Doberman
Character Name: Doberman
Alternate Identities: Mongrel's mad dog
Player Name: NPC
CHARACTERISTICS
Val Char Base Points Total Roll Notes
30 STR 10 20 30 15- HTH Damage 6d6 END [3]
29 DEX 10 57 29 15- OCV 10 DCV 10
20 CON 10 20 20 13-
12 BODY 10 4 12 11-
14 INT 10 4 14 12- PER Roll 12-
10 EGO 10 0 10 11- ECV: 3
15 PRE 10 5 15 12- PRE Attack: 3d6
10 COM 10 0 10 11-
15 PD 6 9 15/21 15/21 PD (0/6 rPD)
14 ED 4 10 14/20 14/20 ED (0/6 rED)
7 SPD 3.9 31 7 Phases: 2, 4, 6, 7, 9, 11, 12
10 REC 10 0 10
40 END 40 0 40
45 STUN 37 8 45
6" Running 6 0 6"
2" Swimming 2 0 2"
6" Leaping 6 0 6" 168 Total Characteristics Points
CHARACTER IMAGE
QUOTE
EXPERIENCE POINTS
Total earned: 0
Spent: 0
Unspent: 0
Base Points: 200
Disad Points: 150
Total Points: 302
MOVEMENT
Type Total
Run (6) 6"
Swim (2) 2"
H. Leap (6") 6"
V. Leap (3") 3"
DEFENSES
Type Amount
Physical Defense 15/21
Res. Phys. Defense 0/6
Energy Defense 14/20
Res. Energy Defense 0/6
Mental Defense 0
Power Defense 0
 
COMBAT INFORMATION
OCV: 10 DCV: 10
 
Combat Skill Levels:
COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
Block/Chin Block 1/2 +2 +2 Block, Abort
Disarm 1/2 -1 +1 Disarm; 40 STR to Disarm roll
Eye Gouge 1/2 -1 -1 Flash 4d6
Hoist 'n' Heave 1/2 -2 -2 Grab Two Limbs, 20 STR to Throw
Kidney Blow 1/2 -2 +0 HKA 1d6 +1
Low Blow 1/2 -1 +1 2d6 NND
Punch/Backhand 1/2 +0 +2 8d6 Strike
Roundhouse/Two-Fisted Smash 1/2 -2 +1 10d6 Strike
Tackle 1/2 +0 +0 +v/5; You Fall, Target Falls
Throw 1/2 +0 +1 6d6 +v/5, Target Falls
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
25 Distinctive Features: Dog-like man with metal jaws (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses)
0 Distinctive Features: Creepy Giggles (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
25 Hunted: Ghost Archer 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
25 Psychological Limitation: Psychopath (Very Common, Total)
15 Psychological Limitation: Easily goaded into a fight (Common, Strong)
15 Psychological Limitation: Overconfident (Common, Strong)
10 Reputation: Cold-blooded killer, 8- (Extreme)
15 Social Limitation: Public ID (Frequently, Major)
20 Vulnerability: 2 x STUN Electrical-based attacks (Common)
150 Total Disadvantages Cost

Character Name: Doberman
Alternate Identities: Mongrel's mad dog
Player Name: NPC
SKILLS
Cost  Name
3 Acrobatics 15-
3 Breakfall 15-
3 Climbing 15-
3 Combat Driving 15-
3 Concealment 12-
3 Hoist 12-
0 Language: English (idiomatic) (4 Active Points)
3 Lockpicking 15-
3 Shadowing 12-
3 Stealth 15-
3 Streetwise 12-
2 WF: Common Melee Weapons
32 Total Skills Cost
 
POWERS
Cost  Power END
30 Bite: Killing Attack - Hand-To-Hand 2d6 (3d6+1 w/STR), Armor Piercing (+1/2) (45 Active Points); OIF (Focus: metal teeth; -1/2)4
17 Claws: Killing Attack - Hand-To-Hand 2d6 (4d6 w/STR) (30 Active Points); OIF (Focus: Claws; -1/2), Reduced Penetration (-1/4)3
14 Armored Costume: Armor (6 PD/6 ED) (18 Active Points); IIF (-1/4)0
61 Total Powers Cost
MARTIAL ARTS MANEUVERS
Cost  Maneuver
Dirty Infighting
4
1) Block/Chin Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4
2) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 40 STR to Disarm roll
4
3) Eye Gouge: 1/2 Phase, -1 OCV, -1 DCV, Flash 4d6
5
4) Hoist 'n' Heave: 1/2 Phase, -2 OCV, -2 DCV, Grab Two Limbs, 20 STR to Throw
4
5) Kidney Blow: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1
4
6) Low Blow: 1/2 Phase, -1 OCV, +1 DCV, 2d6 NND
4
7) Punch/Backhand: 1/2 Phase, +0 OCV, +2 DCV, 8d6 Strike
5
8) Roundhouse/Two-Fisted Smash: 1/2 Phase, -2 OCV, +1 DCV, 10d6 Strike
3
9) Tackle: 1/2 Phase, +0 OCV, +0 DCV, +v/5; You Fall, Target Falls
3
10) Throw: 1/2 Phase, +0 OCV, +1 DCV, 6d6 +v/5, Target Falls
1
11) Weapon Element: Clubs
41 Total Martial Arts Cost

Character Name: Doberman
Alternate Identities: Mongrel's mad dog
Player Name: NPC
APPEARANCE
Hair Color: Brown
Eye Color: Brown
Height: 6' 2"
Weight: 220 lbs
Description:
BACKGROUND
POWERS/TACTICS
PERSONALITY/MOTIVATION

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