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The Gray Man
The Gray Man
John Doe
 
Cost

Characteristic

Value Roll Notes
3 STR 13 12- Lift: 151.6kg; Dice: HTH Damage 2 1/2d6 END [1]

The Gray Man

12 DEX 14 12- OCV 5 DCV 5
10 CON 15 12-
0 BODY 10 11-
8 INT 18 13- PER Roll 13-
16 EGO 18 13- ECV: 6
5 PRE 15 12- PRE Attack: 3d6
0 COM 10 11-
9 PD 10/25   10/25 PD (0/15 rPD)
9 ED 10/25   10/25 ED (0/15 rED)
16 SPD 4   Mental Defense: 10
4 REC 8   Phases: 3, 6, 9, 12
0 END 30   Running: 6" (12" NC)
0 STUN 25   Swimming: 2" (4" NC)
 

Cost

Powers

END

98 Gray Matter Weapons: Variable Power Pool (Gadget Pool), 80 base + 18 control cost, (120 Active Points); VPP Can Only Be Changed Between Adventures (-1/2), Adding Powers to the VPP List Requires a Skill Roll (-1/4); all slots IAF (-1/2)
0 1) Armor of Apathy: Force Field (15 PD/15 ED/10 Mental Defense/10 Power Defense/5 Flash Defense: Sight Group), 1 Continuing Fuel Charge lasting 1 Hour (+0) (55 Active Points); OIF (-1/2) Real Cost: 37
0 2) Army of Apathy: Summon 128 92-point Gray Soldier, Loyal (+1/2) (79 Active Points); 3 Charges (-1 1/4), Limited Power Must Be Placed on a Grayscale Object to Work (-1), IAF (-1/2) Real Cost: 21
0 3) Army of Apathy II: Summon 8 92-point Gray Soldier, Loyal (+1/2) (49 Active Points); 2 Charges (-1 1/2), Limited Power Must Be Placed on a Grayscale Object to Work (-1), IAF (-1/2) Real Cost: 12
0 4) Boredom Blaster: Energy Blast 4d6, No Normal Defense (Lack of Emotional Psychological Disadvantages; +1), Continuous (+1) (60 Active Points); OAF (-1), 4 Continuing Charges lasting 1 Minute each (-1/4) Real Cost: 27
0 5) Enforcer of Ennui: Summon 225-point Gray Enforcer, Devoted (+3/4) (79 Active Points); 1 Charge (-2), Limited Power Must Be Placed on a Grayscale Object to Work (-1), IAF (-1/2) Real Cost: 17
0 6) Humm Drum: Mind Control 2d6 ( Human class of minds), MegaScale (1" = 1 km; +1/4), 1 Continuing Charge lasting 1 Day (+1/4), Area Of Effect (4" Radius; +1), Continuous (+1), Cumulative (60 points; +1 1/2) (50 Active Points); Set Effect (To Suppress Strong Emotions; -1/2), IAF (-1/2), Does Not Provide Mental Awareness (-1/4) Real Cost: 22
0 7) Paint the Town Gray: Change Environment 8" radius, -6 to Normal Sight PER Rolls, Long-Lasting: 1 Day, MegaScale (1" = 1 km; +1/4) (62 Active Points); 1 Charge (-2), Limited Power Only to Perceive Color (-1 1/2), IAF (-1/2), Gradual Effect (1 Turn (Post-Segment 12); -1/4) Real Cost: 12
0 8) Variance Dampener: Suppress 2d6, all Luck powers simultaneously (+2), 1 Continuing Charge lasting 6 Hours (+0), MegaScale (1" = 1 km; +1/4), Area Of Effect (One Hex; +1/2), Cumulative (36 points; +1) (27 Active Points); No Range (-1/2), IAF (-1/2) Real Cost: 23
15 Statistical Models: Elemental Control, 46-point powers, (23 Active Points); all slots Requires A Power: Statistics Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points -1/4), Limited Power Does Not Work Against Luck SFX Powers (-1/4)
15 1) Analysis of Variance: Danger Sense (general area, out of combat, Function as a Sense, Targeting Sense, Telescopic (+3)) (46 Active Points); Requires A Power: Statistics Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points -1/4), Limited Power Does Not Work Against Luck SFX Powers (-1/4) 14-
12 2) Statistical Prediction: Precognitive Clairsentience (Sight Group And Normal Hearing), Increased Arc Of Perception (360 Degrees) (50 Active Points); Time Modifiers (-1/2), One Sense Only (Normal Sight, Not Sight Group; -1/4), Requires A Power: Statistics Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points -1/4), Limited Power Does Not Work Against Luck SFX Powers (-1/4) 5
18 3) Statistics to Practice: +3 with All Combat, Usable By Other (+1/4), MegaScale (1" = 1 km; +1/4), Area Of Effect (One Hex; +1/2), Selective (+1/4) (54 Active Points); Limited Power Only After Successful Statistical Prediction PER Roll (-1/2), Requires A Power: Statistics Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points -1/4)
5 Gray World Door Knob: Extra-Dimensional Movement (Single Dimension) (20 Active Points); Limited Power Must Be Placed on a Grayscale Object to Work (-1), OAF (-1), 2 Recoverable Charges (-1)
 

Cost

Perks

20

Base

Cost

Skills

7

Bureaucratics 14-

Everyman Skills

AK: The Gray World 11-

Acting 8-

Climbing 8-

Concealment 8-

Conversation 8-

Deduction 8-

Language: English (idiomatic) (4 Active Points)

PS: Superhero (Custom Adder) 11-

Paramedics 8-

Persuasion 8-

Shadowing 8-

Stealth 8-

TF: Custom Adder, Small Motorized Ground Vehicles
[Notes: Custom Mod is Everyman Skill]

3

KS: Administration 13-

3

KS: Law 13-

17

Power: Statistics 20-

3

Tactics 13-
175+ Disadvantages

15

Physical Limitation: Doesn't Understand Earth Society (All the Time, Slightly Impairing)

20

Normal Characteristic Maxima

20

Psychological Limitation: Amoral (Common, Total)

10

Psychological Limitation: Apathetic (Common, Moderate)

20

Psychological Limitation: Avoids Emotional Commitments (Common, Total)

10

Psychological Limitation: Hates Surprises (Uncommon, Strong)

15

Psychological Limitation: Wants To Save Humanity From Itself (Strong Emotions) (Common, Strong)

10

Social Limitation: Dull (Frequently, Minor)

5

Vulnerability: 1 1/2 x Effect Emotion SFX Attacks (Uncommon)
8 Experience Points
 
Characteristics Cost 92 Base Points 175
Powers Cost 163 Disadvantages 125
Talents Cost 0 Experience Points 8
Perks Cost 20 Total Points 308
Martial Arts Cost 0
Skills Cost 33
Total Cost 308
 
Concept Mastermind Hair Colour Gray
Nationality Graylander Eye Colour Gray
Place of Birth The Gray World Height 1.80 m/5' 11"
Date of Birth October 19, 1880 Weight 70.00 kg/154 lbs
 
Background

In a parallel world, the Earth was populated by people of many colors. Towards the end of the 19th century, nationalism arose. John Doe became the leader of the Grays. He took advantage of the emotional hatreds of the Blues, the Reds, the Greens, the Yellows, the Purples, and the Oranges and applied his great knowledge in statistics to wipe out the leaderships of each of the rival groups.

The Grays of every nation joined in and eventually, John Doe, the Gray Man, ruled the world. The Grays prospered, the colored folk were forced to breed with each other to produce Gray children. By the next generation there were few colored folk left. Fortunately, the advancement of technology allowed travel to other dimensions. If not for that, the Grays could no longer be the haves since there were fewer colored folk to be the have-nots. With new worlds to make gray, the people of the Gray World have renewed purpose.

Personality
The Gray Man does not seek power for anything but the fact that those in power set the rules and he has been in power long enough to believe that he makes the best rules.
Quote
"There is no such thing as good or evil; no such thing as right or wrong. The true dichotomy is those who rule and those who serve."
Powers

The Gray Man is a normal man with incredible genius for statistics. He uses his statistical models to make fairly accurate predictions of the future. In addition, he is able to bring from the Gray World a large number of his soldiers whose conquest is aided by Gray World technology.

Appearance

The Gray Man wears a gray tuxedo (no white or black present and definitely no color). His skin is a light shade of gray while his eyes and hair are moderate shades of gray.