Kurt Ambrose
Character Name: Kurt Ambrose
Alternate Identities: Hunhow: DiDact: Kurt Trevelyan
Player Name:
CHARACTERISTICS
Val Char Base Points Total Roll Notes
40 STR 10 30 40 17- HTH Damage 8d6 END [4]
30 DEX 10 60 30 15- OCV 10 DCV 10
25 CON 10 30 25 14-
18 BODY 10 16 18 13-
13 INT 10 3 13 12- PER Roll 12-
11 EGO 10 2 11 11- ECV: 4
13 PRE 10 3 13 12- PRE Attack: 2 1/2d6
8 COM 10 -1 8 11-
10 PD 8 2 10/30 10/30 PD (8/28 rPD)
7 ED 5 2 7/27 7/27 ED (7/27 rED)
6 SPD 4.0 20 6 Phases: 2, 4, 6, 8, 10, 12
13 REC 13 0 13
50 END 50 0 50
51 STUN 51 0 51
6" Running 6 0 6"
0" Swimming 2 -2 0"
8" Leaping 8 0 8" 165 Total Characteristics Points
CHARACTER IMAGE
QUOTE
EXPERIENCE POINTS
Total earned: 154
Spent: 154
Unspent: 0
Base Points: 200
Disad Points: 150
Total Points: 504
MOVEMENT
Type Total
Run (6) 6"
Swim (2) 0"
H. Leap (8") 8"
V. Leap (4") 4"
DEFENSES
Type Amount
Physical Defense 10/30
Res. Phys. Defense 8/28
Energy Defense 7/27
Res. Energy Defense 7/27
Mental Defense 15
Power Defense 0
 
COMBAT INFORMATION
OCV: 10 DCV: 10
 
Combat Skill Levels:
COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
Akido Throw 1/2 +0 +1 8d6 +v/5, Target Falls
Boxing Cross 1/2 +0 +2 10d6 Strike
Choke 1/2 -2 +0 Grab One Limb; 2d6 NND
Escape 1/2 +0 +0 55 STR vs. Grabs
Hold 1/2 -1 -1 Grab Three Limbs, 10 STR for holding on
Judo Disarm 1/2 -1 +1 Disarm; 50 STR to Disarm roll
Karate "Chop" 1/2 -2 +0 HKA 1d6 +1
Kung Fu Block 1/2 +2 +2 Block, Abort
Jein's Dragon
Wing Fan
1/2 +2 +2 Block, Abort
Saigo's Body of
Shadow
1/2 -- +5 Dodge, Affects All Attacks, Abort
The Sublime Fist
of The Night
Dragon
1/2 +0 +2 10d6 Strike
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
0 Dependent NPC: Lilly, Kanna: 8- (Incompetent; Custom Adder)
15 Distinctive Features: Face is scarred (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
10 Physical Limitation: Sinks like a stone in water, cant swim or float (Infrequently, Greatly Impairing)
15 Psychological Limitation: Bound By Duty (Common, Strong)
10 Psychological Limitation: Code Of Vengeance (Common, Moderate)
15 Psychological Limitation: Stubborn (Common, Strong)
15 Reputation: Vicious Temper, 11- (Extreme)
10 Social Limitation: Cocky (Frequently, Minor)
10 Social Limitation: On Call Frequently, Minor
10 Social Limitation: Actually a Teddybear (Frequently, Minor)
20 Social Limitation: Secret ID (Very Frequently, Major)
20 Social Limitation: Subject to Orders (Very Frequently, Major)
150 Total Disadvantages Cost

Character Name: Kurt Ambrose
Alternate Identities: Hunhow: DiDact: Kurt Trevelyan
Player Name:
SKILLS
Cost  Name
0 Acting 8-
3 Breakfall 15-
0 Climbing 8-
3 Combat Piloting 15-
3 Computer Programming 12-
0 Concealment 8-
0 Conversation 8-
0 Deduction 8-
3 Demolitions 12-
5 Disguise 13-
2 KS: Cooking 11-
0 AK: London, Canada 8-
0 CuK: Home Culture 8-
0 Language: English (Idiomatic)
2 Language: Japanese (basic conversation)
3 Mechanics 12-
0 Paramedics 8-
0 Persuasion 8-
0 PS: Solider 11-
0 Shadowing 8-
0 Stealth 8-
2 TF: Anthropomorphic Mecha, Bicycles, Combat Aircraft, Helicopters, Small Motorized Ground Vehicles
4 WF: Small Arms, Combat Armor Weapons Systems
30 Total Skills Cost
PERKS
Cost  Name
7 Base Contribution
7 Total Perks Cost
TALENTS
Cost  Name
27 Danger Sense (immediate vicinity, out of combat, Function as a Sense) 12-
15 Resistance (15 points)
42 Total Talents Cost
 
POWERS
Cost  Power END
67 Weapons Frame: Multipower, 100-point reserve, all slots OIF (-1/2)
3u
1) Chest Laser: Killing Attack - Ranged 4d6, Armor Piercing (+1/2); Extra Time (Extra Phase, Recharge Time; -3/4), Cannot Be Bounced or Pushed (-1/2), OIF (-1/2), Beam (-1/4), Cannot Be Used With Multiple-Power Attacks (-1/4) plus Endurance Reserve (9 END, 5 REC) Reserve: OIF (-1/2); REC: , Uncontrolled (+1/2); OIF (-1/2)
Notes: This has a seperate power source the contains enough energy for one firing. Once fired it will take two phases to recharge before it can be fired again.
9
5u
2) Energy Blade: Killing Attack - Hand-To-Hand 2 1/2d6 (3 1/2d6 w/STR), Armor Piercing (+1/2), Continuous (+1); 1 Continuing Charge lasting 20 Minutes (-1/2), OIF (-1/2)
Notes: The power can be activated and will last for up to five minutes of use before the charge is exhausted. Technically it possible to turn it off and on numerous times as long as the total time it is active is under the five minutes. Since it is 'continous', once the target is hit, the attack will continue as long as the weilder maintains contact with the target.
[1 cc]
6u
3) Repeller Beam: Energy Blast 8 1/2d6, 16 Charges (+0), Does Knockback (+1/4), No Normal Defense (vs. Density-based Powers, Gravity-based Powers, Weight of 800+ kg; +1); OIF (-1/2)
[16]
10 Repeller Force System: Elemental Control, 30-point powers, all slots OIF (Combat Armor Components; -1/2)
7
1) Force Field (10 PD/10 ED), Hardened (x2; +1/2); 1 Continuing Charge lasting 20 Minutes (-1/2), OIF (Combat Armor Components; -1/2)
Notes: This ia a force field that acts as a back up to the primary defenses of Armor. It can run continuously for 20 minutes.
[1 cc]
17
2) Flight 15", Invisible to Hearing, and Sight Groups, SFX Only (+1/2); OIF (Combat Armor Components; -1/2), 1 Continuing Fuel Charge lasting 20 Minutes (-1/4)
Notes: Repeller pads in the feet and hands much like Iron Man's but without all the flame and noise. It has a fuel supply that will allow the wearer to flight for 20 minutes. This is total time in the air so if he is not flying, he is not using fuel.
[1 cc]
Armor Frame, all slots OIF (Combat Armor; -1/2)
20
1) Adaptive Camouflage: Invisibility to Sight Group , Reduced Endurance (0 END; +1/2); OIF (Combat Armor; -1/2)
Notes: If a viewer is within a meter or so, a distortion may be noticed.
0
20
2) Armor (10 PD/10 ED); OIF (Combat Armor; -1/2)
Notes: This is the basic physical structure of the armor and acts as such. It does not have to be activated and cannot be deactivated without actually taking off the armor.
0
20
3) Closed Environmental System: Life Support (Immunity: All terrestrial poisons and chemical warfare agents; Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing); OIF (Combat Armor; -1/2)
0
10
4) Quik-Clot: Healing BODY 2d6, Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Full Phase to reset; +1/4); 4 Charges (-1), OIF (Combat Armor; -1/2)
Notes: This is an advanced drug that will be injected automatically if the wearer begtins to bleed, i.e. takes BODY. It can do this up to fourx times but must be reset after each use. WARNING - a charge can only be used on a specific wound once and will not activate again until the weaer takes BODY a second time.
[4]
3
5) Sonic Insulation: Hearing Group Flash Defense (5 points); OIF (Combat Armor; -1/2)
Notes: This is insulation from sound within the helmet.
0
3
6) Polarized Faceplate: Sight Group Flash Defense (5 points); OIF (Combat Armor; -1/2)
Notes: This is a polarized face plate on the hemlet that protects from sudden flashes of light.
0
13 Mentally Tough: Mental Defense (15 points total) 0
7 Physically Tough: Damage Resistance (8 PD/7 ED) 0
4 Armor Remote Call System: Cosmetic Transform 2d6 (Clothing into Combat Armor and vice-versa); Extra Time (Extra Phase, -3/4), Limited Target Limited (-1/2), IIF (-1/4)
Notes: This effectively 'calls' his combat armor to him but it must travel from wherever he stores it to him, therefore it takes a little time. This means that when he calls for it in a phase, it will not show up until the end of the second phase.
1
215 Total Powers Cost
EQUIPMENT
Equipment END
Battlenet Earplug Comm Units: Mind Link , Specific Group of Minds, No LOS Needed, Number of Minds (x32); Only With Other In Battlenet Who Have Mind Link (-1), Affected As Radio And Hearing Group, Not Mental Group (-1/2), Conditional Power Power Does Not Work In Water (-1/4), Does Not Provide Mental Awareness (-1/4)
Notes: Notes: This is a highly secure system that provides communications between all members carrying the identical device. It cannot be tapped or interecepted. If a unit is stolen the system is then open and vulnerable to the stolen unit.
0
State Police Warrant Card and Badge: Fringe Benefit: State Police Powers; OAF (-1)
Notes: Notes: These items are 'proof' of law enforcemnt association and can be stolen or forged.
MARTIAL ARTS MANEUVERS
Cost  Maneuver
Commando Training
3
1) Akido Throw: 1/2 Phase, +0 OCV, +1 DCV, 8d6 +v/5, Target Falls
4
2) Boxing Cross: 1/2 Phase, +0 OCV, +2 DCV, 10d6 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, 55 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; 50 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
Night Dragon Taijutsu
4
1) Jein's Dragon-Wing Fan: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4
2) Saigo's Body Of Shadow: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
4
3) The Sublime Fist Of The Night Dragon: 1/2 Phase, +0 OCV, +2 DCV, 10d6 Strike
45 Total Martial Arts Cost

Character Name: Kurt Ambrose
Alternate Identities: Hunhow: DiDact: Kurt Trevelyan
Player Name:
APPEARANCE
Hair Color: Brown
Eye Color: Brown
Height: 2.24 m
Weight: 180.00 kg
Description:
BACKGROUND
Kurt Trevelyan’s life before Detroit was not a happy one. As a child in London,
Canada Kurt was much larger, stronger, and more intelligent than the rest of his peers.
Eventually this drew the attention of the Canadian government, who covertly abducted him and replaced him with a flawed clone who was intended to die shortly after it wasplanted so his parents wouldn't tell the difference, or so he was told. The real Kurt was taken to an underground military training facility beneath Akimiski Island. There, he was told that he and 50 other children would become super soldiers, demons of the battlefield, Oni, and that they had been taken from their families and will be sacrificing their childhoods for the good of their country.
As he grew up, Kurt stood out as the top trainee and was viewed as the leader of the Oni, every training exercise, every drill he and his squad went above and beyond all expectations. At the age of 25 Kurt was the first to graduate the training program, and was issued a prototype set of power armor called “excalibur” and was given the rank of Commander in the Canadian Military. Using his new Military clearance, he accessed the records of the Oni project. He was horrified to find that his family as well as the families of every other Oni where not given clones after all, every single family, over 200 people were killed. Enraged, Kurt lost all respect for the Canadian government and the Oni project, took his power armor and escaped the facility, killing 12 0f his fellow Oni and badly wounding his face in a grenade blast.
Badly wounded and now being hunted by the remaining Oni, he headed southward towards the American border. After 6 straight days of running and killing ten more Oni, Kurt finally crossed the American border and beyond the reach of the Canadians. But he kept running, wanting to put as much space between him and the border as possible. It wasn't until he got to the outskirts Traverse City that he collapsed from exhaustion.
WHen he awoke he was in a bed, his armor had been removed, and is wounds where bound. He had been rescued by Jacob Keyes, a former US navy captain, his wife Catherine, and their twin daughters Miranda and Cortana. After Kurt explained his situation, Captain Keyes called in a few favors, got Kurt a green card,a workers visa, and allowed Kurt to stay with them for as long as he needed, and there he stayed for the next 5 years until he was offered a US citizenship in exchange for his services in bringing down the gangs in Detroit.
POWERS/TACTICS
PERSONALITY/MOTIVATION

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