Mentalis

Psionic Detective

Description:

Name: Mentalis
Alternate IDs: Guy Hurston
Height: 1.86 m Hair: Bald
Weight: 90.00 kg Eyes: Green

Val Char Roll Notes
13 STR 12- HTH Damage 2 1/2d6 END 3
20 DEX 13- OCV 7 DCV 7
15 CON 12-
10 BODY 11-
10 INT 11- PER Roll 11-
30 EGO 15- ECV: 10
10 PRE 11- PRE Attack: 2d6
10 COM 11-
5/20 PD
5/20 ED
15 MD
4 SPD Phases: 3, 6, 9, 12
6 REC Run: 6"
30 END Swim: 2"
30 STUN Leap: 2 1/2"

Disadvantages Pts
Social Limitation: Secret Identity (Very Frequently, Major) 20
Hunted: Rival Gang 11- (Less Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish) 20
Hunted: Former Gang 11- (Less Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish) 20
Rivalry: Professional, Former Subordinate Gang Member, Rival is Less Powerful, Seek to Harm or Kill Rival, Rival Aware of Rivalry 5
Distinctive Features: Facial and Body Tattoos (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 10

XP 19
Base : 175
Disads : +75
XP Spent : +19
Total = 269

102 : Characteristics Cost
150 + Powers Cost
17 + Martial Arts/Skills/Perks/Talents Cost
269 = Total Cost

Pts. Power/Skill/Perk/Talent END
Powers
50 Mental Powers: Multipower, 50-point reserve
5u 1) Psychic Blast: Ego Attack 5d6 (Human class of minds) (50 Active Points) 5
2u 2) Psychic Control: Mind Control 6d6 (Human class of minds), Telepathic (1/4) (37 Active Points); Stops Working If Mentalist Is Stunned (-1/2) 4
5u 3) Cryokinesis Blast: Energy Blast 10d6 (50 Active Points) 5
3u 4) Cryokinesis Wall: Force Wall (5 PD/5 ED; 8" long and 1" tall), Costs END Only To Activate (
1/4) (49 Active Points); Increased Endurance Cost (x3 END; -1/2) 12
3u 5) Psychic Probe: Mind Scan 10d6 (Human class of minds) (50 Active Points); Stops Working If Mentalist Is Stunned (-1/2) 5
3u 6) Telepathy 10d6 (50 Active Points); Stops Working If Mentalist Is Stunned (-1/2) 5
1u 7) Psychic Healing: Healing 3 BODY, Can Heal Limbs (35 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4) 3
2u 8) I’m Not Really Here: Invisibility to Sight, Hearing, Mental and Touch Groups , No Fringe (45 Active Points); Only When Not Attacking (-1/2), Conditional Power Affects Human Minds Only (-1/2) 4
8 Mental Awareness, 3 to PER Roll, Increased Arc Of Perception (360 Degrees) 0
21 Psionic Power: Endurance Reserve (115 END, 10 REC) (21 Active Points) 0
9 Psychic Defenses: Mental Defense (15 points total) 0
22 Psi Shield: Force Field (15 PD/15 ED), Hardened (
1/4), Costs END Only To Activate (+1/4) (45 Active Points); Increased Endurance Cost (x5 END; -1) 20
3 Modified Gas Mask: Life Support (Self-Contained Breathing) (10 Active Points); Independent (-2) 0
10 Mind Link , Human class of minds, Specific Group of Minds, Number of Minds (x4) (20 Active Points); Stops Working If Mentalist Is Stunned (-1/2), Costs Endurance (-1/2) 2

Skills
3 Breakfall 13-
2 CK: Chicago 11-
3 Power: Psychic Powers 11-
3 Stealth 13-
3 Streetwise 11-
3 Teamwork 13-

Bio:

A former gang member who utilized his powers to assist in a variety of criminal activities. He created tattoos on his body and face to provide penance for many of said acts, and to cover the scars that remained from his childhood.

His childhood is fulled of scarred images, filled with pain and suffering. From losing his parents to an accident, to being placed into an illegal research facility for testing humans with abilities. Known as Subject Zero, he was pitted against other children with special abilities day after day and held subject to extensive “training” and “conditioning.” The “scientists” sought to enhance and push the limits of the children to create the most powerful soldiers. Many were killed and/or brutalized. This went on for years until adolescence when he and the inmates had had enough. Alliances were formed, preparations were made. They eventually broke free, killing all their captors and destroying the facility, at least as far as they knew. None of them ever knew the full extent of the place. The escapees later formed gangs out of necessity, with old rivalries restored now that the common enemy was gone.

While he managed to escape the gang lifestyle eventually, he still has remnants of his past both watching him and seeking to do him harm. Seen as a betrayal of the only family he has ever really known, they would stop at nothing to capture and convert or kill him if necessary. Old rivals and enemies remain. Some things never change. They would never understand that he felt used and disgusted with himself over the crimes committed and that his former gang members never felt like family. They merely served as reminders of imprisonment and torture in every respect. A better life, one filled with acts of redemption and heroism is beyond their understanding.

Mentalis

Chicago 250 Corefire Klaenar