Livewire Stats

Character Background | Character Stats

VALUE STAT COST  
13 STR 3  
23 DEX 26 *
13 CON 6  
10 BOD 0  
13 INT 2 *
13 EGO 6  
13 PRE 3  
18 COM 4  
3 PD 0  
5 ED 2  
6 REC 0  
5 SPD 11 *
28 END 1  
30 STUN 6  
TOTAL 70
* - effective level based on END Reserve

COST SKILL ROLL
3 Breakfall 14-
3 Combat Driving (motorcycles) 14-
3 Concealment 14-
1 Sleight of Hand 8-
3 Stealth 14-
7 Streetwise 14-
1 Criminology 8-
  Professional Skills:
2   Keyboards 11-
1   Mechanic 8-
  Contacts:
2   street 11-
2   police: Capt Connie deSilva (aunt) 11-
  Matrial Arts:
4   Dodge  
32 TOTAL


POWER EFFECT BASE ADVANTAGES MOD ACTIVE DISADVANTAGES MOD REAL MP   END
Multipower - ELECTRICITY 60 target must not be insulated 0.25 48 48  
Energy Blast 12d6 60     60 power less if ERsrv < 40 END 0.25 40 4 6
RKA 2 1/2 d6 40 Armor Piercing 0.50 60 No Range
power less if ERsrv < 40 END
0.50
0.25
30 3 6
Flash 3d6 - vs normal sight 30 Area Effect - hex 0.50 45 power less if ERsrv < 40 END 0.25 30 3 4
Transfer 2d6 30 vs any electrical device
Ranged
0.25
0.50
52     42 4 5
Transfer 2d6 30 vs any electrical device
Ranged
0.25
0.50
52 No Conscious Control 2.00 13 1 5
  TOTAL 63


POWER EFFECT BASE ADVANTAGES MOD ACTIVE EC DISADVANTAGES MOD REAL   END
Elemental Control - ELECTRICITY 19     19    
Absorption 5d6 30 +1 time level (1 min) 0.25 37 18 Electricity only 1.00 9 0
Damage Reduction 75% vs Normal Energy 40     40 21 Electricity only 1.00 10 0
Force Field 15 PD / 17 ED 32 1/2 END 0.25 40 21 power less if ERsrv < 40 END 0.25 17 1
Flight 17", x1 Combat Mult 39     39 20 power less if ERsrv < 40 END
must touch surface
0.25
0.50
11 4
  TOTAL 66


Miscellaneous Powers
POWER EFFECT BASE ADVANTAGES MOD ACTIVE DISADVANTAGES MOD REAL   END
Flash Defense 5 pts 5     5 OAF - visor 1.00 3 0
Energy Blast 2D6EB 10 Damage Shield 1.00 20 power less if ERsrv < 40 END
14- activation
0.25
0.25
13 2
END Reserve 100 (150*), 5 REC
8 REC thru Absorption/Transfer
15   0.50 22 power less if ERsrv < 40 END 0.25 18 2
  TOTAL 33


Effects of END Reserve Levels
END 0 - 9 10 - 19 20 - 29 30 - 39 40 - 100 101 - 110 111 - 120 121 - 130 131 - 140 140 - 150
DEX 5 8 13 18 23 25 27 29 31 33
INT 7 9 11 12 13 12 11 9 7
SPD 2 3 4 5 6 7 8
EB 0 3d6 6d6 9d9 12d6          
Flash 0 1d6 2d6 2.5d6 3d6          
RKA 0 .5d6 1d6 2d6 2.5d6          
Force Field 0 / 0 4 / 5 7 / 9 11 / 13 13 / 17          
Flash 0 .5d6 1d6 1.5d6 2d6          
Flight 0 +5" +10" +15" +19"          


Disadvantage Points
Berserk
  when ERes = 150 enraged only, unc, 14-, 11- 10
Dependence
  on electricity 2D6/min after battery drained 10
Distinctive Features
  eyes glow, intesity prop to ERsrv concealable 5
  dresses like punk/gothic concealable 5
Hunted
  watched by Primus more, NCI, 11- 13
  by Inferno as, NCI, 8-, harsh 0
Physical Limitations
  when battery overcharged I, G 10
  when battery undercharged I, G 10
Psychological Limitations
  puts on tough image (hides insecurities) VC, S 20
  protective of innocents UC, S 10
  hatred of drug dealers UC, S 10
  problem with authority UC, M 10
Susceptability
  extreme cold 1D6/Turn END 10
  when submerced in H2O 1D6/Turn END 10
Vulnerabilities
  water attacks U, x1.5 BOD 5
  water attacks U, x2 STUN 10
Quirks
  constantly snacks on junk food   1
  gets nervous around water   1

 

 

 

Copyright 2001 - Mike Whitney
Page last updated January 28, 2001
This site was created by Mike Whitney. Please contact him if you have any questions, comments, or suggestions. Champions is the registered trademark of Hero Games. No challenge to any trademark or copyright is intended or implied. Unless otherwise noted, all material on this site has been created by and is copyrighted to Mike Whitney. It intended for private use only, and may not be reposted on any other website without permission of the creator.