Name:  Phase
Alternate IDs:  Derek Crane (played by Johnny Whitworth)
Player:  Geoff Speare

Val Char Roll Notes
13 STR 12- HTH Damage 2 1/2d6 END [1]
26 DEX 14- OCV 9 DCV 9
23 CON 14-
10 BODY 11-
18 INT 13- PER Roll 13-
11 EGO 11- ECV: 4
20 PRE 13- PRE Attack: 4d6
10 COM 11-
21 PD    
21 ED    
6 SPD    
8 REC   Run: 6"
46 END   Swim: 2"
29 STUN   Leap: 2 1/2"

Disadvantages Pts
Hunted: Boston PD 14- (As Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)  20
Hunted: Corrupt cops 8- (Less Pow, NCI, Harshly Punish)  10
Hunted: supervillain he captured 8- (As Pow, Harshly Punish)  10
Psychological Limitation: Believes in the law (Common, Moderate)  10
Psychological Limitation: Enjoys the fame of being a superhero (Common, Strong)  15
Psychological Limitation: Practical minded, "thinks like a cop" (Common, Strong)  15
Reputation: Vain, police-connected, 11-  10
Social Limitation: Public ID (Frequently, Minor)  10
Susceptibility: other teleportation powers 3d6 damage Instant (Uncommon)  15
 
XP
 
0
 
  Base : 185
  Disads : +115
  XP Spent : +0
  Total = 300
 
123 : Characteristics Cost
127 + Powers Cost
50 + Martial Arts/Skills/Perks/Talents Cost
300 = Total Cost
 
Campaign Use: 
Personality/Motivation: 

Pts.  Power/Skill/Perk/Talent END
  Powers
13   Phase-Charged Armor: Elemental Control, 40-point powers, (20 Active Points); all slots OIF (-1/2) 
13   1) Defensive Aportation: Force Field (16 PD/16 ED), Reduced Endurance (1/2 END; +1/4) (40 Active Points); OIF (-1/2)  1
13   2) Teleport: Teleportation 13", Reduced Endurance (0 END; +1/2) (39 Active Points); OIF (-1/2)  0
42   Teleportation: Multipower, 63-point reserve, (63 Active Points); all slots Gestures (-1/4), Variable Limitations (requires -1/2 worth of Limitations; Activation 14- or Extra Time: Full Phase; -1/4) 
4u   1) Teleport: Teleportation 17", No Relative Velocity, Position Shift, Reduced Endurance (1/2 END; +1/4) (61 Active Points); Gestures (-1/4), Variable Limitations (requires -1/2 worth of Limitations; Activation 14- or Extra Time: Full Phase; -1/4)  2
4u   2) Combat Aportation I: Energy Blast 12d6 (60 Active Points); Gestures (-1/4), Variable Limitations (requires -1/2 worth of Limitations; Activation 14- or Extra Time: Full Phase; -1/4)  6
4u   3) Combat Aportation II: Energy Blast 5d6, Area Of Effect Accurate (One Hex; +1/2), No Normal Defense (Hardened ED; +1) (62 Active Points); Gestures (-1/4), Variable Limitations (requires -1/2 worth of Limitations; Activation 14- or Extra Time: Full Phase; -1/4)  6
4u   4) Teleport Dirt: Entangle 5d6, 3 DEF, Area Of Effect Accurate (One Hex; +1/2) (60 Active Points); Gestures (-1/4), Variable Limitations (requires -1/2 worth of Limitations; Activation 14- or Extra Time: Full Phase; -1/4)  6
4u   5) Redirect Attack: Missile Deflection (Any Ranged Attack), Missile Reflection, Full Range (+1) (60 Active Points); Gestures (-1/4), Variable Limitations (requires -1/2 worth of Limitations; Activation 14- or Extra Time: Full Phase; -1/4)  0
4u   6) Zap: Teleportation 9", Area Of Effect Accurate (One Hex; +1/2), Ranged (+1/2), Reduced Endurance (0 END; +1/2), Usable As Attack (defense is Teleport, XDM or Force Wall; +1) (63 Active Points); Gestures (-1/4), Variable Limitations (requires -1/2 worth of Limitations; Activation 14- or Extra Time: Full Phase; -1/4)  0
2u   7) Switch Places: Teleportation 7", only to swap places (+0), Reduced Endurance (1/2 END; +1/4), Area of Effect Accurate (+1/2), Ranged (+1/2), Usable As Attack (defense is Teleport, XDM, or Force Wall; +1), Area Of Effect (5" Radius; +1), Selective (+1/4) (63 Active Points); Must select two targets (-1), Teleport must hit and work vs. both targets (-1/2), Gestures (-1/4), Variable Limitations (requires -1/2 worth of Limitations; Activation 14- or Extra Time: Full Phase; -1/4)  3
3u   8) Gate: Teleportation 9", Usable Simultaneously (up to 2 people at once; +1/2), Area Of Effect (One Hex; +1/2), Ranged (+1/2), Continuous (+1) (63 Active Points); Gate (-1/2), Gestures (-1/4), Variable Limitations (requires -1/2 worth of Limitations; Activation 14- or Extra Time: Full Phase; -1/4)  6
4u   9) Long-Range: Teleportation 5", x2,048 Noncombat (60 Active Points); Gestures (-1/4), Variable Limitations (requires -1/2 worth of Limitations; Activation 14- or Extra Time: Full Phase; -1/4)  6
3u   10) Dive for Cover: Teleportation 14", Reduced Endurance (1/2 END; +1/4), Trigger (Activating the Trigger is an Action that takes no time, Trigger resets automatically, immediately after it activates; +1) (63 Active Points); must follow rules for Aborting (not immediately after attacks, lose a Phase for each time used; -3/4), Gestures (-1/4), Variable Limitations (requires -1/2 worth of Limitations; Activation 14- or Extra Time: Full Phase; -1/4) [Notes: Since Extra Time is not limiting for this power, the Variable Limitation must always be Activation 14-]  3
1u   11) Instant Change: Cosmetic Transform 2d6, Improved Results Group (+1/4), Reduced Endurance (0 END; +1/2) (17 Active Points); Limited Target (clothes being worn; -1/2), Gestures (-1/4), Variable Limitations (requires -1/2 worth of Limitations; Activation 14- or Extra Time: Full Phase; -1/4)  0
5   N-Ray Perception (Sight Group) (10 Active Points); only for avoiding Blind Teleport rolls (-1) [Notes: The character's teleport power is "safe"; the character will "know" if he's about to Teleport into solid mass, and will not have to make an Attack Roll when teleporting blind. (If he would teleport into a solid object, he uses the END for Teleport but goes nowhere.) This sense represents that aspect of the power; it's not usable as a sense in any other way.]  0
4   Teleportation: Floating Fixed Location (1 Locations) (5 Active Points); Gestures (-1/4)  0
 
  Skills
6   +2 with Multipower   
3   Bureaucratics 13-   
3   Concealment 13-   
3   Conversation 13-   
3   Criminology 13-   
3   Deduction 13-   
3   KS: Boston underworld 13-   
1   Language: Russian (basic conversation)   
1   Language: Spanish (basic conversation)   
3   PS: Police Officer 13-   
3   Persuasion 13-   
3   Shadowing 13-   
3   Stealth 14-   
3   Streetwise 13-   
2   WF: Small Arms   
 
  Perks
7   Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources, Good relationship with Contact) 11-   
 
Base OCV: 9   Base DCV: 9   Base ECV: 4
Adjustment +     Adjustment +     Adjustment +  
Final OCV:     Final DCV:     Final ECV:  
 
Levels: +2 with Multipower



DEX: 26 SPD: 6 ECV: 4
Phases: 2, 4, 6, 8, 10, 12
21 PD (16 rPD) 21 ED (16 rED) MD: 0
END: 46 STUN: 29 BODY: 10


Height: 2.00 m Hair: Brown
Weight: 100.00 kg Eyes: Brown
Appearance: 
Quote:
Background: 
Powers/Tactics: