| Name: Raven |
| Player: Mark Jones |
| Val |
Char |
Base |
Cost |
| 50 |
STR |
10 |
5 |
| 23 |
DEX |
10 |
39 |
| 15 |
CON |
10 |
10 |
| 15 |
BODY |
10 |
10 |
| 13 |
INT |
10 |
3 |
| 18 |
EGO |
10 |
16 |
| 30 |
PRE |
10 |
20 |
| 14 |
COM |
10 |
2 |
| 3/9 |
PD |
3 |
0 |
| 3/9 |
ED |
3 |
0 |
| 5 |
SPD |
3.3 |
17 |
| 8 |
REC |
6 |
4 |
| 30 |
END |
30 |
0 |
| 31 |
STUN |
31 |
0 |
| 6" |
RUN |
6 |
0 |
| 2" |
SWIM |
2 |
0 |
| 10" |
LEAP |
10 |
0 |
| STR Roll: 19- |
Run: |
6" |
| DEX Roll: 14- |
Swim: |
2" |
| CON Roll: 12- |
Leap: |
10" |
| INT Roll: 12- |
| EGO Roll: 13- |
| PER Roll 12- |
| Disadvantages |
Pts |
| Hunted: Police 8- (As Pow, NCI, Harshly Punish) |
15 |
| Hunted: Numerous Underworld Figures 11- (As Pow, NCI, Harshly Punish) |
20 |
| Psychological Limitation: Justice, Not Law (Common, Strong) |
15 |
| Psychological Limitation: DIrect and Violent (Common, Strong) |
15 |
| Psychological Limitation: Free-Spirited and Willful (Common, Strong) |
15 |
| Psychological Limitation: Outsider Mentality (Common, Moderate) |
10 |
| Psychological Limitation: Prefers Not to Kill (Common, Moderate) |
10 |
| Psychological Limitation: Works Hard & Plays Hard (Common, Moderate) |
10 |
| Physical Limitation: Frightens Animals & Small Children (Frequently, Slightly Impairing) |
10 |
| Quirk: Considers Kate an unrealistic dreamer (oh the irony) |
1 |
| Quirk: Dresses all in black |
1 |
| Quirk: Maintains a journal "with" Kate |
1 |
| Quirk: |
1 |
| Quirk: |
1 |
| Reputation: Dangerous Lunatic, 11- (Extreme) |
15 |
| Social Limitation: Secret Identity (Occasionally, Major) |
10 |
| |
XP
27 |
Base Points : 200 |
| Disads Total + 150 |
| Experience Spent + 27 |
| Total Cost = 377 |
|

| Pts. |
Power/Skill/Perk/Talent |
END |
| 3 |
Life Support (Sleeping: Character does not sleep) |
0 |
| 10 |
Familiar Haunts: Teleportation: Fixed Location (10 Locations) |
0 |
| 60 |
Lucid Dreaming (Reality Manipulation): Multipower, 60-point reserve |
|
| 2u |
1) Punch Harder!: +35 STR (35 Active Points); No Figured Characteristics (-1/2) |
3 |
| 2u |
2) I Have a Weapon!: Killing Attack - Hand-To-Hand 1 1/2d6 (3d6+1 w/STR) (25 Active Points) [Notes: SFX: Wednesday can "find" or otherwise produce a knife or other hand weapon from nowhere.] |
2 |
| 10m |
3) I Scoff at Gravity: Flight 15", Position Shift, x4 Noncombat, Reduced Endurance (1/2 END; +1/4) (50 Active Points) [Notes: Raven can fly (obviously), but just as often she chooses instead to "wall-crawl" like Spider-Man (or Dracula), or to simply sit, stand or walk on walls or ceilings as if she were standing on the floor, the better to frighten people....] |
2 |
| 1u |
4) You Only Nicked Me!: Armor (6 PD/6 ED), Always Applied LAST of All Defenses (+0) (18 Active Points); Only vs BODY Damage (-1/2), Always Lets the First Point of BODY Through (-1/2) [Notes: Raven dodges at the last moment, avoiding most of the damage--or simply summons the willpower to shrug off injury because "it's not real!" Because this doesn't prevent penetration by foreign objects, it's no more difficult to drug Raven than an unarmored person.] |
0 |
| 4u |
5) Bullet Time I: Desolidification (affected by Speedsters, Area Effect attacks, any attack specifically designed to counter this ability), Reduced Endurance (1/2 END; +1/4) (50 Active Points); Limited Power Must be free to move/dodge (-1/4) [Notes: Raven slows her perception of time, enabling her to move with superhuman speed--dodging punches, kicks, or gunfire, dancing through speeding traffic, and so forth.] |
2 |
| 11m |
6) Bullet Time II: Teleportation 20", Position Shift, Reduced Endurance (1/2 END; +1/4) (56 Active Points) [Notes: The classic "Slasher Movie" schtick--Someone turns away from Raven to flee, and there she is. They lock a door between them and Raven, only she's there with them. Or they're running away at speed while Raven follows at a walk. But somehow, every time they look back, she's closer than she ought to be....] |
2 |
| 1u |
7) I'm With the Band: Shape Shift (Sight Group), Limited Power Only as Long as Raven doesn't "break character." (+0), Reduced Endurance (0 END; +1/2) (15 Active Points) [Notes: Raven doesn't actually change her appearance. People may still recognize her--but with that peculiar logic of dreams, they simply find her presence unremarkable. The effect can last indefinitely, until Raven says or does something to break the illusion, or chooses to end it.] |
0 |
| 4u |
8) Alter Reality I: Dispel 10d6, any object/device's powers, one at a time (+1/4) (37 Active Points) [Notes: More classic horror movie/nightmare schtick. Trying to escape? Your car's engine won't turn over. Trying to set off the alarm? Make a phone call for back-up? Sorry, your reliable gadgets have failed you. Trying to shoot Raven as she walks toward you? Oops. Your gun is somehow out of ammo, or jammed.] |
4 |
| 4u |
9) Nightmarish Environment: Change Environment 16" radius, Long-Lasting 20 Minutes, Varying Combat Effects (40 Active Points) [Notes: Raven causes the environment to take on a morbid, nightmarish quality. Possible effects include: an uncomfortable drop in temperature, foggy atmosphere or deep shadows (-3 to Sight Perception rolls), deadening or amplication of ambient noise (-3 Hearing Perception rolls), plants wilt, and other atmospheric effects.] |
4 |
| 5u |
10) There's No Escape!: Entangle 4d6, 4 DEF, Variable Special Effects (Limited Group of SFX; +1/4) (50 Active Points) [Notes: Raven can fling blades to pin someone to a wall or floor, cause doors or windows to slam shut--or vanish entirely, and so forth.] |
5 |
| 4u |
11) Look! A Door!: Tunneling 1" through 12 DEF material, Fill In (48 Active Points); Concentration (1/2 DCV; -1/4) [Notes: SFX: Wednesday makes use of a door, doorway, window or other opening that everyone thought was locked, or had never noticed before--if it even existed (and can close it behind her). Or sometimes simply kicks or punches her way through barriers to get to the bad guys....] |
5 |
| 2u |
12) What A Coincidence!: Summon 4 15-point creatures, Variable Advantage (+1/2 Advantages; +1) (26 Active Points); Variable Limitations (requires -1/2 worth of Limitations; -1/4) [Notes: The variable advantage & variable disadvantage allow for "color"--Raven can choose exactly how the coincidence manifests. Sometimes the being appears immediately, sometimes they arrive after some period of time; sometimes they're friendly, sometimes they're hostile, and so forth.] |
3 |
| 2u |
13) Dream Geography: Teleportation 5", MegaScale (1" = 1 km; +1/4), Usable By Other (+1/4), Area Of Effect (One Hex; +1/2), Continuous (+1) (30 Active Points); Limited Power Requires using an existing door or window (-1/4) |
3 |
| 4u |
14) It's Only A Scratch: Healing BODY 5d6, Can Heal Limbs (55 Active Points); Limited Power Can only occur out of combat, "discovering" that they're not nearly as bad as they seemed. (-1/2) |
5 |
| |
|
|
| |
Freeform Mayhem |
|
| 4 |
1) Block (Martial Block): 1/2 Phase, +2 OCV, +2 DCV, Block, Abort |
|
| 4 |
2) Dodge (Martial Dodge): 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort |
|
| 4 |
3) Joint Lock/Throw: 1/2 Phase, +1 OCV, +0 DCV, Grab One Limb; 1d6 NND ; Target Falls |
|
| 3 |
4) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 11d6 Strike, Target Falls |
|
| 5 |
5) Kick/Knee Strike (Offensive Strike): 1/2 Phase, -2 OCV, +1 DCV, 14d6 Strike |
|
| 4 |
6) Nerve Strike: 1/2 Phase, -1 OCV, +1 DCV, 2d6 NND |
|
| 4 |
7) Punch/Elbow Strike (Martial Strike): 1/2 Phase, +0 OCV, +2 DCV, 12d6 Strike |
|
| 3 |
8) Weapon Element: Blades, Clubs, Polearms and Spears |
|
| |
|
|
| |
Everyman Skills (Cost: 0 Points) |
|
| 0 |
1) Acting 8- |
|
| 0 |
2) Climbing 8- |
|
| 0 |
3) Computer Programming 8- |
|
| 0 |
4) Concealment 8- |
|
| 0 |
5) Language: English (idiomatic) (4 Active Points) |
|
| 0 |
6) Paramedics 8- |
|
| 0 |
7) PS: Cab Driver 11- |
|
| 0 |
8) Shadowing 8- |
|
| 0 |
9) Stealth 8- |
|
| 0 |
10) TF: Small Motorized Ground Vehicles |
|
| 4 |
AK: Hudson City 13- |
|
| 3 |
Combat Driving 14- |
|
| 3 |
Conversation 15- |
|
| 3 |
Deduction 12- |
|
| 24 |
+8 with Freeform Mayhem |
|
| 10 |
Defense Maneuver I-IV |
|
| 3 |
High Society 15- |
|
| 3 |
Interrogation 15- |
|
| 3 |
KS: The Law Enforcement World 12- |
|
| 5 |
KS: Hudson City Underworld 14- |
|
| 3 |
KS: Hudson City Supers 12- |
|
| 3 |
Persuasion 15- |
|
| 3 |
Seduction 15- |
|
| 3 |
Streetwise 15- |
|
| |
|
|
| 1 |
Money: Well Off |
|
| 17 |
Custom Perk [Notes: Some are allies in her fight against corruption and crime; others are small fry in the underworld Wednesday has convinced to be more afraid of her than of their cronies.] |
|
| |
|
|
| |
|
|
| |
|
|
129 : Powers Cost
122 + Skills Cost
126 + Characteristics Cost
377 = Total Cost |
| Base OCV: |
8 |
Base DCV: |
8 |
| Adjustment+ |
|
Adjustment+ |
|
| Final OCV: |
|
Final DCV: |
|
| |
| Levels: +8 with Freeform Mayhem |
| 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 |
| Block (Martial Block) |
1/2 |
+2 |
+2 |
Block, Abort |
| Dodge (Martial Dodge) |
1/2 |
-- |
+5 |
Dodge, Affects All Attacks, Abort |
| Joint Lock/Throw |
1/2 |
+1 |
+0 |
Grab One Limb; 1d6 NND ; Target Falls |
| Legsweep |
1/2 |
+2 |
-1 |
11d6 Strike, Target Falls |
| Kick/Knee Strike (Offensive Strike) |
1/2 |
-2 |
+1 |
14d6 Strike |
| Nerve Strike |
1/2 |
-1 |
+1 |
2d6 NND |
| Punch/Elbow Strike (Martial Strike) |
1/2 |
+0 |
+2 |
12d6 Strike |
| Range |
0-4 |
5-8 |
9-16 |
17-32 |
33-64 |
65-128 |
| RMod |
0 |
-2 |
-4 |
-6 |
-8 |
-10 |
| DEX: 23 |
SPD: 5 |
ECV: 6 |
| Phases: 3, 5, 8, 10, 12 |
| 3/9 PD (0/6 rPD) |
3/9 ED (0/6 rED) |
MD: 0 |
| END: 30 |
STUN: 31 |
BODY: 15 |
 |