Skills:
Acrobatics: 8*, Martial Artist: 8*, Thief: 8*, Medicine: 8*
Advantages:
Attractive, Intensive Training, Omni-Scholar,Lightning Reflexes, Rich
Friends, Popularity
Connections:
Q-Society (High), JLA (High)
Drawbacks:
Arch Enemy (The Lizard King), Guilt (Over Joy's Condition), Dark Secret
(His Father's Failure), Innocent, Secret Identity
Equipment:
HELMET [Body: 15, Power Reserve: 15, Directional Hearing: 10, Extended
Hearing: 6, Recall: 20, Radio Communication: 10, Super Hearing: 5, Telescopic
Vision: 6, Ultra Vision: 1, X-Ray Vision: 5]
-
Power Reserve can only be used for Mental Attributes and Mental Powers.
(Note, Uno has no known Mental Powers as of this moment)
-
Recall can allow access to memories of predecessors. Therefore, a
roll against Recall can bring up a possible topic that is searched for
(an 11 or higher). The GM may make this search easier or tougher
depending on the topic.
-
Bonus: The HELMET is used in conjunction with the MAGIC MIRROR to
produce the COSTUME.
-
Bonus: Everything is Mystically Linked
-
Limitation: When the HELMET is put on, the wearer must make a check
vs. a mystical Magic Blast of 8/8. If any RAPS are scored, the wearer
is attacked by a physical Energy Blast of 25/25.
MAGIC MIRROR [Body: 15, Power Reserve: 25, Bomb: 15, R#: 2]
-
Power Reserve can be used to enhance any of COSTUME's powers or Attributes
(except Body, Glue, Gliding, and Projectile Weapons) up to 10 APs.
-
Bomb can only be used if the MAGIC MIRROR is destroyed.
-
R# means the Mirror must be recharged through an Occultist Ritual vs. OV/RV
25.
COSTUME [/Dex/: 0, /Body/: 10, /Str/: 0, Int: 2, Wil: 1, Flight: 0, Gliding:
2, Invisibility: 0, Energy Blast: 0, Glue (Net): 8, Projectile Weapons
(Cable): 8]
-
BONUS: The costume will assume bodily control if the wearer becomes unconscious.
This is what Int and Wil represent.
Alter Ego: Uno, Curt Falconer
Background: