Cost |
Name |
3 |
Acrobatics 15- |
3 |
Acting 14- |
3 |
Breakfall 15- |
3 |
CK: Los Angeles 12- |
3 |
CK: San Diego 12- |
3 |
Climbing 15- |
3 |
Concealment 12- |
3 |
Contortionist 15- |
3 |
Conversation 14- |
3 |
Deduction 12- |
10 |
Defense Maneuver I-IV |
3 |
Feint 15- |
0 |
Language: English (idiomatic) |
2 |
Language: Latin (completely fluent) |
2 |
Language: Japanese (basic conversation) |
3 |
Lockpicking 15- |
3 |
Paramedics 12- |
3 |
Persuasion 14- |
3 |
Research 12- |
5 |
Rapid Attack (HTH) |
3 |
Scholar |
2 |
1) KS: Demon Lore 12- |
2 |
2) KS: Journalism 12- |
2 |
3) KS: Martial Arts 12- |
2 |
4) KS: Occult History 12- |
2 |
5) KS: Undead Lore 12- |
2 |
6) KS: Vampire Lore 12- |
3 |
Security Systems 12- |
0 |
Seduction 8- |
3 |
Shadowing 12- |
3 |
Stealth 15- |
3 |
Streetwise 14- |
2 |
Survival (Urban) 12- |
3 |
Teamwork 15- |
1 |
TF: Small Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles |
3 |
Tracking 12- |
10 |
Two-Weapon Fighting (HTH) |
7 |
WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Common Missile Weapons, Handguns |
15 |
+3 with all Dex-based Skills |
9 |
+3 with Martial Maneuvers |
141 |
Total Skills Cost |
Cost |
Name |
15 |
Contact (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) 17-
Notes: As the Venatrix, Chris can literally call up the Pope and speak with him. Through the Pope, the Catholic Church itself is on call to this one girl. |
0 |
Contact: U.S. Minuteman Project (access to major institutions, has significant individual Contacts, Very Good relationship with Contact), Organization Contact (x3) 14- |
1 |
Fringe Benefit: Passport |
0 |
Law Enforcement Rank: U.S Marshall |
0 |
Police Powers: Federal |
6 |
Reputation: Warrior of God (Hierarchy of the Catholic Church) 14-, +3/+3d6 |
0 |
Weapon Permit: Licensed Superpowers |
22 |
Total Perks Cost |
Cost |
Name |
12 |
Combat Luck (6 PD/6 ED) |
22 |
Danger Sense (immediate vicinity, out of combat, Function as a Sense, Intuitional) 12- |
34 |
Total Talents Cost |
|
|
Cost |
Power |
END |
28 |
The Paladin Blade: HKA 2 1/2d6 (3d6 w/STR), Penetrating (+1/2), Reduced Endurance (0 END; +1/2), Armor Piercing (x2; +1) (120 Active Points); Independent (-2), OAF (-1), STR Minimum 13 (-1/2), Only When Serving The God's Purposes (-1/2) plus Penalty Skill Levels: +6 vs. Hit Location modifiers with All Attacks (18 Active Points); Independent (-2), OAF (-1), Only When Serving The God's Purposes (-1/2) | 0 |
|
| |
|
The Benediction of God, all slots Only When Serving The God's Purposes (-1/2) | |
12 |
1) Deadly Blow: HKA 1d6 (1 1/2d6 w/STR), Penetrating (+1/2), Armor Piercing (x2; +1); Only vs. the Undead or Demons (-1), OIF (weapons of opportunity, usually her sword or spikes; -1/2)
Notes: This is the Power of God channeled through his Venatrix. | 4 |
10 |
2) Divine Favor: Luck 3d6
Notes: Sometimes, God smiles on her just when she needs it most. | 0 |
8 |
3) Laying on of Hands: Healing BODY 2d6, Can Heal Limbs (25 Active Points); Concentration, Must Concentrate throughout use of Constant Power (0 DCV; -1), Extra Time (Full Phase, -1/2)
Notes: Chris must be calm and uninterrupted while praying | 2 |
22 |
4) Reading the Monsters: Telepathy 10d6 (Monsters class of minds) (50 Active Points); Only to scan surface thoughts (-1/2), Does Not Provide Mental Awareness (-1/4)
Notes: This is more of a power to 'read the intent' of the various monsters she encounters. | 5 |
6 |
5) 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 |
13 |
6) Resist Domination: Mental Defense (24 points total)
Notes: This makes Chris very resistant to the various mental powers of vampires, demons and other Mentalists. | 0 |
23 |
7) Smell Demons: Detect Any demon 16- (Smell/Taste Group), Increased Arc Of Perception (360 Degrees), Range, Targeting, Tracking
Notes: Yes, she can actually smell them. | 0 |
23 |
8) Smell the Undead: Detect Any undead creature 16- (Smell/Taste Group), Increased Arc Of Perception (360 Degrees), Range, Targeting, Tracking
Notes: Yes, she can actually smell them. | 0 |
17 |
9) Turn Undead: +60 PRE; Only To Make Presence Attacks (-1), Only Works Against Undead Creatures (-1)
Notes: This power manifests as a Holy Aura that anything 'undead' can see. | |
15 |
Spikes: Multipower, 20-point reserve, all slots OAF (-1)
Notes: (x2 number of items) | |
1u |
1) As a Spike: Killing Attack - Hand-To-Hand 1d6+1 (2 1/2d6 w/STR)
Notes: 3d6+1 (5d6+1) against the Undead or Demons | 2 |
1u |
2) As a Club: Hand-To-Hand Attack +4d6; Hand-To-Hand Attack (-1/2)
Notes: This is the weapon she will generally use in combat as it is less lethal. | 2 |
179 |
Total Powers Cost |
Equipment |
END |
Minuteman Earwig Radio: Encrypted: Radio Perception/Transmission (Radio Group), Concealed (-10 with Radio Perception/Transmission PER Rolls); IIF (-1/4) | 0 |
Government Computer Network: Computer Link; OAF Fragile (Focus: Monocle Heatset; -1 1/4) | |
Q Body Armor Mk2.0: Armor (10 PD/10 ED); OIF (-1/2) | 0 |
Cost |
Maneuver |
|
Martial Arts |
3 |
1) Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, 12d6 Strike |
4 |
2) Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 4d6 NND |
4 |
3) Counterstrike: 1/2 Phase, +2 OCV, +2 DCV, 12d6 Strike, Must Follow Block |
5 |
4) Defensive Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort |
5 |
5) Defensive Strike: 1/2 Phase, +1 OCV, +3 DCV, 10d6 Strike |
3 |
6) Defensive Throw: 1/2 Phase, +1 OCV, +1 DCV, Block, Target Falls |
4 |
7) Fast Strike: 1/2 Phase, +2 OCV, +0 DCV, 12d6 Strike |
5 |
8) Grappling Block: 1/2 Phase, +1 OCV, +1 DCV, Grab One Limb, Block |
3 |
9) Grappling Throw: 1/2 Phase, +0 OCV, +2 DCV, 12d6 Strike; Target Falls; Must Follow Grab |
5 |
10) Joint Break: 1/2 Phase, -1 OCV, -2 DCV, Grab One Limb; HKA 2 1/2d6 , Disable |
4 |
11) Joint Lock/Throw: 1/2 Phase, +1 OCV, +0 DCV, Grab One Limb; 3d6 NND ; Target Falls |
4 |
12) Killing Strike: 1/2 Phase, -2 OCV, +0 DCV, HKA 2 1/2d6 |
3 |
13) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 11d6 Strike, Target Falls |
4 |
14) Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort |
4 |
15) Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 60 STR to Disarm |
4 |
16) Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort |
4 |
17) Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, 65 STR vs. Grabs |
4 |
18) Nerve Strike: 1/2 Phase, -1 OCV, +1 DCV, 4d6 NND |
5 |
19) Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, 14d6 Strike |
5 |
20) Passing Disarm: 1/2 Phase, -1 OCV, -1 DCV, Disarm, 60 STR to Disarm; FMove |
5 |
21) Passing Strike: 1/2 Phase, +1 OCV, +0 DCV, 10d6 +v/5; FMove |
4 |
22) Weapon Element: Blades, Clubs, Empty Hand, Off Hand, Polearms and Spears |
16 |
23) +4 HTH Damage Classes |
107 |
Total Martial Arts Cost |
|