Night Angel
Character Name: Night Angel
Alternate Identities: Kate Portis
Player Name: NPC
CHARACTERISTICS
Val Char Base Points Total Roll Notes
15 STR 10 5 15 12- HTH Damage 3d6 END [1]
25 DEX 10 45 25 14- OCV 8 DCV 8
20 CON 10 20 20 13-
10 BODY 10 0 10 11-
18 INT 10 8 18 13- PER Roll 13-
13 EGO 10 6 13 12- ECV: 4
15 PRE 10 5 15 12- PRE Attack: 3d6
18 COM 10 4 18 13-
8 PD 3 5 8/13 8/13 PD (0/5 rPD)
8 ED 4 4 8/13 8/13 ED (0/5 rED)
6 SPD 3.5 25 6 Phases: 2, 4, 6, 8, 10, 12
8 REC 7 2 8
40 END 40 0 40
40 STUN 28 12 40
6" Running 6 0 6"
2" Swimming 2 0 2"
3" Leaping 3 0 3" 141 Total Characteristics Points
CHARACTER IMAGE
QUOTE
"Justice must be served, even if I have to do it myself."
EXPERIENCE POINTS
Total earned: 52
Spent: 52
Unspent: 0
Base Points: 200
Disad Points: 150
Total Points: 402
MOVEMENT
Type Total
Run (6) 6"
Swim (2) 2"
H. Leap (3") 3"
V. Leap (2") 1 1/2"
DEFENSES
Type Amount
Physical Defense 8/13
Res. Phys. Defense 0/5
Energy Defense 8/13
Res. Energy Defense 0/5
Mental Defense 0
Power Defense 0
 
COMBAT INFORMATION
OCV: 8 DCV: 8
 
Combat Skill Levels:
COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
Atemi Strike 1/2 -1 +1 3 1/2d6 NND
Block 1/2 +2 +2 Block, Abort
Disarm 1/2 -1 +1 Disarm; 40 STR to Disarm roll
Dodge 1/2 -- +5 Dodge, Affects All Attacks, Abort
Knifehand Strike ("Chop") 1/2 -2 +0 HKA 2d6
Legsweep 1/2 +2 -1 7d6 Strike, Target Falls
Punch/Snap Kick 1/2 +0 +2 8d6 Strike
Side/Spin Kick 1/2 -2 +1 10d6 Strike
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
15 Dependent NPC: Frank Knox, boy-friend 8- (Normal; Unaware of character's adventuring career/Secret ID)
10 Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Technology Or Major Effort)
20 Hunted: Genocide 8- (Mo Pow, NCI, Harshly Punish)
10 Hunted: NYPD Detective Captain Clyde Birch 8- (As Pow, NCI, Limited Geographical Area, Harshly Punish)
15 Hunted: Various NYC criminal organizations 8- (Mo Pow, NCI, Limited Geographical Area, Harshly Punish)
10 Hunted: Various NYC streetgangs 11- (As Pow, Limited Geographical Area, Harshly Punish)
15 Psychological Limitation: Code against killing (Common, Strong)
20 Psychological Limitation: Devoted to Justice (Very Common, Strong)
10 Psychological Limitation: Vengeful (Common, Moderate)
10 Reputation: Vigilante crimefighter, 11-
15 Social Limitation: Secret ID (Frequently, Major)
150 Total Disadvantages Cost

Character Name: Night Angel
Alternate Identities: Kate Portis
Player Name: NPC
SKILLS
Cost  Name
3 Acrobatics 14-
0 Acting 8-
3 Breakfall 14-
2 CK: Detroit 11-
2 CK: New York City 11-
3 Climbing 14-
3 Combat Driving 14-
5 Computer Programming (Hacking and Computer Security, Personal Computers, Local Networks) 13-
3 Concealment 13-
3 Conversation 12-
3 Criminology 13-
3 Deduction 13-
3 Demolitions 13-
3 Electronics 13-
1 Forensic Medicine 8-
3 High Society 12-
2 KS: Karate 11-
2 KS: New York City Underworld 11-
0 Language: English (Idiomatic)
3 Lockpicking 14-
1 PS: Free-lance Computer Security Expert 13-
3 Paramedics 13-
3 Persuasion 12-
3 Security Systems 13-
3 Shadowing 13-
3 Stealth 14-
3 Streetwise 12-
0 TF: Small Motorized Ground Vehicles
6 WF: Common Melee Weapons, Small Arms, Karate Weapons, Off Hand
16 Penalty Skill Levels: +8 vs. Hit Location modifiers with Utility belt darts
91 Total Skills Cost
PERKS
Cost  Name
3 Well-Connected
5
1) Contact: 'Gadget Maker' (as Night Angel only, Contact has extremely useful Skills or resources, Very Good relationship with Contact) 11-
1
2) Contact: Central Park Bum (as Night Angel only, Contact has useful Skills or resources) 11-
4
3) Contact: FBI Agent (as Night Angel only, Contact has access to major institutions, Contact has useful Skills or resources, Very Good relationship with Contact) 11-
3
4) Contact: High Society Maven (as Kate Portis only, Contact has significant Contacts of his own, Very Good relationship with Contact) 11-
11
5) Contact: Icehawk of the Seattle Hunt (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Very Good relationship with Contact) 14-
3
6) Contact: Investigative Journelist (as Night Angel only, Contact has significant Contacts of his own, Contact has useful Skills or resources, Good relationship with Contact) 11-
4
7) Contact: Major criminal organization capo (actually a deep cover NYPD officer) (as Night Angel only, Contact has significant Contacts of his own, Contact has very useful Skills or resources, Good relationship with Contact) 11-
17
8) Contact: The Network (as Night Angel only, Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own), Organization Contact (x3) 11-
3 Money: Well Off
54 Total Perks Cost
TALENTS
Cost  Name
12 Combat Luck (6 PD/6 ED)
12 Total Talents Cost
 
POWERS
Cost  Power END
20 Utility Belt: Multipower, 30-point reserve, all slots OIF (-1/2)
1u
1) Advanced Lockpick Set: +2 with Lockpicking (4 Active Points); OAF (-1)
1u
2) Billy Club: HA +3d6, Reduced Endurance (0 END; +1/2) (22 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2)
0
1u
3) Bomb Defusing Kit: +2 with Demolitions (4 Active Points); OAF (-1), Only To Defuse Bombs (-1/4)
1u
4) Boomerang: EB 4d6, Reduced Endurance (0 END; +1/2) (30 Active Points); OAF (-1)
0
1u
5) Calculator: Lightning Calculator (3 Active Points); OAF (-1)
1u
6) Crime Scene Kit: +2 with Criminology (4 Active Points); OAF (-1), 8 Charges (-1/2)
1u
7) Fake Bomb: Sight and Hearing Groups Images 1" radius, +/-5 to PER Rolls (30 Active Points); 1 Charge (-2), OAF (-1), Set Effect (fake bomb; -1)
[1]
1u
8) Fear Darts: Drain PRE 2d6, Range Based On STR (+1/4) (25 Active Points); OAF (-1), 6 Charges (-3/4), Must Target Non-Armored Hit Locations (-1/4)
[6]
1u
9) Flashlight: Sight Group Images 1" radius, +/-4 to PER Rolls, 1 Continuing Fuel Charge lasting 1 Hour (refueled by recharging, easy to obtain; +0) (22 Active Points); OAF (-1), Only To Create Light (-1), Limited Range (10"; -1/4)
[1 cc]
1u
10) Flash Pellets: Sight Group Flash 2d6 (10 Active Points); OAF (-1), 6 Charges (-3/4), Range Based On STR (-1/4)
[6]
1u
11) Freeze Gas: Minor Transform 3d6 (normal object to frozen stiff object, "heal" by thawing out at normal rate) (30 Active Points); OAF (-1), 4 Charges (-1), Limited Target (See notes; -1/4)
Notes: Freeze Gas is for use against the working parts of an alarm, a bomb, and so forth, not against living creatures
[4]
1u
12) Laser Torch: RKA 1 point, Penetrating (x2; +1) (10 Active Points); OAF (-1), No Range (-1/2), 1 Continuing Fuel Charge lasting 5 Minutes (-1/2)
1
1u
13) Medkit: +2 with Paramedics (4 Active Points); OAF (-1), 4 Charges (-1)
1u
14) Miniature Climbing Rig: +2 with Climbing (4 Active Points); OAF (-1)
1u
15) Mini-bolos: Entangle 3d6, 3 DEF (30 Active Points); 3 Charges (-1 1/4), OAF (-1)
[3]
1u
16) Mini-camera: Eidetic Memory (5 Active Points); OAF (-1), Visual Images Only (-1/2)
1u
17) Mini-Console: HRRP (Radio Group) (12 Active Points); OAF (-1)
0
1u
18) Mini-radios: Mind Link , Any Willing Target, Number of Minds (x4) (25 Active Points); OAF (-1), Only With Others Who Have Same Mind Link (-1), Affected As Hearing And Radio Groups, Not Mental Group (-1/2)
0
1u
19) Mini-recorder: Eidetic Memory (5 Active Points); OAF (-1), Sound Only (-1/2)
1u
20) Nightsight Monocular: (Total: 14 Active Cost, 6 Real Cost) IR Perception (Sight Group) (5 Active Points); OAF (-1) (Real Cost: 2) plus +6 versus Range Modifier for Sight Group (9 Active Points); OAF (-1) (Real Cost: 4)
0
1u
21) Painkillers: (Total: 30 Active Cost, 14 Real Cost) Physical Damage Reduction, Resistant, 25%, 2 Continuing Charges lasting 1 Hour each (+0) (15 Active Points); OAF (-1) (Real Cost: 7) plus Energy Damage Reduction, Resistant, 25%, 2 Continuing Charges lasting 1 Hour each (+0) (15 Active Points); OAF (-1) (Real Cost: 7)
[2 cc]
1u
22) Paint Tag Bomb: Cosmetic Transform 4d6 (normal person to person painted bright red, heal by washing with vinegar), Partial Transform (see Dark Champions; +1/2) (30 Active Points); OAF (-1), 4 Charges (-1), Range Based On STR (-1/4)
[4]
1u
23) Parabolic Mini-Mike: +6 versus Range Modifier for Hearing Group (9 Active Points); OAF (-1)
0
1u
24) Rebreather: LS (Expanded Breathing: Breathe Underwater), 1 Continuing Fuel Charge lasting 1 Hour (refueled through recharging system, easy to obtain; +0) (5 Active Points); OAF (-1)
[1 cc]
1u
25) Security Systems Analyzer: +2 with Security Systems (4 Active Points); OAF (-1)
1u
26) Sleep Gas Pellets: EB 3d6, NND (defense is Life Support [Self-Contained Breathing or appropriate Immunity]; +1) (30 Active Points); OAF (-1), 6 Charges (-3/4), Range Based On STR (-1/4)
[6]
1u
27) Smoke Pellets: Darkness to Sight Group 3" radius, 8 Continuing Charges lasting 1 Turn each (removed by high winds or rain; +0) (30 Active Points); OAF (-1), Range Based On STR (-1/4)
[8 cc]
1u
28) Swingline: Swinging 10", Reduced Endurance (0 END; +1/2) (15 Active Points); OAF (-1)
0
1u
29) Thermite Pellets I: RKA 1d6, Armor Piercing (+1/2), Explosion (+1/2) (30 Active Points); OAF (-1), 6 Charges (-3/4), Range Based On STR (-1/4)
[6]
1u
30) Thermite Pellets II: RKA 1d6, Continuous (+1) (30 Active Points); OAF (-1), Range Based On STR (-1/4), 6 Continuing Charges lasting 1 Turn each (-1/4)
[6 cc]
1u
31) Throwing Blades: HKA 1/2d6 (1d6 w/STR), Autofire (3 shots; +1/4), Range Based On STR (+1/4), Armor Piercing (+1/2) (20 Active Points); OAF (-1), 6 Recoverable Charges (-1/4)
[6 rc]
1u
32) Vertigo Darts: Drain DEX 2d6, Range Based On STR (+1/4) (25 Active Points); OAF (-1), 6 Charges (-3/4), Must Target Non-Armored Hit Locations (-1/4)
[6]
1u
33) Weakness Darts: Drain STR 2d6, Range Based On STR (+1/4) (25 Active Points); OAF (-1), 6 Charges (-3/4), Must Target Non-Armored Hit Locations (-1/4)
[6]
5 Woven Carbon Fiber Bodysuit: Armor (5 PD/5 ED); OIF (-1/2), Activation Roll 14- (-1/2), Half Mass (6.15; -1/2), Real Armor (-1/4) 0
58 Total Powers Cost
MARTIAL ARTS MANEUVERS
Cost  Maneuver
Karate
4
1) Atemi Strike: 1/2 Phase, -1 OCV, +1 DCV, 3 1/2d6 NND
4
2) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4
3) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 40 STR to Disarm roll
4
4) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
4
5) Knifehand Strike ("Chop"): 1/2 Phase, -2 OCV, +0 DCV, HKA 2d6
3
6) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 7d6 Strike, Target Falls
4
7) Punch/Snap Kick: 1/2 Phase, +0 OCV, +2 DCV, 8d6 Strike
5
8) Side/Spin Kick: 1/2 Phase, -2 OCV, +1 DCV, 10d6 Strike
1
9) Weapon Element: Karate Weapons
1
10) Weapon Element: Staffs
12
11) +3 HTH Damage Class(es)
46 Total Martial Arts Cost

Character Name: Night Angel
Alternate Identities: Kate Portis
Player Name: NPC
APPEARANCE
Hair Color: Chestnut dyed black
Eye Color: Brown
Height: 5' 7"
Weight: 134 lbs
Description:
Kate Portis is a slim, physically fit young woman who stands 5'7" tall. Her normal hair is a soft wavy chestnut that cascades to her slender waist but to aid her disguise as Night Angel, she has dyed it raven wing black. As Kate, she wears a chestnut wig that it indistinguishable from her natural hair. She has brown eyes and a friendly, expressive face. Night Angel wears a black and red armored bodysuit with black knee high boots and gauntleted gloves. Her utility belt is worn like a bandoleer over her right shoulder and to help hide her identity she covers the lower part of her face.
BACKGROUND
Kate was born to a blue collar family in Detroit. Both of her parents are low level mutants and most of her siblings are as well. She left home a few days after her younger sister Pam disappeared, heading for New York. It started out as a search for Pam but all that required money. She took a job and an apartment and the few days became a permanent.
POWERS/TACTICS
Kate is a low level mutant who is in outstanding physical shape. She uses various gadgets she carries in her 'utility belt'. She is a dead aim with the three types of dart she carries and uses them to render her foes helpless. She is talented in many investigative skills and very good at finding clues the police might not be able to get access to.  Night Angel's style of combat usually involves rapid movement, frequent dodging and reliance on her karate skills.  She carries a versatile selection of low-powered weapons 
PERSONALITY/MOTIVATION
Kate is so tired of watching criminals slip between the cracks. When she first moved to New York City, she met a young woman about her age and they quickly formed a close bond. Both were from the mid-west, both came from large families and both were on their own for the first time in the Big Apple. Kate was just getting started as a computer security consultant and found a job at a company in Manhattan. It was there she met Terry Benton, a secretary. Within a few hours Kate discovered Terry's roommate was about to move out to live with her boy-friend and was very happy to accept an invitation to move in. Ten months later Terry was coming across Central Park in the middle of the day when three young men stopped her and demanded her money. She didn't argue but gave up her purse, watch and rings without hesitation; after all, nothing is worth your life. It wasn't enough so the three beat her, leaving her in a coma with severe head wounds.
Kate was horrified at what had happened and spent hours sitting at Terry's side. Terry's family flew in, both parents and all of her siblings, each spending a few days in a rotating watch. The police arrested three young men but the evidence against them was circumstantial even though everyone was positive they were the perpetrators. The court system released them from jail after the Grand Jury refused to indict them. Kate was incensed and when Terry finally succumbed to her injuries, outraged.
The police stone walled her, private investigators wouldn’t bother with her case, and no one was willing to help bring about justice. Kate decided to do it on her own. All her life she had tried to hide her mutant powers from friends and neighbors, now she had a reason to use them. She started with a Kevlar vest, some karate training and pair of nunchuks; it nearly got her killed. Her first outing resulted in some serious bruising from a half dozen bullets off her vest. She had to do better.
New York is a hotbed of superheroes and villains and it wasn’t long before she found a man who was an expert at interesting little gadgets. Now she had a ‘utility belt’. The only thing left now was training. It took months to get a hang of the swing line and many more months before she was confident enough to go out and actually face the underbelly of the City. Her first assignment, three young men.
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