| 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 |
 |