Phayze (5th Ed.)
Origin
Tommy Hardin was just your average juvenile delinquent with
unknown parents, shunted from foster home to foster home, until he
hit puberty. Then strange things started to happen. When he felt
upset, objects started to move of their own volition, or disappeared
altogether. Things Tommy wanted mysteriously turned up - in his bag,
under his bed and no-one believed his denials. By the time Tommy was
16, he was in juvenile hall with a record for petty theft. One day he
was looking out the window and wanting out so bad - then suddenly he
found himself outside the walls! His first few days on the streets
were hard, but Tommy learned to get along with the help of others in
the same boat, joining and running with several gangs. Eventually,
though, the littleness of street life palled on him, and he got out,
leaving both friends and enemies behind him. He still lives pretty
much on the edge, and hasn't entirely abandoned his old friends. But
now he uses a false name or two and has a small business as a
motorcycle courier with a growing reputation. With his gifts, rapid
deliveries are a snap, although he doesn't like to use his powers too
much - he still doesn't have them fully under control.
But Tommy is starting to feel that the larger world is taking an
interest in him. Several times recently he has had narrow escapes
from freakish accidents - falling objects, strangely diverted cars
and the like. It has occurred to him that he could arrange such
accidents with his own powers. Is someone - someone like himself -
hunting him, or is it some dark side effect of his own powers? Who
are his family? Where did his powers come from? And what is he going
to do with them?
With all this in his head, Tommy is seriously thinking of hooking
up with some other supernormals. After all, they might know what's
going on, and if someone is after him, he could use some help.
Besides, being a superhero might not be too bad - if he's up to
it.....
Identifying Quote "Well, I can't bounce bullets off my chest or
anything, but I can do some neat stuff"
CHA
|
VAL
|
Cost
|
|
STR
|
15
|
5
|
DEX
|
20
|
30
|
CON
|
15
|
10
|
BOD
|
14
|
8
|
INT
|
14
|
4
|
EGO
|
14
|
8
|
PRE
|
14
|
4
|
COM
|
13
|
1
|
PD
|
3
|
|
ED
|
3
|
|
SPD
|
4
|
10
|
REC
|
6
|
|
END
|
30
|
|
STUN
|
30
|
|
Total
|
|
80
|
|
|
|
OCV
|
7
|
± 4 with teleport powers
|
DCV
|
7
|
± 4 with teleport powers
|
ECV
|
5
|
|
|
|
|
|
Powers, Skills, Etc
|
|
|
6
|
Stealth, Combat driving (both 13-)
|
9
|
Concealment, Streetwise, Conversation (all 12-)
|
2
|
FAM: ground vehicles
|
2
|
AK: Washington area (11-)
|
37
|
Gadget pool 30 point reserve (all powers OAF, -1, only
"acquired" items)
|
9
|
6 PD/ED Armoured jacket (OIF, activate 14-, or
alternatively covers torso, shoulder and arm locations)
|
|
|
48
|
Teleport powers - 60 point reserve, all powers take
activation 15- (-1/4)
|
2
|
(u) "Blinking" - +5 DCV/ +5 to "Dive for cover" rolls
|
4
|
(m) Teleport 20"@ 4 END, x2 mass
|
4
|
(u) Teleport 10" 1000 km megascale (+1), x2 mass
|
4
|
(u) Teleportal - 15 STR Telekinesis, fine work, x2 range
(up to 1.9 km), no range mod.s, indirect, any direction @ 0
END
|
4
|
(u) Teleportal - Clairsentience, sight, 256 x range (51
km) requires 1/2 DCV concentration
|
2
|
(u) Teleportal - Clairsentience, sight, 1000 km megarange
(+1) requires 1/2 DCV concentration
|
5
|
(u) Teleport - 10" Teleport, 2x mass, usable as attack,
at range @ 10 END
|
4
|
(u) Teleport - 10" Teleport, 10 km megascale, usable as
attack, at range @ 10 END
|
4
|
(u) 4d6 RKA, indirect (any) - teleporting something into
target, or part of a target away @ 10 END
|
3
|
(u) 10 PD/ED Forcewall - Teleporting solid objects in
path of attack, persistant, requires suitable objects
(-1/4), DEF cannot be higher than DEF + BOD of objects
(-1/4) @ 0 END
|
4
|
(u) Missile Reflection - at range, any missiles, any
direction
|
|
|
12
|
+4 with Teleport powers
|
5
|
1 fixed floating location
|
|
|
170
|
Powers Cost
|
250
|
Total Cost
|
100+
|
Disadvantages
|
15
|
Secret ID (motorcycle courier)
|
20
|
Normal Characteristic Maxima
|
15
|
Psychological limit. - Must appear "cool" (Common,
Strong)
|
15
|
Psychological limit. - Street code of honour (looks after
friends, won't fink, etc., Common, Strong)
|
10
|
Psychological limit. - Insecure, worries about making it
with real heroes (Common, moderate)
|
5
|
Psychological limit - still likes to "lift" cool stuff
(Uncommon, moderate)
|
5
|
Psychological limit. - Disrespectful of authority
(Uncommon, moderate)
|
5
|
Reputation (8-, Petty thief)
|
10
|
Rival (Warhead, of the Big Bombers gang - for the
affections of Kris and in his courier business)
|
10
|
DNPC (Kris, of the Heavy Sisters Gang, 8-)
|
15
|
Hunted by ? (8-, similar powers)
|
10
|
Hunted by Juvenile Hall (8-, extensive NCI, desiring to
confine)
|
10
|
Uncontrolled powers (under stress, uncommon, 11-,
"poltergeist effect")
|
5
|
Physical limit. (Youth, infrequent, slightly)
|