| Cost |
Name |
| 0 |
AK: Portland OR 8- |
| 3 |
Acting 15- |
| 9 |
Breakfall 17- |
| 3 |
Climbing 14- |
| 2 |
Concealment 13-; Self Only (-1/2) |
| 3 |
Contortionist 14- |
| 3 |
Conversation 15- |
| 0 |
CuK: Romani Culture 8- |
| 0 |
Deduction 8- |
| 0 |
Language: Carpathian Romany (Idiomatic) |
| 0 |
Language: English (Idiomatic) |
| 1 |
Language: Japanese (basic conversation) |
| 2 |
Musical Instrument Familiarity (Chordophones) 11- |
| 3 |
Oratory 15- |
| 3 |
PS: Con Man 15- |
| 3 |
PS: Mandolin 13- |
| 3 |
Paramedics 13- |
| 3 |
Persuasion 15- |
| 3 |
Riding 14- |
| 3 |
Scholar |
| 2 |
1) KS: Criminal Law 13- |
| 1 |
2) KS: Federal Law Enforcement Procedures 11- |
| 2 |
3) KS: Federal Meta-Human Regulations 13- |
| 1 |
4) KS: Traditional Romani Dance 11- |
| 1 |
5) KS: Traditional Romani Music 11- |
| 3 |
Seduction 15- |
| 3 |
Shadowing 13- |
| 3 |
Stealth 14- |
| 3 |
Streetwise 15- |
| 1 |
TF: Bicycles, Carts & Carriages, Equines, Small Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles |
| 3 |
Tactics 13- |
| 3 |
Teamwork 14- |
| 2 |
+1 with 'blending' type skills; Power Only Works In Shadows/Semi-obscuring Cover (-1/4)
Notes: with Concealment, Shadowing, Stealth. Due to his natural coloring it is easier for Dusk to hide in shadows or semi-obscuring cover such as leafy vegetation and trees. |
| 5 |
+1 with cat-like skills
Notes: Breakfall, Climbing, Concealment, Shadowing, Stealth |
| 30 |
+15 with Mind Finding |
| 110 |
Total Skills Cost |
| Cost |
Name |
| 3 |
Anonymity |
| 0 |
Contact: U.S. Minuteman Project (access to major institutions, has significant individual Contacts, Very Good relationship with Contact), Organization Contact (x3) 14- |
| 0 |
Law Enforcement Rank: U.S Marshall |
| 0 |
Police Powers: Federal |
| 0 |
Weapon Permit: Licensed Superpowers |
| 3 |
Total Perks Cost |
| Cost |
Name |
| 3 |
Environmental Movement (no penalties on any Balancing Maneuver) |
| 20 |
Danger Sense (immediate vicinity, out of combat, Function as a Sense) (30 Active Points); Only works against people, not traps, accidents, etc. (-1/2) 16-
Notes: Dusk can only perceive dangers to himself and is based on a form of Area Effect Telepathy that allows him to pick up on intent. 'Intent' not only means intent to harm him but also intent to touch him. |
| 23 |
Total Talents Cost |
|
|
| Cost |
Power |
END |
| 94 |
Telepathic Powers: Multipower, 75-point reserve, all slots Reduced Endurance (1/2 END; +1/4) | |
| 6u |
1) Hidden Telepathy: Telepathy 9d6 plus Telepathy + 6d6 (30 Active Points); Only To Make Telepathy Undetectable By Victim (-1) | 3 |
| 4u |
2) Mental Paralysis: Entangle 3d6, 3 DEF, Takes No Damage From Attacks Physical Attacks (+1/4), Works Against EGO, Not STR (+1/4), Based On EGO Combat Value (Mental Defense; Mental Defense applies; +1); Mental Defense Adds To EGO (-1/2), Cannot Form Barriers (-1/4) | 3 |
| 7u |
3) Mind Reading: Telepathy 15d6
Notes: He does not like to use this power generally but that has never stopped him from doing so. Usually he will only try to read surface thoughts allowing anything extra to cover his intrusion. This is particularly handy when on a con. | 3 |
| 7u |
4) Mental Pain: Ego Attack 7 1/2d6
Notes: This would be his 'go to' power in the event of attack or pursuit. | 3 |
| 5u |
5) Unclears Thoughts Intense Field: Change Environment 64" radius (-6 INT Roll and all INT, Long-Lasting 5 Minutes), Personal Immunity (+1/4); No Range (-1/2)
Notes: Generally this is used to confuse a situation to facilitate an escape. It can be used over a wide area or reduced down to the immediate area. When used at closer range the target is generally whoever he is trying to con. As long as he keeps it up (pays the END) it is No Range it follows wherever he goes. As with all Change Environments, if a target moves out of the area, it gradually loses effect over a 5 minute time. | 3 |
| 50 |
Mind Transfer: Major Transform 6d6 (standard effect: 18 points) (transfer character's mind to victim's body, headed by a second application of the power), Works Against EGO, Not BODY (+1/4), Based On EGO Combat Value (Mental Defense; Mental Defense applies; +1); Side Effects, occurs automatically whenever Power is used (Transfers Victim's Mind To Character's Body) (-2), Limited Target Humans (-1/2), Activation Roll 14- (-1/2)
Notes: He is capable of swapping minds with his target and this is quite literal. His mind will inhabit another's body but that person's mind will inhabit his own. Physical powers and skills remain with the original body. Mental powers and skills are transferred. As this power will cost 60 END and he only has 30, using this power will burn 15d6 of Stun from his body so that the new inhabitant would most probably arrive in an unconscious state. | 20 |
| 37 |
Mind Finding: Mind Scan 15d6; Concentration, Must Concentrate throughout use of Constant Power (0 DCV; -1)
Notes: He has become adept at finding people mentally and can cover a huge area encompassing as many as one million people at one time. | 7 |
| 20 |
Mental Awareness, Discriminatory, Increased Arc Of Perception (360 Degrees), Targeting | 0 |
| 15 |
Detect Intelligent Life: Detect A Single Thing 13- (Mental Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Sense
Notes: This is a more limited form of his Mind Finding power and provides a direction and distance to anyone within range. Discriminatory allows him to identify a targets as individuals but little beyond that. He cannot 'attack' through this sense. Range Modifiers apply. | 0 |
| 15 |
Illusionary Disguise: Shapeshift (Sight Group), Inherent (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2); Affects Body Only (-1/2)
Notes: This seems to be a natural defense mechanism that he has had since birth and his true cat-like form did not make itself known to others outside of his family until he was about 13. One minor problem is his tail ... yes, he has one and occasionally it will 'escape'. | 0 |
| 14 |
Tough-Minded: Mental Defense (20 points total) | 0 |
| 8 |
Retractible Claws: Killing Attack - Hand-To-Hand 1/2d6 (1d6+1 w/STR); Reduced Penetration (-1/4) | 1 |
| 6 |
Cat's Claws: Clinging (normal STR); Only on surfaces that are not claw-proof (-1/2), Cannot Resist Knockback (-1/4) | 0 |
| 5 |
Cat's Eyes: Nightvision | 0 |
| 2 |
Meta-Human Lifespan: Life Support (Longevity: 400 Years) | 0 |
| 26 |
Q Costuming Armor Mk 2.1: Armor (10 PD/10 ED); OIF (-1/2) plus Life Support (Safe in Intense Cold) plus +3 with Concealment; Self Only (-1/2)
Notes: Not only provides thermal insulation but provides adaptive camouflage | 0 |
| 321 |
Total Powers Cost |
| Equipment |
END |
| Minuteman Earwig: Mind Link , Specific Group of Minds, Any distance, No LOS Needed, Number of Minds (x32); Subject to RF Frequency Limitations (-1/2), IIF (-1/4), Does Not Provide Mental Awareness (-1/4), Sense Affected As Radio Sense Group (-1/4)
Notes: Utilizes satellites to provide nearly world-wide coverage | 0 |
| Government Computer Network: Computer Link; OAF Fragile (Focus: Monocle Headset; -1 1/4), Subject to WIFI Limitations (-1/2) | |
| Cost |
Maneuver |
|
Cat-Fu
Notes: This isn't so much a martial arts style as an instinctive form of defense. |
| 5 |
1) Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort |
| 4 |
2) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort |
| 4 |
3) Escape: 1/2 Phase, +0 OCV, +0 DCV, 30 STR vs. Grabs |
| 5 |
4) Swat: 1/2 Phase, +1 OCV, +3 DCV, 3d6 Strike |
| 18 |
Total Martial Arts Cost |
|