Enforcer84
Jun 27th, '05, 09:26 PM
Okay, who wants one?
Pinball Wizard - Jim Corruthers
VAL CHA Cost Total Roll Notes
15 STR 5 15 12- HTH Damage 3d6 END [1]
16 DEX 18 16 12- OCV 5 DCV 5
15 CON 10 15 12-
11 BODY 2 11 11-
14 INT 4 14 12- PER Roll 12-
12 EGO 4 12 11- ECV: 4
17 PRE 7 17 12- PRE Attack: 3d6
12 COM 1 12 11-
6 PD 3 6/22 6/22 PD (0/16 rPD)
6 ED 3 6/22 6/22 ED (0/16 rED)
4 SPD 14 4 Phases: 3, 6, 9, 12
8 REC 4 8
30 END 0 30
30 STUN 3 30
6 RUN 0 6" END [1]
2 SWIM 0 2" END [1]
3 LEAP 0 3" 3" forward, 1 1/2" upward
CHA Cost: 78
Cost POWERS
Aresnal - END=
9 1) Compressed Air Gauntlet: Hand-To-Hand Attack +4d6 (20 Active Points); Hand-To-Hand Attack (-1/2), OIF (-1/2), 12 Charges (-1/4) - END=[12]
14 2) Dropped Pinballs: Change Environment 4" radius, -4 to DEX Rolls, Personal Immunity (Specially designed magnets in his boots keep the pinballs from tripping him up.; +1/4), Reduced Endurance (0 END; +1/2), Uncontrolled (removed by someone with appropriate powers or tools spending a Full Phase to sweep up or otherwise remove the marbles; +1/2) (54 Active Points); 1 Recoverable Charge (-1 1/4), OAF (-1), Range Based On STR (-1/4), Only Affects Targets Moving On The Ground (-1/4) - END=[1 rc]
9 3) Throwing "Bumper": Energy Blast 6d6 (30 Active Points); OAF (-1), 4 Charges (-1), Range Based On Strength (-1/4) - END=[4]
Other Gadgets - END=
12 1) Basic Bulletproof Spandex Costume: Armor (6 PD/6 ED) (18 Active Points); OIF (-1/2) - END=0
13 2) Impact Cushion Field: Physical Damage Reduction, 50% (20 Active Points); OIF (OIF pinball Belt; -1/2) - END=0
6 3) Mask Radio: Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-1/2), Sense Affected As Hearing Group As Well As Radio Group (-1/4) - END=0
14 4) Rocketskates: Flight 14" (28 Active Points); OIF (-1/2), Only In Contact With A Relatively Smooth Flat Surface (-1/2) - END=3
67 5) Universal Defense Field Belt: Force Field (10 PD/10 ED/10 Mental Defense/10 Power Defense/10 Flash Defense: Sight Group), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (100 Active Points); OIF (-1/2) - END=0
POWERS Cost: 144
Cost SKILLS
5 +1 with Ranged Combat
10 +2 with HTH Combat
3 Breakfall 12-
2 KS: The Local Underworld 11-
1 KS: The Superhuman World 8-
5 PS: Pinball Champion 14-
3 Sleight Of Hand 12-
3 Stealth 12-
3 Streetwise 12-
3 WF: Small Arms, Blades
SKILLS Cost: 38
Cost PERKS
4 Contact: Criminal Fence (Contact has significant Contacts of his own, Contact has useful Skills or resources) 11-
6 Contact: Criminal Gadgeteer (Contact has significant Contacts of his own, Contact has useful Skills or resources, Good relationship with Contact) 12-
PERKS Cost: 10
Value DISADVANTAGES
15 Hunted: Police 8- (As Pow, NCI, Harshly Punish)
20 Psychological Limitation: Adrenaline Junkie, Seeks Out Most Dangerous Way To Do Things, Can't Do Things The "Safe" Way (Very Common, Strong)
15 Psychological Limitation: Amoral And Greedy (Common, Strong)
5 Rivalry: Professional (other Adrenaline Junkies; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
15 Social Limitation: Secret Identity (Frequently, Major)
DISADVANTAGES Points: 70
Base Pts: 200
Exp Required: 0
Total Exp Available: 0
Exp Unspent: 0
Total Character Cost: 270
Pinball Wizard - Jim Corruthers
VAL CHA Cost Total Roll Notes
15 STR 5 15 12- HTH Damage 3d6 END [1]
16 DEX 18 16 12- OCV 5 DCV 5
15 CON 10 15 12-
11 BODY 2 11 11-
14 INT 4 14 12- PER Roll 12-
12 EGO 4 12 11- ECV: 4
17 PRE 7 17 12- PRE Attack: 3d6
12 COM 1 12 11-
6 PD 3 6/22 6/22 PD (0/16 rPD)
6 ED 3 6/22 6/22 ED (0/16 rED)
4 SPD 14 4 Phases: 3, 6, 9, 12
8 REC 4 8
30 END 0 30
30 STUN 3 30
6 RUN 0 6" END [1]
2 SWIM 0 2" END [1]
3 LEAP 0 3" 3" forward, 1 1/2" upward
CHA Cost: 78
Cost POWERS
Aresnal - END=
9 1) Compressed Air Gauntlet: Hand-To-Hand Attack +4d6 (20 Active Points); Hand-To-Hand Attack (-1/2), OIF (-1/2), 12 Charges (-1/4) - END=[12]
14 2) Dropped Pinballs: Change Environment 4" radius, -4 to DEX Rolls, Personal Immunity (Specially designed magnets in his boots keep the pinballs from tripping him up.; +1/4), Reduced Endurance (0 END; +1/2), Uncontrolled (removed by someone with appropriate powers or tools spending a Full Phase to sweep up or otherwise remove the marbles; +1/2) (54 Active Points); 1 Recoverable Charge (-1 1/4), OAF (-1), Range Based On STR (-1/4), Only Affects Targets Moving On The Ground (-1/4) - END=[1 rc]
9 3) Throwing "Bumper": Energy Blast 6d6 (30 Active Points); OAF (-1), 4 Charges (-1), Range Based On Strength (-1/4) - END=[4]
Other Gadgets - END=
12 1) Basic Bulletproof Spandex Costume: Armor (6 PD/6 ED) (18 Active Points); OIF (-1/2) - END=0
13 2) Impact Cushion Field: Physical Damage Reduction, 50% (20 Active Points); OIF (OIF pinball Belt; -1/2) - END=0
6 3) Mask Radio: Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-1/2), Sense Affected As Hearing Group As Well As Radio Group (-1/4) - END=0
14 4) Rocketskates: Flight 14" (28 Active Points); OIF (-1/2), Only In Contact With A Relatively Smooth Flat Surface (-1/2) - END=3
67 5) Universal Defense Field Belt: Force Field (10 PD/10 ED/10 Mental Defense/10 Power Defense/10 Flash Defense: Sight Group), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (100 Active Points); OIF (-1/2) - END=0
POWERS Cost: 144
Cost SKILLS
5 +1 with Ranged Combat
10 +2 with HTH Combat
3 Breakfall 12-
2 KS: The Local Underworld 11-
1 KS: The Superhuman World 8-
5 PS: Pinball Champion 14-
3 Sleight Of Hand 12-
3 Stealth 12-
3 Streetwise 12-
3 WF: Small Arms, Blades
SKILLS Cost: 38
Cost PERKS
4 Contact: Criminal Fence (Contact has significant Contacts of his own, Contact has useful Skills or resources) 11-
6 Contact: Criminal Gadgeteer (Contact has significant Contacts of his own, Contact has useful Skills or resources, Good relationship with Contact) 12-
PERKS Cost: 10
Value DISADVANTAGES
15 Hunted: Police 8- (As Pow, NCI, Harshly Punish)
20 Psychological Limitation: Adrenaline Junkie, Seeks Out Most Dangerous Way To Do Things, Can't Do Things The "Safe" Way (Very Common, Strong)
15 Psychological Limitation: Amoral And Greedy (Common, Strong)
5 Rivalry: Professional (other Adrenaline Junkies; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
15 Social Limitation: Secret Identity (Frequently, Major)
DISADVANTAGES Points: 70
Base Pts: 200
Exp Required: 0
Total Exp Available: 0
Exp Unspent: 0
Total Character Cost: 270