| The lead into the game. You’re a GELF or Genetically Engineered Life Forms; you find this out by reading the papers that Michael got out of the Hexcorp Lab. They tell of how you were made to be part of a super spy team. Your big brother Golem was number one, and he was made out of body parts, and two though seven was grown in a test tube. Two, three and four did not live more than a day, after being removed from your tank. As you read the papers, you start to remember how you and your little sister six & brother seven made it out of the tank. You start to remember how you started to go though training to be a Spy, and little number six was trained to be an assassin. You remember you did not like being a Spy, so you made your way out of the lab, but on the way out, six hit you in the back. The next thing you remember was looking up at a street sign “Fourth and Delaney”. You now know that your little sister is still part of Hexcorp, and its up to you and your big brother to save her. |

| Delaney ------------------------------------------------------------------------------- Val Char Base Cost 18 STR 20 DEX 15 CON 10 BODY 18 INT 13 EGO 13 PRE 20 COM 06 PD 03 ED 04 SPD 10 REC 40 END 40 STUN 10" RUN 02" SWIM 03 1/2" LEAP ------------------------------------------------------------------------------- - STR Roll: 13- Run: 10" DEX Roll: 13- Swim: 2" CON Roll: 12- Leap: 3 1/2" INT Roll: 13- EGO Roll: 12- PER Roll 13- ------------------------------------------------------------------------------- Disadvantages Pts Vulnerability Mind Attacks: 2 x STUN (Uncommon) 10 Psychological Limitation Childlike: (Uncommon, Strong) 10 Psychological Limitation Curious: (Common, Strong) 15 Psychological Limitation Showoff: (Common, Moderate) 10 Psychological Limitation Weird Sense of Humor: (Common, Moderate) 10 The Unknown 5 Money: Poor 5 Hunted Police & Social Worker: 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching) 15 Distinctive Features over 6' tall Red Head: (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 15 Reputation Nutcase : , 8- 5 ------------------------------------------------------------------------------- Pts. Skill/Perk/Talent/Power END 16 Clairsentience (Sight, Smell/Taste, Touch And Hearing Groups), Future & Pass (65 Active Points); No Conscious Control (-2), Extra Time (1 Turn (Post-Segment 12), Only to Activate, -3/4), Concentration (1/2 DCV; -1/4) 6 10 Tarot Cards (20 Active Points); OAF (-1) [Notes: Bought off no conscious control limitation on her Clairsentience] 0 5 Ghost Perception (5 Active Points) 0 10 Mental Defense (13 points total) 0 4 Low Blow: 1/2 Phase, -1 OCV, +1 DCV, 2d6 NND 03 Acrobatics 13- 07 Acting 14- 03 Animal Handler 12- 05 Breakfall 14- 02 +2 Switchblade 03 Concealment 13- 03 Contortionist 13- 03 Conversation 12- 02 KS Ghosts 11- 03 KS Local Psychic History "Ghost Stories" 13- 02 KS Local Ghosts 11- 03 Lockpicking 13- 03 Oratory 12- 03 Persuasion 12- 03 PS Street Gypsy: Appraise 13- 03 Shadowing 13- 03 Sleight Of Hand 13- 03 Stealth 13- 03 Streetwise 12- 02 Survival (Urban) 13- 01 WF: Switchblade 03 Absolute Time Sense 20 Animal Friendship 03 Bump Of Direction 40 Danger Sense (any area, any danger) 13- 05 Eidetic Memory 03 Lightsleep 04 Speed Reading (x10) $10 Switchblade: Killing Attack - Hand-To-Hand 1/2d6 (1d6+1 w/STR) (10 Active Points); Independent (-2), OAF (-1) 1 $20 Lockpick Set: (Total: 0 Active Cost, 0 Real Cost) [Notes: +2 to Lockpicking Independent (-2) ,AOF (-1)] 0 ------------------------------------------------------------------------------- Hair: Dark Red with Pink, green and Blue mix in. Eyes: Dark Green Appearance: Hight 6' 1" Weight 140 lbs Age 7 Bace out of New York |


