Nightwing
Alternate IDs: Dick Grayson

Val  Char   Cost
20  STR10
30  DEX60
25  CON30
25  BODY30
25  INT15
25  EGO30
30  PRE20
20  COM5
 
5/14  PD1
5/14  ED0
5  SPD10
9  REC0
50  END0
48  STUN0
 
9"  RUN0
5"  SWIM0
7"  LEAP0
Characteristics Cost: 211

Cost   Power END
6   Running +3" (9" total)  1
3   Swimming +3" (5" total)  1
3   Leaping +3" (7" forward, 3 1/2" upward)  1
3   Resist Domination: MD (10 points total) (5 Active Points); Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2)  0
3   Costume: Elemental Control, 10-point powers, (5 Active Points); all slots OIF (-1/2) 
15   1) Bullet Proof Costume: Armor (9 PD/9 ED) (27 Active Points); OIF (-1/2)  0
26   2) Security Mesure for costume: EB 5d6 (standard effect: 15 STUN) (vs. ED), NND (Insulatation, specific resistance towards electricity or higher hardened ED; +1) (50 Active Points); No Range (-1/2), IIF (-1/4)  5
3   3) Blending: +5 with Stealth (10 Active Points); OIF (-1/2) 
13   Mask: Multipower, 20-point reserve, (20 Active Points); all slots OIF (-1/2) 
1u   1) Starlight Vision: Nightvision, +4 to PER Roll, Discriminatory, Analyze (19 Active Points); OIF (-1/2)  0
1u   2) Radio Perception/Transmission (Radio Group), Targeting (20 Active Points); OIF (-1/2)  0
1u   3) Inertial Navigation Unit: +8 with Navigation (Air, Land, Marine) (20 Active Points); OIF (-1/2) 
    
17   Ecrima Sticks: Multipower, 35-point reserve, (35 Active Points); all slots OAF (-1) 
1u   1) Stick Bash: HA +6d6 (standard effect: 18 STUN, 6 BODY) (30 Active Points); OAF (-1), HA (-1/2)  3
1u   2) Thrown Ecrima sticks I: EB 6d6 (standard effect: 18 STUN, 6 BODY) (vs. PD), Requires A DEX Roll (No Active Point penalty to Skill Roll; +0) (30 Active Points); 1 Recoverable Charge (-1 1/4), OAF (-1)  [1 rc]
1u   3) Thrown Ecrima Sticks II: EB 3d6 (standard effect: 9 STUN, 3 BODY) (vs. PD), Requires A Skill Roll (No Active Point penalty to Skill Roll; +0), AOE (6" Line; +1) (30 Active Points); 1 Recoverable Charge (-1 1/4), OAF (-1), Range Based On STR (-1/4)  [1 rc]
1u   4) Thrown Ecrima Stick III-Trcik Shot: EB 2 1/2d6 (standard effect: 7 STUN) (vs. PD), NND (Resistant PD to neck or equivelent protection; +1) (26 Active Points); 1 Recoverable Charge (-1 1/4), OAF (-1), Requires A DEX Roll (-1/4)  [1 rc]
40   Gadjet Pool: Variable Power Pool, 30 base + 10 control cost, (45 Active Points); VPP Powers Can Be Changed Only In Given Circumstance (Back at base; -1/2) 
0   1) Fog Pellets: Darkness to Sight Group 3" radius (30 Active Points) Real Cost: 30  3
0   2) Wing Dings: EB 5d6 (standard effect: 15 STUN, 5 BODY) (vs. ED) (25 Active Points); 12 Charges which Never Recover (-2 1/4), OAF (-1), Range Based On STR (-1/4) Real Cost: 5  [12 nr]
0   3) Rebreather: LS (Expanded Breathing), 1 Continuing Charge lasting 6 Hours (+0) (5 Active Points); OAF (-1) Real Cost: 2  [1 cc]
0   4) Magnesium Flares: Nightvision, Increased Arc Of Perception (360 Degrees) (10 Active Points); 6 Continuing Charges lasting 1 Hour each which Never Recover (-1 1/4), OAF (-1) Real Cost: 3  [6 cc]
0   5) Tracer: +10 with Tracking, Ranged (+1/2) (30 Active Points); 8 Charges which Never Recover (-2 1/2), OAF (-1) Real Cost: 7 
0   6) Binoculars: +14 versus Range Modifier for Sight Group (21 Active Points); OAF (-1) Real Cost: 10  0
0   7) Tape Recorder: Eidetic Memory (5 Active Points); OAF (-1), Limited Power Audio Only (-1) Real Cost: 2 
0   8) Taser: EB 3d6 (standard effect: 9 STUN) (vs. ED), NND (Inuslation or higher resistant ED; +1) (30 Active Points); 2 clips of 1 Charge (-1 1/2), OAF (-1), No Range (-1/2) Real Cost: 7  [1]
0   9) Built in Swing lines: Swinging 15" (15 Active Points); OIF (-1/2) Real Cost: 10  1
Powers Cost: 139

Cost   Martial Arts Maneuver
   Jujitsu 
4   1) Atemi Strike: 1/2 Phase, -1 OCV, +1 DCV, +2D6 Strike, NND ([Standard]; +1) 
5   2) Block: 1/2 Phase, +1 OCV, +3 DCV, Block Abort 
4   3) Breaking Throw: 1/2 Phase, -2 OCV, -2 DCV, Grab One Limb, HKA 1d6 +1 ; Disable, Target Falls 
4   4) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm +10 St to Disarm Roll 
4   5) Escape: 1/2 Phase, +0 OCV, +0 DCV, +15 STR vs. grabs 
4   6) Joint Lock/Throw: 1/2 Phase, +1 OCV, +0 DCV, Grab Limb, 1D6 NND(7); Target Falls, NND ([Standard]; +1) 
3   7) Leg Sweep: 1/2 Phase, +2 OCV, -1 DCV, STR +1D6 Strike; target falls 
3   8) Sacrifice Throw: 1/2 Phase, +2 OCV, +1 DCV, STR Strike; You fall; Target falls 
4   9) Shime: 1/2 Phase, -2 OCV, +0 DCV, Grab one limb, 2D6,, NND ([Standard]; +1) 
4   10) Slam: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 6d6 Strike; Target Falls 
4   11) Strike: 1/2 Phase, +0 OCV, +2 DCV, STR 2D6 Strike 
3   12) Take Down: 1/2 Phase, +1 OCV, +1 DCV, STR Strike, Target falls 
   Karate 
4   1) Chop: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1 
4   2) Punch/Snap Kick: 1/2 Phase, +0 OCV, +2 DCV, STR + 2D6 Strike 
5   3) Side/Spin Kick: 1/2 Phase, -2 OCV, +1 DCV, STR +4D6 Strike 
4   4) Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 
4   5) Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 30 STR to Disarm 
4   6) Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 
Martial Arts Cost: 71

Cost   Skill
15   Acrobatics 21- 
19   Breakfall 23- 
11   Acting 19- 
9   Analyze: Agility Skills 17- 
3   Bugging 14- 
3   Bureaucratics 15- 
11   Climbing 19- 
7   Combat Driving 17- 
9   Combat Piloting 18- 
9   Computer Programming 17- 
9   Concealment 17- 
9   Contortionist 18- 
9   Conversation 18- 
11   Criminology 18- 
3   Cryptography 14- 
11   Deduction 18- 
3   Disguise 14- 
11   Electronics 18- 
3   Forensic Medicine 14- 
3   Forgery 14- 
3   High Society 15- 
11   Interrogation 19- 
11   Inventor 18- 
6   Language (imitate dialects; literate) 
4   Language (completely fluent; literate) 
4   Language (completely fluent; literate) 
3   Language (completely fluent) 
3   Lipreading 14- 
3   Lockpicking 15- 
3   Mechanics 14- 
3   Mimicry 14- 
9   Navigation 17- 
3   Oratory 15- 
3   Parachuting 15- 
3   Paramedics 14- 
3   Persuasion 15- 
3   Security Systems 14- 
3   Seduction 15- 
3   Shadowing 14- 
3   Sleight Of Hand 15- 
3   Stealth 15- 
3   Streetwise 15- 
9   Survival 17- 
3   Tactics 14- 
3   Teamwork 15- 
3   Tracking 14- 
14   +7 with single Characteristic Roll 
5   Rapid Attack (HTH)  
5   Rapid Attack (Ranged)  
16   +8 with Power 
13   WF: Clubs, Common Melee Weapons, Bows, Chain & Rope Weapons, Flails, Garrote, Homemade Weapons, Karate Weapons, Lances, Mourn Staff, Nets, Ninja Weapons, Rings, Spread-The-Water Knife, Staffs, Staffs, Whips 
Skills Cost: 332

Cost   Perk
5   Money: Well Off 
17   Contact (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Very Good relationship with Contact) 19- 
7   Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources, Very Good relationship with Contact) 8- 
22   ContacTS (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources, Contact is slavishly loyal to character) 24- 
14   Contact (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Very Good relationship with Contact) 16- 
Perks Cost: 65

Cost   Talent
9   Ambidexterity (no Off Hand penalty) 
18   Combat Luck (9 PD/9 ED) 
3   Combat Ready 
18   Combat Sense 17- 
16   Crippling Blow 
40   Deadly Blow: +4d6 (any circumstances, any HTH weapon) 
14   Fearless 
10   Follow-Through Attack 
11   Inspire 
3   Lightning Reflexes: +2 DEX to act first with All Actions 
3   Lightsleep 
Talents Cost: 145

Total Character Cost: 963

Val   Disadvantages
15   Social Limitation: Secret Identity-Dick Grayson Frequently (11-), Major 
10   Psychological Limitation: Code Against Killing (Common, Moderate) 
15   Psychological Limitation: Protective of Home City (Uncommon, Total) 
25   DF: Extremely Good looking Man (Not Concealable; Extreme Reaction; Detectable By Virtually Everyone) 
15   Psychological Limitation: Stubborn (Common, Strong) 
15   Soc. Lim.: Living in Batmans Shadow (Frequently, Major) 
10   DNPC: Cheyenne Freemont 14- (Slightly Less Powerful than the PC; Useful Noncombat Position or Skills) 
15   Hunted: Batman 11- (Mo Pow, NCI, Watching) 
15   Reputation: Extremely Sarcastic and makes jokes during a battle, 14- 
20   Hunted: Pierce Brothers 11- (As Pow, NCI, Harshly Punish) 
10   Reputation: Ladies Man, 11- 

Disadvantage Points: 165

Height: 2.00 m     Weight: 100.00 kg
Eye Color: Brown     Hair Color: Brown

Personality/Motivation: Nightwing is a Justice Seeker like Batman but doesn't take have the sinister tone Batman has. He fight for the people who can't fight for themselves; while Batman is motivated by revenge.

Quote:

Powers/Tactics:

Campaign Use:

Appearance:

Base Points: 200
Experience Required: 598
Total Experience Available: 600
Experience Unspent: 2