Secret Identity: Dashiell Richards
Age: 32
Gender: M
Height: 6'2"
Weight: 200 lbs
Level: 4
Experience Points: 9,467
Player: Jeff
The Star-Spangled Super Spy, Escape Artist and Master of Disguise!
Super Powers and Super Skills:
1) Willpower A: As per rules. Willpower defense. Mind over matter training in Tibet also gives Escape Artist bonuses of +50%.
2) Heightened Expertise: +4 to hit with all attacks
3) Ht Agility A: +16
4) Heightened Intelligence A: +12
5) Heightened Endurance A: +10
6) Martial Arts: +3 to Hit/ +6 damage in HtH
7) Special Weapon: Super Spy Equipment: All through AA suit and car are hidden compartments with his devices
a) Adaptation Device: Super Spy Suits. Can survive in any atmosphere by switching suits, does not require action or movement. Defense option - PR=1 per attack (Level 4 Advancement)
b) At the beginning of each mission, Agent America can choose an Offensive Device (Default is Disintegration Pistol).
c) At the beginning of each mission, Agent America can choose a Movement Device (Default is Rocket Pack)
d) Gadgets: At any given time AA can have 3 devices for his use. They are either one use items or limited use (5 or less). He uses movement to remove the device from its hidden compartment. If he has 3 unused devices, it takes an action to hide an unused device and remove another hidden one.
8) Heightened Strength: +7 (Level 2 Advancement)
9) Corvette z06 - Weight: 3,000 lbs; Passengers: 1+1; Cargo Capacity: 500; Speed: 200 mph; Hit Points: 15/60 (Disable/Demolish)
a) Immune to HtH damage (house rule from V&V Book of Powers - Car takes no damage from HtH based attacks)
b) Smoke Screen: 10 charges; Range= 20"; Characters rendered sightless by being engulfed in darkness may cause themselves injury if they do not use caution when moving about. A save vs Agility is required whenever a character moves in darkness recklessly to avoid an accident causing 1d6 of damage
c) Flat Fixing / Self-Inflating Tires: 1/4 quarter of car's movement is used while stopped to repair damage. Cannot fix or repair disintegration damage
Weakness: Low Self-Control: secret agent for MEDUSA
Statistics:
Strength: 22
Endurance: 21
Agility: 30
Intelligence: 24
Charisma: 16
Hit Points: 83
Power Points: 97
Carrying Capacity: 1,278 lbs
Hand-to-Hand Damage: 1d10
Accuracy: +12 (Including Power Mods)
Damage Modifier: +10 (Including Power Mods)
Detect Hidden: 18%
Detect Danger: 22%
Reaction Modifiers: 2 from Good -2 from Evil
Movement: Ground: 73 per turn
Healing Rate: 2.4 hit points per day
Occupation: Agent
Security Clearance: 16
Wealth: 10
Legal Status: Licensed Superhero
Skills:
Climbing
Computers
Disguise
Driving
Escape Artist
Espionage
Explosives
Fast Talk
Gambling
Lock picking/Security Penetration
Interrogation
Investigation
Language (Arabic, Mandarin, Russian, French)
Parachuting
Pilot
SCUBA Diving
Stealth
Street Wise
Survival
Swimming
Tactics
Luck Points: 2.2
Gear:
Tool knife (like swiss army knife, not a weapon)
Mini-Flashlight
Waterproof matches
4" circular mirror
Mini-binoculars
handcuffs
mini-parabolic mic with earbud
mini-fingerprint kit
mini-audio recorder, and voice distorter
mini-smartphone with GPS, internet, mini-camera (still and video), etc.
mini-electronic bug and tracker
fake passports and cash in 4 different identities / currencies
white noise generator (counter surveillance measure)
computer/electronics kit (for hacking into electronic hardware)
Background:
He is a runaway who learned escape artistry and acrobatics from a circus he joined at twelve years of age. At eighteen and looking to master an impossible escape, he tracked down a famous, elderly escape artist in Tibet. There he learned the escape and more from this ancient master of martial arts. When the master passed, he returned home looking to use his abilities for good and was trained by MEDUSA. He suffered a minor concussion in an accident during MEDUSA training. He was treated by Professor Patriot. The treatments increased his mental abilities twice fold.
Notes:
1 Luck Point used for Juompur Island contact.