Black Cabal Agent NPC Cabal Agent 
PARTICULARS
Val Char Base Points Total Roll Notes
18 STR 10 8 18 13- HTH Damage 3 1/2d6 END [4]
17 DEX 10 21 17 12- OCV 6 DCV 6
15 CON 10 10 15 12-
11 BODY 10 2 11 11-
13 INT 10 3 13 12- PER Roll 13-
13 EGO 10 6 13 12- ECV: 4
15 PRE 10 5 15 12- PRE Attack: 3d6
10 COM 10 0 10 11-
6 PD 4 2 6/11 6/11 PD (0/5 rPD)
6 ED 3 3 6/11 6/11 ED (0/5 rED)
3 SPD 2.7 3 3 Phases: 4, 8, 12
7 REC 7 0 7
30 END 30 0 30
30 STUN 28 2 30
6" Running 6 0 6"
2" Swimming 2 0 2"
3 1/2"/1 1/2" Leaping 4 0 3 1/2" 65 Total Characteristics Points
TRACKSPEED
Type Total
Run (6) 6" [12" NC]
Swim (2) 2" [4" NC]
H. Leap (4") 3 1/2"
V. Leap (2") 1 1/2"
GRIT
Total earned: 0
Spent: 0
Unspent: 0
Base Points: 75
Disad Points: 55
Total Points: 130
GENERAL DESCRIPTION
Hair Color:  Varies
Eye Color:  Varies
Height:  5' 10"
Weight:  168 lbs
Description:
Macabre and terrible. I usually give them a slight bonus on their PRE attacks because they scare me (and I wrote them up).
LIABILITIES
Cost  Disadvantage
15 Hunted: PRIMUS 8- (Mo Pow, Harshly Punish)
15 Hunted: The Cabal 14- (Mo Pow, Watching)
15 Psychological Limitation: Loyality to the Cabal (Common, Strong)
10 Psychological Limitation: Casual Killer (Common, Moderate)
55 Total Disadvantages Cost

 Black Cabal Agent NPC Cabal Agent 
MOVES
OCV: 6 DCV: 6
Combat Skill Levels:
+1 with All Combat
+1 OCV (5 Active Points); OAF (-1)
+1 OCV (5 Active Points); OAF (-1)
+1 OCV (5 Active Points)
Maneuver Phase OCV DCV Effect
Block 1/2 +0 +0 Block, abort
Brace 0 +2 1/2 +2 vs. Range Mod.
Disarm 1/2 -2 +0 Can disarm
Dodge 1/2 -- +3 Abort, vs. all attacks
Grab 1/2 -1 -2 Grab two limbs
Grab By 1/2 -3 -4 Move and Grab
Haymaker 1/2* +0 -5 +4 DC attack damage
Move By 1/2 -2 -2 STR/2 + v/5
Move Through 1/2 -v/5 -3 STR + v/3
Set 1 +1 +0 Ranged Attacks only
Strike 1/2 +0 +0 STR or weapon
Arm Sweep 1/2 +2 +2 Block, Abort
Punch / Elbow 1/2 +0 +2 5 1/2d6 Strike
Knife Hand 1/2 -2 +0 HKA 1d6 +1
Takedown 1/2 +1 +1 3 1/2d6 Strike; Target Falls
S.O.P.
You want evil? We got evil.
MODS
LONG DISTANCE MISS FACTOR
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10
TARGET SPECS
3d6 Roll Location STUNx N STUN BODYx To Hit rDEF
3 CROWN x5 x2 x2 -8  
4 TEMPLE x5 x2 x2 -8  
5 FACE x5 x2 x2 -8  
6 HANDS x1 x1/2 x1/2 -6  
7 RIGHT ARM x2 x1/2 x1/2 -5  
8 LEFT ARM x2 x1/2 x1/2 -5  
9 SHOULDERS x3 x1 x1 -5  
10 HI CHEST x3 x1 x1 -3  
11 LO CHEST x3 x1 x1 -3  
12 STOMACH x4 x1 1/2 x1 -7  
13 VITALS x4 x1 1/2 x2 -8  
14 THIGHS x2 x1 x1 -4  
15 HI LEGS x2 x1/2 x1/2 -6  
16 MID LEGS x2 x1/2 x1/2 -6  
17 LO LEGS x1 x1/2 x1/2 -8  
18 FEET x1 x1/2 x1/2 -8  
VITALS
Type Amount Notes
Physical Defense 6/11 Current BODY:
Res. Phys. Defense 0/5 (11)
Energy Defense 6/11 Current END:
Res. Energy Defense 0/5 (30)
Mental Defense 0 Current STUN:
Power Defense 0 (30)

 Black Cabal Agent NPC Cabal Agent 
EXPERTISE
SKILLS
Cost  Name
3 CK: City of Operations 12-
2 KS: Cabal 11-
1 KS: Mythos of the Elder Gods 8-
2 KS: Occult 11-
2 PS: Cabal Agent 11-
3 Speciality: Choose Any One Skill
3 Breakfall 12-
3 Climbing 12-
3 Concealment 12-
1 Language: Ancient, Choose One (basic conversation)
3 Magic (INT-based) 12-
3 Stealth 12-
3 TF: Common Motorized Ground Vehicles, (Plus Pick One TF Of Choice)
6 WF: Common Melee Weapons, Small Arms, Cabal Weapons
8 +1 with All Combat
46 Total Skills Cost
TALENTS
Cost  Name
3 Resistance (3 points)
3 Total Talents Cost
FIGHTING SKILLS
Cost  Maneuver
Tae Kwon Do
4
1) Arm Sweep: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4
2) Punch / Elbow: 1/2 Phase, +0 OCV, +2 DCV, 5 1/2d6 Strike
4
3) Knife Hand: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1
3
4) Takedown: 1/2 Phase, +1 OCV, +1 DCV, 3 1/2d6 Strike; Target Falls
1 Weapon Element: Blades, Empty-Hand
16 Total Fighting Skills Cost

 Black Cabal Agent NPC Cabal Agent 
RESOURCES
The Skin of the Elders:  Armor (5 PD/5 ED) (15 Active Points); IIF (-1/4), Real Armor (-1/4)
Notes: This "armor" looks like a robe made from an unidentified, wet, oily skin. It has no discernable mass. Care involves the agent shedding a few drops of his own blood onto the armor each day. The armor is (grown perhaps) for the individual and will have an adverse immune response if someone other than its owner tries to wear it. This will render the "skin" useless as it desicates and crumbles within a few seconds.
0
Mask of Vision:  (Total: 18 Active Cost, 12 Real Cost) Sight Group Flash Defense (4 points) (4 Active Points); IIF (-1/4) (Real Cost: 3)
plus
+1 PER with all Sense Groups (3 Active Points); IIF (-1/4) (Real Cost: 2)
plus
Penalty Skill Levels: +2 vs. Range Modifier with All Attacks (6 Active Points); IIF (-1/4) (Real Cost: 5)
plus
Mind Link , To Lesser Morbane (5 Active Points); Only With Others Who Have Mind Link (-1), IIF (-1/4) (Real Cost: 2)
Notes: Since the mask grants a mind link to the Lesser Morbane in charge of the unit, doning a captured mask is unwise. The masks are custom fitted to the individual. They make the face appear as a black void with two dimly glowing green eyes.
0
Lightning Pistol:  (Total: 50 Active Cost, 22 Real Cost) RKA 2d6 (vs. ED) (2 points RP), 30 Charges (+1/4) (45 Active Points); OAF (-1), Real Weapon (-1/4) (Real Cost: 20)
plus
+1 OCV (5 Active Points); OAF (-1) (Real Cost: 2)
Notes: This is a biotech lightning gun similar to those used by the Mi-go (the Fungi from Yuggoth). It looks like a warty, doornob-sized lump of black matal covered in tiny wires. It seems to pulse on its own almost as if it is breathing. It discharges an suprisingly accurate burst of electrical energy at its target.
[30]
Tooth of the Old Ones:  (Total: 42 Active Cost, 17 Real Cost) HKA 2d6-1 (2d6 w/STR) (vs. PD), Armor Piercing (+1/2) (37 Active Points); OAF (-1), STR Minimum 5 (-1/4), Real Weapon (-1/4) (Real Cost: 15)
plus
+1 OCV (5 Active Points); OAF (-1) (Real Cost: 2)
Notes: This is a dagger-like weapon that resembles a large tooth or fang of some unknown animal. It is amazingly sharp but is not balanced for throwing. The only captured examples have quickly dried out and then become very brittle. It is unknown how Cabal agents maintain these weapons.
4
Spore Pouch Multipower
Notes: This appears to be a slivery-black pouch of a silky material. It looks similar to a cocoon spun from thick and shining, filaments.
          Multipower, 70-point reserve, (70 Active Points); all slots OAF (-1), 6 Charges (-3/4)
  *  Smoke Spore:  Darkness to Sight Group 3" radius (30 Active Points); 1 Continuing Charge lasting 1 Turn (-1 1/4), OAF (-1)
Notes: The smoke spore resembles a common small gord. Unlike a gord it is very soft and supple. Grey in color the spore explodes on impact and releases a dense cloud of dust. It seems to be organic but the material is unfathomable.
[1 cc]
  *  EB 3d6 (vs. ED), Area Of Effect (One Hex; +1/2), Uncontrolled (+1/2), NND ([Force Field or Sealed Armor]; +1), Continuous (+1) (60 Active Points); 1 Continuing Charge lasting 1 Turn (-1 1/4), OAF (-1)
Notes: This appears very similar to the smoke spore but it is a dark green in color. Upon impact it releases a short-lived cloud of very fine spores that will infiltrate the lungs and even work their way into the skin of any, unshielded, living creature. Once in the body the spores release an unknown narcotic that induces sleep. Sleep so induced is never accompanied by plesant dreams.
[1 cc]
  *  Tentacle Pod:  Entangle 4d6, 4 DEF, Explosion (+1/2) (60 Active Points); 1 Charge (-2), OAF (-1), Range Based On STR (-1/4)
Notes: The tentacle pod looks somewhat like a ball of thick pale grey cords. The ball is wet with a milky mucus. Upon inpact the ball suddenly unravels and throws translucent sticky cords in all directions. These tendrils adhear to and entwine themselves against anything they touch. The tendrils are cool and slimey but don't seem to be very sticky after impact. They only adhear to the first thing they touch. The tendrils emit a fishy odor.
[1]
  *  Death Spores:  RKA 3d6 (vs. PD), Explosion (+1/2) (67 Active Points); 1 Charge (-2), OAF (-1), Range Based On STR (-1/4)
Notes: These look somewhat like a wet, blackish-green, sea urchin with shorter but denser spines. Upon impact the pod spews the razor-sharp spines over a large area.
[1]
  *  Cerebral Star:  (Total: 67 Active Cost, 14 Real Cost) Mind Control 12d6+1 (Human class of minds), Conditional Power Based On OCV Instead Of ECV (+0), Requires A Magic Roll (No Active Point penalty to Skill Roll; +0) (62 Active Points); 1 Charge (-2), OAF (-1), Restrainable (Can Be Pulled Off Of Victim; -1/2), Does Not Provide Mental Awareness (-1/4), Range Based On STR (-1/4) (Real Cost: 12)
plus
+1 OCV (5 Active Points); OAF (-1) (Real Cost: 2)
Notes: These look like a wet starfish. They are an unhealthy, blue-tinged, caucasian, flesh color. When thrown thrown at a target they spin like a frisbee and actively seek to land upon the top of the victim's head. If they manage to hit the target the arms grip the head, but they can be pulled off by the victim if he resists the mind control. An ally may also pull the creature/thing from the victim. When affixed to victim's head they emit soft sucking and gurgling sounds. They work by sapping the victim's will to resist the commands given them by the thrower of the star. Fortunately these things are short-lived when removed from the spore pouch.
[1]
  *  Wind Spore:  EB 6d6 (vs. PD), Explosion (+1/2), Double Knockback (+3/4) (67 Active Points); 1 Charge (-2), OAF (-1), Range Based On STR (-1/4)
Notes: These dark red spherical membranes seem to be on the virge of bursting at all times. However they always hold together, no matter how roughly handled, until thrown. Upon impact a massive burst of wind radiates from the impact point in all directions. There is never any trace left of the membrane. It is theorized that the pod opens a dimensional portal for a split second. The space on the other side of the rift is apparently an area of great pressure. Sulphurous and acidic odors often linger after the use of one of these things.
[1]

 Black Cabal Agent NPC Cabal Agent 
DOSSIER -- SECTION A
APPEARANCE
Height: 5' 10" Hair: Varies
Weight: 168 lbs Eyes: Varies
Macabre and terrible. I usually give them a slight bonus on their PRE attacks because they scare me (and I wrote them up).
PSYCH EVAL
I'd tell you but you'd probably blow your sanity check.
TRANSCRIPT
Ph'nglui mglw'nafh Cthulhu R'ley wgah'nagl fhtagn.
M.O.
Dread magics and horrors most foul. Nothing is too depraved for these minions of the dark side. Rarely do they take prisoners... fortunately.

 Black Cabal Agent NPC Cabal Agent 
DOSSIER -- SECTION B
The Cabal. No more horrid form of evil exists on the Earth than this dread organization. The origins of the Cabal are lost in the past. Their goals are unfathomable to those who do not follow their teachings. They are a dark enigma one that has become frightningly more active in recent decades. No undercover operative has ever succeeded in penetrating the Black Cabal wherein lies the true form of the onganization. Even PRIMUS only suspects that there is more to the Cabal than the fanatical cultists that they have fought in areas of mystical or occult interest. The Red Cabal is the face that PRIMUS knows well but it is a mere sham.

The Red Cabal is a visible entity that is put forth by the directors of the true Cabal. The Red Cabal is a collection of lower level zealots and thugs who will work for drugs or money. The Red Cabal provides a tangible enemy for the Cabal's opponents to fight. The true Cabal stays in the shadows. The warriors of the true Cabal are known as the Black Cabal. Few that have faced them have survived to tell the tale. And those few survivors tell tales of horror and happenings that are too fantastic to be believed by the sane.

Elder gods, biotechnical horrors, and magic most black are the stock and trade of the Cabal. They know things that mankind was not meant to know. They strive toward a goal, the ultimate return of the Old Ones. A restoration of what they see as the natural order of things.
Character created with Hero Designer (version 2007121308)