Captain Charles Driscole
Name:
Captain Charles Driscole
Player:
NPC
Val
Char
Base
Cost
Max
Pts.
13
STR
10
x1
3
20
DEX
10
x3
30
13
CON
10
x2
6
12
BODY
10
x2
4
18
INT
10
x1
8
10
EGO
10
x2
0
15
PRE
10
x1
5
16
COM
10
x1/2
3
4
PD
3
x1
1
3
ED
3
x1
0
3
SPD
3
x10
0
6
REC
6
x2
0
26
END
26
x1/2
0
25
STUN
26
x1
-1
Characteristics Cost:
59
STR Roll: 12-
DEX Roll: 13-
CON Roll: 12-
INT Roll: 13-
EGO Roll: 11-
PER Roll: 13-
Run: 6"
Swim: 2"
Jump: 3"
Disadvantages
+ Base: 50
10 
DNPC: Mother 
DNPC: Girl Friend 
15 
No compromise for promotion 
10 
Reputation: Fair, Tolerate of Supers 
10 
Watched: Police Department; Capabilities: More Powerful, 15; Non-combat Influence: Extensive, +5; Actions: Only Watching, ×½; Punishment: Mild, -5 
Experience
15
Disad Total:
50
Exp Spent +
15
Cost =
115
Hero Games
Pts Skill /
Talent / Perk / Power
END/
Roll
Variable Power Pool (1-pt Pool) (1)
196 
Variable Power Pool Powers (196)
16 
4d6 Entangle: Hand Cuffs (DEF 4) ; Range: 300; Entangle Damage: Entangle Takes no Damage From Attack, +½; Charges: 1, -1¼; Recoverable Charges: -2 lev; OAF: -1; Limited Power: Entangles Arms Only: -½ (60)  0
170 
RKA: 9mm Beretta Model 92 ; Versus: PD; OAF: -1; Charges: 16; Clips: 4 (340)  4
Armor: 2nd Chance Vest (5 PD/5 ED) ; Limited Power: Protects 11-13: -1½; OIF: -½; Limited Power: 1/2 Mass: -½; Limited Power: Real Armor: -¼ (15)
Hand-To-Hand Attack: Billy Club (3d6, Total 5½d6) ; OAF: -1 (9)  1
Radio Listen and Transmit: Walkie-Talkie ; OAF: -1 (5)
  Dirty Infighting
Martial Disarm (OCV -1, DCV +1)
Martial Strike: Kick/Elbow (OCV +0, DCV +2, 4½d6)
Martial Throw (OCV +0, DCV +1, 2½d6+v/5)
Billyclub Element
AK: San Francisco  13-
Bureaucratics  13-
Combat Driving  13-
Deduction  13-
Criminology  13-
Interrogation  13-
KS: Criminal Law  13-
KS: Police Procedures  13-
Local Police Powers
PS: Police Captain  13-
Streetwise  12-
Small Arms
+2 level w/Pistols
56
: Skills and Powers Cost
59
+ Characteristics Cost
115
= Total Cost
Base OCV: 7 Base DCV: 7
Adjustment + Adjustment +
Final OCV = Final DCV =
Levels: +2 Pistols
Combat Maneuvers
Maneuver
Phase
OCV
DCV
Effect
Block
½
--
+0
stops attacks, abort
Brace
0
+2
½
+2 vs. RMod
Disarm
½
-2
0
disarm: STR vs. STR
Dodge
½
--
+3
vs. all attacks, abort
Grab
½
-1
-2
grab, do STR
Haymaker
½
0
-5
4d6 bef. Pushing
Move By
½
-2
-2
1½d6+v/5
Move Through
½
-v/5
-3
2½d6+v/3
Set
1
+1
0
Strike
½
+0
+0
STR or weapon type
Other Attacks
½
+0
+0
Covered
½
-2*
+0
target held at gunpoint
Dive for Cover
½
+0
+0
moves character, abort
Pull a Punch
½
-1/3d6
0
full STUN, ½ BODY
Roll w/Punch
½
-2
-2
½ STUN/BODY, abort
Snap Shot
1
1
-1
duck behind cover
Suppression
1
-2
+0
continuous autofire
Sweep
1
-2
×½
hit mult. targets HTH
Martial Disarm
½
-1
+1
Martial Strike: Kick/Elbow
½
0
+2
4½d6
Martial Throw
½
+0
+1
2½d6+v/5
Range
0-4
5-8
9-16
17-32
33-64
65-128
RMod
0
-2
-4
-6
-8
-10
DEX: 20, SPD: 3, ECV: 3
Phases: 4, 8, 12
PD/rPD: 9/5   ED/rED: 8/5   MD: 0
END: ______  STUN: ______  BODY: ______
Lift: 151½kg
If you have questions or comments please contact Ghost Archer