Isobella Holmes |
| |
| Player: Joseph Senecal |
| Campaign: Black Moon |
|  |
| Char Cost: 126 | Base Pts.: 350 |
| Skills Cost: 115 | Disads: 70 |
| Powers Cost: 117 | Exp. Spent: 3 |
| Total Cost: 423 |
| Experience Total: 3 |
|
Val | Characteristic | Base | Cost | Total |
10 | Strength | 10 | 0 | 10 |
33 | Dexterity | 10 | 69 | 33 |
15 | Constitution | 10 | 10 | 15 |
12 | Body | 10 | 4 | 12 |
28 | Intelligence | 10 | 18 | 28 |
13 | Ego | 10 | 6 | 13 |
18 | Presence | 10 | 8 | 18 |
8 | Comeliness | 10 | -1 | 8 |
| | | |  |  |
5 | Physical Defense | 2 | 3 | 17/29 |
3 | Energy Defense | 3 | 0 | 15/27 |
5 | Speed | 4.3 | 7 | 5 |
5 | Recovery | 5 | 0 | 5 |
30 | Endurance | 30 | 0 | 30 |
25 | Stun | 25 | 0 | 25 |
| | | |  |  |
7 | Running | 6 | 2 | 7" |
2 | Swimming | 2 | 0 | 2" |
2 | Leaping | 2 | 0 | 2"/33" |
|
Pts. | Disadvantages |
0 | Class A Mutant |
5 | Distinctive Features: Hidden Mutant (Not Concealable; Noticed and Recognizable; Detectable Only By Unusual Senses) |
0 | Distinctive Features: Unusually flowing graceful movements concealable by acting roll (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not allowed) |
5 | Physical Limitation: Horrible Hangovers (Infrequently, Greatly Impairing, Too many physical disads) [Notes: Alchohol is one of the drugs that has a delayed and unplesent affect on her.] |
5 | Physical Limitation: Sterile (side effect of regeneration) (Infrequently, Slightly Impairing) |
15 | Physical Limitation: Weird Biochemistry Requires Special Medical Care (Frequently, Greatly Impairing) [Notes: Surgery is nearly imposilbe because incisions close almost as fast as they are made. The regenerative effects cause medicines to react strangely, ranging from no effect to overdose, or in some cases something completely different.] |
15 | Psychological Limitation: Devoted to Justice (Very Common, Moderate) |
15 | Psychological Limitation: Reluctant to Kill but willing to injure (Common, Strong) |
5 | Social Limitation: Harmful Secret (Immortality) (Occasionally, Minor) |
5 | Social Limitation: Object of Prejudice (registered mutant) (Occasionally, Minor) |
|
Pts. | Skill/Perk/Talent |
-8 | Martial Arts Package, Private Adder |
18 | 1) +6 with Baritsu |
3 | Acting 13- |
3 | Breakfall 16- |
3 | Bugging 15- |
3 | Bureaucratics 13- |
3 | Climbing 16- |
4 | Computer Programming (Personal Computers, Cyberspace, Infiltration) 15- |
3 | Conversation 13- |
3 | Criminology 15- |
3 | Cryptography 15- |
5 | Deduction 16- |
3 | Disguise 15- |
3 | Forensic Medicine 15- |
3 | 14) KS: Baritsu (Savate + Jujutsu) 15- |
3 | Forgery 15- |
3 | Lockpicking 16- |
3 | Mimicry 15- |
3 | Security Systems 15- |
3 | Stealth 16- |
3 | Streetwise 13- |
2 | Systems Operation (Energy/Beam Weapons) 15- |
2 | TF: Science Fiction & Space Vehicles |
3 | Tracking 15- |
1 | WF: Ion Blasters [Notes: Familier with Stun Pistels] |
| |
| Esoteric Knowledge skills |
6 | 1) +2 with Criminology, Deduction, Forgery |
6 | 2) +2 with Criminology, Deduction, Forensic Medicine |
6 | 3) +2 with Criminology, Deduction, Streetwise |
1 | Language: English (imitate dialects) (5 Active Points) |
1 | Language: Imperial (imitate dialects; Everyman) |
| Everyman skills (Improved) |
1 | 1) PS: Detective (Everyman) 15- |
-1 | 2) TF: Everyman, Personal Hovercraft, Small Motorized Ground Vehicles |
0 | 3) WF: Clubs, Unarmed Combat |
0 | 4) Combat Driving 8- |
0 | 5) High Society (Everyman) 8- |
0 | 6) Paramedics (Everyman) 8- |
-14 | Free Campaign Knowledge, Private Adder |
1 | 1) KS: Second previous home world 8- |
2 | 2) KS: Previous home world 11- |
1 | 3) KS: Regalith 8- |
3 | 4) KS: History (late 1800's AD to present) 15- [Notes: Gained by living though the period in question.] |
3 | 5) KS: Imperial Net 15- |
3 | 6) AK: Cape Goliath 15- |
1 | 7) WF: Electron Beam Weapons |
| |
| |
5 | Eidetic Memory |
12 | Combat Luck (6 PD/6 ED) |
|
Pts. | Powers and Martial Arts |  |
5 | Life Support (Longevity: Immortal) |  |
11 | Heal without scars: Regeneration: Healing 1d6, Can Heal Limbs, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (30 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), Self Only (-1/2) [Notes: No Healing Max (see FREd p. 120).] |  |
-5 | No power frameworks for native powers (-5 Active Points) |  |
| |  |
14 | Low Profile Armor: Armor (6 PD/6 ED) (18 Active Points); IIF (-1/4) |  |
24 | Thunderfox Armor: Armor (12 PD/12 ED) (36 Active Points); OIF (-1/2) |  |
12 | Jump jets in Thunderfox Armor: Leaping +31" (2"/33" forward, 1"/16 1/2" upward) (31 Active Points); 6 Charges (-3/4), OIF (Armor; -1/2), no Noncombat movement (-1/4) |  |
4 | Life Support (Extended Breathing: 1 END per Turn; Safe Environment: Zero Gravity; Safe in Intense Cold; Safe in Low Pressure/Vacuum) (6 Active Points); OIF (Thunderfox Armor; -1/2) [Notes: Extended breathing is from air in helmet, which rapidly goes stale] |  |
4 | Cane: Hand-To-Hand Attack +2d6 (10 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2) |  |
| |  |
| LG shades, all slots OAF (-1) |  |
5 | 1) Sight Group Flash Defense (10 points) (10 Active Points); OAF (-1) |  |
2 | 2) Infrared Perception (Sight Group) (5 Active Points); OAF (-1) |  |
2 | 3) Microscopic ( x10) with Sight Group (5 Active Points); OAF (-1) |  |
2 | 4) Millimeter Wave: Detect Metal A Class Of Things 15- (Radio Group) (5 Active Points); OAF (-1) |  |
4 | 5) +6 versus Range Modifier for Sight Group (9 Active Points); OAF (-1) |  |
2 | 6) Ultraviolet Perception (Sight Group) (5 Active Points); OAF (-1) |  |
| |  |
31 | Defiance Super Shock: Energy Blast 10d6, 16 clips of 6 Boostable Charges (Recovers Under Limited Circumstances; +1/4) (62 Active Points); OAF (Gun; -1) |  |
| |  |
-32 | Provided Equipment, Private Adder |  |
4 | 1) Handheld Communicator: Radio Perception/Transmission (Radio Group) (10 Active Points); OIF Fragile (-3/4), Extra Time (Full Phase, -1/2) |  |
10 | 2) Life Support (Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (20 Active Points); OIF Bulky (-1) |  |
3 | 3) Mental Defense (9 points total) (6 Active Points); Limited Power Power loses about half of its effectiveness (Does not add to normal Mental Defense ; -1), IIF (-1/4) |  |
15 | 4) Speldar Stunner: Energy Blast 9d6, STUN Only (+0) (45 Active Points); OAF (-1), Beam (-1/4), 12 Charges (-1/4), No Knockback (-1/4), Real Weapon (-1/4) |  |
| |  |
4 | Low Kick: 1/2 Phase, +0 OCV, +2 DCV, 10d6 Strike |  |
5 | Side Kick: 1/2 Phase, -2 OCV, +1 DCV, 12d6 Strike |  |
4 | Hook: 1/2 Phase, +2 OCV, +0 DCV, 10d6 Strike |  |
5 | Jab: 1/2 Phase, +1 OCV, +3 DCV, 8d6 Strike |  |
4 | Joint Lock/Throw: 1/2 Phase, +1 OCV, +0 DCV, Grab One Limb; 4d6 NND ; Target Falls |  |
5 | Breaking Throw: 1/2 Phase, -2 OCV, +0 DCV, HKA 2d6 +1 , Target Falls |  |
3 | Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, 8d6 +v/5, Target Falls |  |
5 | Escape & Throw: 1/2 Phase, +0 OCV, +0 DCV, 55 STR vs. Grabs, Target falls |  |
5 | Disarming Throw: 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, 45 STR to take weapon away; Target Falls |  |
1 | Weapon Element: Clubs [Notes: Cane (walking stick) Usable with Hook, Jab and Martial Throw (to trip)] |  |
24 | +6 HTH Damage Class(es) |  |
| |  |
| | |
|
|