Eric Boone
Character Name: Eric Boone
Alternate Identities:
Player Name: Phil
CHARACTERISTICS
Val Char Base Points Total Roll Notes
10 STR 10 0 10/40 11- / 17- HTH Damage 2d6/8d6 END [1/4]
30 DEX 10 60 30 15- OCV 10 DCV 10
30 CON 10 40 30 15-
10 BODY 10 0 10 11-
30 INT 10 20 30 15- PER Roll 15-
18 EGO 10 16 18 13- ECV: 6
20 PRE 10 10 20/50 13- / 19- PRE Attack: 4d6 / 10d6
20 COM 10 5 20/30 13- / 15-
2 PD 2 0 2/17 2/17 PD (0/15 rPD)
6 ED 6 0 6/21 6/21 ED (0/15 rED)
6 SPD 4.0 20 6 Phases: 2, 4, 6, 8, 10, 12
8 REC 8 0 8
60 END 60 0 60
30 STUN 30 0 30
6" Running 6 0 9"
2" Swimming 2 0 2"
2" Leaping 2 0 2"/8" 171 Total Characteristics Points
CHARACTER IMAGE
QUOTE
EXPERIENCE POINTS
Total earned: 34
Spent: 34
Unspent: 0
Base Points: 200
Disad Points: 150
Total Points: 384
MOVEMENT
Type Total
Run (6) 9"
Swim (2) 2"
H. Leap (2") 2"/8"
V. Leap (1") 1"/4"
DEFENSES
Type Amount
Physical Defense 2/17
Res. Phys. Defense 0/15
Energy Defense 6/21
Res. Energy Defense 0/15
Mental Defense 24
Power Defense 0
 
COMBAT INFORMATION
OCV: 10 DCV: 10
 
Combat Skill Levels:
COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
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 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)
5 Hunted: Silver Witch 8- (As Pow, Date)
5 Hunted: White Witch 8- (As Pow, Date)
10 Psychological Limitation: Bored, Looking For Excitement (Common, Moderate)
5 Psychological Limitation: Devious and Deceitful (Uncommon, Moderate)
20 Psychological Limitation: Loves To Use His Powers (Very Common, Strong)
15 Social Limitation: Secret ID (Frequently, Major)
15 Social Limitation: Minority[Mutant] (Frequently, Major)
30 Vulnerability: 2 x STUN Gas Attacks (Very Common)
15 Vulnerability: 1 1/2 x BODY Gas Attacks (Very Common)
150 Total Disadvantages Cost

Character Name: Eric Boone
Alternate Identities:
Player Name: Phil
SKILLS
Cost  Name
3 Acting 13- (19-)
0 Climbing 8-
3 Combat Driving 15-
0 Concealment 8-
3 Conversation 13- (19-)
0 Deduction 8-
3 KS: Play Stringed Instruments 15-
0 AK: Native Country 8-
0 Language: English (Idiomati)
0 Paramedics 8-
3 Persuasion 13- (19-)
3 PS: Con Man 13- (19-)
3 PS: Musician 15-
3 PS: Singer 15-
3 Seduction 13- (19-)
0 Shadowing 8-
0 Stealth 8-
3 Streetwise 13- (19-)
1 TF: Small Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles
25 The Will and the Word 26-
56 Total Skills Cost
 
POWERS
Cost  Power END
157 The Will and the Word: Variable Power Pool, 90 base + 67 control cost, Powers Can Be Changed As A Half-Phase Action (+1/2)
Notes: Items marked " * " are normally active. They total 40 Real Points.
0
1) *Stronger!: +30 STR, Costs END Only To Activate (+1/4); No Figured Characteristics (-1/2), Extra Time (Full Phase, Only to Activate, Delayed Phase, -1/2), Nonpersistent (-1/4) Real Cost: 16
Notes: Activating this power is one of the first things Eric does every morning.
3
0
2) *Impressive!: +30 PRE; Only Adds To PRE-base Skills (-1), Extra Time (Full Phase, Only to Activate, Delayed Phase, -1/2), Nonpersistent (-1/4), Costs Endurance (Only Costs END to Activate; -1/4) Real Cost: 10
Notes: Activating this power is one of the first things Eric does every morning.
3
0
3) *Handsome!: +10 COM; Nonpersistent (-1/4), Costs Endurance (Only Costs END to Activate; -1/4) Real Cost: 3
Notes: Activating this power is one of the first things Eric does every morning.
1
0
4) *Shield!: Mental Defense (24 points total); Extra Time (Full Phase, Only to Activate, Delayed Phase, -1/2), Costs Endurance (Only Costs END to Activate; -1/4) Real Cost: 11
Notes: Activating this power is one of the first things Eric does every morning.
2
0
5) *Sprint!: Running +3" (9" total); Extra Time (Full Phase, Only to Activate, Delayed Phase, -1/2), Nonpersistent (-1/4) Real Cost: 3
Notes: Activating this power is one of the first things Eric does every morning.
1
0
6) Defend!: Armor (15 PD/15 ED); Nonpersistent (-1/4), Costs Endurance (Only Costs END to Activate; -1/4) Real Cost: 30
Notes: Generally the first power Eric activates in a dangerous situation.
4
0
7) Faster!: +3 SPD; Nonpersistent (-1/4), Costs Endurance (Only Costs END to Activate; -1/4) Real Cost: 20
Notes: Generally the second Power Eric Activates in a dangerous situation.
3
0
8) Block!: Missile Deflection (Any Ranged Attack), Missile Reflection Real Cost: 40
0
0
9) Come!: Telekinesis (18 STR), Fine Manipulation, Invisible Power Effects (Fully Invisible; +1) Real Cost: 74
7
0
10) Move!: Telekinesis (10 STR), Affects Porous, Fine Manipulation, Invisible Power Effects (Fully Invisible; +1) Real Cost: 70
7
0
11) Unseen!: Invisibility to Sight, Hearing, Mental, Smell/Taste and Radio Groups and Detect , No Fringe Real Cost: 53
5
0
12) Be There!: Teleportation 18", Usable As Attack (+1) Real Cost: 72
7
0
13) Burn!: Killing Attack - Ranged 3d6, Penetrating (+1/2) Real Cost: 67
7
0
14) Collapse!: Energy Blast 18d6; Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect only affects the environment near the character; Power Does Damage To Surrounding Terrain As User Rips Up Terrain To Attack Target; -1 1/2) Real Cost: 36
9
0
15) Pull!: Energy Blast 10d6, Indirect (Any origin, any direction; +3/4); Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect only affects the environment near the character; Power Does Damage To Surrounding Terrain As User Rips Up Terrain To Attack Target; -1 1/2) Real Cost: 35
9
157 Total Powers Cost

Character Name: Eric Boone
Alternate Identities:
Player Name: Phil
APPEARANCE
Hair Color: Dark Brown
Eye Color: Brown
Height: 6' 0"
Weight: 188 lbs
Description:
BACKGROUND

The day started out shitty.  I was dropped off by my last ride someplace in Kansas, what a pain.  The small town I found myself in just after sunrise look like a tornado had hit is, except some of it had burned.  Everywhere I looked I found bodies so the naked girl in the middle of the street was a surprise.  As I came up to her, she moved.  Damn, a survivor.  Great.

Peeling off my jacket I put it around her and picked her up.  Thank god she wasn’t a little porker.  As I was looking for someplace to drop her off the damn Army showed up, just what I needed.  Last time they’d tried real hard to kill me.  Let me tell you I beat feet out of town as fast as I could but the bastards spotted me.

They sent a couple Hummers and I had to drop a couple buildings on them.  I don’t think I killed anyone.  I haven’t got anything against the soldiers but I wish the brass would all drop dead.

Carrying the girl I managed to get out into a corn field but the Army wasn’t done, they sent a ‘copter to look for us.  I put the girl on the ground and laid on top of her and used my camouflage to blend into the ground, it worked, always does.  There’s something a little creepy about laying on top of a naked ten year old girl though.  Soon as the ‘copter left we moved.

Knowing human nature, I doubled back, figuring that would be the last place they’d look.  Okay, stupid idea of the day.  Just as we crawled into a drainage pipe, the military did the typical.  I think it was an air-fuel bomb.  I remember seeing something about it on the Military channel.  Closest thing to a nuclear blast you can get without radiation.  One end of the drain pipe collapsed.  We waited until I was sure the Army was gone then crawled out.  Not much left of Smallville, that was for sure. We got out of there, fast.

*****

After a couple of hours walking we found a farm house.  The farmer was an ass but his wife was . . . helpful.  She gave us clothes and breakfast and a few bucks.  Her old man called the cops on us so we hit the road again.

We finally made it to the next town and stopped at a diner just as a biker gang rolled up.  Hoshi, oh yeah, the girl’s name is Hoshi, wanted to fight them.  I think she’s a little crazy.  The boss biker, Fry Daddy, stopped her and Tabby from goin’ at it.  Turns out the whole gang was like me and the girl, mutants.  They gave us a ride west which suited me just fine.

We covered a couple hundred miles before nightfall and Fry Daddy pulled over in a copse of trees to camp.  That’s when all hell broke loose.  Turns out Hoshi’s some kind of alien or something.  When the moon came up, she grew into a giant ape and started beating the hell out of the bikers.  I told them to split and let me take care of the girl.  Stupid idea number two for the day.

I just managed to keep the ape busy long enough for the bikers to escape, then she beat my ass with a tree.  I don’t mean some little sapling; I mean a whole friggin’ oak tree.  I don’t remember anything until I woke up in some kind of machine in a white room.  This guy, said his name was Ghost Archer, and ‘saved’ me and Hoshi from somebody called Zodiac.

Like I feel saved.  Hoshi’s okay so I guess that’s good but they seem to want me to join up with this Wild Hunt thing.  Yeah, right.  I’ll go along until I figure out what’s in it for me but taking orders from anyone ain’t gonna happen.

 *****

Okay, found something to hang around this Valley for . . . girls.  Well anyway, girl.  Met Marina and she is HOT!  She tagged along when I went into San Francisco on some transporter thing a computer called Spock operates.  We got some coffee at a Starbucks and talked.  Marina’s a little bubbly but she’s got a great ass so who cares.  I thought I was getting somewhere with her when this guy Zach showed up.  I think he’s got a thing for Marina.  Too bad for him.

It was like the Starbucks was a mutant magnet.  A couple others from Hunt showed up and when they heard some gunshots the whole bunch of us went to check it out.  Some guys in yellow and flame jumpsuits blew up a part of a pier and killed a couple of people.  Hoshi got all excited and fragged a couple.  For a ten year old, she’s pretty dangerous.

Now I’m back at the Hunt place and I still don’t know why I’m hanging around.  Probably Marina’s butt.

POWERS/TACTICS
PERSONALITY/MOTIVATION

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