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SDad63

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SDad63 last won the day on December 20 2022

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  1. Thanks for that! I added a limitation to his Microparticle Virus as well as reduced some of his Characteristics (since he is physically average).
  2. 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.
  3. 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
  4. 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
  5. 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
  6. 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
  7. 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
  8. 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
  9. 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
  10. 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
  11. 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)
  12. 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
  13. 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
  14. 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
  15. And the Big Bad of Daredevil... Wilson Fisk Wilson fisk / Kingpin Val Char Cost Roll Notes 30 STR 20 15- Lift 1600kg; 6d6 [6] 18 DEX 24 13- OCV: 6 / DCV: 6 28 CON 36 15- 23 BODY 26 14- 18 INT 8 13- PER Roll 13- 20 EGO 20 13- ECV: 7 23 PRE 13 14- PRE Attack: 4½d6 10 COM 0 11- 16/22 PD 10 Total: 16/22 PD (0/6 rPD) 16/21 ED 10 Total: 16/21 ED (0/5 rED) 5 SPD 22 Phases: 3, 5, 8, 10, 12 12 REC 0 56 END 0 52 STUN 0 Movement Running: 6"/12" Leaping: 6"/12" Swimming: 2"/4" AGILITY SKILLS 3 Breakfall 13- 0 Climbing 8- 0 Stealth 8- BACKGROUND SKILLS 0 AK: New York 8- 2 KS: Criminal World 11- 0 PS: Businessman 11- 0 TF: Automobiles COMBAT SKILLS 20 Skilled Combatant: +4 with HTH Combat INTELLECT SKILLS 0 Concealment 8- 3 Deduction 13- 0 Paramedics 8- 0 Shadowing 8- INTERACTION SKILLS 0 Acting 8- 3 Bribery 14- 3 Bureaucratics 14- 3 Conversation 14- 3 High Society 14- 3 Oratory 14- 3 Persuasion 14- 3 Streetwise 14- 3 Linguist 0 Language: English (completely fluent; literate) 1 Language: ASL (basic conversation) 1 Language: Japanese (fluent conversation) 1 Language: Mandarin (fluent conversation) 1 Language: Russian (fluent conversation) Perks 60 Kingpin's Syndicate: 1024x Followers 11 Money: Filthy Rich (over $17M available at any given time) Talents 16 Vanessa!: Enraged Fury [Aid +11 STR [Standard] and 25% PD Damage Reduction (STUN Only); only while Enraged] WRESTLING / DIRTY FIGHTING Maneuver OCV DCV Notes 4 Chin Block +2 +2 Block, Abort 4 Backhand +0 +2 10d6 Strike 3 Slam +0 +1 8d6 +v/5, Target Falls 4 Escape +0 +0 55 STR vs. Grabs 4 Disarm -1 +1 Disarm; 50 STR to Disarm roll 3 Hold -1 -1 Grab Two Limbs, 50 STR for holding on 5 Roundhouse -2 +1 12d6 Strike 4 Choke -2 +0 Grab One Limb; 3d6 NND 4 Kidney Blow -2 +0 HKA 2d6 5 Hoist 'n' Heave -2 -2 Grab Two Limbs, 30 STR to Throw 8 +2 HTH Damage Class(es) POWERS 10 Kevlar Suit: Armor (6 PD/5 ED); IAF (-1/2), Real Armor (-1/4) 10 Heavy: Knockback Resistance -5" 189 Characteristics 211 Powers & Skills 400 Total Points 200+ Disadvantages 15 Dependent NPC: Vanessa Marianna 11- (Normal) 15 Enraged: Vanessa Threatened (Uncommon), go 14-, recover 14- 15 Hunted: FBI 8- (Less Pow; NCI; PC has a Public ID; Arrest) 15 Hunted: NYPD 8- (Less Pow; NCI; PC has a Public ID; Arrest) 5 Hunted: Daredevil 8- (As Pow; Limited Geographical Area; Capture) 5 Hunted: The Hand 8- (As Pow; NCI; Watching) 20 Psych Limitation: Driven to Rule New York Criminal World (Very Common; Strong) 20 Psych Limitation: No Qualms About Killing (Very Common; Strong) 10 Psych Limitation: Arrogant (Common; Moderate) 20 Reputation: Ruthless Crime Lord, 14-; +3/+3d6 (Extreme) 10 Social Limitation: Public ID (Frequently; Minor) Experience 50 Experience Points 200 Base (Standard) 150 Disadvantages 50 Experience 400 Total Cost
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