Abra Kadabra
Alternate IDs: Citizen Abra

Val  Char   Cost
8  STR-2
8  DEX-4
15  CON5
15  BODY5
15  INT5
18  EGO8
10  PRE0
8/17  PD6
8/17  ED6
4  SPD20
8  REC4
30  END2
36  STUN8
12m  RUN0
4m  SWIM0
4m  LEAP0
Characteristics Cost: 69

Cost   Power END
140   Techno-Magic: Multipower, 140-point reserve 
14f   1) Mind over Matter: Telekinesis (40 STR), Fine Manipulation, Reduced Endurance (0 END; +1/2), Line Of Sight (+1/2) (140 Active Points)  0
13f   2) Disappearing Act: Teleportation 50m, x8 Increased Mass, Safe Blind Teleport (+1/4), Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Half Phase Action to reset; Incantation of "Abracadabra"; +1/4), Reduced Endurance (0 END; +1/2) (130 Active Points) [Notes: He re-sets the trigger as soon as possible, as this is his primary defense. He won't last long in a fight without it.]  0
10f   3) In the Blink: Teleportation 20m, x8 Increased Mass, Safe Blind Teleport (+1/4), Reduced Endurance (0 END; +1/2), MegaScale (1m = 1 km; +1) (96 Active Points)  0
7f   4) Hypno-Ray: Mind Control 4d6 (Human class of minds), Dismissable, Reduced Endurance (0 END; +1/2), Area Of Effect (32m Cone; +3/4), Cumulative (48 points; +3/4) (75 Active Points)  0
13f   5) Presto Chango: Severe Transform 3d6 (Anything into Anything, another application of this power), Partial Transform (+1/2), Reduced Endurance (0 END; +1/2), Improved Results Group (+1) (135 Active Points)  0
14f   6) Teleport Attack: Teleportation 35m, Safe Blind Teleport (+1/4), Area Of Effect Nonselective (16m Cone; +1/4), Reduced Endurance (0 END; +1/2), Usable As Attack (x8 maximum weight per inanimate target; +2) (140 Active Points)  0
20   Daze: +6 DCV (30 Active Points); Requires A Roll (Stage Magic roll; -1/2) 
Powers Cost: 231

Cost   Skill
21   +7 with "Magic" attacks 
4   +1 with all Intellect Skills 
25   Power Stunt: Newest Trick [Techno-Magic SFX] 23- 
3   Acting 11- 
3   Charm 11- 
3   Contortionist 11- 
5   Electronics 13- 
5   Inventor 13- 
3   Oratory 11- 
5   Persuasion 12- 
5   Sleight Of Hand 12- 
3   Stealth 11- 
3   Ventriloquism 12- 
5   PS: Stage Magician 13- 
6   Science Skill: 64th Century Science 15- 
6   Science Skill: 64th Century Tech 15- 
Skills Cost: 105

Cost   Perk
2   Deep Cover (No Modern Records) 
Perks Cost: 2

Cost   Talent
18   Combat Luck (9 PD/9 ED) 
3   +1/+1d6 Striking Appearance (Mad Magician) (vs. all characters) 
Talents Cost: 21

Total Character Cost: 428

Val   Disadvantages
20   Physical Complication: Derives his powers from sub-dermal implants acquired in his native future era. Authorities with sufficient know-how can remove them, leaving Kadabra without powers (Infrequently; Fully Impairing) 
5   Physical Complication: Out of time; Not entirely familiar with modern culture and tech (Infrequently; Barely Impairing) 
20   Psychological Complication: Insane, ruthless craving for applause and attention. His actions are often showy, even when subtlety is needed (Very Common; Strong) 
10   Psychological Complication: Vengeful (Uncommon; Strong) 
10   Psychological Complication: Greedy (Common; Moderate) 
10   Unluck: 2d6 

Disadvantage Points: 75

Height: 1.97 m     Weight: 88.00 kg
Eye Color: Blue     Hair Color: Black

Personality/Motivation: Abra Kadabara was always a little strange. Now that his mind is broken, he acts out, driven by the basest emotions. He has become increasingly ruthless as his defeats have mounted and, sometimes, his plots are aimed at nothing more than humiliating his enemies. Even then, however, he wants to be noticed and cheered by his 'fans'. Life is a stage and every appearance is a show, even if he has to mind control the audience into showing the proper appreciation.

Quote: “No one can capture Abra Kadabra – the mightiest magician in history.”

Powers/Tactics: His MO is using advanced technology to mimick "magic". All of this nanotechnology can create, transform and even teleport objects. In fact, teleporting himself is his primary defense. He also likes to display a new 'trick' during each appearance; In game terms, he uses his Power Stunt to create a new one-use effect. He usually opens with that 'trick' (which gives the GM license to give the villain the Power Stunt automatically, assuming whatever extra time he needed to make the roll). Also note that sufficiently advanced people, like certain top scientists or comic-book geniuses, can find and remove his sub-dermal implants after he is taken into custody.

Campaign Use:


Base Points: 350
Experience Required: 78
Total Experience Available: 78
Experience Unspent: 0