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karsusthemad

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  1. posting this from cellphone thanks for the quick response, and I'll try to get something up based on it if I can. But my PC just broke....badly... with all my files are on it.... and it'll be a bit before I can even scrounge up the cash to get it fixed/replaced. So if I don't get a character posted in time, thanks for at least considering.
  2. I'd also like to toss my hat into the running, but I'm torn on which of my ideas fits best into the game as planned: Idea 1: The Living Saint -Class: Cleric or Witch (Fervor Patron only) -Archtype: Soul Warden -Background: either Acolyte, Field Medic, or Lastwall Survivor -Race: mechanically either Dwarf, Halfling, Elf, or Human; but with Aasimar -Brief Description: Healer of the living, warder of the dead, and servant of the Holy Catholic Church. Originally a nun-in-training in a nearby church before this all began, she had yet to even finish taking their vows when Dracula's Castle appeared. As the dead rose to plague the countryside and forces gathered to deal with the threat, she found her niche tending to wounded and helping to perform last rights to the dying. But when one of the higher up of the orders noticed her prayers over the wounded and dying having an actual effect, she was immediately pressed onto the front lines. Viewing this as God's will, she quickly proved both a competent healer of her wounded allies, a merciful advocate to weary civilians in need of relief, and (strangely) a living bane to all undead. Idea 2: Cambion Malconvoker & Artificer -Class: Wizard (Universalist or Conjuration) or Witch -Archtype: Familiar Master or Runelord -Background: Magical Misfit, Occult Librarian, or Wonder Taster -Race: mechanically either Human or Elf; with the Tiefling ancestry -Brief Description: A student of magic, crafter of mystic relics, and a dabbler in the dark arts. They is a part of a semi-heretical order of monster hunters that believe in turning the powers and weapons of the enemy against them, even if it damns themselves in the process. Like many in their order, they bares the tell-tales signs of this corruption; in their case a demonic visage, often concealed by deep hoods and the like. Tolerated at best by members of the other orders, about the only things keeping them from being branded a heretic or burned at the stake or their sheer bloody effectiveness and dark insights into their enemies. Ostensibly here for Dracula's downfall, they cannot deny that they want to raid the libraries and labs within the Prince of Shadows castle for useful books, scrolls, and magic items... to better help humanity of course... seriously... no other reasons... smile. Sadly, upon arriving in the war camp, they were practically (and at times literally) shackled to what served as the field library and made into little more than an advisor to the unified efforts. But with the disappearance of the last Belmont, they has a chance to finally get in there and show what they can really do.
  3. Mechanically, all that's left is equipment (However we're supposed to do that when we're all dead broke), expanding on the Bio, and adding the little details as well as some formatting of the sheet.... All of which I'll do in a few hours. The character's otherwise done in the broad strokes.
  4. I'm Still tinkering w/ & fine-tuning the character, just wanted to get what I did have posted before I get too hyperfocused in minutia and loose track of time
  5. Personnel Name: Eduardo Lopez Aliases: ? Age: 26 Height: ? Weight: ? Hair Color: ? Ethnicity: Hispanic Nationality: NAU Hometown: Terminus Marital Status: Single Affiliations: ? Bio W.I.P. Eduardo is a (cyber)punk, even before Moonfall... Originally, in the days of the old North American Union, he grew up in the street gangs of Terminus. Even at a young age Eduardo showed an amazing aptitude for computers and robotics; often acting as a hacker for his gang family's criminal exploits. Eventually his crimes caught up with him and he was arrested, convicted, and set to prison. But, like an angel of mercy, agents of the NAU's FBI made him an offer he couldn't refuse; come work for the government, use his skills in service to the state, and his sentence would be commuted. It wasn't long before they had him in the field, controlling federal security drones and conducting information warfare against the very criminal underworld he was once a part of; as well as other nations. He didn't feel quite right working against his former peers, he hated his boss, and all the paperwork and red tape was insanely tedious. But it sure as hell beat prison time... and the pay was decent too. Then came the days of Moonfall. Eduardo was loaned out to the Ark-1 project in its earliest days to maintain its cyber-security; but when things began to get really bad, and riots started breaking out, he was also tapped to control some of the bots used to suppress the citizens. None of this really sitting well, he used is position to secretly add both himself and random families to the list of evacuees; deliberately removing those of politicians and wealthy fat cats to do so. He never added a lot, as it would've drawn too much attention; only as many as he felt he could reasonably get away with. In the days since, with the government effectively collapsing due to the end of the world, he views himself as something of a free agent. Though there are those in Ark-1 who might disagree with that. Personality W.I.P. Attributes & Characteristics ST: 10 l DX: 13 l IQ: 15 l HT: 14 l HP: 10/10 l Per: 15 l Will: 15 l FP: 14/14 Basic Speed: 6.75 l Move: 6 l Thr: 1d-2 l Sw: 1d l Dodge: 9l Parry: ? l Block: ? l SM: 0 Total Cost: 200 pts Languages & Cultural Familiarity Languages l Spoken l Written l Cost English l Native l Native l 0 Spanish l Native l Native l 6 Advantages & Perks Advantages: Ally: Spy DronePower (50%) [2], Minion (0 IQ) [+0%], Frequency (Constant) [X4] - [8 pts] Ally: Scouting DronePower (100%) [5], Minion (0 IQ) [+0%], Frequency (Constant) [X4] - [20 pts] Ally: Hunter DronePower (100%) [5], Minion (0 IQ) [+0%], Frequency (Constant) [X4] - [20 pts] Talent: Born to be Wired 3+ 1/Level to Computer Hacking, Computer Operation, Computer Programming, Cryptography, Electronics Repair (Computers), and Expert Skill (Computer Security). Reaction Bonus: Hackers; people buying stock in your dot-com. - [15 pts] Talent: Circuit Sense 2+1/level to Electrician, Electronics Operation, Electronics Repair, and Engineer (Electrical and Electronics). Reaction Bonus: Anyone for whom you use your skills. - [10 pts] Cybernetics: Thermal Imaging EyesUT p. 214 Accessory (HUD) [1]; Infravision (Temporary Disadvantage, Electrical, -20%) [8]; Nictitating Membrane 2 [2]; Telescopic Vision 1 (Temporary Disadvantage, Electrical, -20%) [4]; Blindness (Mitigator, -70%) [-15] - [0 pts] Cybernetics: Computer ImplantUT p. 215 Accessory (TL 10 Tiny Genius High Capacity Computer) [1]; Photographic Memory (Temporary Disadvantage, Electrical, -20%; Recorded Data Only, -20%) [6] - [7pts] Cybernetics: Wireless Neural NetworkUT p. 217 Radio (Reduced Range, 1/10, -30%; Secure +20%; Sensie, +80%) [20] - [17 pts] Cybernetics: Cognitive EnhancementUT p.217-218 3D Spacial Sense [10pts]; Lightning Calculator [5]; Temporary Disadvantage, Electrical, -20% - [12 pts] Smart TattoosUT p. 211 Distinctive Features 1 (Switchable, -10%) - [0 pts] Perks: Cybernetics: Holoprojector ImplantAccessory (Mini Holoprojector) [1] UT p. 52 Primarily used as an optional terminal for the Computer Implant - [1 pts] Total Cost: 110 pts Disadvantages & Quirks Disadvantages: Addiction (Cheap, legal stimulant; Coffee and Energy Drinks) [-5] Callous [-5] Code of Honor (Hacker's Code) [-5] Curious (SC 12) [-5] Greed (SC 12) [-15] Guilt Complex [-5] Jealousy [-10] Light Sleeper [-5] Nightmares [-5] Overconfidence (SC 12) [-5] Sense of Duty (Ark-1; SC 12) [-10] Social Stigma (Criminal Record) [-5] Squeamish (SC 12) [-10] Workaholic [-5] Quirks: Broad-Minded Cheeky (Quirk level Trickster) Congenial Delusions (Moonfall was an inside job) Snubs Nose at Authority (Quirk level Intolerance of Authority) Total Bonus: 100 pts Skills Acrobatics DX-1 12 2 Area Knowledge (Ark-1) IQ+0 15 1 Armoury (Small Arms) IQ-1 14 1 Beam Weapons (Pistol) DX+0 13 1 Beam Weapons (Rifle) DX+1 14 2 Brawling DX+1 14 2 Carousing HT+0 14 1 Cartography IQ-1 14 1 Climbing DX+0 14 2 Computer Hacking IQ-2 13 2 Computer Programming IQ-1 14 2 Computer Operation IQ+0 15 1 Cryptography IQ-1 14 2 Current Affairs (Science & Technology) IQ+0 15 1 Diagnosis IQ-2 13 1 Diplomacy IQ-2 13 1 Driving (Motorcycle) DX-1 12 1 Driving (Mecha) DX+0 13 2 Electrician IQ-1 14 1 Electronics Operation (Comms) IQ-1 14 1 Electronics Operation (Security) IQ-1 14 1 Electronics Operation (Sensors) IQ-1 14 1 Electronics Repair (Comms) IQ-1 14 1 Electronics Repair (Computers) IQ-1 14 1 Electronics Repair (Security) IQ-1 14 1 Electronics Repair (Sensors) IQ-1 14 1 Engineer (Electrical) IQ-2 13 1 Engineer (Electronics) IQ-2 13 1 Engineer (Robotics) IQ-1 14 2 Expert Skill (Computer Security) IQ-2 13 1 Fast Talk IQ+0 15 2 First Aid IQ+0 15 1 Forgery IQ-1 14 2 Geography (Physical, Earth-like) IQ-2 13 1 Intelligence Analysis IQ-2 13 1 Intimidation Will-1 14 1 Jumping DX+1 14 2 Lockpicking IQ-1 14 1 Machinist IQ+0 15 2 Mathematics (Applied) IQ-2 13 1 Mathematics (Computer Science) IQ-2 13 1 Mathematics (Cryptology) IQ-2 13 1 Mathematics (Surveying) IQ-2 13 1 Mechanic (Robotics) IQ+0 15 2 Navigation (Air) IQ-1 14 1 Navigation (Land) IQ-1 14 1 Observation Per+0 14 2 Pickpocket DX-2 12 1 Piloting (Vertol) DX+0 13 2 Research IQ-1 14 1 Running HT+0 13 2 Scrounging Per+1 16 2 Search Per+0 15 2 Shadowing IQ-1 14 1 Sleight of Hand DX-2 12 1 Stealth DX+0 14 2 Streetwise IQ+0 14 2 Survival (Desert) Per-1 14 1 Swimming HT+0 14 1 Tracking Per+0 15 2 Urban Survival Per+0 15 2 Vaccsuit DX-1 13 1 Total Cost: 84 pts Weapons & Equipment W.I.P. Spy Drone Attributes & Characteristics ST: 1 l DX: 15 l IQ: 0 l HT: 13 l HP: 4/4 l Per: 15 l Will: 0 l FP: NA Basic Speed: 7 l Move: 5 l Thr: 1d-6 l Sw: 1d-5 l Dodge: 10 l Parry: ? l Block: ? l SM: -9 Total Cost: -44 pts Advantages & Perks Advantages: 3D Spacial Sense [10] Chameleon 3 (Extended, Infravision, and Ultravision, +40%) [21] Clinging [20] Discriminatory Hearing [15] Discriminatory Smell [15] Doesn't Breathe [20] Doesn't Eat or Drink [10] DR 1 (Can't wear armor, -40%) [3] Extra Arm (Weapon Mount, -80%) [2] Extra Legs (4 Legs) [5] Flight (Small Wings, -10%) [36] Hyperspectral Vision [25] Machine [25] Peripheral Vision [15] Protected Sense 2 (Vision, Hearing) [10] Radio (Burst, +30%; Reduced Range 1/10, -30%; Secure, +20%; Sensie, +80%) [20] Sealed [15] Sharp Teeth [1] Silent 3 [15] Ultrahearing [5] Perk: Accessories (Flashlight) Accessories (Tiny Computer) Accessory (Sonic Stinger) Accessory (Electronic Lockpick) Accessory (Variable Lockpick) Accessory (Mini Laser Torch) Total Cost: 294 pts Disadvantages & Quirks Disadvantages: Electrical [-20] Reprogramable [-10] Social Stigma (Subjugated) [-20] Total Cost: 50 pts Skills none Weapons & Equipment W.I.P. Scout Drone Attributes & Characteristics ST: 7 l DX: 15 l IQ: 0 l HT: 13 l HP: 7/7 l Per: 15 l Will: 0 l FP: NA Basic Speed: 7 l Move: 5 l Thr: 1d-3 l Sw: 1d-2 l Dodge: 10 l Parry: ? l Block: ? l SM: -9 Total Cost: -15 pts Advantages & Perks Advantages: 3D Spacial Sense [10] Chameleon 3 (Extended, Infravision, and Ultravision, +40%) [21] Discriminatory Hearing [15] Doesn't Breathe [20] Doesn't Eat or Drink [10] DR 16 (Can't wear armor, -40%) [48] Enhanced Move (Air) [20] Extra Arm (Weapon Mount, -80%) [2] Flight [40] Hyperspectral Vision [25] Machine [25] Parabolic Hearing 3 [12] Protected Sense 2 (Vision, Hearing) [10] Radar (Extend Range X10, -30%; Multi-Mode, -50%; Targeting, -20%) [40] Radiation Tolerance 5 [10] Radio (Burst, +30%; Reduced Range 1/10, -30%; Secure, +20%; Sensie, +80%) [20] Sealed [15] Silent 3 [15] Telescopic Vision 6 [30] Ultrahearing [5] Perk: Accessories (Tiny Computer) Accessory (Force Rifle) Total Cost: 388 pts Disadvantages & Quirks Disadvantages: Aerial [0] Dead Broke [25] Electrical [-20] Maintenance (One Person, Weekly) [-5] Reprogramable [-10] Social Stigma (Subjugated) [-20] Total Cost: -80 pts Skills none Weapons & Equipment W.I.P. Hunter Drone Attributes & Characteristics ST: 20 l DX: 14 l IQ: 0 l HT: 14 l HP: 20/20 l Per: 13 l Will: 0 l FP: NA Basic Speed: 7 l Move: 10 l Thr: 2d-1 l Sw: 3d+2 l Dodge: 10 l Parry: ? l Block: ? l SM: 0 Total Cost: 110 pts Advantages & Perks Advantages: DR 25 (Can't wear armor, -40%) [75] Discriminatory Smell [15] Doesn't Breath [20] Doesn't Eat [10] Extra Arm (Weapon Mount, -80%) [2] Hyperspectral Vision [25] Machine [25] Radio (Reduced Range 1/10, -30%; Secure, +20%; Sensie, +80%) [17] Sealed [15] Sharp Teeth [1] Combat Reflexes [15] Sharp Claws [5] Payload 11 [11] Targeting Radar [24] Absolute Direction [2] Chameleon 3 (Extended, Infravision, and Ultravision, +40%) [21] Silent 1 [5] Perks: Accessory (Tiny Computer) Accessory (Heavy Plasma Gun) Total Cost: 290 Disadvantages & Quirks Disadvantages: Dead Broke [-25] Electrical [-20] Reprogramable [-10] Quadruped [-35] Disturbing Voice [-10] Total Cost: -100
  6. ["I'm still here" from Treasure Planet starts playing]  
  7. End of Summer? Explain that to the weather where I live, it's still regularly 100+ F here 🤣
  8. IIRC Beverly Crusher did much the same in TNG, and the Doctor was in semi-regular contact w/ the bridge throughout Voyager
  9. Oh!!! Wait... was what I just did instead a Create Advantage Task? If so, then I'll add another "to hit" roll
  10. Okay, then is a roll to hit the same check? Or is it something different? Cause I could've sworn the Control+Sec, diff 2 was to hit... or was that just to get a target lock?
  11. I think the idea might've been more that the first officer, or whom ever was second in command on shift, would also be working at one of the other stations (judging from both where T'pol and Spock sat in Enterprise and ToS)... just a guess though.
  12. Putting a reference image of a typical Constitution class bridge layout here in case anyone (like me) wants a perspective of where they might be in the current scene.
  13. I don't think that's a fan-theory... It heavily implied that it was the case.
  14.  To be fair, there are "doctors"... and then there a DOCTORS... 🤣
  15. Believe me, I'm actually trying to find one. The only reason that picture's there at all, is it was one of the better ones I could find. Most of the ones I bump into are either Tendi from Lower Decks, I don't like the art of, or are worse than the one I did put in; and a lot of those are in either ripped up clothes or the Orion slave girl bikini. It's actually a bit of a pain to find one in a ToS uniform... much less the red shirts of a security officer. That one, at least, is supposed to be Gaila from the 2009 Abrams Star Trek movie. And a think with a red shirt that's being worn opened on the shoulders, like a cape.   I do have one that might be more "realistic", but the uniform is of the late DS9 era... So, I guess I can go w/ that one?   Edit: This one any better?
  16. I know what you mean... I actually had to comb through my browser history to find the page I needed. And good luck on getting in! To all of us!   As for the ship... I wouldn't mind a Heavy Cruiser, Like the Constitution class, or some other similarly multi-function ship. That said, a Medium or Light Cruiser meant more for long term exploration could also be fun; sort of a ToS analogue to the Intrepid-class in the TNG era. A Heavy-Medium Escort or Destroyer might also be interesting, especially if we wanted to play-up more the era's relationship with the Klingon Empire... All in all, I'd say it mostly depends on what we want the game to be like. If we wanted to emphasize the war/cold war w/ the Klingons and/or hunting pirates, then I'd an Escort or Destroyer would be best. If we want it to more be about exploring the final frontier, far out on the edge of the federation and ignoring the period's major conflict as much as possible, then I'd say go Medium or Light, Long-range, Cruiser. If we want a nice mix of the two, then a flexible Heavy Cruiser might be best. Granted, now that I think about it, there's also a 4th option that could be fun... If we forgo a conventional ship, we could instead try to play up the operation, defense, and maintenance of an important Space Station; our version of Deep Space 9 or K-7. I think there are guidelines for doing just that, but I've no idea where they'd be.   I guess you could say I'd be up for anything.
  17.   L'arra, Lieutenant Stress 14/14 Damage Bonus 5 Determination 1/1 Conditions/Effects None "Ha, I win this round. You really need to work on your aim... Care to go again? " L'arra said This is gonna be a whole lotta fun... L'arra thought excitedly, grin on her face
  18. W.I.P.   Distinguishing Marks: Though often concealed by her uniform, L'arra's back is crisscrossed by a series of long scars. Their pattern a result of being whipped for failure or misbehavior in her former life aboard an Orion slave raider... often by her own mother.? Character Description: Like most Orion women, L'arra is very attractive by the standards of most other humanoid races and is of roughly average height for her people. Fit and toned with an athletic build, her green skin has a slight bluish undertone; smooth, soft, and nearly blemish free. That is... save for the crisscrossing scars on her back, which she goes to great lengths to hide beneath her uniform. A painful reminder of her past. The forest green eyes on her face are framed by a mane of long, straight, and unusually golden blonde hair; as she has taken to dying it such from her normal red in years, ever since joining Starfleet.   Personality: Generally cheerful and aggressively enthusiastic, L'arra works hard to get along with others... despite how Orions are typically viewed. A bit of an athletic tomboy, she can be very competitive; though never to the point of hurt feelings, as it's all in good fun to her. She's a great lover of marksmanship competitions, martial arts tournaments, as well as races of all kinds. And ever since joining Starfleet she's taken to an old Human game called poker... She's not very good at it, and only barely understands the rule, but find it to be very enjoyable. She often takes any opportunity she can, during her off duty hours, to find a game aboard her ship; when she's not partaking of one of her other many, usually competitive, hobbies. L'arra greets the world with a laugh and a smile readily. Slow to anger, oddly incredibly patient, and tries to never let others affect this attitude; she never the less is quick to leap into the proverbial fire to aid either those she cares about. That said, she takes great pains to avoid taking about her past for a variety of reasons; most notably a heady mix of shame at it and fear of how hew fellow crewmen would look at her should they find out. She views Starfleet as a clean break from her past, and prefers to avoid rather than confront it; despite the fact that she still has family whom she love who are still "in the life".   Bio: ?
  19.      L'arra Lieutenant, Chief of Security Lifepath Species: Orion Environment: Homeworld Upbringing: Starfleet Starfleet Academy: Operations Track Career: Experienced Officer Career Events: Required to take Command, Mentored Attributes Control 10 Insight 9 Daring 10 Presence 9 Fitness 9 Reason 9 Disciplines Command 2 Engineering 3 Conn 3 Science 2 Security 5 Medicine 1 Values Life's an adventure, enjoy it Bow to the absurd, laugh at your fears, boldly go No one is above the law, nor are they beyond redemption Loyalty, when earned, is the rarest commodity in the universe; treasure it Talents Criminal Understanding Interrogation Deadeye Marksman Precision Salvo Focuses Criminal Organizations Hand Phasers Tactical Systems Astronavigation Aggressive Negotiations Law     
  20. Just an update on my end... I think I'm gonna go w/ the ex-pirate Orion Security officer, I just think there's more RP opportunities there. I'll have my sheet up soon, just tinkering w/ the values; trying to come up w/ decent ones that fit the concept
  21. Cool, I'll try and get something up in the next few days then
  22. Fair enough, I just thought I'd ask. I'll go with one of my other ideas, it is not a problem.
  23. To be fair, Romulans can easily pass for Vulcans long term... especially if they're one of the ones who don't have the forehead ridge. It's been shown repeatedly. Heck, they were shown to already be on Vulcan, destabilizing it and the surrounding sectors in Star Trek Enterprise. And that's what, like 100 years (give or take) before this game picks up?   But, I'm fine w/ playing something else... This was just one of those things I can see needing to be run past a GM first; like wanting to play a Drow/Evil Aligned in D&D, or a Dark Side Foce-user in Star Wars, or a Lasombra Anti-Tribue in Vampire: The Masqurade, or a Dark Magic user (of some kind) in Warhammer Fantasy RP. There are just associations that go along with those types of things, as well as possibly seriously changing a game's tone unintentionally if both players and GMs aren't careful... or worse. So if I have an idea for a character that even approaches that possibility, I ask first... don't want to cause anyone trouble, as I've been on both sides of the proverbial GM screen. And a Romulan Double or Triple agent certainly fits that in my book.   But I do have other concepts I wouldn't mind playing at all... like a Catian Con officer adrenaline junkie or an Orion Security/Tactical officer from a piratical background. All three sound like fun to me, so there's no need for you to change on my account. I just wanted to see if the GM was okay w/ a Romulan infiltrator first, as I've yet to decide which concept I wanna play; still feeling them all out in that character builder I found.
  24. Oh cool, you're still taking character apps. I've never played this system, but Star Trek is my favorite Sci-Fi, by a wide margin (w/ Babylon 5, Star Gate SG-1 and Farscape tied as a distant 2nd)   Two questions... 1) What books can we draw from, besides the core book, regardless of era the game ends up in? I found an online character creator, but I need to know what books it can pull from.   2) I've an odd idea for a character, but I'd need to run it by you first... Would you be opposed to a Romulan? ...Specifically, since it looks like you'll be playing pre-TOS (assuming I'm not mistaken), a Romulan infiltrator posing as a Vulcan security/tactical officer? They could either be a Tal Shiar agent spying on the Federation, or better yet... a Section 31 turncoat, making them a triple agent just trying to survive. I do have other ideas if that one doesn't work, just wanted to run it by you first.   Also, since this is my first time doing anything w/ this system... anyone more familiar w/ it have any advice?
  25. Okay... I think I've a build finished... But I could really use someone double checking my math, as I've been staring at these numbers so long that my head's beginning to spin. Once someone's kind enough to do that, I'll then compile everything into a full character sheet... RN tough, I really need a nap (been up all night my Timezone). Hope to hear back from someone soon.. Rough Build STR- 10+0- Cost: 0 CP *DEX- 10+5- Cost: 10 CP CON- 10+5- Cost: 5 CP **INT- 10+15- Cost: 15 CP ***EGO- 10+15- Cost: 15 CP **PRE- 10+5- Cost: 5 CP OCV- 3+1- Cost: 5 CP DCV- 3+1- Cost: 5 CP OMCV- 3+5- Cost: 15 CP DMCV- 3+5- Cost: 15 CP SPD- 2+2- Cost: 20 CP PD- 2+3- Cost: 3 CP ED- 2+3- Cost: 3 CP *REC- 4+6- Cost: 6 CP **END- 20+40- Cost: 8 CP BODY- 10+5- Cost: 5 CP STUN- 20+16- Cost: 8 CP Move - Run- 12- Cost: 0 CP - Swim- 4- Cost: 0 CP - H. Jump- 4- Cost: 0 CP - V. Jump- 2- Cost: 0 CP - SFX Stat Totals: 153 CP   Scholar. Cost: 3 CP Well-Connected. Cost: 3 CP Bureaucratic (PRE)- 9+(PRE/5)+0. Cost: 3 CP Charm (PRE)- 9+(PRE/5)+0. Cost: 3 CP Concealment (INT)- 11-. Cost: 2 CP Conversation (PRE)- 9+(PRE/5)+0. Cost: 3 CP Criminology (INT)- 9+(INT/5)+0. Cost: 3 CP Deduction (INT)- 9+(INT/5)+0. Cost: 3 CP Forensic Medicine (INT)- 8-. Cost: 1 CP High Society (PRE)- 8-. Cost 1 CP Interrogation (PRE)- 9+(PRE/5)+0. Cost: 3 CP Oratory (PRE)- 11-. Cost: 2 CP Persuasion (PRE)- 9+(PRE/5)+0. Cost: 3 CP Shadowing (INT)- 9+(INT/5)+0. Cost: 3 CP Stealth (DEX)- 9+(DEX/5)+0. Cost 3 CP Streetwise (INT)- 11-. Cost: 2 CP Teamwork (DEX)- 11-. Cost: 2 CP Language (English, Native) Cost: 0 CP (Everyman) Language(Latin, Basic Conversation) Cost: 1 CP KS: Civil Law and Procedures (INT)- 9+(INT/5)+1. Cost: 3 CP KS: Organized Crime (INT)- 9+(INT/5)+0. Cost: 2 CP KS: Supervillians (INT)- 9+(INT/5)+0. Cost: 2 CP KS: Street Gangs (INT)- 9+(INT/5)+0. Cost: 2 CP KS: Drug Cartels (INT)- 9+(INT/5)+0. Cost: 2 CP KS: Criminal Law and Procedures (INT)- 9+(INT)+1. Cost: 3 CP KS: Freedom City Police Department (INT)- 9+(INT/5). Cost: 3 CP KS: History (INT)- 11-. Cost: 1 CP AK: Freedom City (INT)- 11-. Cost: 0 CP (Everyman) SS: Psychology (INT)- 8-. Cost: 1 CP PS: Lawyer (INT)- Int. Cost: 3 CP PS: Cooking (INT)- 11-. Cost: 0 CP (Everyman) Striking Appearance +2/+2d6 Cost: 6 CP. Fringe Benefit (Licence to practice Law). Cost: 1 CP Money (Well Off; $200,000 Annual). Cost: 2 CP Contacts (George Carlin, FBI). Basic 11- Contact, Contact Limited (Non-Super Identity), Extremely useful Skills/resources, Major institution, Contacts of their own, Good relationship. Cost: 4 CP Contacts (District Attorney Daniel Durgan). Basic 8- Contact, Contact Limited (non-Super Identity), Very useful Skills/resources, Major institutions, Contacts of their own, good relationship. Cost: 3 CP Contacts (Misty Nelson). Basic 8- Contact, Contact Limited (Non-Super Identity), Very useful skills/resources, Contacts of their own. Cost: 1 CP Skill, Perks & Talents Total: 82 CP   Psionics Multipower 60 CP Reserve 6f-Telekinesis- Telekinesis (30 STR), Fine Manipulation. Total cost: 55 points 4f-Mind Blast- Mental Blast 4d6. Total cost: 40 points. 3f-Waking Dreams- Mental Illusions 8d6 (40 Active Points); Cannot Cause Harm (-¼). Total cost: 32 points. 3f-Inspiring Aura- Aid 3d6, Variable Effect (any one emotion-related Characteristic at a time; +½), Area Of Effect (15m Radius Selective; +1) (45 Active Points); Only Aid Others (-½). Total cost: 30 points. 3f-Telepathy- Telepathy 12d6 (60 Active Points); Feedback (-1). Total cost: 30 points. 6f-Waking Nightmares- Drain PRE 6d6. Total cost: 60 points. 3f-Empathic Overawe- +40 PRE (40 Active Points); Costs Endurance (to activate; -¼). total cost 32 points. 3f-Empathic Persuasion- +10 to all Interaction Skills (40 Active Points); Costs Endurance (to activate; -¼). Total Cost: 32 points. Telekinetic Force-Field- Resistant Protection (20 PD/20 ED) (60 Active Point); Costs Endurance (-½). Total cost: 40 points. Telekinetic Flight- Flight 24m. Total cost: 24 points Mind Shield- Mental Defense (20 points). Total cost: 20 points. Power Total: 175 CP Current Total: 400 CP  
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