Ohm's Law
Character Name: Ohm's Law
Alternate Identities: Josh Temple; Tempest
Player Name: Josh
CHARACTERISTICS
Val Char Base Points Total Roll Notes
20 STR 10 10 20 13- HTH Damage 4d6 END [2]
23 DEX 10 39 23 14- OCV 8 DCV 8
21 CON 10 22 21 13-
14 BODY 10 8 14 12-
16 INT 10 6 16 12- PER Roll 12-
10 EGO 10 0 10 11- ECV: 3
18 PRE 10 8 18 13- PRE Attack: 3 1/2d6
14 COM 10 2 14 12-
6 PD 4 2 6/22 6/22 PD (0/16 rPD)
12 ED 4 8 12/36 12/36 ED (0/24 rED)
6 SPD 3.3 27 6 Phases: 2, 4, 6, 8, 10, 12
10 REC 8 4 10
66 END 42 12 66
38 STUN 35 3 38
8" Running 6 4 8"
2" Swimming 2 0 2"
4" Leaping 4 0 4" 155 Total Characteristics Points
CHARACTER IMAGE
QUOTE
"I am the LAW!"
COMBAT RATING SYSTEM
Off Rating: Def Rating: Move Rating:
EXPERIENCE POINTS
Total earned: 133
Spent: 130
Unspent: 3
Base Points: 250
Disad Points: 100
Total Points: 480
MOVEMENT
Type Total
Run 8"
Swim 2"
H. Leap 4"
V. Leap 2"
Teleport 25"
DEFENSES
Type Amount
Physical Defense 6/22
Res. Phys. Defense 0/16
Energy Defense 12/36
Res. Energy Defense 0/24
Mental Defense 0
Res. Mental Defense  
Power Defense 0
Flash Defense
 
COMBAT INFORMATION
OCV: 8 DCV: 8
 
Combat Skill Levels: +2 with all Electric Power attacks
COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
Akido Throw 1/2 +0 +1 4d6 +v/5, Target Falls
Boxing Cross 1/2 +0 +2 6d6 Strike
Choke 1/2 -2 +0 Grab One Limb; 2d6 NND
Escape 1/2 +0 +0 35 STR vs. Grabs
Hold 1/2 -1 -1 Grab Three Limbs, 10 STR for holding on
Judo Disarm 1/2 -1 +1 Disarm; 30 STR to Disarm roll
Karate "Chop" 1/2 -2 +0 HKA 1d6 +1
Kung Fu Block 1/2 +2 +2 Block, Abort
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
15 Dependent NPC: Keelie Temple, mother 8- (Incompetent)
10 Distinctive Features: Meta-human (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Technology Or Major Effort)
5 Enraged: When confronting Rapists, Child Molesters, or Wife Beaters (Uncommon), go 8-, recover 14-
15 Hunted: HARP 8- (Mo Pow; Harshly Punish)
Notes: HARP may be unaware of a particular meta-human but they are constantly searching for them none the less
15 Psychological Limitation: Protective of innocents, especially children and women (Common; Strong)
10 Psychological Limitation: Little Regard for Own Safety (Common; Moderate)
10 Psychological Limitation: Hates Rapists/Child Molesters/Domestic Violence (Uncommon; Strong)
5 Psychological Limitation: Occasionally plays the crazy (Uncommon; Moderate)
0 Reputation: Slightly Unstable, 11-
Notes: Over the years, Josh has come to grips with this instability but fosters the appearance of being slightly crazy.
15 Social Limitation: Secret ID (Frequently; Major)
0 Watched: U.S. Government 11- (Mo Pow; NCI; PC is very easy to find; Watching)
0 Social Limitation: Subject to orders/missions (18 or older only) (Frequently; Major)
100 Total Disadvantages Cost

Character Name: Ohm's Law
Alternate Identities: Josh Temple; Tempest
Player Name: Josh
SKILLS
Cost  Name
0 Acting 8-
3 AK: San Diego 12-
3 AK: Venice, CA 12-
3 Breakfall 14-
3 Climbing 14-
2 Computer Programming (Personal Computers) 12-
3 Concealment 12-
3 Conversation 13-
0 Deduction 8-
3 Electronics 12-
2 KS: Anime 11-
2 KS: Religous Philosophy 11-
0 Language: English (Idiomatic)
1 Language: Japanese (basic conversation)
3 Paramedics 12-
0 Persuasion 8-
1 PS: Electrical Engineer 8-
1 PS: Cooking 8-
3 Shadowing 12-
1 SS: Electrical Engineering 8-
3 Stealth 14-
1 TF: SCUBA, Small Motorized Ground Vehicles
6 +2 with all Electric Power attacks
47 Total Skills Cost
PERKS
Cost  Name
0 Contact: U.S. Minuteman Project (access to major institutions, has significant individual Contacts, Very Good relationship with Contact), Organization Contact (x3) 14-
0 Law Enforcement Rank: U.S Marshall
0 Police Powers: Federal
0 Weapon Permit: Licensed Superpowers
0 Total Perks Cost
 
POWERS
Cost  Power END
60 Electrical Powers: Multipower, 75-point reserve, all slots Does Not Work in Water (-1/4)
4u
1) DC Paralysis: Entangle 2 1/2d6, 3 DEF, Takes No Damage From Attacks All Attacks (+1/2), Continuous (+1); Lockout (must maintain contact with victim; loss of contact negates entangle) (-1/2), Cannot Form Barriers (-1/4)
7
6u
2) Electric Blast: Energy Blast 15d6
7
6u
3) Explosive Blast: Energy Blast 10d6, Explosion (+1/2)
7
6u
4) Piercing Blast: Energy Blast 10d6, Armor Piercing (+1/2)
7
6u
5) Deadly Blast: Killing Attack - Ranged 5d6
7
6u
6) Shock and Awe: Sight and Hearing Groups Flash 14d6
7
6u
7) General EMP Versus Devices: Dispel Electrical Devices 6d6, Area Of Effect (5" Radius; +1), All Powers Simultaneously (+2)
7
6u
8) Power Down: Drain Electrical Powers 4d6+1, One Power At A Time (+1/4), Ranged (+1/2)
7
20 Electrical Powers: Elemental Control, 50-point powers, all slots Does Not Work in Water (-1/4)
20
1) Electrical Field: Force Field (16 PD/24 ED), Costs END Only To Activate (+1/4)
4
12
2) Move Like Lightning: Teleportation 25"; Increased Endurance Cost (x2 END; -1/2), Must Pass Through Intervening Space (-1/4)
10
20 OHM Effect: Energy Damage Reduction, Resistant, 50%; Only Works Against Electricity (-1/2)0
20 Absorb Power: Absorption 8d6 (energy, END/STUN); Only vs. Electrical-based Powers (-1)0
20 Lightning Punch: Hand-To-Hand Attack +6d6; Hand-To-Hand Attack (-1/2)3
17 Living Battery: Endurance Reserve (72 END, 12 REC) Reserve: , Usable By Other (+1/4); Only to Power Technological Electrical Devices (-1/4), Does Not Work in Water (-1/4); REC: Does Not Work in Water (-1/4)
Notes: Can sustain 2 END per phase indefinitely. Can sustain 3 END per phase for 72 phases. Can sustain 4 END per phase for 36 phases. Can sustain 5 END per phase for 24 phases. Can sustain 6 END per phase for 18 phases. Can sustain 7 END per phase for 12 phases.
0
12 Electrosense: Detect Electrical Energy Fields 14- (Sight Group), Discriminatory0
247 Total Powers Cost
MARTIAL ARTS MANEUVERS
Cost  Maneuver
Commando Training
3
1) Akido Throw: 1/2 Phase, +0 OCV, +1 DCV, 4d6 +v/5, Target Falls
4
2) Boxing Cross: 1/2 Phase, +0 OCV, +2 DCV, 6d6 Strike
4
3) Choke: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND
4
4) Escape: 1/2 Phase, +0 OCV, +0 DCV, 35 STR vs. Grabs
4
5) Hold: 1/2 Phase, -1 OCV, -1 DCV, Grab Three Limbs, 10 STR for holding on
4
6) Judo Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 30 STR to Disarm roll
4
7) Karate "Chop": 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1
4
8) Kung Fu Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
31 Total Martial Arts Cost

Character Name: Ohm's Law
Alternate Identities: Josh Temple; Tempest
Player Name: Josh
APPEARANCE
Hair Color: Light Brown
Eye Color: Brown
Height: 5' 11"
Weight: 163 lbs
Description:
Nope, nothing is going to change here, especially not the clothes. Miller has to contineously reject Josh's latest concept of 'offical' costuming for the teams.
BACKGROUND
Josh is 21 and in his third year at San Diego State
POWERS/TACTICS
Josh's powers have increased to a small degree and he has taken to training in hand-to-hand with Mark Law of the Red Team.
PERSONALITY/MOTIVATION
Josh is still a bit wacko but now it is more of an affectation rather than a natural state.
CAMPAIGN USE
DESIGN NOTES
Created: Thu, 8 Mar 2018 17:57:34

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