Invisible Black - Character Sheet

Invisible Black is a 250 point Champions character with 100 points of experience, so she has a very broad range of powers, none of them unreasonable for a 250 point character. (IMHO, of course :-) Typical paranormals in this campaign had DEX 20 and SPD 4. (In fact, one way to identify paranormals is that they had at least DEX 14 SPD 4.) Her background is also available.

Invisible Black
Val Char Cost
Picture
13
14
18
12
18
21
19
16
3
4
3 (6*)
7
36
30
STR
DEX
CON
BODY
INT
EGO
PRE
COM
PD
ED
SPD
REC
END
STUN
3
12
16
4
8
22
9
3
0
0
26
0
0
0
* SPD 6 only for Ego powers (-1/2)
Cost Powers and Talents END
65
48
 
10
10
10
20
 
4
6
1
 
 
 
 
 
 
9
2
9
 
2
65 pt. Variable Power Pool
Control Cost, no roll (+1), zero phase (+1), only ego/will powers (-3/4), variable limit (-1/4)
15 pt. Elemental Control, stun only (-1/2)
    50% Resistant Physical Damage Reduction, stun only (-1/2)
    50% Resistant Energy Damage Reduction, stun only (-1/2)
Detect Mind, Sense, Range, Discriminatory, Targetting, not against targets with Mental Defence (-1/2), costs END to turn on (-1/4)
+2 levels with Detect Mind
10 pts. Mental Defence
Facade - bought as computer (see below)
    5  INT   -5
    5  DEX  -15
    3  SPD 15
    5 KS: Trivia [14-]
    4 English [4]
    1 Spanish [1]
1d6+1 RKA, 5 recoverable charges (-1/4), OAF (-1)
+1 level with RKA
+6,+6 Armor, OIF (-1/2), Activation [11-] versus inanimate attacks or if unconcious (-1/2)
4" Swimming
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Cost Martial Arts OCV DCV Effect END
4
4
5
1
Strike
Block
Choke Hold
0
+2
-2
+2
+2
0
4.5d6 Strike
Block
Grab, 2d6 NND STR, Strike
1
1
1
1 WF: Use art Barehanded (normally uses Tonfa)
Cost Skills and Perks Roll
3
1
3
3
1
3
3
3
2
3
3
1
 
2
3
2
2
Lip Reading
AK: Los Angeles
Bureaucratics
Criminology
Forensics
Mimicry
Paramedic
Persuasion
KS: Police Procedure
PS: Psychology
Stealth
Streetwise
English [4]
Spanish [2]
Read Body Language
Local Police Powers
Concealed Weapon Permit
11-
11-
12-
13-
8-
11-
13-
12-
12-
12-
12-
8-
 
 
13-
 
 
125 Disadvantages
10
20
15
15
10
10
15
10
15
104
Reputation: [11-] (extreme) Egoist
Psych Lim: Arrogant
Psych Lim: Believes she's a genius
Psych Lim: Code of honor
Enraged [11-] out [11-] if control wrested away
Vulnerability: 2x from Flashes (except EGO)
Hunted: [8-] Team Enemies
Hunted: [8-] Judas Angel
Susceptibility: 2d6 (BODY on 1d6) from connecting with Hand Attack
Mentalist Bonus (Spent Experience)
OCV: 5+ DCV: 5+ ECV: 7 Phases: (2), 4, (6), 8, (10), 12
103 Char + 248 Powers & Skills + 3 Unspent = 354 Total = 125 Base + 229 Disads

Format stolen shamelessly from the Golden Avenger character sheet.

Annotations:

  1. The VPP started out as a multipower, until I had bought 12 slots, when I saved up points to convert it to a VPP. Note that most of the VPP slots are taken straight from the Multipower, all limitations intact.
  2. The EC is pretty slimy now. Originally it included the Hand Attack, as well as extra Strength; both these are now pulled from the VPP.
  3. I built my own Detect Mind because I wanted a line-of-sight thing, not the "I mindscan Australia" when we're in L.A. feature of the regular Mindscan power.
  4. The 'facade' (stats in the sidebar) is part of her mind set aside to mindlessly chatter with people, sort of like an Eliza program, while she concentrates on other things.
  5. Her handgun uses recoverable charges, because she has a box of shells in the car, and can reload between combats.
  6. The armor is standard body armor, except that she is aware of incoming attacks, so the armor's regular Activation roll is only used if she can't be aware of the attack for some reason.
  7. The swimming is simply her hobby - she keeps fit.
  8. Note the skills - part of my idea that an Egoist should be able to perform without actually using any powers! :-)
  9. The reputation is straightforward: She's both a mindreader, and has taken enough BODY at times to kill normals, without it seeming to bother her. (She hasn't been at full body for about 2 months real time, 2.5 months game time.)
  10. Vulnerability: Her eyes, ears, etc only react at SPD 3. (See the limitation on SPD.)
  11. Judas Angel is someone she brought back to life from the brink of death, but who didn't want to come.
  12. Susceptibility: This dates from when she had a Hand Attack in the EC. It needs to be changed now; she should probably get the 'physlim - one eye' and 'distinctive feature - one eye' disadvantages due to the amount of damage she's been taking! Still, she takes the Susc when she uses HA in her pool, and sometimes when she uses Strength from the pool, and both would cause her to take damage.
Cost Typical Powers Pulled from the VPP End
40 12d6 Mental Illusions, activation [11-] against targets with Mental Defence (-1/2)  [or 8d6 fully invisible] 6
30 10d6 Telepathy, activation [14-] (-1/2), not against targets with Mental Defence (-1/2)  [or 8d6 fully invisible] 5
41 10d6 Mind Control, telepathic command (+1/4), activation [11-] against targets with Mental Defence (-1/2)[or 7d6 fully invisible] 6
21 1d6 Drain (Ego powers), damage shield (+1/2), based on ECV (+1), zero END (+1/2), returns at 5/hour (+3/4), must hit ECV (-3/4)
  • I never used this one, so can't vouch for its utility...
0
34 1d6 Major Transformation, based on ECV (+1), invisible (+1), cumulative (+1/2), trigger (+1/2), activation [11-] against targets with with ego powers (-1/2), visible by egoists while cast and if checked (-1/4)

The Transformation does the following:
  • Adds: (25) Totally loyal to Invisible Black
  • Drops: INT to 8 EGO to 3
  • Points go into: STUN & CON, (evenly divided)
  • Retransformation: if broken out by ego powers
  • The usual ego-slave bit. Note that once enough dice have been piled on the target, Invisible Black does not need to use any power to cause the Transformation to take effect. (Useful if she's had her powers cancelled by something.) It is visible to mentalists while dice are being added, and if a mentalist uses a mental power on the target, they will notice that there is something lurking there, ready to be triggered.
6
35 2d6 Transfer (BODY to BODY), invisible except to mental sense (+3/4), activation [11-] against targets with Mental Defence (-1/2)
  • This power, and the three following, are variations on the same thing - a sort of psychic vampirism - the transferral of life-force from one person to another.
5
40 1d6 Transfer (BODY to BODY), invisible except to mental sense (+3/4), range (+1/2), based on ECV (+1), personal immunity (+1/4), zero END (+1/2), activation [11-] against targets with Mental Defence (-1/2) 0
18








15
1d6 Drain (BODY), invisible except to mental sense (+3/4), range (+1/2), based on ECV (+1), returns at 5/minute (+1/4), zero END (+1/2), continuous (+1), persistant (+1/2), activation [11-] against targets with Mental Defence (-1/2), breakout with EGO roll (-1/2), not if Invisible Black is at full BODY (-1)
  • This power and the one following are designed to always be used together, to simulate the same sort of psychic vampirism, only with more active points.
1d6 Aid (BODY), invisible except to mental sense (+3/4), zero END (+1/2), continuous (+1), persistant (+1/2), self only (-1/2), only to max Body (-1/2), linked to Drain (-1/2)
0








0
18 4d6 Aid (healing), based on ECV (+1), invisible to except to mental sense (+3/4), not on self (-1/2), only if stun brings target to conciousness (-1), activation [11-] against targets with Mental Defence (-1/2)
  • Use of this power is usually accompanied by an order such as: "Stop bleeding! Get up and do something useful!" :-)
5
28 Clairsentience - normal sight, invisible except to mental sense (+3/4), zero END cost (+1/2), persistent (+1/2), uncontrolled (+1/2), costs END to turn on (-1/4), only through eyes of a target without Mental Defence, target gets EGO roll -3 (-1)
OR: usable by others (+1/2) instead of persistant (+1/2)
  • This power simulates 'borrowing' someone else's eyes.
0
33 Images - mental, invisible (+1), zero END (+1/2), no range (-1/2)
  • This power is used to hide the mental signature of herself and anyone next to her from mind-scans, etc.
0
8 8d6 Hand Attack, 5x END cost (-2)
  • This represents tapping into hysterical strength. Useful (and surprising) if the target has Mental Defence. There is a side effect, of course; she will do serious damage to her hand.
10
9 +27 Strength, 5x END cost (-2)
  • The same as the previous power, only for more non-destructive uses. Again, she takes damage from this, but that is reflected in the Susceptibility, under Disads. (This is probably not the best way of writing this up.)
+15
2n 3n STUN from pool, side effect (3d6 STUN Drain 'in future') (-1/2)
  • She can 'borrow STUN from the future'; that is, she can tap into adrenalin reserves, but she pays for it severely when she calms down again, or is knocked out. STUN taken from the VPP locks up the VPP until it is healed, so she also erodes her power pool when using this.
0

chrisber@idiom.com