Character Name: Curveball
Alternate Identities: Screwball, Spitball, Speedball
Player Name: Adam
CHARACTERISTICS
Val Char Base Points Total Roll Notes
25 STR 10 15 25 14- HTH Damage 5d6 END [2]
23 DEX 10 39 23 14- OCV 8 DCV 8
28 CON 10 36 28 15-
12 BODY 10 4 12 11-
23 INT 10 13 23 14- PER Roll 14-
18 EGO 10 16 18 13- ECV: 6
18 PRE 10 8 18 13- PRE Attack: 3 1/2d6
14 COM 10 2 14 12-
10 PD 5 5 10/35 10/35 PD (0/25 rPD)
9 ED 6 3 9/24 9/24 ED (0/15 rED)
6 SPD 3.3 27 6 Phases: 2, 4, 6, 8, 10, 12
11 REC 11 0 11
66 END 56 5 66
40 STUN 39 1 40
6" Running 6 0 6"
2" Swimming 2 0 2"
5" Leaping 5 0 5" 174 Total Characteristics Points
CHARACTER IMAGE
EXPERIENCE POINTS
Total earned: 13
Spent: 8
Unspent: 5
Base Points: 300
Disad Points: 150
Total Points: 458
MOVEMENT
Type Total
Run (6) 6"
Swim (2) 2"
H. Leap (5") 5"
V. Leap (3") 2 1/2"
DEFENSES
Type Amount
Physical Defense 10/35
Res. Phys. Defense 0/25
Energy Defense 9/24
Res. Energy Defense 0/15
Mental Defense 0
Power Defense 0
 
COMBAT INFORMATION
OCV: 8 DCV: 8
 
Combat Skill Levels: +1 with any three maneuvers or a tight group of attacks , +3 with DCV, Usable By Other (+1/4), Usable At Range (+1/2) (26 Active Points)
COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
Block 1/2 +0 +0 Block, abort
Brace 0 +2 1/2 +2 vs. Range Mod.
Disarm 1/2 -2 +0 Can disarm
Dodge 1/2 -- +3 Abort, vs. all attacks
Grab 1/2 -1 -2 Grab two limbs
Grab By 1/2 -3 -4 Move and Grab
Haymaker 1/2* +0 -5 +4 DC attack damage
Move By 1/2 -2 -2 STR/2 + v/5
Move Through 1/2 -v/5 -3 STR + v/3
Set 1 +1 +0 Ranged Attacks only
Strike 1/2 +0 +0 STR or weapon
COMBAT MODIFIERS
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10
Targeting shot OCV Hit Location
Head shot (Head to Shoulders) -4 1d6+3
High shot (Head to Vitals) -2 2d6+1
Body shot (Hands to Legs) -1 2d6+4
Low shot (Shoulders to Feet) -2 2d6+7
Leg shot (Vitals to Feet) -4 1d6+12

Character Name: Curveball
Alternate Identities: Screwball, Spitball, Speedball
Player Name: Adam
SKILLS
Cost  Name
Pre Skills
3
1) Acting 13-
3
2) Power - TK Tricks (DEX-based) 14-
3
3) Streetwise 13-
Dex Skills
3
1) PS: Professional Athlete (DEX-based) 14-
3
2) Stealth 14-
Int Skills
3
1) Computer Programming 14-
3
2) Concealment 14-
3
3) Deduction 14-
3
4) Demolitions 14-
2
5) Gambling 14-
3
6) Inventor 14-
3
7) KS: Baseball (INT-based) 14-
3
8) Lockpicking 14-
3
9) Mechanics 14-
3
10) Paramedics 14-
3
11) Security Systems 14-
3
12) SS: Chemistry (INT-based) 14-
3
13) Tactics 14-
2
14) Weaponsmith (Other: Baseballs) 14-
Combat Skills
3 +1 with any three maneuvers or a tight group of attacks
Notes: Trick Baseballs
58 Total Skills Cost
 
POWERS
Cost  Power END
37 TK: Elemental Control, 74-point powers
30
1) Seventh Inning Stretch: Telekinesis (25 STR), Variable Advantage (+1/2 Advantages +1) (75 Active Points); Affects Whole Object (-1/4)
Notes: No Squeeze or Punch, 800 kg
7
41
2) Squeeze Play: Telekinesis (45 STR), Fine Manipulation (78 Active Points)
Notes: 12.5 Tons
8
38
3) Faster Than a Speeding Baseball: Flight 20", Improved Noncombat Movement (x8), Reduced Endurance 0 END (+1/2) (75 Active Points)
Notes: 576 Kph (357 Mph) out of combat speed.
38
4) Bases Covered: Force Field (25 PD/15 ED) (Protect Carried Items), Reduced Endurance 0 END (+1/2) (75 Active Points)
Notes: Curveball can protect large objects, or even a carried person with his powers - although anyone carried wouldn't be able to use offensive powers.
15 Trick Baseballs: Multipower, 30-point reserve, all slots: (30 Active Points); OAF (Focus - Baseballs; -1)
1u
1) Flash Grenades: Flash 2d6 (Sight Group), Area Of Effect (8" Radius; +1 3/4) (27 Active Points); 3 Charges (-1 1/4)
1u
2) Single Person Flash: Flash 5d6 (Sight Group), Additional Sense Group: Hearing Group (30 Active Points); 1 Charges (-2)
1u
3) Great Balls of Fire: Energy Blast 4d6 (vs. PD), STUN Only (+0), Explosion (+1/2) (30 Active Points); 4 Charges (-1)
Notes: Creates a *Small* explosion that can buffet agents and unrmored folks.
1u
4) Tungsten Balls: Energy Blast 6d6 (vs. PD) (30 Active Points); 2 Recoverable Charges (-1)
Notes: These are extra tough baseballs that can be thrown for +6d6 damage and recovered after use. (Max 12d6 damage)
1u
5) Smokeing Balls: Darkness to Sight Group 3" radius (30 Active Points); 4 Continuing Charges lasting 1 Turn each (-1/2)
1u
6) Two balls on a rope: Entangle 3d6, 3 DEF (30 Active Points); 4 Charges (-1)
1u
7) The one and only Ball-Cam!!: Clairsentience (Sight Group), x4 Range (30 Active Points); OIF Fragile (-3/4), Sense Affected As More Than One Sense Radio or Sight (-1/4)
Notes: A camera that flys around and transmits to Curball's visor.
3
1u
8) Flying Ballshield: +3 with DCV, Usable By Other (+1/4), Usable At Range (+1/2) (26 Active Points)
1u
9) Bolo-Balls: Entangle 3d6, 3 DEF (30 Active Points); 2 Charges (-1 1/2)
4 Team Radio: Radio Perception/Transmission (10 Active Points); Conditional Power Power does not work in Very Common Circumstances (-1), IIF (-1/4)
Notes: Team and Emergency Frequencies only
High-Tech Batting Helmet
3
1) Night Game: Nightvision (5 Active Points); OIF (Focus - Protective Goggles; -1/2)
3
2) No Flash Photography During the Game: Flash Defense (5 points) (Sight Group) (5 Active Points); OIF (Focus - Goggles; -1/2)
4
3) Not in the Face!: Armor (3 PD/3 ED) (9 Active Points); Only Works Against Limited Type Of Attack Very Limited Type of Attack (-1), OIF (-1/2)
Notes: Armored batting helmet with high-tech visor. Armor value ony applies to head shots.
4
4) Extreme Close Up: Telescopic +4 to PER Rolls (only to offset the Range Modifier) (Sight Group) (6 Active Points); OIF (-1/2)
226 Total Powers Cost

Character Name: Curveball
Alternate Identities: Screwball, Spitball, Speedball
Player Name: Adam
DISADVANTAGES
Cost  Disadvantage
20 Psychological Limitation: Code v Killing Common, Total
20 Psychological Limitation: Super Patriot Common, Total
Notes: America, right or wrong - God Bless It!!!
5 Rivalry: Other Telekinetics Professional (; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
Notes: Curveball will often try to prove himself against other Telekinetics, Allied or Foe.
10 Psychological Limitation: Reckless Uncommon, Strong
Notes: Curveball often jumps into situations without considering the concequences.
10 Watched: MegaCorp 8- (Occasionally), More Powerful, Watching, Extensive Non-Combat Influence
Notes: MegaCorp is a powerful Corp that looks out for Metahumans - and keeps a watchful eye on them.
15 Hunted: Archons 8- (Occasionally), More Powerful, Harshly Punish
Notes: The Elemental Archons are a powerful group of environmental terrorists
15 Hunted: Vixen 8- (Occasionally), More Powerful, Harshly Punish
Notes: The Vixen are an all-female group of beautiful villains with a mixed agenda ranging from saving the environment, getting revenge on men, and just getting rich. The Vixen don't get along well with the Sentinels.
10 Reputation: Hero, Wannabe, Telekinetic and Baseball Fanatic Frequently (11-)
15 Social Limitation: Secret ID Frequently (11-), Major
5 Social Limitation: Chews, Fanatical about Baseball, etc. Occasionally (8-), Minor
Notes: Curveball has many minor quirks associated with Baseball. Taken together they provide minor difficulties.
5 Vulnerability: 1 1/2x STUN Thrown Weapons Uncommon
Notes: One too many beanballs!
5 Vulnerability: 1 1/2x STUN Sonics Uncommon
Notes: Loud noises make it difficult to concentrate on maintaining psychic powers.
15 Dependent NPC: Fanboy 8- (Infrequently), Normal, Unaware of character's adventuring career/Secret ID
Notes: Fanboy admires Curveball and will sometimes show up in an adventure to show his loyalty, making life difficult. But Curveball hates to dis his number one fan!
150 Total Disadvantages Cost
APPEARANCE
Hair Color: Brown
Eye Color: Brown
Height: 6' 6"
Weight: 220 lbs
Description:
Red White and Blue uniform leaves stars & stripes afterimage behind him as he flies.
BACKGROUND
Minor league baseball player who is looking to play with the big boys. After the 9-11 disaster his powers underwent an upgrade and the Liberty Legion of Pitsburg no longer seemed like the right place for him.
Seeing the conflict between Pyre and the Sentinels on TV, he decided to make his mark on the Big City...
Character created with Hero Designer (version 1.43)