Eric Boone
Character Name: Eric Boone
Alternate Identities:
Player Name: Phil
CHARACTERISTICS
Val Char Base Points Total Roll Notes
10 STR 10 0 10/40 11- / 17- HTH Damage 2d6/8d6 END [1/4]
30 DEX 10 60 30 15- OCV 10 DCV 10
30 CON 10 40 30 15-
10 BODY 10 0 10 11-
30 INT 10 20 30 15- PER Roll 15-
18 EGO 10 16 18 13- ECV: 6
20 PRE 10 10 20/50 13- / 19- PRE Attack: 4d6 / 10d6
20 COM 10 5 20/30 13- / 15-
2 PD 2 0 2/17 2/17 PD (0/15 rPD)
6 ED 6 0 6/21 6/21 ED (0/15 rED)
6 SPD 4.0 20 6 Phases: 2, 4, 6, 8, 10, 12
8 REC 8 0 8
60 END 60 0 60
30 STUN 30 0 30
6" Running 6 0 9"
2" Swimming 2 0 2"
2" Leaping 2 0 2"/8" 171 Total Characteristics Points
CHARACTER IMAGE
QUOTE
EXPERIENCE POINTS
Total earned: 34
Spent: 34
Unspent: 0
Base Points: 200
Disad Points: 150
Total Points: 384
MOVEMENT
Type Total
Run (6) 9"
Swim (2) 2"
H. Leap (2") 2"/8"
V. Leap (1") 1"/4"
DEFENSES
Type Amount
Physical Defense 2/17
Res. Phys. Defense 0/15
Energy Defense 6/21
Res. Energy Defense 0/15
Mental Defense 24
Power Defense 0
 
COMBAT INFORMATION
OCV: 10 DCV: 10
 
Combat Skill Levels:
COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
RANGE MODIFIERS
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10
DISADVANTAGES
Cost  Disadvantage
10 Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Technology Or Major Effort)
20 Hunted: Genocide 8- (Mo Pow, NCI, Harshly Punish)
5 Hunted: Silver Witch 8- (As Pow, Date)
5 Hunted: White Witch 8- (As Pow, Date)
10 Psychological Limitation: Bored, Looking For Excitement (Common, Moderate)
5 Psychological Limitation: Devious and Deceitful (Uncommon, Moderate)
20 Psychological Limitation: Loves To Use His Powers (Very Common, Strong)
15 Social Limitation: Secret ID (Frequently, Major)
15 Social Limitation: Minority[Mutant] (Frequently, Major)
30 Vulnerability: 2 x STUN Gas Attacks (Very Common)
15 Vulnerability: 1 1/2 x BODY Gas Attacks (Very Common)
150 Total Disadvantages Cost

Character Name: Eric Boone
Alternate Identities:
Player Name: Phil
SKILLS
Cost  Name
3 Acting 13- (19-)
0 Climbing 8-
3 Combat Driving 15-
0 Concealment 8-
3 Conversation 13- (19-)
0 Deduction 8-
3 KS: Play Stringed Instruments 15-
0 AK: Native Country 8-
0 Language: English (Idiomati)
0 Paramedics 8-
3 Persuasion 13- (19-)
3 PS: Con Man 13- (19-)
3 PS: Musician 15-
3 PS: Singer 15-
3 Seduction 13- (19-)
0 Shadowing 8-
0 Stealth 8-
3 Streetwise 13- (19-)
1 TF: Small Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles
25 The Will and the Word 26-
56 Total Skills Cost
 
POWERS
Cost  Power END
157 The Will and the Word: Variable Power Pool, 90 base + 67 control cost, Powers Can Be Changed As A Half-Phase Action (+1/2)
Notes: Items marked " * " are normally active. They total 40 Real Points.
0
1) *Stronger!: +30 STR, Costs END Only To Activate (+1/4); No Figured Characteristics (-1/2), Extra Time (Full Phase, Only to Activate, Delayed Phase, -1/2), Nonpersistent (-1/4) Real Cost: 16
Notes: Activating this power is one of the first things Eric does every morning.
3
0
2) *Impressive!: +30 PRE; Only Adds To PRE-base Skills (-1), Extra Time (Full Phase, Only to Activate, Delayed Phase, -1/2), Nonpersistent (-1/4), Costs Endurance (Only Costs END to Activate; -1/4) Real Cost: 10
Notes: Activating this power is one of the first things Eric does every morning.
3
0
3) *Handsome!: +10 COM; Nonpersistent (-1/4), Costs Endurance (Only Costs END to Activate; -1/4) Real Cost: 3
Notes: Activating this power is one of the first things Eric does every morning.
1
0
4) *Shield!: Mental Defense (24 points total); Extra Time (Full Phase, Only to Activate, Delayed Phase, -1/2), Costs Endurance (Only Costs END to Activate; -1/4) Real Cost: 11
Notes: Activating this power is one of the first things Eric does every morning.
2
0
5) *Sprint!: Running +3" (9" total); Extra Time (Full Phase, Only to Activate, Delayed Phase, -1/2), Nonpersistent (-1/4) Real Cost: 3
Notes: Activating this power is one of the first things Eric does every morning.
1
0
6) Defend!: Armor (15 PD/15 ED); Nonpersistent (-1/4), Costs Endurance (Only Costs END to Activate; -1/4) Real Cost: 30
Notes: Generally the first power Eric activates in a dangerous situation.
4
0
7) Faster!: +3 SPD; Nonpersistent (-1/4), Costs Endurance (Only Costs END to Activate; -1/4) Real Cost: 20
Notes: Generally the second Power Eric Activates in a dangerous situation.
3
0
8) Block!: Missile Deflection (Any Ranged Attack), Missile Reflection Real Cost: 40
0
0
9) Come!: Telekinesis (18 STR), Fine Manipulation, Invisible Power Effects (Fully Invisible; +1) Real Cost: 74
7
0
10) Move!: Telekinesis (10 STR), Affects Porous, Fine Manipulation, Invisible Power Effects (Fully Invisible; +1) Real Cost: 70
7
0
11) Unseen!: Invisibility to Sight, Hearing, Mental, Smell/Taste and Radio Groups and Detect , No Fringe Real Cost: 53
5
0
12) Be There!: Teleportation 18", Usable As Attack (+1) Real Cost: 72
7
0
13) Burn!: Killing Attack - Ranged 3d6, Penetrating (+1/2) Real Cost: 67
7
0
14) Collapse!: Energy Blast 18d6; Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect only affects the environment near the character; Power Does Damage To Surrounding Terrain As User Rips Up Terrain To Attack Target; -1 1/2) Real Cost: 36
9
0
15) Pull!: Energy Blast 10d6, Indirect (Any origin, any direction; +3/4); Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect only affects the environment near the character; Power Does Damage To Surrounding Terrain As User Rips Up Terrain To Attack Target; -1 1/2) Real Cost: 35
9
157 Total Powers Cost

Character Name: Eric Boone
Alternate Identities:
Player Name: Phil
APPEARANCE
Hair Color: Dark Brown
Eye Color: Brown
Height: 6' 0"
Weight: 188 lbs
Description:
BACKGROUND
POWERS/TACTICS
PERSONALITY/MOTIVATION

If you have questions or comments please contact