Character Name: Minori Satomi
Alternate Identities: Minori Galloway
Player Name:
CHARACTERISTICS
Val Char Base Points Total Roll Notes
18 STR 10 8 18 13- HTH Damage 3 1/2d6 END [2]
23 DEX 10 39 23 14- OCV 8 DCV 8
18 CON 10 16 18 13-
18 BODY 10 16 18 13-
18 INT 10 8 18 13- PER Roll 13-
20 EGO 10 20 20 13- ECV: 7
20 PRE 10 10 20 13- PRE Attack: 4d6
18 COM 10 4 18 13-
4 PD 4 0 4/22 4/22 PD (0/18 rPD)
4 ED 4 0 4/22 4/22 ED (0/18 rED)
4 SPD 3.3 7 5 Phases: 3, 5, 8, 10, 12
8 REC 8 0 8
36 END 36 0 36
36 STUN 36 0 36
6" Running 6 0 12"
2" Swimming 2 0 2"
3" Leaping 4 0 3 1/2" 128 Total Characteristics Points
CHARACTER IMAGE
EXPERIENCE POINTS
Total earned: 240
Spent: 239
Unspent: 1
Base Points: 250
Disad Points: 100
Total Points: 589
MOVEMENT
Type Total
Run (6) 12" [24" NC]
Swim (2) 2" [4" NC]
H. Leap (4") 3 1/2"
V. Leap (2") 1 1/2"
DEFENSES
Type Amount
Physical Defense 4/22
Res. Phys. Defense 0/18
Energy Defense 4/22
Res. Energy Defense 0/18
Mental Defense 14
Power Defense 0
 
COMBAT INFORMATION
OCV: 8 DCV: 8
 
Combat Skill Levels: +2 with a broadly-defined category of attacks , +2 with Martial Maneuvers
COMBAT MANEUVERS
Maneuver 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 +4 DC attack damage
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
Basic Shot 1/2 +0 +0 Strike, +2 DC
Far Shot 1/2 +1 -1 Strike
Offensive Shot 1/2 -1 -1 Strike, +4 DC
Ranged Disarm 1/2 +0 +0 Disarm, +3 DC to Disarm
Martial Disarm 1/2 -1 +1 Disarm; 28 STR to Disarm
Martial Escape 1/2 +0 +0 33 STR vs. Grabs
Martial Grab 1/2 -1 -1 Grab Two Limbs, 28 STR for holding on
Martial Strike 1/2 +0 +2 5 1/2d6 Strike
Martial Throw 1/2 +0 +1 3 1/2d6 +v/5, Target Falls
Passing Strike 1/2 +1 +0 3 1/2d6 +v/5; FMove
COMBAT MODIFIERS
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10
Targeting shot OCV Hit Location
Head shot (Head to Shoulders) -4 1d6+3
High shot (Head to Vitals) -2 2d6+1
Body shot (Hands to Legs) -1 2d6+4
Low shot (Shoulders to Feet) -2 2d6+7
Leg shot (Vitals to Feet) -4 1d6+12

Character Name: Minori Satomi
Alternate Identities: Minori Galloway
Player Name:
SKILLS
Cost  Name
10 Agent Training: +2 with a group of similar Skills
Notes: MITHRIL Agent training - Acting, Disguise, Bugging, Demolitions, Interrogation, Cryptography, etc
10 Basic Training: +2 with a group of similar Skills
Notes: Military basic training - Breakfall, Climbing, Navigation, Tactics, Teamwork, etc
10 Entertainer: +2 with a group of similar Skills
Notes: Skills related to her amateur music performance career. PS: Guitarist, Acting, Conversation, Teamwork, Sleight of Hand
3 Analyze: Magic 13-
3 Analyze: Style 13-
3 Analyze: Psionics 13-
8 Marksman: +2 with a broadly-defined category of attacks
Notes: Small arms, infantry support weapons, ArmSlave weapons
3 Mecha Pilot: +1 with any three related Skills
Notes: Combat Piloting, Mechanic, Systems Operation
3 Rock Star: PS: Guitarist 13-
6 USMC Hand to Hand Training: +2 with Martial Maneuvers
3 Acrobatics 14-
3 Acting 13-
3 Breakfall 14-
3 Bugging 13-
3 Bureaucratics 13-
3 Climbing 14-
3 Combat Driving 14-
3 Combat Piloting 14-
3 Concealment 13-
3 Conversation 13-
3 Cryptography 13-
3 Deduction 13-
3 Demolitions 13-
3 Disguise 13-
3 Electronics 13-
3 Fast Draw (Handgun) 14-
3 Instructor 13-
3 Interrogation 13-
3 Linguist
2
1) Language: Arabic (Modern) (fluent conversation; literate) (3 Active Points)
1
2) Language: Cantonese (basic conversation; literate) (2 Active Points)
0
3) Language: English (idiomatic; literate) (5 Active Points)
3
4) Language: Japanese (completely fluent; literate) (4 Active Points)
1
5) Language: Old High Atlantean (basic conversation; literate) (2 Active Points)
2
6) Language: Russian (fluent conversation; literate) (3 Active Points)
2
7) Language: Thai (fluent conversation; literate) (3 Active Points)
3 Lockpicking 14-
3 Mechanics 13-
2 Navigation (Land) 13-
2 PS: Mercenary 11-
3 Paramedics 13-
3 Persuasion 13-
3 Scholar
2
1) Fighting Style (Military Hand-to-Hand): KS: Specific Martial Art (3 Active Points) 13-
1
2) KS: Legends And Lore (2 Active Points) 11-
2
3) KS: Magic and Magical Systems (3 Active Points) 13-
2
4) KS: Military Hardware of the world (3 Active Points) 13-
2
5) KS: Military Laws & Regulations (3 Active Points) 13-
1
6) KS: Music and Musicians (2 Active Points) 11-
2
7) KS: Organic Technology (3 Active Points) 13-
2
8) KS: Psionics (3 Active Points) 13-
2
9) KS: Terrorist & Militia Groups (3 Active Points) 13-
3 Security Systems 13-
3 Shadowing 13-
3 Sleight Of Hand 14-
3 Stealth 14-
3 Streetwise 13-
3 Systems Operation 13-
2 TF: Common Motorized Ground Vehicles, Anthropomorphic Mecha, Two-Wheeled Motorized Ground Vehicles
3 Tactics 13-
3 Teamwork 14-
3 Tracking 13-
3 Traveler
1
1) AK: South-East Asia (2 Active Points) 11-
1
2) CK: San Francisco (2 Active Points) 11-
1
3) CuK: Afghan (2 Active Points) 11-
1
4) CuK: Japan (2 Active Points) 11-
1
5) CuK: Military Culture & Tradition (2 Active Points) 11-
1
6) CuK: Old Atlantis (2 Active Points) 11-
1
7) CuK: San Fran Music Scene (2 Active Points) 11-
4 WF: Small Arms, Blades, Unarmed Combat, Vehicle Weapons
205 Total Skills Cost
PERKS
Cost  Name
67 Kestrel : Vehicles & Bases
67 Total Perks Cost
 
POWERS
Cost  Power END
40 Ainur Spells: Multipower, 81-point reserve, (81 Active Points); all slots Requires An EGO Roll (-3/4), Incantations (-1/4)
1u
1) Nightvision (5 Active Points); Requires An EGO Roll (-3/4), Incantations (-1/4)
0
1u
2) Infrared Perception (Sight Group) (5 Active Points); Requires An EGO Roll (-3/4), Incantations (-1/4)
0
1u
3) Protection from Normal Missiles: Missile Deflection (Any Ranged Attack) (20 Active Points); Requires An EGO Roll (-3/4), Incantations (-1/4)
0
1u
4) Psychic Sight: Detect Emotions A Class Of Things 13- (Mental Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Targeting (25 Active Points); Requires An EGO Roll (-3/4), Incantations (-1/4)
0
2m
5) Power Weapon: Hand-To-Hand Attack +4d6, Reduced Endurance (1/2 END; +1/4) (25 Active Points); Requires An EGO Roll (-3/4), Hand-To-Hand Attack (-1/2), Incantations (-1/4)
Notes: 6.25 points per DC
1
4m
6) Empowered Weapon: Succor Any weapon wielded, only while wielding 4d6+1 (standard effect: 13 points), Reduced Endurance (1/2 END; +1/4), Can Apply (Remove) Adders (+1) (49 Active Points); Requires An EGO Roll (-3/4), Self Only (-1/2), Incantations (-1/4)
Notes: Can add Advantages to Weapon attacks, such as Elemental types or Armor Piercing. Allows for one +1/2 modifier (AP, Affects Desolid, etc) or two +1/4 mods.
2
2u
7) Distant Hand: Telekinesis (20 STR), Fine Manipulation (40 Active Points); Requires An EGO Roll (-3/4), Incantations (-1/4)
4
4m
8) Force Field (18 PD/18 ED), Reduced Endurance (1/2 END; +1/4) (45 Active Points); Requires An EGO Roll (-3/4), Incantations (-1/4)
Notes: 0.8 AP per point of PD/ED
2
2u
9) Mental Blast: Ego Attack 4d6 (40 Active Points); Requires An EGO Roll (-3/4), Incantations (-1/4)
Notes: 20 pool points
4
2u
10) Psychic Static: Mental and Mystic Groups Flash 4d6, Area Of Effect (8" Radius; +1 1/2) (42 Active Points); Requires An EGO Roll (-3/4), Incantations (-1/4)
Notes: 8.5 AP per die at 2" radius 9.5 at 4", 10.5 at 6"
4
4m
11) Psychic ECM: Darkness to Mental and Mystic Groups 8" radius (45 Active Points); Requires An EGO Roll (-3/4), Incantations (-1/4)
Notes: 5 AP base to add Mystic and 5 AP per inch of radius
4
2u
12) Suppress Magic 8d6, any [special effect] power one at a time (+1/4) (50 Active Points); Requires An EGO Roll (-3/4), Incantations (-1/4)
5
5 Ainur Aura: Elemental Control, 10-point powers
7
1) Life Support (Immunity: All terrestrial diseases and biowarfare agents; Longevity: 400 Years) (12 Active Points)
0
7
2) Swift Stride: Running +6" (12" total) (12 Active Points)
1
7
3) Combat Precog: Combat Luck (6 PD/6 ED) (12 Active Points)
5
4) +1 SPD (10 Active Points)
5
5) Mental Defense (14 points total) (10 Active Points)
0
5
6) Alternate Recharge: Healing Stun/End 2 1/2d6 (25 Active Points); Fuel Dependent (fuel is Very Common; must refuel Once per Minute; -1 3/4), Self Only (-1/2), Extra Time (Delayed Phase, -1/4), Gestures (-1/4)
Notes: Extra Time is actually Half-Phase Action, not Delayed Phase
2
5
7) Mental Awareness, Discriminatory, Tracking (10 Active Points)
0
12
8) Chi/Psi Sense: Detect A Class Of Things and Each Extra Thing or Class of Things 13- (Mental Group), Increased Arc Of Perception (360 Degrees), Sense (17 Active Points)
0
15 Guns. Lots of Guns.: Multipower, 31-point reserve, (31 Active Points); all slots OAF (-1)
1u
1) Glock 10mm: Killing Attack - Ranged 2d6 (30 Active Points); OAF (-1), 2 clips of 8 Charges (-1/4), Real Weapon (-1/4)
[8]
1u
2) Kukri Knife: Killing Attack - Hand-To-Hand 1 1/2d6 (2 1/2d6 w/STR), Reduced Endurance (1/2 END; +1/4) (31 Active Points); OAF (-1), Real Weapon (-1/4)
1
1u
3) MP-5 SMG: Killing Attack - Ranged 1 1/2d6, 2 clips of 12 Charges (+0), Autofire (3 shots; +1/4) (31 Active Points); OAF (-1), Real Weapon (-1/4)
[12]
1u
4) Satedan Stun Pistol: Energy Blast 6d6, STUN Only (+0), 2 clips of 12 Charges (+0) (30 Active Points); OAF (-1), Real Weapon (-1/4)
[12]
1u
5) Mini-Grenade: Energy Blast 4d6, Explosion (+1/2) (30 Active Points); OAF (-1)
3
1u
6) Confoam Mini-Grenade: Entangle 3d6, 3 DEF (30 Active Points); OAF (-1)
3
145 Total Powers Cost
MARTIAL ARTS MANEUVERS
Cost  Maneuver
4 Basic Shot: 1/2 Phase, +0 OCV, +0 DCV, Range +2, Strike, +2 DC
5 Far Shot: 1/2 Phase, +1 OCV, -1 DCV, Range +4, Strike
4 Offensive Shot: 1/2 Phase, -1 OCV, -1 DCV, Range +0, Strike, +4 DC
4 Ranged Disarm: 1/2 Phase, +0 OCV, +0 DCV, Range +0, Disarm, +3 DC to Disarm
4 Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 28 STR to Disarm
4 Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, 33 STR vs. Grabs
3 Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 28 STR for holding on
4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 5 1/2d6 Strike
3 Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, 3 1/2d6 +v/5, Target Falls
5 Passing Strike: 1/2 Phase, +1 OCV, +0 DCV, 3 1/2d6 +v/5; FMove
4 Weapon Element: Blades, Default Element, Handguns, Submachine Guns, Vehicle Weapons
44 Total Martial Arts Cost

Character Name: Minori Satomi
Alternate Identities: Minori Galloway
Player Name:
DISADVANTAGES
Cost  Disadvantage
10 Reputation: One of the Lost/Returned, 11-
15 Hunted: US Government Intelligence Agencies 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)
5 Distinctive Features: Very attractive and fit (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
10 Distinctive Features: Military bearing (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
10 Hunted: Rival (Demon) 8- (As Pow, Limited Geographical Area, PC has a Public ID or is otherwise very easy to find, Capture)
5 Physical Limitation: Unfamiliar with modern setting (Infrequently, Slightly Impairing)
10 Psychological Limitation: Mixes up Earth-Prime and Earth-'Panic' timelines and events (Uncommon, Strong)
5 Distinctive Features: Divine Aura (Not Concealable; Noticed and Recognizable; Detectable Only By Unusual Senses)
30 Not yet allocated
100 Total Disadvantages Cost
APPEARANCE
Hair Color: Black
Eye Color: Blue
Height: 1.62 m
Weight: 57.00 kg
Description:
Character created with Hero Designer (version 2008100210)