General George M. Law
Character Name: General George M. Law
Alternate Identities: Mark Law's (Ranger) father
Player Name: NPC
CHARACTERISTICS
Val Char Base Points Total Roll Notes
13 STR 10 3 13 12- HTH Damage 2 1/2d6 END [1]
15 DEX 10 15 15 12- OCV 5 DCV 5
15 CON 10 10 15 12-
11 BODY 10 2 11 11-
15 INT 10 5 15 12- PER Roll 12-
11 EGO 10 2 11 11- ECV: 4
18 PRE 10 8 18 13- PRE Attack: 3 1/2d6
12 COM 10 1 12 11-
5 PD 3 2 5 5 PD (0 rPD)
3 ED 3 0 3 3 ED (0 rED)
3 SPD 2.5 5 3 Phases: 4, 8, 12
6 REC 6 0 6
30 END 30 0 30
30 STUN 26 4 30
8" Running 6 4 8"
3" Swimming 2 1 3"
2" Leaping 3 0 2 1/2" 62 Total Characteristics Points
CHARACTER IMAGE
QUOTE
Usually, said under his breath when no one but his wife is around, "I am so proud of Mark."
EXPERIENCE POINTS
Total earned: 91
Spent: 91
Unspent: 0
Base Points: 75
Disad Points: 75
Total Points: 241
MOVEMENT
Type Total
Run 8"
Swim 3"
H. Leap 2 1/2"
V. Leap 1"
DEFENSES
Type Amount
Physical Defense 5
Res. Phys. Defense 0
Energy Defense 3
Res. Energy Defense 0
Mental Defense 0
Res. Mental Defense 0
Power Defense 0
 
COMBAT INFORMATION
OCV: 5 DCV: 5
 
Combat Skill Levels: +2 with Small Arms
COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
Akido Throw 1/2 +0 +1 2 1/2d6 +v/5, Target Falls
Boxing Cross 1/2 +0 +2 4 1/2d6 Strike
Choke 1/2 -2 +0 Grab One Limb; 2d6 NND
Escape 1/2 +0 +0 28 STR vs. Grabs
Hold 1/2 -1 -1 Grab Three Limbs, 10 STR for holding on
Judo Disarm 1/2 -1 +1 Disarm; 23 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
5 Distinctive Features: Uniform (Easily Concealed)
20 Psychological Limitation: Patriot (Common, Total)
10 Reputation: Hard Charging General, 11-
5 Reputation: Ranger, 11- (Known Military Personnel)
20 Social Limitation: Subject To Orders (Very Frequently, Major)
15 Watched: US Army 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)
75 Total Disadvantages Cost

Character Name: General George M. Law
Alternate Identities: Mark Law's (Ranger) father
Player Name: NPC
SKILLS
Cost  Name
0 AK: US Army Miilitary Bases Around The World 8-
0 Acting 8-
3 Bureaucratics 13-
3 Climbing 12-
3 Concealment 12-
3 Conversation 13-
0 CuK: Army Culture 8-
3 Deduction 12-
3 Demolitions 12-
3 Instructor 12-
0 Language: English (Idiomatic)
2 Navigation (Land) 12-
3 Oratory 13-
3 Parachuting 12-
3 Paramedics 12-
3 Persuasion 13-
2 PS: Ranger 11-
0 PS: Soldier 11-
3 Scholar
1
1) KS: Ranger History And Traditions 11-
1
2) KS: The Military World 11-
1
3) KS: US Army History And Customs 11-
0 Shadowing 8-
3 Stealth 12-
8 Survival (Temperate/Subtropical, Tropical, Desert, Mountain) 12-
3 Tactics 12-
3 Teamwork 12-
3 TF: Bicycles, Parachuting, Advanced, Parachuting, Basic, Small Motorized Ground Vehicles, Wheeled Military Vehicles
3 Tracking 12-
6 WF: Small Arms, Blades, General Purpose/Heavy Machine Guns, Grenade Launchers, Shoulder-Fired Weapons
6 +2 with Small Arms
78 Total Skills Cost
PERKS
Cost  Name
5 Fringe Benefit: General
5 Fringe Benefit: Security Clearance (Top Secret)
3 Well-Connected
26
1) Contact: Current Command (Contact has extremely useful Skills or resources, Good relationship with Contact), Organization Contact (x3) 14-
17
2) Contact: Joint Chiefs of Staff (Contact has extremely useful Skills or resources, Good relationship with Contact), Organization Contact (x3) 11-
2
3) Contact: Minuteman Project Liaison (Contact has useful Skills or resources) 11-
10
4) Contact: Ranger (Mark Law) (Contact has useful Skills or resources, Very Good relationship with Contact) 17-
68 Total Perks Cost
 
MARTIAL ARTS MANEUVERS
Cost  Maneuver
Commando Training
3
1) Akido Throw: 1/2 Phase, +0 OCV, +1 DCV, 2 1/2d6 +v/5, Target Falls
4
2) Boxing Cross: 1/2 Phase, +0 OCV, +2 DCV, 4 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, 28 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; 23 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: General George M. Law
Alternate Identities: Mark Law's (Ranger) father
Player Name: NPC
APPEARANCE
Hair Color: Brown
Eye Color: Brown
Height: 6' 1"
Weight: 183 lbs
Description:
George is not so very different in appearance to his son, save for his hair being brown with greying at the temples. His wife says it makes him look distinguished and privately George agrees. He is a trim and fit man moving toward middle age and as might be expected, a snappy dresser even when not in uniform.
BACKGROUND
George was born into the Army and well remain until forced to retire. He is a Lieutenant General now and in command of the Army Rangers. He knew when his son was born that he would follow him into the Army and the Ranger, he just didn't expect his son to become Ranger, a metahuman superhero. George couldn't be prouder and only his life long experience keeping secrets for the military has prevented him from a huge and very public celebration of his son's new role.
POWERS/TACTICS
Powers? Well, does the power of the United States Army and the entire Ranger corp count?
PERSONALITY/MOTIVATION
George is a good man and a very competant commanding officer. He is concerned about his troops and works them hard to assure they will be able to perform in combat with minimum casualties. He is respected by his peers, and seen as a fair but tough commanding office by his men. They respect that he, too, has been through Ranger school and prondly wears the Ranger tab. With his son he is firm, decisive and supportive but a loving father. With his wife of over 25 years, he is faithful and constantly wonders at her patience with the army life. Even after those 25+ years, he loves her totally.
CAMPAIGN USE
I wanted Ranger to be well grounded in service to his country with a pre-dispostion to serve. I wanted the very first recruit to be enthusiastic with strong familial support.
DESIGN NOTES
Start with a 25/25 character in mind, up it to 50/50 as you build it then figure out an experience general who is also a Ranger kinda forces you to bump it up to 75/75. Logically, I should build it as 25/25 and just give him a ton of XP ... he still gets a ton.
Created: Thu, 23 Jul 2020 14:19:47

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