| Value | Characteristic | Points | ![]() |
| 10 | STR | 0 | |
| 14 | DEX | 12 | |
| 19 | CON | 18 | |
| 10 | BODY | 0 | |
| 18 | INT | 8 | |
| 20 | EGO | 20 | |
| 25 | PRE | 20 | |
| 12 | COM | 1 | |
| 8 | PD | 6 | |
| 6 | ED | 2 | |
| 4 | SPD | 16 | |
| 6 | REC | 0 | |
| 38 | END | 0 | |
| 25 | STUN | 0 | |
| Total | 103 |
| Points | Powers | END |
| 22 | 9d6 Energy Blast; Range: 225; Versus: PD; OAF: -1; Charges: 16, +0; Basically a large gun which projects hard rubber bullets. The projectile force can be "dailed down" or up to the max of 9d6. | 0 |
| 24 | Armor (14 PD/10 ED); Activation: 14-, -½; Basically a sort of bullet-proof vest (but more powerful) worn under his clothes; the 14- activation roll represents the likelihood shots just hit the vest. | |
| 46 | Total Powers |
| Points | Skills, Talents, Perks | Roll |
| 3 | Bugging | 13- |
| 16 | +2 level w/All Combat | |
| 3 | Demolitions | 11- |
| 3 | Disguise | 11- |
| 3 | Electronics | 11- |
| 3 | Lockpicking | 12- |
| 3 | Mechanics | 11- |
| 3 | Persuasion | 14- |
| 3 | Security Systems | 13- |
| 3 | Sleight of Hand | 12- |
| 8 | Weapon Familiarities ; Small Arms, Common Missile, Common Melee, Energy Projectors | |
| (8) | common melee; common missile; small arms; energy | |
| 30 | Find Weakness; Attack Type: All, +20 | 11- |
| 15 | Luck (3d6) | |
| 10 | Contact; Usefulness: Normal, +0 ; This is actually a "contact pool" per Shelley; includes ideally a priest, policeman, and an insider in Daggett (not one who can tip Whitehead's hand but is available for a little other info). | 19- |
| 5 | +1 level w/+1 with Demolitions, Electronics, Mechanics ; Related skills - tinkering/inventing skills | |
| 2 | Private Investigator License | |
| 113 | Total Skills, Talents, Perks |
| 125+ | Disadvantages |
| 10 | Hunted: Mob (11-); Capabilities: Less Powerful, 5; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0 |
| 15 | Hunted: Daggett Industries (Lee Whitehead) (11-); Capabilities: Less Powerful, 5; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0 |
| 15 | DNPC: Girlfriend(s) (Incompetent, 8-); Skills: Normal, +0 |
| 20 | Normal Characteristic Maxima |
| 10 | Vulnerability: Supernatural (2× STUN); Attack: Uncommon, +5 |
| 5 | Reputation: Seedy dealings, crossed people (8-) |
| 10 | Psych. Lim.: Living up to father; does foolhardy or dangerous (Uncommon, Strong) |
| 5 | Other: Quirks ; 1 -slightly irrational
love of animals, he typically masks it but cruelty to animals sets him off and he pays
unusual attention to animals, cares for neglected ones, etc. 2 - milk baths - he loves 'em, good for the skin and the spirit - but he's embarrassed by them - most people think he just buys a lot of milk, he goes to the trouble of going to different stores so it's not quite obvious 3 - he thinks he's a good gambler but he's not; leads to trouble with bookies as well as financial issues, though I don't want an economic disad since I think he gets by 4 - beat up hardly working but vintage cars; if he does get a real vehicle with points it'll have unluck and defects 5 - I think his tendency to act like a pulp character counts as quirky for sure! |
| 10 | 2d6 Unluck |
| 25 | Other: Mystery |
| 12 | Other: Bonus per GM for PRE ; This was to raise PRE from 18 to 25 |
| 137 | Total Disadvantages |
| COSTS: | Char. | Powers | Total | Total | Disadv. | Base | ||||
| 103 | + | 159 | = | 262 | 262 | = | 137 | + | 125 |
| OCV | DCV | ECV | Mental Def. | PD/rPD | ED/rED | Phases |
| 5 | 5 | 7 | 0 | 22/14 | 16/10 | 3, 6, 9, 12 |