Mechassassin
Character Name: Mechassassin
Alternate Identities: Craig Vandersnoot
Player Name: NPC
CHARACTERISTICS
Val Char Base Points Total Roll Notes
20 STR 10 10 20/35 13- / 16- HTH Damage 4d6/7d6 END [2/3]
20 DEX 10 30 20/27 13- / 14- OCV 7/9 DCV 7/9
20 CON 10 20 20/40 13- / 17-
15 BODY 10 10 15 12-
18 INT 10 8 18 13- PER Roll 13-
15 EGO 10 10 15 12- ECV: 5
30 PRE 10 20 30 15- PRE Attack: 6d6
14 COM 10 2 14 12-
4 PD 4 0 4/28 4/28 PD (0/24 rPD)
4 ED 4 0 4/28 4/28 ED (0/24 rED)
3 SPD 3.0 0 3/6 Phases: 4, 8, 12/2, 4, 6, 8, 10, 12
8 REC 8 0 8
40 END 40 0 40
35 STUN 35 0 35
6" Running 6 0 6"
2" Swimming 2 0 2"
4" Leaping 4 0 4"/7" 110 Total Characteristics Points
CHARACTER IMAGE
QUOTE
EXPERIENCE POINTS
Total earned: 186
Spent: 236
Unspent: 0
Base Points: 250
Disad Points: 100
Total Points: 586
MOVEMENT
Type Total
Run 6"
Swim 2"
H. Leap 4"/7"
V. Leap 2"/3 1/2"
DEFENSES
Type Amount
Physical Defense 4/28
Res. Phys. Defense 0/24
Energy Defense 4/28
Res. Energy Defense 0/24
Mental Defense 0
Res. Mental Defense 0
Power Defense 0
 
COMBAT INFORMATION
OCV: 7/9 DCV: 7/9
 
Combat Skill Levels:
COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
Akido Throw 1/2 +0 +1 4d6 / 7d6 +v/5, Target Falls
Boxing Cross 1/2 +0 +2 6d6 / 9d6 Strike
Choke 1/2 -2 +0 Grab One Limb; 2d6 NND
Escape 1/2 +0 +0 35 STR / 50 STR vs. Grabs
Hold 1/2 -1 -1 Grab Three Limbs, 10 STR for holding on
Judo Disarm 1/2 -1 +1 Disarm; 30 STR / 45 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 Psychological Limitation: The very best and knows it (Common; Total)
10 Psychological Limitation: Casual Killer (Common; Moderate)
10 Psychological Limitation: Greedy, only works for a lot of money (Uncommon; Strong)
0 Psychological Limitation: Thinks Ghost Archer is hunting him (Uncommon; Strong)
5 Reputation: Superpowered Mercenary, 11- (Known Only To A Small Group)
15 Social Limitation: Secret ID: Craig Vandersnoot (Frequently; Major)
20 Susceptibility: Electricity 1d6 damage per Phase (Common)
10 Vulnerability: 1 1/2 x STUN Fire-based Attacks (Common)
10 Vulnerability: 1 1/2 x BODY Fire-based Attacks (Common)
100 Total Disadvantages Cost

Character Name: Mechassassin
Alternate Identities: Craig Vandersnoot
Player Name: NPC
SKILLS
Cost  Name
0 AK: United States 8-
0 Acting 8-
3 Breakfall 13- (14-)
3 Bureaucratics 15-
3 Climbing 13- (14-)
3 Combat Driving 13- (14-)
3 Computer Programming 13-
3 Concealment 13-
3 Conversation 15-
3 Cryptography 13-
3 Deduction 13-
3 Electronics 13-
2 KS: PAPS Unit 11-
2 KS: The Military/Mercenary/Terrorist World 11-
2 KS: US Army History And Customs 11-
3 KS: The Espionage World 13-
0 Language: English (completely fluent; literate) (4 Active Points)
4 Language: German (completely fluent; literate)
3 Mechanics 13-
3 Paramedics 13-
0 Persuasion 8-
2 PS: Mercenary 11-
3 PS: Researcher 13-
2 SS: Robotics 11-
3 Security Systems 13-
3 Shadowing 13-
3 Stealth 13- (14-)
3 Streetwise 15-
6 Survival (Arctic/Subarctic, Temperate/Subtropical, Tropical) 13-
3 Systems Operation (Communications Systems, Radar) 13-
3 Tactics 13-
4 TF: Common Motorized Ground Vehicles, Tracked Military Vehicles, Two-Wheeled Motorized Ground Vehicles, Wheeled Military Vehicles
8 WF: Small Arms, Flamethrowers, General Purpose/Heavy Machine Guns, Grenade Launchers, Knives, Mortars, Shoulder-Fired Weapons
5 Weaponsmith (Chemical Weapons, Energy Weapons, Firearms, Missiles & Rockets) 13-
97 Total Skills Cost
 
POWERS
Cost  Power END
60 PAPS Grenade Launcher: Multipower, 90-point reserve, (90 Active Points); all slots OIF (-1/2)
3u
1) HE Grenade: Energy Blast 12d6, Explosion (+1/2) (90 Active Points); 3 Charges (-1 1/4)
[3]
4u
2) Gas Grenade: Energy Blast 4d6+1, No Normal Defense (Self-contained Breathing/Gas Mask; +1), Area Of Effect (7" Radius; +1), Continuous (+1) (88 Active Points); 3 Continuing Charges lasting 1 Turn each (-3/4)
[3 cc]
4u
3) Smoke Grenade: Darkness to Sight Group 7" radius, Personal Immunity (+1/4) (87 Active Points); 3 Continuing Charges lasting 1 Turn each (-3/4)
[3 cc]
PAPS Weapons System
37
1) Wrist Slashers: Killing Attack - Hand-To-Hand 3d6 (4d6 / 4 1/2d6 w/STR), +1 Increased STUN Multiplier (+1/4) (56 Active Points); OIF (Pop-out Wrist Slashers; -1/2)
6
44
2) TASER Pistol: Energy Blast 10d6, Continuous (+1) (100 Active Points); OAF (TASER Pistol; -1), 3" Max Range (-1/4)
10
37
3) Steel Net Launcher: Entangle 6d6, 6 DEF, Takes No Damage From Attacks Limited Group (+1/4) (75 Active Points); 8 Charges (-1/2), OIF (Steel Net Wrist Launcher; -1/2)
[8]
PAPS Powered Armor, all slots OIF (PAPS Armor; -1/2)
24
1) Armor (12 PD/12 ED) (36 Active Points)
0
7
2) +15 STR (15 Active Points); No Figured Characteristics (-1/2)
1
10
3) +7 DEX (21 Active Points); No Figured Characteristics (-1/2)
20
4) +20 CON (40 Active Points); No Figured Characteristics (-1/2)
20
5) +3 SPD (30 Active Points)
PAPS Power System
15
1) Endurance Reserve (100 END, 5 REC) (15 Active Points)
0
PAPS Helmet System
10
1) Life Support (Self-Contained Breathing)
0
12
2) High Range Radio Perception (Radio Group)
0
15
3) Spot Light: Sight Group Images Increased Size (16" radius; +1), +4 to PER Roll (44 Active Points); Only To Create Light (-1), OAF (Spot Lights; -1)
4
10
4) Megaphone: Hearing Group Images x16" Radius (+1), +4 to PER Roll (34 Active Points); Set Effect (-1), OAF (Megaphone Speakers; -1), Does Not Work In Vacuum (-1/4)
3
PAPS Shield
14
1) Armor (12 PD/12 ED) (36 Active Points); OAF (PAPS Shield; -1), Activation Roll 14- (-1/2)
0
346 Total Powers Cost
MARTIAL ARTS MANEUVERS
Cost  Maneuver
Commando Training
3
1) Akido Throw: 1/2 Phase, +0 OCV, +1 DCV, 4d6 / 7d6 +v/5, Target Falls
4
2) Boxing Cross: 1/2 Phase, +0 OCV, +2 DCV, 6d6 / 9d6 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, 35 STR / 50 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; 30 STR / 45 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: Mechassassin
Alternate Identities: Craig Vandersnoot
Player Name: NPC
APPEARANCE
Hair Color: Brown
Eye Color: Brown
Height: 6' 2"
Weight: 220 lbs
Description:
The PAPS armor is orange with red arms and thighs. The helmet is blue. The gauntlets, hipboots, blet and backpack are orange. He wears red lensed gogles overt a blue-grey faceplate. His wrist-launchers and shield are steel grey.

Out of the armor, Craig is a well-built, handsome man in his late 30s with a pronounce military bearing. His confidence, obvious wealth and taste make him attractive to members of the opposite sex and while he has not yet become romanrically involved, he rarely wants for companionship.
BACKGROUND
At the age of 28, Craig Vandersnoot had it all: a master's degree an Army major's rank, and a coveted NATO Intelligence position at SHAPE headquarters in Brussels. But one day his 'extra-curricular' activities came to light: Major Vandersnoot had been renting himself out to German criminal organizations, pulling bodyguard, security consultant, and enforcement duties. The court-martial was quick and decisive.

Craig drifted around Europe until he was recruited by KRONOS, a defunct German research group that built hardware for various criminal organization. Its most ambitious project was the Power-Assisted Personal Suit or PAPS, and Craig was selected to test it. Just as he was donning the suit, UNTIL staged a raid on the Kronos facility. In the confusion, Craig slaughtered the assembled technical staff and stole the suit's plans. He made his escape despite all efforts of the UNTIL team.

Craig took the name Mechassassin. He worked for a while in Europe and the Middle East, but he knew that the real money was State-side so one day he jumped ship off the coast of California. Since then, Mechassassin has worked exclusively in the U.S. doing the kind of work he loves. He has also taken jobs as security chief for various master criminals and has on these occasions run up against a number of others in the same line of work.
POWERS/TACTICS
Physically, Craig is on the Olympic athlete end of the spectrum of normal human developement. He is very intelligent and determined, brave and always up for a new job. The PAPS was design to provide the wearer with a number of offensive capabilities as well as being sturdy enough to take a pounding. The armor itself include electrical and hydraulic assists that increase not only Craig's natural strength but also augment his reflexes and speed. The integral toughness of the suit also provides an enhanced reistance to being stunned though it does not decrease the chances of Craig being rended unconscious. The weapon systems provide both melee and ranged options that include a grenade launcher and TASER type pistol. If in desparate straits or in the event of an encounter with Ghost Archer, Craig will bring out the claws and try to kill/destroy whatever he is confronted by.

Tactics will include lobbing a smoke grenade into the target area followed by a gas grenade. If things don't start falling down, he'll go with the HE and start blowing things up. He will then close in and use his TASER to incapacitate his opponent and, if warranted, will gut his target.
PERSONALITY/MOTIVATION
Craig is a simple man, give him money and he will kill someone for you. Point him at Ghost Archer and he'll try to kill him for you, pay or no pay. Problem is, Ghost Archer has defeated Craig so often that he is very hesitant to engage the bowman in a stand up fight. He has become obsessed with the idea that Ghost Archer is hunting him ... just nobody bother to inform Archer.
CAMPAIGN USE
Years ago, when Ghost Archer was just a rookie patrolling the streets of San Fancisco, the game master decided I deserved a bete noir. Seems Ghost Archer was becoming something of a pain in the ass for Bay Area criminal types. A group of them got together and pooled their spare loot to purchase the services of a highly recommended assassin. A few days later, Mechassassin arrived and took up the hunt for the bowman. As a 600 point character, it was assumed taking out a character of about 375 points would not be a problem. Both the GM and Mechassassin slightly underestimated the Archer and Ghost Archer had his first trophy, a complete PAPS suit. At last count I believe there are five laying around in some dusty corner of a storeroom somewhere in the basement of the Wild Hunt headquarters. Mechassassin became somethng of a joke and Craig could not stand it! Though he has been sent to prision a number of times, because of Ghost Archer, since he has no super powers of his own, the prisons have never included Stronghold. So ... every time he escapes, he rebuilds the PAPS, improves it, and goes after Ghost Archer again.
DESIGN NOTES
Created: Sun, 17 Nov 2024 16:53:34

If you have questions or comments please contact