Cloak of Crime
John O'Keefe
 
Cost

Characteristic

Value Roll Notes
5 STR 15 12- Lift: 200.0kg; Dice: HTH Damage 3d6 END [1]

Cloak of Crime

24 DEX 18 13- OCV 6 DCV 6
6 CON 13 12-
2 BODY 11 11-
3 INT 13 12- PER Roll 15-
2 EGO 11 11- ECV: 4
8 PRE 18 13- PRE Attack: 3 1/2d6
2 COM 14 12-
3 PD 6/16   6/16 PD (0/10 rPD)
3 ED 6/16   6/16 ED (0/10 rED)
12 SPD 4   Mental Defense: 0
0 REC 6   Phases: 3, 6, 9, 12
0 END 26   Running: 6" (12" NC)
2 STUN 28   Swimming: 2" (4" NC)
 

Cost

Powers

END

43 Cloak of Crime: Multipower, 54-point reserve, (54 Active Points); all slots IIF (-1/4)
2u 1) Active Invisibility: Invisibility to Hearing Group and Normal Sight , Reduced Endurance (0 END; +1/2) (22 Active Points); IIF (-1/4)
4u 2) I Went That Way: Sight , Hearing and Mental Groups and Combat Sense Images 1" radius, +/-4 to PER Rolls, Reduced Endurance (0 END; +1/2) (52 Active Points); IIF (-1/4)
2u 3) Interfering Cloak: Force Field (10 PD/10 ED), Reduced Endurance (0 END; +1/2) (30 Active Points); IIF (-1/4)
2u 4) Shifting Cloak: +4 with DCV (20 Active Points); IIF (-1/4)
3u 5) Shimmering Cloak: Sight Group Flash 4d6, Personal Immunity (+1/4), Reduced Endurance (0 END; +1/2), Explosion (+1/2) (45 Active Points); No Range (-1/2), IIF (-1/4)
3u 6) Passive Invisibility: Invisibility to Sight , Hearing and Mental Groups, Danger Sense and Combat Sense , Reduced Endurance (0 END; +1/2) (54 Active Points); Chameleon (-1/2), IIF (-1/4)
4 Improvised Weapon: Succor 2d6, any Dirty Infighting maneuver (OCV, DCV, and/or DC) one at a time (+1/4) (12 Active Points); OAF (Available Improvised Weapon; -1), Instant (-1/2), Limited Power Maneuver Must Match Improvide Weapon Form (-1/4) 1
6 Threats to My Crime: +3 PER with all Sense Groups (9 Active Points); Limited Power Only vs Things, People, Objects That Might Interfere with His Crime (-1/2)
 

Cost

Perks

5

Contact: Unidentified City Attorney (Contact has access to major institutions, Contact has: useful Skills or resources, Good relationship with Contact) 11-

4

Contact: Unidentified Police Captain (Contact has access to major institutions, Contact has been blackmailed by the character) 14-

20

Follower (4x 50+35)

5

Money: Well Off

2

Reputation: Wealthy Crook (A small to medium sized group) 11-, +2/+2d6

Cost

Martial Arts
Maneuver Phase OCV DCV Notes
Dirty Infighting
Bash 1/2 -2 +1 7d6 Strike
Block 1/2 +2 +2 Block, Abort
Choke Hold 1/2 -2 +0 Grab One Limb; 2d6 NND
Eye Gouge 1/2 -1 -1 Flash 4d6
Hoist 'n' Heave 1/2 -2 -2 Grab Two Limbs, 35 STR to Throw
Punch 1/2 +0 +2 5d6 Strike
Weapon Element: Clubs, Fist-Loads, Polearms and Spears, Staffs

Cost

Skills

20

+2 Overall

5

+1 with Improvised Weapons

3

AK: New York City And Surrounding Environs 12-

3

Acting 13-

3

Analyze: Value 12-

3

Breakfall 13-

3

Bribery 13-

3

Climbing 13-

3

Conversation 13-

3

Criminology 12-

3

Disguise 12-

Everyman Skills

AK: New York City, New York, USA 11-

Acting 8-

Climbing 8-

Concealment 8-

Conversation 8-

Deduction 8-

Language: English (idiomatic) (4 Active Points)

PS: Petty Crook (Custom Adder) 11-

Paramedics 8-

Persuasion 8-

Shadowing 8-

Stealth 8-

TF: Custom Adder, Small Motorized Ground Vehicles
[Notes: Custom Mod is Everyman Skill]

6

Forgery (Art Objects, Documents, Money (Counterfeiting)) 12-

2

Gambling (Card Games) 12-

3

High Society 13-

2

KS: Fences and Money Launderers 11-

2

KS: New York City Police 11-

3

KS: New York City Underworld 12-

3

KS: The Rich 12-

3

Lockpicking 13-

3

Mimicry 12-

3

PS: Appraiser 12-

3

PS: High Class Thief 13-

3

Persuasion 13-

3

Security Systems 12-

3

Seduction 13-

3

Shadowing 12-

3

Sleight Of Hand 13-

3

Stealth 13-

3

Streetwise 13-

5

WF: Clubs, Common Melee Weapons, Nets, Staffs, Whips
175+ Disadvantages

5

Enraged: Not Given His Share of the Take (Uncommon), go 8-, recover 14-

15

Hunted: The Faceless One 11- (As Pow, Harshly Punish)

20

Hunted: Local Law Enforcement 8- (Mo Pow, NCI, Harshly Punish)

15

Psychological Limitation: Claustrophobia (Common, Strong)

15

Psychological Limitation: Greedy (Common, Strong)

15

Psychological Limitation: Hates Do-Gooders (Common, Strong)

15

Psychological Limitation: Reluctant to Kill (Common, Strong)

10

Reputation: Charming Thief/Con Man, 11-

15

Social Limitation: Secret Identity (John O'Keefe) (Frequently, Major)
18 Experience Points
 
Characteristics Cost 72 Base Points 175
Powers Cost 69 Disadvantages 125
Talents Cost 0 Experience Points 18
Perks Cost 36 Total Points 318
Martial Arts Cost 30
Skills Cost 111
Total Cost 318
 
Concept Martial Artist Hair Colour Red
Nationality American Eye Colour Green
Place of Birth New York City, New York, USA Height 1.82 m/6' 0"
Date of Birth 18 November 1915 Weight 82.00 kg/181 lbs
 
Background

John O'Keefe was the best swindler, con man, and high class thief of the Seven Borroughs. It was said that he once stole a diamond necklace out of a locked glass case in front of the proprietor in the morning. Then, using the necklace, courted a debutante under the nose of her millionaire father in the afternoon. And after becoming familiar to the millionaire, he made off with a hundred thousand dollars in gold from the man's vault by midnight.

Then, things got harder. Mystery Men began sprouting up all over the place and a lot of them were do-gooders. John's crimes became stifled, and it became harder and harder to keep up his lavish life of crime. Then came the day that he was nearly captured and played the role of mouse in a cat-and-mouse chase in a mansion on Rhode Island. He temporarily evaded the hero and ended up in a storage room.

He began to feel a tug - not a physical one, but a tug nonetheless. It forced him to walk through the large room to a box, beckoning him, seeming to call out, "a man of wit and resource... I am yours..."

He pried open the small box finding within an old cloak that seemed to say to him, "wear me." So he did just as the lights came on and the Mystery Man entered the room. But somehow, John knew that he was unseen. After the hero made a search of the room and failed to find the master thief, John left, still shielded from view by the Cloak of Autolykos, son of the God of Thieves.

Personality
John is a greedy man and ambitious, at least regarding his wealth. He is cunning and will stop at nothing to acquire valuable goods, but he takes pride in the fact that he has not killed or even badly injured anyone.
Quote
"How convenient that the wealthy like to display their wealth for all to see.. and for me to take."
Powers

The Cloak of Crime's main power is the cloak which greatly increases his already high level of effectiveness as a thief and con man. He has little in the way of offensive powers to fight Mystery Men, but is highly evasive. When backed into a corner, he has enough experience with street brawling to give him a decent chance to fight his way out.

Appearance

As most of his victims are the rich, John O'Keefe is usually found wearing fashionable suits, often even tuxedos. As the Cloak of Crime, he wears a white tuxedo complemented with a gold cumberbund and his silver-colored gold-embroideredE Cloak.