CHARACTERISTICS
Val Char Base Cost Roll
15 STR 10 5 12-
12 DEX 10 4 11-
13 CON 10 3 12-
10 INT 10 0 11-
12 EGO 10 2 11-
13 PRE 10 3 12-
4 OCV 3 5
4 DCV 3 5
3 OMCV 3 0
3 DMCV 3 0
6 PD 2 4
6 ED 2 4
2 SPD 2.0 0
4 REC 4 0
30 END 20 2
10 BODY 10 0
30 STUN 20 5
13m Run 12 1
4m Swim 4 0
4m Leap 4 0
Total 43
COMPUTED VALUES
Characteristic Value
Lift: 200.0kg
Initiative: 12
Stunned Threshold: 13
Perception Roll: 11-
STR/Melee Damage: 3d6
PRE Attack: 2 1/2d6
Combat Value Type
Offensive Combat Value
Defensive Combat Value
Regular
4
4
Mental
3
3
Combat Skill Levels
Assigned to OCV
Assigned to DCV
Regular
 
 
Mental
 
 
Defense Type
Physical Defense
Energy Defense
Normal
6
6
Resistant
0
0
Defense Type
Alternate Defense
Resistant?
Power
0
Mental
0
Acts on Phases: 6, 12
ENDURANCE
 
30 / 30
 
Current
Max
Current
Total
STUN
 
30 / 30
 
Current
Max
Current
Total
BODY
 
10 / 10
 
Current
Max
Current
Total
EXPERIENCE POINTS
Total earned: 0
Spent: 0
Unspent: 0
Base Points: 175
Complication Points: 50

Characteristic Points: 43
Power Points: 15
Talent Points: 0
Martial Art Points: 16
Skill Points: 85
Perk Points: 16

Total Points: 175
MOVEMENT
Type Top Speed  
Run 13m [26m NC]
Swim 4m [8m NC]
H. Leap 4m [8m NC]
V. Leap 2m [4m NC]
COMPLICATIONS
Description Points
Psychological Complication [Psychological Complication]: Duty Above Everything (Situation Is Common; Intensity Is Total)
20
Social Complication [Social Complication]: Subject To Orders (Circumstances Occur Frequently; Effects of Restrictions Severe)
20
Distinctive Features [Distinctive Features]: Scar across back of the head (Concealability Concealable; Reaction Noticed and Recognizable; Sensing Detectable By Commonly-Used Senses)
10
Total Complications Points 50
SKILLS
Roll Description Cost
8- Acting 0
8- Climbing 0
12- Concealment 5
8- Conversation 0
12- Deduction 5
Language: American English (idiomatic; literate) (5 Active Points) 0
12- Paramedics 5
8- Persuasion 0
13- PS: Security Officer 4
12- Shadowing 5
12- Stealth 5
13- Power 7
WF: Blades, Handguns, Shotguns, Stun Rods, Unarmed Combat 4
11- KS: Berkely Center Personnel 2
11- KS: Berkely Center Security Procedures 2
TF: Small Motorized Ground Vehicles, Small Planes, Two-Wheeled Motorized Ground Vehicles 2
13- CK: Hudson City 4
11- Security Systems 3
11- Systems Operation 3
11- Lockpicking 3
12- Streetwise 3
11- Tracking 3
11- KS: The Military World 2
11- KS: Military History & Customs 2
11- PS: Army Soldier 2
11- Tactics 3
11- Combat Driving 3
Accurate Sprayfire 5
12- Bureaucratics 3
Total Skills Cost 85
PERKS
Description Cost
Security Officers Licence [Fringe Benefit]: (License to practice a profession, Weapon Permit (where appropriate), Concealed Weapon Permit (where appropriate), Private Investigator License, Security Clearance, Improved Equipment Availability Street-Level equipment,) 10
Berkely Commercial Center Security [Contact]: Dalton Brunner (Contact has very useful Skills or resources, Good relationship with Contact,) 8- 4
Membership in Berkely commercial empire [Fringe Benefit]: (Corporate Employee,) 1
Military Rank [Fringe Benefit]: (Corporal,) 1
Total Perks Cost 16
Combat Value Type
Offensive Combat Value
Defensive Combat Value
Regular
4
4
Mental
3
3
Combat Skill Levels
Assigned to OCV
Assigned to DCV
Regular
 
 
Mental
 
 
COMBAT SKILL LEVELS
Levels Description
COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
Block ½ +0 +0 Block, abort
Brace 0 +2 ½ +2 vs. Range Mod.
Disarm ½ -2 +0 Can disarm
Dodge ½ -- +3 Abort, vs. all attacks
Grab ½ -1 -2 Grab two limbs
Grab By ½ -3 -4 Move and Grab
Haymaker ½* +0 -5 +4 DC attack damage
Move By ½ -2 -2 STR/2 + v/10, you take 1/3
Move Through ½ -v/10 -3 STR + v/6
Multiple Attack 1 var ½ Attack multiple times
Set 1 +1 +0 Ranged Attacks only
Shove ½ -1 -1 Push 1m per 5 STR
Strike ½ +0 +0 STR or weapon
Throw ½ +0 +0 Throw w/ STR dmg
Trip ½ -1 -2 Knock target prone
Basic Strike 1/2 +1 +0 Weapon +2 DC Strike
Defensive Block 1/2 +1 +3 Block, Abort
Fast Strike 1/2 +2 +0 Weapon +2 DC Strike
Takedown 1/2 +1 +1 Weapon Strike; Target Falls
RANGE MODIFIERS
Interval Modifier
0-8m 0
9-16m -2
17-32m -4
33-64m -6
65-125m -8
129-250m -10
CALLED SHOTS
Target OCV Hit Location Roll
Head Shot (Head to Shoulders) -4 1D6+3
High Shot (Head to Vitals) -2 2D6+1
Body Shot (Hands to Legs) -1 2D6+4
Low Shot (Shoulders to Feet) -2 2D6+7*
Leg Shot (Vitals to Feet) -4 1D6+12
*Treat a 19 as the Feet location
HIT LOCATIONS
3D6 Roll Location STUN X N STUN BODY To Hit
3-5 Head x5 x2 x2 -8
6 Hands x1 -6
7-8 Arms x2 -5
9 Shoulders x3 x1 x1 -5
10-11 Chest x3 x1 x1 -3
12 Stomach x4 x1½ x1 -7
13 Vitals x4 x1½ x2 -8
14 Thighs x2 x1 x1 -4
15-16 Legs x2 -6
17-18 Feet x1 -8
ATTACK POWERS
Name Effect END
(30 STR) Telekinesis 4
DEFENSE POWERS
Name Effect Defense END
MOVEMENT POWERS
Name Effect Top Speed END
SENSORY POWERS
Name Effect END
EQUIPMENT
Item Stats Range END
Glock 21 2d6 Killing Attack - Ranged 300m [16]
Shockbaton 2d6 (3d6 w/STR) Killing Attack - Hand-To-Hand 3
POWERS
END Description Cost
4 Telekinesis (30 STR) (45 Active Points); Gestures, Requires Gestures throughout (Requires both hands; -1), Requires A Roll (Skill roll; -1/2), Side Effects, Side Effect occurs automatically whenever Power is used (Migranes; -1/2) 15
Total Powers Cost   15
EQUIPMENT
END Item Cost
[16] Glock 21: Killing Attack - Ranged 2d6, +1 Increased STUN Multiplier (+1/4) (45 Active Points); OAF (-1), STR Minimum 4-8 (STR Min. Cannot Add/Subtract Damage; -3/4), Beam (-1/4), 4 clips of 16 Charges (+1/4)
3 Shockbaton: Killing Attack - Hand-To-Hand 2d6 (3d6 w/STR) (30 Active Points); OAF (-1), Real Weapon (-1/4), Required Hands One-Handed (-0)
Total Equipment Cost  
MARTIAL ARTS
Description Cost
Weapon Element: Clubs 1
Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, Weapon +2 DC Strike 3
Defensive Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort 5
Fast Strike: 1/2 Phase, +2 OCV, +0 DCV, Weapon +2 DC Strike 4
Takedown: 1/2 Phase, +1 OCV, +1 DCV, Weapon Strike; Target Falls 3
Total Martial Arts Cost   16
INFORMATION
Eye Color: Brown Height: 2.00 m
Hair Color: Brown Weight: 100.00 kg
Appearance
Personality

Powers/Tactics

Campaign Use

CHARACTER IMAGE
Background