Character Name: Neo
Alternate Identities: Dusk Leaf
Player Name: NPC
Val Char Base Points Total Roll Notes
15 STR 10 5 15 12- HTH Damage 3d6 END [1]
23 DEX 10 39 23 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-
30 EGO 10 40 30 15- ECV: 10
30 PRE 10 20 30 15- PRE Attack: 6d6
18 COM 10 4 18 13-
5 PD 3 2 5/15 5/15 PD (0/10 rPD)
6 ED 4 2 6/16 6/16 ED (0/10 rED)
5 SPD 3.3 17 5 Phases: 3, 5, 8, 10, 12
7 REC 7 0 7
40 END 40 0 40
28 STUN 28 0 28
11" Running 6 10 11"
2" Swimming 2 0 2"
7" Leaping 3 4 7" 171 Total Characteristics Points
"Okay, okay."
Off Rating: Def Rating: Move Rating:
Total earned: 296
Spent: 296
Unspent: 0
Base Points: 250
Disad Points: 100
Total Points: 646
Type Total
Run 11"
Swim 2"
H. Leap 7"
V. Leap 3 1/2"
Type Amount
Physical Defense 5/15
Res. Phys. Defense 0/10
Energy Defense 6/16
Res. Energy Defense 0/10
Mental Defense 20
Res. Mental Defense  
Power Defense 0
Flash Defense
OCV: 8 DCV: 8
Combat Skill Levels: +15 with Mind Finding
Maneuver Phase OCV DCV Effect
Block 1/2 +1 +3 Block, Abort
Dodge 1/2 -- +5 Dodge, Affects All Attacks, Abort
Escape 1/2 +0 +0 30 STR vs. Grabs
Swat 1/2 +1 +3 3d6 Strike
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10
Cost  Disadvantage
5 Distinctive Features: Meta-human (Not Concealable; Noticed and Recognizable; Detectable Only By Technology Or Major Effort)
Notes: Metahumans are becoming mainstream and so more accepted.
20 Hunted: HARP 11- (As Pow; PC is easy to track through the Media; Harshly Punish)
Notes: Notes: This has increased from 8- after a character becomes known to the Media. Because of that media coverage, it is fairly easy to find the character if necessary.
15 Psychological Limitation: Adventurous (Common; Strong)
5 Psychological Limitation: Cat Curiousity (Uncommon; Moderate)
10 Psychological Limitation: Hates Being touched unexpectedly (Uncommon; Strong)
Notes: This will usually result in the offending hand being rather violently knocked away (see Cat-Fu Block).
10 Psychological Limitation: Mercurial Temper (Common; Moderate)
10 Psychological Limitation: Tends to act cat-like (Common; Moderate)
Notes: This usually manifests as a steady stare without blinking, occasional fascination by small moving objects, an urge to bat as things on his desk or on nearby tables, and an occasional chase for no reason if someone happens to run by, etc.
15 Social Limitation: Secret ID (Frequently; Major)
0 Social Limitation: Subject to orders/missions (Occasionally; Major)
Notes: Unless there is a huge uptick in metahuman crime, the usual calls are for assistance in emergencies such as ships sinking, skyscraper fires, earthquakes, flooding, etc.
10 Watched: The Media 11- (Less Pow; NCI; PC appearances are generally announced; Watched)
Notes: This is used post-offical team announcement and indicates the chances of various International, Nation and or Local Media outlets. This also represents the chances of paparazzi or just the people on the street with Cell Phones.
0 Watched: U.S. Government 8- (Mo Pow; NCI; PC is very easy to find; Watching)
Notes: While the Government isn't specifically Watching, they are aware of where to find and how to contact.
100 Total Disadvantages Cost

Character Name: Neo
Alternate Identities: Dusk Leaf
Player Name: NPC
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
1) KS: Criminal Law 13-
2) KS: Federal Law Enforcement Procedures 11-
3) KS: Federal Meta-Human Regulations 13-
4) KS: Traditional Romani Dance 11-
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)
1) Hidden Telepathy: Telepathy 9d6 plus Telepathy + 6d6 (30 Active Points); Only To Make Telepathy Undetectable By Victim (-1)
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) 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.
4) Mental Pain: Ego Attack 7 1/2d6
Notes: This would be his 'go to' power in the event of attack or pursuit.
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.
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.
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.
20 Mental Awareness, Discriminatory, Increased Arc Of Perception (360 Degrees), Targeting0
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.
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'.
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: Nightvision0
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
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
Government Computer Network: Computer Link; OAF Fragile (Focus: Monocle Headset; -1 1/4), Subject to WIFI Limitations (-1/2)
Cost  Maneuver
Notes: This isn't so much a martial arts style as an instinctive form of defense.
1) Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort
2) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
3) Escape: 1/2 Phase, +0 OCV, +0 DCV, 30 STR vs. Grabs
4) Swat: 1/2 Phase, +1 OCV, +3 DCV, 3d6 Strike
18 Total Martial Arts Cost

Character Name: Neo
Alternate Identities: Dusk Leaf
Player Name: NPC
Hair Color: Smoke Gray
Eye Color: Amber
Height: 5' 8"
Weight: 150 lbs
Dusk appears to be a good-looking boy of average height and a muscular build with hair that is shaded from light gray to black. Most mistake this for a dye job. It is, however, his natural coloring as is the amber of his eyes that actually tend more toward yellow. In his normal state, however, he appears as an anthromorphic cat leaning heavily toward full human. He has three outstanding features in this form, his cat ears, his tail and the fur covering his body. He does not have the leg structure or body structure associated with felines.
Dusk is 18 and is about to start his first year at Stanford.
Dusk is a powerful telepath but he doesn't like using the power as it tells him more about his target then he'd really like to know. He'd prefer to learn something the old fashion way by talking it out of his subject. On the other hand he has no problem at all with searching out someone using his Mind Finding (Mind Scan) power and he is probably unsurpassed at finding people if they are in his search area. That search area isn't about literal size of the area but rather the number of people IN that area. Dusk is able to sift through something like a million minds at a time. This ability will probably be his main contribution to the Minuteman Project though at some point he does expect to be asked to read a suspect's mind. As seems to be common with Mentalist type Meta-humans, he is also calable of delivering a psionic attack that can stun and even render a target unconsious.
Telepathy and Mind Scan are not his most powerful talent, however. That would be his ability to swap bodies with a target, literally. He can transfer his consciousness into another's body but the consciousness of his target will be moved into his own body. This transfer does not alter the body's physical powers or skill but any Mental powers or skills will be tranferred to the new host body giving Dusk the use of all of his Mental powers as well as any physical powers that his new host may have. Use of this power burns 20 END and may take more than one try. With Dusk's body only has 30 END it is possible for the new tenant to be unconscious for some time after the transfer. When returning to his body, the body he is leaving would be subject to the same restriction. This means the new occupant of his body will arrive in an unconscious state perhaps bordering on a coma. Conversely his departure from a host body means the original inhabitant will commonly be return to his own body also in an unconscious state.
How, exactly, this power might prove useful to the Minuteman teams remains to be seen.
Perhaps the most remarkable ascept of Dusk's Meta-humaness is his physical appearance and his natural ability to disguise that appearance. Dusk, in the venacular of Japanese pop culture, is a catboy, complete with the ears, the fur and the tail. Somehow his powers are able to create the illusion that he is a 'normal' teenage boy. The 'illusion' is only visual and should someone touch him, expecting bare skin, they would instead find soft fur. Knowing this could give him away has lead him to develop an aversion to being touched, especially if that touch is unexpected.
Dusk is playful, short-tempered, curious and a flirt. He plans to study law and intends to graduate from Harvard. He is also highly self-sufficient and as independent as any cat. He is partial to Mexican spicy food, and prefers to drink water or fruit juice. His preferred movie genre is action advanture and his current is The Fast and the Furious which has led him to a new hobby, building model cars.
While Dusk's powers in many ways appear similar to Deb Ange's Point of View, however, rather than 'physically' traveling about to find her target, Dusk zeros in on a particular mind without the necessary 'travel' to get there.
Created: Sun, 14 May 2023 10:58:39

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