The Shadow

Detective and Masked Avenger

Description:

Hero Name: The Shadow
Attributes

DEX
INT
INFL
7
6
5
STR
WILL
AURA
4
7
5
BODY
MIND
SPIRIT
5
6
6

INITIATIVE
HERO POINTS
WEALTH
30
22
19

Powers:
Mental Illusion: 7
:: This allows its user to alter the perception of its target, causing them to see/hear/smell/etc whatever the user wishes. The mental illusion is visible only to its target, but that person will react as if its real.
To project, user makes an Action Check with AV/EVs = APs of power, against opponent’s Int/Mind. If RAPs exceed opponent’s Mind, the victim perceives whatever the user wishes ( no telepathic or verbal contact needed ). The illusions will endure for a time of APs = RAPs which exceed a victim’s Mind. Subsequent checks can be made before time has expired to continue the illusion.
An opponent can subconsciously combat the effects each phase by making an Action check using their Int/Will as the AV/EV against the OV/RVs = APs of Mental Illusion. Hero Points may not be spent to adjust this. If opponent’s RAPs exceed APs of Mental Illusion, opponent’s perception returns to normal.
An opponent may take damage if “attacked” by an illusion. Illusionary dangers will fight with Attributes, Skills, and Powers = APs of Mental Illusion. Damage taken is applied to opponent’s Mind, though they believe it as physical damage.

Hypnotism: 8
:: This is used to mesmerize a victim. The use of Hypnotism is an Action Check with the AV/EV = APs of Hypnotism, and OV/RVs = opponent’s Int/Mind. Success means the character may implant suggestions up to the number of RAPs received. RAPs must be divided between each suggestion. Completion of each suggestion is treated as a separate Action Check with AV/EVs = RAPs allocated, and OV/RVs = opponent’s Int/Mind. If check succeeds, opponent carries out suggestion. NOTE: Hypnotism victim will not do anything completely against their motivations or beliefs.

Skills:
Acrobatics: 6
Artist (Actor): 8
Detective (Clue Analysis): 7
Martial Artist: 7
Weaponry (Firearms, Melee Weapons): 8
Thief: 6
Military Science (Tracking): 6
Gadgetry: 3
Medicine (First Aid): 2

Power Bonuses and Limitations:
Mental Illusion: only alter voice and project he’s invisible, but his shadow always stays always visible

Advantages:
Iron Nerves
Lightning Reflexes
Headquarters: Expansive
Area Knowledge : Suicide Slum, Metropolis
Low Connection: “The Shadow”, Agent of [Safeguard]
Low Connection : Professional “psychic” community as Paranormal Researcher “Quentin Marks”

Drawbacks:
Dark Secret [Two bit thief for a gang in the Bahamas that reported to Red Skull]
Mistrust
Secret Identity
Serious Irrational Attraction (Stopping Organized Crime (11))

Alter Ego: Andru Vandevik
Occupation: Courier
Motivation: Responsibility of Power

WEALTH: 4

Equipment:
Swingline and Grapple [Str: 5, Body: 6] (Line is 5 APs long)

FORM FITTING BODY ARMOR [Skin Armor: 4] (color: black)

Smoke Pellets x5 [Body: 1, Fog: 10, R#: 3]

Chrome .45 caliber Pistol x2 [Body: 4, EV: 5, Range: 4, Ammo: 8, R#: 2]

BLACK MASK WITH GREEN NIGHT LENSES [Body: 7, Ultra Vision: 8, R#: 2]

Stun Bombs x5 [Body: 1, Bomb: 5]

ZIP TIE X3 [Str: 6, Body: 1, R#: 5]

Non-Stat Equipment:
Leather Gloves
Red Scarf
Black Fedora
Cotton/Canvas Black Trenchcoat
Black Cloak

Subplot:
Roommate, Lila, is a mutant with phase always on and regeneration. She thinks she is a ghost and is missing her heart, but in reality is slowly regenerating it.

Bio:

( The infamous laughter )

An inheritor of the title, Andru was trained by the aging Kent Allard, aka Lamont Cranston, aka the original Shadow to carry on his work.

( .. full bio will be added once paper copy located by player .. )

The Shadow

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