ASSORTED CHARACTER ADAPTATIONS

THE SHADOW

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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