Daimon
Character Name: Daimon
Alternate Identities: William Stanton
Player Name: Bill
CHARACTERISTICS
Val Char Base Points Total Roll Notes
70 STR 10 60 70 23- HTH Damage 14d6 END [7]
36 DEX 10 78 36 16- OCV 12 DCV 12
43 CON 10 66 43 18-
17 BODY 10 14 17 12-
33 INT 10 23 33 16- PER Roll 17-
21 EGO 10 22 21 13- ECV: 7
35 PRE 10 25 35 16- PRE Attack: 7d6
20 COM 10 5 20 13-
14 PD 14 0 14/34 14/34 PD (0/20 rPD)
13 ED 9 4 13/33 13/33 ED (0/20 rED)
7 SPD 4.6 24 7 Phases: 2, 4, 6, 7, 9, 11, 12
23 REC 23 0 23
86 END 86 0 86
85 STUN 74 11 85
6" Running 6 0 31"
2" Swimming 2 0 5"
14" Leaping 14 0 19" 332 Total Characteristics Points
CHARACTER IMAGE
QUOTE
"If you can't dazzle them with charm, riddle 'em with bullets."
EXPERIENCE POINTS
Total earned: 666
Spent: 666
Unspent: 0
Base Points: 200
Disad Points: 150
Total Points: 1016
MOVEMENT
Type Total
Run (6) 31"
Swim (2) 5"
H. Leap (14") 19"
V. Leap (7") 9 1/2"
DEFENSES
Type Amount
Physical Defense 14/34
Res. Phys. Defense 0/20
Energy Defense 13/33
Res. Energy Defense 0/20
Mental Defense 15
Power Defense 15
 
COMBAT INFORMATION
OCV: 12 DCV: 12
 
Combat Skill Levels: +3 Overall , +2 with HTH Combat , +6 with Eye Beam
COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
Arm Sweep Block 1/2 +2 +2 Block, Abort
Crescent Kick Block 1/2 +1 +3 Block, Abort
Disarm 1/2 -1 +1 Disarm; 80 STR to Disarm roll
Flying Side Kick 1/2 +1 -2 18d6 Strike
Front Kick 1/2 +0 +2 16d6 Strike
Knifehand Spearhand 1/2 -2 +0 HKA 1d6 +1
Punch/Elbow Strike 1/2 +2 +0 16d6 Strike
Side or Roundhouse Kick 1/2 -2 +1 18d6 Strike
Takedown 1/2 +1 +1 14d6 Strike; Target Falls
Dodge 1/2 -- +5 Dodge, Affects All Attacks, Abort
Escape 1/2 +0 +0 85 STR vs. Grabs
Extend Ki 1/2 +0 +0 85 STR to resist Shove; Block, Abort
Hold 1/2 -1 -1 Grab Two Limbs, 80 STR for holding on
Joint Break 1/2 -1 -2 Grab One Limb; HKA 1d6 +1 , Disable
Joint Lock/Throw 1/2 +1 +0 Grab One Limb; 1d6 NND ; Target Falls
Redirect 1/2 +1 +3 Block, Abort
Strike 1/2 +1 +3 14d6 Strike
Takedown 1/2 +1 +1 14d6 Strike; Target Falls
Throw 1/2 +0 +1 14d6 +v/5, Target Falls
RANGE MODIFIERS
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10
DISADVANTAGES
Cost  Disadvantage
10 Dependent NPC: Brit Stanton, daughter 11- (Slightly Less Powerful than the PC)
10 Distinctive Features: Yellow Eyes (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
10 Distinctive Features: Grim (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
15 Enraged: with Brit is threatened (Uncommon), go 11-, recover 11-
15 Enraged: if innocents are harmed (Common), go 8-, recover 11-
20 Hunted: Card Shark 8- (Mo Pow, NCI, Harshly Punish)
20 Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish)
20 Psychological Limitation: Overconfident (Very Common, Strong)
15 Psychological Limitation: Hunts VIPER (Common, Strong)
15 Psychological Limitation: Vengeful (Common, Strong)
150 Total Disadvantages Cost

Character Name: Daimon
Alternate Identities: William Stanton
Player Name: Bill
SKILLS
Cost  Name
3 Acrobatics 16-
3 Acting 16-
3 Breakfall 16-
3 Bureaucratics 16-
3 Combat Driving 16-
4 Computer Programming (Computer Networks, Personal Computers) 16-
3 Concealment 16-
3 Conversation 16-
3 Criminology 16-
3 Deduction 16-
3 Demolitions 16-
3 Disguise 16-
3 Electronics 16-
3 Forensic Medicine 16-
3 High Society 16-
3 Interrogation 16-
0 Language: English (idiomatic)
2 Language: German (completely fluent)
3 Language: Spanish (completely fluent)
3 Lockpicking 16-
3 Mechanics 16-
3 Oratory 16-
3 PS: Lawyer 16-
3 Paramedics 16-
3 Scholar
2
1) KS: Aikido 16-
1
2) KS: Chinese Tongs and Triads 11-
2
3) KS: Criminal Law 16-
1
4) KS: Genocide 11-
2
5) KS: Mafia 16-
1
6) KS: Military World 11-
1
7) KS: Photography 11-
2
8) KS: Research 16-
2
9) KS: Street Gangs 16-
2
10) KS: Superheroes 16-
2
11) KS: Supervillains 16-
2
12) KS: Tae Kwon Do 16-
2
13) KS: Trial Procedures 16-
2
14) KS: Utility Subsystems 16-
1
15) KS: Viper 11-
2
16) KS: Wanted Criminals 16-
1
17) KS: Yakuza 11-
3 Scientist
2
1) SS: Ballistics 16-
1
2) SS: Botany 11-
2
3) SS: Chemistry 16-
2
4) SS: Criminal Psychology 16-
1
5) SS: Mathematics 11-
1
6) SS: Medicine 11-
2
7) SS: Pharmacology 16-
2
8) SS: Psychology 16-
3 Security Systems 16-
3 Shadowing 16-
3 Sleight Of Hand 16-
3 Streetwise 16-
3 Systems Operation (Communications Systems, Radar) 16-
2 TF: Common Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles
3 Tactics 16-
3 Teamwork 16-
3 Tracking 16-
3 Traveler
2
1) AK: Bay Area 16-
2
2) AK: Maine 16-
2
3) AK: San Francisco's Chinatown 16-
2
4) AK: West Coast 16-
2
5) CK: San Francisco 16-
2
6) CK: Seattle 16-
6 WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Small Arms
30 +3 Overall
10 +2 with HTH Combat
6 +6 with Eye Beam
209 Total Skills Cost
PERKS
Cost  Name
3 Well-Connected
2
1) Favor
1
2) Contact: "Switch" Lassitter, gang leader (Contact has significant Contacts of his own, Contact limited by identity) 11-
2
3) Contact: Gail Kelso, Talk Radio DJ (Contact limited by identity, Very Good relationship with Contact) 11-
6
4) Contact: Golden Avenger, PRIMUS (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own) 11-
11
5) Contact: James 'Icehawk' Hawkins (Contact has extremely useful Skills or resources, Very Good relationship with Contact) 16-
3
6) Contact: Rex Kaspriwiczs, bartender (Contact has significant Contacts of his own, Contact limited by identity, Very Good relationship with Contact) 11-
1
7) Contact: Roger Evans, Public Defender (Contact limited by identity, Good relationship with Contact) 11-
4
8) Contact: Tricia Garrett (Contact has access to major institutions, Contact has significant Contacts of his own, Contact limited by identity, Very Good relationship with Contact) 11-
2 Fringe Benefit: Local Police Powers
1 Fringe Benefit: License to practice as a lawyer
1 Fringe Benefit: License to practice as a Psychiatrist
37 Total Perks Cost
TALENTS
Cost  Name
15 Combat Sense 16-
27 Danger Sense (self only, any danger, Function as a Sense) 16-
8 Speed Reading (x1000)
50 Total Talents Cost
 
POWERS
Cost  Power END
50 Hyper Speed: Elemental Control, 100-point powers
53
1) Hyper Running: Running +25" (31" total), x128 Noncombat, Reduced Endurance (1/2 END; +1/4)
4
50
2) Hyper Healing: Force Field (20 PD/20 ED), Hardened (x2; +1/2), Reduced Endurance (0 END; +1/2), Persistent (+1/2)
0
45 Light Manipulation: Multipower, 101-point reserve, all slots Reduced effect in rain or fog Power loses about half of its effectiveness (-1), No Knockback (-1/4)
4u
1) Eye Beams: Energy Blast 16d6, Reduced Endurance (1/2 END; +1/4)
4
3u
2) Spreading Eye Beam: Energy Blast 9d6, Area Of Effect (5" Radius; +1), Selective (+1/4); No Range (-1/2), Extra Time (Full Phase, -1/2), Requires A DEX Roll (-1/4)
10
15 Hyper Resistance: Power Defense (15 points) 0
11 Strength of Will: Mental Defense (15 points total) 0
10 Stick to It: Clinging (normal STR) 0
1 Enhanced Eyes: Sight Group Flash Defense 0
10 Hyper Metabolism: Life Support (Immunity: All terrestrial diseases and biowarfare agents) 0
10 Hold Your Breath Forever: Life Support (Self-Contained Breathing) 0
10 Penetrating Gaze: N-Ray Perception (Sight Group) 0
8 Instant Change (any clothing): Cosmetic Transform 2d6 (Clothing into costume and vice-versa), Improved Target Group (+1/4); Limited Target Limited (-1/2) 1
7 Regeneration: Healing 1d6, Reduced Endurance (0 END; +1/2), Persistent (+1/2); Extra Time (1 Turn (Post-Segment 12), -1 1/4), Self Only (-1/2) 0
5 Immortal: Life Support (Longevity: Immortal) 0
5 Strong Legs: Leaping +5" (19" forward, 9 1/2" upward) 1
5 Perceive the Ultraviolet: Ultraviolet Perception (Sight Group) 0
3 Strong Swimmer: Swimming +3" (5" total) 1
3 Observant: +1 PER with all Sense Groups 0
308 Total Powers Cost
MARTIAL ARTS MANEUVERS
Cost  Maneuver
Tae Kwon Do
4
1) Arm Sweep Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
5
2) Crescent Kick Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort
4
3) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 80 STR to Disarm roll
5
4) Flying Side Kick: 1/2 Phase, +1 OCV, -2 DCV, 18d6 Strike
4
5) Front Kick: 1/2 Phase, +0 OCV, +2 DCV, 16d6 Strike
4
6) Knifehand Spearhand: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1
4
7) Punch/Elbow Strike: 1/2 Phase, +2 OCV, +0 DCV, 16d6 Strike
5
8) Side or Roundhouse Kick: 1/2 Phase, -2 OCV, +1 DCV, 18d6 Strike
3
9) Takedown: 1/2 Phase, +1 OCV, +1 DCV, 14d6 Strike; Target Falls
1
10) Weapon Element: Clubs
Aikido
4
1) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
4
2) Escape: 1/2 Phase, +0 OCV, +0 DCV, 85 STR vs. Grabs
4
3) Extend Ki: 1/2 Phase, +0 OCV, +0 DCV, 85 STR to resist Shove; Block, Abort
3
4) Hold: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 80 STR for holding on
5
5) Joint Break: 1/2 Phase, -1 OCV, -2 DCV, Grab One Limb; HKA 1d6 +1 , Disable
4
6) Joint Lock/Throw: 1/2 Phase, +1 OCV, +0 DCV, Grab One Limb; 1d6 NND ; Target Falls
5
7) Redirect: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort
5
8) Strike: 1/2 Phase, +1 OCV, +3 DCV, 14d6 Strike
3
9) Takedown: 1/2 Phase, +1 OCV, +1 DCV, 14d6 Strike; Target Falls
3
10) Throw: 1/2 Phase, +0 OCV, +1 DCV, 14d6 +v/5, Target Falls
1
11) Weapon Element: Clubs
80 Total Martial Arts Cost

Character Name: Daimon
Alternate Identities: William Stanton
Player Name: Bill
APPEARANCE
Hair Color: Brown
Eye Color: Brown
Height: 6' 7"
Weight: 220 lbs
Description:
BACKGROUND
Daimon's father was a biochemist, working to Viper, unknowingly. The moment he discovered this he took steps to rectify the situation. All of his notes where shredded, his computer tapes destroyed, the only sample of the wondrous serum...well, it disappeared and ended up coursing through the veins of his son.
POWERS/TACTICS
Speed! Daimon is perhaps the fastest MAN on the planet, at least on the ground, and it must be noted that is fastest MAN. Brittany Stanton is somewhat faster. His favorite tactics include the Move-by and the occasional Move Through. Though he is not as fast as his teenage daughter he does have one added feature she has not developed, his Eye Beam. This makes him something more then your classic Speedster and has on many occasions surprised the Hell out of some super powered idiot.
PERSONALITY/MOTIVATION
Daimon is a tireless champion of Justice, both as a superhero and as San Francisco's District Attorney. He is self-sacrificing to the extreme and thinks nothing of throwing himself in front of an attack to save another.
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