Fay - 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.

Fay
Val Char Cost
Picture
15
20
28
15
13
23
25
14
5
6
4
10
56
37
10
14
18
15
13
14
20
14
4
4
3
6
26
29
STR
DEX
CON
BODY
INT
EGO
PRE
COM
PD
ED
SPD
REC
END
STUN
4
26
32
10
3
22
14
2
2
0
9
2
-1
0
* First column: Not if bound in iron (-1/4)
Cost Powers and Talents END
50
30
 
 
10
8
8
10
13
16
 
5
1
5
3
4
-2
5
2
2
10
50 pt. Variable Power Pool
Control Cost, cosmic (+2), listed powers only (-1), beam (-1/4), no splitting pool (-1/4)

10 pt. EC - Fey Powers
   5" Flight, zero END (+1/2), persistent (+1/2), use running to move (-1/4)
   Invisibility (normal sight), not if bound in iron (-1/4)
   50% Mental Damage Reduction
   15" Teleport, not through iron (-1/4), not if bound in iron (-1/4)
   2 CP Regeneration, not on iron-caused wounds (-1/2)

1d6 Knockback Resistance, linked to flight (-1/2)
Immune to Aging, 2x (approximate) life span (-1)
IR Vision
UV Vision
+4 with sight PER rolls, only to negate darkness (-1)
5" Running
Detect 'Things', ranged (in sight group)
Animal Friend, jam [11-] (-1/2)
5 pts. Power Defence, only vs. EGO drains (-1)
+15 PRE, offensive only (-1/2)
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Cost Skills and Perks Roll
10
1
2
3
2
2
1
1
2
1
5
2
2
2
2
2
1
1
1
1
2
1
2
2
2
1
+2 levels with VPP
PQ: Passport
PQ: Berkeley Professor
Elfin (fluent w. acc.)
Latin (fluent w. acc.)
Ancient Greek (convers.)
French (basic phrases)
Italian (basic phrases)
AK: Bay Area
AK: Berkeley
KS: Classical History
KS: History
KS: Latin Literature
KS: Greek Literature
KS: Paranormals
KS: Used Cars
PS: College Professor
Fam: Football
Fam: Hotwiring Cars
Fam: Orate
Streetwise
TF: Small Ground V.
Contact: S.A.T.
Contact: Other fey
Contact: Steel Harmony (of BBI)
Contact: SCA
 
 
 
[3]
[3]
[2]
[1]
[1]
11-
11-
14-
11-
11-
11-
11-
11-
11-
8-
8-
8-
10-
 
11-
11-
11-
8-
125 Disadvantages
15
15
5
20
15
15
5
5
5
10
10
114
DF: fey, tail, hair, eyes, demeanor
Reputation [11-] extreme
Watched [8-] by S.A.T.
Psychlim: Loves Gottfried, Megan & Morgan
Psychlim: Curious
Psychlim: Overconfident
Physlim: Ticklish
Physlim: END loss from being bound in iron recovers as a drain.
Physlim: Being bound in iron causes nausea
Vulnerability: 2x STUN from iron
Vulnerability: 1 1/2x STUN from steel
Experience Spent
OCV: 7+2 DCV: 7 ECV: 8 Phases: 3, 6, 9, 12
125 Char + 234 Powers & Skills + 24 Unspent = 359 Total = 125 Base + 258 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@netcom.com