Aries
Character Name: Aries
Alternate Identities: Chuck Jones
Player Name: NPC
CHARACTERISTICS
Val Char Base Points Total Roll Notes
60 STR 10 50 60 21- HTH Damage 12d6 END [6]
23 DEX 10 39 23 14- OCV 8 DCV 8
35 CON 10 50 35 16-
20 BODY 10 20 20 13-
13 INT 10 3 13 12- PER Roll 18-
10 EGO 10 0 10 11- ECV: 3
20 PRE 10 10 20 13- PRE Attack: 4d6
12 COM 10 1 12 11-
25 PD 12 13 25/35 25/35 PD (0/10 rPD)
10 ED 7 3 10/20 10/20 ED (0/10 rED)
5 SPD 3.3 17 5 Phases: 3, 5, 8, 10, 12
19 REC 19 0 19
70 END 70 0 70
68 STUN 68 0 68
6" Running 6 0 6"/26"
2" Swimming 2 0 2"
12" Leaping 12 0 12" 206 Total Characteristics Points
CHARACTER IMAGE
QUOTE
"Want me to get in there?"
EXPERIENCE POINTS
Total earned: 298
Spent: 298
Unspent: 0
Base Points: 200
Disad Points: 150
Total Points: 648
MOVEMENT
Type Total
Run 6"/26"
Swim 2"
H. Leap 12"
V. Leap 6"
DEFENSES
Type Amount
Physical Defense 25/35
Res. Phys. Defense 0/10
Energy Defense 10/20
Res. Energy Defense 0/10
Mental Defense 12
Res. Mental Defense 0
Power Defense 0
 
COMBAT INFORMATION
OCV: 8 DCV: 8
 
Combat Skill Levels:
+3 with Cinematic Brawling
+3 with Pulling A Punch
+4 with Move-Thru
COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
Backhand 1/2 +2 -2 12d6
Bar Slide 1/2 -2 -2 80 STR
Body Slam 1/2 +1 +1 12d6 Strike; Target Falls
Charge 1/2 +0 -2 14d6 +v/5 Strike, FMove
Chin Block 1/2 +2 +2 Block
Flying Tackle 1/2 +0 -1 12d6 +v/5 Strike; You Fall, Target Falls; FMove
Heroic Handshake 1/2 +2 -2 Grab One Limb, 60 STR
Hoist 'n' Heave 1 0 -2 80 STR
Tough-guy Fist Grab 1/2 0 -2 Grab One Limb, 70 STR
Two-Fisted Smash 1/2 0 -2 16d6
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
10 DF: Mutant Not Concealable, Always Noticed and Causes Major Reaction, Detectable Only By Technology Or Major Effort
25 Enraged by slow moving events: Common, go 14-, recover 11-
10 Hunted: Genocide 8- (Occasionally) (As Pow, Harshly Punish)
20 Hunted: UNTIL 8- (Occasionally), More Powerful, NCI, Capture
20 Psychological Limimitation : Overconfident (Very Common, Strong)
15 Psychological Limitation: Always wants to go first (Very Common, Moderate)
15 Psychological Limitation: Protective of Virgo (Uncommon, Total))
10 Reputation: Member of the Zodiac, 8- (Extreme)
5 Rivalry: Romantic (Aquarius; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
20 Social Limitation: Secret ID (Frequently, Severe)
150 Total Disadvantages Cost

Character Name: Aries
Alternate Identities: Chuck Jones
Player Name: NPC
SKILLS
Cost  Name
3 Acrobatics 14-
3 Acting 13-
0 AK: Western Virginia 8-
4 Animal Handler (Bovines, Camels, Equines) 13-
3 Breakfall 14-
3 Climbing 14-
3 Combat Driving 14-
3 Concealment 12-
3 Conversation 13-
0 Deduction 8-
5 KS: Movie Stunt Work 14-
0 Language: English (Idiomatic, native accent)
3 Paramedics 12-
3 Persuasion 13-
3 PS: Stuntman 14-
3 Riding 14-
3 Seduction 13-
3 Shadowing 12-
3 Stealth 14-
3 Streetwise 13-
3 Teamwork 14-
0 TF: Bovines, Camels, Equines, Small Motorized Ground Vehicles
3 Tracking 12-
9 +3 with Cinematic Brawling
9 +3 with Concealment, Shadowing, Stealth
9 +3 with Pulling A Punch
Notes: As a professional stuntman, Aries is expert at Pulling his punch.
8 +4 with Move-Thru
95 Total Skills Cost
PERKS
Cost  Name
8 Computer Link: Zodiakos Kyklos Computer
2 Deep Cover: Current 'Public' Identity
1 False Identity: Varies
1 Fringe Benefit: International Driver's License
1 Fringe Benefit: Passport
13 Total Perks Cost
TALENTS
Cost  Name
5 Eidetic Memory
Notes: Over the years, Aries has cultivated an excellent memory for conversations and events.
5 Total Talents Cost
 
POWERS
Cost  Power END
53 Molecular Alignment: Multipower, 53-point reserve
5u
1) Charge!: Running +20" (6"/26" total), Reduced Endurance (1/2 END; +1/4)
Notes: This power allows him to align his molecules to go in one direction as a whole.
2
5u
2) Dispersal: Desolidification , Reduced Endurance (1/2 END; +1/4) (50 Active Points)
Notes: This power allows him to align his molecules so as to pass through solid objects.
2
5u
3) Polarized: Invisibility to Sight, Hearing and Touch Groups , No Fringe, Reduced Endurance (1/2 END; +1/4) (50 Active Points)
Notes: This power polarizes his molacules so that light, sound and even a touch passes though his body.
2
2u
4) Hide the Horns: Cosmetic Transform 2d6 (Horns to no horns and vice-versa), Reduced Endurance (0 END; +1/2), Uncontrolled (+1/2), Persistent (+1/2), Continuous (+1) (35 Active Points); Limited Target Limited (-1/2)
Notes: Allows Aries to make his horns 'disappear'. Actually a side product of a combination of 'invisibility' and 'desolidification'. This is his goto state and he must consciously turn it off. It is a good visual indication something is about to happen when the horns come out.
0
30 Tough Skin: Armor (10 PD/10 ED)0
15 Battlenet: Encrypted: Mind Link , Anyone With A Comm Unit, Any distance, No LOS Needed, Number of Minds (x16); Only With Others Who Have Mind Link (-1), Affected As Radio And Hearing Group, Not Mental Group (-1/2), IIF (-1/4), Does Not Provide Mental Awareness (-1/4)0
10 Hard Headed: Mental Defense (12 points total)0
5 Capricorn's Immortality Spell: Life Support (Longevity Immortal)0
4 Heavy: Knockback Resistance -2"0
Senses
50
1) Sight Senses: +10 versus Range Modifier for Sight plus N-Ray Perception (Sight Group), Discriminatory plus Infrared Perception (Sight Group), Discriminatory plus Ultraviolet Perception (Sight Group), Discriminatory
0
37
2) Hearing Sense: Spatial Awareness (Hearing Group) plus Active Sonar (Hearing Group)
0
20
3) Paranoia: Mental Awareness, Discriminatory, Targeting
0
20
4) Situational Awarness: Increased Arc Of Perception (360-Degree) with Sight Group and Hearing Group
0
18
5) Hyper Alert: +6 PER with All Sense Groups
0
10
6) Sense of Smell: Tracking with Normal Smell plus Discriminatory with Normal Smell
0
289 Total Powers Cost
MARTIAL ARTS MANEUVERS
Cost  Maneuver
Cinematic Brawling
3
1) Backhand: 1/2 Phase, +2 OCV, -2 DCV, 12d6
5
2) Bar Slide: 1/2 Phase, -2 OCV, -2 DCV, 80 STR
3
3) Body Slam: 1/2 Phase, +1 OCV, +1 DCV, 12d6 Strike; Target Falls
4
4) Charge: 1/2 Phase, +0 OCV, -2 DCV, 14d6 +v/5 Strike, FMove
4
5) Chin Block: 1/2 Phase, +2 OCV, +2 DCV, Block
3
6) Flying Tackle: 1/2 Phase, +0 OCV, -1 DCV, 12d6 +v/5 Strike; You Fall, Target Falls; FMove
5
7) Heroic Handshake: 1/2 Phase, +2 OCV, -2 DCV, Grab One Limb, 60 STR
4
8) Hoist 'n' Heave: 1 Phase, 0 OCV, -2 DCV, 80 STR
5
9) Tough-guy Fist Grab: 1/2 Phase, 0 OCV, -2 DCV, Grab One Limb, 70 STR
4
10) Two-Fisted Smash: 1/2 Phase, 0 OCV, -2 DCV, 16d6
40 Total Martial Arts Cost

Character Name: Aries
Alternate Identities: Chuck Jones
Player Name: NPC
APPEARANCE
Hair Color: Sandy Brown
Eye Color: Blue
Height: 6' 2"
Weight: 880 lbs
Description:
Chuck is a fairly good looking man in his mid-thirties though he is much older. His sandy-blonde hair and blue eyes give him a photogenic quality that attracts the ladies though he is hesitant to start a liasson at the moment as he is pretty much hooked on Virgo. When out with Virgo, he dresses in expensive suits and wears sunglasses even inside. He's got the whole scary bodyguard thing down. Even on the base, if he expects to meet Virgo in the halls he will always be well-groomed and looking his best even if it is sweatpants and tennis shoes.
BACKGROUND
Chuck is a Virginia boy, exported to California like so many back in the days of early motion pictures. As had tens of thousand before him and far more after, Chuck saw opportunity in the Golden State's burgeoning film industry. Blessed with an unusually powerful physique, it was ease to pick up a job as a grip and with the help of the senior stunt man on the lot, a rookie fall guy. His favorite scenes turned out to be the bar fights that populated the Westerns of the time. The problem was, Chuck was something nobody had ever heard of in 1932, a mutant. It was easy to chalk Chuck's total lack of injury through several years as a stuntman to luck, some people were like that. But when you do a 'Hoist and Heave' on the movie's leading man and throw him through the saloon's wall and stop production for six weeks while he healed, people take notice. Suddenly Chuck's offers to work on this movie or that faded and he found himself hitting the bread lines with millions of others. It only took him a week of begging for his next meal before Chuck decided to use his strength in a more lucrative fashion, muggings.
Donning a mask and prowling the rich neighborhoods of Los Angeles, Chuck grabbed his first victim and relieved the man of nearly two hundred dollars, a fortune in 1933. It was so easy!
POWERS/TACTICS
Aries is Zodiac's scout and a damn good one. He will infiltrate the target area and memorize not only the layout but also verbatum any conversation he witnesses. Over the years the team has come to trust his recall implicitly to the point no one ever questions him. On the combat side, Aries will generally 'charge' a target and then use his close combat skills to keep an opponent down for the ranged members of the team.
Being a trained professional stuntman, Aries is very good at not hurting his fellow stuntmen and so he is adept at 'pulling his punches' and not exerting his full strength. His exceptional sight (N-Ray vision) allows him to assess a building's structure allowing him to move on the areas he knows are safe for his weight.
PERSONALITY/MOTIVATION
Chuck is adventurous and is always up for the next caper Taurus or Capricorn come up with. He is protective of Virgo, takes insults against her personally and has been known to break any suitor that manages to slip past his eagle eye. He is her self-proclaimed bodyguard and accompanies her on her regular nightly forays into city nightlife. All it takes to end up stuffed in a dumpster is a nod from Virgo. Thing is, even Aries will tell you that he is not in love with Virgo, that it is more unrequited lust.
CAMPAIGN USE
DESIGN NOTES
Created: Mon, 9 Sep 2019 12:52:43

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