Name: Inertia
Player: Casey McGirt

Val Char Base Cost
35 STR 10 25
24 DEX 10 42
25 CON 10 30
11 BODY 10 2
13 INT 10 3
11 EGO 10 2
15 PRE 10 5
12 COM 10 1
14/26 PD 7 7
14/24 ED 5 9
5 SPD 3.4 16
12 REC 12 0
50 END 50 0
42 STUN 42 0
6" RUN 6 0
2" SWIM 2 0
7" LEAP 7 0

STR Roll: 16- Run:  6"
DEX Roll: 14- Swim:  2"
CON Roll: 14- Leap:  7"
INT Roll: 12-
EGO Roll: 11-
PER Roll 12-

Disadvantages Pts
Social Limitation: Secret Identity Frequently (11-), Major  15
Social Limitation: Keeping his dad's secret (Occasionally, Major)  10
Reputation: Say, isn't that hero's powers just like...?, 8-  5
Dependent NPC: Father 8- (As powerful as the PC)  0
Dependent NPC: Simon, childhood friend and court clerk 8- (Normal; Useful Noncombat Position or Skills)  5
Dependent NPC: Current client 8- (As powerful as the PC; Unaware of character's adventuring career/Secret ID)  5
Rivalry: Professional (Prosecutor; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)  5
Enraged: When Witnessing A Murder (Uncommon), go 11-, recover 14-  10
Psychological Limitation: Wants to be the hero his father could have been (Common, Strong)  15
Psychological Limitation: Never throw a case (Common, Strong)  15
Psychological Limitation: Reluctance to kill (Common, Moderate)  10
Psychological Limitation: Willing to bend the rules, but not break them (Common, Moderate)  10
Hunted: The Dealer 8- (As Pow, NCI, Harshly Punish)  15
Hunted: Deathtrap 8- (Mo Pow, Harshly Punish)  15
Hunted: Johnny English 8- (As Pow, Harshly Punish)  10
Watched: Sentry Center 11- (As Pow, NCI, Limited Geographical Area, Watching)  5
 
XP
5
Base Points : 200
Disads Total + 150
Experience Spent + 5
Total Cost = 355

Pts.  Power/Skill/Perk/Talent END
64   Velocity Alteration: Multipower, 64-point reserve 
3u   1) Rock Toss: Energy Blast 7d6 (vs. PD), Reduced Endurance (1/2 END; +1/4), Armor Piercing (+1/2) (61 Active Points); OIF (Objects of Opportunity) (-1/2), Beam (-1/4)  2
4u   2) Ball Toss: Energy Blast 11d6 (vs. PD) (55 Active Points); OIF (Objects Of Opportunity) (-1/2)  5
3u   3) Penny Toss: Killing Attack - Ranged 2d6+1 (vs. PD), Reduced Endurance (1/2 END; +1/4), Armor Piercing (+1/2) (61 Active Points); OIF (Objects Of Opportunity) (-1/2), Beam (-1/4)  2
3u   4) Object Accelleration: Telekinesis (40 STR) (60 Active Points); Instant (-1/2), Affects Whole Object (-1/4)  6
6u   5) Sudden Stop: Force Wall (12 PD), Transparent to ED Attacks (+1/2), Invisible Power Effects, SFX Only (Fully Invisible; +1/2) (60 Active Points)  6
4u   6) Momentum Shift: Teleportation 1", No Relative Velocity, Position Shift, Ranged (+1/2), Usable As Attack (not versus Kinetic Energy powers, Clinging, or Teleport with No Relative Velocity) (x32 maximum weight per inanimate target; +2 1/4) (64 Active Points); Only To Change Speed/Direction Of Momentum (-1/2)  6
2u   7) Escape Velocity: Flight 6", x32 Noncombat, Noncombat acceleration/deceleration (+1) (64 Active Points); Straight line of movement only (-1), OIF (Objects of Opportunity) (-1/2), Increased Endurance Cost (x2 END; -1/2)  12
17   Velocity Control: Elemental Control, 34-point powers 
13   1) Object Riding: Flight 10", Position Shift, Reduced Endurance (1/2 END; +1/4), Usable as Running (+1/4) (37 Active Points); OIF (Objects Of Opportunity) (-1/2)  1
21   2) Velocity Absorption: Force Field (12 PD/10 ED), Hardened (+1/4), Reduced Endurance (0 END; +1/2) (38 Active Points)  0
12   3) Kinetic Reversal: Missile Deflection (Bullets & Shrapnel), Missile Reflection (35 Active Points); Costs Endurance (-1/2)  3
6   Velocity Negation: Knockback Resistance -4" (8 Active Points); Nonpersistent (-1/4)  0
3   Kinetic Negation: Hardened (+1/4) (3 Active Points) applied to PD 
3   Energy Negation: Hardened (+1/4) (3 Active Points) applied to ED 
     
     
10   +1 Overall   
6   Penalty Skill Levels: +2 vs. Range Modifier with All Attacks   
3   Power: Velocity Control (DEX-based) 14-   
3   Acting 12-   
3   Breakfall 14-   
3   Bureaucratics 12-   
3   Conversation 12-   
1   Criminology 8-   
3   Interrogation 12-   
3   Oratory 12-   
3   Persuasion 12-   
2   KS: Prime Law 11-   
2   PS: Lawyer 11-   
1   TF: Skateboarding   
     
1   Fringe Benefit: License to practice law   
1   Access to Sentry Center   
1   Money: Well Off   
     
     
     
 164 : Powers Cost
 49 + Skills Cost
 142 + Characteristics Cost
 355 = Total Cost
Base OCV:  8 Base DCV:  8
Adjustment+    Adjustment+   
Final OCV:    Final DCV:   
 
Levels: +1 Overall

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: 24 SPD: 5 ECV: 4
Phases: 3, 5, 8, 10, 12
14/26 PD (0/12 rPD) 14/24 ED (0/10 rED) MD: 0
END: 50 STUN: 42 BODY: 11