The Troll - Dr. Eliot Sihn

Value Characteristic Points
0/35 STR -10
14 DEX 12
28 CON 36
14 BODY 8
23 INT 13
11 EGO 2
20 PRE 10
20 COM 5
8 PD 1
6 ED 0
2 MD 0
5 SD 0
3/5 SPD 6
13 REC 0
56 END 0
46 STUN 0
  Total 83

Points Powers END
8 Elemental Control - Body control. (10-pt reserve); Limited Power: Not in extreme cold (sub zero.): Slightly, -¼; Extreme cold will slow him down noticeably. This has a pronounced effect below zero, but he may feel some effects below freezing. Detroit is an unfortunate place to have this limitation.  
a-7 +2 SPD; Only in Hero ID: -¼; Limited Power: Not in extreme cold (sub zero.): Slightly, -¼; Extremely lithe.  
b-7 +14 STR; Only in Hero ID: -¼; Reduced END: Zero, +½; Limited Power: Not in extreme cold (sub zero.): Slightly, -¼ 0
c-13 Damage Reduction (Physical, 50% Resistant); Only in Hero ID: -¼; Limited Power: Not in extreme cold (sub zero.): Slightly, -¼; Rubbery body.  
d-8 Regeneration (2 BODY/Turn); Regenerate: Standard, +0; Limited Power: Not in extreme cold (sub zero.): Slightly, -¼; Extra effective when combined with damage reduction.  
e-4 Telekinesis (STR 15); Range: 110; Manipulation: Coarse, +0; Extra Time Required: Only At Startup, ½; Loses use of appropriate ogan while power in use.: -½; Requires EGO roll to start: -1; Limited Power: Not in extreme cold (sub zero.): Slightly, -¼; Can detach his hands and use them at range, though they'll have to crawl toward their target (ala "Thing" from the Addams family.) 4
f-3 Clairsentience (Normal Sight); See: Present, +0; Dimensions: Current, +0; Range: 100"; Concentrate: Throughout & ½ DCV, -½; Extra Time Required: Only At Startup, ½; Loses use of appropriate ogan while power in use.: -½; Requires EGO roll to start: -1; Limited Power: Not in extreme cold (sub zero.): Slightly, -¼; Can pull out eyes and use them at range. 4
g-3 Clairsentience (Hearing); See: Present, +0; Dimensions: Current, +0; Range: 100"; Concentrate: Throughout & ½ DCV, -½; Extra Time Required: Only At Startup, ½; Loses use of appropriate ogan while power in use.: -½; Requires EGO roll to start: -1; Limited Power: Not in extreme cold (sub zero.): Slightly, -¼; Can pull out ears and use them at range. 4
26 +21 STR; Reduced END: Half, +¼ 1
2 Elemental Control (3-pt reserve); Limited Power: Not in extreme cold (sub zero.): Slightly, -¼; Only in Hero ID: -¼  
a-2 Damage Resistance (8 PD/4 ED); Limited Power: Not in extreme cold (sub zero.): Slightly, -¼; Only in Hero ID: -¼  
b-2 Superleap (+6", 13", NC: 26"); Non-Combat Multiplier: ×2, +0; Limited Power: Not in extreme cold (sub zero.): Slightly, -¼; Only in Hero ID: -¼ 1
c-1 Hand-to-Hand Attack (2d6, Total 9d6); Range: 0; Activation: EGO roll: 11-, -1; Limited Power: Not in extreme cold (sub zero.): Slightly, -¼; Only in Hero ID: -¼ 1
7 Drugs, gizmos and tricks: Multipower (20-pt reserve); Variable Limitations: -3½, -1¾  
u-1 Bud Girl Antidote: 3d6 Aid (Fade/min., Max. 18); Range: 0; Active Points: 19; Affects: Single Power, +0; Variable Limitations: -3½, -1¾ 3
94 Total Powers  

Points Skills, Talents, Perks Roll
9 +3 level w/3 Maneuvers - punch, grab, movethrough ; From a little bit of Kung Fu he picked up as a kid.  
1 Biophysics 11-
2 Chemistry 14-
1 Contact: Government Agent; Usefulness: Normal, +0 8-
7 Followers: Buick Rogers and Prof. Gere-Luce; Activation: 11-, -1; Second Follower: +5 ; 47 points in follower + 60 disads  
3 Forensic Medicine ; A combination of two of his main interests. 14-
1 Genetics 11-
1 Knowledge Skill: American Cars of the 50's ; Hopefully, this will allow him a small bonus using mechanics on these. It makes an excellent conversational topic with a lot of people, especially in Detroit. 8-
3 Knowledge Skill: Mutants ; Knows a good bit about who's who. 14-
1 Knowledge Skill: Mystery novels 8-
4 Language: Mandarin (Native Accent); Literacy: Standard, 0 ; The language spoken as he was growing up.  
3 Mechanics ; Probably really good with older cars, pretty good with cars in general, less good with other things, if you don't mind working it that way. 11-
3 Paramedic 14-
1 Pistols ; Fancies himself as a two-fisted PI. Would rather use these than his powers.  
2 Science skill: Medicine ; Reflects the fact that he is more research oriented. 14-
2 Science skill: Mutant Physiology ; On his way to becoming an expert. 14-
3 Scientist  
47 Total Skills, Talents, Perks  

Cost Equipment
0 .45 Automatic M1911 A1 (1d6+1K); OCV: +1; R Mod: 0; DC: 4; STUNx: +1; STR Min: 12; Shots: 7; Weight: 0 ; Likes to carry a pair of .45's in his pockets.
0 Total Equipment

155+ Disadvantages
10 Graduate of New School (Common, Moderate); Situation: Common, +10; Intensity: Moderate, +0
5 Limited use of left hand (Infrequently, Slightly)
15 In Love with Aela (Common, Strong)
5 Troll; Concealability: Easily, 5; Reaction: Noticed and Recognizable, +0
10 Psych. Lim.: Duty to protect the weak. (Common, Moderate)
15 Psych. Lim.: Driven scientist (Common, Strong)
60 Total Disadvantages

COSTS: Char.   Powers   Total Total   Disadv.   Base   Exp.
  83 + 141 = 224 224 = 60 + 155 + 9

OCV DCV ECV Mental Def. PD/rPD ED/rED Phases
5 5 4 0 8/8 6/4 3, 5, 8, 10, 12

Sex: Male, Race: Chinese