| 22 |
Phobiapath:
Multipower, 60-point reserve, (60 Active Points); all slots Extra Time (Full Phase, Delayed Phase, -3/4), Eye Contact Required (-1/2), Concentration (1/2 DCV; -1/4), Stops Working If Mentalist Is Knocked Out (-1/4)
|
|
| 2u |
1)
Call Upon The Greatest Fear:
Mental Illusions 12d6 (60 Active Points); Extra Time (Full Phase, Delayed Phase, -3/4), Can Only Create Images Which Cause Fear (-1/2), Eye Contact Required (-1/2), Must Follow Successful Telepathic Contact (-1/4), Concentration (1/2 DCV; -1/4), Stops Working If Mentalist Is Knocked Out (-1/4)
|
6 |
| 2u |
2)
Freeze In Fear:
Entangle 2d6, 4 DEF, Based On EGO Combat Value (Mental Defense applies; +1) (60 Active Points); Extra Time (Full Phase, Delayed Phase, -3/4), Eye Contact Required (-1/2), Concentration (1/2 DCV; -1/4), Stops Working If Mentalist Is Knocked Out (-1/4)
|
6 |
| 2u |
3)
Induce Fear:
Mind Control 8d6, Armor Piercing (+1/2) (60 Active Points); Extra Time (Full Phase, Delayed Phase, -3/4), Eye Contact Required (-1/2), Concentration (1/2 DCV; -1/4), Stops Working If Mentalist Is Knocked Out (-1/4)
|
6 |
| 2u |
4)
Soul Search:
Telepathy 12d6 (60 Active Points); Extra Time (Full Phase, Delayed Phase, -3/4), Eye Contact Required (-1/2), Concentration (1/2 DCV; -1/4), Stops Working If Mentalist Is Knocked Out (-1/4)
|
6 |
|
|
|
| 24 |
Penetrating Stare:
Find Weakness 11- with All Attacks (30 Active Points); Concentration (1/2 DCV; -1/4)
|
0 |
| 10 |
Shielded Mind:
Mental Defense (14 points total)
|
0 |
| 5 |
Thick Skin:
Damage Resistance (8 PD/3 ED)
|
0 |
|
|
|
| 14 |
Body Armour:
Armor (8 PD/8 ED) (24 Active Points); OIF (-1/2), Real Armor (-1/4)
|
0 |
| 2 |
Visor I:
Hearing Group Flash Defense (3 points) (3 Active Points); OIF (-1/2)
|
0 |
| 3 |
Visor II:
Sight Group Flash Defense (4 points) (4 Active Points); OIF (-1/2)
|
0 |
| |
|
|
|
6
|
+2 with Commando Training |
|
1
|
AK: Australia 8- |
|
3
|
Climbing 14- |
|
3
|
Concealment 12- |
|
3
|
Deduction 12- |
|
0 |
Everyman Skills |
|
AK: Sao Paulo, Brazil 11-
|
|
Acting 8-
|
|
Climbing 8-
|
|
Concealment 8-
|
|
Conversation 8-
|
|
Deduction 8-
|
|
Language: Portuguese (idiomatic)
|
|
PS: Archaeologist 11-
|
|
Paramedics 8-
|
|
Persuasion 8-
|
|
Shadowing 8-
|
|
Stealth 8-
|
|
TF: Small Motorized Ground Vehicles
|
|
3
|
Interrogation 14- |
|
3
|
Language: English (completely fluent) |
|
3
|
Language: Spanish (completely fluent) |
|
1
|
Language: Tagalog (basic conversation) |
|
1
|
Navigation (Land) 8- |
|
11 |
Scholar |
|
KS: Anthropology (3 Active Points) 12-
|
|
KS: Archaeology (3 Active Points) 12-
|
|
KS: Cartography (3 Active Points) 12-
|
|
KS: Gauntlet (2 Active Points) 11-
|
|
KS: Remus (2 Active Points) 11-
|
|
3
|
Stealth 14- |
|
6
|
Survival (Tropical, Mountain, Urban) 12- |
|
3
|
Tracking 12- |
|
|
|
| 10 |
Distinctive Features: Albino |
| 10 |
Hunted: Dawnstars 8- (Limited Geographical
Area (Europe)) |
| 20 |
Hunted: International Law Enforcement Agencies 8- |
| 20 |
Hunted: Southern Cross International
8- |
| 5 |
Monitored: Remus 11- (Limited Geographical
Area (Europe)) |
| 10 |
Physical Limitation: Albino |
| 15 |
Physical Limitation: Weird Biochemistry Requires Specialist Medical
Care |
| 10 |
Psychological Limitation: Callous |
| 10 |
Psychological Limitation: Casual Killer |
| 15 |
Psychological Limitation: Cruel Streak |
| 10 |
Social Limitation: Known Mentalist |
| 15 |
Social Limitation: Wanted Criminal |
| 19 |
Experience Points |
| |
|
Ezequiel Djavan Piovani was nearly killed at birth by his mother, but she relented and left him at the steps of a church in Sao Paulo. He grew up on the streets of that poor and sprawling city, falling in with the tough street kids who grew up altogether too quickly. He was hunted at night by gangs of police and militia who had decided to rid the city of 'filth', but after a series of bloody attacks, the legal system stamped down on the practice. Not long after, Ezequiel developed an insight into other people's minds. He could hear what they were saying and more importantly, he could understand and exploit their fears. Over the course of two weeks he had gone from an outsider even among the street kids, into the leader of the most feared gang on the streets of Sao Paulo. But it wasn't enough that he was now the most respected and feared teenager in the city; he demanded a better life. Ezequiel reinvented himself by exploiting businessmen and officials, securing a position at the Universidad de Brasília where he settled down to study archaeology. He knew that there were mysteries in the world and he wanted to look into the past for answers to his own situation, and less importantly, the situation of his former street associates in Sao Paulo. Ezekiel excelled with a combination of natural talent, hard work and the use of his telepathic powers. He joined excavation teams in Mexico, North America and Argentina. And then he was approached by Professor Quake. Everything Ezekiel had accomplished was now threatened, according to Quake, by Southern Cross International who had filed a report on his activities over the past five years. Ezekiel didn't believe Quake, but the following month he was arrested in Mexico City and interrogated by Mexican authorities over relics he had stolen. It was true that he had stolen them, but Ezekiel took this as proof that his manufactured life was about to be destroyed. Quake arrived and liberated him, destroying a major section of Mexico City in the process. It didn't take Ezekiel long to realise that working with Quake opened up a whole lot more doors, not least of which involved access to Southern Cross International files.More recently Omen has begun working for the European criminal mastermind, Remus; as part of his Headhunter Project. Whether this arrangement will be longstanding or a partnership of convenience is yet to be shown. However, Omen has shown an interest in developing his own career beyond the operations of Gauntlet, even before he appeared in Remus' employment. |