Nemesis CS | NextGen RPG

Nemesis CS

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Hudson City
Where Heroes Lose Their Innocence


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Name: Nemesis
Player: Dave Thomley

Val Char Base Cost
23 STR 10 13
23 DEX 10 39
23 CON 10 26
12 BODY 10 4
13 INT 10 3
13 EGO 10 6
23 PRE 10 13
16 COM 10 3
9/19 PD 5 4
7/17 ED 5 2
6 SPD 3.3 27
10 REC 10 0
46 END 46 0
40 STUN 36 4
9" RUN 6 0
2" SWIM 2 0
7 1/2" LEAP 5 0

STR Roll: 14- Run:  9"
DEX Roll: 14- Swim:  2"
CON Roll: 14- Leap:  7 1/2"
INT Roll: 12-
EGO Roll: 12-
PER Roll 14-/18-

Disadvantages Pts
Dependent NPC: Pops McGinty 11- (Normal; Useful Noncombat Position or Skills)  10
Enraged: Children harmed, abused or otherwise blatantly endangered (Uncommon), go 11-, recover 14- [Notes: This disad refers to immediate situations]  10
Hunted: Mafia 8- (Mo Pow, NCI, Harshly Punish)  20
Hunted: Mystery Hunted 11- (As Pow, Harshly Punish) [Notes: GM Fiat]  15
Psychological Limitation: Protective of children above all others (Common, Strong)  15
Psychological Limitation: Reluctant to Kill (Common, Strong)  15
Psychological Limitation: Takes His Responsibilities Seriously (Common, Strong)  15
Psychological Limitation: Unsure of Himself (Common, Moderate)  10
Social Limitation: Secret Identity (Frequently, Major)  15
Social Limitation: Persona Non Grata with HCPD (Occasionally, Major)  10
Vulnerability: 2 x STUN Magic (Uncommon)  10
Vulnerability: 1 1/2 x BODY Magic (Uncommon)  5
   
Conquistador Package   
1) Hunted: DiSantiago Family 11- (As Pow, NCI, Watching, Package)  0
2) Hunted: Aegis 8- (Mo Pow, Watching, Package)  0
3) Hunted: Press & Media 8- (As Pow, NCI, Watching, Package)  0
 
XP
46
Base Points : 200
Disads Total + 150
Experience Spent + 45
Total Cost = 395



Pts.  Power/Skill/Perk/Talent END
20   Bulletproof Costume: Armor (10 PD/10 ED) (30 Active Points); OIF (Reinforced Ballistex; -1/2)  0
      
   Combat Mask, all slots OIF (Combat Mask; -1/2)   
5   1) Audial Dampers: Hearing Group Flash Defense (8 points) (8 Active Points); OIF (Combat Mask; -1/2)  0
5   2) Auditory Enhancers: +4 PER with Hearing Group (8 Active Points); OIF (Combat Mask; -1/2)  0
      
   Goggle Array, all slots OAF (Goggles; -1)   
6   1) Polarized Lenses: Sight Group Flash Defense (12 points) (12 Active Points); OAF (Goggles; -1)  0
2   2) Nightsight Lenses: Nightvision (5 Active Points); OAF (Goggles; -1)  0
2   3) Thermalsight Lenses: Infrared Perception (Sight Group) (5 Active Points); OAF (Goggles; -1)  0
2   4) Ultrasight Lenses: Ultraviolet Perception (Sight Group) (5 Active Points); OAF (Goggles; -1)  0
      
57   Arsenal: Variable Power Pool (Gadget Pool), 46 base + 11 control cost, (69 Active Points); VPP Powers Can Only Be Changed In Arsenal (-1/2), Limited Class Of Powers Available Slightly Limited (All items must be built as a Focus of at least -1/4 Limitation; -1/4), Limited Special Effect Very Common SFX (Only Technology-based powers; -1/4)   
      
0   Conquistadors Communicator: Mind Link , Human class of minds, Only with those who have similar communicator, Any distance, Conquistador Package, No LOS Needed, Number of Minds (x8); OAF (radio headsets, character must give one to each person he wants to link with; -1), Only With Others Who Have Mind Link (-1), Sense Affected As Radio and Hearing Groups, Not Mental Group (-1/2)  0
      
6   Fleet of Foot: Running +3" (9" total)  1
3   Athletic: Leaping +3" (7 1/2" forward, 3 1/2" upward)  1
6   Trained Observer: +2 PER with all Sense Groups  0
     
   Karate   
4   1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort   
4   2) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 33 STR to Disarm roll   
4   3) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort   
3   4) Jab: 1/2 Phase, +2 OCV, +1 DCV, Strike   
4   5) Knifehand Strike ("Chop"): 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1   
3   6) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 5 1/2d6 Strike, Target Falls   
4   7) Punch/Snap Kick/Cross: 1/2 Phase, +0 OCV, +2 DCV, 6 1/2d6 Strike   
5   8) Side/Spin Kick/Hook: 1/2 Phase, -2 OCV, +1 DCV, 8 1/2d6 Strike   
1   9) Weapon Element: Staffs   
     
   Everyman   
0   1) Acting 8-   
0   2) AK: San Francisco 8-   
0   3) Climbing 8-   
0   4) Computer Programming 8-   
0   5) Concealment 8-   
0   6) Conversation 8-   
0   7) Deduction 8-   
0   8) Language: English (completely fluent) (3 Active Points)   
0   9) Paramedics 8-   
0   10) Persuasion 8-   
0   11) PS: Bartender (Everyman) 11-   
0   12) Shadowing 8-   
0   13) Stealth 8-   
0   14) TF: Small Motorized Ground Vehicles [Notes: Custom Mod is Everyman Skill]   
      
3   Acrobatics 14-   
3   AK: Hudson City 12-   
2   AK: Hudson City Underground 11-   
3   Breakfall 14-   
1   Bribery 8-   
1   Bugging 8-   
3   Climbing 14-   
10   +2 with HTH Combat   
3   Computer Programming 12-   
3   Conversation 14-   
1   Cryptography 8-   
5   Defense Maneuver I-II    
1   Demolitions 8-   
1   Electronics 8-   
1   Forensic Medicine 8-   
1   Inventor 8-   
3   Lockpicking 14-   
3   Paramedics 12-   
3   Scholar   
1   1) KS: Bartending (2 Active Points) 11-   
1   2) KS: Conquistadors (2 Active Points) 11-   
1   3) KS: Criminal Law & Procedure (2 Active Points) 11-   
1   4) KS: DiSantiago Family (2 Active Points) 11-   
2   5) KS: Hudson City (3 Active Points) 12-   
1   6) KS: Hudson City Metahumans (2 Active Points) 11-   
1   7) KS: Hudson City Underworld (2 Active Points) 11-   
1   8) KS: Karate (2 Active Points) 11-   
1   9) KS: Kickboxing (2 Active Points) 11-   
1   10) KS: News and Current Events (2 Active Points) 11-   
1   11) KS: Sports (2 Active Points) 11-   
3   Scientist   
1   1) SS: Biology 8-   
1   2) SS: Chemistry 8-   
1   3) SS: Physics 8-   
1   4) SS: Psychology 8-   
1   5) SS: Sociology 8-   
3   Security Systems 12-   
3   Shadowing 12-   
1   Sleight Of Hand 8-   
3   Stealth 14-   
3   Tactics 12-   
3   Teamwork 14-   
3   Trading 14-   
1   TF: Two-Wheeled Motorized Ground Vehicles   
1   Weaponsmith 8-   
5   WF: Common Missile Weapons, Karate Weapons, Staffs, Whips   
      
   Kickboxing Martial Arts Package [Notes: Per GM]   
2   1) WF: Common Melee Weapons   
1   2) WF: Off Hand   
-15   3) Distinctive Features: Style [Kickboxing] (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Large Group) (Karate Package Bonus)    
      
   Police Officer Package   
-15   1) Monitored by the HCPD (Mo Pow, Watching)    
-20   2) Policeman's Code (Common, Strong)    
3   3) Bureaucratics 14-   
3   4) Combat Driving 14-   
3   5) Concealment 12-   
3   6) Criminology 12-   
3   7) Deduction 12-   
3   8) Interrogation 14-   
2   9) PS: Police Detecive 11-   
3   10) Streetwise 14-   
3   11) WF: Small Arms, Stun Rods   
     
3   Well-Connected   
3   1) Contact: The Thin Grey Line (Contact has useful Skills or resources, Good relationship with Contact) (4 Active Points) 11-   
4   2) Contact: Pops McGinty (specialized weapons) (Contact has useful Skills or resources, Very Good relationship with Contact) (5 Active Points) 11-   
0   3) Contact: Conquistadors (Conquistador Package) 11-   
1   4) Contact: Frankie Jacks (Contact has significant Contacts of his own, Contact has useful Skills or resources, Contact limited by identity) (2 Active Points) 8-   
      
3   Conquistador Package, Private Adder   
0   1) Base 50 pts (Conquistador Package)   
0   2) Reputation (A small to medium sized group) 8-, +1/+1d6 (Conquistador Package)   
     
15   Combat Sense 12-   
     
     

 114 : Powers Cost
 137 + Skills Cost
 144 + Characteristics Cost
 395 = Total Cost

Base OCV:  8 Base DCV:  8
Adjustment+    Adjustment+   
Final OCV:    Final DCV:   
 
Levels: +2 with HTH Combat

Combat Maneuvers
Name Phase OCV DCV Effect
Block 1/2 +0 +0 Block, Abort
Brace 0 +2 1/2 +2 vs. Range Mod.
Disarm 1/2 -2 +0 Can disarm
Dodge 1/2 --- +3 Abort, vs. all attacks
Grab 1/2 -1 -2 Grab two limbs
Grab By 1/2 -3 -4 Move and Grab
Haymaker 1/2* +0 -5 +4DC to attack
Move By 1/2 -2 -2 STR/2 + v/5
Move Through 1/2 -v/5 -3 STR + v/3
Set 1 +1 +0 Ranged attacks only
Strike 1/2 +0 +0 STR or weapon
Block 1/2 +2 +2 Block, Abort
Disarm 1/2 -1 +1 Disarm; 33 STR to Disarm roll
Dodge 1/2 -- +5 Dodge, Affects All Attacks, Abort
Jab 1/2 +2 +1 Strike
Knifehand Strike ("Chop") 1/2 -2 +0 HKA 1d6 +1
Legsweep 1/2 +2 -1 5 1/2d6 Strike, Target Falls
Punch/Snap Kick/Cross 1/2 +0 +2 6 1/2d6 Strike
Side/Spin Kick/Hook 1/2 -2 +1 8 1/2d6 Strike

Range 0-4 5-8 9-16 17-32 33-64 65-128
RMod 0 -2 -4 -6 -8 -10

DEX: 23 SPD: 6 ECV: 4
Phases: 2, 4, 6, 8, 10, 12
9/19 PD (0/10 rPD) 7/17 ED (0/10 rED) MD: 0
END: 46 STUN: 40 BODY: 12