Captain Charles Driscole
Name:
Captain Charles Driscole
Player:
NPC
Val
Char
Base
Cost
Max
Pts.
13
STR
10
x1
 
20
DEX
10
x3
30
13
CON
10
x2
 
12
BODY
10
x2
 
18
INT
10
x1
 
10
EGO
10
x2
 
15
PRE
10
x1
 
16
COM
10
x1/2
 
  PD  
x1
 
  ED  
x1
 
  SPD  
x10
 
  REC  
x2
 
26
END
26
x1/2
 
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
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