Character Sheet Page
If everyone would please post their complete characters here. Include Background, character descriptions, physical descriptions...all in one post please.
Myth-Weavers
Character Sheet Page
Abilities | Str | Sta | Agi | Dex | Fgt | Int | Awe | Pre |
Value | 1 | 2 | 4 | 3 | 4 | 3 | 2 | 6 |
| Skills | Rank | Ability | Mod | Total |
| Acrobatics | 3 | Agl | 4 | 7 |
| Athletics | 1 | Str | 1 | 2 |
| Close Combat: Unarmed | 5 | Fgt | 4 | 9 |
| Deception | 4 | Pre | 6 | 10 |
| Expertise (Biology) | 5 | Int | 3 | 8 |
| Insight | 5 | Awe | 2 | 7 |
| Intimidation | 0 | Pre | 6 | 6 |
| Investigation | 0 | Int | 3 | ** |
| Perception | 4 | Awe | 2 | 6 |
| Persuasion | 4 | Pre | 6 | 10 |
| Ranged Combat: Throw | 0 | Dex | 3 | 3 |
| Sleight of Hand | 0 | Dex | 3 | ** |
| Stealth | 3 | Agl | 4 | 7 |
| Technology | 3 | Int | 3 | 6 |
| Treatment | 4 | Int | 3 | 7 |
| Vehicles | 1 | Dex | 3 | 4 |
| You’re particularly attractive, giving you a +5 Circumstance bonus on Deception and Persuasion checks to deceive, seduce, or change the attitude of anyone who finds your looks appealing. This bonus does not count as part of your regular skill bonus in terms of the series power level, but also does not apply to people or situations which (in the GM’s opinion) would not be influenced by your appearance. While superheroes tend to be a fairly good-looking lot, this advantage is generally reserved for characters with particularly impressive looks. |
| When you make a defensive attack, you can take a penalty of up to –5 on your Attack bonus and add the same number (up to +5) to both your active defenses (Dodge and Parry). |
| Only available with Super Regeneration You have a +5 bonus on checks to avoid becoming fatigued and checks to hold your breath, avoid damage from starvation or thirst, avoid damage from hot or cold environments, and to resist suffocation and drowning. |
| You have a +4 bonus to your Initiative checks per rank in this advantage. |
| When you make a power attack you can take a penalty of up to –5 on your attack bonus and add the same number (up to +5) to the effect bonus of your attack. |
| Senses -- Enhanced Hearing x10 |
| Immunity 3 (Aging, Disease, Poison); Advantage: Attractive 2 |
| Quickness 2 -- Perform Routine Tasks in -2 Time Ranks, Enhanced Initiative +4 |
| Speed 3 (16 mph / 250 ft/rnd) |
| Senses -- Dark Vision, Enhanced Vision x10, Microscopic Vision |
| (1 HP/10 rnds / 1 HP/60 sec) --or-- Stacked (1 HP/1 rnd +1 in rnd 3, 5, 8, & 10 -- or -- 1 HP/7.5 sec) |
| Persistent; Affects Others; Contagious; Increased Duration: Continuous; Stacks with Regeneration 1; Distracting; Advantage: Great Endurance (You have a +5 bonus on checks to avoid becoming fatigued and checks to hold your breath, avoid damage from starvation or thirst, avoid damage from hot or cold environments, and to resist suffocation and drowning.) Note: The reason the power is Distracting is because it wants to put the character to Sleep. If the character chooses to not resist or cannot resist then they are immediately put to sleep and will remain thus for at least 3 hours or until damaged in some way. |
| Morph 3 (Humanoids) -- Increased Duration: Continuous; Precise; Reversible; Advantages: Form Eidetic Memory; Skill Mastery (Deception - Disguise); Feature 4: Enhanced Social Skills (+5 circumstance bonus to Deception, Intimidation, and/or Persuasion but only if ones Appearance could affect such a bonus); Feature: Mimicry 3 (You can pattern memorize up to 4 individuals that you must touch at some point to memorize them. A memorized pattern means your body language, voice, and physical mannerisms will exactly match those of the individual you touched at the point in time that you touched them) |
| Duplication 10; Multiple Minions (2 Total); Mental Link with Minions; Heroic Minions; Minions with Attitude; Activation: Standard Action; Feedback; Unreliable (5 Uses) |
| Teleportation 14 (60 miles Move Action Carrying Up To 800 lbs); Accurate; Change Direction; Change Velocity; Turnabout; Increased Mass 4; Limited: Only Living Matter (Including hair, nails, etc..) |
| Teleportation 12 (4000 miles in 2 Move Actions Carrying Up To 1600 lbs); Accurate; Change Direction; Change Velocity; Turnabout; Extended; Limited: Only Extended; Easy; Increased Mass 5; Distracting; Activation 3 (Requires a Standard Action and a Move Action to Activate) |
| Teleport 6 (1800 ft in Standard Action; Max Weight Limit: 800 lbs); Attack DC 19 vs Will; Semi-Accurate; Change Direction; Change Velocity; Increased Mass 3; Increased Range 2: Perception; Distracting); Enhanced: Only Living Matter (Including hair, nails, etc..) all other matter left behind; Increased Effect 3 |
| Teleport 5 (900 ft in Standard Action; Max Weight Limit: 800 lbs); Attack DC 19 vs Dodge; Change Direction; Change Velocity; Increased Mass 3; Increased Range 2: Perception; Distracting; Multi-Defend; Feature: Also Works Similar to Deflect); Enhanced: Only Non-Living Matter (except hair, nails, etc..) all other matter left behind; Increased Effect 4 |
| Persistent; Increased Duration: Continuous; Stacks with Regeneration 1; Distracting; Advantage: Great Endurance (You have a +5 bonus on checks to avoid becoming fatigued and checks to hold your breath, avoid damage from starvation or thirst, avoid damage from hot or cold environments, and to resist suffocation and drowning.) Note: The reason the power is Distracting is because it wants to put the character to Sleep. If a duplicate chooses to not resist or cannot resist then they are immediately unsummoned and cannot be resummoned until fully healed as if they had been Incapacitated. This power automatically kicks on if a duplicate becomes Incapacitated |
| Morph 3 (Humanoids) -- Increased Duration: Continuous; Limited: Only Females |
Dodge | Parry | Fort | Tough | Will | Init | |
Base | 4 | 4 | 2 | 2 | 2 | 4 |
Adj | 6 | 8 | ||||
Value | 10 | 4 | 2 | 2 | 2 | 12 |
| With great power comes great responsibility. If she sees a problem she things she can help with she is going to feel a responsibility to do so. |
| Jennifer has an inexplicable need to do good deeds, help the helpless, and defeat the bad-guy. This includes a refusal to take human life. The character recieves a fantastic feeling of satisfaction when performing heroic deeds in a selfless manner. |
| Fast Teleportation only works on either Living Matter or Non-Living Matter, not both at the same time, unless the Non-Living Matter is surrounded by Living Matter (Terminator Teleportation effect) |
Abilities | Str | Sta | Agi | Dex | Fgt | Int | Awe | Pre |
Value | 2 (4) | 3 | 3 (7) | 3 (5) | 4 (10) | 5 (7) | 2 (6) | 0 (3) |
| Skills | Rank | Ability | Mod | Total |
| Acrobatics | 4 | Agl | 3 | 7 (15) |
| Athletics | 4 | Str | 2 | 6 (10) |
| Close Combat | 0 | Fgt | 4 | 5 (10) |
| Deception | 0 | Pre | 0 | 0 (3) |
| Expertise (Medicine) | 7 | Int | 5 | 12 (20) |
| Insight | 6 | Awe | 2 | 8 (12) |
| Intimidation | 0 | Pre | 0 | 0 (3) |
| Investigation | 2 | Int | 5 | 7 (9) |
| Perception | 6 | Awe | 2 | 8 (11) |
| Persuasion | 8 | Pre | 0 | 8 (11) |
| Ranged Combat | 0 | Dex | 3 | 3 |
| Sleight of Hand | 0 | Dex | 3 | ** |
| Stealth | 2 | Agl | 3 | 5 (11) |
| Technology | 4 | Int | 5 | 9 (11) |
| Treatment | 7 | Int | 5 | 12 (18) |
| Vehicles | 0 | Dex | 3 | ** |
| You’re particularly attractive, giving you a +5 Circumstance bonus on Deception and Persuasion checks to deceive, seduce, or change the attitude of anyone who finds your looks appealing. This bonus does not count as part of your regular skill bonus in terms of the series power level, but also does not apply to people or situations which (in the GM’s opinion) would not be influenced by your appearance. While superheroes tend to be a fairly good-looking lot, this advantage is generally reserved for characters with particularly impressive looks. |
| Info |
| Info |
| When you make a defensive attack, you can take a penalty of up to –5 on your Attack bonus and add the same number (up to +5) to both your active defenses (Dodge and Parry). |
| Info |
| Info |
| Info |
| Info |
| Native: English(American); French(Arabic) |
| Senses -- Enhanced Hearing x10 |
| Immunity 3 (Aging, Disease, Poison); Advantage: Attractive 2 |
| Quickness 2 -- Perform Routine Tasks in -2 Time Ranks, Enhanced Initiative +4; Stacks with Super Human Quickness |
| Speed 3 (16 mph / 250 ft/rnd) |
| Senses -- Dark Vision, Enhanced Vision x10, Microscopic Vision |
| Enhanced Ability 2 (Strength); Limited: Cannot Be Improved With Extra Effort |
| Enhanced Ability 4 (Agility); Limited: Cannot Be Improved With Extra Effort |
| Enhanced Ability 2 (Agility); Limited: Cannot Be Improved With Extra Effort |
| Enhanced Trait 3 (Acrobatics +4); Skill Mastery (Acrobatics) |
| Enhanced Trait 2 (Athletics +2); Skill Mastery (Athletics) |
| Enhanced Trait 3 (Dodge +1); Evasion 2 |
| Enhanced Trait 2 (Stealth +2); Skill Mastery (Stealth) |
| Movemenet 1 (Safe Fall); Limited: Only when Near a Surface |
| Movemenet 2 (Wall Crawling 2); Limited: Only While Running |
| Leaping 2 (Leap 30 feet at 8 mph) |
| Damage 1 -- Strength-Based; Accurate 2 (+4 To Hit); ... Advantage: Improved Critical 4 ... Affects Insubstantial 2 Fully |
| Enhanced Ability 6 (Fighting); Limited: Cannot Be Improved With Extra Effort ... Advantages ... Benefit 1 (Martial Arts Knowledge) . ... Fast Grab ... Grabbing Finesse ... Improved Grab ... Improved Hold . ... Improved Initiative 2 ... Instant Up ... Move-By Action . ... All-Out Attack ... Defense Roll 4 ... Power Attack ... Precise Attack (Close, Concealment) ... Prone Fighting ... Takedown 2 |
| Enhanced Ability 2 (Intelligence); Limited: Cannot Be Improved With Extra Effort |
| Enhanced Ability 4 (Awareness); Limited: Cannot Be Improved With Extra Effort |
| Enhanced Ability 3 (Presence); Limited: Cannot Be Improved With Extra Effort |
| Enhanced Trait 4 ... Expertise: (Medicine +6); ... Skill Mastery (Expertise: Medicine) |
| Enhanced Trait 4 ... Treatment +4; ... Skill Mastery (Treatment); ... Second Chance (Failed Treatment) |
| Senses 8 -- Mental Sense ... Awareness (Portal Connection) ... Detect (Physiological State) ... Acute (Physiological State) ... Analytical (Physiological State) ... Microscopic (Physiological State) (Cellular-Size) ... Rapid 4 (Physiological State) (x10,000) ... Advantage: Eidetic Memory of Physiological State ... Advantage: Quickness +2 Only for Diagnosis of Physiological State |
| Healing 10 ... Persistent; Restorative; Stabilize ... Energizing; Extra 10: Unaffected by Using Energizing ... Check Required: (Treatment) DC 15 ... Distracting; Fades ... Extra: Purge Poison (Nullify 10 - Poison) ....... Increased Difficulty: Treatment DC 18 ....... Broad; Limited: Only To Heal; Permanent ....... Reduced Range: Touch; Tiring |
Dodge | Parry | Fort | Tough | Will | Init | |
Base | 3 | 4 | 3 | 3 | 2 | 3 |
Adj | 2 | 7 | 0 | 4 | ||
Value | 5 (10) | 4 (10) | 10 | 3 (6)(10) | 6 (10) | 7 (19) |
| Jean feels that he wants to be accepted in a new country and feels a need for friends now that his family is so far away. |
| Jean was always raised to do the right thing by his parents, and he is motivated to carry the burden of his slain uncle as well. Jean has an inexplicable need to do good deeds, help the helpless, and defeat the bad guy. This includes a refusal to take human life. He receives a fantastic feeling of satisfaction when peforming heroic deeds in a selfless manner. |
| Jean loathes the politics of his land, but he loves Chad and the people in it. He feels a great need to help the starving and suffering people of his homeland. |


odge (flat 2), Dynamic AE: Affliction (flat 2), Dynamic AE: Affliction (flat 2)Abilities | Skills | Adds | Combat | Powers | Total | Remains | Pwr Lvl |
58 | 16 | 1 | 7 | 83 | 165 | 0 | 165 |
Abilities | Str | Sta | Agi | Dex | Fgt | Int | Awe | Pre |
Value | 6 | 6 | 4 | 4 | 3 | 2 | 3 | 1 |
| Skills | Rank | Ability | Mod | Total |
| Acrobatics | 2 | Agl | 4 | 6 |
| Athletics | 4 | Str | 6 | 10 |
| Close Combat: Unarmed | 4 | Fgt | 3 | 7 |
| Deception | 1 | Pre | 1 | 2 |
| Expertise (Pro-Athlete) | 2 | Int | 2 | 4 |
| Insight | 4 | Awe | 3 | 7 |
| Intimidation | 2 | Pre | 1 | 3 |
| Investigation | 0 | Int | 2 | 0 |
| Perception | 4 | Awe | 3 | 7 |
| Persuasion | 2 | Pre | 1 | 3 |
| Ranged Combat: Throw | 2 | Dex | 4 | 6 |
| Sleight of Hand | 0 | Dex | 4 | 0 |
| Stealth | 2 | Agl | 4 | 6 |
| Technology | 1 | Int | 2 | 3 |
| Treatment | 1 | Int | 2 | 3 |
| Vehicles | 1 | Dex | 4 | 5 |
| Advantages | Rank | Cost | ||
| Eidetic Memory | 1 | 1 |
Dodge | Fort | Parry | Tough | Will | Init | |
Base | 4 | 6 | 3 | 6 | 3 | 4 |
Adj | 3 | 4 | ||||
Value | 7 | 6 | 7 | 6 | 3 | 4 |
| Powers | Rank | B-Cost | Cost | |||
| 1 | 1 | 1 | |||
| 1 | 1 | 1 | |||
| 4 |
|
|
| Powers | Rank | B-Cost | Cost | |||
| Attractive (advantage) | 2 | 1 | 2 | |||
| Throwing Mastery (advantage) | 2 | 1 | 2 | |||
| Improved Aim (advantage) | 1 | 1 1 | ||||
| 2 | 1 | 2 | |||
| Human Form Costume: Feature 1: Quick Change | 1 | 1 | 1 | |||
| 10 |
|
| |||
| 3 | 1 | 3 | |||
| 2 | 1 | 2 | |||
| 4 | 1 | 4 | |||
| 3 | 1 | 3 |
| Powers | Rank | B-Cost | Cost | |
| 2 | 1 | 2 | |
| 10 | 1 | 10 | |
| Dark Forms: Impervious Toughness 6 | 6 | 1 | 6 | |
| 3 | 1 | 3 | |
| 8 | 1 | 8 |
| Powers | Rank | B-Cost | Cost | ||
| Fearless (advantage) | 1 | 1 | 1 | ||
| Ultimate Effort: Toughness (advantage) | 1 | 1 | 1 | ||
| 2 | 1 |
| ||
| 6 | 1 | 6 | ||
| 2 | 1 | 2 | ||
| 2 | 1 |
| ||
| 5 | 1 |
| ||
| 2 | 1 | 2 | ||
| 1 | 1 | 1 | ||
| 3 | 1 | 3 | ||
| 7 | 1 | 7 |
| Powers | Rank | B-Cost | Cost | |
| Benefit, Ambidexterity (advantage) | 1 | 1 | 1 | |
| Fast Grab (advantage) | 1 | 1 | 1 | |
| Grabbing Finesse (advantage) | 1 | 1 | 1 | |
| Improved Hold (advantage) | 1 | 1 | 1 | |
| Dark Snake: Elongation 7 | 7 | 1 | 7 | |
| 4 | 1 | 4 | |
| 4 | 2 | 8 | |
| 5 | 1 | 5 | |
| 3 | 1 | 3 |
| Powers | Rank | B-Cost | Cost | |
| 10 | 1 | 4 | |
| 6 | 1 | 3 | |
| 10 | 2 | 20 | |
| 7 | 1 | 7 |
| Powers | Rank | B-Cost | Cost | |
| 1 | 1 | 1 | |
| 1 | 6 | 6 | |
| 2 | 2 | 4 | |
| 1 | 5 | 5 | |
| 1 | 5 | 5 | |
| 2 | 5 | 10 |
| Powers | Rank | B-Cost | Cost | |
| 2 | 1 | 2 | |
| 1 | 6 | 6 | |
| 4 | 2 | 8 | |
| 1 | 5 | 5 | |
| 2 | 5 | 10 |
| Ryan fights the good fight simply because he feels its the right thing to do and he believes in doing the right thing no matter what. He has a strong moral center that has come about partially due to his upbringing and paritially due to a sense of paying for once passed mistakes. |
| Ryan much like his sister feels that with greater power comes even greater responsibility. If he sees a problem he thinks he can help with he is mostly likely going to feel a responsibility to do so. Although he also realizes that sometimes the simple fix is not the best one, and will do his best to teach someone to fish rather than just give them a fish to eat. |
| Ryan.jpg (19.6 KB, 0 views) | |
| Darkman.jpg (63.5 KB, 0 views) | |
| DarkBall.jpg (34.3 KB, 0 views) | |
| DarkSnake.jpg (85.2 KB, 0 views) | |
| TinaSuit.jpg (77.0 KB, 0 views) | |
| JennSuit.jpg (24.2 KB, 0 views) |

| See Tagan |
| He insists people call him "Francis" just to beat the stereotype. He thinks it makes him unique. |
Abilities | Str | Sta | Agi | Dex | Fgt | Int | Awe | Pre |
Value | 2 (10) | 2 | 3 | 3 | 8 | 1 | 0 | 2 |
| Skills | Rank | Ability | Mod | Total |
| Acrobatics | 0 | Agl | 3 | ** |
| Athletics | 0 | Str | 2 (10) | 2 (10) |
| Close Combat: Unarmed | 2 | Fgt | 8 | 10 |
| Deception | 0 | Pre | 2 | 2 |
| Expertise (Finance) | 3 | Int | 1 | 4 |
| Insight | 6 | Awe | 0 | 6 |
| Intimidation | 4 | Pre | 2 | 6 |
| Investigation | 0 | Int | 1 | ** |
| Perception | 8 | Awe | 0 | 8 |
| Persuasion | 4 | Pre | 2 | 6 |
| Ranged Combat: Throw | 0 | Dex | 3 | 3 |
| Sleight of Hand | 0 | Dex | 3 | ** |
| Stealth | 0 | Agl | 3 | 3 |
| Technology | 0 | Int | 1 | ** |
| Treatment | 0 | Int | 1 | ** |
| Vehicles | 0 | Dex | 3 | ** |
| You’re particularly attractive, giving you a +5 Circumstance bonus on Deception and Persuasion checks to deceive, seduce, or change the attitude of anyone who finds your looks appealing. This bonus does not count as part of your regular skill bonus in terms of the series power level, but also does not apply to people or situations which (in the GM’s opinion) would not be influenced by your appearance. While superheroes tend to be a fairly good-looking lot, this advantage is generally reserved for characters with particularly impressive looks. |
| Desc |
| You have a +4 bonus to your Initiative checks per rank in this advantage. |
| Desc |
| Desc |
| Desc |
| When you make a power attack you can take a penalty of up to –5 on your attack bonus and add the same number (up to +5) to the effect bonus of your attack. |
| Desc |
| Desc |
| Senses -- Enhanced Hearing x10 |
| Immunity 3 (Aging, Disease, Poison); Advantage: Attractive 2 |
| Quickness 2 -- Perform Routine Tasks in -2 Time Ranks, Enhanced Initiative +4 |
| Speed 3 (16 mph / 250 ft/rnd) |
| Senses -- Dark Vision, Enhanced Vision x10, Microscopic Vision |
| Immunity 10 -- Critical Hits, Environmental Conditions (All), Starvation/Thirst, Suffocation (All) Sleep; Negative Modifier: Stamina Cannot Regenerate Note: The character has Life Support |
| Protection 8 -- Toughness +8; Impervious Impervious Defense 2 (Toughness) |
| Movement 1 -- Space Travel 1 |
| Enhanced Ability 8 (Strength +8; Limited: Cannot Be Improved With Extra Effort Enhanced Ability 6 (Strength +6, Limited: Only Lifting) |
| Damage 10 -- DC 25; Penetrating 8; .... Affects Insubstantial 2 Full Ranks; .... Area 2 Line The Line is 5 feet wide by 60 feet long .... Protection 8 .... Activation: Move; No Affect on Machines and Objects .... Unreliable (5 Uses) |
Damage 10 -- DC 25; Penetrating 8; .... Regeneration 10 (Every Round) ........ Increased Duration (Continuous) ........ Limited: (Only works outside the Ionosphere) ........ Noticeable (Whole Body Glows Green) ........ Quirk (Power is Always On When Outside the Ionosphere) .... Healing 9 (DC 10 Healing Check) ........ Restorative ........ Persistent ........ Fades ........ Limited: (Only works as a Restorative) ........ Limited: (Only works outside the Ionosphere) ........ Limited: (Self Only) .... Transform 8 Ranks (Exhausted to Fatigued to Normal) ........ Increased Duration (Continuous) ........ Limited: (Only works outside Magnetic Field) ........ Limited: (Self Only) ........ Check Required 10 (DC 20 Healing Check) ........ Activation (Takes 2 Full Rounds to Activate) ........ Linked (Healing) ........ Note: (Only One Attempt is allowed per Activation) ........ Note: (Only One Step is allowed per Attempt) ........ Note: (Each Attempt is a use of the Healing aspect as well) |
| Flight 10 -- (2000 mph --or-- 4 miles/rnd |
| Flight 22 (8 mil mph --or-- 16k miles/rnd); .... Concentration; Distracting; .... Activate: Move Action + Standard Action Movement 2 -- Dimensional (Parallel); .... Time Travel (Slow Time by 1/2); .... Limited: Only and Always On When Flying Speed 11+ Concealment 4 -- All Visual Senses .... Increased Duration: Continuous .... Limited: Only and Always On When Flying Speed 11+ |
Dodge | Parry | Fort | Tough | Will | Init | |
Base | 3 | 8 | 2 | 2 | 0 | 3 |
Adj | 7 | 2 | 10 | 10 | 8 | |
Value | 10 | 10 | 2 | 2 (10) | 2 (10) | 10 |
| The character has an inexplicable need to do good deeds, help the helpless, and defeat the bad-guy. This includes a refusal to take human life. The character recieves a fantastic feeling of satisfaction when performing heroic deeds in a selfless manner. The need to help others is more compulsive stemming from h is guilt at hitting his wife. |
| Anger issues have caused stran with nearly every relationship Benhas, including his separation with his wife. The alcoholism only made it worse. |
| Secret Identity. Competing governement agencies, protecting his loved ones from repercussions, all the fun stuff |
| Alcoholism: Though he can't get drunk anymore, the mental addiction is still there and could cause problems. |
| Because Ben cannot heal within a magnetic field he must leave earth's natural magnetic field in order to heal. If exhausted this poses a bigger problem as he cannot simply get there quickly on his own. |
| Family: Wife - Jessica (separated), Children - Mary (8) and Jane (4) |
| Karla is a brunette with brown eyes and lightly tanned skin. She 5'7" and 130 lbs. with an an athletic build. Her ancestry is primarily German, but her eyes have a slightly exotic look thanks to her Hawaiian grandmother. When her powers manifest, she gains the ability to transform her entire body into that of organic crystal by concentrating. Her new form closely resembles sapphire (thus her to-be-chosen moniker), and drastically increases her strength and toughness. When she transforms she increases in size as well as density and stands 6'8" and 1040 lbs. Her crystal form is usually some shade of blue, although she sometimes appears purple, pink, or even greenish depending upon the ambient light (sunny vs. cloudy daylight, incandescent vs. fluorescent, etc.). |
Stature: Permanent Growth 1 • 2 pointsAdvantages
Density: Permanent Growth 2, Does Not Modify Size, Speed, or Skills • 4 points
Invulnerability: Enhanced Stamina 4; Immunity 8 (Life Support, except for Disease and Poison); Immunity 80 (Toughness effects), Limited to Half Effect; Impervious Toughness 10 • 66 points
Super-Strength: Enhanced Strength 8, 4 ranks Limited to Lifting (lifting Str 14; 400 tons) • 12 points

Abilities | Str | Sta | Agi | Dex | Fgt | Int | Awe | Pre |
Value | 2(7) | 2(7) | 2(9) | 2(7) | 2(9) | 5 | 8 | 3 |
| Skills | Rank | Ability | Mod | Total |
| Acrobatics | 1 | Agl | 2/7 | 3/8 |
| Athletics | 1 | Str | 2/7 | 3/8 |
| Close Combat: Unarmed | 0 | Fgt | 2/7 | 5/10 |
| Deception | 2 | Pre | 3 | 5 |
| Expertise (Federal Agent) | 2 | Int | 5 | 7 |
| Insight | 1 | Awe | 8 | 9 |
| Intimidation | 1 | Pre | 3 | 4 |
| Investigation | 2 | Int | 5 | 7 |
| Perception | 4 | Awe | 8 | 12 |
| Persuasion | 1 | Pre | 3 | 4 |
| Ranged Combat | 0 | Dex | 2/7 | 5/10 |
| Sleight of Hand | 3 | Dex | 2/7 | 5/10 |
| Stealth | 1 | Agl | 2/7 | 3/8 |
| Technology | 1 | Int | 5 | 6 |
| Treatment | 1 | Int | 5 | 6 |
| Vehicles | 1 | Dex | 2/7 | 3/8 |
| Senses 9 -- Vision Penetrates Concealment; Vision Counters All Concealment; Linked to Portal Power; Reduced Range: (1800 feet); Duration: Sustained |
| Limited: Cannot Be Improved With Extra Effort; Linked |
| Limited: Cannot Be Improved With Extra Effort; Linked |
| Limited: Cannot Be Improved With Extra Effort; Linked |
| Limited: Cannot Be Improved With Extra Effort; Linked |
| Limited: Cannot Be Improved With Extra Effort; Linked |
| Teleport Rank 6 (1800 ft, self +200 lbs); Change Direction; Change Velocity; Increased Mass 2; Turnabout/Move-By Action; Evasion 2; Subtle: (Requires Tremorsense to Notice) Limited: Only Self and Objects Carried |
| Teleport Rank 6 (1800 ft, 100 lbs); Reduced Action: Free; Grab-Based; Indirect 4 (From Any Point Aimed in Any Direction); Improved Disarm; Improved Trip; Feature: No Penalties to Disarm and Trip Attacks Check Required (Sleight of Hand - DC 16); Skill Mastery (Sleight of Hand); Limited: Only Inanimate Objects; Extra: Ranged Hand Ability Dimensional (Parallel Personal Pocket); Eidetic Memory Items Stored; Quick Draw |
| Damage 2 (Strength Based) (DC 24) Fully Affects Insubstantials; Remote No Conduit; Increased Range: Ranged; Extended Range (800 ft / 1600 ft / 1800 ft) Limited: (Maximum Range 1800 feet) Indirect 4 (From Any Point Aimed in Any Direction); Subtle (Portal Requires Tremorsense to Notice); Feature: Hand or Hand Held Weapon |
| Change Action: Move/Free; Free Action Requires Sleight of Hand Check DC 15; Limited: Only Normal Objects PreAttuned To; Quirk: Change Action Requires Use of Teleport; Note: Up to 50 Points of Equipment On Person At One Time |
Dodge | Parry | Fort | Tough | Will | Init | |
Base | 2/7 | 2/7 | 2/7 | 2/7 | 8 | 2/7 |
Adj | 2 | 2 | 2 | 4 | ||
Value | 4/9 | 4/9 | 2/7 | 2/7 | 10 | 6/11 |

| Skills | Rank | Ability | Mod | Total |
| Acrobatics | 4 | Agl | 5 | 9/19 |
| Athletics | 4 | Str | 2 | 6 |
| Close Combat: Grab | 1 | Fgt | 3 | 4 |
| Close Combat: Punch | 1 | Fgt | 3 | 4 |
| Deception | 1 | Pre | 2 | 3 |
| Expertise (Musician) | 5 | Awe | 3 | 8 |
| Expertise (Pharmacist) | 5 | Int | 3 | 8 |
| Insight | 5 | Awe | 3 | 8 |
| Intimidation | 0 | Pre | 2 | 2 |
| Investigation | 1 | Int | 3 | 4/12 |
| Perception | 5 | Awe | 3 | 8/16 |
| Persuasion | 1 | Pre | 2 | 3 |
| Ranged Combat: Throw | 1 | Dex | 3 | 4 |
| Sleight of Hand | 1 | Dex | 3 | 4/12 |
| Stealth | 2 | Agl | 5 | 6/14 |
| Technology | 2 | Int | 3 | 5 |
| Treatment | 1 | Int | 3 | 4 |
| Vehicles | * | Dex | 3 | * |
| Powers | Rank | B-Cost | Cost | ||
| 13 | 1 | 13 | ||
.....
| 1 | 1 | 1 | ||
| High Speed Maneuvers | |||||
| 16 | 1 | 16 | ||
.....
| 1 | 1 | 1 | ||
.....
| 1 | 1 | 1 | ||
| Fast Hands | |||||
| 16 | 1 | 16 | ||
| 1 | 1 | 1 | ||
| Hyper Systems | Total Cost: 17 | ||||
...
| 6 | 1 |
| ||
...
| 3 | 1 | 3 | ||
...
| 4 | 1 |
| ||
| 6 | 1 | 6 | ||
| 8 | 1 | 8 |
| Will's dad was a lifer in sales. A family man who did the best he could balancing work and home life. Over the road sales did not mesh well with a family. Tragically he died in an accident while traveling for work and never did manage to make much of a connection with Will, his son and only child. The only good thing that came of George’s profession was the money from insurance. |
| 45, Will's mom and George's childhood sweetheart. The widow started her life again when Will moved away to pursue his degree in Pharmacy. She has been in a steady relationship with Tom McGire for the last two years. The couple are very happy and is recently engaged. |
| George Lee’s brother and father figure to Will. With the death of his brother Uncle Lee made it a point to be there for his nephew. He always kept Beatrice as the priority of his life but Will’s presence was a welcome addition especially since he got along so well with Beatrice. |
| Beatrice Lee is Will’s cousin. They lived close enough to attend the same middle and high school, later attending the same University. It was after graduation that they went their own way pursuing different professions. The distance separating them was the only impact on their close relationship. |
