Charles Hodges "Jester"
15    Str       5        OCV: 9
26    Dex    48        DCV: 9
18    Con    16        ECV: 5
15    Bod    10
15    Int       5        PD: 13/9
10    Ego    --         ED: 13/9
20    Pre     10        Mental Def: --
12    Com     1        Power Def: --
  4    PD       1        Flash Def: --
  4    ED      --
  6    Spd    24        Run: 6" (26" with Hyper Movement)
  8    Rec      2        Swim: 2"
50    End      7        Flight: 10"
50    Stn     18
Total: 147

Points:  Powers:
40        Multipower "Hyper Movement Powers" 40 Points, Req Dex Roll (-1/2)
2u        6d6 Hand Attack, Autofire (5 shots, +1/2) (3 End per shot)
3u        6d6 Hand Attack, 1" Radius (+1) (4 End)
2u        +20" Running, Can only sustain for two consecutive phases (-1)

40        Elemental Control "Weapons" 15 Points, Gestures (-1/4), OIF or IAF (-1/2)
9a        40 Strength Telekinesis, No Fine Manipulation (-10pts), Only vs metal and magnetic/magnetically
             charged objects (-1), 1 Recoverable Charge (-1 1/4) "Glove Magnets"
5b        3d6 Flash vs Hearing Group, 3 Charges (-1 1/4) "Loud Laughing Pellets"
37c      2d6 RKA, Penetrating (+1/2), Autofire (2 Shots, +1/2), 16 Charges (0) "Razor Cards"

18        9/9 Armor, OIF (-1/2) "Costume"
20        10" Flight, 0 End (+1/2), OIF (-1/2) "Flying Card"

  5        Acrobatics, 15-                              7        Breakfall, 16-
  3        Climbing, 15-                                 3        Contortionist, 15-
  3        Concealment, 12-                           5        Disguise, 12-
  3        Gambling, 11-                                5        Lip Reading, 12-
  5        Lock Picking, 16-                          5        Shadowing, 12-
  3        Sleight of Hand, 15-                       5        Stealth, 16-
11        Streetwise, 17-                              3        Ambidexterity
  5        Defense Maneuvers                       3        Double Jointed
  3        Lightsleep

  8        1 All Combat Levels
10        2 Hand-To-Hand Combat Levels
15        5 Levels with Hyper Movement Powers

147      Characteristics Total
286      Powers Total
433      Total Cost


Points:  Disadvantages:
15        Secret Identity
15        Dist Feat "Costume" E Conc, Extreme
15        Dist Feat "Mutant" E Conc, Extreme
15        Watched "Royal Family" More Pow, Non-Combat Influence, 14- Appear
30        Hunted "Criminal Syndicate" More Pow, Non-Combat Influence, 14- Appear
20        Reputation "Royal Family member" Extreme, 14- Occur
25        Psych "Fearless" Very Com, Total
25        Psych "Protective of Royal Family" Very Com, Total
25        Psych "Loyal to Royal Family" Very Com, Total
20        Psych "Reserved" Very Com, Total
  5        Rival "
Ace" Professional
  5        Rival "
Jack" Professional

215      Disadvantages Total

Charles was part of the gang for a very small time.  When Trump started to rebel against everyone (darn young people), Charles took it personal, it was his son after all!  He blamed the Royal Family.  Ace didn't like that one bit, and told Jester so.  Then, when Trump heard about that, he also went and told off Jester.  This made Charles so mad, that he left the gang!  Trump never even knew that he was actually surrounded by his family.  Ace never wanted Lance to know, for personal reasons, and everyone respected the fact, and told Trump that Jester was his father, and that the rest of his real family either can't be found or is dead.  This write-up is when Jester first realized his mutant power, that of hyper movement.  He could go very fast, but for a very short period of time.  He and Queen are the only two mutants, but Queen's power is so small, that she is practically unscannable by mutant detectors, unlike Charles.  Remember, this is when Jester's powers first started.  Check out Merry Andrew's write-up for when Charles developed his powers a whole lot more.
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