Name: |
Conduit |
Alternate IDs: |
John Pierce |
Player: |
|
Val |
Char |
Roll |
Notes |
20 |
STR |
13- |
HTH Damage 4d6 END [2] |
20 |
DEX |
13- |
OCV 7 DCV 7 |
20 |
CON |
13- |
|
10 |
BODY |
11- |
|
15 |
INT |
12- |
PER Roll 12- |
15 |
EGO |
12- |
ECV: 5 |
23 |
PRE |
14- |
PRE Attack: 4 1/2d6 |
10 |
COM |
11- |
|
40 |
PD |
|
|
40 |
ED |
|
|
5 |
SPD |
|
|
8 |
REC |
|
Run: 6" |
40 |
END |
|
Swim: 2" |
30 |
STUN |
|
Leap: 4" |
Disadvantages |
Pts |
Psychological Limitation:Greedy: (Common, Moderate) |
10 |
Psychological Limitation: Dislikes Authority: (Common, Strong) |
15 |
Psychological Limitation: Competative: (Common, Moderate) |
10 |
Psychological Limitation:Overconfident: (Very Common, Strong) |
20 |
Reputation: as International Private Eye , 11- |
10 |
Social Limitation: Secret ID John Pierce (Occasionally, Minor) |
5 |
Hunted: MI6 8- (Less Pow, NCI, Harshly Punish) |
10 |
Custom Disadvantage |
92 |
|
|
|
Base : |
300 |
|
Disads : |
+172 |
|
XP Spent : |
+0 |
|
Total = |
472 |
|
|
108 |
: Characteristics Cost |
271 |
+ Powers Cost |
93 |
+ Martial Arts/Skills/Perks/Talents Cost |
472 |
= Total Cost |
|
Campaign Use: |
Personality/Motivation: John Pierce is a hard man to pin down. He seems earnest when he talks about how he hates drug dealers and their ilk, but he may be talking about this while carrying $1 million in stolen chip designs. John is definately of the opinion that the rich and powerful have more than enough to go around and, since they aren't volunteering, well.... John is a very pleasant man to talk to; he's quick with a story, eager to listen, and always sympathetic. Also a bit distant, he almost never reveals anything about himself. Inside, he is a man driven by competition. He likes to win and does his best to always win, no matter what. |
|
|
Pts. |
Power/Skill/Perk/Talent |
END |
|
Powers |
25 |
Elemental Control, 50-point powers |
|
35 |
1) Absorption 8d6 (energy, Physical), Can Absorb Maximum Of 60 Points' Worth Of Energy Damage, Persistent (+1/2) (69 Active Points); Linked to Endurance Reserve (-1/4) [Notes: +12 CHAR points ½ to END Reserve, ½ to CON] |
|
35 |
2) Absorption 8d6 (energy, Energy), Can Absorb Maximum Of 60 Points' Worth Of Energy Damage, Persistent (+1/2) (69 Active Points); Linked to Endurance Reserve (-1/4) [Notes: +12 CHAR points ½ to END Reserve, ½ to CON] |
|
25 |
3) +36 PD (36 Active Points) |
|
25 |
4) +36 ED (36 Active Points) |
|
25 |
5) Damage Resistance (12 PD/12 ED) (12 Active Points) |
|
7 |
Endurance Reserve (60 END, 1 REC) (7 Active Points) |
|
90 |
Energy Mimic Pool: Variable Power Pool, 60 base + 30 control cost, No Skill Roll Required (+1), Powers Can Be Changed As A Zero-Phase Action (+1) (150 Active Points); Character Has No Choice Regarding When Or How Powers Change (-1), VPP Powers Can Be Changed Only In Given Circumstance (-1/2); all slots: Limited Special Effect Common SFX (-1/2) [Notes: Only to duplicate energy attacks
Must be struck by attack to duplicate; only up to the power level of the attack
Only one power at a time and the power
Must be "released" before a new power may be duplicated
Power only maintained until the END Reserve is depleted, Conduit is unconscious, or 1
hour has passed since the power last struck] |
|
4 |
Life Support (Safe in High Radiation; Safe in Intense Heat) |
|
|
|
Martial Arts |
16 |
+4 Ranged VPP attacks |
|
8 |
+2 HTH Damage Class with Punch, Haymaker, and Move Through |
|
4 |
+1 HTH Damage Class |
|
|
|
Skills |
2 |
+1 OCV with any VPP attack |
|
3 |
Shadowing 12- |
|
2 |
PS 11- |
|
3 |
PS 12- |
|
2 |
WF: Handguns, Small Arms |
|
2 |
Forgery (Documents) 12- |
|
3 |
Disguise 12- |
|
3 |
Security Systems 12- |
|
3 |
Deduction 12- |
|
3 |
Criminology 12- |
|
3 |
Concealment 12- |
|
3 |
Bugging 12- |
|
3 |
Persuasion 14- |
|
3 |
Streetwise 14- |
|
3 |
Interrogation 14- |
|
3 |
High Society 14- |
|
3 |
Conversation 14- |
|
3 |
Bribery 14- |
|
3 |
Acting 14- |
|
3 |
Stealth 13- |
|
3 |
Sleight Of Hand 13- |
|
3 |
Lockpicking 13- |
|
|
|
Perks |
1 |
Custom Perk |
|
1 |
Custom Perk |
|
1 |
Custom Perk |
|
|
|
Base OCV: |
7 |
|
Base DCV: |
7 |
|
Base ECV: |
5 |
Adjustment + |
|
|
Adjustment + |
|
|
Adjustment + |
|
Final OCV: |
|
|
Final DCV: |
|
|
Final ECV: |
|
|
Levels: +1 OCV with any VPP attack |
DEX: 20 |
SPD: 5 |
ECV: 5 |
Phases: 3, 5, 8, 10, 12 |
40 PD (12 rPD) |
40 ED (12 rED) |
MD: 0 |
END: 40 |
STUN: 30 |
BODY: 10 |
Height: 6' 6" |
Hair: Brown |
Weight: 220 lbs |
Eyes: Brown |
Appearance: John Pierce has an athletic frame, standing 5'11" and weighing 185 lbs. He has brown hair, brown eyes, and a light tan complexion. He dresses well, but non-descript. He is good at blending into a crowd. As Conduit, John wears a dark red and black jumpsuit, with a full hood and gloves. The knee high boots he also wears make him look 6'1". John is very careful to disguise his voice while in this indentity. |
Quote: |
Background: |
Powers/Tactics: Conduit can absorb virtually any type of energy thrown at him and uses it to make himself stronger or tougher. If the energy is strong enough, he can actually mimic it and emit it himself, for short periods. He is also a competent private investigator |
|