Dashing Dash
Character Name: Dashing Dash
Alternate Identities: Gurcon 'Gerkin' Jenkin, 6th Gen Metahuman
Player Name: NPC
CHARACTERISTICS
Val Char Base Points Total Roll Notes
10 STR 10 0 10 11- HTH Damage 2d6 END [1]
28 DEX 10 54 28 15- OCV 9 DCV 9
25 CON 10 30 25 14-
10 BODY 10 0 10 11-
10 INT 10 0 10 11- PER Roll 11-
10 EGO 10 0 10 11- ECV: 3
10 PRE 10 0 10/15 11- / 12- PRE Attack: 2d6 / 3d6
8 COM 10 -1 8 11-
30 PD 2 28 30 30 PD (0 rPD)
10 ED 5 5 10 10 ED (0 rED)
6 SPD 3.8 22 6 Phases: 2, 4, 6, 8, 10, 12
11 REC 7 8 11
50 END 50 0 50
28 STUN 28 0 28
6" Running 6 0 30"
2" Swimming 2 0 2"
2" Leaping 2 0 2" 146 Total Characteristics Points
CHARACTER IMAGE
QUOTE
COMBAT RATING SYSTEM
Off Rating: Def Rating: Move Rating:
EXPERIENCE POINTS
Total earned: 0
Spent: 0
Unspent: 0
Base Points: 250
Disad Points: 100
Total Points: 350
MOVEMENT
Type Total
Run 30"
Swim 2"
H. Leap 2"
V. Leap 1"
DEFENSES
Type Amount
Physical Defense 30
Res. Phys. Defense 0
Energy Defense 10
Res. Energy Defense 0
Mental Defense 0
Res. Mental Defense  
Power Defense 0
Flash Defense
 
COMBAT INFORMATION
OCV: 9 DCV: 9
 
Combat Skill Levels: +5 with Running Disarm, PS: Pickpocket and Sleight of Hand
COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
Grabbing a Hostage 1/2 -2 -1 Grab Two Limbs, 25 STR for holding on; FMove
Passing Shove 1/2 +0 +0 3d6 +v/5; Target Falls; FMove
Passing Strike 1/2 +1 +0 3d6 +v/5; FMove
Running Disarm 1/2 -1 -1 Disarm, 25 STR to Disarm; FMove
Zigzag Running Dodge 1/2 -- +4 Dodge All Attacks, Abort; FMove
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: Meta-human (Not Concealable; Noticed and Recognizable; Detectable Only By Technology Or Major Effort)
Notes: Metahumans are becoming mainstream and so more accepted.
15 Hunted: HARP 11- (As Pow; Harshly Punish)
Notes: This has increased from 8- after a character becomes known to the Media but the character is keeping a low profile i.e. no publicity stunts, no interviews, avoiding pictures, etc.
20 Hunted: Metropolitan Police 8- (Mo Pow; NCI; Capture)
20 Psychological Limitation: Inferiority Complex When It Comes To His Looks, Hence the Mask (Very Common; Strong)
10 Psychological Limitation: Loves To Play The Roguish Thief (Uncommon; Strong)
Notes: Of course he only does this in costume. Really, it comes off creepy but he thinks he's making it with the ladies.
15 Social Limitation: Loves to taunt and belittle anyone he perceives as 'better' than he is (Frequently; Major)
Notes: Anyone man remotely good-looking, any woman that might look down on him, which means most woman, cops, media, politicians, rich people, people driving slow ... it is a long list.
15 Social Limitation: Secret ID (Frequently; Major)
100 Total Disadvantages Cost

Character Name: Dashing Dash
Alternate Identities: Gurcon 'Gerkin' Jenkin, 6th Gen Metahuman
Player Name: NPC
SKILLS
Cost  Name
1 Acting 8-
Notes: This is his 'rogueish' thief personna it is not very successful.
21 Breakfall 24-
Notes: He is actually pretty adept at landing on his feet after a high-speed tumble.
0 Climbing 8-
3 Concealment 11-
0 Conversation 8-
0 Deduction 8-
3 Disguise 11-
0 Language: English (Idiomatic)
0 Paramedics 8-
0 Persuasion 8-
1 PS: Pickpocket 15-
3 Sleight Of Hand 15-
3 Shadowing 11-
3 Stealth 15-
1 Streetwise 11- (12-); Only to 'blend in'. (-1)
Notes: This is 'act like as pedestrian' personna.
0 TF: Bicycles, Small Motorized Ground Vehicles
3 Traveler
1
1) AK: Greater London 11-
1
2) AK: Streets and Alleys of London 11-
1
3) AK: Underground of London 11-
1
4) CuK: British Culture (2 Active Points) 11-
15 +5 with Running Disarm, PS: Pickpocket and Sleight of Hand
61 Total Skills Cost
PERKS
Cost  Name
5 Contact: Credit Card Fence (Contact has useful Skills or resources, Contact limited by identity) 14-
5 Total Perks Cost
 
POWERS
Cost  Power END
79 Super-Running: Running +24" (30" total), x4 Noncombat, Will Sink if He Stops While Running (Flight) Over Water (+0), Usable As Flight (Only Across Water; +1/4), Reduced Endurance (1/2 END; +1/4)
Notes: Maximum speed: 67.12 mph / 108 kph: Non-combat speed: 268.49 mph / 432 kph. Maximum full speed duration is @ a minute and a half (84seconds).
3
8 Instant Change (any clothing): Cosmetic Transform 2d6 (Clothing into costume and vice-versa), This can include any 'clothing' he might 'pick up' on the street (+1/4); Clothes Only Limited (-1/2)
Notes: This allows him to instantly change between his street clothes and his 'costume'. He can pick up clothing from other sources.
1
18 Rapid Healing: Healing 2 BODY, Can Heal Limbs, Reduced Endurance (0 END; +1/2), Persistent (+1/2); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2)
Notes: While he is aware of this abilitiy, he has not lost a limb and so does not know he can recover from this. He doesn't like pain and does not in any way rely on this power.
0
2 Meta-Human Lifespan: Life Support (Longevity: 400 Years)0
2 Mask of Confidence: +5 PRE; OAF (Mask; -1)
Notes: The mask gives him confidence.
109 Total Powers Cost
MARTIAL ARTS MANEUVERS
Cost  Maneuver
Speedster Tricks
5
1) Grabbing a Hostage: 1/2 Phase, -2 OCV, -1 DCV, Grab Two Limbs, 25 STR for holding on; FMove
Notes: This is used to 'pick up' a living shield, usually a child or small woman.
5
2) Passing Shove: 1/2 Phase, +0 OCV, +0 DCV, 3d6 +v/5; Target Falls; FMove
Notes: This is used to push people and things over to slow pursuit. This is 9d6 with a Full Move of 30".
5
3) Passing Strike: 1/2 Phase, +1 OCV, +0 DCV, 3d6 +v/5; FMove
Notes: This is 9d6 with a Full Move of 30".
5
4) Running Disarm: 1/2 Phase, -1 OCV, -1 DCV, Disarm, 25 STR to Disarm; FMove
Notes: This is used to not only Disarm a target but to snatch something out of the tareget's hands.
5
5) Zigzag Running Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove
Notes: Aborts to this if gunfire is directed into his general area (not common in the UK). This is far more common in places like Spain and Italy and, of course, the Middle East.
4
6) +1 HTH Damage Class(es)
29 Total Martial Arts Cost

Character Name: Dashing Dash
Alternate Identities: Gurcon 'Gerkin' Jenkin, 6th Gen Metahuman
Player Name: NPC
APPEARANCE
Hair Color: Brown
Eye Color: Brown
Height: 5' 8"
Weight: 165 lbs
Description:
An average looking guy with this creepy grin like the Joker.
BACKGROUND
Pickpocket as a kid (think Dickens). Became a 'snatch and grab' expert upon gaining powers at 13. Was bullied and picked on for his medicore looks and skinny build. His first big score was an armoured car heist where he got away with two hefty sacks of cash. It was simple to snatch a couple bags while the guards were looking the other way. Not a fortune, but enough to wet his appetite. Now he is on the look out for armoured cars but the Metro Police are also on the lookout for him.
POWERS/TACTICS
Not particularly strong but amazingly fast. Does not have ANY resistent defenses and knows what a bullet can do. He will zigzag when running away if as possibility of gunfire exsists. Likes to make his grab and run up the middle of Thames and disappear into the waterfront. He is capable of changing out of his costume instantly and once he has, will act like a normal pedestrian.
Recently he has discovered that he slows down just a little (to about 360 kph), he can cross the Straits of Dover without becoming exhausted and being forced to stop (when he'd sink). This has expanded his thefts into mainland Europe
PERSONALITY/MOTIVATION
Tends to make passes, in costume only, at girls on the street, usually ineptly. He also likes to bully, in costume of course, anyone he sees as better looking with taunts. And YES, he gave himself the nickname, Dashing Dash.
CAMPAIGN USE
When I started a minor touch up of his build but I learned a lot more about 'Gerkin' and in the process refined his powers and personality.
DESIGN NOTES
Born in Liverpool
Created: Tue, 30 Jul 2019 19:55:48

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