Death Commando
Character Name: Death Commando
Alternate Identities: Henry Wadsworth, Talented Normal
Player Name: NPC
CHARACTERISTICS
Val Char Base Points Total Roll Notes
15 STR 10 5 15 12- HTH Damage 3d6 END [1]
23 DEX 10 39 23 14- OCV 8 DCV 8
28 CON 10 36 28 15-
15 BODY 10 10 15 12-
18 INT 10 8 18 13- PER Roll 13-
10 EGO 10 0 10 11- ECV: 3
30 PRE 10 20 30 15- PRE Attack: 6d6
10 COM 10 0 10 11-
8 PD 3 5 8/23 8/23 PD (0/15 rPD)
9 ED 6 3 9/24 9/24 ED (0/15 rED)
5 SPD 3.3 17 5 Phases: 3, 5, 8, 10, 12
11 REC 9 4 11
56 END 56 0 56
44 STUN 37 7 44
12" Running 6 12 12"
2" Swimming 2 0 2"
3" Leaping 3 0 3"/15" 166 Total Characteristics Points
CHARACTER IMAGE
QUOTE
EXPERIENCE POINTS
Total earned: 279
Spent: 279
Unspent: 0
Base Points: 200
Disad Points: 150
Total Points: 629
MOVEMENT
Type Total
Run 12"
Swim 2"
H. Leap 3"/15"
V. Leap 1 1/2"/7 1/2"
DEFENSES
Type Amount
Physical Defense 8/23
Res. Phys. Defense 0/15
Energy Defense 9/24
Res. Energy Defense 0/15
Mental Defense 0
Res. Mental Defense 0
Power Defense 0
 
COMBAT INFORMATION
OCV: 8 DCV: 8
 
Combat Skill Levels:
+3 with all Combat
+4 with Ranged Combat
COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
Akido Throw 1/2 +0 +1 3d6 +v/5, Target Falls
Boxing Cross 1/2 +0 +2 5d6 Strike
Choke 1/2 -2 +0 Grab One Limb; 2d6 NND
Escape 1/2 +0 +0 30 STR vs. Grabs
Hold 1/2 -1 -1 Grab Three Limbs, 10 STR for holding on
Judo Disarm 1/2 -1 +1 Disarm; 25 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
20 Dependent NPC: Sister 8- (Incompetent; Unaware of character's adventuring career/Secret ID)
10 Hunted: Numerous International Anti-Terrorist Units 8- (Mo Pow, Limited Geographical Area, Harshly Punish)
Notes: This would include any nation he was fought against as a mercenary, usually Third World Countries with minimal access to information required to locate him. Most of this 'hunting' takes the form of having an eye out for him to pop up someplace local. It does, however, cover much of both South American and Africa.
20 Hunted: UNTIL 8- (Mo Pow, NCI, Capture)
Notes: Until has a designated team of agencts that specializes in this type of 'hunt'. He is wanted for the murders of UNTIL personnel and theft of UNTIL property.
15 Psychological Limitation: Casual Killer (Very Common, Moderate)
20 Psychological Limitation: Macho Asshole (Very Common, Strong)
5 Psychological Limitation: Really Dislikes UNTIL (Uncommon, Moderate)
Notes: This can manifest as small and petty actions, like defacing UNTIL posters or picking a fight with anyone praising or professing appreciation of UNTIL. It can also get agents killed if the opportunity araises.
10 Reputation: Lethally Aggressive, 8- (Extreme)
Notes: As Death Commando, he is notorious for his lethality.
5 Rivalry: Professional (Any male with a siimilar attitude/mindset; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
Notes: Tends to see others of his type as instant rivals i.e. other macho types.
15 Social Limitation: Macho Asshole (Frequently, Major)
15 Social Limitation: Secret ID: Herb Welling aka Henry Wadsworth (Frequently, Major)
15 Unluck: 3d6
150 Total Disadvantages Cost

Character Name: Death Commando
Alternate Identities: Henry Wadsworth, Talented Normal
Player Name: NPC
SKILLS
Cost  Name
0 AK: Newark NJ Area 8-
0 Acting 8-
3 Breakfall 14-
3 Climbing 14-
3 Combat Driving 14-
8 Computer Programming (Computer Networks, Hacking and Computer Security, Personal Computers, Mainframes and Supercomputers) 13-
3 Concealment 13-
0 Conversation 8-
0 Deduction 8-
3 Demolitions 13-
3 Disguise 13-
3 Gadgeteering 13-
3 Inventor 13-
0 Language: English (Idiomatic)
2 Navigation (Land) 13-
0 PS: Mercenary 11-
3 Paramedics 13-
0 Persuasion 8-
3 Scholar
2
1) KS: Explosives 13-
2
2) KS: Mercenary World 13-
2
3) KS: Military Organization 13-
2
4) KS: Paranormals 13-
2
5) KS: Terrorist World 13-
2
6) KS: UNTIL 13-
3 Scientist
2
1) SS: Chemistry 13-
2
2) SS: Mechanical Engineering 13-
2
3) SS: Metallurgy 13-
3 Shadowing 13-
3 Stealth 14-
3 Streetwise 15-
2 Survival (Urban) 13-
1 TF: Bicycle, Small Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles
3 Tactics 13-
3 Weaponsmith (Energy Weapons, Firearms) 13-
13 WF: Beam Weapons, Common Melee Weapons, Energy Weapons, Small Arms, Flamethrowers, General Purpose/Heavy Machine Guns, Grenade Launchers, Shoulder-Fired Weapons, Thrown Knives, Axes, and Darts
24 +3 with all Combat
20 +4 with Ranged Combat
18 Penalty Skill Levels: +6 vs. Hit Location modifiers with All Attacks
12 +4 with Gadgeteering, Weaponsmith, Demolitions
166 Total Skills Cost
PERKS
Cost  Name
18 Contact: Merc Guild (Contact has useful Skills or resources), Organization Contact (x3) 14-
7 Money: Wealthy: High Priced Mercenary Assassin
1 False Identity: Herb Welling
26 Total Perks Cost
 
POWERS
Cost  Power END
20 Find Weakness 11- with All Ranged Attacks0
132 Combat Weapons Pool: Variable Power Pool, 110 base + 22 control cost, Powers Can Only Be Changed Between Adventures (-1/2); all slots OAF (Various Weapons; -1)
 
Anti-Air Load Out: Real Cost: 104
 
0
1) AA Rocket: Energy Blast 10d6, Explosion (+1/2), No Range Modifier (+1/2) (100 Active Points); 2 clips of 1 Charge (-1 1/2) Real Cost: 28
[1]
0
2) Heavy Machinegun: Killing Attack - Ranged 3d6, Autofire (5 shots; +1/2), 4 clips of 100 Charges (+3/4) (101 Active Points) Real Cost: 50
[100]
0
3) .50 (Desert Eagle): (Total: 49 Active Cost, 14 Real Cost) Killing Attack - Ranged 2d6+1, 2 clips of 9 Charges (+0), +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) (Real Cost: 12) plus +1 OCV (5 Active Points); OAF (-1), Real Weapon (-1/4) (Real Cost: 2) Real Cost: 14
[9]
0
4) ASP Collapsible Baton: Hand-To-Hand Attack +4d6 (20 Active Points); OAF (ASP Baton; -1), (-1/2) Real Cost: 8
2
 
Close-In Weapons Load Out: Real Cost: 93
 
0
1) Auto Shotgun: Killing Attack - Ranged 3d6-1, +2 Increased STUN Multiplier (+1/2), Autofire (5 shots; +1/2), 60 Charges (+1/2) (100 Active Points); Reduced Penetration (-1/4), Limited Range (-1/4), Reduced By Range (-1/4) Real Cost: 36
[60]
0
2) Smoke Grenade: Darkness to Sight Group 4" radius, Personal Immunity (+1/4); 4 Continuing Charges lasting 1 Turn each (-1/2), Range Based On Strength (-1/4) Real Cost: 18
[4 cc]
0
3) Pulse Grenade: Energy Blast 10d6, Explosion (+1/2); 4 Charges (-1), Side Effects (always occurs whenever activation roll fails; Explodes in user's hex; -3/4), Activation Roll 14- (-1/2), No Knockback (-1/4) Real Cost: 17
[4]
0
4) .50 (Desert Eagle): (Total: 49 Active Cost, 14 Real Cost) Killing Attack - Ranged 2d6+1, 2 clips of 9 Charges (+0), +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) (Real Cost: 12) plus +1 OCV (5 Active Points); OAF (-1), Real Weapon (-1/4) (Real Cost: 2) Real Cost: 14
[9]
0
5) ASP Collapsible Baton: Hand-To-Hand Attack +4d6 (20 Active Points); OAF (ASP Baton; -1), (-1/2) Real Cost: 8
2
 
Machinegun Load Out: Real Cost:107
 
0
1) Heavy Machinegun: Killing Attack - Ranged 3d6, Autofire (5 shots; +1/2), 4 clips of 100 Charges (+3/4) (101 Active Points) Real Cost: 50
[100]
0
2) Smoke Grenade: Darkness to Sight Group 4" radius, Personal Immunity (+1/4); 4 Continuing Charges lasting 1 Turn each (-1/2), Range Based On Strength (-1/4) Real Cost: 18
[4 cc]
0
3) Pulse Grenade: Energy Blast 10d6, Explosion (+1/2); 4 Charges (-1), Side Effects (always occurs whenever activation roll fails; Explodes in user's hex; -3/4), Activation Roll 14- (-1/2), No Knockback (-1/4) Real Cost: 17
[4]
0
4) .50 (Desert Eagle): (Total: 49 Active Cost, 14 Real Cost) Killing Attack - Ranged 2d6+1, 2 clips of 9 Charges (+0), +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) (Real Cost: 12) plus +1 OCV (5 Active Points); OAF (-1), Real Weapon (-1/4) (Real Cost: 2) Real Cost: 14
[9]
0
5) ASP Collapsible Baton: Hand-To-Hand Attack +4d6 (20 Active Points); OAF (ASP Baton; -1), (-1/2) Real Cost: 8
2
 
Sniper Load Out: Real Cost: 98
 
0
1) GOD Sniper Rifle: Killing Attack - Ranged 4d6+1, +1 Increased STUN Multiplier (+1/4), Invisible to Hearing Group (Suppressor; +1/4) (97 Active Points); 4 clips of 4 Charges (-1/2) Real Cost: 39
[4]
0
2) Smoke Grenade: Darkness to Sight Group 4" radius, Personal Immunity (+1/4); 4 Continuing Charges lasting 1 Turn each (-1/2) Real Cost: 20
[4 cc]
0
3) Pulse Grenade: Energy Blast 10d6, Explosion (+1/2); 4 Charges (-1), Side Effects (always occurs whenever activation roll fails; Explodes in user's hex; -3/4), Activation Roll 14- (-1/2), No Knockback (-1/4) Real Cost: 17
[4]
0
4) .50 (Desert Eagle): (Total: 49 Active Cost, 14 Real Cost) Killing Attack - Ranged 2d6+1, 2 clips of 9 Charges (+0), +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) (Real Cost: 12) plus +1 OCV (5 Active Points); OAF (-1), Real Weapon (-1/4) (Real Cost: 2) Real Cost: 14
[9]
0
5) ASP Collapsible Baton: Hand-To-Hand Attack +4d6 (20 Active Points); OAF (ASP Baton; -1), (-1/2) Real Cost: 8
2
Costume, all slots OIF (-1/2)
37
1) Titanium Body Armor: Armor (15 PD/15 ED), Hardened (+1/4)
0
17
2) Anti-Grav Generator: Leaping +12" (3"/15" forward, 1 1/2"/7 1/2" upward) (Accurate), No Gravity Penalty (+1/2)
2
15
3) Adaptive Camoflage: Invisibility to Sight Group , Reduced Endurance (0 END; +1/2); Chameleon (-1/2)
0
Helmet, all slots OIF (-1/2)
7
1) Transceiver: Radio Perception/Transmission (Radio Group)
0
3
2) Binocular Visor: +8 versus Range Modifier for Normal Sight
0
7
3) Internal O2 System: Life Support (Self-Contained Breathing), 1 Continuing Fuel Charge lasting 6 Hours (+0)
[1 cc]
238 Total Powers Cost
MARTIAL ARTS MANEUVERS
Cost  Maneuver
Commando Training
3
1) Akido Throw: 1/2 Phase, +0 OCV, +1 DCV, 3d6 +v/5, Target Falls
4
2) Boxing Cross: 1/2 Phase, +0 OCV, +2 DCV, 5d6 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, 30 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; 25 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: Death Commando
Alternate Identities: Henry Wadsworth, Talented Normal
Player Name: NPC
APPEARANCE
Hair Color: Brown
Eye Color: Brown
Height: 6' 0"
Weight: 197 lbs
Description:
BACKGROUND
POWERS/TACTICS
PERSONALITY/MOTIVATION
CAMPAIGN USE
DESIGN NOTES
Created: Wed, 20 May 2020 11:16:21

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