Henry Edward White, Esq.
Character Name: Henry Edward White, Esq.
Alternate Identities: CEO, The White Group, Eagle
Player Name: NPC
CHARACTERISTICS
Val Char Base Points Total Roll Notes
18 STR 10 8 18 13- HTH Damage 3 1/2d6 END [2]
23 DEX 10 39 23 14- OCV 8 DCV 8
20 CON 10 20 20 13-
14 BODY 10 8 14 12-
20 INT 10 10 20 13- PER Roll 13-
15 EGO 10 10 15 12- ECV: 5
20 PRE 10 10 20 13- PRE Attack: 4d6
10 COM 10 0 10 11-
10 PD 4 6 10/22 10/22 PD (0/12 rPD)
6 ED 4 2 6/18 6/18 ED (0/12 rED)
5 SPD 3.3 17 5 Phases: 3, 5, 8, 10, 12
8 REC 8 0 8
40 END 40 0 40
33 STUN 33 0 33
9" Running 6 6 9"
4" Swimming 2 2 4"
3" Leaping 4 0 3 1/2" 138 Total Characteristics Points
CHARACTER IMAGE
QUOTE
EXPERIENCE POINTS
Total earned: 112
Spent: 112
Unspent: 0
Base Points: 200
Disad Points: 150
Total Points: 462
MOVEMENT
Type Total
Run (6) 9"
Swim (2) 4"
H. Leap (4") 3 1/2"
V. Leap (2") 1 1/2"
DEFENSES
Type Amount
Physical Defense 10/22
Res. Phys. Defense 0/12
Energy Defense 6/18
Res. Energy Defense 0/12
Mental Defense 0
Power Defense 0
 
COMBAT INFORMATION
OCV: 8 DCV: 8
 
Combat Skill Levels:
+3 with small arms
COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
Akido Throw 1/2 +0 +1 3 1/2d6 +v/5, Target Falls
Boxing Cross 1/2 +0 +2 5 1/2d6 Strike
Choke 1/2 -2 +0 Grab One Limb; 2d6 NND
Escape 1/2 +0 +0 33 STR vs. Grabs
Hold 1/2 -1 -1 Grab Three Limbs, 10 STR for holding on
Judo Disarm 1/2 -1 +1 Disarm; 28 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 Hunted: Various Gangs/Criminal Organizations 8- (Mo Pow, Harshly Punish)
15 Hunted: HARP 8- (Mo Pow, Harshly Punish)
15 Hunted: Terrorists 8- (Mo Pow, Harshly Punish)
15 Psychological Limitation: Code Of Vengeance (Common, Strong)
15 Psychological Limitation: Hunting various local gangs 11- (Common, Strong)
20 Psychological Limitation: Over-protective of Alba Jones (Common, Total)
25 Psychological Limitation: Soldier's Code (Very Common, Total)
Notes: In war, people die. Minimize civilian casualties, minimize civilian risk, no one gets left behind, no enemy combatant deserves mercy.
20 Social Limitation: Secret Identity Very Frequently, Major
10 Watched: Various Government Organizations 8- (Mo Pow, NCI, Watching)
150 Total Disadvantages Cost

Character Name: Henry Edward White, Esq.
Alternate Identities: CEO, The White Group, Eagle
Player Name: NPC
SKILLS
Cost  Name
2 AK: Detroit Area 11-
0 Acting 8-
3 Breakfall 14-
3 Climbing 14-
3 Concealment 13-
0 Conversation 8-
0 CuK: Home Culture 8-
3 Deduction 13-
7 Demolitions 15-
3 High Society 13-
3 Jack of All Trades
1
1) PS: Lawyer 13-
1
2) PS: SEAL 11-
1
3) PS: Sailor 11-
0 Language: English (Idiomatic)
3 Navigation (Land, Marine) 13-
3 Paramedics 13-
3 Persuasion 13-
3 Scholar
2
1) KS: Corporate Law 13-
1
2) KS: Naval History And Customs 11-
1
3) KS: SEAL History And Traditions 11-
1
4) KS: The Military/Mercenary/Terrorist World 11-
2 SS: Hydrography 11-
3 Shadowing 13-
3 Stealth 14-
10 Survival (Marine, Temperate/Subtropical, Tropical, Desert, Mountain) 13-
3 Systems Operation 13-
11 TF: Common Motorized Ground Vehicles, Parachuting, Advanced, Parachuting, Basic, SCUBA, Small Motorized Boats, Small Rowed Boats, Tracked Military Vehicles, Two-Wheeled Motorized Ground Vehicles, Two-Wheeled Muscle-Powered Ground Vehicles, Wheeled Military Vehicles
3 Tactics 13-
3 Teamwork 14-
3 Tracking 13-
7 WF: Small Arms, Blades, Clubs, General Purpose/Heavy Machine Guns, Grenade Launchers, Shoulder-Fired Weapons, Thrown Knives, Axes, and Darts
9 +3 with small arms
6 +2 with Commando Training
110 Total Skills Cost
PERKS
Cost  Name
12 Equipment Points: 150
11 Money: Filthy Rich
3 Well-Connected
14
1) Contact (Contact has useful Skills or resources, Very Good relationship with Contact), Organization Contact (x3) 11-
5
2) Contact (Contact has access to major institutions, Contact has useful Skills or resources, Very Good relationship with Contact) 11-
11
3) Contact (Contact has access to major institutions, Contact has useful Skills or resources, Good relationship with Contact), Organization Contact (x3) 8-
4
4) Contact (Contact has useful Skills or resources, Very Good relationship with Contact) 11-
5 Fringe Benefit: Improved Equipment Availability Military equipment
1 Fringe Benefit: License to practice Law
4 Fringe Benefit: U.S Navy Captain(r)
5 Fringe Benefit: Security Clearance: Top Secret
2 Fringe Benefit: Concealed Weapon Permit
6 Reputation: Congressional Medal of Honor (Most U.S. Military members, Politicians and the Media) 14-, +3/+3d6
83 Total Perks Cost
 
POWERS
Cost  Power END
20 Utility Belt: Multipower, 30-point reserve, all slots OIF (-1/2)
1u
1) ASP Baton: HA +3d6, Reduced Endurance (0 END; +1/2) (22 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2)
0
1u
2) Bomb Defusing Kit: +2 with Demolitions (4 Active Points); OAF (-1), Only To Defuse Bombs (-1/4)
1u
3) Boomerang: EB 4d6, Reduced Endurance (0 END; +1/2) (30 Active Points); OAF (-1)
0
1u
4) Calculator: Lightning Calculator (3 Active Points); OAF (-1)
1u
5) Fake Bomb: Sight and Hearing Groups Images 1" radius, +/-5 to PER Rolls (30 Active Points); 1 Charge (-2), OAF (-1), Set Effect (fake bomb; -1)
[1]
1u
6) Fear Darts: Drain PRE 2d6, Range Based On STR (+1/4); OAF (-1), 6 Charges (-3/4), Must Target Non-Armored Hit Locations (-1/4)
[6]
1u
7) Flashlight: Sight Group Images 1" radius, +/-4 to PER Rolls, 1 Continuing Fuel Charge lasting 1 Hour (refueled by recharging, easy to obtain; +0) (22 Active Points); OAF (-1), Only To Create Light (-1), Limited Range (10"; -1/4)
[1 cc]
1u
8) Flash Pellets: Sight Group Flash 2d6 (10 Active Points); OAF (-1), 6 Charges (-3/4), Range Based On STR (-1/4)
[6]
1u
9) Freeze Gas: Minor Transform 3d6 (normal object to frozen stiff object, "heal" by thawing out at normal rate); OAF (-1), 4 Charges (-1), Limited Target (See notes; -1/4)
Notes: Freeze Gas is for use against the working parts of an alarm, a bomb, and so forth, not against living creatures
[4]
1u
10) Laser Torch: RKA 1 point, Penetrating (x2; +1) (10 Active Points); OAF (-1), No Range (-1/2), 1 Continuing Fuel Charge lasting 5 Minutes (-1/2)
1
1u
11) Medkit: +2 with Paramedics (4 Active Points); OAF (-1), 4 Charges (-1)
1u
12) Miniature Climbing Rig: +2 with Climbing (4 Active Points); OAF (-1)
1u
13) Mini-bolos: Entangle 3d6, 3 DEF (30 Active Points); 3 Charges (-1 1/4), OAF (-1)
[3]
1u
14) Mini-camera: Eidetic Memory (5 Active Points); OAF (-1), Visual Images Only (-1/2)
1u
15) Mini-recorder: Eidetic Memory (5 Active Points); OAF (-1), Sound Only (-1/2)
1u
16) Nightsight Monocular: (Total: 14 Active Cost, 6 Real Cost) IR Perception (Sight Group) (5 Active Points); OAF (-1) (Real Cost: 2) plus +6 versus Range Modifier for Sight Group (9 Active Points); OAF (-1) (Real Cost: 4)
0
1u
17) Painkillers: (Total: 30 Active Cost, 14 Real Cost) Physical Damage Reduction, Resistant, 25%, 2 Continuing Charges lasting 1 Hour each (+0) (15 Active Points); OAF (-1) (Real Cost: 7) plus Energy Damage Reduction, Resistant, 25%, 2 Continuing Charges lasting 1 Hour each (+0) (15 Active Points); OAF (-1) (Real Cost: 7)
[2 cc]
1u
18) Parabolic Mini-Mike: +6 versus Range Modifier for Hearing Group (9 Active Points); OAF (-1)
0
1u
19) Rebreather: LS (Expanded Breathing: Breathe Underwater), 1 Continuing Fuel Charge lasting 1 Hour (refueled through recharging system, easy to obtain; +0) (5 Active Points); OAF (-1)
[1 cc]
1u
20) Sleep Gas Pellets: EB 3d6, NND (defense is Life Support [Self-Contained Breathing or appropriate Immunity]; +1) (30 Active Points); OAF (-1), 6 Charges (-3/4), Range Based On STR (-1/4)
[6]
1u
21) Smoke Pellets: Darkness to Sight Group 3" radius, 8 Continuing Charges lasting 1 Turn each (removed by high winds or rain; +0) (30 Active Points); OAF (-1), Range Based On STR (-1/4)
[8 cc]
1u
22) Swingline: Swinging 10", Reduced Endurance (0 END; +1/2) (15 Active Points); OAF (-1)
0
1u
23) Thermite Pellets I: RKA 1d6, Armor Piercing (+1/2), Explosion (+1/2) (30 Active Points); OAF (-1), 6 Charges (-3/4), Range Based On STR (-1/4)
[6]
1u
24) Thermite Pellets II: RKA 1d6, Continuous (+1) (30 Active Points); OAF (-1), Range Based On STR (-1/4), 6 Continuing Charges lasting 1 Turn each (-1/4)
[6 cc]
1u
25) Throwing Blades: HKA 1/2d6 (1d6 w/STR), Autofire (3 shots; +1/4), Range Based On STR (+1/4), Armor Piercing (+1/2) (20 Active Points); OAF (-1), 6 Recoverable Charges (-1/4)
[6 rc]
1u
26) Vertigo Darts: Drain DEX 2d6, Range Based On STR (+1/4) (25 Active Points); OAF (-1), 6 Charges (-3/4), Must Target Non-Armored Hit Locations (-1/4)
[6]
1u
27) Weakness Darts: Drain STR 2d6, Range Based On STR (+1/4) (25 Active Points); OAF (-1), 6 Charges (-3/4), Must Target Non-Armored Hit Locations (-1/4)
[6]
Kit
11
1) Level III-A: Armor (10 PD/10 ED); OIF (-1/2), Activation Roll 14- (-1/2), Half Mass (35; -1/2), Real Armor (-1/4)
0
7
2) Combat Knife: HKA 1d6 (2d6 w/STR); OAF (-1), Real Weapon (-1/4)
1
6
3) Helmet: Armor (8 PD/8 ED); Activation Roll 8- (protects Locations 3-4; -2), OIF (-1/2), Half Mass (-1/2), Real Armor (-1/4)
0
5
4) Combat Helmet Visor: Sight Group Flash Defense (8 points); OIF (-1/2)
0
5
5) Combat Helmet Sound Dampening Insulation: Hearing Group Flash Defense (8 points); OIF (-1/2)
0
1
6) Camouflage Clothing: +1 with Stealth; Only Works In Appropriate Settings (-1), OIF (-1/2)
TWG Comm Pad, all slots 1 Continuing Charge lasting 6 Hours (+0); all slots OAF (-1)
5
1) AV Communications System: High Range Radio Perception (Radio Group); Sense Affected As Sight And Hearing Group As Well As Radio Group (-1/2)
0
8
2) Encrypted: Cryptography 20- (25 Active Points); Only To Encrypt/Decrypt Its Own Transmissions (-1)
3
3) On-Board Computer: Computer
98 Total Powers Cost
EQUIPMENT
Equipment END
Weapons Locker: Variable Power Pool, 150 base + 75 control cost
1) 7.62 (M-60 LMG): Killing Attack - Ranged 2d6+1, +1 STUN Multiplier (+1/4), 100 Charges (+3/4), Autofire (10 shots; +1) (105 Active Points); OAF Bulky (-1 1/2), STR Minimum (STR Min. Cannot Add/Subtract Damage; -1 1/4), Beam (-1/4), Real Weapon (-1/4) plus +1 OCV (5 Active Points); OAF (-1), Real Weapon (-1/4) plus +2 vs Range (6 Active Points); OAF Bulky (-1 1/2) Real Cost: 29
[100]
2) 7.62 N (FN-FAL): Killing Attack - Ranged 2d6+1, +1 STUN Multiplier (+1/4), 20 Charges (+1/4), Autofire (5 shots; +1/2) (70 Active Points); STR Minimum (STR Min. Cannot Add/Subtract Damage; -1 1/4), OAF (-1), Beam (-1/4), Real Weapon (-1/4) plus +1 OCV (5 Active Points); OAF (-1), Real Weapon (-1/4) plus +2 with all attacks (6 Active Points); OAF (-1) Real Cost: 29
Notes: (x2 number of items)
[20]
3) 12 gauge sawed off: Killing Attack - Ranged 2 1/2d6, +1 STUN Multiplier (+1/4) (50 Active Points); STR Minimum (STR Min. Cannot Add/Subtract Damage; -1), OAF (-1), 5 Charges (-3/4), Required Hands Two-Handed (-1/2), Beam (-1/4), Real Weapon (-1/4), Reduced Penetration (-1/4), Reduced By Range (-1/4) plus +3 OCV (15 Active Points); OAF (-1), Real Weapon (-1/4) plus +1 vs Range (3 Active Points); OAF (-1) Real Cost: 22
Notes: (x2 number of items)
[5]
4) .45 ACP (Ingram MAC 10): Killing Attack - Ranged 2d6-1, +1 STUN Multiplier (+1/4), 32 Charges (+1/4), Autofire (5 shots; +1/2) (50 Active Points); STR Minimum (STR Min. Cannot Add/Subtract Damage; -1), OAF (-1), Beam (-1/4), Real Weapon (-1/4) plus +1 OCV (5 Active Points); OAF (-1), Real Weapon (-1/4) Real Cost: 21
Notes: (x2 number of items)
[32]
5) .50 (Desert Eagle): Killing Attack - Ranged 2d6+1, +1 STUN Multiplier (+1/4) (44 Active Points); STR Minimum (STR Min. Cannot Add/Subtract Damage; -1 1/4), OAF (-1), Beam (-1/4), Real Weapon (-1/4), 9 Charges (-1/4) plus +1 OCV (5 Active Points); OAF (-1), Real Weapon (-1/4) Real Cost: 18
Notes: (x2 number of items)
[9]
6) .41 Magnum (Llama Super Comanche): Killing Attack - Ranged 2d6, +1 STUN Multiplier (+1/4) (37 Active Points); STR Minimum (STR Min. Cannot Add/Subtract Damage; -1), OAF (-1), 6 Charges (-3/4), Beam (-1/4), Real Weapon (-1/4) plus +1 OCV (5 Active Points); OAF (-1) Real Cost: 16
Notes: (x2 number of items)
[6]
7) 7.62 RL (SVD Druganov Sniper Rifle): Killing Attack - Ranged 2d6+1, +1 STUN Multiplier (+1/4) (44 Active Points); STR Minimum (STR Min. Cannot Add/Subtract Damage; -1 1/4), OAF (-1), Required Hands Two-Handed (-1/2), Beam (-1/4), Real Weapon (-1/4), 10 Charges (-1/4) plus +1 OCV (5 Active Points); OAF (-1), Real Weapon (-1/4) plus +2 vs Range (6 Active Points); OAF (-1) Real Cost: 15
[10]
8) Armored Clothing: Armor (2 PD/2 ED); Activation Roll 14- (-1/2), Half Mass (2.0; -1/2), IIF (-1/4), Real Armor (-1/4) Real Cost: 2
0
Kit 1
1) .45 ACP (Ingram MAC 10): Killing Attack - Ranged 2d6-1, +1 STUN Multiplier (+1/4), 32 Charges (+1/4), Autofire (5 shots; +1/2) (50 Active Points); STR Minimum (STR Min. Cannot Add/Subtract Damage; -1), OAF (-1), Beam (-1/4), Real Weapon (-1/4) plus +1 OCV (5 Active Points); OAF (-1), Real Weapon (-1/4)
Notes: (x2 number of items)
[32]
2) .50 (Desert Eagle): Killing Attack - Ranged 2d6+1, +1 STUN Multiplier (+1/4) (44 Active Points); STR Minimum (STR Min. Cannot Add/Subtract Damage; -1 1/4), OAF (-1), Beam (-1/4), Real Weapon (-1/4), 9 Charges (-1/4) plus +1 OCV (5 Active Points); OAF (-1), Real Weapon (-1/4)
Notes: (x2 number of items)
[9]
MARTIAL ARTS MANEUVERS
Cost  Maneuver
Commando Training
3
1) Akido Throw: 1/2 Phase, +0 OCV, +1 DCV, 3 1/2d6 +v/5, Target Falls
4
2) Boxing Cross: 1/2 Phase, +0 OCV, +2 DCV, 5 1/2d6 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, 33 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; 28 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
1
9) Weapon Element: Clubs
1
10) Weapon Element: Knives
33 Total Martial Arts Cost

Character Name: Henry Edward White, Esq.
Alternate Identities: CEO, The White Group, Eagle
Player Name: NPC
APPEARANCE
Hair Color: Black with Gray
Eye Color: Brown
Height: 6' 0"
Weight: 220 lbs
Description:
BACKGROUND
Former Navy Seal. Family wiped out by a gang war that spread up town. Bloot Letters were investigated but no arrests where made.
POWERS/TACTICS
PERSONALITY/MOTIVATION
CAMPAIGN USE
Money man, planner, leader of the group. Expert diver, underwater demolitions, highly trained in combat and tactics.
DESIGN NOTES
Created: Mon, 29 Oct 2018 11:24:33

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