Chris Craven Convention Player 
CHARACTERISTICS
Val Char Base Points Total Roll Notes
13 STR 10 3 13 12- HTH Damage 2 1/2d6 END [1]
15 DEX 10 15 15 12- OCV 5 DCV 5
13 CON 10 6 13 12-
12 BODY 10 4 12 11-
18 INT 10 8 18 13- PER Roll 13-
18 EGO 10 16 18 13- ECV: 6
13 PRE 10 3 13 12- PRE Attack: 2 1/2d6
16 COM 10 3 16 12-
3 PD 3 0 3 3 PD (0 rPD)
3 ED 3 0 3 3 ED (0 rED)
3 SPD 2.5 5 3 Phases: 4, 8, 12
10 REC 6 8 10
30 END 26 2 30
30 STUN 26 4 30
6" Running 6 0 6"
2" Swimming 2 0 2"
2 1/2"/1"" Leaping 3 0 2 1/2" 77 Total Characteristics Points
MOVEMENT
Type Total
Run (6) 6" [12" NC]
Swim (2) 2" [4" NC]
H. Leap (3") 2 1/2"
V. Leap (1") 1"
EXPERIENCE POINTS
Total earned: 0
Spent: 0
Unspent: 0
Base Points: 200
Disad Points: 150
Total Points: 350
APPEARANCE
Hair Color:  Brown
Eye Color:  Brown
Height:  5' 10"
Weight:  150 lbs
Description:

 Chris Craven Convention Player 
DEFENSES
Type Amount Notes
Physical Defense 3 Current BODY:
Res. Phys. Defense 0 (12)
Energy Defense 3 Current END:
Res. Energy Defense 0 (30)
Mental Defense 0 Current STUN:
Power Defense 0 (30)

FIGHTING SKILLS
Cost  Maneuver
5 Defensive Strike: 1/2 Phase, +1 OCV, +3 DCV, 2 1/2d6 Strike
4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
5 Offensive Ranged Disarm: 1/2 Phase, +1 OCV, -1 DCV, Range +2, Disarm, +2 DC to Disarm
14 Total Martial Arts Cost

STUNTS & FIGHTING STYLE
COMBAT INFORMATION
OCV: 5 DCV: 5
Combat Skill Levels:
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
Defensive Strike 1/2 +1 +3 2 1/2d6 Strike
Martial Dodge 1/2 -- +5 Dodge, Affects All Attacks, Abort
Offensive Ranged Disarm 1/2 +1 -1 Disarm, +2 DC to Disarm
COMBAT MODIFIERS
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10

 Chris Craven Convention Player 
SUPERPOWERS!
Cost  Power END
14 PSYCHOMETRY:  Retrocognitive Clairsentience (Sight Group, Normal Hearing And Detect) (50 Active Points); Precognition/Retrocognition Only (-1), Concentration, Must Concentrate throughout use of Constant Power (0 DCV; -1), Conditional Power Requires Physical Contact (-1/2) 5
33 SPIRIT MANIFEST:  Summon 200-point Ghosts/Genius Loci, Friendly (+1/4) (50 Active Points); Concentration (1/2 DCV; -1/4), Activation Roll 15- (-1/4) 5
EMPATHY Elemental Control
15 Elemental Control, 30-point powers
15   1)   EMPATHY:  Detect A Class Of Things 16- (Mental Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Sense, Targeting (30 Active Points) 0
45   2)   PROJECTIVE EMPATHY:  Ego Attack 6d6 (Human class of minds) (60 Active Points) 6
18   3)   PROJECTIVE EMPATHY:  Mind Control 12d6 (Human class of minds) (60 Active Points); Limited Power Power loses about half of its effectiveness (Emotions Only; -1), Gradual Effect (1 Turn (Post-Segment 12); -1/4), Stops Working If Mentalist Is Knocked Out (-1/4) 6
140 Total Powers Cost

 Chris Craven Convention Player 
SKILLS, PERKS, TALENTS
SKILLS
Cost  Name
7 PS: Private Investigator 17-
9 Criminology 16-
9 Deduction 16-
9 Forensic Medicine 16-
9 Paramedics 16-
3 Tactics 13-
3 Tracking 13-
7 Stealth 14-
3 Concealment 13-
3 Bureaucratics 12-
3 Interrogation 12-
3 Lockpicking 12-
2 WF: Small Arms
70 Total Skills Cost
PERKS
Cost  Name
1 Fringe Benefit: License to practice a profession
4 Street Contact: Contact (Contact has useful Skills or resources) 12-
5 Total Perks Cost
TALENTS
Cost  Name
5 Eidetic Memory
24 Combat Luck (12 PD/12 ED)
15 Danger Sense (self only, out of combat, Intuitional) 13-
44 Total Talents Cost
SUPERHEROIC CHALLENGES
Cost  Disadvantage
20 Normal Characteristic Maxima
20 Psychological Limitation: Code Versus Killing Common, Total
15 Psychological Limitation: Fear of Crowds (Common, Strong)
20 DNPC: Secretary 11- (Incompetent; Useful Noncombat Position or Skills; Unaware of character's adventuring career/Secret ID)
25 Hunted: Otherworldly Entities 11- (As Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
10 Vulnerability: Mind Control (Common)
10 Physical Limitation: Extrasensory perception interferes with normal perception (Frequently, Slightly Impairing)
15 Social Limitation: Small Business Owner (Frequently, Major)
15 Psychological Limitation: Sucker for A Hard Luck Story (Very Common, Moderate)
150 Total Disadvantages Cost

 Chris Craven Convention Player 
APPEARANCE & SHTICK
APPEARANCE
Height: 5' 10" Hair: Brown
Weight: 150 lbs Eyes: Brown
PERSONALITY & MOTIVATION
Name: Christopher/Christine Fischer Craven Age: mid 30's
Gender: player's choice Hair: brown, med. Eyes: brown, lt.
Height: 5'7" Build: average Race: Caucasian
CATCH PHRASE(S)
POWERS & SPECIAL EFFECTS
Translation for the Champions(tm) Impaired:

The Stats - The first ten rows of statistics are the base statistics and mean just about what they look like. The range is more or less from ten to twenty, with ten indicating the level of a healthy, normal human and twenty indicating the limit of human capacity. Chris is moderately strong and tough, very bright and strong willed, and rather good looking, if not awe-inspiring. The rest of column are the figured statistics. If you don't know the system, just don't worry about them. I'll tell you if you need them.

The Notes - Anything ending in CV is a "combat value". I'll ask you for these numbers when you get into a fight. Speed (SPD) and dexterity (DEX) tell me who goes first in a fight, and determine moves in what phase (a round has twelve phases, the phases you move in are listed in the notes in the SPD row). If a skills comes into play, I may ask you to roll 3d6 against the number in the Roll column (you want to roll under this number to make a successful skill roll).

Disadvantages - Champions(tm) works on a point system. You pay for skills and powers with points, some of which you get by taking disads. Chris has to stay in business and has a secretary. Chris also has some issues as a side of effect of being a telepath/medium. As a medium, Chris is sometimes targeted by otherworly entities looking for a doorway into this side.

Powers - Chris can sense the emotions of those nearby. Chris can read past events and images or information about the owner from physical objects. Chris can also call manifestations of psychic energy. Usually these are ghosts of dead people, but long used objects and buildings will often have "spirits" of a sort. Chris can also project emotions to sway peoples mental state or as an attack.

Skills - The skills are just what they sound like. PS is short for professional skill. Chris has an
eidetic memory and is a pretty good investigator.

Backstory - Chris was born with the paranormal abilities, and is well-adjusted. The powers are something of a secret. Some people are uncomfortable around telempaths. It's only fair. Chris is uncomfortable around some people. It's not always fun to hear other people's hysteria. Chris maintains an office in the outskirts of Hellenback and a house an hour into the 'burbs. The secretary, Liz, is shared with a two-person accounting firm in the same office building.

 Chris Craven Convention Player 
ORIGIN
Chris Craven is an eccentric, but reputable, private investigator, specializing in missing persons. Clairvoyant from birth, Chris learned early not to admit to paranormality, but appreciates the edge it provides in investigations. Like most telempaths, Chris is uncomfortable in crowds and dislikes being around death.
Character created with Hero Designer (version 2.42)