Jump to content

Need a name.


Enforcer84

Recommended Posts

By the way, here he is.Gold TalonPlayer: NPC; Member of the Dynasty

Val Char Cost
15 STR 5
20 DEX 30
20 CON 20
13 BODY 6
20 INT 10
20 EGO 20
20 PRE 10
12 COM 1
8/18 PD 5
8/18 ED 4
5 SPD 20
10 REC 6
40 END 0
40 STUN 9
6" RUN02" SWIM03" LEAP0Characteristics Cost: 146
Cost Power END
37 Aslan Model Variable Ion Assault Rifle: Multipower, 75-point reserve, (75 Active Points); all slots OAF (-1)
3u 1) Ion Bomb: EB 10d6, Explosion (+1/2) (75 Active Points); OAF (-1), 8 Charges (-1/2) [8]
3u 2) Ion Burst Blaster: EB 7d6, Autofire (5 shots; +1/2), 4 clips of 32 Charges (+1/2) (70 Active Points); OAF (-1) [32]
4u 3) Ion Pulse Blaster: EB 12d6, 32 Charges (+1/4) (75 Active Points); OAF (-1) [32]
20 Combat Armor: Armor (10 PD/10 ED) (30 Active Points); OIF (-1/2) 0
6 Eagle Eye: +4 versus Range Modifier for Sight Group 0
16 Flight Harness: Flight 10", x4 Noncombat, Reduced Endurance (0 END; +1/2) (37 Active Points); Fuel Dependent (fuel is Very Common; must refuel Once per 6 Hours; -3/4), OIF (-1/2) 0
10 Heat Sight: IR Perception (Sight Group), Tracking 0
3 Super Hearing: Ultrasonic Perception (Hearing Group) 0
27 Tactical View: +9 PER with all Sense Groups 0
7 Uniform Comlink: Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-1/2) 0
Powers Cost: 136
Cost Martial Arts Maneuver
Commando Training
3 1) Akido Throw: 1/2 Phase, +0 OCV, +1 DCV, 3d6 +v/5, Target Falls
4 2) Boxing Cross: 1/2 Phase, +0 OCV, +2 DCV, 5d6 Strike
4 3) Choke: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND
4 4) Escape: 1/2 Phase, +0 OCV, +0 DCV, 30 STR vs. Grabs
4 5) Hold: 1/2 Phase, -1 OCV, -1 DCV, Grab Three Limbs, 10 STR for holding on
4 6) Judo Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 25 STR to Disarm roll
4 7) Karate "Chop": 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6
4 8) Kung Fu Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
1 9) Weapon Element: Clubs
1 10) Weapon Element: Knives
Martial Arts Cost: 33
Cost Skill
5 +1 with HTH Combat
6 +2 With Multipower
25 +5 with Ranged Combat
10 Penalty Skill Levels: +5 vs. Range Modifier with Firearms
3 Analyze: Combat 13-
3 Breakfall 13-
3 Climbing 13-
3 Combat Driving 13-
3 Concealment 13-
5 Defense Maneuver I-II
3 Demolitions 13-
3 Fast Draw 13-
3 Interrogation 13-
3 Mechanics 13-
3 Scholar
1 1) KS: Arms Dealers (2 Active Points) 11-
2 2) KS: Recognize Weapon Quality (3 Active Points) 13-
1 3) KS: Small Unit Tactics (2 Active Points) 11-
1 4) KS: The Arms Industry (2 Active Points) 11-
2 5) KS: The Military/Mercenary/Terrorist World (3 Active Points) 13-
1 6) KS: The Superhero World (2 Active Points) 11-
3 Security Systems 13-
3 Shadowing 13-
3 Stealth 13-
8 Survival (Temperate/Subtropical, Tropical, Mountain, Urban) 13-
2 Systems Operation (Communications Systems) 13-
3 Tactics 13-
3 Teamwork 13-
3 Tracking 13-
2 WF: Small Arms
5 Weaponsmith (Firearms, Missiles & Rockets, Muscle-Powered HTH, Muscle-Powered Ranged) 13-
Skills Cost: 124
Cost Perk
5 Contact: The Warlord (Contact has extremely useful Skills or resources, Good relationship with Contact) 8-
6 Contact: ARGENT (Contact has useful Skills or resources), Organization Contact (x3) (6 Active Points) 8-
1 Fringe Benefit: International Driver's License
1 Fringe Benefit: Passport
3 Fringe Benefit: Membership: Dynasty
Perks Cost: 16
Cost Talent
20 Danger Sense (self only, out of combat, Function as a Sense, Intuitional) 16-
Talents Cost: 20
Val Disadvantages
10 Distinctive Features: Style Limitation (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)
5 Hunted: Golden Dragon Fist (Hong Kong Hero - OR PC?) 8- (As Pow, Limited Geographical Area, Harshly Punish)
20 Hunted: Tiger Squad 8- (Mo Pow, NCI, Harshly Punish)
20 Hunted: UNTIL 8- (Mo Pow, NCI, Harshly Punish)
15 Psychological Limitation: Doesn't like to harm innocents (Common, Strong)
15 Psychological Limitation: Code of the Mercenary (will do the job or die trying) (Common, Strong)
10 Psychological Limitation: Gun Nut (Common, Moderate)
15 Psychological Limitation: Gunslinger Mentality (Common, Strong)
10 Reputation: Feared Gunman, 11-
10 Rivalry: Professional (Laser; Rival is As Powerful; Seek to Harm or Kill Rival; Rival Aware of Rivalry)
15 Social Limitation: Public Identity; Jay Welsh (Frequently, Major)
5 Unluck: 1d6
Disadvantage Points: 150

Base Points: 200Experience Required: 125Total Experience Available: 125Experience Unspent: 0Total Character Cost: 475

Height: 1.69 m Hair: Black
Weight: 83.00 kg Eyes: Blue
Appearance: Thinks he's in a John Woo film. Long black coat, (armored) black combat uniform benieth (also armored), Golden combat boots, black, fingerless gloves, and a golden domino mask. His weapon is metallic black. He has a golden Rooster etched on the back of his jacket. The flight harness is worn under the coat. It is gunmetal gray with black strapping at his chest, shoulders, and thighs.Personality: A professional mercenary with a firearm fixation. He does his job well. Fights the good fight and enjoys the perks. He knows that his boss won't hesitate to leave him to rot if he fails so he tends to have a backup escape route planned.Quote:"I am the King baby."Background: Jay Welsh loves guns. He joined the gun club when he was eleven, won marksman competitions since he was twelve, and joined the military out of highschool. He left the army to work for a gun manufacturer but found that he wanted more with his life. He joined a mercenary outfit and fought in South America, Asia, Europe, and the Middle East. Bright but unconcerned with others, he never really picked up the local cultures or languages, he just went from unit to unit, finding someone who spoke english. He worked with the Warlord early in the ultra arms dealer's career and they actually get along quite well. Jay decided that he wanted to hit the "Big Time" and be a named merc. He found an arms dealer that needed an enforcer/technician and began to develop his own gun. Once that was done, he began training himself.

Ready to hit the big time, he left the employ of the arms dealer and looked for someone who would take a chance on a new super criminal calling himself Gold Lion. His first and current employer was the Dynasty. Lead to him by a premonition from Jade Rabbit, Dragon OTSM offered Jay a long term gig, with good pay, benefits, and his own workshop. Jay took the job immediately. He was disappointed that he had to give up his Gold Lion personae for the easily mocked Rooster, but he just figures that if he makes an example of the guys that mock his name; word'll get around.

Powers/Tactics: A brilliant marksman with superkeen senses. He can see and track in infrared, hear high and low frequencies beyond the human norm and see at a much greater distance. His senses are superhumanly accurate and sneaking up on him is very difficult indeed. He also has some hand to hand combat skill.Campaign Use: A mercenary sniper. He is far more effective at a distance so he tends to stay there. If he's too nasty for your campaign, drop his senses a bit, and lower his attacks to the 60 point range. If he's not tough enough, add to his hand to hand ability and give him some more ammo or even more weapons.
Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...