Death Commando
Character Name: Death Commando
Alternate Identities:
Player Name: NPC
CHARACTERISTICS
Val Char Base Points Total Roll Notes
15 STR 10 5 15 12- HTH Damage 3d6 END [1]
23 DEX 10 39 23 14- OCV 8 DCV 8
28 CON 10 36 28 15-
15 BODY 10 10 15 12-
18 INT 10 8 18 13- PER Roll 13-
10 EGO 10 0 10 11- ECV: 3
30 PRE 10 20 30 15- PRE Attack: 6d6
10 COM 10 0 10 11-
8 PD 3 5 8/23 8/23 PD (0/15 rPD)
9 ED 6 3 9/24 9/24 ED (0/15 rED)
6 SPD 3.3 27 6 Phases: 2, 4, 6, 8, 10, 12
11 REC 9 4 11
56 END 56 0 56
44 STUN 37 7 44
12" Running 6 12 12"
2" Swimming 2 0 2"
3" Leaping 3 0 3"/13" 176 Total Characteristics Points
CHARACTER IMAGE
QUOTE
EXPERIENCE POINTS
Total earned: 356
Spent: 356
Unspent: 0
Base Points: 200
Disad Points: 150
Total Points: 706
MOVEMENT
Type Total
Run (6) 12"
Swim (2) 2"
H. Leap (3") 3"/13"
V. Leap (2") 1 1/2"/13"
DEFENSES
Type Amount
Physical Defense 8/23
Res. Phys. Defense 0/15
Energy Defense 9/24
Res. Energy Defense 0/15
Mental Defense 0
Power Defense 0
 
COMBAT INFORMATION
OCV: 8 DCV: 8
 
Combat Skill Levels:
+4 with all Combat
+4 with Ranged Combat
+1 OCV with Desert Eagle
COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
Akido Throw 1/2 +0 +1 3d6 +v/5, Target Falls
Boxing Cross 1/2 +0 +2 5d6 Strike
Choke 1/2 -2 +0 Grab One Limb; 2d6 NND
Escape 1/2 +0 +0 30 STR vs. Grabs
Hold 1/2 -1 -1 Grab Three Limbs, 10 STR for holding on
Judo Disarm 1/2 -1 +1 Disarm; 25 STR to Disarm roll
Karate "Chop" 1/2 -2 +0 HKA 1d6 +1
Kung Fu Block 1/2 +2 +2 Block, Abort
RANGE MODIFIERS
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10
DISADVANTAGES
Cost  Disadvantage
20 Dependent NPC: Sister 11- (Normal; Unaware of character's adventuring career/Secret ID)
20 Hunted: UNTIL 8- (Mo Pow, NCI, Capture)
15 Hunted: VIPER 8- (Mo Pow, Harshly Punish)
15 Psychological Limitation: Casual Killer (Very Common, Moderate)
15 Psychological Limitation: Hates UNTIL (Common, Strong)
20 Psychological Limitation: Macho Asshole (Very Common, Strong)
10 Reputation: Lethally Aggressive, 8- (Extreme)
10 Rivalry: Professional (Any male perceived to be 'better' ; Rival is More Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
5 Unluck: 1d6
10 Vulnerability: 2 x BODY Magnetic-based Attacks (Uncommon)
10 Vulnerability: 2 x STUN Magnetic-based Attacks (Uncommon)
150 Total Disadvantages Cost

Character Name: Death Commando
Alternate Identities:
Player Name: NPC
SKILLS
Cost  Name
0 AK: Native Country 8-
0 Acting 8-
3 Breakfall 14-
3 Climbing 14-
8 Computer Programming (Computer Networks, Hacking and Computer Security, Personal Computers, Mainframes and Supercomputers) 13-
3 Concealment 13-
0 Conversation 8-
0 Deduction 8-
3 Demolitions 13-
3 Disguise 13-
3 Gadgeteering 13-
3 Inventor 13-
0 Language: English (Idiomatic)
2 Navigation (Land) 13-
0 PS: Player's Choice 11-
3 Paramedics 13-
0 Persuasion 8-
3 Scholar
2
1) KS: Explosives 13-
2
2) KS: Mercenary World 13-
2
3) KS: Military Organization 13-
2
4) KS: Paranormals 13-
2
5) KS: Terrorist World 13-
2
6) KS: UNTIL 13-
3 Scientist
2
1) SS: Chemistry 13-
2
2) SS: Mechanical Engineering 13-
2
3) SS: Metallurgy 13-
3 Shadowing 13-
3 Stealth 14-
3 Streetwise 15-
2 Survival (Urban) 13-
0 TF: Small Motorized Ground Vehicles
3 Tactics 13-
3 Weaponsmith (Energy Weapons, Firearms) 13-
13 WF: Beam Weapons, Common Melee Weapons, Energy Weapons, Small Arms, Flamethrowers, General Purpose/Heavy Machine Guns, Grenade Launchers, Shoulder-Fired Weapons, Thrown Knives, Axes, and Darts
32 Combat Training: +4 with all Combat
30 Deadly Weapons Master: +10 with Gadgeteering, Weaponsmith, Demolitions
20 Sniper Training: +4 with Ranged Combat
18 Dead-Eye Shot: +6 vs. Hit Location modifiers with All Attacks
188 Total Skills Cost
 
POWERS
Cost  Power END
180 Combat Weapons Pool: Variable Power Pool, 150 base + 30 control cost, Powers Can Only Be Changed Between Adventures (-1/2); all slots OAF (Various Weapons; -1)
 
Anti-Air Load Out: (104 Active Points)
 
0
1) Heavy Machinegun: Killing Attack - Ranged 3d6, Autofire (5 shots; +1/2), 4 clips of 100 Charges (+3/4) (101 Active Points) Real Cost: 50
[100]
0
2) AA Rocket: Energy Blast 14d6, Explosion (+1/2), No Range Modifier (+1/2) (140 Active Points); 2 clips of 1 Charge (-1 1/2) Real Cost: 40
[1]
0
3) .50 (Desert Eagle): (Total: 49 Active Cost, 14 Real Cost) Killing Attack - Ranged 2d6+1, 2 clips of 9 Charges (+0), +1 STUN Multiplier (+1/4) (44 Active Points); STR Minimum (STR Min. Cannot Add/Subtract Damage; -1 1/4), OAF (-1), Beam (-1/4), Real Weapon (-1/4) (Real Cost: 12) plus +1 OCV (5 Active Points); OAF (-1), Real Weapon (-1/4) (Real Cost: 2) Real Cost: 14
[9]
 
 Close-In Weapons Load Out: (103 Active Points)
0
1) Auto Shotgun: Killing Attack - Ranged 4d6, +2 Increased STUN Multiplier (+1/2), Autofire (5 shots; +1/2), 60 Charges (+1/2) (150 Active Points); Reduced Penetration (-1/4), Limited Range (-1/4), Reduced By Range (-1/4) Real Cost: 54
[60]
0
2) Smoke Grenade: Darkness to Sight Group 4" radius, Personal Immunity (+1/4); 4 Continuing Charges lasting 1 Turn each (-1/2), Range Based On Strength (-1/4) Real Cost: 18
[4 cc]
0
3) Pulse Grenade: Energy Blast 10d6, Explosion (+1/2); 4 Charges (-1), Side Effects (always occurs whenever activation roll fails; Explodes in user's hex; -3/4), Activation Roll 14- (-1/2), No Knockback (-1/4) Real Cost: 17
[4]
0
4) .50 (Desert Eagle): (Total: 49 Active Cost, 14 Real Cost) Killing Attack - Ranged 2d6+1, 2 clips of 9 Charges (+0), +1 STUN Multiplier (+1/4) (44 Active Points); STR Minimum (STR Min. Cannot Add/Subtract Damage; -1 1/4), OAF (-1), Beam (-1/4), Real Weapon (-1/4) (Real Cost: 12) plus +1 OCV (5 Active Points); OAF (-1), Real Weapon (-1/4) (Real Cost: 2) Real Cost: 14
[9]
 
 Machinegun Load Out: (99 Active Points)
0
1) Heavy Machinegun: Killing Attack - Ranged 3d6, Autofire (5 shots; +1/2), 4 clips of 100 Charges (+3/4) (101 Active Points) Real Cost: 50
[100]
0
2) Smoke Grenade: Darkness to Sight Group 4" radius, Personal Immunity (+1/4); 4 Continuing Charges lasting 1 Turn each (-1/2), Range Based On Strength (-1/4) Real Cost: 18
[4 cc]
0
3) Pulse Grenade: Energy Blast 10d6, Explosion (+1/2); 4 Charges (-1), Side Effects (always occurs whenever activation roll fails; Explodes in user's hex; -3/4), Activation Roll 14- (-1/2), No Knockback (-1/4) Real Cost: 17
[4]
0
4) .50 (Desert Eagle): (Total: 49 Active Cost, 14 Real Cost) Killing Attack - Ranged 2d6+1, 2 clips of 9 Charges (+0), +1 STUN Multiplier (+1/4) (44 Active Points); STR Minimum (STR Min. Cannot Add/Subtract Damage; -1 1/4), OAF (-1), Beam (-1/4), Real Weapon (-1/4) (Real Cost: 12) plus +1 OCV (5 Active Points); OAF (-1), Real Weapon (-1/4) (Real Cost: 2) Real Cost: 14
[9]
 
Sniper Load Out: (101 Active Points)
0
1) GOD Sniper Rifle: Killing Attack - Ranged 4d6+1, +1 Increased STUN Multiplier (+1/4), Invisible to Hearing Group (Suppressor; +1/4), No Range Modifier (Scope; +1/2) (130 Active Points); 4 clips of 4 Charges (-1/2) Real Cost: 52
[4]
0
2) Smoke Grenade: Darkness to Sight Group 4" radius, Personal Immunity (+1/4); 4 Continuing Charges lasting 1 Turn each (-1/2), Range Based On Strength (-1/4) Real Cost: 18
[4 cc]
0
3) Pulse Grenade: Energy Blast 10d6, Explosion (+1/2); 4 Charges (-1), Side Effects (always occurs whenever activation roll fails; Explodes in user's hex; -3/4), Activation Roll 14- (-1/2), No Knockback (-1/4) Real Cost: 17
[4]
0
4) .50 (Desert Eagle): (Total: 49 Active Cost, 14 Real Cost) Killing Attack - Ranged 2d6+1, 2 clips of 9 Charges (+0), +1 STUN Multiplier (+1/4) (44 Active Points); STR Minimum (STR Min. Cannot Add/Subtract Damage; -1 1/4), OAF (-1), Beam (-1/4), Real Weapon (-1/4) (Real Cost: 12) plus +1 OCV (5 Active Points); OAF (-1), Real Weapon (-1/4) (Real Cost: 2) Real Cost: 14
[9]
Costume, all slots IIF (-1/4)
45
1) Titanium Body Armor: Armor (15 PD/15 ED), Hardened (+1/4)
0
26
2) Adaptive Camouflage: Invisibility to Sight Group , No Fringe, Reduced Endurance (0 END; +1/2); Chameleon (-1/2)
0
21
3) Anti-Grav Generator: Leaping +10" (3"/13" forward, 1 1/2"/6 1/2" upward) (Accurate), Costs END Only To Activate (+1/4), No Gravity Penalty (+1/2)
2
20 Find Weakness 11- with All Ranged Attacks0
Helmet, all slots OIF (-1/2)
7
1) Transceiver: Radio Perception/Transmission (Radio Group)
0
3
2) Binocular Visor: +8 versus Range Modifier for Normal Sight
0
7
3) Internal O2 System: Life Support (Self-Contained Breathing), 1 Continuing Fuel Charge lasting 6 Hours (+0)
[1 cc]
309 Total Powers Cost
MARTIAL ARTS MANEUVERS
Cost  Maneuver
Commando Training
3
1) Aikido Throw: 1/2 Phase, +0 OCV, +1 DCV, 3d6 +v/5, Target Falls
4
2) Boxing Cross: 1/2 Phase, +0 OCV, +2 DCV, 5d6 Strike
4
3) Choke: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND
4
4) Escape: 1/2 Phase, +0 OCV, +0 DCV, 30 STR vs. Grabs
4
5) Hold: 1/2 Phase, -1 OCV, -1 DCV, Grab Three Limbs, 10 STR for holding on
4
6) Judo Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 25 STR to Disarm roll
4
7) Karate "Chop": 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1
4
8) Kung Fu Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
1
9) Weapon Element: Clubs
1
10) Weapon Element: Knives
33 Total Martial Arts Cost

Character Name: Death Commando
Alternate Identities:
Player Name: NPC
APPEARANCE
Hair Color: Brown
Eye Color: Brown
Height: 6' 0"
Weight: 197 lbs
Description:
BACKGROUND
POWERS/TACTICS
PERSONALITY/MOTIVATION

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