Val CHA Cost Roll Notes 20 STR 10 13- 400kg; 4d6 18 DEX 24 13- OCV: 6/DCV: 6 18 CON 16 13- 18 BODY 16 13- 18 INT 8 13- PER Roll 13- 25 EGO 30 14- ECV: 8 25 PRE 15 14- PRE Attack: 5d6 16 COM 3 12- 8 PD 4 Total: 8 PD 8 ED 4 Total: 8 ED 5 SPD 22 Phases: 3, 8, 8, 10, 12 10 REC 4 50 END 7 50 STUN 13 Total Characteristics Cost: 176 Movement: Running: 10"/20" Teleport: 8"/16" Swimming: 5"/10" Cost Powers & Skills Combat Training: 16 Combat Skill Levels +2 w/all combat Martial Arts: Generic Hand-to-Hand Skill Maneuver OCV DCV Damage 4 Block +2 +2 Block, Abort 4 Disarm -1 +1 30 STR Disarm 4 Dodge +0 +5 Dodge vs All; Abort 4 Escape +0 +0 35 STR vs Grabs 3 Grab -1 -1 STR 30 Grab 5 Off. Strike -2 +1 8d6 Strike 4 Strike +0 +2 6d6 Strike "Mystic Powers": 23 Hypnosis: Mind Control 8d6; Invisible Power Effects: Full (+1/2), 0 END (+1/2), Extra Time: 1 Turn (-1), Incantations (-1/4), No Range (-1/2), Requires Eye Contact (-1/2), Visible effects (subject is clearly hypnotised) (-1/4) 29 Deduce Location: Mind Scan 8d6: Cumulative Effects (+1/2), Invisible Power Effects: Full (+1/2), 0 END (+1/2), Cannot use other mental powers with Mind Scan (-1/4), Cumulative Effects requires telephone or legwork (-1/2), Extra Time: 1 Turn (-1), Requires Skill roll of GM's Choice (-1) 20 Superior Psychology: Telepathy 6d6, Invisible Power Effects: Full (+1/2), 0 END (+1/2), Extra Time: 1 Turn (-1), Must observe subject closely (-1/4), Reveals only broad details (-1/4), Requires a SC: Psychology roll (-1/2) 17 Superior Stealth: Invisibility to Normal Sight & Hearing, Variable Limitation (-1/2) VL#1: Requires a Stealth Roll (-1/2), Only in shadows/dim light (-1/4), Wearing dark clothing (-1/4) VL#2 & #3: Requires a Shadowing or High Society roll (-1/2), Only in crowds or parties (-1/2) 8 Sudden Departure: Teleport: 10", Only when no one is looking (-1/2), Only to areas accessible normally (-1/2), Requires a Stealth Roll (-1/2) 17 Disguse and Acting Expertise: Shape Shift - Group Humanoids; 0 End (+1/2), Variable Limitation (-3/4) VL#1: Extra Time: Full Phase (-1/2), Requires an Acting Roll (-1/2), Fails if examined (-1/2) VL#2: Extra Time: 1 Turn (-1), IIF, Fragile: Disguise (-1/2) Crimefighting and Skills 5 Iron Will: Mental Defense 10 DEF 28 Network of Agents: Summon 50pt Agent, Limited Group (Competent Normals) (+1/4), 0 END (+1/2), Gradual Effect: 1 Hour (-1), Requires telephone or legwork (-1/2) 8 Running: +4" (10" total), END 2 3 Swimming: +2" (5" total), END 1 25 Followers: Burbank, Burke, Hawkeye & Cliff, Vincent, Competent normals 10 Money: Wealthy 2 Perk: Deep Cover: Lamont Cranston 5 Talent: Combat Sense 14- 10 Talent: Cramming x2 17 Talent: Danger Sense [out of combat] 12- 5 Talent: Defense Maneuver 5 Talent: Fast Draw 14- 3 Talent: Resistance +3 5 Acting 15- 5 Breakfall 14- 5 Bribery 15- 3 Bureaucratics 14- 5 Climbing 14- 3 Combat Driving 13- 9 Combat Piloting 16- 7 Concealment 15- 5 Coversation 15- 9 Criminology 16- 9 Deduction 16- 7 Disguise 13- 3 Forensic Medicine 13- 3 High Society 14- 5 Interrogation 14- 7 Mimicry 13- 9 Navigation 14- 3 Oratory 14- 3 Paramedic 13- 7 Persuation 16- 3 PS: Pilot 13- 4 SC: Psychology 14- 5 Seduction 15- 9 Shadowing 14- 20 SL: +2 Overall Levels 3 Sleight of Hand 13- 9 Stealth 16- 5 Streetwise 15- 3 Survival 11- 3 Systems Operation 13- 5 Tactics 14- 2 TF: Gyrocopters, Large ground vehicles, Planes, Small ground vehicles 5 Tracking 14- 3 Trading 14- 5 Ventriloquism 12- 2 WF: Small Arms 3 Linguist 0 English (native) 4 Mandarin -Idiomatic 3 Scholar 3 KS: Law Enforcement 14- 4 KS: Underworld 15- 5 KS: Well Known Criminals 16- 3 Traveler 2 AK: New Jersey 13- 5 AK: New York 16- 3 Well Connected 1 Contact: Lamont Cranston 11- 518 Total Powers & Skills Cost 694 Total Character Cost 150+ Disadvantages Psychological Limitation: 25 Dedicated to Justice 15 Mysterious and Enigmatic 20 Vigilante Mentality 15 Secret ID: Kent Allard 469 Who Knows What Evil Lurks Bonus 694 Total Disadvantage Points
Designer's Notes: Carries a pair of .45 M1911A1 automatic pistols: +1 OCV, 1d6+1 RKA, +1 STUN, 7 Shots (ea), STR Min 8
The Shadow favors precise shots over a blaze of gunfire (unlike The Spider for example) so pulpish "gun" powers are unnecessary. This write-up is intended to reflect the early pulp Shadow, who used skill to create the impression of unnatural powers in onlookers.
The powers I have given The Shadow reflect those superior skills and his extensive (and seemingly limitless) network of agents.
The Shadow certainly has more skills than I've listed In AK, KS, and Languages. As well as a number of KS and PS skills used to impersonate certain people, like Fritz the police station's janitor.
The "Gradual Effect" limitation on his Summoning is to reflect the travel time and other preperations agents summoned by The Shadow must make before moving to his assigned duties.
The Shape Shift Limitation "Causal Examination Only" is intended to reflect The Shadow's ability to change his posture, gait, speech, and other movements to suggest he is someone else. With disguise (as with Shape Shift normally) he can impersonate other people, as long as the onlookers are distracted or inatentive.
(Character sheet created by TR [doctorthirteen@corngolem.com])
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