Name: Diversion
Player: 

Val Char Base Cost
12 STR 10 2
25 DEX 10 45
16 CON 10 12
12 BODY 10 4
16 INT 10 6
15 EGO 10 10
20 PRE 10 10
20 COM 10 5
5/20 PD 2 3
5/25 ED 3 2
6 SPD 3.5 25
5 REC 5 0
35 END 32 2
38 STUN 26 12
6" RUN 6 0
2" SWIM 2 0
2" LEAP 2 0

STR Roll: 11- Run:  6"
DEX Roll: 14- Swim:  2"
CON Roll: 12- Leap:  2"
INT Roll: 12-
EGO Roll: 12-
PER Roll 12-

Disadvantages Pts
 
XP
0
Base Points : 245
Disads Total + 0
Experience Spent + 110
Total Cost = 355

Pts.  Power/Skill/Perk/Talent END
8   Sight Group Flash Defense (10 points) (10 Active Points); Limited Power Power loses about a fourth of its effectiveness (Only flashes based on light; -1/4)  0
5   Enhanced Light: Nightvision  0
16   Light Powers: Elemental Control, 40-point powers, (20 Active Points); all slots Not in Complete Darkness Power loses about a fourth of its effectiveness (-1/4) 
38   1) Photonic Shield: Force Field (15 PD/20 ED/10 Flash Defense: Sight Group), Reduced Endurance (0 END; +1/2) (67 Active Points); Not in Complete Darkness Power loses about a fourth of its effectiveness (-1/4)  0
16   2) Slow Lightspeed Travel: Flight 20" (40 Active Points); Not in Complete Darkness Power loses about a fourth of its effectiveness (-1/4)  4
52   Light Powers: Multipower, 65-point reserve, (65 Active Points); all slots Limited Power Power loses about a fourth of its effectiveness (Not in complete darkness; -1/4) 
2u   1) Light Bending: Invisibility to Sight Group , No Fringe (30 Active Points); Limited Power Power loses about a fourth of its effectiveness (Not in complete darkness; -1/4)  3
3u   2) Holograms: Sight Group Images Increased Size (8" radius; +3/4), +/-3 to PER Rolls (33 Active Points); Limited Power Power loses about a fourth of its effectiveness (Not in complete darkness; -1/4)  3
3u   3) Flare Field: Sight Group Flare Cone 6d6, Area Of Effect (7" Cone; +1) (60 Active Points); No Range (-1/2), Limited Power Power loses about a fourth of its effectiveness (Not in complete darkness; -1/4)  6
5u   4) Optic Overload: Energy Blast 5d6, Attack Versus Limited Defense (Flash Defense; +1 1/2) (62 Active Points); Limited Power Power loses about a fourth of its effectiveness (Not in complete darkness; -1/4)  6
4u   5) Cutting Laser: Killing Attack - Ranged 3d6-1, Armor Piercing (+1/2) (60 Active Points); Beam (-1/4), Limited Power Power loses about a fourth of its effectiveness (Not in complete darkness; -1/4)  6
3u   6) Light Field: Darkness to Sight Group 5" radius, Personal Immunity (+1/4) (62 Active Points); No Range (-1/2), Limited Power Power loses about a fourth of its effectiveness (Not in complete darkness; -1/4)  6
4u   7) Retinal Burn: Major Transform 4d6+1 (Sighted Person into Blind Person, Surgery) (65 Active Points); Only creatures with organic eyes Power loses about a third of its effectiveness (-1/2)  6
5u   8) Blinding Laser I: Killing Attack - Ranged 4d6+1 (standard effect: 13 BODY, 26 STUN) (65 Active Points); Limited Power Power loses about a fourth of its effectiveness (Not in complete darkness; -1/4)  6
8   Blinding Laser II: Sight Group Blindng Laser II 3d6 (15 Active Points); Linked (Photonic Shield; Lesser Power can only be used when character uses greater Power at full value; -3/4)  1
     
     
9   +3 with any three maneuvers or a tight group of attacks   
3   Disguise 12-   
3   Lockpicking 14-   
3   Mimicry 12-   
3   Security Systems 12-   
3   Seduction 13-   
3   Stealth 14-   
3   Streetwise 13-   
5   Language (idiomatic; literate)   
10   Computer Programming (Computer Networks, Hacking and Computer Security, Personal Computers, Mainframes and Supercomputers, Military Computers) 12-   
     
     
     
     
 172 : Powers Cost
 45 + Skills Cost
 138 + Characteristics Cost
 355 = Total Cost
Base OCV:  8 Base DCV:  8
Adjustment+    Adjustment+   
Final OCV:    Final DCV:   
 
Levels: +3 with any three maneuvers or a tight group of attacks

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: 25 SPD: 6 ECV: 5
Phases: 2, 4, 6, 8, 10, 12
5/20 PD (0/15 rPD) 5/25 ED (0/20 rED) MD: 0
END: 35 STUN: 38 BODY: 12