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The Fox


JmOz

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This is a starting point for a important NPC in my campeign, this is before his acident, at this stage he is a active hero in a very dark city.

 

The Fox

 

Player:

 

Val Char Cost

20 STR 10

20 DEX 30

20 CON 20

12 BODY 4

18 INT 8

12 EGO 4

20 PRE 10

14 COM 2

 

10/15 PD 3

10/15 ED 3

5 SPD 20

8 REC 0

40 END 0

35 STUN 3

 

6" RUN 0

2" SWIM 0

4" LEAP 0

Characteristics Cost: 117

 

Cost Power

Costume, all slots OIF (-1/2)

10 1) Armor (5 PD/5 ED) (15 Active Points)

3 2) IR Vision (Sight Group) (5 Active Points)

6 3) HRRP (Radio Group) (12 Active Points); Sense Affected As More Than One Sense Hearing (-1/2)

3 4) Sight Group Flash Defense (5 points) (5 Active Points)

52 Utility Belt: Variable Power Pool, 30 base + 22 control cost, Cosmic (+2) (75 Active Points); 10 powers only, may only change in an armory (-1/4), Maximum Real Cost for any power is 15 points (-1/4); all slots OIF (-1/2)

Powers Cost: 74

 

Cost Martial Arts Maneuver

Fox-Fu

5 1) Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, 8d6 Strike

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

4 3) Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 30 STR to Disarm

4 4) Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort

3 5) Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 30 STR for holding on

4 6) Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 6d6 Strike

3 7) Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, 4d6 +v/5, Target Falls

3 8) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 5d6 Strike, Target Falls

Combat Throwing

3 1) Defensive Shot: 1/2 Phase, -1 OCV, +2 DCV, Range +0, Strike

4 2) Ranged Disarm: 1/2 Phase, +0 OCV, +0 DCV, Range +0, Disarm, 35 STR to Disarm

3 3) Trip: 1/2 Phase, -1 OCV, +0 DCV, Range +0, Target Falls, Strike +v/5

5 Weapon Element: Clubs, Fist-Loads, Karate Weapons, Thrown Grenades, Thrown Knives, Axes, and Darts

Martial Arts Cost: 45

 

Cost Skill

20 +2 Overall

3 Acrobatics 13-

3 Breakfall 13-

3 Bugging 13-

3 Bureaucratics 13-

3 High Society 13-

3 Scholar

2 1) CK: Dark City (3 Active Points) 13-

2 2) KS: Dark City (3 Active Points) 13-

1 3) KS: Dark City Buisnesses (2 Active Points) 11-

2 4) KS: Dark City High Society (3 Active Points) 13-

2 5) KS: Dark City Police (3 Active Points) 13-

2 6) KS: Dark City Super Villains (3 Active Points) 13-

2 7) KS: Dark City Underworld (3 Active Points) 13-

3 Climbing 13-

3 Combat Driving 13-

3 Combat Piloting 13-

3 Concealment 13-

3 Contortionist 13-

3 Criminology 13-

3 Cryptography 13-

3 Deduction 13-

3 Interrogation 13-

3 Lockpicking 13-

3 Mechanics 13-

3 Mimicry 13-

4 Navigation (Air, Land, Marine) 13-

3 Paramedics 13-

3 Security Systems 13-

3 Shadowing 13-

3 Stealth 13-

3 Streetwise 13-

3 Systems Operation 13-

3 Tactics 13-

3 Teamwork 13-

5 WF: Common Martial Arts Melee Weapons, Small Arms, Boomerangs and Throwing Clubs

4 TF: Common Motorized Ground Vehicles, Helicopters, Small Motorized Boats, Small Planes, Two-Wheeled Motorized Ground Vehicles

Skills Cost: 124

 

Cost Perk

15 Money: Filthy Rich

3 Well-Connected

3 1) Contact: Boss Ritoni (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources, Contact limited by identity) (4 Active Points) 11-

2 2) Contact: D.A. Jack Howlett (Contact has access to major institutions, Contact has significant Contacts of his own, Contact limited by identity) (3 Active Points) 11-

3 3) Contact: Dr Roberts (Contact has useful Skills or resources, Good relationship with Contact) (4 Active Points) 11-

1 4) Contact: Lefty, Informant (Contact has significant Contacts of his own, Contact limited by identity) (2 Active Points) 11-

3 5) Contact: Police Chief Henderson (Contact has access to major institutions, Contact has significant Contacts of his own, Contact limited by identity, Good relationship with Contact) (4 Active Points) 11-

4 Reputation (A small to medium sized group) 11-, +4/+4d6

40 Vehicles & Bases

30 Vehicles & Bases

30 Follower

Perks Cost: 134

 

Cost Talent

6 Combat Luck (3 PD/3 ED)

Talents Cost: 6

 

Total Character Cost: 500

 

Pts. Disadvantage

10 DNPC: Alexander Roberts, Buisness Manager 8- (Normal; Useful Noncombat Position or Skills; Unaware of character's adventuring career/Secret ID)

10 DNPC: Dr Donna Westwing 11- (Normal; Useful Noncombat Position or Skills)

5 DNPC: Jeeves 8- (Normal; Useful Noncombat Position or Skills)

15 DNPC: Detective Roberrts & Johnson MCU 11- (Normal; Useful Noncombat Position or Skills; Group DNPC: x2 DNPCs)

15 Hunted: Fox Rogue Gallery 11- (As Pow, Harshly Punish)

10 Hunted: Jester 8- (As Pow, Harshly Punish)

10 Hunted: Police 8- (Mo Pow, NCI, Watching)

15 Hunted: Superteam 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)

15 Psychological Limitation: Code vs Killing (Common, Strong)

15 Psychological Limitation: Protective of the Innocent (Common, Strong)

10 Physical Limitation: Dedicated to stoping crime (Frequently, Slightly Impairing)

5 Reputation: Hero, 11- (Known Only To A Small Group)

15 Social Limitation: Secret ID (Frequently, Major)

Disadvantage Points: 150

Base Points: 300

Experience Required: 50

Total Experience Available: 50

Experience Unspent: 0

 

 

My next step is going to be after his "Radiation accident" of being crippled, most of his gear will disapear for instance...

 

So review, any skills he needs etc...

 

At this stage he should be a Batman type character

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Re: The Fox

 

More dex & CSL's sound right to me' date=' also a little more defence (Thinking of actualy adding 5/5 to his normal defences, and a combat luck based 25% DR)[/quote']

You might go with level(s) with DCV and one or two more Overall levels...thogh if you buy several Overalls then that just crys out for FW....geez if only you had an unlimited budget...:)

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