SDad63
-
Posts
25 -
Joined
-
Last visited
-
Days Won
1
Content Type
Profiles
News
Store
Forums
Downloads
Events
Posts posted by SDad63
-
-
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 and Scott Ruggels
- 2
-
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)
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 0Movement:
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 Maneuvers10 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 ($5B Net Worth)Talents
12 Trained in K'un-Lun: Combat Luck (6 PD/6 ED)
17 Trained in K'un-Lun: Combat Sense (Sense) 13-Crane Mother Kung Fu OCV DCV Notes
5 Block +1 +3 Block, Abort
4 Disarm -1 +1 Disarm; 30 STR to Disarm roll
4 Dodge -- +5 Dodge, Affects All Attacks, Abort
4 Escape +0 +0 35 STR vs. Grabs
3 Joint Lock / Grab -1 -1 Grab Two Limbs, 30 STR for holding on
4 Knife Hand -2 +0 HKA 1 1/2d6
3 Legsweep +2 -1 5d6 Strike, Target Falls
5 Punch * / Flying Kick +1 -2 8d6 Strike
5 Punch * / Side Kick -2 +1 8d6 Strike
4 Punch * / Snap Kick +0 +2 6d6 Strike
3 Throw +0 +1 4d6 +v/5, Target Falls
4 Uproot +0 +0 35 STR to Shove
* = Iron Fist Punch maneuver
4 +1 HTH Damage Class(es)
1 Weapon Element: Swords
1 Weapon Element: NunchakuPowers
6 Iron Fist Punch ($): 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 Points200+ 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 Points200 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
- Joe Walsh, Arcturus, Lawnmower Boy and 1 other
- 4
-
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
- Arcturus and DentArthurDent
- 2
-
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
- Joe Walsh and Lawnmower Boy
- 2
-
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
- Joe Walsh and DentArthurDent
- 2
-
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
- Joe Walsh and DentArthurDent
- 2
-
Here is what I have for Claire Temple (Night Nurse). She trained under Danny Rand and Colleen Wing, and used Tekko-Cagi (claws) on their trip to China.
claire temple / Night Nurse
Val Char Cost Roll Notes
10 STR 0 11- Lift 100kg; 2d6
17 DEX 21 12- OCV: 6 / DCV: 6
18 CON 16 13-
11 BODY 2 11-
18 INT 8 13- PER Roll 13-
18 EGO 16 13- ECV: 6
13/23 PRE 3 12- PRE Attack: 2½d6
10 COM 0 11-
5 PD 3 Total: 5 PD (0 rPD)
6 ED 2 Total: 6 ED (0 rED)
4 SPD 13 Phases: 3, 6, 9, 12
6 REC 0
36 END 0
25 STUN 0
Movement
Running: 6"/12"
Leaping: 2"/4"
Swimming: 2"/4"
AGILITY SKILLS
0 Climbing 8-
0 Stealth 8-
BACKGROUND SKILLS
0 AK: Hell's Kitchen 8-
2 KS: Medical Practices 11-
0 Language: English (completely fluent; literate)
4 Language: Spanish (completely fluent; literate)
2 PS: Nurse 11-
0 TF: Automobiles
COMBAT SKILLS
3 +1 with Martial Maneuvers
INTELLECT SKILLS
0 Concealment 8-
3 Deduction 13-
13 ER Nurse: Paramedics 18-
0 Shadowing 8-
INTERACTION SKILLS
0 Acting 8-
3 Conversation 12- (14-)
Perks
1 Fringe Benefit: RN License
MARTIAL ARTS
Maneuver OCV DCV Notes
4 Block +2 +2 Block, Abort
4 Dodge -- +5 Dodge, Affects All Attacks, Abort
5 Kick -2 +1 7d6 Strike
4 Punch +0 +2 5d6 Strike
4 +1 HTH Damage Class(es)
POWERS
6 ER Nurse: Rapid Healing, Usable by Other (+1/4)
[HEAL 1 BODY per hour under Claire’s care]
5 Cool Under Pressure: +10 PRE; Limited Power (PRE Defense only; -1)
84 Characteristics
63 Powers & Skills
147 Total Points
75+ Disadvantages
25 Psychological Limitation: Follows the Hippocratic Oath (Very Common; Total)
15 Social Limitation: Secret ID (Frequently; Major)
Experience
32 Experience Points
75 Base (Standard Heroic)
40 Disadvantages
32 Experience
147 Total Cost
Equipment
· Shuko / Tekko-Kagi: HKA 1d6, Reduced END (0 END; +½); OAF (-1), Real Weapon (-¼), STR Min (5; -1/4), Reduced Penetration (-¼)
-
I think that Nobu was supposed to be an homage to Kurigi from the comics, but I have not seen anyone actually state that.
Nobu Yoshioka
Val Char Cost Roll Notes
15 STR 5 12- Lift 200kg; 3d6 [3]
23 DEX 39 14- OCV: 8 / DCV: 8
18 CON 16 13-
13 BODY 6 12-
18 INT 8 13- PER Roll 13-
14 EGO 8 12- ECV: 5
13 PRE 3 12- PRE Attack: 2½d6
10 COM 0 11-
9/15 PD 6 Total: 9/15 PD (0/6 rPD)
9/15 ED 5 Total: 9/15 ED (0/6 rED)
5 SPD 17 Phases: 3, 5, 8, 10, 12
7 REC 0
36 END 0
34 STUN 4
Movement
Running: 7"/14"
Leaping: 6"/12"
Swimming: 3"/6"
SKILL LEVELS
20 +4 with HTH Combat
6 +3 OCV with Kurisigama
AGILITY SKILLS
3 Climbing 14-
3 Fast Draw 14-
3 Stealth 14-
BACKGROUND SKILLS
0 AK: Tokyo 8-
2 KS: The Hand 11-
1 Language: English (basic conversation)
0 Language: Japanese (idiomatic; literate)
2 PS: Businessman 11-
0 TF: Automobiles
COMBAT SKILLS
2 WF: Common Martial Arts Melee Weapons
INTELLECT SKILLS
3 Analyze: Martial Arts style 13-
3 Concealment 13-
0 Deduction 8-
0 Paramedics 8-
3 Security Systems 13-
0 Shadowing 8-
3 Tactics 13-
INTERACTION SKILLS
0 Acting 8-
0 Conversation 8-
3 Streetwise 12-
Perks
1 Fringe Benefit: Hand Member
Talents
12 Combat Luck (6 PD/6 ED)
5 Lightning Reflexes: +5 DEX with Kusarigama
MARTIAL ARTS
Maneuver OCV DCV Notes
4 Atemi Punch -1 +1 4d6 NND
4 Block +2 +2 Block, Abort
4 Dodge -- +5 Dodge, Affects All Attacks, Abort
5 Kick * -2 +1 11d6 Strike
4 Knife Hand -2 +0 HKA 2d6 +1
4 Punch * +0 +2 9d6 Strike
3 Throw +0 +1 7d6 +v/5, Target Falls
0 Weapon Element: Kusarigama *
1 Weapon Element: Martial Arts Weapons
16 +4 HTH Damage Class(es)
POWERS
16 Kusarigama: HKA 1d6+1 (3" Stretching), Reduced END (0 END; +½); OAF (-1), 2-Handed (-½), STR Min (11; -½), Real Weapon (-¼)
- OR - Katana: HKA 1d6+1, AP (-½), Reduced END (0 END; +½); OAF (-1), STR Min (11; -½), Real Weapon (-¼)
3 Strong Leaper: Leaping +3" (6" forward, 3" upward) 1
2 Strong Runner: Running +1" (7" total) 1
117 Characteristics
139 Powers & Skills
256 Total Points
150+ Disadvantages
15 Distinctive Features: Martial Arts Style (Not Concealable; Noticed by Common Senses)
5 Distinctive Features: Ninja Suit (Easily Concealed, Noticed by Commonly Senses)
20 Hunted: The Hand 14-, More Powerful, NCI, Watching
25 Psychological Limitation: Loyal to the Hand (Very Common, Total)
15 Psychological Limitation: Aloof and Arrogant (Common; Strong)
Experience
26 Experience Points
150 Base (Low Powered)
80 Disadvantages
26 Experience
256 Total Cost
-
After taking out Mr. Prohaska and his guards, he was one of Nelson & Murdock's first cases. He may have survived his murder trial, but he sure didn't survive his fight with Daredevil. In the Comics he is a bowling-pin wielding killer known at Tenpin.
John Healy / Tenpin
Val Char Cost Roll Notes
15 STR 5 12- Lift 200.0kg; 3d6 [3]
17 DEX 21 12- OCV: 6/DCV: 6
18 CON 16 13-
13 BODY 6 12-
13 INT 3 12- PER Roll 12-
14 EGO 8 12- ECV: 5
13 PRE 3 12- PRE Attack: 2 1/2d6
10 COM 0 11-
8/11 PD 5 Total: 8/11 PD (0/3 rPD)
8/11 ED 4 Total: 8/11 ED (0/3 rED)
4 SPD 13 Phases: 3, 6, 9, 12
7 REC 0
36 END 0
30 STUN 0
Movement
Running: 6"/12"
Leaping: 3"/6"
Swimming: 2"/4"
Skills
15 +5 with Martial Maneuvers
AGILITY SKILLS
0 Climbing 8-
0 Stealth 8-
BACKGROUND SKILLS
0 AK: Hell's Kitchen 8-
2 KS: Criminal Laws 11-
0 Language: English (completely fluent)
2 PS: Hitman 11-
0 TF: Automobiles
COMBAT SKILLS
10 Two-Weapon Fighting (HTH)
1 WF: Bowling Balls & Pins
INTELLECT SKILLS
0 Concealment 8-
0 Deduction 8-
0 Paramedics 8-
0 Shadowing 8-
INTERACTION SKILLS
0 Acting 8-
0 Conversation 8-
3 Streetwise 12-
Talents
6 Combat Luck (3 PD/3 ED)
Martial Arts
Maneuver OCV DCV Notes
4 Block +2 +2 Block, Abort
5 Kick -2 +1 7d6 Strike
4 Punch +0 +2 5d6 Strike
0 Weapon Element: Bowling Balls and Pins
84 Characteristics
42 Powers & Skills
126 Total Points
50+ Disadvantages
15 Hunted: NYPD 8- (Mo Pow; NCI; Arrest)
20 Psychological Limitation: Casual Killer (Common; Total)
15 Psychological Limitation: Hitman's Code (Common; Strong)
Experience
26 Experience Points
50 Base (Skilled Normal)
50 Disadvantages
26 Experience
120 Total Cost
-
He made some very nice suites for Wilson Fisk, all to protect his parole officer / girlfriend Betsy Beatty. In the Comics he was Gladiator, a circular-sawblade wielding redeemed villian.
Melvin Potts / [Gladiator]
Val Char Cost Roll Notes
20 STR 10 13- Lift 400.0kg; 4d6 [4]
17 DEX 21 12- OCV: 6/DCV: 6
18 CON 16 13-
13 BODY 6 12-
7 INT -3 10- PER Roll 10-
7 EGO -6 10- ECV: 2
13 PRE 3 12- PRE Attack: 2 1/2d6
10 COM 0 11-
4 PD 0 Total: 4 PD (0 rPD)
4 ED 0 Total: 4 ED (0 rED)
3 SPD 3 Phases: 4, 8, 12
8 REC 0
36 END 0
32 STUN 0
Movement
Running: 6"/12"
Leaping: 4"/8"
Swimming: 2"/4"
SKILL LEVELS
20 Mechanical Savant: +4 with Armorsmith, Mechanics and Inventor
AGILITY SKILLS
3 Armorsmith 12-
0 Climbing 8-
0 Stealth 8-
COMBAT SKILLS
6 +2 with Grappling
BACKGROUND SKILLS
0 AK: Hell's Kitchen 8-
0 Language: English (completely fluent)
2 PS: Armoror 11-
0 TF: Automobiles
INTELLECT SKILLS
0 Concealment 8-
0 Deduction 8-
3 Inventor 10-
3 Mechanics 10-
0 Paramedics 8-
0 Shadowing 8-
INTERACTION SKILLS
0 Acting 8-
0 Conversation 8-
Perks
6 Potter's Workshop: Base (labs: +3 for Armorsmith and Mechanics)
Grappling
Maneuver OCV DCV Notes
4 Choke -2 +0 Grab One Limb; 2d6 NND
4 Escape +0 +0 35 STR vs. Grabs
4 Punch +0 +2 6d6 Strike
5 Roundhouse -2 +1 8d6 Strike
3 Slam +0 +1 4d6 +v/5, Target Falls
50 Characteristics
63 Powers & Skills
113 Total Points
50+ Disadvantages
10 Dependent NPC: Betsy Beatty 8- (Normal)
20 Hunted: NYPD 8- (Mo Pow; NCI; Capture)
15 Physical Limitation: Mentally Challenged (All the Time; Slightly Impairing)
5 Unluck: 1d6
Experience
13 Experience Points
50 Base (Skilled Normal)
50 Disadvantages
13 Experience
113 Total Cost
-
-
Is a .pdf the best way to drop a character into a message? I was using HDv2.42, then saw that there was a newer version (and purchased it), so I could also drop the .hdc files if anyone has interest. I haven't been active on this board for so long (at least 9 years) that I forgot my old username.
I should also probably have mentioned that all of these will be in 5th Edition...
- Lawnmower Boy and Joe Walsh
- 2
-
And the last one for today... The Man with No Fear... Daredevil
Daredevil
Val Char Cost Roll Notes
15 STR 5 12- Lift 200kg; 3d6 [3]
26 DEX 48 14- OCV: 9/DCV: 9
18 CON 16 13-
18 BODY 16 13-
18 INT 8 13- PER Roll 15-
17 EGO 14 12- ECV: 6
18 PRE 8 13- PRE Attack: 3½d6
10 COM 0 11-
6/21 PD 3 Total: 6/21 PD (0/3 rPD)
7/18 ED 3 Total: 7/18 ED (0/3 rED)
5 SPD 14 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"
Swinging: 10"/20"
SKILL LEVELS
5 Trained by Stick: +1 with Martial Arts
3 Billy Club Master: +1 OCV with Billy Club
1 Spacial Awareness: +1 OCV with thrown Billy Club
AGILITY SKILLS
3 Enhanced Equilibrium: Acrobatics 14-
3 Enhanced Equilibrium: Breakfall 14-
3 Acute Hearing: Lockpicking 14-
3 Defender: Teamwork 14-
BACKGROUND SKILLS
2 This is My City: CK: Hell's Kitchen 11-
1 I Know the Streets: KS: Criminal Underworld 8-
2 Licensed Attorney: KS: Law 11-
2 Licensed Attorney: KS: Legal System 11-
2 Trained by Stick: KS: Martial Arts 11-
0 Multilingual: Language: English (idiomatic; Native, literate)
2 Multilingual: Language: Braille (completely fluent; Literate only)
2 Multilingual: Language: Spanish (fluent conversation)
2 Licensed Attorney: PS: Attorney 11-
COMBAT SKILLS
10 Spacial Awareness: Defense Maneuver I-IV
10 Wields Two Billy Clubs: Two-Weapon Fighting (HTH)
5 Good in a Crowd: Rapid Attack (HTH)
1 Two-Weapon Fighter: WF: Off Hand (+1 DCV with Weapon in Off Hand)
INTELLECT SKILLS
3 Sharp Mind: Deduction 13-
3 Cut Man: Paramedics 13-
3 Trained by Stick: Security Systems 13-
3 Trained by Stick: Shadowing 13-
INTERACTION SKILLS
3 Defense Attorney: Oratory 13-
3 Trained by Stick: Stealth 14-
3 Trained by Stick: Streetwise 13-
PERKS
3 Daredevil: Reputation: Protects Hell's Kitchen (Residents of Hell's Kitchen) 11-, +3/+3d6
3 Attorney: Money: (over $300K Annual Salary)
1 Passed the Bar: Fringe Benefit: License to practice Law
TALENTS
6 Sense Attacks Coming: Combat Luck (3 PD/3 ED)
Martial Arts - Trained by Stick
Maneuver OCV DCV Notes
4 Atemi Strike -1 +1 2½d6 NND
5 Block +1 +3 Block, Abort
4 Choke -2 +0 Grab One Limb; 2½d6 NND
5 Cross * / Flying Kick +1 -2 8d6 Strike
4 Dodge -- +5 Dodge, Affects All Attacks, Abort
4 Disarm -1 +1 Disarm; 30 STR to Disarm roll
4 Elbow Strike * / Snap Kick +0 +2 6d6 Strike
4 Escape +0 +0 35 STR vs. Grabs
4 Foot Push +0 +0 35 STR to Shove
3 Hold -1 -1 Grab Two Limbs, 30 STR for holding on
5 Hook * / Side Kick -2 +1 8d6 Strike
4 Jab * / Front Kick +2 +0 6d6 Strike
3 Legsweep +2 -1 5d6 Strike, Target Falls
3 Sacrifice Throw +2 +1 4d6 Strike; You Fall, Target Falls
3 Takedown +1 +1 4d6 Strike; Target Falls
3 Throw +0 +1 4d6 +v/5, Target Falls
1 Weapon Element: Jo Sticks *
4 +1 HTH Damage Class(es)
POWERS
15 Billy Club: Multipower, 30-point reserve, OAF (Billy Club; -1)
1u 1) Jo Stick: Hand Attack +3d6, Reduced END (0 END; +½); H-To-H Attack (-½)
1u 2) Swingline: Swinging 10"; Lockout (-1/2) 1
1u 3) Thrown Club: 6d6 P EB; Charges (1 recoverable; -1¼), Lockout (-½), Range Based on Strength (-¼)
5 Second Billy Club
5 Black Daredevil Costume: +6 PD; OIF (-½), Real Armor (-¼) plus +4 ED; OIF (-½), Real Armor (-¼)
- OR - Red Daredevil Costume: Armor (5 PD/3 ED); OIF (Advanced nano-carbon polymer; -½), Half Mass (-3 DEX while wearing; -½), Real Armor (-¼)
7 The Man with No Fear: +10 PRE; Only Against PRE Attacks (-½)
ENHANCED SENSES
25 RADAR Sense: Spatial Awareness (Unusual), 360 Degrees, Discriminatory, Range; Not Through Solids (-½)
20 Parabolic Hearing: Targeting with Hearing Group
8 Human Lie Detector: Detect Lies 15- (Unusual), Range
6 Heightened Senses: +2 PER with all Sense Groups
3 Acute Hearing: Penalty Skill Levels: +2 vs. Range Modifier with Hearing
137 Characteristics
260 Powers & Skills
397 Total Points
200+ Disadvantages
15 Hunted: Kingpin and his Crime Syndicate 11- (Less Pow; NCI; Harshly Punish)
10 Hunted: The Hand 8- (As Pow; Harshly Punish)
10 Hunted: Daredevil's Rogues Gallery 8- (As Pow; Harshly Punish)
15 Physical Limitation: Blind (Frequently; Greatly Impairing)
20 Psychological Limitation: Driven to see Justice Prevail (Common; Total)
15 Psychological Limitation: Code Versus Killing (Common; Strong)
15 Psychological Limitation: Protective of the people of Hell's Kitchen (Common; Strong)
10 Reputation: Brutal Vigilante, 14-; +3/+3d6 (Only to Hell's Kitchen Criminals)
15 Social Limitation: Secret ID (Matthew Michael 'Matt' Murdock; Frequently (11-), Major)
25 Susceptibility: Loud Noises Lose all Enhanced Senses (120dB+ Noise, Sonic Attacks)
Experience
47 Experience Points
200 Base (Standard)
150 Disadvantages
47 Experience
397 Total Cost
-
Number 3... Office Manager turned Journalist turned Attorney/Paralegal....
Karen Page
Val Char Cost Roll Notes
8 STR -2 11- Lift 76kg; 1½d6
11 DEX 3 11- OCV: 4 / DCV: 4
11 CON 2 11-
9 BODY -2 11-
18 INT 8 13- PER Roll 13-
14 EGO 8 12- ECV: 5
13 PRE 3 12- PRE Attack: 2½d6
10 COM 0 11-
2 PD 0 Total: 2 PD (0 rPD)
2 ED 0 Total: 2 ED (0 rED)
3 SPD 9 Phases: 4, 8, 12
4 REC 0
22 END 0
19 STUN 0
Movement
Running: 6"/12"
Leaping: 1"/2"
Swimming: 2"/4"
AGILITY SKILLS
0 Climbing 8-
0 Stealth 8-
BACKGROUND SKILLS
0 AK: Fagan Corners, Vermont 8-
1 CK: Hell's Kitchen 8-
2 KS: Law 11-
0 Language: English (idiomatic; literate)
3 Language: Spanish (fluent conversation; literate)
0 PS: Office Manager 11-
2 PS: Journalist 11-
1 PS: Attorney 8-
0 TF: Automobiles
COMBAT SKILLS
1 WF: Handguns
INTELLECT SKILLS
0 Concealment 8-
0 Deduction 8-
0 Paramedics 8-
3 Journalist: Researching 13-
0 Shadowing 8-
INTERACTION SKILLS
0 Acting 8-
0 Conversation 8-
1 Persuasion 8-
Perks
1 Money: Well Off (over $100K per year)
1 Fringe Benefit: License to practice Law
29 Characteristics
16 Powers & Skills
45 Total Points
25+ Disadvantages
0 Normal Characteristic Maxima
10 Psychological Limitation: Does the Right Thing (Common; Moderate)
Experience
10 Experience Points
25 Base (Skilled Normal)
10 Disadvantages
10 Experience
45 Total Cost
-
Second Character... and the heart of Nelson & Murdock... Foggy Nelson.
Franklin Percy "Foggy" Nelson
Val Char Cost Roll Notes
8 STR -2 11- Lift 76kg; 1½d6
11 DEX 3 11- OCV: 4 / DCV: 4
13 CON 6 12-
11 BODY 2 11-
18 INT 8 13- PER Roll 13-
14 EGO 8 12- ECV: 5
13 PRE 3 12- PRE Attack: 2½d6
10 COM 0 11-
2 PD 0 Total: 2 PD (0 rPD)
3 ED 0 Total: 3 ED (0 rED)
2 SPD 0 Phases: 6, 12
5 REC 0
26 END 0
22 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 14-
0 Language: English (idiomatic)
3 Language: Punjabi (fluent conversation; literate)
4 PS: Attorney 14-
0 TF: Automobiles
INTELLECT SKILLS
0 Concealment 8-
0 Deduction 8-
0 Paramedics 8-
0 Shadowing 8-
INTERACTION SKILLS
0 Acting 8-
3 Bureaucratics 12-
0 Conversation 8-
3 Oratory 12-
3 Persuasion 12-
Perks
1 Fringe Benefit: License to practice Law
1 Fringe Benefit: Partner - Nelson, Murdock and Page
2 Money: Well Off (over $200K per year
24 Characteristics
28 Powers & Skills
52 Total Points
25+ Disadvantages
0 Normal Characteristic Maxima
10 Psychological Limitation: Does the Right Thing (Common; Moderate)
Experience
17 Experience Points
25 Base (Skilled Normal)
25 Disadvantages
17 Experience
52 Total Cost
-
With the move from Netflix to Disney+, I started watching the Defenders shows again. And started building out some of the more colorful characters. I'll be posting them here as I complete them.
Comments and suggestions are welcome!
First up... one of my favorite secondary characters, and the only character to appear in every Defenders Saga series... TURK BARRETT.
Turk Barrett
Val Char Cost Roll Notes
11 STR 1 11- Lift 115kg; 2d6 [2]
11 DEX 3 11- OCV: 4/DCV: 4
13 CON 6 12-
11 BODY 2 11-
13 INT 3 12- PER Roll 12-
11 EGO 2 11- ECV: 4
13 PRE 3 12- PRE Attack: 2½d6
10 COM 0 11-
2 PD 0 Total: 2 PD (0 rPD)
3 ED 0 Total: 3 ED (0 rED)
3 SPD 9 Phases: 4, 8, 12
5 REC 0
26 END 0
24 STUN 0
Movement
Running: 6"/12"
Leaping: 2"/4"
Swimming: 2"/4"
SKILL LEVELS
5 Small Time Crook: +1 with Lockpicking, Security Systems, Streetwise, Persuasion and Trading
3 Cool Under Fire: +1 OCV with handguns
AGILITY SKILLS
0 Climbing 8-
3 Lockpicking 11- (12-)
3 Stealth 11-
BACKGROUND SKILLS
0 AK: New York 8-
2 AK: Hell's Kitchen 11-
2 KS: New York Criminal World 11-
0 Language: English (completely fluent; literate)
0 PS: Small Time Crook 11-
0 TF: Automobile
COMBAT SKILLS
1 WF: Handguns
1 WF: Blades
INTELLECT SKILLS
0 Concealment 8-
0 Deduction 8-
0 Paramedics 8-
3 Security Systems 12- (13-)
0 Shadowing 8-
INTERACTION SKILLS
0 Acting 8-
0 Conversation 8-
3 Persuasion 12- (13-)
3 Streetwise 12-
3 Trading 12- (13-)
Perks
3 Turk's Smoke Shop: Base (Malcolm X Blvd, New York)
1 Independent Businessman: Money: Well Off (over $100K per year)
29 Characteristics
36 Powers & Skills
65 Total Points
25+ Disadvantages
0 Normal Characteristic Maxima
15 Psychological Limitation: Only Loyal to Turk Barrett (Common; Strong)
10 Psychological Limitation: Greedy (Common; Moderate)
Experience
15 Experience Points
25 Base (Skilled Normal)
25 Disadvantage Points
15 Experience
65 Total Cost
Defenders Saga Characters
in Champions
Posted
Thanks for that! I added a limitation to his Microparticle Virus as well as reduced some of his Characteristics (since he is physically average).