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SDad63

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Posts posted by SDad63

  1. 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.

  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

     

     

  3. 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

  4. 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

     

  5. 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

  6. 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

     

     

  7. 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

  8. 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

     

  9. 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

     

  10. 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)

  11. 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

  12. 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

     

  13. 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

     

     

  14. 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

  15. 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)

  16. 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

  17. 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

  18. 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

  19. 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...

  20. 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

  21. 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

  22. 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

  23. 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

     

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