)
40 Vulnerability, Electrical Discharges (2× STUN and BODY); Attack: Common, +10
10 Vulnerability, Sensory Attacks (2× Effect); Attack: Uncommon, +5
15 Physical Limitation: Easily detected by Metal & Electronic Scanners (Uncommon, Total); Situation: Uncommon, +5; Intensity: Total, +10
15 Poorly Socialized: -3 on all social interaction rolls. (Frequently, Greatly)
15 Hunted:Dagger (11-); Capabilities: As Powerful, 10; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
15 Hunted: Chinese Agents (8-); Capabilities: As Powerful, 10; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
20 Susceptibility: Extremely powerful magnetic fields (1d6 STUN and BODY/Turn); Condition: Uncommon, +5
10 Enraged: When frustrated or outdone (11-, 11-); Circumstances: Common, +10
10 Public Identity
200 Total Disadvantages

 

 

COSTS: Char. Powers Total Total Disadv. Base
  102 + 221 = 323 325 = 200 + 125

 

 

OCV DCV ECV Mental Def. PD/rPD ED/rED Phases
9 9 6 13 24/17 24/17 3, 5, 8, 10, 12
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