Profile
Player Name:Marty Haught
Character Name:Violet Duchess
Alternate Name (Secret ID):
Campaign:Wings of Justice
Updated:05/05/2009
Active PC File:

Name: Fiona Kelly
Player: Marty Haught




Val
Char
Base
Cost
13
STR
10
3
13
DEX
10
9
23
CON
10
26
11
BODY
10
2
13
INT
10
3
23
EGO
10
26
10
PRE
10
0
10
COM
10
0
17
PD
3
0
13/28
ED
5
0
4
SPD
2.3
17
8
REC
8
0
26
END
46
-10
30
STUN
30
0
6"
RUN
6
0
2"
SWIM
2
0
2 1/2"
LEAP
3
0




STR Roll: 12-Run: 6"
DEX Roll: 12-Swim: 2"
CON Roll: 14-Leap: 2 1/2"
INT Roll: 12-
EGO Roll: 14-
PER Roll 12-




Disadvantages
Pts
Hunted: Viper 8- (Mo Pow, NCI, Harshly Punish) 
20
Hunted: Government 11- (Mo Pow, NCI, Watching) 
15
Money: Poor 
5
Physical Limitation: Low Pain Threshold (Infrequently, Slightly Impairing) 
5
Physical Limitation: Short (Infrequently, Slightly Impairing) 
5
Psychological Limitation: Code against Killing (Common, Total) 
20
Psychological Limitation: Lives Beyond Her Means (Common, Moderate) 
10
Quirk: Feels uneasy in graveyards or places where the dead are kept 
1
Quirk: Seeks expensive perfumes and clothing 
1
Quirk: Sucker for fine dining 
1
Quirk: Uncomfortable in crowded areas. 
1
Quirk: Wants to live in luxury 
1
Social Limitation: Bad Credit - Bankruptcy (Occasionally, Minor) 
5
Vulnerability: 2 x STUN Radiation (Uncommon) 
10
Social Limitation: Secret ID (Frequently, Major) 
15
 

XP
5
Base Points : 150
Disads Total + 115
Experience Spent + 5
Total Cost = 270



Pts. 
Power/Skill/Perk/Talent
END
75  
Mind over Matter: Multipower, 75-point reserve 
1u  
1) Auric Energy Shield: Force Field (15 ED) (15 Active Points) 
1
2u  
2) Cognitive Invisibility: Invisibility to Sight and Hearing Groups (25 Active Points); Only works against sentient creatures (-1/4) 
2
1u  
3) Mental Seek: Mind Scan 10d6 (50 Active Points); Concentration, Must Concentrate throughout use of Constant Power (0 DCV; Character is totally unaware of nearby events; -1 1/2), Blackout (-1/2), Extra Time (Extra Segment, Only to Activate, Character May Take No Other Actions, -1/2) 
5
4u  
4) Mindscapes: Mental Illusions 10d6 (50 Active Points); Stops Working If Mentalist Is Knocked Out (-1/4) 
5
3u  
5) Mind Reading: Telepathy 10d6 (Human class of minds) (50 Active Points); Concentration (0 DCV; -1/2) 
5
4u  
6) Neural Blindness: Sight Group Flash 5d6, Based On EGO Combat Value (Mental Defense applies; +1) (50 Active Points); Stops Working If Mentalist Is Knocked Out (-1/4) 
5
5u  
7) Psionic Blast: Ego Attack 5d6 (50 Active Points) 
5
4u  
8) Psionic Domination: Mind Control 8d6, Telepathic (+1/4) (50 Active Points); Stops Working If Mentalist Is Knocked Out (-1/4) 
5
4u  
9) Psionic Palsy: Drain DEX 2d6, Ranged (+1/2), Based On EGO Combat Value (Mental Defense applies; +1) (50 Active Points); Stops Working If Mentalist Is Knocked Out (-1/4) 
5
4u  
10) Psionic Paralysis: Entangle 3d6, 3 DEF, Takes No Damage From Physical Attacks Limited Group (+1/4), Works against EGO, not STR (+1/4), Based On EGO Combat Value (Standard Defenses apply; +1) (75 Active Points); Cannot Form Barriers (-1/4), Stops Working If Mentalist Is Knocked Out (-1/4), Extra Time (Delayed Phase, Only to Activate, -1/4) 
7
2u  
11) Psychic Dimension Shift: Teleportation 10", Position Shift (25 Active Points) 
2
2u  
12) Psychic Shadow: Darkness to Mental Group 4" radius, Personal Immunity (+1/4) (25 Active Points) 
2
10  
Iron Will: Mental Defense (15 points total) 
0
14  
Psychic Power: Endurance Reserve (65 END, 12 REC) Reserve: (18 Active Points); REC: (12 Active Points); Personal REC (-1/2) 
0
12  
Psychic Vision: Detect Mental Presences 15- (Mental Group), Discriminatory, Sense, Targeting (25 Active Points); Increased Endurance Cost (x2 END; -1/2), Costs Endurance (Only Costs END to Activate; -1/4), Extra Time (Delayed Phase, Only to Activate, -1/4) 
4
  
Light Kevlar, all slots OIF (-1/2) 
22  
1) Armor (14 PD/8 ED) (33 Active Points); OIF (-1/2) 
0
 
 
 
 
 
 
3  
Acrobatics 12- 
 
3  
Analyze: Mental Powers 12- 
 
3  
Bureaucratics 11- 
 
3  
Concealment 12- 
 
3  
Paramedics 12- 
 
3  
Stealth 12- 
 
3  
Teamwork 12- 
 
  
Former Bonded Telepath 
 
2  
1) KS: Psionic Etiquette 11- 
 
2  
2) KS: Psionics and the Law 11- 
 
  
Everyman Skills (Cost: 0 Points) 
 
0  
1) Language: English (idiomatic) (4 Active Points) 
 
0  
2) PS: Corporate Negotiator (Custom Adder) 11- 
 
0  
3) TF: Custom Adder, Small Motorized Ground Vehicles 
 
 
 
 
 
 
 
 
 
 
 
 
 

 169 : Powers Cost
 25 + Skills Cost
 76 + Characteristics Cost
 270 = Total Cost

Base OCV: 4Base DCV: 4
Adjustment+  Adjustment+  
Final OCV:  Final DCV:  
 
Levels: 




Combat Maneuvers
Name
Phase
OCV
DCV
Effect
Block
1/2
+0
+0
Block, Abort
Brace
0
+2
1/2
+2 vs. Range Mod.
Disarm
1/2
-2
+0
Can disarm
Dodge
1/2
---
+3
Abort, vs. all attacks
Grab
1/2
-1
-2
Grab two limbs
Grab By
1/2
-3
-4
Move and Grab
Haymaker
1/2*
+0
-5
+4DC to attack
Move By
1/2
-2
-2
STR/2 + v/5
Move Through
1/2
-v/5
-3
STR + v/3
Set
1
+1
+0
Ranged attacks only
Strike
1/2
+0
+0
STR or weapon




Range
0-4
5-8
9-16
17-32
33-64
65-128
RMod
0
-2
-4
-6
-8
-10




DEX: 13SPD: 4ECV: 8
Phases: 3, 6, 9, 12
17 PD (14 rPD)13/28 ED (8/23 rED)MD: 15
END: 26STUN: 30BODY: 11