Name: Luminous
Player: quozaxx

Val Char Base Cost
15 STR 10 5
23 DEX 10 39
21 CON 10 22
10 BODY 10 0
18 INT 10 8
11 EGO 10 2
15 PRE 10 5
10 COM 10 0
7/22 PD 3 4
9/24 ED 4 5
5 SPD 3.3 17
10 REC 7 6
34 END 42 -4
34 STUN 29 5
6" RUN 6 0
2" SWIM 2 0
3" LEAP 3 0

STR Roll: 12- Run:  6"
DEX Roll: 14- Swim:  2"
CON Roll: 13- Leap:  3"
INT Roll: 13-
EGO Roll: 11-
PER Roll 13-

Disadvantages Pts
Social Limitation: Secret ID (Frequently, Major)  15
Dependent NPC: Current client 8- (Normal)  10
Dependence: Light (lamplight or better), Powers Gain 11- Activation Roll (Very Common, 1 Hour)  10
Distinctive Features: Glows in total darkness, concealable with clothing (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)  5
Vulnerability: 1 1/2 x STUN Dark Energy (Uncommon)  5
Vulnerability: 1 1/2 x BODY Dark Energy (Uncommon)  5
Psychological Limitation: Code vs Killing (Common, Strong)  15
Psychological Limitation: Inquisitive, loves a good mystery (Common, Strong)  15
Psychological Limitation: Always looks for the good in people (Common, Moderate)  10
Psychological Limitation: "Do it yourself" attitude (Common, Moderate)  10
Hunted: Organized Crime 11- (As Pow, NCI, Harshly Punish)  20
Hunted: Mystery Hunted 8- (Mo Pow, Harshly Punish)  15
Hunted: Mystery Hunted 8- (As Pow, Harshly Punish)  10
Watched: Police Department 11- (As Pow, NCI, Limited Geographical Area, Watching) [Notes: Applies to Secret ID, not Hero ID]  5
 
XP
0
Base Points : 200
Disads Total + 150
Experience Spent + 0
Total Cost = 350

Pts.  Power/Skill/Perk/Talent END
18   Light Battery: Endurance Reserve (60 END, 15 REC) Reserve: (21 Active Points); REC: (15 Active Points); Must have light to recover END (-1/4)  0
18   Light Powers: Elemental Control, 36-point powers 
19   1) Light Protection: Force Field (15 PD/15 ED), Reduced Endurance (1/2 END; +1/4) (37 Active Points) (uses END Reserve)  1
21   2) Riding the Light: Flight 17", x4 Noncombat (39 Active Points) (uses END Reserve)  4
19   3) Transparent to Light: Invisibility to Sight Group , No Fringe, Reduced Endurance (1/2 END; +1/4) (37 Active Points) (uses END Reserve)  1
55   Light Powers: Multipower, 55-point reserve 
5u   1) Blasting Light: Energy Blast 11d6 (vs. ED) (55 Active Points) (uses END Reserve)  5
5u   2) Bright Light: Sight Group Flash 10d6 (50 Active Points) (uses END Reserve)  5
5u   3) Dazzling Burst of Light: Sight Group Flash 7d6, Explosion (+1/2) (52 Active Points) (uses END Reserve)  5
4u   4) Become Light: Desolidification (affected by Darkness Powers), Costs END Only To Activate (+1/4) (50 Active Points); Cannot pass through solid (non transparent) items (He can go where light can go, so he can travel through a window, but not a wall; -1/4) (uses END Reserve)  4
4u   5) Illusions of Light: Sight Group Images Increased Size (8" radius; +3/4), +/-3 to PER Rolls, Reduced Endurance (1/2 END; +1/4) (38 Active Points) (uses END Reserve)  1
10   Stare Into The Light: Sight Group Flash Defense (10 points)  0
     
     
3   +1 with light powers   
4   Penalty Skill Levels: +2 vs. Range Modifier with light powers   
3   Concealment 13-   
3   Conversation 12-   
3   Criminology 13-   
3   Deduction 13-   
3   Forensic Medicine 13-   
2   KS: Police and Detective Procedures 11-   
3   Paramedics 13-   
3   Persuasion 12-   
3   Shadowing 13-   
3   Stealth 14-   
3   Streetwise 12-   
3   PS: Detective (INT-based) 13-   
3   +1 with Criminology, Forensic Medicine, & PS: Detective   
2   WF: Small Arms   
     
4   Contact: Policeman Carl Winslow (Contact has significant Contacts of his own, Contact has useful Skills or resources, Contact limited by identity, Good relationship with Contact) 11-   
2   Fringe Benefit: Private Investigator License   
     
     
     
 183 : Powers Cost
 53 + Skills Cost
 114 + Characteristics Cost
 350 = Total Cost
Base OCV:  8 Base DCV:  8
Adjustment+    Adjustment+   
Final OCV:    Final DCV:   
 
Levels: +1 with light powers

Combat Maneuvers
Name Phase OCV DCV Effect
Block 1/2 +0 +0 Block, Abort
Brace 0 +2 1/2 +2 vs. Range Mod.
Disarm 1/2 -2 +0 Can disarm
Dodge 1/2 --- +3 Abort, vs. all attacks
Grab 1/2 -1 -2 Grab two limbs
Grab By 1/2 -3 -4 Move and Grab
Haymaker 1/2* +0 -5 +4DC to attack
Move By 1/2 -2 -2 STR/2 + v/5
Move Through 1/2 -v/5 -3 STR + v/3
Set 1 +1 +0 Ranged attacks only
Strike 1/2 +0 +0 STR or weapon

Range 0-4 5-8 9-16 17-32 33-64 65-128
RMod 0 -2 -4 -6 -8 -10

DEX: 23 SPD: 5 ECV: 4
Phases: 3, 5, 8, 10, 12
7/22 PD (0/15 rPD) 9/24 ED (0/15 rED) MD: 0
END: 34 STUN: 34 BODY: 10