Code:
Sailor Sun - Tim Clark (alter ego)
VAL CHA Cost Total Roll Notes
8 STR -2 8 11- HTH Damage 1 1/2d6 END [1]
19 DEX 0 19 13- OCV 6 DCV 6
18 CON 0 18 13-
10 BODY 0 10 11-
14 INT 4 14 12- PER Roll 12-
10 EGO 0 10 11- ECV: 3
10 PRE 0 10 11- PRE Attack: 2d6
16 COM 0 16 12-
10 PD 8 10/32 10/32 PD (0/22 rPD)
4 ED 0 4/26 4/26 ED (0/22 rED)
5 SPD 0 5 Phases: 3, 5, 8, 10, 12
9 REC 0 9
52 END 0 52
38 STUN 0 38
28 RUN 0 28" END [6]
2 SWIM 0 2" END [1]
5 LEAP 0 4 1/2" 4 1/2" forward, 2" upward
CHA Cost: 10
Cost POWERS
20 Sailor Senshi uniform: Armor (12 PD/12 ED) (36 Active Points); OIF (-1/2), Only In Heroic Identity (-1/4) [Notes: The uniform can be damaged in battle, but once Tim transforms back to himself, then back to Sailor Sun, the uniform is repaired.] - END=0
7 +15 STUN (15 Active Points); Only In Heroic Identity (-1/4) (Modifiers affect Base Characteristic) - END=
2 +16 END (8 Active Points); Only In Heroic Identity (-1/4) (Modifiers affect Base Characteristic) - END=
3 +3 REC (6 Active Points); Only In Heroic Identity (-1/4) (Modifiers affect Base Characteristic) - END=
20 +3 SPD (30 Active Points); Only In Heroic Identity (-1/4) (Modifiers affect Base Characteristic) - END=
1 +6 COM (3 Active Points); Only In Heroic Identity (-1/4) (Modifiers affect Base Characteristic) - END=
9 +8 CON (16 Active Points); Only In Heroic Identity (-1/4) (Modifiers affect Base Characteristic) - END=
16 +9 DEX (27 Active Points); Only In Heroic Identity (-1/4) (Modifiers affect Base Characteristic) - END=
2 Leaping +3" (4 1/2" forward, 2" upward) (3 Active Points); Only In Heroic Identity (-1/4) - END=1
3 Running +2" (28" total) (4 Active Points); Only In Heroic Identity (-1/4) - END=1
31 Solar Spell Package: Multipower, 62-point reserve, (62 Active Points); all slots OIF headband/tiara (-1/2), Only In Heroic Identity (-1/4), Incantations (-1/4) - END=
2u 1) Banish Dark Forces: Dispel Magic 16d6 (48 Active Points); OIF headband/tiara (-1/2), Incantations (-1/4), Only In Heroic Identity (-1/4) - END=5
3u 2) Sunlight: Sight Group Images Increased Size (32" radius; +1 1/4), +/-4 to PER Rolls, Reduced Endurance (0 END; +1/2) (60 Active Points); OIF headband/tiara (-1/2), Incantations (-1/4), Only In Heroic Identity (-1/4) - END=0
3u 3) Energy Blast 12d6 (60 Active Points); OIF headband/tiara (-1/2), Incantations (-1/4), Only In Heroic Identity (-1/4) - END=6
1u 4) Solar Ward: Force Field (10 PD/10 ED/5 Flash Defense: Sight Group), Reduced Endurance (1/2 END; +1/4) (31 Active Points); OIF headband/tiara (-1/2), Incantations (-1/4), Only In Heroic Identity (-1/4) - END=1
3u 5) Sun Blast: Energy Blast 8d6, Affects Desolidified Any form of Desolidification (+1/2) (60 Active Points); OIF headband/tiara (-1/2), Incantations (-1/4), Only In Heroic Identity (-1/4) - END=6
26 change to Sailor Sun: Shape Shift (Sight, Smell/Taste, Hearing and Touch Groups), Cellular, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (58 Active Points); Extra Time (Full Phase, -1/2), OIF headband/tiara (-1/2), Incantations (-1/4) - END=0
4 Instant change (any clothes): Cosmetic Cosmetic Transform 2d6 (10 Active Points); Limited Target ([Limited]; -1/2), Extra Time (Full Phase, -1/2), Linked (change to Sailor Sun; Greater Power is Constant or in use most or all of the time; -1/4) - END=1
40 Enhanced Movement: Multipower, 50-point reserve, (50 Active Points); all slots Only In Heroic Identity (-1/4) - END=
3u 1) Running +20" (28" total) (40 Active Points); Only In Heroic Identity (-1/4) - END=4
4u 2) Combat Maneuvering: Flight 16", Reduced Endurance (0 END; +1/2) (48 Active Points); Only In Heroic Identity (-1/4) - END=0
1u 3) Traveling Speed: Flight 6", MegaScale (1" = 1 km; +1/4) (15 Active Points); Only In Heroic Identity (-1/4) - END=1
32 Phasing: Desolidification , Linked (Traveling Speed; Lesser Power need not be used proportionally to Power with which it is Linked; +0) (40 Active Points); Only In Heroic Identity (-1/4) - END=4
POWERS Cost: 236
Cost MARTIAL ARTS
Dirty Infighting/Fisticuffs/Cinematic Brawling
4 1) Block/Chin Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 2) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 18 STR to Disarm roll
4 3) Eye Gouge: 1/2 Phase, -1 OCV, -1 DCV, Flash 4d6
5 4) Hoist 'n' Heave: 1/2 Phase, -2 OCV, -2 DCV, Grab Two Limbs, 20 STR to Throw
4 5) Kidney Blow: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6
4 6) Low Blow: 1/2 Phase, -1 OCV, +1 DCV, 2d6 NND
4 7) Punch/Backhand: 1/2 Phase, +0 OCV, +2 DCV, 3 1/2d6 Strike
5 8) Roundhouse/Two-Fisted Smash: 1/2 Phase, -2 OCV, +1 DCV, 5 1/2d6 Strike
3 9) Tackle: 1/2 Phase, +0 OCV, +0 DCV, +v/5; You Fall, Target Falls
3 10) Throw: 1/2 Phase, +0 OCV, +1 DCV, 1 1/2d6 +v/5, Target Falls
1 11) Weapon Element: Clubs
MARTIAL ARTS Cost: 41
Cost SKILLS
4 CK: campaign city and the surrounding area 13-
6 AK: Tree of Life Congregation 15-
2 KS: Judaism 11-
2 KS: The public transit system 11-
3 Language: Hebrew (fluent conversation; literate)
0 Language: English (idiomatic; literate) (5 Active Points)
3 Paramedics 12-
0 Acting 8-
0 Climbing 8-
3 Conversation 11-
2 KS: history of Sailor Sun 11-
2 KS: negaverse 11-
SKILLS Cost: 27
Value DISADVANTAGES
10 Social Limitation: minor, under 16 (Tim only) (Frequently, Minor)
5 Physical Limitation: nearsighted, wears glasses (as Tim) (Infrequently, Slightly Impairing)
20 Psychological Limitation: code vs killing humans (Common, Total)
5 Dependent NPC: Aunt Lynn 8- (Normal; Useful Noncombat Position or Skills)
10 Hunted: federal government (Sailor Sun only) 8- (Mo Pow, NCI, Watching)
15 Social Limitation: Secret ID Tim Clark (Frequently, Major)
30 Hunted: Negaverse 11- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Capture/Kill)
20 Hunted: DEMON 8- (As Pow, NCI, PC has a Public ID or is otherwise very easy to find, Capture/Kill)
DISADVANTAGES Points: 115
Base Pts: 200
Exp Required: 0
Total Exp Available: 0
Exp Unspent: 0
Total Character Cost: 314
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