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DC:TAS Campaign - C.O.P.S.


Game Show Man

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Recently, I found a DVD of a late 1980's cartoon I used to love called C.O.P.S. Set in the near future, the title is an acronym for the "Central Organization of Police Specialists," a group of police officers culled from around the country, all specialists in one or more areas of policework, to help take down a gang of crooks led by the Edward G. Robinson-ish Big Boss. In watching the series, I suddenly realized that C.O.P.S. might be a good idea for a DC:TAS campaign. Below is a write-up of team leader B.P. "Bulletproof" Vess. Vess is an F.B.I. agent called into help the Empire City Police stop Big Boss's gang, but he's nearly killed while trying to stop them. But a local cybernetics firm rebuilds his body, giving him a cybernetically enhanced torso, with a bulletproof outer shell (hence his codename), enhanced strength, and a small rack of mini-bombs. But Vess realizes he can't do it alone, so he forms the C.O.P.S. unit. The version of Bulletproof below has been changed for use in Hudson City, and the service revolver he uses on the show has been replaced with the FBI's current real-life service weapon, a SIG/SAUER P220 (at least I think that's their current sidearm; can anyone correct me here?). Bulletproof is built as a Very Powerful Hero (125/125), although the rest of C.O.P.S. can probably be done as Powerful Heroes (100/100). I invite you to add to this thread if you can. That said, here is...

 

Bulletproof

Player:

 

Val Char Cost
57 STR 2
14 DEX 12
15 CON 10
13 BODY 6
18 INT 8
14 EGO 8
18 PRE 8
12 COM 1
3/15 PD 1
3/15 ED 0
4 SPD 16
5 REC 0
30 END 0
27 STUN 0
6" RUN02" SWIM011" LEAP0Characteristics Cost: 72

 

Cost Power END
36 Cyborg Body: Multipower, 45-point reserve, all slots: (45 Active Points); IIF (-1/4)
3u 1) Strength Enhancers: +45 STR (45 Active Points); No Figured Characteristics (-1/2), IIF (-1/4) 9
2u 2) Bulletproof Shell: Armor (12 PD/12 ED), Hardened (+1/4) (45 Active Points); Hit Locations 10-11 only (-1), IIF (-1/4)
1u 3) Computer Link: Mind Link (Any Willing Target) (15 Active Points); Skin Contact Required (must plug in) (-1), Limited Class Of Minds (Computers only) (-1/2), Does Not Provide Mental Awareness (-1/4), IIF (-1/4)
2u 4) Mini-Shaped Charges: Killing Attack - Ranged 2d6 (vs. PD), Explosion (+1/2) (45 Active Points); OAF (-1), 6 Charges (-3/4)
Powers Cost: 44

 

Cost Martial Arts Maneuver
Commando Training
3 1) Aikido Throw: 1/2 Phase, +0 OCV, +1 DCV, STR +v/5, Target Falls
4 2) Boxing Cross: 1/2 Phase, +0 OCV, +2 DCV, STR +2d6 Strike
4 3) Escape: 1/2 Phase, +0 OCV, +0 DCV, +15 STR vs. Grabs
3 4) Hold: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +10 STR for holding on
4 5) Judo Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; +10 STR to Disarm roll
4 6) Kung Fu Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
Martial Arts Cost: 22

 

Cost Skill
Combat Skills
9 1) +3 with Commando Training
9 2) +3 with Small Arms
0 Acting 8-
0 AK: Washington D.C. 8-
2 AK: Hudson City 11-
3 Bureaucratics 13-
0 Climbing 8-
3 Combat Driving 12-
3 Combat Piloting 12-
3 Computer Programming 13-
0 Concealment 8-
3 Conversation 13-
7 Criminology 15-
7 Deduction 15-
3 Interrogation 13-
2 KS: Federal Criminal Law and Prodcedure 11-
2 KS: Law Enforcement World 11-
0 Language: English (native) (completely fluent; literate)
3 Paramedics 13-
0 Persuasion 8-
0 PS: FBI Agent 11-
6 SS: Criminology (INT-based) 16-
3 Shadowing 13-
0 Stealth 8-
3 Streetwise 13-
3 Systems Operation 13-
3 Tactics 13-
7 Teamwork 14-
0 TF: Helicopters, Small Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles
2 WF: Small Arms
Skills Cost: 86

 

Cost Perk
3 Fringe Benefit: Federal/National Police Powers
7 Fringe Benefit: Membership: FBI Special Agent in Charge
1 Fringe Benefit: Weapon Permit (where appropriate)
4 Contact (Mayor of Hudson City) (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has: very useful Skills or resources, Contact limited by identity) 8-
3 Reputation (badass crimefighter) (A medium-sized group; 11-) +3/+3d6
Perks Cost: 18

 

Cost Talent
5 Eidetic Memory
3 Lightning Calculator
Talents Cost: 8

 

Cost Equipment END
10 SIG/SAUER P220 .45 ACP: (Total: 36 Active Cost, 10 Real Cost) Killing Attack - Ranged 2d6 -1 (vs. ED), +1 STUN Multiplier (+1/4) (31 Active Points); STR Minimum 8 (-1/2), STR Min. Cannot Add/Subtract Damage (-1/2), OAF (-1), Beam (-1/4), Real Weapon (-1/4), 9 Charges (-1/4) (Real Cost: 8) plus +1 with OCV (5 Active Points); OAF (-1) (Real Cost: 2)
9 Handcuffs: Entangle 3d6, 6 DEF, Takes No Damage From Attacks All Attacks (+1/2) (67 Active Points); 1 Recoverable Charges (-1 1/4), Does Not Prevent The Use Of Accessible Foci (-1), Set Effect (Hands Only) (-1), OAF (-1), No Range (-1/2), Must Follow Grab or Target Must Be Willing (-1/2), Can Be Escaped Automatically With Modified Lockpicking or Contortionist Roll (-1/2), Cannot Form Barriers (-1/4)
3 Cell-Phone: High Range Radio Perception (Radio Group), 1 Continuing Fuel Charges (battery) lasting 6 Hours each (+0) (12 Active Points); Cellular-Phone Band Communications Only (-1), OAF (-1), Sense Affected As Sight and Hearing Group (-1/2), Sense Affected As Radio Group (-1/4)
Equipment costs shown above are for reference only, and are not included in Total Cost.

 

Total Character Cost: 250

 

Val Disadvantages
5 Distinctive Features: FBI Badge (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
5 Distinctive Features: Cyborged policeman (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
25 Floating Hunted: any organized crime group 11- (Mo Pow; Harshly Punish; Extensive Non-Combat Influence)
10 Hunted: FBI 8- (Mo Pow; Watching; Extensive Non-Combat Influence)
10 Hunted: Hudson City Police Department 8- (Mo Pow; Watching; PC has a Public ID or is otherwise very easy to find; Limited Geographical Area; Extensive Non-Combat Influence)
15 Psychological Limitation: Obssessed with Crimefighting (Common; Strong)
15 Reputation: relentless crimefighter 14-
20 Social Limitation: Subject to Orders (Very Frequently; Major)
20 Vulnerability: 2 x STUN Electro-Magnetic Attacks (Common)
0 Normal Characteristic Maxima

Disadvantage Points: 125

 

Base Points: 125

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

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Re: DC:TAS Campaign - C.O.P.S.

 

Personaly I would build the COPS as Low powered Supers (150+100)

 

The MP needs a major reworking, it should probably be an EC actualy...

 

It should also probably be "restrainable by other means" instead of IIF (But that is symantical)

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Re: DC:TAS Campaign - C.O.P.S.

 

Recently' date=' I found a DVD of a late 1980's cartoon I used to love called C.O.P.S. Set in the near future, the title is an acronym for the "Central Organization of Police Specialists," a group of police officers culled from around the country, all specialists in one or more areas of policework, to help take down a gang of crooks led by the Edward G. Robinson-ish Big Boss. In watching the series, I suddenly realized that C.O.P.S. might be a good idea for a DC:TAS campaign. Below is a write-up of team leader B.P. "Bulletproof" Vess. Vess is an F.B.I. agent called into help the Empire City Police stop Big Boss's gang, but he's nearly killed while trying to stop them. But a local cybernetics firm rebuilds his body, giving him a cybernetically enhanced torso, with a bulletproof outer shell (hence his codename), enhanced strength, and a small rack of mini-bombs. But Vess realizes he can't do it alone, so he forms the C.O.P.S. unit. [/quote']

When I read the first line, I thought 'Now why does that sounds familiar?' When I read the name "B.P 'BulletProof' Vess" I KNOW I've seen it and probably even liked it, but I still can't place it for the life of me.

 

THIS is why you don't date people > +- 10 years. They didn't watch the same cartoons as you did!! :)

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Re: DC:TAS Campaign - C.O.P.S.

 

Personaly I would build the COPS as Low powered Supers (150+100)

 

The MP needs a major reworking, it should probably be an EC actualy...

 

It should also probably be "restrainable by other means" instead of IIF (But that is symantical)

Okay. An EC it is. I had to reduce his Strength Enhancers to keep within the point limit, but here is the fixed version of...

 

Bulletproof

Player:

Val Char Cost
42 STR 2
14 DEX 12
15 CON 10
13 BODY 6
18 INT 8
14 EGO 8
18 PRE 8
12 COM 1
3/15 PD 1
3/15 ED 0
4 SPD 16
5 REC 0
30 END 0
27 STUN 0
6" RUN02" SWIM08" LEAP0Characteristics Cost: 72

Cost Power END
6 Cyborg Body: Elemental Control, 16-point powers, all slots: (8 Active Points); IIF (-1/4)
12 1) Strength Enhancers: +30 STR (30 Active Points); No Figured Characteristics (-1/2), IIF (-1/4) 6
3 2) Computer Link: Mind Link (Any Willing Target) (15 Active Points); Skin Contact Required (must plug in) (-1), Limited Class Of Minds (Computers only) (-1/2), Does Not Provide Mental Awareness (-1/4), IIF (-1/4)
12 3) Bulletproof Shell: Armor (12 PD/12 ED) (36 Active Points); Hit Locations 10-11 only (-1), IIF (-1/4)
11 4) Mini-Shaped Charges: Killing Attack - Ranged 2d6 (vs. PD), Explosion (+1/2) (45 Active Points); OAF (-1), 6 Charges (-3/4), No Range (-1/2)
Powers Cost: 44

Cost Martial Arts Maneuver
Commando Training
3 1) Aikido Throw: 1/2 Phase, +0 OCV, +1 DCV, STR +v/5, Target Falls
4 2) Boxing Cross: 1/2 Phase, +0 OCV, +2 DCV, STR +2d6 Strike
4 3) Escape: 1/2 Phase, +0 OCV, +0 DCV, +15 STR vs. Grabs
3 4) Hold: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +10 STR for holding on
4 5) Judo Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; +10 STR to Disarm roll
4 6) Kung Fu Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
Martial Arts Cost: 22

Cost Skill
Combat Skills
9 1) +3 with Commando Training
9 2) +3 with Small Arms
0 Acting 8-
0 AK: Washington D.C. 8-
2 AK: Hudson City 11-
3 Bureaucratics 13-
0 Climbing 8-
3 Combat Driving 12-
3 Combat Piloting 12-
3 Computer Programming 13-
0 Concealment 8-
3 Conversation 13-
7 Criminology 15-
7 Deduction 15-
3 Interrogation 13-
2 KS: Federal Criminal Law and Prodcedure 11-
2 KS: Law Enforcement World 11-
0 Language: English (native) (completely fluent; literate)
3 Paramedics 13-
0 Persuasion 8-
0 PS: FBI Agent 11-
6 SS: Criminology (INT-based) 16-
3 Shadowing 13-
0 Stealth 8-
3 Streetwise 13-
3 Systems Operation 13-
3 Tactics 13-
7 Teamwork 14-
0 TF: Helicopters, Small Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles
2 WF: Small Arms
Skills Cost: 86

Cost Perk
3 Fringe Benefit: Federal/National Police Powers
7 Fringe Benefit: Membership: FBI Special Agent in Charge
1 Fringe Benefit: Weapon Permit (where appropriate)
4 Contact (Mayor of Hudson City) (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has: very useful Skills or resources, Contact limited by identity) 8-
3 Reputation (badass crimefighter) (A medium-sized group; 11-) +3/+3d6
Perks Cost: 18

Cost Talent
5 Eidetic Memory
3 Lightning Calculator
Talents Cost: 8

Cost Equipment END
10 SIG/SAUER P220 .45 ACP: (Total: 36 Active Cost, 10 Real Cost) Killing Attack - Ranged 2d6 -1 (vs. ED), +1 STUN Multiplier (+1/4) (31 Active Points); STR Minimum 8 (-1/2), STR Min. Cannot Add/Subtract Damage (-1/2), OAF (-1), Beam (-1/4), Real Weapon (-1/4), 9 Charges (-1/4) (Real Cost: 8) plus +1 with OCV (5 Active Points); OAF (-1) (Real Cost: 2)
9 Handcuffs: Entangle 3d6, 6 DEF, Takes No Damage From Attacks All Attacks (+1/2) (67 Active Points); 1 Recoverable Charges (-1 1/4), Does Not Prevent The Use Of Accessible Foci (-1), Set Effect (Hands Only) (-1), OAF (-1), No Range (-1/2), Must Follow Grab or Target Must Be Willing Power loses about a third of its effectiveness (-1/2), Can Be Escaped Automatically With Modified Lockpicking or Contortionist Roll Power loses about a third of its effectiveness (-1/2), Cannot Form Barriers (-1/4)
3 Cell-Phone: High Range Radio Perception (Radio Group), 1 Continuing Fuel Charges (battery) lasting 6 Hours each (+0) (12 Active Points); Cellular-Phone Band Communications Only Power loses about half of its effectiveness (-1), OAF (-1), Sense Affected As Sight and Hearing Group (-1/2), Sense Affected As Radio Group (-1/4)
Equipment costs shown above are for reference only, and are not included in Total Cost.

Total Character Cost: 250

Val Disadvantages
5 Distinctive Features: FBI Badge (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
5 Distinctive Features: Cyborged policeman (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
25 Floating Hunted: any organized crime group 11- (Mo Pow; Harshly Punish; Extensive Non-Combat Influence)
10 Hunted: FBI 8- (Mo Pow; Watching; Extensive Non-Combat Influence)
10 Hunted: Hudson City Police Department 8- (Mo Pow; Watching; PC has a Public ID or is otherwise very easy to find; Limited Geographical Area; Extensive Non-Combat Influence)
15 Psychological Limitation: Obssessed with Crimefighting (Common; Strong)
15 Reputation: relentless crimefighter 14-
20 Social Limitation: Subject to Orders (Very Frequently; Major)
20 Vulnerability: 2 x STUN Electro-Magnetic Attacks (Common)
0 Normal Characteristic Maxima

Disadvantage Points: 125

Base Points: 125

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

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Re: DC:TAS Campaign - C.O.P.S.

 

The only problem with making them supers is that they're NOT supers. They're normals with lots of experience and access to high tech goodies. Witness Sgt. P.J. O'Malley, aka Longarm. He's nothing more than an experienced beat cop with a linegun (his Power Cuffs).

 

Longarm

Player:

Val Char Cost
14 STR 4
16 DEX 18
13 CON 6
14 BODY 8
15 INT 5
12 EGO 4
18 PRE 8
12 COM 1
3 PD 0
3 ED 0
2 SPD 0
6 REC 0
26 END 0
28 STUN 0
6" RUN02" SWIM02 1/2" LEAP0Characteristics Cost: 54

Cost Power END
15 Power Cuffs: Multipower, 30-point reserve, all slots: (30 Active Points); OAF (-1)
1u 1) Capture Mode: Entangle 3d6, 3 DEF; 1 Recoverable Charges (-1 1/4), OAF (-1), Lockout (Cannot use other Power Cuffs' other powers until charge is recovered) (-1/2), Cannot Form Barriers (-1/4), Limited Range (15') (-1/4)
1u 2) Winch: Telekinesis (10 STR) (15 Active Points); OAF (-1), Only to Pull Objects Toward User Power loses about a third of its effectiveness (-1/2), Affects Whole Object (-1/4), Limited Range (15'') (-1/4) 1
1u 3) Swingline I: Swinging 20", x4 Noncombat; OAF (-1) 2
1u 4) Swingline II: Leaping 20"; OAF (-1), Only to carry user upward Power loses about a third of its effectiveness (-1/2), No Noncombat Movement (-1/4) 2
1u 5) Swingline III: +5 to Climbing; OAF (-1)
Powers Cost: 20

Cost Martial Arts Maneuver
Police Training
4 1) Boxing Cross: 1/2 Phase, +0 OCV, +2 DCV, STR +2d6 Strike
3 2) Hold: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +10 STR for holding on
4 3) Judo Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; +10 STR to Disarm roll
4 4) Karate Chop: 1/2 Phase, -2 OCV, +0 DCV, HKA 2 DC
4 5) Kung Fu Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
1 6) Weapon Element: Clubs
Martial Arts Cost: 20

Cost Skill
16 +2 with All Combat
2 +1 PER with Sight Group
0 Acting 8-
3 Climbing 12-
3 Combat Driving 12-
0 Concealment 8-
3 Conversation 13-
3 Criminology 12-
0 Deduction 8-
0 Language: English (completely fluent; (native), literate)
2 KS: Criminal Law and Procedure 11-
2 KS: Law Enforcement World 11-
3 CK: Hudson City 12-
0 Paramedics 8-
3 Persuasion 13-
0 PS: Police Officer 11-
7 Power (Power Cuffs) (DEX-based) 14-
3 Shadowing 12-
3 Stealth 12-
3 Streetwise 13-
3 Tactics 12-
3 Teamwork 12-
-1 TF: Small Motorized Ground Vehicles
4 WF: Common Melee Weapons, Small Arms
Skills Cost: 65

Cost Perk
12 Contact (HCPD) (Contact has access to major institutions, Contact is slavishly loyal to character, Contact limited by identity), Organization Contact (+2) (12 Active Points) 8-
1 Fringe Benefit: Weapon Permit (where appropriate)
2 Fringe Benefit: Local Police Powers
2 Fringe Benefit: Membership (HCPD Sergeant)
6 Reputation (heroic beat cop) (A medium-sized group; 14-) +3/+3d6
Perks Cost: 23

Cost Talent
15 Danger Sense (Intuitional, Sensitivity: Out of Combat) 12-
3 Lightsleep
Talents Cost: 18

Cost Equipment END
6 Beretta 92FS 9mm: Killing Attack - Ranged 1d6 +1 (vs. ED), 16 Charges (+0) (20 Active Points); STR Minimum 9 (-1/2), STR Min. Cannot Add/Subtract Damage (-1/2), OAF (-1), Beam (-1/4), Real Weapon (-1/4)
7 Nightstick: Hand-To-Hand Attack +3d6, Reduced Endurance 0 END (+1/2) (22 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2), STR Minimum 8 (-1/2), Real Weapon (-1/4)
9 Handcuffs: Entangle 3d6, 6 DEF, Takes No Damage From Attacks All Attacks (+1/2) (67 Active Points); 1 Recoverable Charges (-1 1/4), Does Not Prevent The Use Of Accessible Foci (-1), Set Effect (Hands Only) (-1), OAF (-1), No Range (-1/2), Must Follow Grab or Target Must Be Willing (-1/2), Can Be Escaped Automatically With Modified Lockpicking or Contortionist Roll (-1/2), Cannot Form Barriers (-1/4)
5 Police Band Radio Handset: High Range Radio Perception (Radio Group), 1 Continuing Fuel Charges lasting 6 Hours each (+0) (12 Active Points); OAF (-1), Sense Affected As Hearing Group (-1/4)
Equipment costs shown above are for reference only, and are not included in Total Cost.

Total Character Cost: 200

Val Disadvantages
5 Distinctive Features: HCPD Uniform (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
25 Floating Hunted: any organized crime group 11- (Mo Pow; Harshly Punish; Extensive Non-Combat Influence)
10 Hunted: HCPD 8- (Mo Pow; Watching; Extensive Non-Combat Influence)
20 Psychological Limitation: Prefers to Use Power Cuffs Over Conventional Weaponry (Common; Total)
20 Psychological Limitation: Code VS. Killing (Common; Total)
20 Social Limitation: Subject To Orders (Very Frequently; Major)
0 Normal Characteristic Maxima

Disadvantage Points: 100

Base Points: 100

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

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Re: DC:TAS Campaign - C.O.P.S.

 

The only problem with making them supers is that they're NOT supers. They're normals with lots of experience and access to high tech goodies. Witness Sgt. P.J. O'Malley, aka Longarm. He's nothing more than an experienced beat cop with a linegun (his Power Cuffs).

 

From a game play POV that is why I would recomend the supers level: It helps to balance the guy who has alot of (or very powerful) devices with the guy who has a lot of skills and a so so ability

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Re: DC:TAS Campaign - C.O.P.S.

 

Okay, okay. I want for 150/100 for this next character, SWAT team officer Sgt. Colt "Mace" Howards. Mace is a gruff voiced maverick from Philadelphia known for his ability to think outside the box, and for his signature weapon, a shoulder-fired laser cannon. (He's also one of my favorite C.O.P.S. characters.) Here is...

 

Mace

 

Player:

 

Val Char Cost
16 STR 6
14 DEX 12
18 CON 16
15 BODY 10
15 INT 5
12 EGO 4
18 PRE 8
10 COM 0
3/9 PD 0
4/10 ED 0
3 SPD 6
7 REC 0
36 END 0
32 STUN 0
6" RUN02" SWIM03" LEAP0Characteristics Cost: 67

 

Cost Power END
19 Laser Cannon: Multipower, 45-point reserve, all slots: 32 Charges (+1/4) (56 Active Points); OAF Bulky (-1 1/2), Required Hands Two-Handed (-1/2)
1u 1) Primary Laser: Energy Blast 9d6 (vs. ED) (45 Active Points); OAF Bulky (-1 1/2), Required Hands Two-Handed (-1/2), Real Weapon (-1/4), No Knockback (-1/4)
1u 2) Focused Laser: Energy Blast 6d6 (vs. ED), Armor Piercing x1 (+1/2) (45 Active Points); OAF Bulky (-1 1/2), Required Hands Two-Handed (-1/2), No Knockback (-1/4)
1u 3) Sniping Laser: Energy Blast 6d6 (vs. ED), No Range Modifier (+1/2) (45 Active Points); OAF Bulky (-1 1/2), Required Hands Two-Handed (-1/2), No Knockback (-1/4)
1u 4) High-Intensity Laser: Killing Attack - Ranged 3d6 (vs. ED) (45 Active Points); OAF Bulky (-1 1/2), Required Hands Two-Handed (-1/2), No Knockback (-1/4)
Powers Cost: 23

 

Cost Martial Arts Maneuver
Commando Training
3 1) Aikido Throw: 1/2 Phase, +0 OCV, +1 DCV, STR +v/5, Target Falls
4 2) Boxing Cross: 1/2 Phase, +0 OCV, +2 DCV, STR +2d6 Strike
4 3) Escape: 1/2 Phase, +0 OCV, +0 DCV, +15 STR vs. Grabs
3 4) Hold: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +10 STR for holding on
4 5) Judo Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; +10 STR to Disarm roll
4 6) Karate "Chop": 1/2 Phase, -2 OCV, +0 DCV, HKA 0 1/2d6
4 7) Kung Fu Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
1 8) Weapon Element: Clubs
Martial Arts Cost: 27

 

Cost Skill
24 +3 with All Combat
2 +1 PER with Sight Group
0 Acting 8-
3 Breakfall 12-
3 Climbing 12-
0 Combat Driving 8-
0 Concealment 8-
0 Conversation 8-
0 CK: Hudson City 8-
2 CK: Philadelphia 11-
0 Deduction 8-
2 KS: Criminal Law and Procedure 11-
2 KS: Law Enforcement World 11-
0 Language: English (completely fluent; literate)
0 Paramedics 8-
0 Persuasion 8-
7 Power (Laser Cannon) 13-
0 PS: Police Officer 11-
0 Shadowing 8-
5 Stealth 13-
3 Streetwise 13-
9 Tactics 15-
9 Teamwork 15-
-1 TF: Small Motorized Ground Vehicles
4 WF: Shoulder-Fired Weapons, Small Arms, Vehicle Weapons
Skills Cost: 74

 

Cost Perk
15 Contact (Philadelphia P.D. SWAT) (Contact has: useful Skills or resources, Contact is slavishly loyal to character), Organization Contact (+2) (15 Active Points) 8-
1 Fringe Benefit: Weapon Permit (where appropriate)
2 Fringe Benefit: Local Police Powers
2 Fringe Benefit: Membership: HCPD Sergeant
6 Reputation (tough guy with unorthodox methods) (A medium-sized group; 14-) +3/+3d6
Perks Cost: 26

 

Cost Talent
15 Combat Sense 12-
15 Danger Sense (Intuitional, Sensitivity: Out of Combat) 12-
3 Lightning Reflexes: +2 DEX to act first with All Actions
Talents Cost: 33

 

Cost Equipment END
12 H&K MP5 9mm SMG: (Total: 40 Active Cost, 12 Real Cost) Killing Attack - Ranged 1d6 +1 (vs. ED), 30 Charges (+1/4), Autofire (5 shots; +1/2) (35 Active Points); STR Minimum 12 (-1/2), STR Min. Cannot Add/Subtract Damage (-1/2), OAF (-1), Beam (-1/4), Real Weapon (-1/4) (Real Cost: 10) plus +1 with OCV (5 Active Points); OAF (-1) (Real Cost: 2)
10 Colt M1911A1 .45 ACP: (Total: 36 Active Cost, 10 Real Cost) Killing Attack - Ranged 2d6 -1 (vs. ED), +1 STUN Multiplier (+1/4) (31 Active Points); STR Minimum 9 (-1/2), STR Min. Cannot Add/Subtract Damage (-1/2), OAF (-1), 7 Charges (-1/2), Beam (-1/4), Real Weapon (-1/4) (Real Cost: 8) plus +1 with OCV (5 Active Points); OAF (-1) (Real Cost: 2)
12 Armored Uniform: Armor (6 PD/6 ED) (18 Active Points); OIF (-1/2)
8 Nightstick: Hand-To-Hand Attack +3d6, Reduced Endurance 0 END (+1/2) (22 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2), Real Weapon (-1/4)
9 Handcuffs: Entangle 3d6, 6 DEF, Takes No Damage From Attacks All Attacks (+1/2) (67 Active Points); 1 Recoverable Charges (-1 1/4), Does Not Prevent The Use Of Accessible Foci (-1), Set Effect (Hands Only) (-1), OAF (-1), No Range (-1/2), Must Follow Grab or Target Must Be Willing (-1/2), Can Be Escaped Automatically With Modified Lockpicking or Contortionist Roll (-1/2), Cannot Form Barriers (-1/4)
8 Concealed HRRP Radio Headset: High Range Radio Perception (Radio Group), 1 Continuing Fuel Charges lasting 6 Hours each (+0) (12 Active Points); Sense Affected As Hearing Group (-1/4), IIF (-1/4)
Equipment costs shown above are for reference only, and are not included in Total Cost.

 

Total Character Cost: 250

 

Val Disadvantages
0 Normal Characteristic Maxima
5 Distinctive Features: Uniform (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
25 Floating Hunted: 11- (Mo Pow; Harshly Punish; Extensive Non-Combat Influence)
10 Hunted: HCPD 8- (Mo Pow; Watching; Extensive Non-Combat Influence)
10 Psychological Limitation: Triggerhappy (Common; Moderate)
15 Psychological Limitation: Wiseass (Common; Strong)
15 Reputation: Maverick Cop 11- (Extreme)
20 Social Limitation: Subject to Orders (Very Frequently; Major)

 

Disadvantage Points: 100

 

Base Points: 150

 

Experience Required: 0

 

Total Experience Available: 0

 

Experience Unspent: 0

 

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Re: DC:TAS Campaign - C.O.P.S.

 

Now here's Mace's partner, Stan "Barricade" Hyde. Barricade is tall, soft-spoken man from Millenium City (Detroit in the cartoon, but this is the Hero Universe version, and we all know what happened to Detroit...), who serves as not only as a SWAT team entry man (using his rocket-powered battering ram known as the "Mule"), but also as a negotiator. Barricade is devoted to finding peaceful solutions to most situations and is capable of talking down most people. He contradicts Mace's "shoot first, ask questions later" style, and so Bulletproof, desiring to make sure Mace doesn't shoot everything in sight, assigned Barricade as his partner. Surprisingly enough, the two men, sharing a common bond as SWAT officers, hit it off. The good natured Barricade is often the straight man for much of Mace's wisecracks. The C.O.P.S. unit's master of diplomacy, here's...

 

Barricade

Player:

 

Val Char Cost
14 STR 4
14 DEX 12
16 CON 12
10 BODY 0
17 INT 7
18 EGO 16
18 PRE 8
15 COM 3
3/15 PD 0
3/15 ED 0
3 SPD 6
6 REC 0
32 END 0
25 STUN 0
6" RUN 0
2" SWIM 0
2 1/2" LEAP 0
Characteristics Cost: 68

 

Cost Power END
30 Mule: Energy Blast 12d6 (vs. PD), 12 Boostable Charges (+0), Double Knockback 2x KB (+3/4) (105 Active Points); STR Minimum 12 (-1/2), STR Min. Cannot Add/Subtract Damage (-1/2), Required Hands Two-Handed (-1/2), OIF (-1/2), No Range (-1/2)
Powers Cost: 30

 

Cost Martial Arts Maneuver
Commando Training
3 1) Aikido Throw: 1/2 Phase, +0 OCV, +1 DCV, STR +v/5, Target Falls
4 2) Boxing Cross: 1/2 Phase, +0 OCV, +2 DCV, STR +2d6 Strike
4 3) Escape: 1/2 Phase, +0 OCV, +0 DCV, +15 STR vs. Grabs
3 4) Hold: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +10 STR for holding on
4 5) Judo Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; +10 STR to Disarm roll
4 6) Kung Fu Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
1 7) Weapon Element: Clubs
Martial Arts Cost: 23

 

Cost Skill
16 +2 with All Combat
2 +1 PER with Sight Group
3 Acting 13-
3 Climbing 12-
1 Combat Driving 8-
2 CK: Millenium City 11-
0 CK: Hudson City 8-
0 Concealment 8-
5 Conversation 14-
3 Criminology 12-
0 Deduction 8-
2 KS: Criminal Law and Procedure 11-
2 KS: Law Enforcement World 11-
0 Language: English (completely fluent; (native), literate)
3 Mechanics 12-
3 Paramedics 12-
9 Persuasion 16-
9 Power (Mule) 14-
0 PS: Police Officer 11-
3 Shadowing 12-
3 Stealth 12-
3 Streetwise 13-
3 Tactics 12-
3 Teamwork 12-
-1 TF: Small Motorized Ground Vehicles
4 WF: Common Melee Weapons, Small Arms
Skills Cost: 81

 

Cost Perk
24 Contact (Millenium City PD) (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has: very useful Skills or resources, Contact is slavishly loyal to character), Organization Contact (+2) (24 Active Points) 8-
1 Fringe Benefit: Weapon Permit (where appropriate)
2 Fringe Benefit: Local Police Powers
3 Fringe Benefit: Membership (HCPD Sergeant)
3 Reputation (master negotiator) (A small to medium sized group; 14-) +3/+3d6
Perks Cost: 33

 

Cost Talent
15 Danger Sense (Intuitional, Sensitivity: Out of Combat) 12-
Talents Cost: 15

 

Cost Equipment END
12 Armored Uniform: Armor (6 PD/6 ED) (18 Active Points); OIF (-1/2)
5 SWAT Helmet: Armor (6 PD/6 ED) (18 Active Points); Activation Roll 8- (only protects Hit Locations 3-5) (-2), OIF (-1/2)
9 Handcuffs: Entangle 3d6, 6 DEF, Takes No Damage From Attacks All Attacks (+1/2) (67 Active Points); 1 Recoverable Charges (-1 1/4), Does Not Prevent The Use Of Accessible Foci (-1), Set Effect (Hands Only) (-1), OAF (-1), No Range (-1/2), Must Follow Grab or Target Must Be Willing (-1/2), Can Be Escaped Automatically with a Modified Lockpicking or Contortionist Roll (-1/2), Cannot Form Barriers (-1/4)
7 Police Band Radio Headset: High Range Radio Perception (Radio Group), 1 Continuing Fuel Charges lasting 6 Hours each (+0) (12 Active Points); OIF (-1/2), Sense Affected As Hearing Group (-1/4)
Equipment costs shown above are for reference only, and are not included in Total Cost.

 

Total Character Cost: 250

 

Val Disadvantages
0 Normal Characteristic Maxima
5 Distinctive Features: Uniform (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
25 Floating Hunted: any organized crime group 11- (Mo Pow; Harshly Punish; Extensive Non-Combat Influence)
5 Floating Hunted: any former opponent from Millenium City 8- (Less Pow; Harshly Punish)
10 Hunted: HCPD 8- (Mo Pow; Watching; Extensive Non-Combat Influence)
15 Psychological Limitation: Code VS. Killing (Common; Strong)
20 Psychological Limitation: Prefers Diplomacy to Violence (Common; Total)
20 Social Limitation: Subject to Orders (Very Frequently; Major)

Disadvantage Points: 100

 

Base Points: 150

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

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Re: DC:TAS Campaign - C.O.P.S.

 

Time now for another of the C.O.P.S. heroes, this time it's transplanted Texas Ranger Walker "Sundown" Calhoun. Sundown is an anachronism, a Wild West style lawman in modern day Hudson City. He is a loner, preferring to take cases on by himself, in the Texas Ranger tradition, but is willing to help out in the team effort when necessary. He is a master tracker, and deadly with his twin revolvers. Lawman extrordinare, here's...

 

Sundown

Player:

Val Char Cost
14 STR 4
18 DEX 24
16 CON 12
15 BODY 10
18 INT 8
15 EGO 10
18 PRE 8
12 COM 1
3 PD 0
3 ED 0
2 SPD 0
6 REC 0
32 END 0
30 STUN 0
6" RUN 0
2" SWIM 0
2 1/2" LEAP 0
Characteristics Cost: 77

 

Cost Martial Arts Maneuver
Texas Ranger Fighting
4 1) Block/Chin Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 2) Punch: 1/2 Phase, +0 OCV, +2 DCV, STR +2d6 Strike
3 3) Tackle: 1/2 Phase, +0 OCV, -1 DCV, STR +v/5 Strike; You Fall, Target Falls; FMove
4 4) Basic Shot: 1/2 Phase, +0 OCV, +0 DCV, Range +2, Strike, +2 DC
4 5) Quick Shot: 1/2 Phase, +1 OCV, +0 DCV, Range +0, Strike, +2 DC
1 6) Weapon Element: Handguns
Martial Arts Cost: 20

Cost Skill
16 +2 with All Combat
0 Acting 8-
2 AK: Texas 11-
2 Animal Handler (Equines) 13-
3 Climbing 13-
0 CK: Hudson CIty 8-
3 Combat Driving 13-
0 Concealment 8-
3 Conversation 13-
3 Criminology 13-
3 Deduction 13-
3 Fast Draw 13-
3 Interrogation 13-
2 KS: Criminal Law and Procedure 11-
2 KS: Law Enforcement World 11-
0 Language: English (completely fluent; literate, native)
2 PS: Texas Ranger 11-
0 Paramedics 8-
3 Persuasion 13-
3 Shadowing 13-
3 Stealth 13-
3 Streetwise 13-
1 Tactics 8-
7 Tracking 15-
1 TF: Riding Animals, Small Motorized Ground Vehicles
10 Two-Weapon Fighting (Ranged)
2 WF: Small Arms
Skills Cost: 80

Cost Perk
18 Contact (Texas Rangers) (Contact has access to major institutions, Contact has: useful Skills or resources, Contact is slavishly loyal to character), Organization Contact (+2) (18 Active Points) 8-
1 Fringe Benefit: Weapon Permit (where appropriate)
2 Fringe Benefit: Local Police Powers
2 Fringe Benefit: Texas State Police Powers
3 Fringe Benefit: Membership (Texas Ranger)
3 Fringe Benefit: Membership (HCPD Lieutenant)
3 Reputation (Texas Ranger) (A small to medium sized group; 14-) +3/+3d6
Perks Cost: 32

Cost Talent
3 Absolute Time Sense
9 Ambidexterity (Eliminate Off Hand Penalty entirely)
3 Bump Of Direction
15 Danger Sense (Intuitional, Sensitivity: Out of Combat) 13-
5 Eidetic Memory
3 Lightning Reflexes: +2 DEX to act first with All Actions
3 Lightsleep
Talents Cost: 41

Cost Equipment END
6 Smith & Wesson Model 19 .357 Magnum Revolver: Killing Attack - Ranged 1 1/2d6 (vs. PD) (25 Active Points); STR Minimum 9 (-1/2), STR Min. Cannot Add/Subtract Damage (-1/2), OAF (-1), 6 Charges (-3/4), Beam (-1/4), Real Weapon (-1/4)
5 Smith & Wesson Model 19 .357 Magnum Revolver: total of 2 (5 Active Points)
9 Handcuffs: Entangle 3d6, 6 DEF, Takes No Damage From Attacks All Attacks (+1/2) (67 Active Points); 1 Recoverable Charges (-1 1/4), Does Not Prevent The Use Of Accessible Foci (-1), Set Effect (Hands Only) (-1), OAF (-1), Must Follow Grab or Target Must Be Willing (-1/2), No Range (-1/2), Can Be Escaped Automatically With Modified Lockpicking or Contortionist Roll (-1/2), Cannot Form Barriers (-1/4)
3 Cell Phone: High Range Radio Perception (Radio Group), 1 Continuing Fuel Charges lasting 6 Hours each (+0) (12 Active Points); OAF (-1), Only for Cellular Band Communications (-1), Sense Affected As Hearing Group (-1/4), Sense Affected As Sight Group (-1/4)
Equipment costs shown above are for reference only, and are not included in Total Cost.

Total Character Cost: 250

Val Disadvantages
5 Distinctive Features: HCPD Badge (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
25 Floating Hunted: any organized crime group 11- (Mo Pow; Harshly Punish; Extensive Non-Combat Influence)
10 Hunted: HCPD 8- (Mo Pow; Watching; Extensive Non-Combat Influence)
20 Psychological Limitation: one riot, one Ranger (Common; Total)
20 Psychological Limitation: Heroic (Common; Total)
20 Social Limitation: Subject to Orders (Very Frequently; Major)
0 Normal Characteristic Maxima

Disadvantage Points: 100

Base Points: 150

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

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Re: DC:TAS Campaign - C.O.P.S.

 

Certainly I'll do Big Boss and his gang. But my plan is to wait until I've finished the C.O.P.S. Speakin of which, here's the next of my conversions, this time computer crime expert Officer Tina "Mainframe" Cassidy. Mainframe is a cute young blonde woman who serves as the unit's computer expert. She is a master of computer programming and electronics. She mostly works out of the unit's headquarters, working to piece together clues and to foil criminal plots involving high technology. But she is also a rookie, and the rest of the unit treats her as such. The C.O.P.S. unit's queen of computers, here's...

 

Mainframe

Player:

Val Char Cost
10 STR 0
14 DEX 12
12 CON 4
10 BODY 0
20 INT 10
16 EGO 12
12 PRE 2
15 COM 3
2 PD 0
2 ED 0
2 SPD 0
4 REC 0
24 END 0
21 STUN 0
6" RUN02" SWIM02" LEAP0Characteristics Cost: 43

 

Cost Martial Arts Maneuver
Police Training
3 1) Aikido Throw: 1/2 Phase, +0 OCV, +1 DCV, STR +v/5, Target Falls
4 2) Boxing Cross: 1/2 Phase, +0 OCV, +2 DCV, STR +2d6 Strike
4 3) Escape: 1/2 Phase, +0 OCV, +0 DCV, +15 STR vs. Grabs
3 4) Hold: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +10 STR for holding on
4 5) Judo Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; +10 STR to Disarm roll
4 6) Kung Fu Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
Martial Arts Cost: 22

Cost Skill
40 +4 Overall
0 Acting 8-
3 Bugging 13-
0 Climbing 8-
1 Combat Driving 8-
13 Computer Programming 18-
0 Concealment 8-
3 Conversation 11-
3 Criminology 13-
7 Cryptography 15-
2 CK: Hudson City 11-
3 Deduction 13-
9 Electronics 16-
2 KS: Criminal Law and Procedure 11-
2 KS: Law Enforcement World 11-
0 Language: English (completely fluent; literate, native)
5 Mechanics 14-
0 Paramedics 8-
3 Persuasion 11-
0 PS: Police Officer 11-
3 Shadowing 13-
3 Stealth 12-
3 Streetwise 11-
9 Systems Operation 16-
3 Tactics 13-
5 Teamwork 13-
-1 TF: Small Motorized Ground Vehicles
2 WF: Small Arms
Skills Cost: 123

Cost Perk
3 Computer Link (HCPD Database)
21 Contact (HCPD Computer Crime Unit) (Contact has: extremely useful Skills or resources, Contact is slavishly loyal to character), Organization Contact (+2) (21 Active Points) 8-
1 Fringe Benefit: Weapon Permit (where appropriate)
2 Fringe Benefit: Local Police Powers
1 Fringe Benefit: Membership (HCPD Officer)
Perks Cost: 28

Cost Talent
15 Danger Sense (Intuitional, Sensitivity: Out of Combat) 13-
5 Eidetic Memory
3 Lightning Calculator
3 Lightsleep
8 Speed Reading (x1000)
Talents Cost: 34

Cost Equipment END
6 Beretta 92FS 9mm: Killing Attack - Ranged 1d6 +1 (vs. PD), 16 Charges (+0) (20 Active Points); STR Minimum 9 (-1/2), STR Min. Cannot Add/Subtract Damage (-1/2), OAF (-1), Beam (-1/4), Real Weapon (-1/4)
9 Handcuffs: Entangle 3d6, 6 DEF, Takes No Damage From Attacks All Attacks (+1/2) (67 Active Points); 1 Recoverable Charges (-1 1/4), Does Not Prevent The Use Of Accessible Foci (-1), Set Effect (Hands Only) (-1), OAF (-1), No Range (-1/2), Must Follow Grab or Target Must Be Willing Power loses about a third of its effectiveness (-1/2), Can Be Escaped Automatically With Modified Lockpicking or Contortionist Roll Power loses about a third of its effectiveness (-1/2), Cannot Form Barriers (-1/4)
3 Cell Phone: High Range Radio Perception (Radio Group), 1 Continuing Fuel Charges lasting 6 Hours each (+0) (12 Active Points); OAF (-1), Celluar Band Communications Only Power loses about half of its effectiveness (-1), Sense Affected As Hearing Group (-1/4), Sense Affected As Sight Group (-1/4)
Equipment costs shown above are for reference only, and are not included in Total Cost.

Total Character Cost: 250

Val Disadvantages
5 Distinctive Features: HCPD Badge (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
25 Floating Hunted: any organized crime group 11- (Mo Pow; Harshly Punish; Extensive Non-Combat Influence)
10 Hunted: HCPD 8- (Mo Pow; Watching; Extensive Non-Combat Influence)
10 Psychological Limitation: Curious (Common; Moderate)
15 Psychological Limitation: In Love with Hardtop (Common; Strong)
15 Reputation: Rookie 14-
20 Social Limitation: Subject to Orders (Very Frequently; Major)
0 Normal Characteristic Maxima

Disadvantage Points: 100

Base Points: 150

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

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Re: DC:TAS Campaign - C.O.P.S.

 

Time again for another of the C.O.P.S. unit heroes, this time it's K-9 specialist Sgt. Rex "Bowzer" Pointer and his cybernetic crime dog Blitz. Bowzer comes from Chicago where he and Blitz were a tough team...until Blitz, who was an "ordinary" German shepard at the time was badly injured (caught in an explosion, IIRC). So a robotics team rebuilt the dog with armor, an electronic sensor and communications package and even a gumball light and siren! Policeman and his best friend, here are...

 

Bowzer

Player:

Val Char Cost
13 STR 3
15 DEX 15
15 CON 10
12 BODY 4
15 INT 5
18 EGO 16
18 PRE 8
10 COM 0
3/9 PD 0
3/9 ED 0
3 SPD 5
6 REC 0
30 END 0
27 STUN 0
6" RUN02" SWIM02 1/2" LEAP0Characteristics Cost: 66

 

Cost Martial Arts Maneuver
Police Training
3 1) Aikido Throw: 1/2 Phase, +0 OCV, +1 DCV, STR +v/5, Target Falls
4 2) Boxing Cross: 1/2 Phase, +0 OCV, +2 DCV, STR +2d6 Strike
4 3) Escape: 1/2 Phase, +0 OCV, +0 DCV, +15 STR vs. Grabs
3 4) Hold: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +10 STR for holding on
4 5) Judo Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; +10 STR to Disarm roll
4 6) Kung Fu Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
Martial Arts Cost: 22

Cost Skill
20 +2 Overall
5 Rapid Attack (Ranged)
2 +1 PER with Sight Group
10 Animal Handler (Canines) 17-
3 Acting 13-
3 Climbing 12-
3 Combat Driving 12-
3 Concealment 12-
7 Conversation 15-
5 Criminology 13-
3 Deduction 12-
3 Fast Draw 12-
2 AK: Chicago 11-
0 AK: Hudson City 8-
2 KS: Criminal Law and Procedure 11-
2 KS: Law Enforcement World 11-
0 Language: English (completely fluent; literate, native)
5 Mechanics 13-
0 Paramedics 8-
3 Persuasion 13-
0 PS: Police Officer 11-
0 Shadowing 8-
3 Stealth 12-
3 Streetwise 13-
5 Tactics 13-
5 Teamwork 13-
9 Tracking 15-
-1 TF: Small Motorized Ground Vehicles
2 WF: Small Arms
Skills Cost: 107

Cost Perk
15 Contact (Chicago PD) (Contact has: useful Skills or resources, Contact is slavishly loyal to character), Organization Contact (+2) (15 Active Points) 8-
2 Fringe Benefit: Local Police Powers
1 Fringe Benefit: Law Enforcement Rank
1 Fringe Benefit: Weapon Permit (where appropriate)
15 Follower (Blitz) (75 Base, 75 Disad)
Perks Cost: 34

Cost Talent
15 Danger Sense (Intuitional, Sensitivity: Out of Combat) 12-
3 Lightning Reflexes: +2 DEX to act first with All Actions
3 Lightsleep
Talents Cost: 21

Cost Equipment END
10 Colt M1911A1 .45 ACP: (Total: 36 Active Cost, 10 Real Cost) Killing Attack - Ranged 2d6 -1 (vs. ED), +1 STUN Multiplier (+1/4) (31 Active Points); STR Minimum 9 (-1/2), STR Min. Cannot Add/Subtract Damage (-1/2), OAF (-1), 7 Charges (-1/2), Beam (-1/4), Real Weapon (-1/4) (Real Cost: 8) plus +1 OCV (5 Active Points); OAF (-1), Real Weapon (-1/4) (Real Cost: 2)
12 Armored Uniform: Armor (6 PD/6 ED) (18 Active Points); OIF (-1/2)
10 Handcuffs: Entangle 3d6, 6 DEF, Takes No Damage From Attacks All Attacks (+1/2) (67 Active Points); 1 Recoverable Charges (-1 1/4), Does Not Prevent The Use Of Accessible Foci (-1), Set Effect (Hands Only) (-1), OAF (-1), Must Follow Grab Or Target Must Be Willing (-1/2), Can Be Escaped Automatically With A Modified Lockpicking or Contortionist Roll (-1/2), Cannot Form Barriers (-1/4)
5 Police Band Radio Handset: High Range Radio Perception (Radio Group), 1 Continuing Fuel Charges lasting 6 Hours each (+0) (12 Active Points); OAF (-1), Sense Affected As Hearing Group (-1/4)
Equipment costs shown above are for reference only, and are not included in Total Cost.

Total Character Cost: 250

Val Disadvantages
5 Distinctive Features: Uniform (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
20 Enraged: Blitz injured or hurt (Uncommon), go 14-, recover 11-
25 Floating Hunted: any organized crime group 11- (Mo Pow; Harshly Punish; Extensive Non-Combat Influence)
10 Hunted: character's department 8- (Mo Pow; Watching; Extensive Non-Combat Influence)
20 Psychological Limitation: Loyal to Blitz (Common; Total)
20 Social Limitation: Subject to Orders (Very Frequently; Major)
0 Normal Characteristic Maxima

Disadvantage Points: 100

Base Points: 150

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

 

Blitz

Player:

Val Char Cost
21 STR -10
16 DEX 18
12 CON 4
9 BODY -2
13 INT -2
5 EGO -10
18 PRE 5
10 COM 0
5/11 PD 5
3/9 ED 1
3 SPD 4
5 REC 6
24 END 0
20 STUN 5
7" RUN02" SWIM05 1/2" LEAP0Characteristics Cost: 24

Cost Power END
15 Bite: Killing Attack - Hand-To-Hand 1d6 (plus STR) (vs. PD) 1
2 Fast: +1" Running (7" total) 1
1 Leap: Leaping +1" (5 1/2" forward, 2 1/2" upward) 1
1 Combat Acclimated: +3 PRE (3 Active Points); Only to Protect Against Presence Attacks Power loses about half of its effectiveness (-1)
5 Insightful: +5 INT
1 Understanding: Language: English (basic conversation (can only understand, not speak back, though he may find another way to communicate))
5 Cybernetic Dog: Elemental Control, 16-point powers, all slots: (8 Active Points); OIF (-1/2)
6 1) Strength Booster: +21 STR (21 Active Points); OIF (-1/2), No Figured Characteristics (-1/2) 4
9 2) Bulletproof: Armor (6 PD/6 ED), Hardened (+1/4) (22 Active Points); OIF (-1/2)
6 3) Police Light/Siren: Sight Group and Normal Hearing Images, +1 to PER Roll, Reduced Endurance 0 END (+1/2) (24 Active Points); Only To Create Light (-1), OIF (-1/2)
21 4) Cybernetic Body: Life Support , Eating: Character does not eat, Immunity: All terrestrial diseases and biowarfare agents, Immunity: All terrestrial poisons and chemical warfare agents, Safe in Intense Cold, Safe in Intense Heat, Safe in Low Pressure/Vacuum, Self-Contained Breathing (39 Active Points); OIF (-1/2)
23 Cybernetic Sensor and Communication Systems: Variable Power Pool (Gadget Pool), 20 base + 3 control cost (30 Active Points); Senses and Communications Only Very Limited (-1), OIF (-1/2), VPP Powers Can Be Changed Only In A Laboratory (-1/2), Character Has No Choice Regarding How Powers Change (-1/2)
Powers Cost: 95

 

Cost Skill
5 Concealment; Self Only Power loses about a third of its effectiveness (-1/2) 14-
2 PS: Attack 11-
2 PS: Guard 11-
2 PS: Retrieve/Fetch 11-
2 PS: Find Contraband 11-
2 PS: Stop Attacking 11-
5 Stealth 13-
3 Teamwork 12-
5 Tracking 13-
Skills Cost: 28

 

Cost Talent
3 Lightsleep
Talents Cost: 3

 

Total Character Cost: 150

Val Disadvantages
15 Distinctive Features: Cybernetic Police Dog (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
10 Hunted: 8- (Mo Pow; Watching; Extensive Non-Combat Influence)
15 Physical Limitation: Animal Intelligence (Frequently; Greatly Impairing)
5 Physical Limitation: Small (no larger than 1m; +3 KB) (Infrequently; Slightly Impairing)
15 Physical Limitation: Very Limited Manipulation (Frequently; Greatly Impairing)
15 Psychological Limitation: Loyal to Bowzer (Common; Strong)
0 Normal Characteristic Maxima

Disadvantage Points: 75

Base Points: 75

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

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  • 8 years later...

Re: DC:TAS Campaign - C.O.P.S.

 

Bowzer

Player:

 

Val Char ; Cost

13 STR 3

15 DEX 15

15 CON 10

12 BODY 4

15 INT 5

18 EGO 16

18 PRE 8

10 COM 0

;

3/9 PD 0

3/9 ED 0

3 SPD 5

6 REC 0

30 END 0

27 STUN 0 ;

6" RUN 0

2" SWIM 0

2 1/2" LEAP 0 Characteristics Cost: 66

 

 

Cost Martial Arts Maneuver

Police Training ;

3 1) Aikido Throw: 1/2 Phase, +0 OCV, +1 DCV, STR +v/5, Target Falls ;

4 2) Boxing Cross: 1/2 Phase, +0 OCV, +2 DCV, STR +2d6 Strike ;

4 3) Escape: 1/2 Phase, +0 OCV, +0 DCV, +15 STR vs. Grabs ;

3 4) Hold: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +10 STR for holding on ;

4 5) Judo Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; +10 STR to Disarm roll ;

4 6) Kung Fu Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort ; Martial Arts Cost: 22

 

Cost Skill

20 +2 Overall ;

5 Rapid Attack (Ranged) ;

2 +1 PER with Sight Group ;

10 Animal Handler (Canines) 17- ;

3 Acting 13- ;

3 Climbing 12- ;

3 Combat Driving 12- ;

3 Concealment 12- ;

7 Conversation 15- ;

5 Criminology 13- ;

3 Deduction 12- ;

3 Fast Draw 12- ;

2 AK: Chicago 11- ;

0 AK: Hudson City 8- ;

2 KS: Criminal Law and Procedure 11- ;

2 KS: Law Enforcement World 11- ;

0 Language: English (completely fluent; literate, native) ;

5 Mechanics 13- ;

0 Paramedics 8- ;

3 Persuasion 13- ;

0 PS: Police Officer 11- ;

0 Shadowing 8- ;

3 Stealth 12- ;

3 Streetwise 13- ;

5 Tactics 13- ;

5 Teamwork 13- ;

9 Tracking 15- ;

-1 TF: Small Motorized Ground Vehicles ;

2 WF: Small Arms ; Skills Cost: 107

 

Cost Perk

15 Contact (Chicago PD) (Contact has: useful Skills or resources, Contact is slavishly loyal to character), Organization Contact (+2) (15 Active Points) 8- ;

2 Fringe Benefit: Local Police Powers ;

1 Fringe Benefit: Law Enforcement Rank ;

1 Fringe Benefit: Weapon Permit (where appropriate) ;

15 Follower (Blitz) (75 Base, 75 Disad) ; Perks Cost: 34

 

Cost Talent

15 Danger Sense (Intuitional, Sensitivity: Out of Combat) 12- ;

3 Lightning Reflexes: +2 DEX to act first with All Actions ;

3 Lightsleep ; Talents Cost: 21

 

Cost Equipment END

10 Colt M1911A1 .45 ACP: (Total: 36 Active Cost, 10 Real Cost) Killing Attack - Ranged 2d6 -1 (vs. ED), +1 STUN Multiplier (+1/4) (31 Active Points); STR Minimum 9 (-1/2), STR Min. Cannot Add/Subtract Damage (-1/2), OAF (-1), 7 Charges (-1/2), Beam (-1/4), Real Weapon (-1/4) (Real Cost: 8) plus +1 OCV (5 Active Points); OAF (-1), Real Weapon (-1/4) (Real Cost: 2) ;

12 Armored Uniform: Armor (6 PD/6 ED) (18 Active Points); OIF (-1/2) ;

10 Handcuffs: Entangle 3d6, 6 DEF, Takes No Damage From Attacks All Attacks (+1/2) (67 Active Points); 1 Recoverable Charges (-1 1/4), Does Not Prevent The Use Of Accessible Foci (-1), Set Effect (Hands Only) (-1), OAF (-1), Must Follow Grab Or Target Must Be Willing (-1/2), Can Be Escaped Automatically With A Modified Lockpicking or Contortionist Roll (-1/2), Cannot Form Barriers (-1/4) ;

5 Police Band Radio Handset: High Range Radio Perception (Radio Group), 1 Continuing Fuel Charges lasting 6 Hours each (+0) (12 Active Points); OAF (-1), Sense Affected As Hearing Group (-1/4) ; Equipment costs shown above are for reference only, and are not included in Total Cost.

Total Character Cost: 250

 

Val Disadvantages

5 Distinctive Features: Uniform (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) ;

20 Enraged: Blitz injured or hurt (Uncommon), go 14-, recover 11- ;

25 Floating Hunted: any organized crime group 11- (Mo Pow; Harshly Punish; Extensive Non-Combat Influence) ;

10 Hunted: character's department 8- (Mo Pow; Watching; Extensive Non-Combat Influence) ;

20 Psychological Limitation: Loyal to Blitz (Common; Total) ;

20 Social Limitation: Subject to Orders (Very Frequently; Major) ;

0 Normal Characteristic Maxima ;

Disadvantage Points: 100

Base Points: 150

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

 

Blitz

Player:

 

Val Char ; Cost

21 STR -10

16 DEX 18

12 CON 4

9 BODY -2

13 INT -2

5 EGO -10

18 PRE 5

10 COM 0

;

5/11 PD 5

3/9 ED 1

3 SPD 4

5 REC 6

24 END 0

20 STUN 5 ;

7" RUN 0

2" SWIM 0

5 1/2" LEAP 0 Characteristics Cost: 24

 

Cost Power END

15 Bite: Killing Attack - Hand-To-Hand 1d6 (plus STR) (vs. PD) ; 1

2 Fast: +1" Running (7" total) ; 1

1 Leap: Leaping +1" (5 1/2" forward, 2 1/2" upward) ; 1

1 Combat Acclimated: +3 PRE (3 Active Points); Only to Protect Against Presence Attacks Power loses about half of its effectiveness (-1) ;

5 Insightful: +5 INT ;

1 Understanding: Language: English (basic conversation (can only understand, not speak back, though he may find another way to communicate)) ;

5 Cybernetic Dog: Elemental Control, 16-point powers, all slots: (8 Active Points); OIF (-1/2) ;

6 1) Strength Booster: +21 STR (21 Active Points); OIF (-1/2), No Figured Characteristics (-1/2) ; 4

9 2) Bulletproof: Armor (6 PD/6 ED), Hardened (+1/4) (22 Active Points); OIF (-1/2) ;

6 3) Police Light/Siren: Sight Group and Normal Hearing Images, +1 to PER Roll, Reduced Endurance 0 END (+1/2) (24 Active Points); Only To Create Light (-1), OIF (-1/2) ;

21 4) Cybernetic Body: Life Support , Eating: Character does not eat, Immunity: All terrestrial diseases and biowarfare agents, Immunity: All terrestrial poisons and chemical warfare agents, Safe in Intense Cold, Safe in Intense Heat, Safe in Low Pressure/Vacuum, Self-Contained Breathing (39 Active Points); OIF (-1/2) ;

23 Cybernetic Sensor and Communication Systems: Variable Power Pool (Gadget Pool), 20 base + 3 control cost (30 Active Points); Senses and Communications Only Very Limited (-1), OIF (-1/2), VPP Powers Can Be Changed Only In A Laboratory (-1/2), Character Has No Choice Regarding How Powers Change (-1/2) ; Powers Cost: 95

 

 

Cost Skill

5 Concealment; Self Only Power loses about a third of its effectiveness (-1/2) 14- ;

2 PS: Attack 11- ;

2 PS: Guard 11- ;

2 PS: Retrieve/Fetch 11- ;

2 PS: Find Contraband 11- ;

2 PS: Stop Attacking 11- ;

5 Stealth 13- ;

3 Teamwork 12- ;

5 Tracking 13- ; Skills Cost: 28

 

 

Cost Talent

3 Lightsleep ; Talents Cost: 3

 

Total Character Cost: 150

 

Val Disadvantages

15 Distinctive Features: Cybernetic Police Dog (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) ;

10 Hunted: 8- (Mo Pow; Watching; Extensive Non-Combat Influence) ;

15 Physical Limitation: Animal Intelligence (Frequently; Greatly Impairing) ;

5 Physical Limitation: Small (no larger than 1m; +3 KB) (Infrequently; Slightly Impairing) ;

15 Physical Limitation: Very Limited Manipulation (Frequently; Greatly Impairing) ;

15 Psychological Limitation: Loyal to Bowzer (Common; Strong) ;

0 Normal Characteristic Maxima ;

Disadvantage Points: 75

Base Points: 75

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

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Re: DC:TAS Campaign - C.O.P.S.

 

Mainframe

Player:

 

Val Char Cost

10 STR 0

14 DEX 12

12 CON 4

10 BODY 0

20 INT 10

16 EGO 12

12 PRE 2

15 COM 3

2 PD 0

2 ED 0

2 SPD 0

4 REC 0

24 END 0

21 STUN 0

6" RUN 0

2" SWIM 0

2" LEAP 0 Characteristics Cost: 43

 

 

Cost Martial Arts Maneuver

Police Training

3 1) Aikido Throw: 1/2 Phase, +0 OCV, +1 DCV, STR +v/5, Target Falls

4 2) Boxing Cross: 1/2 Phase, +0 OCV, +2 DCV, STR +2d6 Strike

4 3) Escape: 1/2 Phase, +0 OCV, +0 DCV, +15 STR vs. Grabs

3 4) Hold: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +10 STR for holding on

4 5) Judo Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; +10 STR to Disarm roll

4 6) Kung Fu Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort Martial Arts Cost: 22

 

Cost Skill

40 +4 Overall

0 Acting 8-

3 Bugging 13-

0 Climbing 8-

1 Combat Driving 8-

13 Computer Programming 18-

0 Concealment 8-

3 Conversation 11-

3 Criminology 13-

7 Cryptography 15-

2 CK: Hudson City 11-

3 Deduction 13-

9 Electronics 16-

2 KS: Criminal Law and Procedure 11-

2 KS: Law Enforcement World 11-

0 Language: English (completely fluent; literate, native)

5 Mechanics 14-

0 Paramedics 8-

3 Persuasion 11-

0 PS: Police Officer 11-

3 Shadowing 13-

3 Stealth 12-

3 Streetwise 11-

9 Systems Operation 16-

3 Tactics 13-

5 Teamwork 13-

-1 TF: Small Motorized Ground Vehicles

2 WF: Small Arms Skills Cost: 123

 

Cost Perk

3 Computer Link (HCPD Database)

21 Contact (HCPD Computer Crime Unit) (Contact has: extremely useful Skills or resources, Contact is slavishly loyal to character), Organization Contact (+2) (21 Active Points) 8-

1 Fringe Benefit: Weapon Permit (where appropriate)

2 Fringe Benefit: Local Police Powers

1 Fringe Benefit: Membership (HCPD Officer) Perks Cost: 28

 

Cost Talent

15 Danger Sense (Intuitional, Sensitivity: Out of Combat) 13-

5 Eidetic Memory

3 Lightning Calculator

3 Lightsleep

8 Speed Reading (x1000) Talents Cost: 34

 

Cost Equipment END

6 Beretta 92FS 9mm: Killing Attack - Ranged 1d6 +1 (vs. PD), 16 Charges (+0) (20 Active Points); STR Minimum 9 (-1/2), STR Min. Cannot Add/Subtract Damage (-1/2), OAF (-1), Beam (-1/4), Real Weapon (-1/4)

9 Handcuffs: Entangle 3d6, 6 DEF, Takes No Damage From Attacks All Attacks (+1/2) (67 Active Points); 1 Recoverable Charges (-1 1/4), Does Not Prevent The Use Of Accessible Foci (-1), Set Effect (Hands Only) (-1), OAF (-1), No Range (-1/2), Must Follow Grab or Target Must Be Willing Power loses about a third of its effectiveness (-1/2), Can Be Escaped Automatically With Modified Lockpicking or Contortionist Roll Power loses about a third of its effectiveness (-1/2), Cannot Form Barriers (-1/4)

3 Cell Phone: High Range Radio Perception (Radio Group), 1 Continuing Fuel Charges lasting 6 Hours each (+0) (12 Active Points); OAF (-1), Celluar Band Communications Only Power loses about half of its effectiveness (-1), Sense Affected As Hearing Group (-1/4), Sense Affected As Sight Group (-1/4) Equipment costs shown above are for reference only, and are not included in Total Cost.

Total Character Cost: 250

 

Val Disadvantages

5 Distinctive Features: HCPD Badge (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)

25 Floating Hunted: any organized crime group 11- (Mo Pow; Harshly Punish; Extensive Non-Combat Influence)

10 Hunted: HCPD 8- (Mo Pow; Watching; Extensive Non-Combat Influence)

10 Psychological Limitation: Curious (Common; Moderate)

15 Psychological Limitation: In Love with Hardtop (Common; Strong)

15 Reputation: Rookie 14-

20 Social Limitation: Subject to Orders (Very Frequently; Major)

0 Normal Characteristic Maxima

Disadvantage Points: 100

Base Points: 150

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

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Re: DC:TAS Campaign - C.O.P.S.

 

Sundown

Player:

 

Val Char Cost

14 STR 4

18 DEX 24

16 CON 12

15 BODY 10

18 INT 8

15 EGO 10

18 PRE 8

12 COM 1

 

3 PD 0

3 ED 0

2 SPD 0

6 REC 0

32 END 0

30 STUN 0

 

6" RUN 0

2" SWIM 0

2 1/2" LEAP 0 Characteristics Cost: 77

 

 

Cost Martial Arts Maneuver

Texas Ranger Fighting

4 1) Block/Chin Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort

4 2) Punch: 1/2 Phase, +0 OCV, +2 DCV, STR +2d6 Strike

3 3) Tackle: 1/2 Phase, +0 OCV, -1 DCV, STR +v/5 Strike; You Fall, Target Falls; FMove

4 4) Basic Shot: 1/2 Phase, +0 OCV, +0 DCV, Range +2, Strike, +2 DC

4 5) Quick Shot: 1/2 Phase, +1 OCV, +0 DCV, Range +0, Strike, +2 DC

1 6) Weapon Element: Handguns Martial Arts Cost: 20

 

Cost Skill

16 +2 with All Combat

0 Acting 8-

2 AK: Texas 11-

2 Animal Handler (Equines) 13-

3 Climbing 13-

0 CK: Hudson CIty 8-

3 Combat Driving 13-

0 Concealment 8-

3 Conversation 13-

3 Criminology 13-

3 Deduction 13-

3 Fast Draw 13-

3 Interrogation 13-

2 KS: Criminal Law and Procedure 11-

2 KS: Law Enforcement World 11-

0 Language: English (completely fluent; literate, native)

2 PS: Texas Ranger 11-

0 Paramedics 8-

3 Persuasion 13-

3 Shadowing 13-

3 Stealth 13-

3 Streetwise 13-

1 Tactics 8-

7 Tracking 15-

1 TF: Riding Animals, Small Motorized Ground Vehicles

10 Two-Weapon Fighting (Ranged)

2 WF: Small Arms Skills Cost: 80

 

Cost Perk

18 Contact (Texas Rangers) (Contact has access to major institutions, Contact has: useful Skills or resources, Contact is slavishly loyal to character), Organization Contact (+2) (18 Active Points) 8-

1 Fringe Benefit: Weapon Permit (where appropriate)

2 Fringe Benefit: Local Police Powers

2 Fringe Benefit: Texas State Police Powers

3 Fringe Benefit: Membership (Texas Ranger)

3 Fringe Benefit: Membership (HCPD Lieutenant)

3 Reputation (Texas Ranger) (A small to medium sized group; 14-) +3/+3d6 Perks Cost: 32

 

Cost Talent

3 Absolute Time Sense

9 Ambidexterity (Eliminate Off Hand Penalty entirely)

3 Bump Of Direction

15 Danger Sense (Intuitional, Sensitivity: Out of Combat) 13-

5 Eidetic Memory

3 Lightning Reflexes: +2 DEX to act first with All Actions

3 Lightsleep Talents Cost: 41

 

Cost Equipment END

6 Smith & Wesson Model 19 .357 Magnum Revolver: Killing Attack - Ranged 1 1/2d6 (vs. PD) (25 Active Points); STR Minimum 9 (-1/2), STR Min. Cannot Add/Subtract Damage (-1/2), OAF (-1), 6 Charges (-3/4), Beam (-1/4), Real Weapon (-1/4)

5 Smith & Wesson Model 19 .357 Magnum Revolver: total of 2 (5 Active Points)

9 Handcuffs: Entangle 3d6, 6 DEF, Takes No Damage From Attacks All Attacks (+1/2) (67 Active Points); 1 Recoverable Charges (-1 1/4), Does Not Prevent The Use Of Accessible Foci (-1), Set Effect (Hands Only) (-1), OAF (-1), Must Follow Grab or Target Must Be Willing (-1/2), No Range (-1/2), Can Be Escaped Automatically With Modified Lockpicking or Contortionist Roll (-1/2), Cannot Form Barriers (-1/4)

3 Cell Phone: High Range Radio Perception (Radio Group), 1 Continuing Fuel Charges lasting 6 Hours each (+0) (12 Active Points); OAF (-1), Only for Cellular Band Communications (-1), Sense Affected As Hearing Group (-1/4), Sense Affected As Sight Group (-1/4) Equipment costs shown above are for reference only, and are not included in Total Cost.

Total Character Cost: 250

 

Val Disadvantages

5 Distinctive Features: HCPD Badge (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)

25 Floating Hunted: any organized crime group 11- (Mo Pow; Harshly Punish; Extensive Non-Combat Influence)

10 Hunted: HCPD 8- (Mo Pow; Watching; Extensive Non-Combat Influence)

20 Psychological Limitation: one riot, one Ranger (Common; Total)

20 Psychological Limitation: Heroic (Common; Total)

20 Social Limitation: Subject to Orders (Very Frequently; Major)

0 Normal Characteristic Maxima

Disadvantage Points: 100

Base Points: 150

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

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Re: DC:TAS Campaign - C.O.P.S.

 

Barricade

Player:

 

 

Val Char Cost

14 STR 4

14 DEX 12

16 CON 12

10 BODY 0

17 INT 7

18 EGO 16

18 PRE 8

15 COM 3

 

3/15 PD 0

3/15 ED 0

3 SPD 6

6 REC 0

32 END 0

25 STUN 0

 

6" RUN 0

2" SWIM 0

2 1/2" LEAP 0 Characteristics Cost: 68

 

 

Cost Power END

30 Mule: Energy Blast 12d6 (vs. PD), 12 Boostable Charges (+0), Double Knockback 2x KB (+3/4) (105 Active Points); STR Minimum 12 (-1/2), STR Min. Cannot Add/Subtract Damage (-1/2), Required Hands Two-Handed (-1/2), OIF (-1/2), No Range (-1/2) Powers Cost: 30

 

 

Cost Martial Arts Maneuver

Commando Training

3 1) Aikido Throw: 1/2 Phase, +0 OCV, +1 DCV, STR +v/5, Target Falls

4 2) Boxing Cross: 1/2 Phase, +0 OCV, +2 DCV, STR +2d6 Strike

4 3) Escape: 1/2 Phase, +0 OCV, +0 DCV, +15 STR vs. Grabs

3 4) Hold: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +10 STR for holding on

4 5) Judo Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; +10 STR to Disarm roll

4 6) Kung Fu Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort

1 7) Weapon Element: Clubs Martial Arts Cost: 23

 

 

Cost Skill

16 +2 with All Combat

2 +1 PER with Sight Group

3 Acting 13-

3 Climbing 12-

1 Combat Driving 8-

2 CK: Millenium City 11-

0 CK: Hudson City 8-

0 Concealment 8-

5 Conversation 14-

3 Criminology 12-

0 Deduction 8-

2 KS: Criminal Law and Procedure 11-

2 KS: Law Enforcement World 11-

0 Language: English (completely fluent; (native), literate)

3 Mechanics 12-

3 Paramedics 12-

9 Persuasion 16-

9 Power (Mule) 14-

0 PS: Police Officer 11-

3 Shadowing 12-

3 Stealth 12-

3 Streetwise 13-

3 Tactics 12-

3 Teamwork 12-

-1 TF: Small Motorized Ground Vehicles

4 WF: Common Melee Weapons, Small Arms Skills Cost: 81

 

 

Cost Perk

24 Contact (Millenium City PD) (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has: very useful Skills or resources, Contact is slavishly loyal to character), Organization Contact (+2) (24 Active Points) 8-

1 Fringe Benefit: Weapon Permit (where appropriate)

2 Fringe Benefit: Local Police Powers

3 Fringe Benefit: Membership (HCPD Sergeant)

3 Reputation (master negotiator) (A small to medium sized group; 14-) +3/+3d6 Perks Cost: 33

 

 

Cost Talent

15 Danger Sense (Intuitional, Sensitivity: Out of Combat) 12- Talents Cost: 15

 

 

Cost Equipment END

12 Armored Uniform: Armor (6 PD/6 ED) (18 Active Points); OIF (-1/2)

5 SWAT Helmet: Armor (6 PD/6 ED) (18 Active Points); Activation Roll 8- (only protects Hit Locations 3-5) (-2), OIF (-1/2)

9 Handcuffs: Entangle 3d6, 6 DEF, Takes No Damage From Attacks All Attacks (+1/2) (67 Active Points); 1 Recoverable Charges (-1 1/4), Does Not Prevent The Use Of Accessible Foci (-1), Set Effect (Hands Only) (-1), OAF (-1), No Range (-1/2), Must Follow Grab or Target Must Be Willing (-1/2), Can Be Escaped Automatically with a Modified Lockpicking or Contortionist Roll (-1/2), Cannot Form Barriers (-1/4)

7 Police Band Radio Headset: High Range Radio Perception (Radio Group), 1 Continuing Fuel Charges lasting 6 Hours each (+0) (12 Active Points); OIF (-1/2), Sense Affected As Hearing Group (-1/4) Equipment costs shown above are for reference only, and are not included in Total Cost.

 

Total Character Cost: 250

 

 

Val Disadvantages

0 Normal Characteristic Maxima

5 Distinctive Features: Uniform (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)

25 Floating Hunted: any organized crime group 11- (Mo Pow; Harshly Punish; Extensive Non-Combat Influence)

5 Floating Hunted: any former opponent from Millenium City 8- (Less Pow; Harshly Punish)

10 Hunted: HCPD 8- (Mo Pow; Watching; Extensive Non-Combat Influence)

15 Psychological Limitation: Code VS. Killing (Common; Strong)

20 Psychological Limitation: Prefers Diplomacy to Violence (Common; Total)

20 Social Limitation: Subject to Orders (Very Frequently; Major)

Disadvantage Points: 100

 

Base Points: 150

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

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Re: DC:TAS Campaign - C.O.P.S.

 

Mace

 

Player:

 

 

Val Char Cost

16 STR 6

14 DEX 12

18 CON 16

15 BODY 10

15 INT 5

12 EGO 4

18 PRE 8

10 COM 0

3/9 PD 0

4/10 ED 0

3 SPD 6

7 REC 0

36 END 0

32 STUN 0

6" RUN 0

2" SWIM 0

3" LEAP 0 Characteristics Cost: 67

 

 

Cost Power END

19 Laser Cannon: Multipower, 45-point reserve, all slots: 32 Charges (+1/4) (56 Active Points); OAF Bulky (-1 1/2), Required Hands Two-Handed (-1/2)

1u 1) Primary Laser: Energy Blast 9d6 (vs. ED) (45 Active Points); OAF Bulky (-1 1/2), Required Hands Two-Handed (-1/2), Real Weapon (-1/4), No Knockback (-1/4)

1u 2) Focused Laser: Energy Blast 6d6 (vs. ED), Armor Piercing x1 (+1/2) (45 Active Points); OAF Bulky (-1 1/2), Required Hands Two-Handed (-1/2), No Knockback (-1/4)

1u 3) Sniping Laser: Energy Blast 6d6 (vs. ED), No Range Modifier (+1/2) (45 Active Points); OAF Bulky (-1 1/2), Required Hands Two-Handed (-1/2), No Knockback (-1/4)

1u 4) High-Intensity Laser: Killing Attack - Ranged 3d6 (vs. ED) (45 Active Points); OAF Bulky (-1 1/2), Required Hands Two-Handed (-1/2), No Knockback (-1/4) Powers Cost: 23

 

 

Cost Martial Arts Maneuver

Commando Training

3 1) Aikido Throw: 1/2 Phase, +0 OCV, +1 DCV, STR +v/5, Target Falls

4 2) Boxing Cross: 1/2 Phase, +0 OCV, +2 DCV, STR +2d6 Strike

4 3) Escape: 1/2 Phase, +0 OCV, +0 DCV, +15 STR vs. Grabs

3 4) Hold: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +10 STR for holding on

4 5) Judo Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; +10 STR to Disarm roll

4 6) Karate "Chop": 1/2 Phase, -2 OCV, +0 DCV, HKA 0 1/2d6

4 7) Kung Fu Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort

1 8) Weapon Element: Clubs Martial Arts Cost: 27

 

 

Cost Skill

24 +3 with All Combat

2 +1 PER with Sight Group

0 Acting 8-

3 Breakfall 12-

3 Climbing 12-

0 Combat Driving 8-

0 Concealment 8-

0 Conversation 8-

0 CK: Hudson City 8-

2 CK: Philadelphia 11-

0 Deduction 8-

2 KS: Criminal Law and Procedure 11-

2 KS: Law Enforcement World 11-

0 Language: English (completely fluent; literate)

0 Paramedics 8-

0 Persuasion 8-

7 Power (Laser Cannon) 13-

0 PS: Police Officer 11-

0 Shadowing 8-

5 Stealth 13-

3 Streetwise 13-

9 Tactics 15-

9 Teamwork 15-

-1 TF: Small Motorized Ground Vehicles

4 WF: Shoulder-Fired Weapons, Small Arms, Vehicle Weapons Skills Cost: 74

 

 

Cost Perk

15 Contact (Philadelphia P.D. SWAT) (Contact has: useful Skills or resources, Contact is slavishly loyal to character), Organization Contact (+2) (15 Active Points) 8-

1 Fringe Benefit: Weapon Permit (where appropriate)

2 Fringe Benefit: Local Police Powers

2 Fringe Benefit: Membership: HCPD Sergeant

6 Reputation (tough guy with unorthodox methods) (A medium-sized group; 14-) +3/+3d6 Perks Cost: 26

 

 

Cost Talent

15 Combat Sense 12-

15 Danger Sense (Intuitional, Sensitivity: Out of Combat) 12-

3 Lightning Reflexes: +2 DEX to act first with All Actions Talents Cost: 33

 

 

Cost Equipment END

12 H&K MP5 9mm SMG: (Total: 40 Active Cost, 12 Real Cost) Killing Attack - Ranged 1d6 +1 (vs. ED), 30 Charges (+1/4), Autofire (5 shots; +1/2) (35 Active Points); STR Minimum 12 (-1/2), STR Min. Cannot Add/Subtract Damage (-1/2), OAF (-1), Beam (-1/4), Real Weapon (-1/4) (Real Cost: 10) plus +1 with OCV (5 Active Points); OAF (-1) (Real Cost: 2)

10 Colt M1911A1 .45 ACP: (Total: 36 Active Cost, 10 Real Cost) Killing Attack - Ranged 2d6 -1 (vs. ED), +1 STUN Multiplier (+1/4) (31 Active Points); STR Minimum 9 (-1/2), STR Min. Cannot Add/Subtract Damage (-1/2), OAF (-1), 7 Charges (-1/2), Beam (-1/4), Real Weapon (-1/4) (Real Cost: 8) plus +1 with OCV (5 Active Points); OAF (-1) (Real Cost: 2)

12 Armored Uniform: Armor (6 PD/6 ED) (18 Active Points); OIF (-1/2)

8 Nightstick: Hand-To-Hand Attack +3d6, Reduced Endurance 0 END (+1/2) (22 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2), Real Weapon (-1/4)

9 Handcuffs: Entangle 3d6, 6 DEF, Takes No Damage From Attacks All Attacks (+1/2) (67 Active Points); 1 Recoverable Charges (-1 1/4), Does Not Prevent The Use Of Accessible Foci (-1), Set Effect (Hands Only) (-1), OAF (-1), No Range (-1/2), Must Follow Grab or Target Must Be Willing (-1/2), Can Be Escaped Automatically With Modified Lockpicking or Contortionist Roll (-1/2), Cannot Form Barriers (-1/4)

8 Concealed HRRP Radio Headset: High Range Radio Perception (Radio Group), 1 Continuing Fuel Charges lasting 6 Hours each (+0) (12 Active Points); Sense Affected As Hearing Group (-1/4), IIF (-1/4) Equipment costs shown above are for reference only, and are not included in Total Cost.

 

Total Character Cost: 250

 

 

Val Disadvantages

0 Normal Characteristic Maxima

5 Distinctive Features: Uniform (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)

25 Floating Hunted: 11- (Mo Pow; Harshly Punish; Extensive Non-Combat Influence)

10 Hunted: HCPD 8- (Mo Pow; Watching; Extensive Non-Combat Influence)

10 Psychological Limitation: Triggerhappy (Common; Moderate)

15 Psychological Limitation: Wiseass (Common; Strong)

15 Reputation: Maverick Cop 11- (Extreme)

20 Social Limitation: Subject to Orders (Very Frequently; Major)

 

Disadvantage Points: 100

 

Base Points: 150

 

Experience Required: 0

 

Total Experience Available: 0

 

Experience Unspent: 0

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Re: DC:TAS Campaign - C.O.P.S.

 

Bulletproof

Player:

 

 

Val Char Cost

57 STR 2

14 DEX 12

15 CON 10

13 BODY 6

18 INT 8

14 EGO 8

18 PRE 8

12 COM 1

3/15 PD 1

3/15 ED 0

4 SPD 16

5 REC 0

30 END 0

27 STUN 0

6" RUN 0

2" SWIM 0

11" LEAP 0 Characteristics Cost: 72

 

 

Cost Power END

36 Cyborg Body: Multipower, 45-point reserve, all slots: (45 Active Points); IIF (-1/4)

3u 1) Strength Enhancers: +45 STR (45 Active Points); No Figured Characteristics (-1/2), IIF (-1/4) 9

2u 2) Bulletproof Shell: Armor (12 PD/12 ED), Hardened (+1/4) (45 Active Points); Hit Locations 10-11 only (-1), IIF (-1/4)

1u 3) Computer Link: Mind Link (Any Willing Target) (15 Active Points); Skin Contact Required (must plug in) (-1), Limited Class Of Minds (Computers only) (-1/2), Does Not Provide Mental Awareness (-1/4), IIF (-1/4)

2u 4) Mini-Shaped Charges: Killing Attack - Ranged 2d6 (vs. PD), Explosion (+1/2) (45 Active Points); OAF (-1), 6 Charges (-3/4) Powers Cost: 44

 

 

Cost Martial Arts Maneuver

Commando Training

3 1) Aikido Throw: 1/2 Phase, +0 OCV, +1 DCV, STR +v/5, Target Falls

4 2) Boxing Cross: 1/2 Phase, +0 OCV, +2 DCV, STR +2d6 Strike

4 3) Escape: 1/2 Phase, +0 OCV, +0 DCV, +15 STR vs. Grabs

3 4) Hold: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +10 STR for holding on

4 5) Judo Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; +10 STR to Disarm roll

4 6) Kung Fu Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort Martial Arts Cost: 22

 

 

Cost Skill

Combat Skills

9 1) +3 with Commando Training

9 2) +3 with Small Arms

0 Acting 8-

0 AK: Washington D.C. 8-

2 AK: Hudson City 11-

3 Bureaucratics 13-

0 Climbing 8-

3 Combat Driving 12-

3 Combat Piloting 12-

3 Computer Programming 13-

0 Concealment 8-

3 Conversation 13-

7 Criminology 15-

7 Deduction 15-

3 Interrogation 13-

2 KS: Federal Criminal Law and Prodcedure 11-

2 KS: Law Enforcement World 11-

0 Language: English (native) (completely fluent; literate)

3 Paramedics 13-

0 Persuasion 8-

0 PS: FBI Agent 11-

6 SS: Criminology (INT-based) 16-

3 Shadowing 13-

0 Stealth 8-

3 Streetwise 13-

3 Systems Operation 13-

3 Tactics 13-

7 Teamwork 14-

0 TF: Helicopters, Small Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles

2 WF: Small Arms Skills Cost: 86

 

 

Cost Perk

3 Fringe Benefit: Federal/National Police Powers

7 Fringe Benefit: Membership: FBI Special Agent in Charge

1 Fringe Benefit: Weapon Permit (where appropriate)

4 Contact (Mayor of Hudson City) (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has: very useful Skills or resources, Contact limited by identity) 8-

3 Reputation (badass crimefighter) (A medium-sized group; 11-) +3/+3d6 Perks Cost: 18

 

 

Cost Talent

5 Eidetic Memory

3 Lightning Calculator Talents Cost: 8

 

 

Cost Equipment END

10 SIG/SAUER P220 .45 ACP: (Total: 36 Active Cost, 10 Real Cost) Killing Attack - Ranged 2d6 -1 (vs. ED), +1 STUN Multiplier (+1/4) (31 Active Points); STR Minimum 8 (-1/2), STR Min. Cannot Add/Subtract Damage (-1/2), OAF (-1), Beam (-1/4), Real Weapon (-1/4), 9 Charges (-1/4) (Real Cost: 8) plus +1 with OCV (5 Active Points); OAF (-1) (Real Cost: 2)

9 Handcuffs: Entangle 3d6, 6 DEF, Takes No Damage From Attacks All Attacks (+1/2) (67 Active Points); 1 Recoverable Charges (-1 1/4), Does Not Prevent The Use Of Accessible Foci (-1), Set Effect (Hands Only) (-1), OAF (-1), No Range (-1/2), Must Follow Grab or Target Must Be Willing (-1/2), Can Be Escaped Automatically With Modified Lockpicking or Contortionist Roll (-1/2), Cannot Form Barriers (-1/4)

3 Cell-Phone: High Range Radio Perception (Radio Group), 1 Continuing Fuel Charges (battery) lasting 6 Hours each (+0) (12 Active Points); Cellular-Phone Band Communications Only (-1), OAF (-1), Sense Affected As Sight and Hearing Group (-1/2), Sense Affected As Radio Group (-1/4) Equipment costs shown above are for reference only, and are not included in Total Cost.

 

Total Character Cost: 250

 

 

Val Disadvantages

5 Distinctive Features: FBI Badge (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)

5 Distinctive Features: Cyborged policeman (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)

25 Floating Hunted: any organized crime group 11- (Mo Pow; Harshly Punish; Extensive Non-Combat Influence)

10 Hunted: FBI 8- (Mo Pow; Watching; Extensive Non-Combat Influence)

10 Hunted: Hudson City Police Department 8- (Mo Pow; Watching; PC has a Public ID or is otherwise very easy to find; Limited Geographical Area; Extensive Non-Combat Influence)

15 Psychological Limitation: Obssessed with Crimefighting (Common; Strong)

15 Reputation: relentless crimefighter 14-

20 Social Limitation: Subject to Orders (Very Frequently; Major)

20 Vulnerability: 2 x STUN Electro-Magnetic Attacks (Common)

0 Normal Characteristic Maxima

Disadvantage Points: 125

 

Base Points: 125

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

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  • 2 months later...
Re: DC:TAS Campaign - C.O.P.S.

 

Bowzer

Player:

 

Val Char ; Cost

13 STR 3

15 DEX 15

15 CON 10

12 BODY 4

15 INT 5

18 EGO 16

18 PRE 8

10 COM 0

;

3/9 PD 0

3/9 ED 0

3 SPD 5

6 REC 0

30 END 0

27 STUN 0 ;

6" RUN 0

2" SWIM 0

2 1/2" LEAP 0 Characteristics Cost: 66

 

 

Cost Martial Arts Maneuver

Police Training ;

3 1) Aikido Throw: 1/2 Phase, +0 OCV, +1 DCV, STR +v/5, Target Falls ;

4 2) Boxing Cross: 1/2 Phase, +0 OCV, +2 DCV, STR +2d6 Strike ;

4 3) Escape: 1/2 Phase, +0 OCV, +0 DCV, +15 STR vs. Grabs ;

3 4) Hold: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +10 STR for holding on ;

4 5) Judo Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; +10 STR to Disarm roll ;

4 6) Kung Fu Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort ; Martial Arts Cost: 22

 

Cost Skill

20 +2 Overall ;

5 Rapid Attack (Ranged) ;

2 +1 PER with Sight Group ;

10 Animal Handler (Canines) 17- ;

3 Acting 13- ;

3 Climbing 12- ;

3 Combat Driving 12- ;

3 Concealment 12- ;

7 Conversation 15- ;

5 Criminology 13- ;

3 Deduction 12- ;

3 Fast Draw 12- ;

2 AK: Chicago 11- ;

0 AK: Hudson City 8- ;

2 KS: Criminal Law and Procedure 11- ;

2 KS: Law Enforcement World 11- ;

0 Language: English (completely fluent; literate, native) ;

5 Mechanics 13- ;

0 Paramedics 8- ;

3 Persuasion 13- ;

0 PS: Police Officer 11- ;

0 Shadowing 8- ;

3 Stealth 12- ;

3 Streetwise 13- ;

5 Tactics 13- ;

5 Teamwork 13- ;

9 Tracking 15- ;

-1 TF: Small Motorized Ground Vehicles ;

2 WF: Small Arms ; Skills Cost: 107

 

Cost Perk

15 Contact (Chicago PD) (Contact has: useful Skills or resources, Contact is slavishly loyal to character), Organization Contact (+2) (15 Active Points) 8- ;

2 Fringe Benefit: Local Police Powers ;

1 Fringe Benefit: Law Enforcement Rank ;

1 Fringe Benefit: Weapon Permit (where appropriate) ;

15 Follower (Blitz) (75 Base, 75 Disad) ; Perks Cost: 34

 

Cost Talent

15 Danger Sense (Intuitional, Sensitivity: Out of Combat) 12- ;

3 Lightning Reflexes: +2 DEX to act first with All Actions ;

3 Lightsleep ; Talents Cost: 21

 

Cost Equipment END

10 Colt M1911A1 .45 ACP: (Total: 36 Active Cost, 10 Real Cost) Killing Attack - Ranged 2d6 -1 (vs. ED), +1 STUN Multiplier (+1/4) (31 Active Points); STR Minimum 9 (-1/2), STR Min. Cannot Add/Subtract Damage (-1/2), OAF (-1), 7 Charges (-1/2), Beam (-1/4), Real Weapon (-1/4) (Real Cost: 8) plus +1 OCV (5 Active Points); OAF (-1), Real Weapon (-1/4) (Real Cost: 2) ;

12 Armored Uniform: Armor (6 PD/6 ED) (18 Active Points); OIF (-1/2) ;

10 Handcuffs: Entangle 3d6, 6 DEF, Takes No Damage From Attacks All Attacks (+1/2) (67 Active Points); 1 Recoverable Charges (-1 1/4), Does Not Prevent The Use Of Accessible Foci (-1), Set Effect (Hands Only) (-1), OAF (-1), Must Follow Grab Or Target Must Be Willing (-1/2), Can Be Escaped Automatically With A Modified Lockpicking or Contortionist Roll (-1/2), Cannot Form Barriers (-1/4) ;

5 Police Band Radio Handset: High Range Radio Perception (Radio Group), 1 Continuing Fuel Charges lasting 6 Hours each (+0) (12 Active Points); OAF (-1), Sense Affected As Hearing Group (-1/4) ; Equipment costs shown above are for reference only, and are not included in Total Cost.

Total Character Cost: 250

 

Val Disadvantages

5 Distinctive Features: Uniform (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) ;

20 Enraged: Blitz injured or hurt (Uncommon), go 14-, recover 11- ;

25 Floating Hunted: any organized crime group 11- (Mo Pow; Harshly Punish; Extensive Non-Combat Influence) ;

10 Hunted: character's department 8- (Mo Pow; Watching; Extensive Non-Combat Influence) ;

20 Psychological Limitation: Loyal to Blitz (Common; Total) ;

20 Social Limitation: Subject to Orders (Very Frequently; Major) ;

0 Normal Characteristic Maxima ;

Disadvantage Points: 100

Base Points: 150

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

 

Blitz

Player:

 

Val Char ; Cost

21 STR -10

16 DEX 18

12 CON 4

9 BODY -2

13 INT -2

5 EGO -10

18 PRE 5

10 COM 0

;

5/11 PD 5

3/9 ED 1

3 SPD 4

5 REC 6

24 END 0

20 STUN 5 ;

7" RUN 0

2" SWIM 0

5 1/2" LEAP 0 Characteristics Cost: 24

 

Cost Power END

15 Bite: Killing Attack - Hand-To-Hand 1d6 (plus STR) (vs. PD) ; 1

2 Fast: +1" Running (7" total) ; 1

1 Leap: Leaping +1" (5 1/2" forward, 2 1/2" upward) ; 1

1 Combat Acclimated: +3 PRE (3 Active Points); Only to Protect Against Presence Attacks Power loses about half of its effectiveness (-1) ;

5 Insightful: +5 INT ;

1 Understanding: Language: English (basic conversation (can only understand, not speak back, though he may find another way to communicate)) ;

5 Cybernetic Dog: Elemental Control, 16-point powers, all slots: (8 Active Points); OIF (-1/2) ;

6 1) Strength Booster: +21 STR (21 Active Points); OIF (-1/2), No Figured Characteristics (-1/2) ; 4

9 2) Bulletproof: Armor (6 PD/6 ED), Hardened (+1/4) (22 Active Points); OIF (-1/2) ;

6 3) Police Light/Siren: Sight Group and Normal Hearing Images, +1 to PER Roll, Reduced Endurance 0 END (+1/2) (24 Active Points); Only To Create Light (-1), OIF (-1/2) ;

21 4) Cybernetic Body: Life Support , Eating: Character does not eat, Immunity: All terrestrial diseases and biowarfare agents, Immunity: All terrestrial poisons and chemical warfare agents, Safe in Intense Cold, Safe in Intense Heat, Safe in Low Pressure/Vacuum, Self-Contained Breathing (39 Active Points); OIF (-1/2) ;

23 Cybernetic Sensor and Communication Systems: Variable Power Pool (Gadget Pool), 20 base + 3 control cost (30 Active Points); Senses and Communications Only Very Limited (-1), OIF (-1/2), VPP Powers Can Be Changed Only In A Laboratory (-1/2), Character Has No Choice Regarding How Powers Change (-1/2) ; Powers Cost: 95

 

 

Cost Skill

5 Concealment; Self Only Power loses about a third of its effectiveness (-1/2) 14- ;

2 PS: Attack 11- ;

2 PS: Guard 11- ;

2 PS: Retrieve/Fetch 11- ;

2 PS: Find Contraband 11- ;

2 PS: Stop Attacking 11- ;

5 Stealth 13- ;

3 Teamwork 12- ;

5 Tracking 13- ; Skills Cost: 28

 

 

Cost Talent

3 Lightsleep ; Talents Cost: 3

 

Total Character Cost: 150

 

Val Disadvantages

15 Distinctive Features: Cybernetic Police Dog (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) ;

10 Hunted: 8- (Mo Pow; Watching; Extensive Non-Combat Influence) ;

15 Physical Limitation: Animal Intelligence (Frequently; Greatly Impairing) ;

5 Physical Limitation: Small (no larger than 1m; +3 KB) (Infrequently; Slightly Impairing) ;

15 Physical Limitation: Very Limited Manipulation (Frequently; Greatly Impairing) ;

15 Psychological Limitation: Loyal to Bowzer (Common; Strong) ;

0 Normal Characteristic Maxima ;

Disadvantage Points: 75

Base Points: 75

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

How do you justify Blitz's powers being OIF when they can't be taken away?
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