Character Name: Invisible Black
Alternate Identities: Melanie Fuller
Player Name: Chrisber
CHARACTERISTICS
Val Char Base Points Total Roll Notes
13 STR 10 3 13 12- HTH Damage 2 1/2d6 END [1]
14 DEX 10 12 14 12- OCV 5 DCV 5
35 CON 10 50 35 16-
14 BODY 10 8 14 12-
18 INT 10 8 18 13- PER Roll 13-
21 EGO 10 22 21 13- ECV: 7
20 PRE 10 10 20 13- PRE Attack: 4d6
14 COM 10 2 14 12-
4 PD 3 1 4/10 4/10 PD (0/6 rPD)
7 ED 7 0 7/13 7/13 ED (0/6 rED)
3 SPD 2.4 6 6 Phases: 2, 4, 6, 8, 10, 12
10 REC 10 0 10
36 END 70 -17 36
55 STUN 39 16 58
6" Running 6 0 6"
3" Swimming 2 1 3"
2" Leaping 3 0 2 1/2" 122 Total Characteristics Points
CHARACTER IMAGE
EXPERIENCE POINTS
Total earned: 118
Spent: 117
Unspent: 1
Base Points: 125
Disad Points: 115
Total Points: 357
MOVEMENT
Type Total
Run (6) 6" [12" NC]
Swim (2) 3" [6" NC]
H. Leap (3") 2 1/2"
V. Leap (1") 1"
DEFENSES
Type Amount
Physical Defense 4/10
Res. Phys. Defense 0/6
Energy Defense 7/13
Res. Energy Defense 0/6
Mental Defense 10
Power Defense 0
 
COMBAT INFORMATION
OCV: 5 DCV: 5
 
Combat Skill Levels: +1 with S&W Model 10 (RKA)
COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
Block 1/2 +0 +0 Block, abort
Brace 0 +2 1/2 +2 vs. Range Mod.
Disarm 1/2 -2 +0 Can disarm
Dodge 1/2 -- +3 Abort, vs. all attacks
Grab 1/2 -1 -2 Grab two limbs
Grab By 1/2 -3 -4 Move and Grab
Haymaker 1/2* +0 -5 +4 DC attack damage
Move By 1/2 -2 -2 STR/2 + v/5
Move Through 1/2 -v/5 -3 STR + v/3
Set 1 +1 +0 Ranged Attacks only
Strike 1/2 +0 +0 STR or weapon
Strike 1/2 +0 +2 Weapon +2 DC Strike
Block 1/2 +2 +2 Block, Abort
Choke Hold 1/2 -2 +0 Grab One Limb; 2d6 NND
COMBAT MODIFIERS
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10
Targeting shot OCV Hit Location
Head shot (Head to Shoulders) -4 1d6+3
High shot (Head to Vitals) -2 2d6+1
Body shot (Hands to Legs) -1 2d6+4
Low shot (Shoulders to Feet) -2 2d6+7
Leg shot (Vitals to Feet) -4 1d6+12

Character Name: Invisible Black
Alternate Identities: Melanie Fuller
Player Name: Chrisber
SKILLS
Cost  Name
2 +1 with S&W Model 10 (RKA)
1 AK: Los Angeles (Everyman) 11-
3 Bureaucratics 13-
3 Criminology 13-
1 Forensic Medicine 8-
3 Lipreading 13-
3 Mimicry 13-
3 Paramedics 13-
3 Persuasion 13-
2 PS: Police Procedure (Everyman) 12-
3 PS: Psychology 12-
3 PS: Read Body Language 13-
3 Stealth 12-
1 Streetwise 8-
0 Language: English (idiomatic) (4 Active Points)
2 Language: Spanish (fluent conversation)
36 Total Skills Cost
PERKS
Cost  Name
4 Fringe Benefit: Concealed Weapon Permit (where appropriate), Local Police Powers
4 Total Perks Cost
 
POWERS
Cost  Power END
20 +3 SPD (30 Active Points); Only for Mental Powers (-1/2)
113 Variable Power Pool, 65 base + 48 control cost, No Skill Roll Required (+1), Powers Can Be Changed As A Zero-Phase Action (+1) (161 Active Points); Only Ego/Will Powers (-3/4), Variable Limitations (requires -1/2 worth of Limitations; -1/4)
1) Mental Illusions 12d6 (60 Active Points); Activation 11- against targets with Mental Defence (-1/2) Real Cost: 40
Notes: Or 8d6, fully invisible.
6
2) Telepathy 10d6 (50 Active Points); Activation Roll 14- (-1/2), Not against targets with Mental Defence (-1/2) Real Cost: 25
Notes: Or 8d6, fully invisible.
5
3) Mind Control 10d6, Telepathic (+1/4) (62 Active Points); Activation 11- against targets with Mental Defence (-1/2) Real Cost: 41
Notes: Or 7d6, fully invisible.
6
4) Drain Mental Powers 1d6, Reduced Endurance (0 END; +1/2), Persistent (+1/2), Damage Shield (+1/2), Based On EGO Combat Value (Mental Defense applies; +1), Delayed Return Rate (points return at the rate of 5 per Hour; +1) (45 Active Points); Must hit attacker's ECV (-3/4) Real Cost: 26
0
5) Ego-Zombie Slaves: Major Transform 1d6, Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset; +1/4), Based On EGO Combat Value (Mental Defense applies; +1), Invisible Power Effects (Fully Invisible; +1) (49 Active Points); Activation 11- against targets with Mental Defence (-1/2), Visible to mentalists when cast and if checked (-1/4) Real Cost: 28
Notes: The Transform adds; (25) pyschlim - Totally Loyal to Invisible Black, drops; INT to 8, EGO to 3. Points go into STUN and CON, evenly divided.
5
6) Psychic Vampirism: Transfer 2d6 (BODY to BODY), Invisible except to Mental Sense Group (+3/4) (52 Active Points); Activation 11- against targets with Mental Defence (-1/2) Real Cost: 35
Notes: Or 1d6, Ranged, Based on ECV. Real Cost 33
5
7) "Stop bleeding, get up, and do something useful!": Healing BODY 2d6, Invisible except to Mental Sense Group (+3/4), Based On EGO Combat Value (Mental Defense applies; +1) (55 Active Points); Only if STUN healed bring target to conciousness (-1), Activation 11- against targets with Mental Defence (-1/2), Not on self (-1/2) Real Cost: 18
5
8) Borrowing others' eyes: Clairsentience (Sight Group), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Uncontrolled (+1/2), Invisible except to Mental Sense Group (+3/4) (65 Active Points); Only through the eyes of a target without Mental Defence (-1/2), Target gets an EGO roll at -3 (-1/2), Costs END to turn on (-1/4) Real Cost: 29
Notes: Or Usable By Others, instead of Persistent
0
9) Mental Camouflage: Mental Group Images 1" radius, +/-4 to PER Rolls, Reduced Endurance (0 END; +1/2), Invisible Power Effects (Fully Invisible; +1) (42 Active Points); No Range (-1/2) Real Cost: 28
Notes: This power is used to hide the mental signature of herself and anyone standing close to her.
0
10) Hysterical Strength: Hand-To-Hand Attack +8d6 (40 Active Points); Increased Endurance Cost (x5 END; -2), Side Effects, Side Effect occurs automatically whenever Power is used (2d6 damage (BODY only on 1d6); -1), Hand-To-Hand Attack (-1/2) Real Cost: 9
20
11) Hysterical Strength: +27 STR (27 Active Points); Increased Endurance Cost (x5 END; -2), Side Effects, Side Effect occurs automatically whenever Power is used (2d6 damage (BODY only on 1d6); -1), No Figured Characteristics (-1/2) Real Cost: 6
Notes: Or x3 END cost (-1) if using leverage. Cost 13
15
12) Adrenalin Reserves: +3 STUN (3 Active Points); Side Effects (3d6 STUN Drain "in the future" - GM decides; -1/2) Real Cost: 2
Notes: This can be used in multiples of 3 STUN. The Side Effect takes place generally when she calms down or falls unconcious.
13) Make "Taken": (Total: 65 Active Cost, 24 Real Cost) Major Transform 1d6, Invisible Power Effects (Fully Invisible; +1) (30 Active Points); Target must be dying (-2), Activation 11- against targets with Mental Defence (-1/2), Increased Endurance Cost (x2 END; -1/2), Visible to mentalists when cast and if checked (-1/4), Target must be transformed in an uninterrupted session. (-1/4) (Real Cost: 7) plus Healing BODY 2d6, Invisible except to Mental Sense Group (+3/4) (35 Active Points); Activation 11- against targets with Mental Defence (-1/2), Must use with Transform as appropriate to prevent death (-1/4), Only to prevent target bleeding to death (-1/4) (Real Cost: 17) Real Cost: 24
Notes: Transform drops END to buy Life Support: Immunity to Aging. Also gives target the option of buying more BODY, especially with the 'only to prevent dying' limitation. Transform reverts if target is 'broken out' by mental powers or exorcism before target spends XP to buy the Life Support permanently.
9
14) Deep Cover: Major Transform 1 1/2d6, Reduced Endurance (0 END; +1/2), Invisible Power Effects (Fully Invisible; +1) (62 Active Points); No Range (-1/2), Self only (-1/2), Visible to mentalists when cast and if checked (-1/4), Target must be transformed in an uninterrupted session. (-1/4) Real Cost: 25
Notes: Transform disables VPP, Detect Mind, and Mental Awareness, and puts as many points as GM will allow into Mental Defence, invisible (+1), or Mental Damage Reduction. Retransformation by healing naturally, or after a preset time elapses, or when makes an [8-] rollas if breaking out of a mental power (using time chart).
0
19 Detect Minds; A Class Of Things 15- (Unusual Group), Discriminatory, Range, Sense, Targeting (29 Active Points); Not vs. minds with Mental Defence (-1/2)0
5 Mental Awareness
Notes: Because the VPP may not always contain strictly Mental Powers.
0
6 Mental Defense (10 points total)0
1 Façade: Bought as computer: 5 INT, 5 DEX, 3 SPD, KS: Trivia 14-, English [4], Spanish [1]
Notes: The Façade is part of her mind set aside to idly chatter with people; sort of an Eliza program, while she concentrates on other things (usually involving invisible mental powers). The Façade has "overwatch" capabilities - it can wake up and check the room without disturbing her dream state.
9 S&W Mod. 10 .38 Special: Killing Attack - Ranged 1d6+1 (20 Active Points); OAF (-1), 5 Recoverable Charges (-1/4)
Notes: The charges are recoverable, because she carries a box of ammuntion in the trunk of her car.
[5 rc]
9 Bulletproof vest: Armor (6 PD/6 ED) (18 Active Points); OIF (-1/2), Activation 11- vs. inanimate attacks or if unconcious (-1/2)
Notes: This is standard body armor, without the activation roll if she's aware of the attack.
0
182 Total Powers Cost
MARTIAL ARTS MANEUVERS
Cost  Maneuver
4 Strike: 1/2 Phase, +0 OCV, +2 DCV, Weapon +2 DC Strike
4 Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND
1 Weapon Element: Empty Hand
13 Total Martial Arts Cost

Character Name: Invisible Black
Alternate Identities: Melanie Fuller
Player Name: Chrisber
DISADVANTAGES
Cost  Disadvantage
10 Reputation: She's both a mindreader, and has taken enough BODY at times to kill normals, without it seeming to bother her. 8- (Extreme)
Notes: She hasn't been at full body for about eight sessions running, 2.5 months game time.
5 Distinctive Features: One eye (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
5 Physical Limitation: One eye (Infrequently, Slightly Impairing)
20 Psychological Limitation: Arrogant (Common, Total)
15 Psychological Limitation: Believes she's a genius (Common, Strong)
15 Psychological Limitation: Code of Honor (Common, Strong)
10 Enraged: if control wrested away (Uncommon), go 11-, recover 11-, Very Uncommon?
10 Vulnerability: 2 x Effect from all Flashes except those vs. mental sense group (Uncommon)
Notes: Her eyes, ears, etc only react at SPD 3, not the extra +3 SPD for mental powers.
15 Hunted: Team (Seven Swords) Enemies 8- (More Powerful, Harshly Punish)
10 Hunted: Judas Angel 8- (As Powerful, Harshly Punish)
Judas Angel is someone she brought back to life from the brink of death, but who didn't want to come.
115 Total Disadvantages Cost
APPEARANCE
Hair Color: Black
Eye Color: Green
Height: 1.70 m
Weight: 66.00 kg
BACKGROUND/PERSONALITY
(See separate background page.)
QUOTE
"Why doesn't anyone trust me?"
POWERS/TACTICS
Psychic profile (Julian May Index): Creating - none; Coercion - excellent; Far-sensing - poor (but Telepathy, good) Psychokinesis - poor; Redacting - excellent.
CHARACTER DESIGN NOTES
  1. The extreme physical characteristics (CON and STUN) were converted from an illegal Elemental Control containing Damage Reduction, STUN only.
  2. The Variable Power Pool 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.
  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 extra swimming is simply her hobby - she keeps fit.
  5. Note the skills; part of my idea that an Egoist should be able to perform without actually using any powers!
Character created with Hero Designer (version 2.40)