Val Char Base Points Total Roll Notes
13 STR 10 3 13 12- HTH Damage 2 1/2d6 END [1]
18 DEX 10 24 18 13- OCV 6 DCV 6
15 CON 10 10 15 12-
15 BODY 10 10 15 12-
15 INT 10 5 15 12- PER Roll 12-
15 EGO 10 10 15 12- ECV: 5
15 PRE 10 5 15 12- PRE Attack: 3d6
16 COM 10 3 16 12-
20 PD 3 3 20 20 PD (14 rPD)
20 ED 3 3 20 20 ED (14 rED)
3 SPD 2.8 2 3 Phases: 4, 8, 12
8 REC 6 4 8
30 END 30 0 30
30 STUN 30 0 30
6" Running 6 0 6"/10"
2" Swimming 2 0 2"/10"
2 1/2"/1" Leaping 3 0 2 1/2" 82 Total Characteristics Points
Type Total
Run (6) 6"/10" [12"/20" NC]
Swim (2) 2"/10" [4"/20" NC]
H. Leap (3") 2 1/2"
V. Leap (1") 1"
Total earned: 0
Spent: 0
Unspent: 0
Base Points: 125
Disad Points: 100
Total Points: 225
Hair Color:  Black
Eye Color:  Black
Height:  6' 1"
Weight:  200 lbs
Xander is a well groomed, well dressed, healthy, and attractive young man of Spanish-American descent.
Cost  Disadvantage
10 Distinctive Features: Meta (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Technology)
10 Hunted: Other Fixers 8- (Mo Pow, NCI, Limited Geographical Area, PC has a Public ID or is otherwise very easy to find, Watching)
0 Normal Characteristic Maxima
20 Psychological Limitation: Ambitious (Very Common, Strong)
15 Psychological Limitation: Overconfident (Common, Strong)
15 Psychological Limitation: Slightly Paranoid (Very Common, Moderate)
5 Reputation: Fixer, 11- (Known Only To A Small Group)
15 Rivalry: Professional (Other Fixers; Rival is Significantly More Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
10 Vulnerability: 1 1/2 x Effect Knockdown, Knockback, Shove (Common)
100 Total Disadvantages Cost

OCV: 6 DCV: 6
Combat Skill Levels:
+1 Overall
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
Escape 1/2 +0 +0 28 STR vs. Grabs
Legsweep 1/2 +2 -1 3 1/2d6 Strike, Target Falls
Redirect 1/2 +1 +3 Block, Abort
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10
Type of Cybernetics

DEX Penalty*

Cyberarms -1
Cyberlegs -1
Dermal Plating -1
Heavy Dermal Plating -2
Exo-skeleton -2
Hard Points -1 each
* This penalty applies only for purposes of determining when a character's Phase occurs.
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  
Type Amount Notes
Physical Defense 20 Current BODY:
Res. Phys. Defense 14 (15)
Energy Defense 20 Current END:
Res. Energy Defense 14 (30)
Mental Defense 0 Current STUN:
Power Defense 0 (30)

Cost  Power END
Kinetic Displacement Field Elemental Control
30 Elemental Control, 60-point powers
7   1)   Slippery:  +40 STR, Reduced Endurance (0 END; +1/2) (60 Active Points); Only To Resist Grabs (-1 1/2), No Figured Characteristics (-1/2), Always On (-1/2), Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect does a predefined amount of damage; -40 STR To Make Grabs; -1/2), Visible (-1/4)
10   2)   Low Friction Cut:  Killing Attack - Hand-To-Hand 2d6 (vs. PD), Reduced Endurance (0 END; +1/2), Armor Piercing (+1/2) (60 Active Points); Required Hands Two-Handed (-1/2), Extra Time (Full Phase, -1/2), No STR Bonus (-1/2), Reduced Penetration (-1/4), -1 Decreased STUN Multiplier (-1/4) 0
22   3)   Low Friction Shield:  Force Field (14 PD/14 ED), Hardened (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (63 Active Points); Always On (-1/2) 0
Low Friction Movement Multipower
15 Multipower, 23-point reserve, (23 Active Points); all slots no Noncombat movement (-1/4), Visible (-1/4)
1u   1)   Low Friction Slide:  Running +4" (6"/10" total), combat acceleration/deceleration (+1/4), Reduced Endurance (0 END; +1/2) (23 Active Points); no Noncombat movement (-1/4), Visible (-1/4)
1u   2)   Low Friction Swimming:  Swimming +8" (2"/10" total), combat acceleration/deceleration (+1/4), Reduced Endurance (0 END; +1/2) (15 Active Points); no Noncombat movement (-1/4), Visible (-1/4)
86 Total Powers Cost
Cost  Name
10 +1 Overall
3 CK: SanSan (INT-based) 12-
3 Conversation 12-
3 PS: Fixer (INT-based) 12-
3 PS: Runner (INT-based) 12-
3 Persuasion 12-
3 Streetwise 12-
1 WF: Handguns
29 Total Skills Cost
Cost  Name
8 Increased Contact Resource Pool (+19 Total Points for Contacts)
3 Increased Equipment Resource Pool (+15 Total Points for Equipment)
1 Money: Well Off
1 Reputation: Talented Young Fixer (A small to medium sized group) 11-, +1/+1d6
3 Well-Connected
16 Total Perks Cost
Cost  Maneuver
Slippery Fu
1) Escape: 1/2 Phase, +0 OCV, +0 DCV, 28 STR vs. Grabs
2) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 3 1/2d6 Strike, Target Falls
3) Redirect: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort
12 Total Fighting Skills Cost

Vehicles (10/10)
  *  Street Car
Equipment (43/45)
  *  VR Goggles:  Computer Link (5 Active Points); OAF (-1)
Notes: Real Cost: 2 points
  *  Zabijak SMG:  Killing Attack - Ranged 2d6 (vs. PD), 60 Charges (+1/2), Autofire (10 shots; +1) (75 Active Points); OAF (-1), STR Min 13 Cannot Add Damage (-1), Beam (-1/4), Real Weapon (-1/4)
Notes: Real Cost: 21 points
  *  High Friction Grip:  Clinging (43 STR) (20 Active Points); Only To Assist Wielder To Maintain Grip (-3/4), Cannot Resist Knockback (-1/4), IIF (-1/4)
Notes: Real Cost: 9 points
Personal Assistant
Notes: Real Cost: 11 points
  *  Alarm:  Lightsleep (3 Active Points); OAF (-1)
  *  Clock:  Absolute Time Sense (3 Active Points); OAF (-1)
  *  Nav:  Bump Of Direction (3 Active Points); OAF (-1)
  *  Onboard Calculator:  Lightning Calculator (3 Active Points); OAF (-1)
  *  Personal Data Assistant:  Eidetic Memory (5 Active Points); OAF (-1), Data / Facts Only (-1/2)
  *  Phone:  High Range Radio Perception (Radio Group), +2 to PER Roll, Concealed (-2 with High Range Radio Perception PER Rolls), Discriminatory (21 Active Points); Personal Calls Only (-2), OAF (-1) 0
Contacts (24/24)
  *  Contact: Transamerica Security Consulting (Contact has significant Contacts of his own, Contact has useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (18 Active Points) 12-
  *  Contact: Dutch Chuck (Gunsmith) (Contact has useful Skills or resources) (3 Active Points) 11-
  *  Contact: Unger (Fixer) (Contact has significant Contacts of his own, Contact has very useful Skills or resources, Good relationship with Contact) (6 Active Points) 11-

Height: 6' 1" Hair: Black
Weight: 200 lbs Eyes: Black
Xander is a well groomed, well dressed, healthy, and attractive young man of Spanish-American descent.
Xander is highly keyed up, ambitious, and slightly paranoid. He is sharp, crisp, and professional and always keen on a way to turn a buck. He is very well adjusted to his strange forcefield having had it all of his life, and this lack of self-conciousness is often suprisingly unnerving to people that are distracted by it.

Xander is personable and has people skills, but he rarely forms close relationships, being very self-possessed. He's had a string of girl friends, but none ever last more than a few months. It's not that he's adverse to commitment, its more that his work comes first, second, and third which tends to displease his companions to the point that it just never seems to work out.

Xander is the sort of person that has a 1 year, 3 year, 5 year, 10 year, and 20 year plan all very meticulously planned out in his head, and he makes decisions with a longness of vision that sometimes has him do things that don't have an apparent pay off which he is banking on to realize some value in the future, but for the most part he remains focused on the here and now.
"I think we can do business together..."
Xander has the metahuman ability to displace kinetic energy around himself, which has the practical effect of protecting him from damage; as a side effect it also makes him extremely difficult to hold on to.

Xander has learned a couple of tricks, the primary one being a stunt where he uses both hands, held in a flat "blade" like fashion, sliding them over each other quickly in opposite directions right next to a target, which actually cuts the target with the edges of the field around his hands. It is largely ineffective vs heavily armored or especially durable targets, but it is suprisingly effective vs flesh.

Xander is also able to skate around on his field effortlessly, but on the flip side he is unable to gain enough friction to run flat out. Similarly he slips through water easily, but cannot accelerate past a certain point.

There are other downsides to his field as well. While he is very difficult to hold on to, he also has difficulties holding on to other things. Xander has learned how to handle things when he can take his time, but it is almost impossible for him to Grab onto things in a hurry; he suffers -40 STR to do so. Finally Xander is unnable to gain traction and suffers extra effect from knockdown / knockback and shove. Also, since his force field can't be turned off it would take something unusual to allow him to undergo surgery to gain cybernetics or bioware.

Xander carries a Zabijak SMG with a specially treated high-friction grip that helps him hold on to it, and a Personal Data Assistant.
Meta Facilitator

Born in 2007 in the Anaheim sector of SanSan, Xander is a metahuman with a subconscious psionic ability that surrounds him constantly in a strange aura that displaces kinetic energy. A force field in other words. Fortunately for him his parents were moderately wealthy and he was afforded a fairly normal life despite his strange ability, going to good schools and being well provided for.

Learning how to adapt to his ability over the course of his life, Xander was generally well accepted among his peers, as he was able to parley his uniqueness into being perceived as cool rather than freakish, and from these humble origins of manipulation Xander learned the importance of spin control and managing perception.

Graduating from a decent college with proportionately decent prospects Xander took a job working at Allied West Securities as a "Security Consultant", a corporate euphemism for "Fixer". The firm catered to several of the megacorps and Xander was very successful helping out on contracts in his first couple of years. However, always ambitious Xander was tired of working for a relative pittance and struck out on his own as a freelance Fixer. Thanks to his meta ability he wasn't overly worried about the dangers of freelance work, and was confident he would do well.

However due to his young age and lack of street cred he had a hard time breaking into the market and getting clients. Finally, left with dwindling funds he took a series of low-payoff contracts and went along on the missions, effectively subcontracting himself to his own Runs, so that he could take a cut and make enough money to render the contract profitable. Effectively, Xander became what is known as a "Wholesaler" -- a Facilitator / Fixer that contracts Runs directly and also takes part in the actual Run. This can be a very dangerous activity, but thanks to his forcefield Xander wasn't unduly concerned for his safety.

Finding early success with this tactic, Xander soon earned more contracts. Employers liked the idea of a Fixer that would supervise a Run from the field, and Runners liked the idea that if the Fixer was coming along with them there was a low probability that the Run was a suicide job. Xander couldn't juggle multiple jobs like other Fixers could while doing this, but if he only took high pay off jobs with a high yield plus the money he got from taking a cut as a Runner as well he could turn a very profitable trade. He also was one of the pioneers of the relatively new idea of freelance Facilitators that have no team affiliation, and instead subcontract to other Fixers that want / need a man in the field to represent their interests directly.

Several years later Xander is a very well connected and well regarded Fixer / Runner and general Facilitator. Pressing his advantage, he recently purchased an Associate Partnership Bond with the Transamerica Security Consulting firm. It cost him a lot of money (reducing his Money Perk to 1 point), but now he is able to tap into high profile corporate jobs as a regional representative under the umbrella of the corporation. Its the best of both worlds for Xander, he still has the freedom and higher profit margin of a Freelancer, and the contacts and credibility of a firm. He expects to make back his investment within a couple of years and ramp up into the big leagues.

He has also formed a loose arrangement with another freelancer / TSC Associate Partner, a well established Runner turned Fixer named Unger that has been active in PacFed for years and has a lot of connections. Xander freelanced for Unger and flourished under his mentorship, and the crusty older Fixer has taken Xander under his wing as a sort of protege. The two get along very well and Unger has pulled Xander out of a jam or two over the years. In return Xander has gone out of his way to do a few favors for Unger as well. Unger has made some indication that when he eventually retires, he'll likely turn over some of his contacts and client list to Xander.
Character created with Hero Designer (version 2007121308)