Street Angel

Light Energy Manipulator, Martial Artist, & Healer

Description:

Street Angel

Player: TheQuestionMan

Val  Char   Cost
20  STR10
23  DEX26
20  CON10
23  INT13
10  EGO0
25  PRE15
8  OCV25
10  DCV25
1  OMCV-6
3  DMCV0
 
6  SPD30
10/25  PD8
10/25  ED8
10/20  REC6
40/80  END4
16  BODY6
40  STUN10
 
20m  RUN0
4m  SWIM0
4m  LEAP0
Characteristics Cost: 190

Cost  PowerEND
  Living Light Physiology, all slots Only In Alternate Identity (-1/4), Unified Power (-1/4) 
7  1) Blur: 2 DCV (10 Active Points); Only In Alternate Identity (-1/4), Unified Power (-1/4) 
7  2) Speed of Light: 1 SPD (10 Active Points); Only In Alternate Identity (-1/4), Unified Power (-1/4) 
7  3) Enhanced Stamina: 10 REC (10 Active Points); Only In Alternate Identity (-1/4), Unified Power (-1/4) 
5  4) Enhanced Endurance: 40 END (8 Active Points); Only In Alternate Identity (-1/4), Unified Power (-1/4) 
3  5) Light Enhanced: Nightvision (5 Active Points); Only In Alternate Identity (-1/4), Unified Power (-1/4) 0
7  6) Bright Eyes: Sight Group Flash Defense (10 points) (10 Active Points); Only In Alternate Identity (-1/4), Unified Power (-1/4) 0
30  7) Photonic Shield: Resistant Protection (15 PD/15 ED) (45 Active Points); Only In Alternate Identity (-1/4), Unified Power (-1/4) 0
    
50  Living Light Manipulation: Multipower, 75-point reserve, (75 Active Points); all slots Only In Alternate Identity (-1/4), Unified Power (-1/4) 
4f  1) Bolt: Energy Blast 10d6, Armor Piercing (1/4), Reduced Endurance (1/2 END; +1/4) (75 Active Points); Beam (-1/4), Only In Alternate Identity (-1/4), Unified Power (-1/4) 3
4f  2) Blast: Killing Attack – Ranged 3d61, Penetrating (1/2) (75 Active Points); No Knockback (-1/4), Beam (-1/4), Only In Alternate Identity (-1/4), Unified Power (-1/4) 7
4f  3) Flash Burn: Sight Group Flash 10d6, Penetrating (1/2) (75 Active Points); Beam (-1/4), Only In Alternate Identity (-1/4), Unified Power (-1/4) 7
2f  4) Create Light: Sight Group Images, 4 to PER Roll, Reduced Endurance (1/2 END; +1/4), Area Of Effect (16m Radius; +3/4) (44 Active Points); Only To Create Light (-1), Only In Alternate Identity (-1/4), Unified Power (-1/4) 2
3f  5) Blinding Light: Darkness to Sight Group 9m radius, Personal Immunity (1/4) (56 Active Points); No Range (-1/2), Only In Alternate Identity (-1/4), Unified Power (-1/4) 6
3f  6) Body of Light: Desolidification (affected by Darkness & Mental Powers), Reduced Endurance (1/2 END; 1/4), Invisible Power Effects (Inobvious to [Sight Sense Group]; +1/4) (60 Active Points); Not Through Places Light Cannot Enter (-1/4), Only In Alternate Identity (-1/4), Unified Power (-1/4) 2
3f  7) Lightbending: Invisibility to Sight and Radio Groups and Active Sonar , No Fringe, Reduced Endurance (1/2 END; +1/4) (50 Active Points); Only In Alternate Identity (-1/4), Unified Power (-1/4) 2
4f  8) Restoration: Aid END & STUN 8d6, Expanded Effect (x2 Characteristics) (1/2) (72 Active Points); Only Restores to Starting Values (-1/2), Only In Alternate Identity (-1/4), Unified Power (-1/4) 7
4f  9) Healing: Healing BODY 6d6, Can Heal Limbs (65 Active Points); Only In Alternate Identity (-1/4), Unified Power (-1/4) 6
4f  10) Cure: Major Transform 6d6 (Sick Person Into Well Person) (60 Active Points); Only In Alternate Identity (-1/4), Unified Power (-1/4) 6
4f  11) Flashstep: Teleportation 60m, Position Shift, x2 Increased Mass (70 Active Points); Cannot Pass Through Opaque Barriers (-1/4), Only In Alternate Identity (-1/4), Unified Power (-1/4) 7
3f  12) Lightstep: Teleportation 20m, x2 Increased Mass, Safe Blind Teleport (1/4), MegaScale (1m = 10 km; +1 1/4) (62 Active Points); Not Through Opaque Barriers (-1/4), Only In Alternate Identity (-1/4), Unified Power (-1/4) 6
    
  Intensive Training 
4  1) Parkour Expert: Clinging (normal STR) (10 Active Points); Not on Smooth Surfaces (-1/2), Costs Endurance (-1/2), Cannot Resist Knockback (-1/4) 1
13  2) Parkour Expert: Running +8m (20m total), Usable As Running and Leaping (1/4) (13 Active Points) 1
Powers Cost: 175

Cost  Martial Arts Maneuver
  Jeet Kun Do 
4  1) Block/Parry: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 
4  2) Disarm: 1/2 Phase, 1 OCV, +1 DCV, Disarm; 30 STR to Disarm roll 
4  3) Dodge: 1/2 Phase, - OCV, +5 DCV, Dodge, Affects All Attacks, Abort 
3  4) Joint Lock/Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 30 STR for holding on 
5  5) Kick/Knee Strike: 1/2 Phase, -2 OCV, +1 DCV, 8d6 Strike 
4  6) Punch/Elbo Strike: 1/2 Phase, +2 OCV, +0 DCV, 6d6 Strike 
3  7) Throw/Trip: 1/2 Phase, +0 OCV, +1 DCV, 4d6 +v/10, Target Falls 
1  8) Weapon Element: Clubs 
Martial Arts Cost: 28

Cost  Skill
3  Acrobatics 14- 
0  Acting 8- 
3  Analyze: Combat 14- 
3  AK: Los Angeles 14- 
3  Breakfall 14- 
3  Bureaucratics 14- 
3  Charm 14- 
3  Climbing 14- 
3  Concealment 14- 
3  Conversation 14- 
3  Deduction 14- 
3  High Society 14- 
3  Interrogation 14- 
0  Language: English (completely fluent; literate) (4 Active Points) 
1  Language: Spanish (basic conversation) 
3  Oratory 14- 
0  Paramedics 8- 
3  Persuasion 14- 
3  PS: Dancer 14- 
3  PS: Instructor 14- 
3  Scholar 
1  1) KS: Criminal Law & Procedures (2 Active Points) 11- 
1  2) KS: Super Teams (2 Active Points) 11- 
1  3) KS: Superheroes (2 Active Points) 11- 
1  4) KS: Superpowers (2 Active Points) 11- 
1  5) KS: Supervillains (2 Active Points) 11- 
2  6) KS: The Criminal Underworld (3 Active Points) 14- 
1  7) KS: The Gang World (2 Active Points) 11- 
1  8) KS: The Law Enforcement World (2 Active Points) 11- 
2  9) KS: The Superhuman World (3 Active Points) 14- 
3  Shadowing 14- 
3  Stealth 14- 
3  Streetwise 14- 
3  Tactics 14- 
3  Teamwork 14- 
0  TF: Everyman Skill, Small Motorized Ground Vehicles 
0  WF: Clubs, Fist-Loads, Thrown Rocks, Unarmed Combat 
    
  Combat Veteran 
6  1) +2 with Bolt, Blast, & Flash 
5  2) Defensive Attack (10 Active Points); Ranged Attacks Only (-1) [Notes: -2 DCV rather than 1/2 DCV when making Multiple Attack (6E2 73)] 
6  3) +2 with all Range Modifiers 
5  4) Rapid Attack (10 Active Points); Ranged Multiple Attacks Only (-1) [Notes: Multiple Attacks (SE2 73) as a Half-Phase Action.] 
Skills Cost: 100

Cost  Perk
4  Positive Reputation: It’s Street Angel! (A medium-sized group) 14-, 2/2d6 
    
  Hollywood Knights 
0  1) Base: The Keep (GM Awarded) 
0  2) Contact: The Protectors (GM Awarded) 8- 
0  3) Favor: Govenor Grey (GM Awarded) 
0  4) Favor: Mayor Alverez (GM Awarded) 
0  5) Favor: Victory Girl (GM Awarded) 
0  6) Follower: Myrlyn A.I. 
0  7) Follower: Security & Surveillance Drones (GM Awarded) 
0  8) Positive Reputation: Member of the Hollywood Knights! (Southern California) 14-, 1/1d6 (GM Awarded) 
0  9) Resource Points: Commlink: 0 
5  10) Team Contribution 
Perks Cost: 9

Cost  Talent
3  1/1d6 Striking Appearance (vs. all characters) 
12  Combat Luck (6 PD/6 ED) 
Talents Cost: 15

Total Character Cost: 517

Val  Disadvantages
0  Dependent NPC: Sandy “Lux” Bowen Infrequently (Slightly Less Powerful than the PC; Useful Noncombat Position or Skills) 
10  Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Technology Or Major Effort) 
15  Enraged: When Innocents Harmed (Take BODY) (Uncommon), go 11-, recover 11- 
15  Hunted: Shadowdragon Frequently (As Pow; Harshly Punish) 
15  Psychological Complication: Code vs Murder (Uncommon; Total) 
10  Psychological Complication: Distrust of Authority Figures (Common; Moderate) 
15  Psychological Complication: Protective of the Innocents (Common; Strong) 
15  Social Complication: Secret Identity Frequently, Major 
5  Vulnerability: 1 1/2 x STUN Darkness Attacks (Uncommon) 
5  Quirk: Hates Bullies, Enjoys Dancing, Healing Others. Free Running, & Thrillseeker. 

Disadvantage Points: 105

Base Points: 450
Experience Required: 67
Total Experience Available: 67
Experience Unspent: 0

Bio:

Background/History: DagR “Dag” Bowen was born June, 21st, 1993 (24yrs old) in (Campaign City) to an unknown father, and Sandy Bowen, a Dance and Martial Arts Instructor.

Raised by a single mom, her best friend Simon “Sy” Johnson, their neighbors became an extended family. They lived in a rough neighborhood, but were protected by local heroes . They attended Los Angeles Church where Father Karl became Dag’s godfather.

Dag learned the family secret at age 4. His mother, Sandy convinced him to keep it a secret and began his dance, gymnastics, and martial arts training.

He attended public schools where he excelled in athletics and academics. Dag was the good kid is school, popular with the girls, and feared by bullies.

Shortly after his 14th birthday Dag was celebrating with his friends after a game. When they were attacked in a drive by shooting. His girlfriend Sarah and best friend Ryan were hit and Dag’s mutant powers manifested. He healed their wounds instinctively and they survived.

Fortunately no one saw him use his powers. When he got home his mother smiled and sighed. Sandy took Dag out of school for a month and they left the city for a friend’s place in the country where she began training his how to control his powers.

When they finally returned home. Dag returned to school by day and joined her and her partner as Street Angel. After 4 years as a sidekick Dag graduated from high school and began soloing as a superhero. Four years later Street Angel is a proven superhero.

Early in his crimefighting career Street Angel ran afoul of “Shadowdragon”. A super villain for hire with Darkness and Martial Arts. He was hired by organized crime to eliminate a nuisance, but has repeatedly failed.

Personality/Motivation: Dag Bowen unshakable belief in right and wrong. He loves using his powers to heal and help people.

Quote: “It’s time you saw the light!”

Powers/Tactics: As Dag Bowen he possesses a peak human human physiology and martial arts training. As Street Angel he uses his Living Light Powers covertly and overtly.

Appearance: Dag Bowen, 24, stands 6’6" tall with a muscular build. He has golden brown hair, golden brown eyes, and fair skinned. As Street Angel he appears as a being of pure golden white energy.

Campaign Use/Subplot:

Street Angel

Champions: The Mutant Chronicles 966deadman TheQuestionMan