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Defenders Saga Characters


SDad63

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With the move from Netflix to Disney+, I started watching the Defenders shows again.  And started building out some of the more colorful characters.  I'll be posting them here as I complete them.

 

Comments and suggestions are welcome!

 

First up... one of my favorite secondary characters, and the only character to appear in every Defenders Saga series...  TURK BARRETT.

 

Turk Barrett

 

Val         Char      Cost        Roll        Notes

11           STR        1              11-          Lift 115kg; 2d6 [2]

11           DEX       3              11-          OCV: 4/DCV: 4

13           CON       6              12-

11           BODY    2              11-

13           INT         3              12-          PER Roll 12-

11           EGO       2              11-          ECV: 4

13           PRE        3              12-          PRE Attack: 2½d6

10           COM      0              11-

2              PD           0              Total: 2 PD (0 rPD)

3              ED          0              Total: 3 ED (0 rED)

3              SPD        9              Phases: 4, 8, 12

5              REC       0

26           END       0

24           STUN     0             

 

Movement

Running:               6"/12"

Leaping: 2"/4"

Swimming:            2"/4"

 

 

                SKILL LEVELS

5              Small Time Crook: +1 with Lockpicking, Security Systems, Streetwise, Persuasion and Trading

3              Cool Under Fire: +1 OCV with handguns

                 

                AGILITY SKILLS

0              Climbing 8-

3              Lockpicking 11- (12-)

3              Stealth 11-

                 

                BACKGROUND SKILLS

0              AK: New York 8-

2              AK: Hell's Kitchen 11-

2              KS: New York Criminal World 11-

0              Language: English (completely fluent; literate)

0              PS: Small Time Crook 11-

0              TF: Automobile

                 

                COMBAT SKILLS

1              WF: Handguns

1              WF: Blades

                 

                INTELLECT SKILLS

0              Concealment 8-

0              Deduction 8-

0              Paramedics 8-

3              Security Systems 12- (13-)

0              Shadowing 8-

                 

                INTERACTION SKILLS

0              Acting 8-

0              Conversation 8-

3              Persuasion 12- (13-)

3              Streetwise 12-

3              Trading 12- (13-)

 

                Perks

3              Turk's Smoke Shop: Base (Malcolm X Blvd, New York)

1              Independent Businessman: Money: Well Off (over $100K per year)

 

29           Characteristics

36           Powers & Skills

65           Total Points

 

 

25+         Disadvantages

0              Normal Characteristic Maxima

15           Psychological Limitation: Only Loyal to Turk Barrett (Common; Strong)

10           Psychological Limitation: Greedy (Common; Moderate)

                 

                Experience

15           Experience Points

 

25           Base (Skilled Normal)

25           Disadvantage Points

15           Experience

65           Total Cost

 

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Second Character... and the heart of Nelson & Murdock... Foggy Nelson.

 

Franklin Percy "Foggy" Nelson

 

Val         Char     Cost      Roll       Notes

8              STR         -2            11-          Lift 76kg; 1½d6

11           DEX       3              11-          OCV: 4 / DCV: 4

13           CON      6              12-

11           BODY    2              11-

18           INT         8              13-          PER Roll 13-

14           EGO       8              12-          ECV: 5

13           PRE        3              12-          PRE Attack: 2½d6

10           COM      0              11-

2              PD          0              Total: 2 PD (0 rPD)

3              ED          0              Total: 3 ED (0 rED)

2              SPD        0              Phases: 6, 12

5              REC       0

26           END       0

22           STUN     0

 

Movement

Running:               6"/12"

Leaping:               1"/2"

Swimming:          2"/4"

 

 

                AGILITY SKILLS

0              Climbing 8-

0              Stealth 8-

 

                BACKGROUND SKILLS

0              AK: Hell's Kitchen 8-

4              KS: Law 14-

0              Language: English (idiomatic)

3              Language: Punjabi (fluent conversation; literate)

4              PS: Attorney 14-

0              TF: Automobiles

 

                INTELLECT SKILLS

0              Concealment 8-

0              Deduction 8-

0              Paramedics 8-

0              Shadowing 8-

                 

                INTERACTION SKILLS

0              Acting 8-

3              Bureaucratics 12-

0              Conversation 8-

3              Oratory 12-

3              Persuasion 12-

 

                Perks

1              Fringe Benefit: License to practice Law

1              Fringe Benefit: Partner - Nelson, Murdock and Page

2              Money: Well Off (over $200K per year

 

24           Characteristics

28           Powers & Skills

52           Total Points

 

25+        Disadvantages

0              Normal Characteristic Maxima

10           Psychological Limitation: Does the Right Thing (Common; Moderate)

 

                Experience

17           Experience Points

 

25           Base (Skilled Normal)

25           Disadvantages

17           Experience

52           Total Cost

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Number 3...  Office Manager turned Journalist turned Attorney/Paralegal....

 

Karen Page

 

Val         Char     Cost      Roll       Notes

8              STR         -2            11-          Lift 76kg; 1½d6

11           DEX       3              11-          OCV: 4 / DCV: 4

11           CON      2              11-

9              BODY    -2            11-

18           INT         8              13-          PER Roll 13-

14           EGO       8              12-          ECV: 5

13           PRE        3              12-          PRE Attack: 2½d6

10           COM      0              11-

2              PD          0              Total: 2 PD (0 rPD)

2              ED          0              Total: 2 ED (0 rED)

3              SPD        9              Phases: 4, 8, 12

4              REC       0

22           END       0

19           STUN     0

 

Movement

Running:               6"/12"

Leaping:               1"/2"

Swimming:          2"/4"

 

 

                AGILITY SKILLS

0              Climbing 8-

0              Stealth 8-

                 

                BACKGROUND SKILLS

0              AK: Fagan Corners, Vermont 8-

1              CK: Hell's Kitchen 8-

2              KS: Law 11-

0              Language: English (idiomatic; literate)

3              Language: Spanish (fluent conversation; literate)

0              PS: Office Manager 11-

2              PS: Journalist 11-

1              PS: Attorney 8-

0              TF: Automobiles

                 

                COMBAT SKILLS

1              WF: Handguns

                 

                INTELLECT SKILLS

0              Concealment 8-

0              Deduction 8-

0              Paramedics 8-

3              Journalist: Researching 13-

0              Shadowing 8-

 

                INTERACTION SKILLS

0              Acting 8-

0              Conversation 8-

1              Persuasion 8-

 

                Perks

1              Money: Well Off (over $100K per year)

1              Fringe Benefit: License to practice Law

 

29           Characteristics

16           Powers & Skills

45           Total Points

 

 

25+        Disadvantages

0              Normal Characteristic Maxima

10           Psychological Limitation: Does the Right Thing (Common; Moderate)

 

                Experience

10           Experience Points

 

 

25           Base (Skilled Normal)

10           Disadvantages

10           Experience

45          Total Cost

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And the last one for today...  The Man with No Fear... Daredevil
 

Daredevil

Val         Char     Cost      Roll       Notes

15           STR         5              12-          Lift 200kg; 3d6 [3]

26           DEX       48           14-          OCV: 9/DCV: 9

18           CON      16           13-

18           BODY    16           13-

18           INT         8              13-          PER Roll 15-

17           EGO       14           12-          ECV: 6

18           PRE        8              13-          PRE Attack: 3½d6

10           COM      0              11-

6/21       PD          3              Total: 6/21 PD (0/3 rPD)

7/18       ED          3              Total: 7/18 ED (0/3 rED)

5              SPD        14           Phases: 3, 5, 8, 10, 12

8              REC       2

36           END       0

35           STUN     0

 

Movement

Running:               6"/12"

Leaping:               3"/6"

Swimming:          2"/4"

Swinging:            10"/20"

 

 

                SKILL LEVELS

5              Trained by Stick: +1 with Martial Arts

3              Billy Club Master: +1 OCV with Billy Club

1              Spacial Awareness: +1 OCV with thrown Billy Club

                 

                AGILITY SKILLS

3              Enhanced Equilibrium: Acrobatics 14-

3              Enhanced Equilibrium: Breakfall 14-

3              Acute Hearing: Lockpicking 14-

3              Defender: Teamwork 14-

                 

                BACKGROUND SKILLS

2              This is My City: CK: Hell's Kitchen 11-

1              I Know the Streets: KS: Criminal Underworld 8-

2              Licensed Attorney: KS: Law 11-

2              Licensed Attorney: KS: Legal System 11-

2              Trained by Stick: KS: Martial Arts 11-

0              Multilingual: Language: English (idiomatic; Native, literate)

2              Multilingual: Language:  Braille (completely fluent; Literate only)

2              Multilingual: Language: Spanish (fluent conversation)

2              Licensed Attorney: PS: Attorney 11-

                 

                COMBAT SKILLS

10           Spacial Awareness: Defense Maneuver I-IV

10           Wields Two Billy Clubs: Two-Weapon Fighting (HTH)

5              Good in a Crowd: Rapid Attack (HTH)

1              Two-Weapon Fighter: WF: Off Hand (+1 DCV with Weapon in Off Hand)

                 

                INTELLECT SKILLS

3              Sharp Mind: Deduction 13-

3              Cut Man: Paramedics 13-

3              Trained by Stick: Security Systems 13-

3              Trained by Stick: Shadowing 13-

 

                INTERACTION SKILLS

3              Defense Attorney: Oratory 13-

3              Trained by Stick: Stealth 14-

3              Trained by Stick: Streetwise 13-

 

                PERKS

3              Daredevil: Reputation: Protects Hell's Kitchen (Residents of Hell's Kitchen) 11-, +3/+3d6

3              Attorney: Money: (over $300K Annual Salary)

1              Passed the Bar: Fringe Benefit: License to practice Law

 

                TALENTS

6              Sense Attacks Coming: Combat Luck (3 PD/3 ED)

 

 

Martial Arts - Trained by Stick

 

                Maneuver                                          OCV      DCV      Notes

4              Atemi Strike                                       -1            +1           2½d6 NND

5              Block                                                     +1           +3           Block, Abort

4              Choke                                                   -2            +0           Grab One Limb; 2½d6 NND

5              Cross * / Flying Kick                      +1           -2            8d6 Strike

4              Dodge                                                   --             +5           Dodge, Affects All Attacks, Abort

4              Disarm                                                  -1            +1           Disarm; 30 STR to Disarm roll

4              Elbow Strike * / Snap Kick           +0           +2           6d6 Strike

4              Escape                                                  +0           +0           35 STR vs. Grabs

4              Foot Push                                             +0           +0           35 STR to Shove

3              Hold                                                       -1            -1            Grab Two Limbs, 30 STR for holding on

5              Hook * / Side Kick                           -2            +1           8d6 Strike

4              Jab * / Front Kick                             +2           +0           6d6 Strike

3              Legsweep                                            +2           -1            5d6 Strike, Target Falls

3              Sacrifice Throw                                 +2           +1           4d6 Strike; You Fall, Target Falls

3              Takedown                                            +1           +1           4d6 Strike; Target Falls

3              Throw                                                    +0           +1           4d6 +v/5, Target Falls

 

1              Weapon Element: Jo Sticks *

4              +1 HTH Damage Class(es)

 

POWERS           

 

15           Billy Club: Multipower, 30-point reserve, OAF (Billy Club; -1)

1u           1) Jo Stick: Hand Attack +3d6, Reduced END (0 END; +½); H-To-H Attack (-½)

1u           2) Swingline: Swinging 10"; Lockout (-1/2)           1

1u           3) Thrown Club: 6d6 P EB; Charges (1 recoverable; -1¼), Lockout (-½), Range Based on Strength (-¼)

5              Second Billy Club

 

5              Black Daredevil Costume: +6 PD; OIF (-½), Real Armor (-¼) plus +4 ED; OIF (-½), Real Armor (-¼)

                - OR - Red Daredevil Costume: Armor (5 PD/3 ED); OIF (Advanced nano-carbon polymer; -½), Half Mass (-3 DEX while wearing; -½), Real Armor (-¼)

                 

7              The Man with No Fear: +10 PRE; Only Against PRE Attacks (-½)

 

                ENHANCED SENSES

25           RADAR Sense: Spatial Awareness (Unusual), 360 Degrees, Discriminatory, Range; Not Through Solids (-½)

20           Parabolic Hearing: Targeting with Hearing Group

8              Human Lie Detector: Detect Lies 15- (Unusual), Range

6              Heightened Senses: +2 PER with all Sense Groups

3              Acute Hearing: Penalty Skill Levels: +2 vs. Range Modifier with Hearing

               

137         Characteristics

260         Powers & Skills

397         Total Points

 

200+      Disadvantages

15           Hunted: Kingpin and his Crime Syndicate 11- (Less Pow; NCI; Harshly Punish)

10           Hunted: The Hand 8- (As Pow; Harshly Punish)

10           Hunted: Daredevil's Rogues Gallery 8- (As Pow; Harshly Punish)

15           Physical Limitation: Blind (Frequently; Greatly Impairing)

20           Psychological Limitation: Driven to see Justice Prevail (Common; Total)

15           Psychological Limitation: Code Versus Killing (Common; Strong)

15           Psychological Limitation: Protective of the people of Hell's Kitchen (Common; Strong)

10           Reputation: Brutal Vigilante, 14-; +3/+3d6 (Only to Hell's Kitchen Criminals)

15           Social Limitation: Secret ID (Matthew Michael 'Matt' Murdock; Frequently (11-), Major)

25           Susceptibility: Loud Noises Lose all Enhanced Senses (120dB+ Noise, Sonic Attacks)

 

                Experience       

47           Experience Points

 

200         Base (Standard)

150         Disadvantages

47           Experience

397         Total Cost

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Is a .pdf the best way to drop a character into a message?  I was using HDv2.42, then saw that there was a newer version (and purchased it), so I could also drop the .hdc files if anyone has interest.  I haven't been active on this board for so long (at least 9 years) that I forgot my old username.

 

I should also probably have mentioned that all of these will be in 5th Edition...

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He made some very nice suites for Wilson Fisk, all to protect his parole officer / girlfriend Betsy Beatty.  In the Comics he was Gladiator, a circular-sawblade wielding redeemed villian.

 

Melvin Potts / [Gladiator]

 

Val      Char   Cost    Roll     Notes

20        STR     10        13-       Lift 400.0kg; 4d6 [4]

17        DEX    21        12-       OCV: 6/DCV: 6

18        CON   16        13-

13        BODY 6          12-

7          INT     -3         10-       PER Roll 10-

7          EGO    -6         10-       ECV: 2

13        PRE     3          12-       PRE Attack: 2 1/2d6

10        COM   0          11-

4          PD       0          Total: 4 PD (0 rPD)

4          ED       0          Total: 4 ED (0 rED)

3          SPD     3          Phases: 4, 8, 12

8          REC    0

36        END    0

32        STUN  0

 

Movement

Running:         6"/12"

Leaping:          4"/8"

Swimming:      2"/4"

 

 

            SKILL LEVELS

20        Mechanical Savant: +4 with Armorsmith, Mechanics and Inventor

             

            AGILITY SKILLS

3          Armorsmith 12-

0          Climbing 8-

0          Stealth 8-

             

            COMBAT SKILLS

6          +2 with Grappling

             

            BACKGROUND SKILLS

0          AK: Hell's Kitchen 8-

0          Language: English (completely fluent)

2          PS: Armoror 11-

0          TF: Automobiles

             

            INTELLECT SKILLS

0          Concealment 8-

0          Deduction 8-

3          Inventor 10-

3          Mechanics 10-

0          Paramedics 8-

0          Shadowing 8-

             

            INTERACTION SKILLS

0          Acting 8-

0          Conversation 8-

 

            Perks

6          Potter's Workshop: Base (labs: +3 for Armorsmith and Mechanics)

 

 

Grappling

 

            Maneuver       OCV   DCV   Notes

4          Choke              -2         +0        Grab One Limb; 2d6 NND

4          Escape             +0        +0        35 STR vs. Grabs

4          Punch              +0        +2        6d6 Strike

5          Roundhouse    -2         +1        8d6 Strike

3          Slam                +0        +1        4d6 +v/5, Target Falls

 

50        Characteristics

63        Powers & Skills

113      Total Points

 

 

50+      Disadvantages

10        Dependent NPC: Betsy Beatty 8- (Normal)

20        Hunted: NYPD 8- (Mo Pow; NCI; Capture)

15        Physical Limitation: Mentally Challenged (All the Time; Slightly Impairing)

5          Unluck: 1d6

 

            Experience

13        Experience Points

 

50        Base (Skilled Normal)

50        Disadvantages

13        Experience

113      Total Cost

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After taking out Mr. Prohaska and his guards, he was one of Nelson & Murdock's first cases.  He may have survived his murder trial, but he sure didn't survive his fight with Daredevil.  In the Comics he is a bowling-pin wielding killer known at Tenpin.

 

John Healy / Tenpin

 

Val      Char   Cost    Roll     Notes

15        STR     5          12-       Lift 200.0kg; 3d6 [3]

17        DEX    21        12-       OCV: 6/DCV: 6

18        CON   16        13-

13        BODY 6          12-

13        INT     3          12-       PER Roll 12-

14        EGO    8          12-       ECV: 5

13        PRE     3          12-       PRE Attack: 2 1/2d6

10        COM   0          11-

8/11     PD       5          Total:  8/11 PD (0/3 rPD)

8/11     ED       4          Total:  8/11 ED (0/3 rED)

4          SPD     13        Phases:  3, 6, 9, 12

7          REC    0

36        END    0

30        STUN  0

 

Movement

Running:         6"/12"

Leaping:          3"/6"

Swimming:      2"/4"

 

 

            Skills

15        +5 with Martial Maneuvers

             

            AGILITY SKILLS

0          Climbing 8-

0          Stealth 8-

             

            BACKGROUND SKILLS

0          AK: Hell's Kitchen 8-

2          KS: Criminal Laws 11-

0          Language: English (completely fluent)

2          PS: Hitman 11-

0          TF: Automobiles

             

            COMBAT SKILLS

10        Two-Weapon Fighting (HTH)

1          WF: Bowling Balls & Pins

             

            INTELLECT SKILLS

0          Concealment 8-

0          Deduction 8-

0          Paramedics 8-

0          Shadowing 8-

             

            INTERACTION SKILLS

0          Acting 8-

0          Conversation 8-

3          Streetwise 12-

 

            Talents

6          Combat Luck (3 PD/3 ED)

 

Martial Arts

 

            Maneuver       OCV   DCV   Notes

4          Block               +2        +2        Block, Abort

5          Kick                -2         +1        7d6 Strike

4          Punch              +0        +2        5d6 Strike

 

0          Weapon Element: Bowling Balls and Pins

 

84        Characteristics

42        Powers & Skills

126      Total Points

 

 

50+      Disadvantages

15        Hunted:  NYPD 8- (Mo Pow; NCI; Arrest)

20        Psychological Limitation:  Casual Killer (Common; Total)

15        Psychological Limitation:  Hitman's Code (Common; Strong)

 

            Experience

26        Experience Points

 

50        Base (Skilled Normal)

50        Disadvantages

26        Experience

120      Total Cost

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I think that Nobu was supposed to be an homage to Kurigi from the comics, but I have not seen anyone actually state that.

 

Nobu Yoshioka

Val      Char   Cost    Roll     Notes

 

15        STR     5          12-       Lift 200kg; 3d6 [3]

23        DEX    39        14-       OCV: 8 / DCV: 8

18        CON   16        13-

13        BODY 6          12-

18        INT     8          13-       PER Roll 13-

14        EGO    8          12-       ECV: 5

13        PRE     3          12-       PRE Attack: 2½d6

10        COM   0          11-

9/15     PD       6          Total: 9/15 PD (0/6 rPD)

9/15     ED       5          Total: 9/15 ED (0/6 rED)

5          SPD     17        Phases: 3, 5, 8, 10, 12

7          REC    0

36        END    0

34        STUN  4

 

Movement

Running:         7"/14"

Leaping:          6"/12"

Swimming:      3"/6"

 

 

            SKILL LEVELS

20        +4 with HTH Combat

6          +3 OCV with Kurisigama

           

             AGILITY SKILLS

3          Climbing 14-

3          Fast Draw 14-

3          Stealth 14-

           

            BACKGROUND SKILLS

0          AK: Tokyo 8-

2          KS: The Hand 11-

1          Language: English (basic conversation)

0          Language: Japanese (idiomatic; literate)

2          PS: Businessman 11-

0          TF: Automobiles

             

            COMBAT SKILLS

2          WF: Common Martial Arts Melee Weapons

             

            INTELLECT SKILLS

3          Analyze: Martial Arts style 13-

3          Concealment 13-

0          Deduction 8-

0          Paramedics 8-

3          Security Systems 13-

0          Shadowing 8-

3          Tactics 13-

             

            INTERACTION SKILLS

0          Acting 8-

0          Conversation 8-

3          Streetwise 12-

 

            Perks

1          Fringe Benefit: Hand Member

 

            Talents

12        Combat Luck (6 PD/6 ED)

5          Lightning Reflexes: +5 DEX with Kusarigama

 

 

MARTIAL ARTS

 

            Maneuver                   OCV   DCV   Notes

4          Atemi Punch               -1         +1        4d6 NND

4          Block                           +2        +2        Block, Abort

4          Dodge                         --          +5        Dodge, Affects All Attacks, Abort

5          Kick *                         -2         +1        11d6 Strike

4          Knife Hand                 -2         +0        HKA 2d6 +1

4          Punch *                                   +0        +2        9d6 Strike

3          Throw                          +0        +1        7d6 +v/5, Target Falls

 

0          Weapon Element: Kusarigama *

1          Weapon Element: Martial Arts Weapons

16        +4 HTH Damage Class(es)

 

 

POWERS

 

16        Kusarigama: HKA 1d6+1 (3" Stretching), Reduced END (0 END; +½); OAF (-1), 2-Handed (-½), STR Min (11; -½), Real Weapon (-¼)

            - OR - Katana: HKA 1d6+1, AP (-½), Reduced END (0 END; +½); OAF (-1), STR Min (11; -½), Real Weapon (-¼)

             

3          Strong Leaper: Leaping +3" (6" forward, 3" upward)           1

2          Strong Runner: Running +1" (7" total)          1

 

117      Characteristics

139      Powers & Skills

256      Total Points

 

150+    Disadvantages

15        Distinctive Features: Martial Arts Style (Not Concealable; Noticed by Common Senses)

5          Distinctive Features: Ninja Suit (Easily Concealed, Noticed by Commonly Senses)

20        Hunted: The Hand 14-, More Powerful, NCI, Watching

25        Psychological Limitation: Loyal to the Hand (Very Common, Total)

15        Psychological Limitation: Aloof and Arrogant (Common; Strong)

 

            Experience

26        Experience Points

 

150      Base (Low Powered)

80        Disadvantages

26        Experience

256      Total Cost

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Here is what I have for Claire Temple (Night Nurse).  She trained under Danny Rand and Colleen Wing, and used Tekko-Cagi (claws) on their trip to China.

 

claire temple / Night Nurse

 

Val      Char   Cost    Roll     Notes

 

10        STR     0          11-       Lift 100kg; 2d6

17        DEX    21        12-       OCV: 6 / DCV: 6

18        CON   16        13-

11        BODY 2          11-

18        INT     8          13-       PER Roll 13-

18        EGO    16        13-       ECV: 6

13/23   PRE     3          12-       PRE Attack: 2½d6

10        COM   0          11-

5          PD       3          Total: 5 PD (0 rPD)

6          ED       2          Total: 6 ED (0 rED)

4          SPD     13        Phases: 3, 6, 9, 12

6          REC    0

36        END    0

25        STUN  0

 

Movement

Running:         6"/12"

Leaping:          2"/4"

Swimming:      2"/4"

 

            AGILITY SKILLS

0          Climbing 8-

0          Stealth 8-

             

            BACKGROUND SKILLS

0          AK: Hell's Kitchen 8-

2          KS: Medical Practices 11-

0          Language: English (completely fluent; literate)

4          Language: Spanish (completely fluent; literate)

2          PS: Nurse 11-

0          TF: Automobiles

             

            COMBAT SKILLS

3          +1 with Martial Maneuvers

             

            INTELLECT SKILLS

0          Concealment 8-

3          Deduction 13-

13        ER Nurse: Paramedics 18-

0          Shadowing 8-

             

            INTERACTION SKILLS

0          Acting 8-

3          Conversation 12- (14-)

 

            Perks

1          Fringe Benefit: RN License

 

 

MARTIAL ARTS

 

            Maneuver                   OCV   DCV   Notes

4          Block                           +2        +2        Block, Abort

4          Dodge                         --          +5        Dodge, Affects All Attacks, Abort

5          Kick                            -2         +1        7d6 Strike

4          Punch                          +0        +2        5d6 Strike

 

4          +1 HTH Damage Class(es)

 

POWERS

6          ER Nurse: Rapid Healing, Usable by Other (+1/4)

            [HEAL 1 BODY per hour under Claire’s care]

5          Cool Under Pressure: +10 PRE; Limited Power (PRE Defense only; -1)

 

84        Characteristics

63        Powers & Skills

147      Total Points

 

75+      Disadvantages

25        Psychological Limitation: Follows the Hippocratic Oath (Very Common; Total)

15        Social Limitation: Secret ID (Frequently; Major)

 

            Experience

32        Experience Points

 

75        Base (Standard Heroic)

40        Disadvantages

32        Experience

147      Total Cost

 

Equipment

·         Shuko / Tekko-Kagi: HKA 1d6, Reduced END (0 END; +½); OAF (-1), Real Weapon (-¼), STR Min (5; -1/4), Reduced Penetration (-¼)

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And the Big Bad of Daredevil... Wilson Fisk

 

Wilson fisk / Kingpin

 

Val      Char   Cost    Roll     Notes

30        STR     20        15-       Lift 1600kg; 6d6 [6]

18        DEX    24        13-       OCV: 6 / DCV: 6

28        CON   36        15-

23        BODY 26        14-

18        INT     8          13-       PER Roll 13-

20        EGO    20        13-       ECV: 7

23        PRE     13        14-       PRE Attack: 4½d6

10        COM   0          11-

16/22   PD       10        Total: 16/22 PD (0/6 rPD)

16/21   ED       10        Total: 16/21 ED (0/5 rED)

5          SPD     22        Phases: 3, 5, 8, 10, 12

12        REC    0

56        END    0

52        STUN  0

 

Movement

Running:         6"/12"

Leaping:          6"/12"

Swimming:      2"/4"

 

            AGILITY SKILLS

3          Breakfall 13-

0          Climbing 8-

0          Stealth 8-

 

            BACKGROUND SKILLS

0          AK: New York 8-

2          KS: Criminal World 11-

0          PS: Businessman 11-

0          TF: Automobiles

 

            COMBAT SKILLS

20        Skilled Combatant: +4 with HTH Combat

 

            INTELLECT SKILLS

0          Concealment 8-

3          Deduction 13-

0          Paramedics 8-

0          Shadowing 8-

 

            INTERACTION SKILLS

0          Acting 8-

3          Bribery 14-

3          Bureaucratics 14-

3          Conversation 14-

3          High Society 14-

3          Oratory 14-

3          Persuasion 14-

3          Streetwise 14-

 

3          Linguist

0          Language: English (completely fluent; literate)

1          Language: ASL (basic conversation)

1          Language: Japanese (fluent conversation)

1          Language: Mandarin (fluent conversation)

1          Language: Russian (fluent conversation)

 

            Perks

60        Kingpin's Syndicate: 1024x Followers

11        Money: Filthy Rich (over $17M available at any given time)

 

            Talents

16        Vanessa!: Enraged Fury

            [Aid +11 STR [Standard] and 25% PD Damage Reduction (STUN Only); only while Enraged]

 

WRESTLING / DIRTY FIGHTING

 

            Maneuver                   OCV   DCV   Notes

4          Chin Block                  +2        +2        Block, Abort

4          Backhand                    +0        +2        10d6 Strike

3          Slam                            +0        +1        8d6 +v/5, Target Falls

4          Escape                         +0        +0        55 STR vs. Grabs

4          Disarm                         -1         +1        Disarm; 50 STR to Disarm roll

3          Hold                            -1         -1         Grab Two Limbs, 50 STR for holding on

5          Roundhouse                -2         +1        12d6 Strike

4          Choke                          -2         +0        Grab One Limb; 3d6 NND

4          Kidney Blow               -2         +0        HKA 2d6

5          Hoist 'n' Heave            -2         -2         Grab Two Limbs, 30 STR to Throw

 

8          +2 HTH Damage Class(es)

 

POWERS

 

10        Kevlar Suit: Armor (6 PD/5 ED); IAF (-1/2), Real Armor (-1/4)

10        Heavy: Knockback Resistance -5"

 

189      Characteristics

211      Powers & Skills

400      Total Points

 

200+    Disadvantages

15        Dependent NPC: Vanessa Marianna 11- (Normal)

15        Enraged: Vanessa Threatened (Uncommon), go 14-, recover 14-

15        Hunted: FBI 8- (Less Pow; NCI; PC has a Public ID; Arrest)

15        Hunted: NYPD 8- (Less Pow; NCI; PC has a Public ID; Arrest)

5          Hunted: Daredevil 8- (As Pow; Limited Geographical Area; Capture)

5          Hunted: The Hand 8- (As Pow; NCI; Watching)

20        Psych Limitation: Driven to Rule New York Criminal World (Very Common; Strong)

20        Psych Limitation: No Qualms About Killing (Very Common; Strong)

10        Psych Limitation: Arrogant (Common; Moderate)

20        Reputation: Ruthless Crime Lord, 14-; +3/+3d6 (Extreme)

10        Social Limitation: Public ID (Frequently; Minor)

 

            Experience

50        Experience Points

 

200      Base (Standard)

150      Disadvantages

50        Experience

400      Total Cost

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That wraps up Season 1 of Daredevil.  Stick only made a brief appearance here, and I am still percolating my write up Madame Gao.  Looking for suggestions.

 

Next up...  Season 1 of Jessica Jones.  Only four characters of note here.  One big character won't be complete until Season 3.  I will start with

 

Jeryn "Jeri" Hogarth

 

Val      Char   Cost    Roll     Notes

8          STR     -2         11-       Lift 76kg; 1½d6

10        DEX    0          11-       OCV: 3 / DCV: 3

11        CON   2          11-

11        BODY 2          11-

23        INT     16        14-       PER Roll 14-

18        EGO    16        13-       ECV: 6

18        PRE     8          13-       PRE Attack: 3½d6

10        COM   0          11-

2          PD       0          Total: 2 PD (0 rPD)

2          ED       0          Total: 2 ED (0 rED)

2          SPD     0          Phases: 6, 12

4          REC    0

22        END    0

21        STUN  0

 

Movement

Running:         6"/12"

Leaping:          1"/2"

Swimming:      2"/4"

 

            AGILITY SKILLS

0          Climbing 8-

0          Stealth 8-

             

            BACKGROUND SKILLS

0          AK: Hell's Kitchen 8-

4          KS: Law 15-

0          Language: English (idiomatic)

4          PS: Attorney 15-

0          TF: Automobiles

             

            COMBAT SKILLS

1          WF: Handguns

             

            INTELLECT SKILLS

0          Concealment 8-

3          Deduction 14-

0          Paramedics 8-

0          Shadowing 8-

3          Tactics 14-

             

            INTERACTION SKILLS

3          Acting 13-

3          Bureaucratics 13-

0          Conversation 8-

3          High Society 13-

3          Oratory 13-

3          Persuasion 13-

3          Seduction 13-

 

            Perks

1          Fringe Benefit: License to practice Law

1          Fringe Benefit: Partner: Hogarth & Associates

5          Money: Well Off (over $500K annual salary)

6          Reputation: Has Never Lost a Case (A large group) 14-, +2/+2d6

 

24        Characteristics

46        Powers & Skills

88        Total Points

 

25+      Disadvantages

0          Normal Characteristic Maxima

15        Psychological Limitation: Questionable Ethics - Amoral (Common; Strong)

10        Psychological Limitation: Cold and ruthless (Common; Moderate)

 

            Experience

38        Experience Points

 

25        Base (Skilled Normal)

25        Disadvantages

38        Experience

88        Total Cost

 

 

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Here is my version of

 

Jessica Jones

 

Val      Char   Cost    Roll     Notes

40        STR     30        17-       Lift 6400kg; 8d6 [8]

20        DEX    30        13-       OCV: 7/DCV: 7

28        CON   36        15-

18        BODY 16        13-

18        INT     8          13-       PER Roll 13-

18        EGO    16        13-       ECV: 6

18        PRE     8          13-       PRE Attack: 3½d6

10        COM   0          11-

8/12     PD       0          Total: 8/12 PD (0/4 rPD)

8/12     ED       2          Total: 8/12 ED (0/4 rED)

4          SPD     10        Phases: 3, 6, 9, 12

14        REC    0

56        END    0

52        STUN  0

 

Movement

Running:         7"/14"

Leaping:          38"/76"

Swimming:      2"/4"

 

            SKILL LEVELS

15        Expert PI: +5 with with Criminology, Deduction, and Shadowing

           

            AGILITY SKILLS

3          Breakfall 13-

0          Climbing 8-

0          Stealth 8-

3          Defender: Teamwork 13-

           

            BACKGROUND SKILLS

0          AK: New York 8-

0          Language: English (completely fluent; literate)

3          PS: Private Detective 13-

0          TF: Automobile

           

            COMBAT SKILLS

10        +2 with HTH Combat

1          WF: Handguns

           

            INTELLECT SKILLS

0          Concealment 8-

3          Criminology 13-

3          Deduction 13-

3          Forensic Medicine 13-

3          Hoist 13-

3          Paramedics 13-

3          Security Systems 13-

3          Shadowing 13-

           

            INTERACTION SKILLS

0          Acting 8-

3          Conversation 13-

3          Interrogation 13-

0          Persuasion 8-

 

            Perks

5          AKA Jeri: Contact: Jeri Hogarth (has significant Contacts, has useful resources, Good relationship) 11-

4          AKA Patsy: Contact: Trish Walker (Very Good relationship) 11-

2          AKA Private Eye: Fringe Benefit: Private Investigator License

3          AKA Alias Investigations: Reputation: Enhanced Private Eye (A medium-sized group) 11-, +3/+3d6

 

            Talents

6          Expert Combatant: Combat Luck (3 PD/3 ED)

5          Healing Factor: Rapid Healing [Heal 1 BODY per hour of rest]

 

Brawling

 

            Maneuver                   OCV   DCV   Notes

4          Block                           +2        +2        Block, Abort

4          Disarm                         -1         +1        Disarm; 60 STR to Disarm roll

5          Hoist 'n' Heave            -2         -2         Grab Two Limbs, +20 STR to Throw

4          Low Blow                   -1         +1        3d6 NND

4          Punch                          +0        +2        12d6 Strike

5          Roundhouse                -2         +1        14d6 Strike

3          Tackle                          +0        +0        2d6 +v/5; You Fall, Target Falls

3          Throw                          +0        +1        10d6 +v/5, Target Falls

5          Knee Strike                 -2         +1        14d6 Strike

 

8          +2 HTH Damage Class(es)

 

POWERS

 

30        Physical Damage Reduction, Resistant, 50%

30        Energy Damage Reduction, Resistant, 50%

 

35        Guided Falling: Leaping +30" (38" forward, 19" upward) (Accurate)          3

           

           

10        Mental Defense (14 points total)

2          Running +1" (7" total)            1

1          Leather Jacket: Armor (1 PD/1 ED); Jacket (Locations 9-13; -1¼), OAF (-1), Real Armor (-¼)

 

156      Characteristics

240      Powers & SkillS

396      Total Points

 

200+    Disadvantages

30        Dependent NPC: Jessica's Building Tenants 8- (Normal; Group DNPC: x16 DNPCs)

10        Dependent NPC: Trish Walker 14- (Slightly Less Powerful; Useful Noncombat Position)

10        Dependent NPC: Malcolm Ducasse 11- (Normal; Useful Noncombat Position or Skills)

15        Hunted: The Hand 8- (Less Pow; NCI; PC is otherwise very easy to find; Harshly Punish)

10        Hunted: NYPD 8- (Mo Pow; NCI; Watching)

10        Physical Limitation: Alcoholic (Frequently; Slightly Impairing)

20        Psychological Limitation: Protective of Others (Very Common; Strong)

15        Psychological Limitation: Rude and Abrasive (Very Common; Moderate)

15        Psychological Limitation: Does not Trust Others (Common; Strong)

10        Public ID: Jessica Jones (Frequently (11-), Minor

5          Reputation: Mean & Enhanced Private Eye, 8-

 

            Experience

46        Experience Points

 

200      Base (Standard)

150      Disadvantages

46        Experience

396      Total Cost

 

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Kevin Thompson / Kilgrave was difficult to build - I broke all AP rules you might employ in a campaign... this is balanced out by the fact that without his virus he has only his wits to protect him.

 

Kevin Thompson / Kilgrave

 

 

Val      Char   Cost    Roll     Notes

 

10        STR     0          11-       Lift 100kg; 2d6

14        DEX    12        12-       OCV: 5/DCV: 5

13        CON     6        13-

11        BODY  2         12-

23        INT     13        14-       PER Roll 14-

23        EGO    26        14-       ECV: 8

23        PRE     13        14-       PRE Attack: 4½d6

10        COM   0          11-

4          PD       2          Total: 4 PD (0 rPD)

4          ED       1          Total: 4 ED (0 rED)

5          SPD     26        Phases: 3, 5, 8, 10, 12

6          REC    0

36        END    0

27        STUN  0

 

 

 

Movement

 

Running:         6"/12"

Leaping:          2"/4"

Swimming:      2"/4"

 

 

            SKILL LEVLES

40        Minor Mind Control: +8 with Interaction Skills

6          Master of Mind Control: +6 ECV with Mind Control

 

 

            AGILITY SKILLS

 

0          Climbing 8-

0          Stealth 8-

 

 

            BACKGROUND SKILLS

 

0          AK: Manchester, England 8-

0          Language: English (completely fluent; literate)

 

 

            INTELLECT SKILLS

 

0          Concealment 8-

3          Deduction 14-

3          Lipreading 14-

0          Paramedics 8-

0          Shadowing 8-

3          Tactics 14-

 

 

            INTERACTION SKILLS

 

0          Acting 8-

3          Bureaucratics 14-

3          Conversation 14-

3          High Society 14-

3          Interrogation 14-

3          Persuasion 14-

3          Streetwise 14-

             

            Perks

3          Anonymity

10        Money: Wealthy (Can ‘get’ as much as he wants, when he wants)

 

 

            Talents

15        Lightning Reflexes: +15 DEX to act first with Mind Control

 

 

POWERS

 

 

 

[48]      Microparticle Virus [Original]: Mind Control 13d6 (standard effect: 39 points), Reduced END (0 END; +½), Area of Effect (10"; +1); Selective (+¼); No Range (-½), Blocked by Solids (-½), Only Operates at EGO+30 Level (-½), Wears off after 12 Hours (-½), Does Not Provide Mental Awareness (-¼), Target must Hear and Understand Commands (-½)

             

69        Advanced Microparticle Virus: Mind Control 17d6 (standard effect: 51 points), Reduced END (0 END; +½), Area of Effect (52"; +1½), Selective (+¼); No Range (-½), Blocked by Solids (-½), Only Operates at EGO+30 level (-½), Wears Off After 24 Hours (-¼), Does Not Provide Mental Awareness (-¼), Target must Hear and Understand Commands (-½)

 

 

101      Characteristics

 

183      Powers & Skills

 

271      Total Points

 

 

 

150+    Disadvantages

35        Enraged: Does not get his way (Very Common), go 14-, recover 8-

5          Hunted: Jessica Jones 8- (As Pow; Limited Geographical Area; Harshly Punish)

20        Psychological Limitation: No Moral Compass or Conscious (Very Common; Strong)

15        Psychological Limitation: No Qualms About Killing (Common; Strong)

10        Psychological Limitation: Arrogant Prick (Uncommon; Strong)

5          Psychological Limitation: In Love with Jessica Jones (Uncommon; Moderate)

10        Social Limitation: Does Not Know How To Work With Others (Frequently; Minor)

 

 

            Experience

 

21        Experience Points

 

 

150      Base (Low Powered)

 

100      Disadvantages

 

21        Experience

 

271      Total Cost

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Here is Will Simpson, Army Vet, NYPD officer, and IGH Merc... in the comics, he goes by Nuke.

 

Will Simpson / Nuke

 

Val      Char   Cost    Roll     Notes

15/30   STR     5          12- / 15-          Lift 200kg/1600kg; 3d6/6d6 [3/6]

17        DEX    21        12-                   OCV: 6/DCV: 6

18/25   CON   16        13- / 14-

13/20   BODY 6          12- / 13-

13        INT     3          12-                    PER Roll 12-

14        EGO    8          12-                   ECV: 5

18        PRE     8          13-                   PRE Attack: 3½d6

10        COM   0          11-

8/11     PD       5          Total: 8/14 PD (3 rPD)

10/11   ED       6          Total: 10/14 ED (3 rED)

4          SPD     13        Phases: 3, 6, 9, 12

7/18     REC    0

36/50   END    0

30/64   STUN  0

 

Movement

Running:         6"/12"

Leaping:          3"/6"

Swimming:      2"/4"

 

 

            AGILITY SKILLS

0          Climbing 8-

3          Fast Draw 12-

3          Stealth 12-

 

            BACKGROUND SKILLS

0          AK: New York 8-

0          Language: English (completely fluent; literate)

2          PS: Police Officer 11-

2          US Army Vet: PS: Solder 11-

0          TF: Automobiles

 

            COMBAT SKILLS

24        Expert Combatant: +4 with HTH and Ranged Combat

2          WF: Small Arms

 

            INTELLECT SKILLS

3          Concealment 12-

0          Deduction 8-

3          Demolitions 12-

0          Paramedics 8-

3          Security Systems 12-

3          Shadowing 12-

3          Tactics 12-

 

            INTERACTION SKILLS

0          Acting 8-

0          Conversation 8-

3          Interrogation 13-

3          Streetwise 13-

 

            Perks

2          Fringe Benefit: NYPD Police Powers

 

            Talents

6          Combat Luck (3 PD/3 ED)

6          Lightning Reflexes: +6 DEX to act first with Handguns

 

 

Combat Training

 

            Maneuver                   OCV   DCV   Notes

4          Block                           +2        +2        Block, Abort

4          Disarm                         -1         +1        Disarm; 25 STR / 40 STR to Disarm roll

4          Punch                          +0        +2        5d6 / 8d6 Strike

5          Roundhouse                -2         +1        7d6 / 10d6 Strike

3          Tackle                          +0        +0        +v/5; You Fall, Target Falls

3          Throw                          +0        +1        3d6 / 6d6 +v/5, Target Falls

 

 

POWERS

 

            COMBAT ENHANCERS: OAF (Pills; -1), Side Effects (Irrational Thinking; -½)

6          1) Enhanced Strength: +15 STR

6          2) Enhanced Stamina: +7 CON

6          3) Enhanced Stamina: +7 BODY

6          4) Decreased Sense of Pain: +15 STUN

6          5) Regenerative Healing Factor: +7 REC

6          6) Regenerative Healing Factor: Physical Damage Reduction, Resistant, 25%

           

9          Glock 19: RKA 1d6+2, +1 OCV; STR Min (9, Cannot Add/Subtract Damage; -1), OAF (Pistol; -1), Real Weapon (-¼), Beam (-¼), 19 Charges (-0)

 

91        Characteristics

139      Powers & Skills

230      Total Points

 

 

150+    Disadvantages

20        Hunted: IGH 14- (As Pow; NCI; PC is very easy to find; Watching)

15        Physical Limitation: Addicted to Combat Enhancers (All the Time; Slightly Impairing)

10        Dependence: Combat Enhancers; 2d6 Damage (Difficult to Obtain; 6 Hours)

5          Dependence: Combat Enhancers; Weakness: -3 To Char/Skill Rolls (Difficult to Obtain; 6 Hours)

20        Psychological Limitation: No Qualms about Killing (Very Common; Strong)

 

            Experience

10        Experience Points

 

150      Base (Low-Powered)

70        Disadvantages

10        Experience

230      Total Cost

 

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Starting in on Luke Cage, Season 1.  Here is the short-term owner of Harlem's Paradise, Cornell Stokes.  DO NOT call him Cottonmouth.

 

Cornell Stokes / Cottonmouth

 

Val      Char   Cost    Roll     Notes

13        STR     3          12-       Lift 152kg; 2½d6 [3]

14        DEX    12        12-       OCV: 5 / DCV: 5

18        CON   16        13-

12        BODY 4          11-

18        INT     8          13-       PER Roll 13-

17        EGO    14        12-       ECV: 6

18        PRE     8          13-       PRE Attack: 3½d6

10        COM   0          11-

5          PD       2          Total: 5 PD (0 rPD)

6          ED       2          Total: 6 ED (0 rED)

3          SPD     6          Phases: 4, 8, 12

7          REC    0

36        END    0

28        STUN  0

 

Movement

Running:         6"/12"

Leaping:          2"/4"

Swimming:      2"/4"

 

             

            AGILITY SKILLS

0          Climbing 8-

0          Stealth 8-

             

            BACKGROUND SKILLS

0          AK: Harlem 8-

0          Language: English (completely fluent; literate)

2          Musical Gift: Piano / Organ 11-

0          PS: Gangster 11-

0          TF: Automobiles

             

            COMBAT SKILLS

2          +1 with Handguns

1          WF: Handguns

             

            INTELLECT SKILLS

0          Concealment 8-

3          Deduction 13-

0          Paramedics 8-

0          Shadowing 8-

             

            INTERACTION SKILLS

0          Acting 8-

3          Bribery 13-

3          Conversation 13-

3          High Society 13-

3          Interrogation 13-

3          Persuasion 13-

3          Seduction 13-

3          Streetwise 13-

3          Trading 13-

 

            Perks

20        Stokes Gang: 16x Followers

7          Money: Wealthy (Can get access to $2M in short amount of time)

7          Harlem's Paradise: Base

 

            Talents

3          Perfect Pitch

 

 

POWERS

 

3          Stokes' Revolver (S&W Model 64): RKA 1d6; STR Min (7, Cannot Add/Subtract Damage; -1), OAF (Pistol; -1), 6 Charges (-3/4), Real Weapon (-¼), Beam (-¼)

             

9          Glock 19: RKA 1d6+2, +1 OCV,; STR Min 9 (9, Cannot Add/Subtract Damage; -1), OAF (Pistol; -1), Real Weapon (-¼), Beam (-¼), 19 Charges (-0)

 

75        Characteristics

81        Powers & Skills

156      Total Points

 

 

75+      Disadvantages

5          Enraged: Disrespected (Uncommon), go 8-, recover 14-

15        Watched: Harlem PD 8- (Mo Pow; NCI; Always at Harlem's Paradise)

10        Hunted: Other Crime Bosses 8- (As Pow; Always at Harlem's Paradise; Harshly Punish)

15        Psychological Limitation: Arrogant (Common; Strong)

10        Psychological Limitation: No Problem Killing (Common; Moderate)

15        Reputation: Deadly Crime Boss, 14- (Extreme; Known Only to A Small Group)

5          Rivalry: Professional (Domingo Colon; As Powerful; Seek to Humiliate; Rival Aware)

 

            Experience

6          Experience Points

 

75        Base (Skilled Normal)

75        Disadvantages

6          Experience

156      Total Cost

 

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Harlem PD Officer  Misty Knight

 

Misty Knight

 

Val      Char   Cost    Roll     Notes

10/40   STR     0          11- / 17-          Lift 100kg; 2d6/8d6

20        DEX    30        13-                   OCV: 7 / DCV: 7

18        CON   16        13-

13        BODY 6          12-

23        INT     13        14-                   PER Roll 14-

18        EGO    16        13-                   ECV: 6

18        PRE     8          13-                   PRE Attack: 3 1/2d6

10        COM   0          11-

2/18     PD       0          Total: 2/18 PD (0/10 rPD)

4/14     ED       0          Total: 4/14 ED (0/10 rED)

4          SPD     10        Phases: 3, 6, 9, 12

6/12     REC    0

36        END    0

27/42   STUN  0

 

Movement

Running:         6"/12"

Leaping:          2"/4"

Swimming:      2"/4"

 

            SKILL LEVELS

6          Expert Detective: +2 with Criminology, Deduction, and Interrogation

 

            AGILITY SKILLS

0          Climbing 8-

3          Fast Draw 13-

0          Stealth 8-

             

            BACKGROUND SKILLS

0          AK: Harlem 8-

0          Language: English (completely fluent; literate)

2          Language: Spanish (fluent conversation)

0          PS: Police Officer 11-

0          TF: Automobiles

             

            COMBAT SKILLS

8          Expert Marksman: +4 OCV with Handguns

6          Expert Martial Artist: +2 with Martial Maneuvers

1          WF: Handguns

             

            INTELLECT SKILLS

0          Concealment 8-

3          Criminology 14-

3          Deduction 14-

0          Paramedics 8-

3          Shadowing 14-

             

            INTERACTION SKILLS

0          Acting 8-

3          Conversation 13-

3          Interrogation 13-

3          Seduction 13-

 

            Perks

2          Fringe Benefit: NYPD Police Powers

1          Fringe Benefit: Weapon Permit (where appropriate)

 

 

POLICE TRAINING

             

            Maneuver       OCV   DCV   Notes

3          Akido Throw   +0        +1        2d6 / 8d6 +v/5, Target Falls

4          Boxing Cross  +0        +2        4d6 / 10d6 Strike

4          Judo Disarm    -1         +1        Disarm; 20 STR / 50 STR to Disarm roll

4          Kung Fu Block            +2        +2        Block, Abort

 

POWERS

 

            Cybernetic Arm [OIF (-½), Real Device (-¼)]

11        1) Armor (10 PD/10 ED); Only with Block Maneuver (-1)

16        2) +30 STR, Reduced end (0 END; +½); Not for Lifting (-1)

             

            Glock 17: RKA 1d6+2, +1 OCV, +1 RMod; STR Min (9, Cannot Add/Subtract Damage; -1), OAF (Pistol; -1), Real Weapon (-¼), Beam (-¼), 19 Charges (-0)

 

99        Total Characteristics

89        Total Powers & Skills

188      Total Points

 

 

75+      Disadvantages

10        Dependence: Requires Repairs / Fine Tuning; -30 AP from Cybernetic Arm (Only at Rand Facility; 1 / Week)

10        Dependent NPC: Current Partner at Harlem PD 14- (Slightly Less Powerful; Useful NC Skills)

10        Distinctive Features: Cybernetic Arm (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)

15        Psychological Limitation: Driven to Solve Crime (Common; Strong)

10        Psychological Limitation: Selfless (Common; Moderate)

5          Reputation: Bulldog Investigator, 11- (Organized Crime) +2/+2d6

15        Watched: NYPD 8- (Mo Pow; NCI; Very easy to find)

 

            Experience

38        Experience Points

 

75        Base (Skilled Normal)

75        Disadvantages

38        Experience

188      Total Cost

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The Protector of Harlem...

 

Luke Cage

 

 

Val      Char   Cost    Roll     Notes

 

40        STR     30        17-       Lift 6400kg; 8d6 [8]

20        DEX    30        13-       OCV: 7 / DCV: 7

33        CON   46        16-

23        BODY 26        14-

18        INT     8          13-       PER Roll 13-

17        EGO    14        12-       ECV: 6

28        PRE     18        15-       PRE Attack: 5½d6

10        COM   0          11-

26        PD       18        Total: 26 PD (26 rPD)

26        ED       19        Total: 26 ED (26 rED)

4          SPD     10        Phases: 3, 6, 9, 12

15        REC    0

66        END    0

60        STUN  0

 

 

 

Movement

 

Running:         9"/18"

Leaping:          8"/16"

Swimming:      2"/4"

 

 

 

 

            AGILITY SKILLS

 

3          Breakfall 13-

3          Climbing 13-

0          Stealth 8-

3          Defender: Teamwork 13-

             

            BACKGROUND SKILLS

 

2          Home Town: CK: Savannah, Georgia 11-

2          My Town: CK: Harlem 11-

2          A Black Man: KS: Civil Rights 11-

2          Ex-Cop: KS: Police Procedures 11-

2          Sports Fan: KS: Professional Sports 11-

0          Language: English (completely fluent; literate)

2          Luke's bar: PS: Bartending 11-

2          Ex-Cop: PS: Police Officer 11-

0          TF: Automobiles

             

            COMBAT SKILLS

 

4          +4 with Head Slap

10        +2 with HTH Combat

5          Rapid Attack (HTH)

             

            INTELLECT SKILLS

 

3          Concealment 13-

3          Criminology 13-

3          Deduction 13-

3          Hoist 13-

0          Paramedics 8-

0          Shadowing 8-

3          Strength Tricks: Power 13-

             

            INTERACTION SKILLS

 

0          Acting 8-

3          Conversation 15-

3          High Society 15-

3          Oratory 15-

3          Shadowing 13-

3          Streetwise 15-

 

 

            Perks

4          Harlem's Protector: Reputation: Will Protect Citizens of Harlem (Harlem) 11-, +2/+2d6

 

 

            Talents

5          You Don't Frighten Me: Resistance (5 points)

 

 

 

 

BOXING

 

 

 

            Maneuver                   OCV   DCV   Notes

3          Jab                               +2        +1        9d6 Strike

4          Cross                           +0        +2        11d6 Strike

5          Hook                           -2         +1        13d6 Strike

3          Martial Grab               -1         -1         Grab Two Limbs, 55 STR for holding on

4          Head Slap                    -1         +1        2 1/2d6 NND

                        Notes: Automatically Targets head [Loc 3-5]; No Effect if Target as rPD there.

 

 

4          +1 HTH Damage Class(es)

 

 

 

 

POWERS

 

 

32        Unbreakable Skin: Damage Resistance (26 PD/26 ED), Hardened (+1/4)

10        Unbreakable Skin: Lack Of Weakness (-10) for Normal Defense

10        I Saw That Coming: Knockback Resistance -5"

6          Athletic: Running +3" (9" total)         1

1          Iron Lungs: LS (Extended Breathing: 1 END per Turn)

 

 

219      Characteristics

 

163      Powers & Skills

 

382      Total Points

 

 

 

200+    Disadvantages

20        Dependent NPC: Residents of Harlem 8- (Normal; Group DNPC: x4 DNPCs)

10        Dependent NPC: Claire Temple 11- (Normal; Useful NC Position or Skills)

5          Dependent NPC: Misty Knight 11- (Slightly Less Powerful; Useful NC Position or Skills)

10        Hunted: Willis Striker 8- (Less Pow; PC has a Public ID; Harshly Punish)

15        Hunted: Criminals of Harlem 11- (Less Pow; NCI; Limited Geographical Area; PC has a Public ID; Harshly Punish)

20        Psychological Limitation: Protective of the people of Harlem (Very Common; Strong)

20        Psychological Limitation: Overconfident (Very Common; Strong)

10        Psychological Limitation: Running from the Past (Common; Moderate)

10        Reputation: Harlem's Protector, 11-

10        Social Limitation: Public ID (Frequently (11-), Minor

10        Social Limitation: Black man in a white world (Frequently; Minor)

             

            Experience

42        Experience Points

 

 

200      Base (Standard)

 

140      Disadvantages

 

42        Experience

 

382      Total Cost

 

 

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