SDad63
HERO Member-
Posts
25 -
Joined
-
Last visited
-
Days Won
1
SDad63 last won the day on December 20 2022
SDad63 had the most liked content!
SDad63's Achievements
-
drunkonduty reacted to a post in a topic: Defenders Saga Characters
-
Thanks for that! I added a limitation to his Microparticle Virus as well as reduced some of his Characteristics (since he is physically average).
-
Arcturus reacted to a post in a topic: Defenders Saga Characters
-
Scott Ruggels reacted to a post in a topic: Defenders Saga Characters
-
Thanks for the positive comments! Greatly appreciated!! I fixed the Luke Cage 2x Overconfidence issue (I have "Running from the past" as the lesser disadvantage). I cannot find my Colleen Wing character. I'll see if I can't rebuild her over the next couple of days. One of the harder to put together, as she changed so much through the show.
-
Arcturus reacted to a post in a topic: Defenders Saga Characters
-
Arcturus reacted to a post in a topic: Defenders Saga Characters
-
Arcturus reacted to a post in a topic: Defenders Saga Characters
-
Arcturus reacted to a post in a topic: Defenders Saga Characters
-
DentArthurDent reacted to a post in a topic: Defenders Saga Characters
-
DentArthurDent reacted to a post in a topic: Defenders Saga Characters
-
DentArthurDent reacted to a post in a topic: Defenders Saga Characters
-
And last, but not least... Frank Castle. The Punisher Val Char Cost Roll Notes 15 STR 5 12- Lift 200.0kg; 3d6 [3] 20 DEX 30 13- OCV: 7/DCV: 7 23 CON 26 14- 18 BODY 16 13- 18 INT 8 13- PER Roll 13- 17 EGO 14 12- ECV: 6 18 PRE 8 13- PRE Attack: 3 1/2d6 10 COM 0 11- 5/8 PD 2 Total: 5/8 PD (0/3 rPD) 6/9 ED 1 Total: 6/9 ED (0/3 rED) 4 SPD 10 Phases: 3, 6, 9, 12 8 REC 0 46 END 0 38 STUN 0 Movement: Running: 6"/12" Leaping: 3"/6" Swimming: 2"/4" Skills 9 Master Marksman: +3 OCV with Pistols, Carbines and Rifles AGILITY SKILLS 3 1) Breakfall 13- 0 2) Climbing 8- 3 3) Combat Driving 13- 3 4) Lockpicking 13- 3 5) Stealth 13- BACKGROUND SKILLS 0 1) AK: New York 8- 2 2) KS 11- 0 3) Language: English (completely fluent; literate) 0 4) PS: Soldier 11- COMBAT SKILLS 5 1) Accurate Sprayfire 5 2) Concentrated Sprayfire 5 3) Rapid Attack (Ranged) 5 4) Rapid Autofire 5 5) Skipover Sprayfire 3 6) WF: Assault Rifles/LMGs, Grenade Launchers, Handguns, Rifles, Shotguns, Submachine Guns INTELLECT SKILLS 3 1) Bugging 13- 0 2) Concealment 8- 3 3) Criminology 13- 0 4) Deduction 8- 3 5) Demolitions 13- 3 6) Electronics 13- 3 7) Mechanics 13- 0 8 ) Paramedics 8- 3 9) Security Systems 13- 3 10) Shadowing 13- 3 11) Tactics 13- INTERACTION SKILLS 0 1) Acting 8- 0 2) Conversation 8- 3 3) Interrogation 13- 0 4) Persuasion 8- 3 5) Streetwise 13- Perks 4 Blood Money: Seized Mob Money and Valuables: Well Off 28 Weapon Cache: Equipment Points: 140 1 Pete Castiglione: False Identity Talents 6 Combat Luck (3 PD/3 ED) 8 Combat Shooting 5 Rapid Healing Commando Training Maneuver OCV DCV Notes 4 Boxing Cross +0 +2 7d6 Strike 4 Choke -2 +0 Grab One Limb; 3d6 NND 4 Escape +0 +0 40 STR vs. Grabs 4 Hold -1 -1 Grab Three Limbs, 20 STR for holding on 4 Judo Disarm -1 +1 Disarm; 35 STR to Disarm roll 4 Kung Fu Block +2 +2 Block, Abort 1 Weapon Element: Knives 8 +2 HTH Damage Class(es) Powers 5 The Bigger they are, the Bigger the Target: +10 PRE; Presence Defense (-1) Total Characteristic Cost: 120 Total Powers & Skill Cost: 171 Total Cost: 291 125+ Disadvantages 15 Enraged: Innocents taken Hostage (Uncommon), go 11-, recover 11- 20 Hunted: Local, State, and Federal Police Agencies 8- (Mo Pow; NCI; Capture) 10 Hunted: Organized Crime 8- (Less Pow; NCI; Harshly Punish) 20 Psychological Limitation: Code of Honor (Common; Total) 15 Psychological Limitation: Protective of 'Normals' (Common; Strong) 15 Psychological Limitation: No Qualms About Killing (Common; Strong) 10 Reputation: Bloodthirsty Vigilante, 11- 15 Secret ID: Frank Castle Frequently (11-), Major 5 Unluck: 1d6 41 Experience Points 125 Base (Standard) 125 Disadvantages 41 Experience 291 Total Cost
-
Trish Walker, AKA Hellcat... Hellcat Val Char Cost Roll Notes 15/25 STR 5 12- / 14- Lift 200.0kg/800.0kg; 3d6/5d6 [3] 23 DEX 39 14- OCV: 8/DCV: 8 18/23 CON 16 13- / 14- 13/18 BODY 6 12- / 13- 18 INT 8 13- PER Roll 13- 17 EGO 14 12- ECV: 6 13 PRE 3 12- PRE Attack: 2 1/2d6 10 COM 0 11- 7/15 PD 4 Total: 7/15 PD (0/6 rPD) 8/15 ED 4 Total: 8/15 ED (0/6 rED) 5 SPD 17 Phases: 3, 5, 8, 10, 12 7/15 REC 0 36/46 END 0 30/53 STUN 0 Movement: Running: 9"/18" Leaping: 3"/6" Swimming: 2"/4" Skills AGILITY SKILLS 3 Enhanced Reflexes: Acrobatics 14- 3 Breakfall 14- 3 Climbing 14- 3 Contortionist 14- 3 Stealth 14- BACKGROUND SKILLS 0 AK: Ney York 8- 1 Language: English (imitate dialects) 3 Language: French (completely fluent) 2 PS: Actor 11- 2 PS: Talk Show Host 11- 0 TF: Automobiles COMBAT SKILLS 6 +2 with Krav Maga 10 Enhanced Reflexes: Defense Maneuver I-IV 5 Enhanced Reflexes: Rapid Attack (HTH) 10 Enhanced Reflexes: Two-Weapon Fighting (HTH) 1 WF: Off Hand 1 WF: Handguns INTELLECT SKILLS 0 Concealment 8- 3 Deduction 13- 1 Forgery (Documents) 8- 0 Paramedics 8- 3 Security Systems 13- 3 Shadowing 13- INTERACTION SKILLS 3 Acting 12- 3 Conversation 12- 3 High Society 12- Perks 2 Fringe Benefit: Concealed Weapon Permit (where appropriate) 1 Fringe Benefit: Black Belt (Krav Maga) 1 Fringe Benefit: Passport 10 Money: Wealthy 3 Reputation: Teen Actor (A large group) 14-, +1/+1d6 (As Trish Walker) Talents 12 Cat-like Reflexes: Combat Luck (6 PD/6 ED) 2 Artificially Enhanced Physiology (Parkour): Environmental Movement (no penalties on Urban Movement) 5 Artificially Enhanced Physiology: Rapid Healing 9 Artificially Enhanced Physiology: Ambidexterity (no Off Hand penalty) Krav Maga OCV DCV Notes 4 Block +2 +2 Block, Abort 4 Choke Hold -2 +0 Grab One Limb; 2 1/2d6 NND 4 Disarm -1 +1 Disarm; 30 STR / 40 STR to Disarm roll 4 Dodge -- +5 Dodge, Affects All Attacks, Abort 4 Escape +0 +0 35 STR / 45 STR vs. Grabs 3 Grab -1 -1 Grab Two Limbs, 30 STR / 40 STR for holding on 5 Kick -2 +1 8d6 / 10d6 Strike 4 Low Kick/Knee Strike/Punch +0 +2 6d6 / 8d6 Strike 3 Throw +0 +1 4d6 / 6d6 +v/5, Target Falls 1 Weapon Element: Blades 4 +1 HTH Damage Class(es) Powers 7 Artificially Enhanced Physiology: Nightvision, +2 to PER Roll 6 Artificially Enhanced Physiology: Running +3" (9" total) 1 COMBAT ENHANCERS, all slots 8 Continuing Charges lasting 5 Minutes each (+1/2); all slots IAF (Inhaler; -1/2) 10 1) Enhanced Strength: +10 STR 10 2) Enhanced Stamina: +5 CON 10 3) Enhanced Stamina: +5 BODY 10 4) Decreased Sense of Pain: +10 STUN 10 5) Regenerative Healing Factor: +5 REC 10 6) Regenerative Healing Factor: Physical Damage Reduction, 25% 116 Characteristics 233 Powers & Skill Cost 349 Cost 200+ Disadvantages 15 Dependent NPC: Dorothy Walker (Mother) 8- (Normal; Unaware of character's adventuring career/Secret ID) 5 Enraged: In Combat while using Combat Enahncers (Uncommon), go 8-, recover 14- 20 Hunted: NYPD 8- (Mo Pow; NCI; Arrest) 25 Psychological Limitation: Driven to fight crime (Very Common; Total) 20 Psychological Limitation: Overconfident (Very Common; Strong) 5 Psychological Limitation: Will Kill if Necessary (Uncommon; Moderate) 15 Social Limitation: Secret ID (Frequently; Major) 44 Experience Points 200 Base (Standard) 105 Disadvantages 44 Experience 349 Total Cost
-
Here is Stick... member of the Chaste Stick Val Char Cost Roll Notes 15 STR 5 12- Lift 200.0kg; 3d6 [3] 23 DEX 39 14- OCV: 8/DCV: 8 18 CON 16 13- 18 BODY 16 13- 18 INT 8 13- PER Roll 17- 23 EGO 26 14- ECV: 8 18 PRE 8 13- PRE Attack: 3 1/2d6 10 COM 0 11- 6/12 PD 3 Total: 6/12 PD (0/6 rPD) 6/12 ED 2 Total: 6/12 ED (0/6 rED) 5 SPD 17 Phases: 3, 5, 8, 10, 12 8 REC 2 36 END 0 35 STUN 0 Movement: Running: 6"/12" Leaping: 3"/6" Swimming: 2"/4" Skills 20 Chaste Training: +4 with Martial Arts AGILITY SKILLS 3 Enhanced Equilibrium: Acrobatics 14- 3 Enhanced Equilibrium: Breakfall 14- 0 Climbing 8- 3 Acute Hearing: Lockpicking 14- 3 Chaste Training: Stealth 14- BACKGROUND SKILLS 2 Chaste Training: KS: Martial Arts 11- 0 Language: English (completely fluent) 4 Multilingual: Language: Japanese (idiomatic) 2 Multilingual: Language: Braille (completely fluent; Literate only) 2 Chaste Warrior: PS: Soldier 11- COMBAT SKILLS 10 Spacial Awareness: Defense Maneuver I-IV 5 Chaste Training: Rapid Attack (HTH) Defense Maneuver I-IV INTELLECT SKILLS 0 Concealment 8- 3 Sharp Mind: Deduction 13- 3 Chaste Training: Paramedics 13- 3 Chaste Training: Security Systems 13- 3 Chaste Training: Shadowing 13- INTERACTION SKILLS 0 Acting 8- 0 Conversation 8- 3 Chaste Training: Interrogation 13- 3 Chaste Training: Streetwise 13- Perks 3 Anonymity 3 Fringe Benefit: Chaste Member Talents 12 Sense Attacks Coming: Combat Luck (6 PD/6 ED) 5 Rapid Healing Martial Arts Maneuver OCV DCV Notes 5 Defensive Block * +1 +3 Block, Abort 4 Martial Dodge -- +5 Dodge, Affects All Attacks, Abort 4 Martial Disarm * -1 +1 Disarm; 35 STR to Disarm 5 Defensive Strike * +1 +3 5d6 Strike 4 Fast Strike * +2 +0 7d6 Strike 5 Offensive Strike * -2 +1 9d6 Strike 8 +2 HTH Damage Class(es) Powers ENHANCED SENSES 25 RADAR Sense: Spatial Awareness (Unusual Group), 360 Degrees, Discriminatory, Range; Not Through Solid Objects (-1/2) 20 Parabolic Hearing: Targeting with Hearing Group 12 Heightened Senses: +4 PER with all Sense Groups 8 Human Lie Detector: Detect Lies 17- (Unusual Group), Range 6 Acute Hearing: Penalty Skill Levels: +4 vs. Range Modifier with Hearing 11 Katana: HKA 1d6+1, Reduced Endurance (0 END; +1/2); OAF Durable (-1), STR Minimum 11 (-1/2), Real Weapon (-1/4) 142 Characteristic Cost 215 Powers & Skill Cost 357 Total Cost 200+ Disadvantages 30 Hunted: The Hand 14- (Mo Pow; NCI; Harshly Punish) 10 Money: Destitute 15 Physical Limitation: Blind (Frequently; Greatly Impairing) 20 Psychological Limitation: Driven to see Destroy the Hand (Common; Total) 20 Psychological Limitation: No Qualms About Killing (Very Common; Strong) 10 Psychological Limitation: Arshole (Common; Moderate) 15 Social Limitation: Secret ID (Frequently (11-), Major) 15 Susceptibility: Loud Noises Lose 5 AP in all Enhanced Senses per Phase (100dB+ Noise, Sonic Attacks) Experience 22 Experience Points 200 Base (Standard) 135 Disadvantages 22 Experience 357 Total Cost
-
Looks like I forgot to include several characters.... Here is Danny Rand, the Immortal Iron Fist IRON FIST Val Char Cost Roll Notes 15 STR 5 12- Lift 200.0kg; 3d6 [3] 23/29 DEX 39 14- / 15- OCV: 8/10/DCV: 8/10 18/27 CON 16 13- / 14- 13 BODY 6 12- 18 INT 8 13- PER Roll 13- 17 EGO 14 12- ECV: 6 18 PRE 8 13- PRE Attack: 3 1/2d6 10 COM 0 11- 10/16 PD 7 Total: 10/16 PD (0/6 rPD) 10/16 ED 6 Total: 10/16 ED (0/6 rED) 5 SPD 17 Phases: 3, 5, 8, 10, 12 7 REC 0 36/72 END 0 30 STUN 0 Movement: Running: 6"/12" Leaping: 3"/6" Swimming: 2"/4" AGILITY SKILLS 3 Acrobatics 14- (15-) 3 Breakfall 14- (15-) 3 Climbing 14- (15-) 3 Stealth 14- (15-) 3 Defender: Teamwork 14- (15-) BACKGROUND SKILLS 2 AK: New York 11- 2 AK: K'un-Lun 11- 2 CuK: K'un'Lun 11- 2 KS: Hip Hop 11- 2 KS: Martial Arts Styles 11- 0 PS: Business Management 11- 0 TF: Automobile COMBAT SKILLS 12 Trained in K'un-Lun: +4 with Martial Maneuvers 10 Defense Maneuver IV 5 Rapid Attack (HTH) 10 Two-Weapon Fighting (HTH) 2 Trained in K'un-Lun: WF: Common Martial Arts Melee Weapons INTELLECT SKILLS 3 Analyze: Martial Arts ability 13- 0 Concealment 8- 0 Deduction 8- 0 Paramedics 8- 0 Persuasion 8- 3 Shadowing 13- 4 Survival (Arctic/Subarctic, Mountain) 13- INTERACTION SKILLS 0 Acting 8- 0 Conversation 8- 3 Linguist 0 1) Language: English (idiomatic; literate) 2 2) Language: K'un-Lun (completely fluent) 3 3) Language: Mandarin (completely fluent; literate) Perks 15 Rand Enterprises: Money: Filthy Rich ($5B Net Worth) Talents 12 Trained in K'un-Lun: Combat Luck (6 PD/6 ED) 17 Trained in K'un-Lun: Combat Sense (Sense) 13- Crane Mother Kung Fu OCV DCV Notes 5 Block +1 +3 Block, Abort 4 Disarm -1 +1 Disarm; 30 STR to Disarm roll 4 Dodge -- +5 Dodge, Affects All Attacks, Abort 4 Escape +0 +0 35 STR vs. Grabs 3 Joint Lock / Grab -1 -1 Grab Two Limbs, 30 STR for holding on 4 Knife Hand -2 +0 HKA 1 1/2d6 3 Legsweep +2 -1 5d6 Strike, Target Falls 5 Punch * / Flying Kick +1 -2 8d6 Strike 5 Punch * / Side Kick -2 +1 8d6 Strike 4 Punch * / Snap Kick +0 +2 6d6 Strike 3 Throw +0 +1 4d6 +v/5, Target Falls 4 Uproot +0 +0 35 STR to Shove * = Iron Fist Punch maneuver 4 +1 HTH Damage Class(es) 1 Weapon Element: Swords 1 Weapon Element: Nunchaku Powers 6 Iron Fist Punch ($): Hand-To-Hand Attack +4d6; Only with Martial Punch (-1), Hand-To-Hand Attack (-1/2), 2x END Cost (-1/2), Extra Time (Delayed Phase, -1/4) [4 END] 25 Iron Fist Punch: Multipower [25] 1u 1) Chi Blast ($): Explosion (+1/2) for up to 50 Active Points of Iron Fist Punch; Increased END Cost (x5 END; -2) [10 END] 1u 2) Chi Blast ($): Armor Piercing (+1/2) for up to 50 Active Points of Iron Fist Punch; Increased END Cost (x5 END; -2) [10 END] 9 Chi Manipulation: Elemental Control [18] 2 1) Chi Healing ($): Healing BODY 2d6; 5x END Cost (-2), Extra Time (1 Minute, -1 1/2) [10 END] 3 2) Chi Sense ($): Detect Life Force / Toxins / Poisons 16- (Unusual Group), Discriminatory, Analyze; Extra Time (1 Turn, Character May Take No Other Actions, -1 1/2), Costs END to Activate (-1/4) [2 END] 3 3) Enhanced Agility ($): +6 DEX; Fades at 3 DEX per Turn (-1), No Figured Characteristics (-1/2), Costs END to Activate (-1/4) [2 END] 4 4) Enhanced Stamina ($): +9 CON; No Figured Characteristics (-1/2), Fades at 3 CON per Turn (-1/2), Costs END to Activate (-1/4) [2 END] 4 5) Enhanced Stamina ($): +36 END; Fades at 18 END per Turn (-1), Costs END to Activate (-1/4) [2 END] 10 ($) = Chi Reserve: END Reserve (30 END, 30 REC); REC: Extra Time (1 Hour Meditation, Take No Other Actions, -3 1/4) 126 Characteristics 248 Powers & Skills 374 Total Points 200+ Disadvantages 5 Distinctive Feature: Mark of Shou-Lao (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 10 Dependent NPC: Colleen Wing 14- (Slightly Less Powerful than the PC; Useful Noncombat Position or Skills) 10 Dependent NPC: Ward Meacham 11- (Normal; Useful Noncombat Position or Skills) 5 Dependent NPC: Claire Temple 8- (Normal; Useful Noncombat Position or Skills) 25 Hunted: The Hand 11- (As Pow; NCI; PC has a Public ID or is otherwise very easy to find; Capture) 15 Hunted: Davos / <B>Steel Serpent</B> 11- (Less Pow; PC has a Public ID or is otherwise very easy to find; Harshly Punish) 10 Hunted: Joy Meacham 8- (Less Pow; PC has a Public ID or is otherwise very easy to find; Harshly Punish) 15 Psychological Limitation: Code Against Killing (Common; Strong) 15 Psychological Limitation: Compassionate and Humble (Common; Strong) 10 Psychological Limitation: Survivor's Guilt (Common; Moderate) 10 Psychological Limitation: Duty Bound to Protect K'un-Lun (Common; Moderate) 10 Social Limitation: Public ID (Frequently; Minor) 10 Social Limitation: Raised in K'un-Lun (Frequently; Minor) EXPERIENCE POINTS 24 Experience Points 200 Base (Standard) 150 Disadvantages 24 Experience 374 Total Cost
-
The Protector of Harlem... Luke Cage Val Char Cost Roll Notes 40 STR 30 17- Lift 6400kg; 8d6 [8] 20 DEX 30 13- OCV: 7 / DCV: 7 33 CON 46 16- 23 BODY 26 14- 18 INT 8 13- PER Roll 13- 17 EGO 14 12- ECV: 6 28 PRE 18 15- PRE Attack: 5½d6 10 COM 0 11- 26 PD 18 Total: 26 PD (26 rPD) 26 ED 19 Total: 26 ED (26 rED) 4 SPD 10 Phases: 3, 6, 9, 12 15 REC 0 66 END 0 60 STUN 0 Movement Running: 9"/18" Leaping: 8"/16" Swimming: 2"/4" AGILITY SKILLS 3 Breakfall 13- 3 Climbing 13- 0 Stealth 8- 3 Defender: Teamwork 13- BACKGROUND SKILLS 2 Home Town: CK: Savannah, Georgia 11- 2 My Town: CK: Harlem 11- 2 A Black Man: KS: Civil Rights 11- 2 Ex-Cop: KS: Police Procedures 11- 2 Sports Fan: KS: Professional Sports 11- 0 Language: English (completely fluent; literate) 2 Luke's bar: PS: Bartending 11- 2 Ex-Cop: PS: Police Officer 11- 0 TF: Automobiles COMBAT SKILLS 4 +4 with Head Slap 10 +2 with HTH Combat 5 Rapid Attack (HTH) INTELLECT SKILLS 3 Concealment 13- 3 Criminology 13- 3 Deduction 13- 3 Hoist 13- 0 Paramedics 8- 0 Shadowing 8- 3 Strength Tricks: Power 13- INTERACTION SKILLS 0 Acting 8- 3 Conversation 15- 3 High Society 15- 3 Oratory 15- 3 Shadowing 13- 3 Streetwise 15- Perks 4 Harlem's Protector: Reputation: Will Protect Citizens of Harlem (Harlem) 11-, +2/+2d6 Talents 5 You Don't Frighten Me: Resistance (5 points) BOXING Maneuver OCV DCV Notes 3 Jab +2 +1 9d6 Strike 4 Cross +0 +2 11d6 Strike 5 Hook -2 +1 13d6 Strike 3 Martial Grab -1 -1 Grab Two Limbs, 55 STR for holding on 4 Head Slap -1 +1 2 1/2d6 NND Notes: Automatically Targets head [Loc 3-5]; No Effect if Target as rPD there. 4 +1 HTH Damage Class(es) POWERS 32 Unbreakable Skin: Damage Resistance (26 PD/26 ED), Hardened (+1/4) 10 Unbreakable Skin: Lack Of Weakness (-10) for Normal Defense 10 I Saw That Coming: Knockback Resistance -5" 6 Athletic: Running +3" (9" total) 1 1 Iron Lungs: LS (Extended Breathing: 1 END per Turn) 219 Characteristics 163 Powers & Skills 382 Total Points 200+ Disadvantages 20 Dependent NPC: Residents of Harlem 8- (Normal; Group DNPC: x4 DNPCs) 10 Dependent NPC: Claire Temple 11- (Normal; Useful NC Position or Skills) 5 Dependent NPC: Misty Knight 11- (Slightly Less Powerful; Useful NC Position or Skills) 10 Hunted: Willis Striker 8- (Less Pow; PC has a Public ID; Harshly Punish) 15 Hunted: Criminals of Harlem 11- (Less Pow; NCI; Limited Geographical Area; PC has a Public ID; Harshly Punish) 20 Psychological Limitation: Protective of the people of Harlem (Very Common; Strong) 20 Psychological Limitation: Overconfident (Very Common; Strong) 10 Psychological Limitation: Running from the Past (Common; Moderate) 10 Reputation: Harlem's Protector, 11- 10 Social Limitation: Public ID (Frequently (11-), Minor 10 Social Limitation: Black man in a white world (Frequently; Minor) Experience 42 Experience Points 200 Base (Standard) 140 Disadvantages 42 Experience 382 Total Cost
-
Harlem PD Officer Misty Knight Misty Knight Val Char Cost Roll Notes 10/40 STR 0 11- / 17- Lift 100kg; 2d6/8d6 20 DEX 30 13- OCV: 7 / DCV: 7 18 CON 16 13- 13 BODY 6 12- 23 INT 13 14- PER Roll 14- 18 EGO 16 13- ECV: 6 18 PRE 8 13- PRE Attack: 3 1/2d6 10 COM 0 11- 2/18 PD 0 Total: 2/18 PD (0/10 rPD) 4/14 ED 0 Total: 4/14 ED (0/10 rED) 4 SPD 10 Phases: 3, 6, 9, 12 6/12 REC 0 36 END 0 27/42 STUN 0 Movement Running: 6"/12" Leaping: 2"/4" Swimming: 2"/4" SKILL LEVELS 6 Expert Detective: +2 with Criminology, Deduction, and Interrogation AGILITY SKILLS 0 Climbing 8- 3 Fast Draw 13- 0 Stealth 8- BACKGROUND SKILLS 0 AK: Harlem 8- 0 Language: English (completely fluent; literate) 2 Language: Spanish (fluent conversation) 0 PS: Police Officer 11- 0 TF: Automobiles COMBAT SKILLS 8 Expert Marksman: +4 OCV with Handguns 6 Expert Martial Artist: +2 with Martial Maneuvers 1 WF: Handguns INTELLECT SKILLS 0 Concealment 8- 3 Criminology 14- 3 Deduction 14- 0 Paramedics 8- 3 Shadowing 14- INTERACTION SKILLS 0 Acting 8- 3 Conversation 13- 3 Interrogation 13- 3 Seduction 13- Perks 2 Fringe Benefit: NYPD Police Powers 1 Fringe Benefit: Weapon Permit (where appropriate) POLICE TRAINING Maneuver OCV DCV Notes 3 Akido Throw +0 +1 2d6 / 8d6 +v/5, Target Falls 4 Boxing Cross +0 +2 4d6 / 10d6 Strike 4 Judo Disarm -1 +1 Disarm; 20 STR / 50 STR to Disarm roll 4 Kung Fu Block +2 +2 Block, Abort POWERS Cybernetic Arm [OIF (-½), Real Device (-¼)] 11 1) Armor (10 PD/10 ED); Only with Block Maneuver (-1) 16 2) +30 STR, Reduced end (0 END; +½); Not for Lifting (-1) Glock 17: RKA 1d6+2, +1 OCV, +1 RMod; STR Min (9, Cannot Add/Subtract Damage; -1), OAF (Pistol; -1), Real Weapon (-¼), Beam (-¼), 19 Charges (-0) 99 Total Characteristics 89 Total Powers & Skills 188 Total Points 75+ Disadvantages 10 Dependence: Requires Repairs / Fine Tuning; -30 AP from Cybernetic Arm (Only at Rand Facility; 1 / Week) 10 Dependent NPC: Current Partner at Harlem PD 14- (Slightly Less Powerful; Useful NC Skills) 10 Distinctive Features: Cybernetic Arm (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 15 Psychological Limitation: Driven to Solve Crime (Common; Strong) 10 Psychological Limitation: Selfless (Common; Moderate) 5 Reputation: Bulldog Investigator, 11- (Organized Crime) +2/+2d6 15 Watched: NYPD 8- (Mo Pow; NCI; Very easy to find) Experience 38 Experience Points 75 Base (Skilled Normal) 75 Disadvantages 38 Experience 188 Total Cost
-
Starting in on Luke Cage, Season 1. Here is the short-term owner of Harlem's Paradise, Cornell Stokes. DO NOT call him Cottonmouth. Cornell Stokes / Cottonmouth Val Char Cost Roll Notes 13 STR 3 12- Lift 152kg; 2½d6 [3] 14 DEX 12 12- OCV: 5 / DCV: 5 18 CON 16 13- 12 BODY 4 11- 18 INT 8 13- PER Roll 13- 17 EGO 14 12- ECV: 6 18 PRE 8 13- PRE Attack: 3½d6 10 COM 0 11- 5 PD 2 Total: 5 PD (0 rPD) 6 ED 2 Total: 6 ED (0 rED) 3 SPD 6 Phases: 4, 8, 12 7 REC 0 36 END 0 28 STUN 0 Movement Running: 6"/12" Leaping: 2"/4" Swimming: 2"/4" AGILITY SKILLS 0 Climbing 8- 0 Stealth 8- BACKGROUND SKILLS 0 AK: Harlem 8- 0 Language: English (completely fluent; literate) 2 Musical Gift: Piano / Organ 11- 0 PS: Gangster 11- 0 TF: Automobiles COMBAT SKILLS 2 +1 with Handguns 1 WF: Handguns INTELLECT SKILLS 0 Concealment 8- 3 Deduction 13- 0 Paramedics 8- 0 Shadowing 8- INTERACTION SKILLS 0 Acting 8- 3 Bribery 13- 3 Conversation 13- 3 High Society 13- 3 Interrogation 13- 3 Persuasion 13- 3 Seduction 13- 3 Streetwise 13- 3 Trading 13- Perks 20 Stokes Gang: 16x Followers 7 Money: Wealthy (Can get access to $2M in short amount of time) 7 Harlem's Paradise: Base Talents 3 Perfect Pitch POWERS 3 Stokes' Revolver (S&W Model 64): RKA 1d6; STR Min (7, Cannot Add/Subtract Damage; -1), OAF (Pistol; -1), 6 Charges (-3/4), Real Weapon (-¼), Beam (-¼) 9 Glock 19: RKA 1d6+2, +1 OCV,; STR Min 9 (9, Cannot Add/Subtract Damage; -1), OAF (Pistol; -1), Real Weapon (-¼), Beam (-¼), 19 Charges (-0) 75 Characteristics 81 Powers & Skills 156 Total Points 75+ Disadvantages 5 Enraged: Disrespected (Uncommon), go 8-, recover 14- 15 Watched: Harlem PD 8- (Mo Pow; NCI; Always at Harlem's Paradise) 10 Hunted: Other Crime Bosses 8- (As Pow; Always at Harlem's Paradise; Harshly Punish) 15 Psychological Limitation: Arrogant (Common; Strong) 10 Psychological Limitation: No Problem Killing (Common; Moderate) 15 Reputation: Deadly Crime Boss, 14- (Extreme; Known Only to A Small Group) 5 Rivalry: Professional (Domingo Colon; As Powerful; Seek to Humiliate; Rival Aware) Experience 6 Experience Points 75 Base (Skilled Normal) 75 Disadvantages 6 Experience 156 Total Cost
-
Here is Will Simpson, Army Vet, NYPD officer, and IGH Merc... in the comics, he goes by Nuke. Will Simpson / Nuke Val Char Cost Roll Notes 15/30 STR 5 12- / 15- Lift 200kg/1600kg; 3d6/6d6 [3/6] 17 DEX 21 12- OCV: 6/DCV: 6 18/25 CON 16 13- / 14- 13/20 BODY 6 12- / 13- 13 INT 3 12- PER Roll 12- 14 EGO 8 12- ECV: 5 18 PRE 8 13- PRE Attack: 3½d6 10 COM 0 11- 8/11 PD 5 Total: 8/14 PD (3 rPD) 10/11 ED 6 Total: 10/14 ED (3 rED) 4 SPD 13 Phases: 3, 6, 9, 12 7/18 REC 0 36/50 END 0 30/64 STUN 0 Movement Running: 6"/12" Leaping: 3"/6" Swimming: 2"/4" AGILITY SKILLS 0 Climbing 8- 3 Fast Draw 12- 3 Stealth 12- BACKGROUND SKILLS 0 AK: New York 8- 0 Language: English (completely fluent; literate) 2 PS: Police Officer 11- 2 US Army Vet: PS: Solder 11- 0 TF: Automobiles COMBAT SKILLS 24 Expert Combatant: +4 with HTH and Ranged Combat 2 WF: Small Arms INTELLECT SKILLS 3 Concealment 12- 0 Deduction 8- 3 Demolitions 12- 0 Paramedics 8- 3 Security Systems 12- 3 Shadowing 12- 3 Tactics 12- INTERACTION SKILLS 0 Acting 8- 0 Conversation 8- 3 Interrogation 13- 3 Streetwise 13- Perks 2 Fringe Benefit: NYPD Police Powers Talents 6 Combat Luck (3 PD/3 ED) 6 Lightning Reflexes: +6 DEX to act first with Handguns Combat Training Maneuver OCV DCV Notes 4 Block +2 +2 Block, Abort 4 Disarm -1 +1 Disarm; 25 STR / 40 STR to Disarm roll 4 Punch +0 +2 5d6 / 8d6 Strike 5 Roundhouse -2 +1 7d6 / 10d6 Strike 3 Tackle +0 +0 +v/5; You Fall, Target Falls 3 Throw +0 +1 3d6 / 6d6 +v/5, Target Falls POWERS COMBAT ENHANCERS: OAF (Pills; -1), Side Effects (Irrational Thinking; -½) 6 1) Enhanced Strength: +15 STR 6 2) Enhanced Stamina: +7 CON 6 3) Enhanced Stamina: +7 BODY 6 4) Decreased Sense of Pain: +15 STUN 6 5) Regenerative Healing Factor: +7 REC 6 6) Regenerative Healing Factor: Physical Damage Reduction, Resistant, 25% 9 Glock 19: RKA 1d6+2, +1 OCV; STR Min (9, Cannot Add/Subtract Damage; -1), OAF (Pistol; -1), Real Weapon (-¼), Beam (-¼), 19 Charges (-0) 91 Characteristics 139 Powers & Skills 230 Total Points 150+ Disadvantages 20 Hunted: IGH 14- (As Pow; NCI; PC is very easy to find; Watching) 15 Physical Limitation: Addicted to Combat Enhancers (All the Time; Slightly Impairing) 10 Dependence: Combat Enhancers; 2d6 Damage (Difficult to Obtain; 6 Hours) 5 Dependence: Combat Enhancers; Weakness: -3 To Char/Skill Rolls (Difficult to Obtain; 6 Hours) 20 Psychological Limitation: No Qualms about Killing (Very Common; Strong) Experience 10 Experience Points 150 Base (Low-Powered) 70 Disadvantages 10 Experience 230 Total Cost
-
This is my version of Nightcrawler. I think it was built with 5th Edition, but it should translate well into 4th edition and your campaign! Nightcrawler Val Char Cost Roll Notes 13 STR 3 12- Lift 151.6kg; 2½d6 [3] 32 DEX 66 15- OCV: 11 / DCV: 11 23 CON 26 14- 13 BODY 6 12- 13 INT 3 12- PER Roll 12- 11 EGO 2 11- ECV: 4 18 PRE 8 13- PRE Attack: 3½d6 10 COM 0 11- 5/17 PD 2 Total: 5/17 PD (0/12 rPD) 5/17 ED 0 Total: 5/17 ED (0/12 rED) 7 SPD 28 Phases: 2, 4, 6, 7, 9, 11, 12 8 REC 0 46 END 0 32 STUN 0 Movement Running: 6"/12" Leaping: 2"/4" Swimming: 2"/4" Teleportation: 32"/32768" Skills 3 Acrobatics 15- 3 Breakfall 15- 3 Contortionist 15- 3 Combat Piloting 15- 3 Electronics 12- 2 KS: Religion 11- 3 Language: German 3 Language: English 1 Language: Russian 3 Mechanics 12- 3 Paramedics 12- 2 PS: Circus Performer 11- 3 Sleight Of Hand 15- 3 Stealth 15- 3 Tactics 12- Talents 9 Ambidexterity (no Off Hand penalty) 18 Combat Luck (9 PD/9 ED) POWERS [END] 58 Teleportation: Multipower, 58-point reserve 6u 1) Combat Bamf: Teleportation 13", No Relative Velocity, Position Shift, x2 Increased Mass, Reduced Endurance (1/2 END; +¼) [2] 6u 2) Group Bamf: Teleportation 14", Position Shift, x8 Increased Mass, x8 Noncombat [6] 6u 3) Long Range Bamf: Teleportation 5", x2 Noncombat (North/South only; -½), x256 Noncombat, x4 Increased Mass [6] 27 Deep Blue Fur: Invisibility to Sight Group, Reduced Endurance (0 END; +½), Persistent (+½); Darkness or Shadow only (-½) 23 Grab and Bamf: EB 3d6, STUN Only (+0), NND (Teleportation Powers; +1), Autofire (5 shots; +1½); Linked (Combat Bamf; Can only be used when character uses Combat Bamf at full value; -3/4), Must grab first (-½) [5] 22 Extradimensional Senses: Spatial Awareness (Unusual Group) 10 Surest of Footing: Clinging (normal STR) 5 Night Eyes: IR Perception (Sight Group) 5 Prehensile Tail: Extra Limb (1) 5 Xavier Training: Mental Defense (7 points total) 5 Unstable Molecule Suit: Armor (3 PD/3 ED); OIF (-½), Activation Roll 15- (Loc 6-18; -¼) Martial Arts Maneuver OCV DCV Notes 5 Kick -2 +1 9 1/2d6 Strike 4 Block +2 +2 Block, Abort 4 Dodge -- +5 Dodge, Affects All Attacks, Abort 4 Punch +0 +2 7 1/2d6 Strike 3 Throw +0 +1 5 1/2d6 +v/5, Target Falls 12 +3 HTH Damage Class(es) Disadvantages 10 Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Technology Or Major Effort) 25 Distinctive Features: Blue, furry, prehensile tail (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses) 20 Hunted: Project Wideawake 8- (Mo Pow; NCI; Harshly Punish) 10 Hunted: Brotherhood of Evil Mutants 8- (As Pow; Capture) 20 Psychological Limitation: Code Against Killing (Common; Total) 15 Psychological Limitation: Honorable (Common; Strong) 15 Psychological Limitation: Swashbuckler (Common; Strong) 5 Money: Relies on X-Men for expenses 15 Secret ID: Kurt Wagner (Frequently; Major)
-
Kevin Thompson / Kilgrave was difficult to build - I broke all AP rules you might employ in a campaign... this is balanced out by the fact that without his virus he has only his wits to protect him. Kevin Thompson / Kilgrave Val Char Cost Roll Notes 10 STR 0 11- Lift 100kg; 2d6 14 DEX 12 12- OCV: 5/DCV: 5 13 CON 6 13- 11 BODY 2 12- 23 INT 13 14- PER Roll 14- 23 EGO 26 14- ECV: 8 23 PRE 13 14- PRE Attack: 4½d6 10 COM 0 11- 4 PD 2 Total: 4 PD (0 rPD) 4 ED 1 Total: 4 ED (0 rED) 5 SPD 26 Phases: 3, 5, 8, 10, 12 6 REC 0 36 END 0 27 STUN 0 Movement Running: 6"/12" Leaping: 2"/4" Swimming: 2"/4" SKILL LEVLES 40 Minor Mind Control: +8 with Interaction Skills 6 Master of Mind Control: +6 ECV with Mind Control AGILITY SKILLS 0 Climbing 8- 0 Stealth 8- BACKGROUND SKILLS 0 AK: Manchester, England 8- 0 Language: English (completely fluent; literate) INTELLECT SKILLS 0 Concealment 8- 3 Deduction 14- 3 Lipreading 14- 0 Paramedics 8- 0 Shadowing 8- 3 Tactics 14- INTERACTION SKILLS 0 Acting 8- 3 Bureaucratics 14- 3 Conversation 14- 3 High Society 14- 3 Interrogation 14- 3 Persuasion 14- 3 Streetwise 14- Perks 3 Anonymity 10 Money: Wealthy (Can ‘get’ as much as he wants, when he wants) Talents 15 Lightning Reflexes: +15 DEX to act first with Mind Control POWERS [48] Microparticle Virus [Original]: Mind Control 13d6 (standard effect: 39 points), Reduced END (0 END; +½), Area of Effect (10"; +1); Selective (+¼); No Range (-½), Blocked by Solids (-½), Only Operates at EGO+30 Level (-½), Wears off after 12 Hours (-½), Does Not Provide Mental Awareness (-¼), Target must Hear and Understand Commands (-½) 69 Advanced Microparticle Virus: Mind Control 17d6 (standard effect: 51 points), Reduced END (0 END; +½), Area of Effect (52"; +1½), Selective (+¼); No Range (-½), Blocked by Solids (-½), Only Operates at EGO+30 level (-½), Wears Off After 24 Hours (-¼), Does Not Provide Mental Awareness (-¼), Target must Hear and Understand Commands (-½) 101 Characteristics 183 Powers & Skills 271 Total Points 150+ Disadvantages 35 Enraged: Does not get his way (Very Common), go 14-, recover 8- 5 Hunted: Jessica Jones 8- (As Pow; Limited Geographical Area; Harshly Punish) 20 Psychological Limitation: No Moral Compass or Conscious (Very Common; Strong) 15 Psychological Limitation: No Qualms About Killing (Common; Strong) 10 Psychological Limitation: Arrogant Prick (Uncommon; Strong) 5 Psychological Limitation: In Love with Jessica Jones (Uncommon; Moderate) 10 Social Limitation: Does Not Know How To Work With Others (Frequently; Minor) Experience 21 Experience Points 150 Base (Low Powered) 100 Disadvantages 21 Experience 271 Total Cost
-
Here is my version of Jessica Jones Val Char Cost Roll Notes 40 STR 30 17- Lift 6400kg; 8d6 [8] 20 DEX 30 13- OCV: 7/DCV: 7 28 CON 36 15- 18 BODY 16 13- 18 INT 8 13- PER Roll 13- 18 EGO 16 13- ECV: 6 18 PRE 8 13- PRE Attack: 3½d6 10 COM 0 11- 8/12 PD 0 Total: 8/12 PD (0/4 rPD) 8/12 ED 2 Total: 8/12 ED (0/4 rED) 4 SPD 10 Phases: 3, 6, 9, 12 14 REC 0 56 END 0 52 STUN 0 Movement Running: 7"/14" Leaping: 38"/76" Swimming: 2"/4" SKILL LEVELS 15 Expert PI: +5 with with Criminology, Deduction, and Shadowing AGILITY SKILLS 3 Breakfall 13- 0 Climbing 8- 0 Stealth 8- 3 Defender: Teamwork 13- BACKGROUND SKILLS 0 AK: New York 8- 0 Language: English (completely fluent; literate) 3 PS: Private Detective 13- 0 TF: Automobile COMBAT SKILLS 10 +2 with HTH Combat 1 WF: Handguns INTELLECT SKILLS 0 Concealment 8- 3 Criminology 13- 3 Deduction 13- 3 Forensic Medicine 13- 3 Hoist 13- 3 Paramedics 13- 3 Security Systems 13- 3 Shadowing 13- INTERACTION SKILLS 0 Acting 8- 3 Conversation 13- 3 Interrogation 13- 0 Persuasion 8- Perks 5 AKA Jeri: Contact: Jeri Hogarth (has significant Contacts, has useful resources, Good relationship) 11- 4 AKA Patsy: Contact: Trish Walker (Very Good relationship) 11- 2 AKA Private Eye: Fringe Benefit: Private Investigator License 3 AKA Alias Investigations: Reputation: Enhanced Private Eye (A medium-sized group) 11-, +3/+3d6 Talents 6 Expert Combatant: Combat Luck (3 PD/3 ED) 5 Healing Factor: Rapid Healing [Heal 1 BODY per hour of rest] Brawling Maneuver OCV DCV Notes 4 Block +2 +2 Block, Abort 4 Disarm -1 +1 Disarm; 60 STR to Disarm roll 5 Hoist 'n' Heave -2 -2 Grab Two Limbs, +20 STR to Throw 4 Low Blow -1 +1 3d6 NND 4 Punch +0 +2 12d6 Strike 5 Roundhouse -2 +1 14d6 Strike 3 Tackle +0 +0 2d6 +v/5; You Fall, Target Falls 3 Throw +0 +1 10d6 +v/5, Target Falls 5 Knee Strike -2 +1 14d6 Strike 8 +2 HTH Damage Class(es) POWERS 30 Physical Damage Reduction, Resistant, 50% 30 Energy Damage Reduction, Resistant, 50% 35 Guided Falling: Leaping +30" (38" forward, 19" upward) (Accurate) 3 10 Mental Defense (14 points total) 2 Running +1" (7" total) 1 1 Leather Jacket: Armor (1 PD/1 ED); Jacket (Locations 9-13; -1¼), OAF (-1), Real Armor (-¼) 156 Characteristics 240 Powers & SkillS 396 Total Points 200+ Disadvantages 30 Dependent NPC: Jessica's Building Tenants 8- (Normal; Group DNPC: x16 DNPCs) 10 Dependent NPC: Trish Walker 14- (Slightly Less Powerful; Useful Noncombat Position) 10 Dependent NPC: Malcolm Ducasse 11- (Normal; Useful Noncombat Position or Skills) 15 Hunted: The Hand 8- (Less Pow; NCI; PC is otherwise very easy to find; Harshly Punish) 10 Hunted: NYPD 8- (Mo Pow; NCI; Watching) 10 Physical Limitation: Alcoholic (Frequently; Slightly Impairing) 20 Psychological Limitation: Protective of Others (Very Common; Strong) 15 Psychological Limitation: Rude and Abrasive (Very Common; Moderate) 15 Psychological Limitation: Does not Trust Others (Common; Strong) 10 Public ID: Jessica Jones (Frequently (11-), Minor 5 Reputation: Mean & Enhanced Private Eye, 8- Experience 46 Experience Points 200 Base (Standard) 150 Disadvantages 46 Experience 396 Total Cost
-
That wraps up Season 1 of Daredevil. Stick only made a brief appearance here, and I am still percolating my write up Madame Gao. Looking for suggestions. Next up... Season 1 of Jessica Jones. Only four characters of note here. One big character won't be complete until Season 3. I will start with Jeryn "Jeri" Hogarth Val Char Cost Roll Notes 8 STR -2 11- Lift 76kg; 1½d6 10 DEX 0 11- OCV: 3 / DCV: 3 11 CON 2 11- 11 BODY 2 11- 23 INT 16 14- PER Roll 14- 18 EGO 16 13- ECV: 6 18 PRE 8 13- PRE Attack: 3½d6 10 COM 0 11- 2 PD 0 Total: 2 PD (0 rPD) 2 ED 0 Total: 2 ED (0 rED) 2 SPD 0 Phases: 6, 12 4 REC 0 22 END 0 21 STUN 0 Movement Running: 6"/12" Leaping: 1"/2" Swimming: 2"/4" AGILITY SKILLS 0 Climbing 8- 0 Stealth 8- BACKGROUND SKILLS 0 AK: Hell's Kitchen 8- 4 KS: Law 15- 0 Language: English (idiomatic) 4 PS: Attorney 15- 0 TF: Automobiles COMBAT SKILLS 1 WF: Handguns INTELLECT SKILLS 0 Concealment 8- 3 Deduction 14- 0 Paramedics 8- 0 Shadowing 8- 3 Tactics 14- INTERACTION SKILLS 3 Acting 13- 3 Bureaucratics 13- 0 Conversation 8- 3 High Society 13- 3 Oratory 13- 3 Persuasion 13- 3 Seduction 13- Perks 1 Fringe Benefit: License to practice Law 1 Fringe Benefit: Partner: Hogarth & Associates 5 Money: Well Off (over $500K annual salary) 6 Reputation: Has Never Lost a Case (A large group) 14-, +2/+2d6 24 Characteristics 46 Powers & Skills 88 Total Points 25+ Disadvantages 0 Normal Characteristic Maxima 15 Psychological Limitation: Questionable Ethics - Amoral (Common; Strong) 10 Psychological Limitation: Cold and ruthless (Common; Moderate) Experience 38 Experience Points 25 Base (Skilled Normal) 25 Disadvantages 38 Experience 88 Total Cost
-
And the Big Bad of Daredevil... Wilson Fisk Wilson fisk / Kingpin Val Char Cost Roll Notes 30 STR 20 15- Lift 1600kg; 6d6 [6] 18 DEX 24 13- OCV: 6 / DCV: 6 28 CON 36 15- 23 BODY 26 14- 18 INT 8 13- PER Roll 13- 20 EGO 20 13- ECV: 7 23 PRE 13 14- PRE Attack: 4½d6 10 COM 0 11- 16/22 PD 10 Total: 16/22 PD (0/6 rPD) 16/21 ED 10 Total: 16/21 ED (0/5 rED) 5 SPD 22 Phases: 3, 5, 8, 10, 12 12 REC 0 56 END 0 52 STUN 0 Movement Running: 6"/12" Leaping: 6"/12" Swimming: 2"/4" AGILITY SKILLS 3 Breakfall 13- 0 Climbing 8- 0 Stealth 8- BACKGROUND SKILLS 0 AK: New York 8- 2 KS: Criminal World 11- 0 PS: Businessman 11- 0 TF: Automobiles COMBAT SKILLS 20 Skilled Combatant: +4 with HTH Combat INTELLECT SKILLS 0 Concealment 8- 3 Deduction 13- 0 Paramedics 8- 0 Shadowing 8- INTERACTION SKILLS 0 Acting 8- 3 Bribery 14- 3 Bureaucratics 14- 3 Conversation 14- 3 High Society 14- 3 Oratory 14- 3 Persuasion 14- 3 Streetwise 14- 3 Linguist 0 Language: English (completely fluent; literate) 1 Language: ASL (basic conversation) 1 Language: Japanese (fluent conversation) 1 Language: Mandarin (fluent conversation) 1 Language: Russian (fluent conversation) Perks 60 Kingpin's Syndicate: 1024x Followers 11 Money: Filthy Rich (over $17M available at any given time) Talents 16 Vanessa!: Enraged Fury [Aid +11 STR [Standard] and 25% PD Damage Reduction (STUN Only); only while Enraged] WRESTLING / DIRTY FIGHTING Maneuver OCV DCV Notes 4 Chin Block +2 +2 Block, Abort 4 Backhand +0 +2 10d6 Strike 3 Slam +0 +1 8d6 +v/5, Target Falls 4 Escape +0 +0 55 STR vs. Grabs 4 Disarm -1 +1 Disarm; 50 STR to Disarm roll 3 Hold -1 -1 Grab Two Limbs, 50 STR for holding on 5 Roundhouse -2 +1 12d6 Strike 4 Choke -2 +0 Grab One Limb; 3d6 NND 4 Kidney Blow -2 +0 HKA 2d6 5 Hoist 'n' Heave -2 -2 Grab Two Limbs, 30 STR to Throw 8 +2 HTH Damage Class(es) POWERS 10 Kevlar Suit: Armor (6 PD/5 ED); IAF (-1/2), Real Armor (-1/4) 10 Heavy: Knockback Resistance -5" 189 Characteristics 211 Powers & Skills 400 Total Points 200+ Disadvantages 15 Dependent NPC: Vanessa Marianna 11- (Normal) 15 Enraged: Vanessa Threatened (Uncommon), go 14-, recover 14- 15 Hunted: FBI 8- (Less Pow; NCI; PC has a Public ID; Arrest) 15 Hunted: NYPD 8- (Less Pow; NCI; PC has a Public ID; Arrest) 5 Hunted: Daredevil 8- (As Pow; Limited Geographical Area; Capture) 5 Hunted: The Hand 8- (As Pow; NCI; Watching) 20 Psych Limitation: Driven to Rule New York Criminal World (Very Common; Strong) 20 Psych Limitation: No Qualms About Killing (Very Common; Strong) 10 Psych Limitation: Arrogant (Common; Moderate) 20 Reputation: Ruthless Crime Lord, 14-; +3/+3d6 (Extreme) 10 Social Limitation: Public ID (Frequently; Minor) Experience 50 Experience Points 200 Base (Standard) 150 Disadvantages 50 Experience 400 Total Cost