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Character Name Anika Raynes

Alternate Identities
Player Name

CHARACTERISTICS CURRENT STATUS EXPERIENCE POINTS

Val Char Points Roll Maximum Current Total Points 370


12/30 STR 2 11-/15- END 28 Total Experience Earned 0
16 DEX 12 12- BODY 11 Experience Spent 0
14 CON 4 12- STUN 25 Experience Unspent 0
14 INT 4 12-
12 EGO 2 11- VITAL INFORMATION HIT LOCATION CHART

14 PRE 4 12- HTH damage (STR/5)d6 2d6/6d6 3d6 STUN N BODY To Defense/
Roll Location x STUN x Hit Weight
OCV Lift 132kg/1600kg STR END Cost 1
3-5 Head x5 x2 x2 -8 /
6 15
6 DCV 15 Phases 1 2 3 4 5 6 7 8 9 10 11 12 6 Hands x1 x x -6 /
4 OMCV 3 7-8 Arms x2 x x -5 /
DMCV Base OCV 6 Base DCV 6
4 3 9 Shoulders x3 x1 x1 -5 /
4 SPD 20 Base OMCV 4 Base DMCV 4 10-11 Chest x3 x1 x1 -3 /

Combat Skill Levels 12 Stomach x4 x1 x1 -7 /


5/15 PD 3
13 Vitals x4 x1 x2 -8 /
5/15 ED 3 +2 with HTH Combat
14 Thighs x2 x1 x1 -4 /
6 REC 2 15-16 Legs x2 x x -6 /
28 END 2 17-18 Feet x1 x x -8 /
11 BODY 1 Total Cost
Average Def
25 STUN 3 100 Presence Attack (PRE/5)d6 2 d6 DCV Modifier Total Weight
Armor Notes
ATTACKS & MANEUVERS DEFENSES
Maneuver Phase OCV DCV Effects
Type Amount/Effect
Block +0 +0 Block, abort
Brace 0 +2 +2 OCV vs R. Mod. Normal PD 5/15
COMBAT MODIFIERS
Disarm -2 +0 Disarm, STR v. STR Resistant PD 0/10
Dodge +3 Abort, vs. all attacks Range (m) 0-8 9-16 17-32 33-64 65-125 126-250
Grab -1 -2 Grab 2 limbs Normal ED 5/15 OCV mod -0 -2 -4 -6 -8 -10
Grab By -3 -4 Move & Grab; +(v/10) to STR Resistant ED 0/10 Targeting Shot OCV Hit Location
Haymaker * +0 -5 +4 DCs to attack Head Shot (Head to Shoulders) -4 1d6+3
Move By -2 -2 STR/2 + v/10; you take 1/3 Mental Defense 0 High Shot (Head to Vitals) -2 2d6+1
Move Through -v/10 -3 STR + v/6; you take or full Power Defense 0 Body Shot (Hands to Legs) -1 2d6+4
Multiple Attack 1 var Attack multiple times Low Shot (Shoulders to Feet) -2 2d6+7*
Set 1 +1 +0 Ranged attacks only
Flash Defense 8 (Sight Group) Leg Shot (Vitals to Feet) -4 1d6+12
Shove -1 -1 Push 1m per 5 STR * Treat a 19 as the Feet location
Strike +0 +0 STR or weapon
Throw +0 +0 Throw w/ STR dmg
Trip -1 -2 Knock target Prone
MOVEMENT

Charge +0 -2 4d6/8d6 +v/10 Strike, FMove Type Combat Noncombat


Choke Hold -2 +0 Grab One Limb; 2d6 NND SENSES Run (12m) 14m/24m 28m/48m
Legsweep +2 -1 3d6/7d6 Strike, Target Falls Perception Roll (9+INT/5) 12- Swim (4m) 4m 8m
Martial Block +2 +2 Block, Abort Enhanced and Unusual Senses H. Leap (4m) 4m/14m 8m/28m
Martial Disarm -1 +1 Disarm; 22 STR /40 STR to Disarm Radio Perception/Transmission (Ra V. Leap (2m) 2m/7m 4m/14m
Nerve Strike -1 +1 2d6 NND Tunneling 1m 2m
Offensive Stri -2 +1 6d6/10d6 Strike

Reversal var -1 -2 27 STR /45 STR to Escape; Grab Two

Shove +0 +0 27 STR /45 STR to Shove Movement SFX


CHARACTER INFORMATION CAMPAIGN INFORMATION

Character Name Anika Raynes Campaign Name


Height 1.77 m Weight 60.00 kg Genre
Hair color Brown Eye color Brown Gamemaster

SKILLS, PERKS, & TALENTS POWERS AND EQUIPMENT

Cost Name Roll Cost Name Power/Equipment END


16 +2 with HTH Combat 7 MARS Underarmor Resistant Protection (6 PD/6 ED) (18 APs); OIF (-), Half Mass (-), Requires A Roll (15-
4 +1 with all Intellect Skills roll; -), Real Armor (-)
10 MARS Body Armor Resistant Protection (10 PD/10 ED) (30 APs); Requires A Roll (10- roll; covers Hit Locations
1 AK: MC Sorroundings 8- 9-14; -), OIF (-), Half Mass (-), Real Armor (-)
2 CK: Millenium City 11-
3 Scholar 8 MARS Helmet Resistant Protection (10 PD/10 ED) (30 APs); Requires A Roll (8- roll; covers Hit Locations
1 1) KS: Bad Movies 11- 3-4; -1 ), OIF (-), Half Mass (-), Real Armor (-)
1 2) KS: Law Enforcement World 11- 5 MARS Helmet Sight Group Flash Defense (8 points) (8 APs); OIF (-)
1 3) KS: MARS Units 11- 5 MARS Helmet Hearing Group Flash Defense (8 points) (8 APs); OIF (-)
1 4) KS: Michigan Criminal Law 11- 7 MARS Helmet Radio Perception/Transmission (Radio Group) (10 APs); OIF (-)
1 5) KS: Superheroes 11-
1 6) KS: Superpowers 11- 5 EPG Gauntlets Resistant Protection (6 PD/6 ED) (18 APs); Requires A Roll (8- roll; covers Hit Locations
1 7) KS: Supervillains 11- 6-7; -1 ), OIF (-), Half Mass (-), Real Armor (-)
12 EPG Gauntlets +18 STR (18 APs); OIF (-), 1 Continuing Charge lasting 6 Hours (-0)
3 PS: MCPD 12-
3 Bureaucratics 12- 7 EPG Gauntlets Multipower, 15-point reserve, all slots 16 Charges (-0) (15 APs); all slots Linked (EPG
3 Criminology 12- Gauntlets; Lesser Power can only be used when character uses greater Power at full
3 Streetwise 12- value; -), OIF (-)
3 Conversation 12- 1f Hundred Hand Slap... 1) Autofire (5 shots; +) for up to 30 APs of STR (15 APs); Linked (EPG Gauntlets; Lesser
3 Deduction 12- Well, Five Hand Slap Power can only be used when character uses greater Power at full value; -), OIF (-)
3 Oratory 12- 1f The Screwdriver 2) Armor Piercing (+) for up to 30 APs of STR (7 APs); Linked (EPG Gauntlets; Lesser
5 Tactics 13- Power can only be used when character uses greater Power at full value; -), OIF (-)
5 Teamwork 13- 1f Ground Slam 3) Area Of Effect (6m Radius Explosion; +) for up to 30 APs of STR (7 APs); Linked (EPG
5 Electronics 13- Gauntlets; Lesser Power can only be used when character uses greater Power at full
5 Systems Operation 13- value; -), OIF (-)
1 Acrobatics 8- 1f Bang, Zoom! 4) Double Knockback (+) for up to 30 APs of STR (15 APs); Linked (EPG Gauntlets;
1 Breakfall 8- Lesser Power can only be used when character uses greater Power at full value; -), OIF
1 Paramedics 8- (-)
1 Forensic Medicine 8- 1f Who Needs Doors? 5) Tunneling 1m through 7 PD material (15 APs); Linked (EPG Gauntlets; Lesser Power can
1 High Society 8- only be used when character uses greater Power at full value; -), OIF (-)
1 Sleight Of Hand 8-
5 EPG Boots Resistant Protection (6 PD/6 ED) (18 APs); Requires A Roll (8- roll; covers Hit Locations
10 Defense Maneuver I-IV 17-18; -1 ), OIF (-), Half Mass (-), Real Armor (-)
4 WF: Small Arms, MARS Equipment 7 EPG Boots Running +10m (14m/24m total) (10 APs); OIF (-), 1 Continuing Charge lasting 6 Hours (-0)
3 EPG Boots Leaping +10m (4m/14m forward, 2m/7m upward) (5 APs); OIF (-) 1
4 Charge
4 Choke Hold 15 Stim Packs Simplified Healing 5d6 (50 APs); OAF Fragile (-1 ), 4 Charges (-1) [4]
3 Legsweep
4 Martial Block
4 Martial Disarm
4 Nerve Strike
5 Offensive Strike
4 Reversal
4 Shove
1 Weapon Element: Empty Hand, Nightstick

3 Computer Link (Police Database)


1 Fringe Benefit (Weapon Permit (where
appropriate))
2 Fringe Benefit (Local Police Powers)
3 Fringe Benefit (Membership: MARS)
2 Fringe Benefit (Security Clearance)
3 Fringe Benefit (Law Enforcement Rank)
15 Contact: MCPD (Contact has useful Skills or 101 Total Powers/Equipment Cost
resources, access to major institutions,
Good relationship with Contact) 11-

6 Combat Luck (3 PD/3 ED) MATCHING COMPLICATIONS ( 100 )


3 Lightsleep
Cost Complication
5 Distinctive Features: MCPD Member (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used
Senses)
15 Dependence: Caffeine Powers Gain 14- Activation Roll (Easy To Obtain; Addiction)
25 Dependent NPC: Family Infrequently (Normal; Group DNPC: x8 DNPCs) Infrequently

5 Hunted: MCPD Infrequently (Mo Pow; NCI; Limited Geographical Area; Watching) Infrequently

10 Psychological Complication: Posessive (Uncommon; Strong)


15 Psychological Complication: Thin Blue Line Code Of Honor (Common; Strong)
20 Social Complication: Subject to Orders Very Frequently, Major
5 Social Complication: Secret Romance Infrequently, Minor
169 Total Skills, Perks, & Talents Cost 100 Total Complications Points

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