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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