Mechassassin
Name:
Mechassassin
Player:
Val
Char
Base
Cost
Max
Pts.
20/35
STR
10
x1
10
20/27
DEX
10
x3
30
20/40
CON
10
x2
20
15
BODY
10
x2
10
18
INT
10
x1
8
15
EGO
10
x2
10
30
PRE
10
x1
20
14
COM
10
x1/2
2
4/7
PD
4
x1
0
4/8
ED
4
x1
0
3/6
SPD
3
x10
0
8/15
REC
8
x2
0
40/80
END
40
x1/2
0
35/52
STUN
35
x1
0
Characteristics Cost:
110
STR Roll: 13/16-
DEX Roll: 13/14-
CON Roll: 13/17-
INT Roll: 13-
EGO Roll: 12-
PER Roll: 13-
Run: 6"
Swim: 2"
Jump: 7"
Disadvantages
+ Base: 100
15 
Hunted: GRU; Capabilities: As Powerful, 10; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0 
15 
Hunted: UNTIL; Capabilities: As Powerful, 10; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0 
10 
Hunted: Bullet; Capabilities: As Powerful, 10; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0 
10 
Suit requires parts/48 hours 
20 
Feels he's the best 
15 
Thinks Ghost Archer is hunting him (paranoid) 
10 
Casual Killer 
10 
Greedy, works only for pay 
15 
Reputation: Superpowered mercenary 
15 
Secret Identity: Craig Vandersnoot 
30 
Susceptibility: Electricity; Condition: Very Common, +15 
20 
Vulnerability: Drains; Attack: Common, +10 
30 
Vulnerability: Fire Attacks; Attack: Very Common, +15 
Experience
285
Disad Total:
215
Exp Spent +
285
Cost =
600
Pts Skill /
Talent / Perk / Power
END/
Roll
119 
PAPS Armor ; OIF: -½ (119)
24 
Armor (12 PD/12 ED) (36)
10 
END Reserve (100 END, 5 REC/turn) ; Recovery Rate: turn (15)
High Range Radio Hearing (10)
Need Not Breathe (10)
10 
+15 STR (15)  1
14 
+7 DEX (21)
27 
+20 CON (40)
20 
+3 SPD (30)
60 
Multipower (90-pt reserve) ; OIF: PAPS Armor: -½ (90)
u-6 
12d6 Energy Blast ; Range: 450; Versus: ED; Explosion (Extended Area +0"/DC): +½ (90)  9
u-3 
6d6 Energy Blast ; Range: 450; Versus: ED; Charges: 2, -1½; NND vs. Armor: +1; Area Effect (Radius): 6" radius, +1 (90)  0
u-3 
Darkness (Normal Sight, Sight, Hearing, Mental, 6" radius) ; Range: 450; Sense Group: Hearing, 10; Sense Group: Mental, 10; Charges: 3, -1¼ (90)  0
20 
Multipower: uses END Reserve (30-pt reserve) ; OIF: PAPS Armor: -½ (30)
u-2 
Change Environment (32" rad.) ; Light Only (30)  3
u-2 
Change Environment (32" rad.) ;  Voice Amplifier (30)  3
60 
3d6 Killing Attack (HTH) (Total 4d6) ; Range: 0; Increased STUN Multiplier: 1; OIF Wrist slashers: -½ (90)  9
50 
10d6 Energy Blast: Electro-Pistol ; Range: 500; Versus: ED; Charges: +16, +0; OAF: -1; Armor Piercing: 2, +1 (100)  0
45 
6d6 Entangle (DEF 6) ; Range: 450; Entangle Takes no Damage From Attack, +½; Charges: 8, -½; OIF Steel net shooter: -½ (90)  0
14 
Armor (12 PD/12 ED) ; Activation: 14-, -½; OAF Shield: -1 (36)
  Commando Training
Martial Throw (OCV +0, DCV +1, 10d6+v/5)
Martial Strike (OCV +0, DCV +2, 12d6)
Choke Hold (OCV -2, DCV +0, Grab, 3½d6 NND)
Martial Disarm (OCV -1, DCV +1)
Killing Strike (OCV -2, DCV +0, 2d6 HKA)
Martial Block (OCV +2, DCV +2)
12 
+3 DC for Martial Attacks
Breakfall  13/14-
Concealment  13-
Electronics  11-
Fast Draw  14-
Inventor  13-
KS: PAPS Unit  11-
LS: English (Native Accent) ; Literacy: Literate (if not standard), 1
LS: German (Fluent Conv.) ; Literacy: Literate (if not standard), 1; Similarity Cost: -1
Mechanics  11-
Paramedic  13-
PS: Armorer  11-
Security Systems  13-
Shadowing  11-
SS: Robotics  13-
Stealth  13/14-
Streetwise  15-
Survival  11-
Systems Operation  13-
Weaponsmith: Energy Weapons ; Weapon Category: Energy Weapons  11-
Weaponsmith: Slugthrowers ; Weapon Category: Slugthrowers  11-
WF: Small Arms
WF: Flamethrowers
WF: Grenade Launchers
WF: Heavy Machine Guns
WF: Rocket Launchers
WF: Man-guided Missiles
+1 level w/All Combat
490
: Skills and Powers Cost
110
+ Characteristics Cost
600
= Total Cost
Base OCV: 7/9 Base DCV: 7/9
Adjustment + Adjustment +
Final OCV = Final DCV =
Levels: +1 All Combat
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
15d6 bef. Pushing
Move By
½
-2
-2
6½d6+v/5
Move Through
½
-v/5
-3
10d6+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 Throw
½
+0
+1
10d6+v/5
Martial Strike
½
0
+2
12d6
Choke Hold
½
-2
0
Grab, 3½d6 NND
Martial Disarm
½
-1
+1
Killing Strike
½
-2
0
2d6 HKA
Martial Block
½
+2
+2
Range
0-4
5-8
9-16
17-32
33-64
65-128
RMod
0
-2
-4
-6
-8
-10
DEX: 20/27, SPD: 3/6, ECV: 5
Phases: 2, 4, 6, 8, 10, 12
PD/rPD: 31/24   ED/rED: 32/24   MD: 0
END: _____   STUN: _____   BODY: _____
Lift: 400kg/3200kg
Background: Time after time Mechassassin has run across Ghost Archer, time after time the bowman has soundly beaten the mercenary, each time stripping him of his PAPS combat armor and turning him over to the police.  The thing is, Mechassassin is very clever, for each time the Law places him in jail, Craig Vandersnoot escapes.  He does not learn, however, and the first thing he does is go to work on the new and improved Ghost Archer defeating PAPS combat armor.  New powers and abilities are incorporated in each successive model.  It has never done a bit of good.  Ghost Archer is becoming an obsession with Craig, in fact, he believes the Archer is hunting him, even if the bowman himself is unaware of the fact. 

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