Commando

Veteran, Gun Slinger

Description:
Commando
Alternate Identities: Wil Baneron
Player Name: Erik Yocum
Hair Color: Black Eye Color: Green
Height: 6’ 1" : 1.86 m
Weight: 201 lbs : 91.00 kg








Characteristics
ValueCharCostRollNotes
15STR512-HTH Damage 3d6 END [1]
18DEX1213-OCV 6 DCV 6
18CON1613-
12BODY411-
13INT312-PER Roll 11-/16-
13EGO312-ECV: 4
15PRE512-PRE Attack: 3d6
10PRE011-
15PD315 PD (9 rPD)
14ED114 ED (9 rED)
4SPD12Phases: 3, 6, 9, 12
7REC0
36END0
29STUN0
8"Running4END [2]
3"Swimming1END [1]
4"Leaping24" forward, 2" upward
71Characteristics Cost

CostPowerEND
12Hook: Shooter: +4 DEX
2Combat Veteran: +5 PRE (5 Active Points); Only To Protect Against Presence Attacks (-1), Only vs. Fear/Intimidation Attacks (-1/2)
2Good Hearing: +2 PER with Normal Hearing0
3Observant: +3 PER with Normal Sight0
19Powers Cost

CostMartial Arts Maneuver
Riflery
31) Leg Shot: 1/2 Phase, +0 OCV, -1 DCV, Range +0, Weapon +2 DC Strike, Throw
42) Ranged Disarm: 1/2 Phase, +0 OCV, +0 DCV, Range +0, Disarm, 30 STR to Disarm
Commando Training
41) Boxing Cross: 1/2 Phase, +0 OCV, +2 DCV, 5d6 Strike
42) Escape: 1/2 Phase, +0 OCV, +0 DCV, 30 STR vs. Grabs
43) Kung Fu Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
19Martial Manuevers Cost

CostSkill
10Hook: Shooter: Two-Weapon Fighting (Ranged)
15Hook: Shooter: +3 with Ranged Combat
5+2 with DCV (10 Active Points); Only to Offset the DCV Penalty From Two Weapon Fighting (-1)
4Penalty Skill Levels: +2 vs. Range Modifier with Firearms
8Penalty Skill Levels: +4 vs. Hit Location modifiers with a tight group of attacks
3Acting 12-
3Breakfall 13-
3Climbing 13-
3Concealment 12-
0Conversation 8-
0Deduction 8-
3Fast Draw 13-
2KS: Hudson City Underworld 11-
0Native Language - 4 point's worth, Includes Literacy : English (idiomatic; literate)
3Lockpicking 13-
2Navigation (Land) 12-
3Paramedics 12-
0Persuasion 8-
0PS: Gunsmith (Everyman Skill) 11-
3Security Systems 12-
0Shadowing 8-
3Stealth 13-
8Survival (Temperate/Subtropical, Tropical, Desert, Mountain) 12-
0TF Everyman Skill: Small Motorized Ground Vehicles
6TF: Agricultural & Construction Vehicles, Parachuting, Advanced, Parachuting, Basic, SCUBA, Skiing (snow), Two-Wheeled Motorized Ground Vehicles
3Tactics 12-
3Tracking 12-
0AK: Hudson City 8-
0WF: Clubs, Fist-Loads, Thrown Rocks, Unarmed Combat
7WF: Small Arms, Blades, General Purpose/Heavy Machine Guns, Grenade Launchers, Off Hand, Shoulder-Fired Weapons
2Weaponsmith (Firearms) 12-
3Expert - Military
11) PS: Soldier (2 Active Points) 11-
12) PS: Ranger (2 Active Points) 11-
13) PS: Delta Force Operative (2 Active Points) 11-
34) KS: The Military/Mercenary/Terrorist World (4 Active Points) 13-
15) KS: Army History And Customs (2 Active Points) 11-
16) KS: Ranger History And Traditions (2 Active Points) 11-
17) KS: Delta Force History And Traditions (2 Active Points) 11-
18) KS: Firearms (2 Active Points) 11-
19) PS: Create Ammunition (2 Active Points) 11-
116Skills Cost

CostPerk
6Equipment Points: 90
0Vehicle/Base Points: 17
0Follower/Contact Points: 5
2Fringe Benefit: Concealed Weapon Permit (where appropriate)
8Perks Cost

CostTalent
3Lightning Reflexes: +2 DEX to act first with All Actions
6Combat Luck (3 PD/3 ED)
9Talents Cost

CostEquipmentEND
Kit
$39H&K MK 23 SOCOM: (Total: 120 Active Cost, 39 Real Cost) Killing Attack - Ranged 2d6, +2 Increased STUN Multiplier (+1/2) (52 Active Points); OAF (-1), STR Minimum 10 (STR Min. Cannot Add/Subtract Damage; -1), Beam (-1/4), Real Weapon (-1/4), 8 clips of 12 Charges (+1/4) (Real Cost: 15) plus +1 with Ranged Combat (5 Active Points); OAF (-1), STR Minimum 10 (STR Min. Cannot Add/Subtract Damage; -1), Real Weapon (-1/4) (Real Cost: 1) plus Penalty Skill Levels: +1 vs. Range Modifier with All Attacks (3 Active Points); OAF (-1), Real Weapon (-1/4) (Real Cost: 1) plus Change Environment 1" radius (-3 to Hearing Group PER Rolls) (11 Active Points); Only To Reduce Firing Noise (-1), OAF (-1), Real Weapon (-1/4) (Real Cost: 3) plus +2 with Ranged Combat (10 Active Points); OAF (-1), STR Minimum 10 (STR Min. Cannot Add/Subtract Damage; -1), Real Weapon (-1/4), Limited Range (64") (-1/4), Not In Adverse Conditions (-1/4) (Real Cost: 3) plus Penalty Skill Levels: +8 vs. Range Modifier with All Attacks (24 Active Points); OAF (-1), Real Weapon (-1/4), Limited Range (64") (-1/4), Not In Adverse Conditions (-1/4) (Real Cost: 9) plus Invisible to Sight Group, Source Only (+1/4) for up to 60 Active Points of RKA (15 Active Points); OAF (-1), Real Weapon (-1/4) (Real Cost: 7) [Notes: Watertight]2
Pistol, 2d6ka +2 Stun +1 OCV +1 Rng Mod
Silencer, -3 hearing per roll
Flash Suppressor, Invisible to Sight Group
Laser sight, +2 OCV +8 v Range Mod
$5x2 H&K MK 23 SOCOM Pistols: Custom Power0
$8Camouflage Spectra Level II Armor: (Total: 20 Active Cost, 8 Real Cost) Armor (6 PD/6 ED) (18 Active Points); Half Mass (-1/2), IIF (-1/4), Activation Roll 15- (-1/4), Real Armor (-1/4), Sectional Hit Locations 6-18 (-1/4) (Real Cost: 7) plus +1 with Stealth (2 Active Points); Only Works In Appropriate Settings (-1), IIF (-1/4) (Real Cost: 1)0
$9Skid Lid: (Total: 28 Active Cost, 9 Real Cost) Armor (6 PD/6 ED) (18 Active Points); Sectional Coverage (Hit Locations 3-5; -2 3/4), OIF (-1/2), Half Mass (-1/2), Real Armor (-1/4), Activation Roll 15- (protects Locations 3-5; -1/4) (Real Cost: 3) plus Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2) (Real Cost: 3) plus Nightvision (5 Active Points); OIF (-1/2) (Real Cost: 3)0
$1Fast Draw Holster: +1 with Fast Draw (2 Active Points); OIF (-1/2)
$1Fast Draw Holster: +1 with Fast Draw (2 Active Points); OIF (-1/2)
$1Burner Cell: Computer (1 Active Points)0
$13Alice Vest w/ Tools: Multipower, 20-point reserve, (20 Active Points); OIF (-1/2)
$1m1) Lockpick Set: +2 with Lockpicking (4 Active Points); OAF (-1)
$1m2) Medical Kit: +3 with Paramedics (6 Active Points); OAF (-1)
$1m3) Security Systems Analyzer: +3 with Security Systems (6 Active Points); OAF (-1)
$1u4) Asp Baton: Hand-To-Hand Attack +3d6 (15 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2), Real Weapon (-1/4)1
$8Tomahawk: Multipower, 21-point reserve, (21 Active Points); all slots OAF (-1), STR Minimum 5 (-1/4*), Real Weapon (-1/4)
u1) Axe: Killing Attack - Hand-To-Hand 1d6 (1d6+1 w/STR), Range Based On STR (+1/4) (19 Active Points); OAF (-1), STR Minimum 5 (-1/4*), Real Weapon (-1/4)2
u2) Hamerhead: Hand-To-Hand Attack +3d6 (15 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2), STR Minimum 5 (-1/4*), Real Weapon (-1/4)1
u3) Pry: +15 STR, Reduced Endurance (1/2 END; +1/4) (19 Active Points); OAF (-1), No Figured Characteristics (-1/2), Only for prying/leverage (-1/2), STR Minimum 5 (-1/4*), Real Weapon (-1/4)1
Aegis Equipment
Concealed Spectra Level II Vest: Armor (7 PD/7 ED) (21 Active Points); Sectional Defenses - Locations 9-12 (-1 1/2), Activation Roll 14- (-1/2), Half Mass (-1/2), IIF (-1/4), Real Armor (-1/4)0
Headset Radio: Radio Perception/Transmission (Radio Group) (10 Active Points); OAF (-1), Sense Affected As Hearing and Radio (-1/2), 1 Continuing Fuel Charge lasting 6 Hours (-0)[1 cc]
Security Guard Belt: Multipower, 67-point reserve, (67 Active Points); OIF (-1/2)
u1) Sig Sauer P220 .45 Federal HydraShok: Killing Attack - Ranged 2d6+1, +2 Increased STUN Multiplier (+1/2) (52 Active Points); OAF (-1), STR Minimum 9 (STR Min. Cannot Add/Subtract Damage; -1), Beam (-1/4), Real Weapon (-1/4), 4 clips of 8 Charges (-0)[8]
u2) Handcuffs: Entangle 3d6, 6 DEF, Takes No Damage From Attacks All Attacks (+1/2) (67 Active Points); OAF (-1), Set Effect (Hands Only) (-1), Does Not Prevent The Use Of Accessible Foci (-1), 2 Recoverable Charges (-1), No Range (-1/2), Must Follow Grab or Target Must Be Willing (-1/2), Can Be Escaped With Modified Lockpicking or Contortionist Roll (-1/2), Cannot Form Barriers (-1/4)[2 rc]
u3) Folding Knife: Killing Attack - Hand-To-Hand 1/2d6 (1d6 w/STR), Range Based On STR (+1/4) (12 Active Points); OAF (-1), STR Minimum 3 (-1/4), Real Weapon (-1/4)1
u4) Minimag Flashlight: Sight Group Images 1" radius, +/-3 to PER Rolls (24 Active Points); OAF (-1), Only To Create Light (-1), 1 Continuing Fuel Charge lasting 6 Hours (+1/4)[1 cc]
u5) Asp Baton: Hand-To-Hand Attack +3d6 (15 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2), Real Weapon (-1/4)1
Armory - Not Carried
Combat Knife: Killing Attack - Hand-To-Hand 1d6 (1d6+1 w/STR), Range Based On STR (+1/4) (19 Active Points); OAF (-1), STR Minimum 5 (-1/4), Real Weapon (-1/4)2
Speculation
1) Swim Gear: (Total: 14 Active Cost, 7 Real Cost) Life Support (Self-Contained Breathing), Invisible to Leaves No Bubble Trail (+1/4*) (12 Active Points); OAF (-1), 1 Continuing Fuel Charge lasting 1 Hour (-0) (Real Cost: 6) plus Swimming 2" (2 Active Points); OIF (-1/2) (Real Cost: 1)1
2) Surveillance Scope: Clairsentience (Sight Group) (20 Active Points); OAF (-1), No Range (-1/2), Limited Perspective (character has a limited range of vision when using scope) (-1/4), 1 Continuing Fuel Charge lasting 1 Hour (-0)[1 cc]
3) Parawing? RA-1?: Gliding 6" (6 Active Points); OAF (-1), 1 Recoverable Continuing Charge lasting until character lands, or parachute is fouled (-3/4), Limited Movement Cannot gain altitude, must move down 12' for every 1' forward) (-1/2)0
Equipment costs shown above are for reference only, and are not included in Total Cost.


ValueComplication
0Normal Characteristic Maxima
10Hunted: HCPD 8- (Mo Pow; NCI; Watching)
20Hunted: Organizstroyka 8- (Mo Pow; NCI; Harshly Punish)
5Dependent NPC: Lance Briggs – Police Officer 8- (Slightly Less Powerful than the PC; Useful Noncombat Position or Skills; Unaware of character’s adventuring career/Secret ID)
5Dependent NPC: Jessica Newman – Doctor 8- (Slightly Less Powerful than the PC; Useful Noncombat Position or Skills; Unaware of character’s adventuring career/Secret ID)
15Psychological Limitation: Wants to Make the World a Better Place (Common; Strong)
15Psychological Limitation: Protective of family/friendsnon-combatants (Common; Strong)
10Psychological Limitation: Mission Oriented (Common; Moderate)
10Psychological Limitation: Loyalty to team members (Common; Moderate)
5Social Limitation: Civillians Just Don’t Get It (Occasionally; Minor)
5Distinctive Features: Tatoos on upper arm, back (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
100Complications Points





Base Points: 130
Experience Earned: 18
Experience Spent: 12
Experience Unspent: 6
Total Character Cost: 242

Bio:

Commando

Hudson City Chaos 966deadman Lectryk

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