Henry Edward White

Henry Edward White, Esq. Code Name: Bald
CEO

Val Char Cost  Roll   Notes
18 STR        8        13-     Lift 303.1kg; 3 1/2d6 [2]
23 DEX      39       14-     OCV: 8/DCV: 8
20 CON     20       13-
14 BODY   8         12-
20 INT      10        13-     PER Roll 13-
15 EGO     10       12-     ECV: 5
20 PRE     10        13-     PRE Attack: 4d6
10 COM     0         11-
10/22 PD  6                    Total: 10/22 PD (0/12 rPD)
6/18 ED    2                    Total: 6/18 ED (0/12 rED)
5 SPD       17                   Phases: 3, 5, 8, 10, 12
8 REC       0
40 END    0
33 STUN   0                 Total Characteristic Cost: 138

Movement:
Running:     9″/18″
Leaping:       3″/6″
Swimming: 4″/8″
Swinging:    0″/10″/0″/20″

Cost Powers END
20 Utility Belt: Multipower, 30-point reserve, all slots OIF (-1/2)
1u 1) ASP Baton: HA +3d6, Reduced Endurance (0 END; +1/2) (22 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2)
1u 2) Bomb Defusing Kit: +2 with Demolitions (4 Active Points); OAF (-1), Only To Defuse Bombs (-1/4)
1u 3) Boomerang: EB 4d6, Reduced Endurance (0 END; +1/2) (30 Active Points); OAF (-1)
1u 4) Calculator: Lightning Calculator (3 Active Points); OAF (-1)
1u 5) Fake Bomb: Sight and Hearing Groups Images 1″ radius, +/-5 to PER Rolls (30 Active Points); 1 Charge (-2), OAF (-1), Set Effect (fake bomb; -1) [1]
1u 6) Fear Darts: Drain PRE 2d6, Range Based On STR (+1/4); OAF (-1), 6 Charges (-3/4), Must Target Non-Armored Hit Locations (-1/4) [6]
1u 7) Flashlight: Sight Group Images 1″ radius, +/-4 to PER Rolls, 1 Continuing Fuel Charge lasting 1 Hour (refueled by recharging, easy to obtain; +0) (22 Active Points); OAF (-1), Only To Create Light (-1), Limited Range (10″; -1/4) [1 cc]
1u 8) Flash Pellets: Sight Group Flash 2d6 (10 Active Points); OAF (-1), 6 Charges (-3/4), Range Based On STR (-1/4) [6]
1u 9) Freeze Gas: Minor Transform 3d6 (normal object to frozen stiff object, “heal” by thawing out at normal rate); OAF (-1), 4 Charges (-1), Limited Target (See notes; -1/4) [4]
Notes: Freeze Gas is for use against the working parts of an alarm, a bomb, and so forth, not against living creatures
1u 10) Laser Torch: RKA 1 point, Penetrating (x2; +1) (10 Active Points); OAF (-1), No Range (-1/2), 1 Continuing Fuel Charge lasting 5 Minutes (-1/2) 1
1u 11) Medkit: +2 with Paramedics (4 Active Points); OAF (-1), 4 Charges (-1)
1u 12) Miniature Climbing Rig: +2 with Climbing (4 Active Points); OAF (-1)
1u 13) Mini-bolos: Entangle 3d6, 3 DEF (30 Active Points); 3 Charges (-1 1/4), OAF (-1) [3]
1u 14) Mini-camera: Eidetic Memory (5 Active Points); OAF (-1), Visual Images Only (-1/2)
1u 15) Mini-recorder: Eidetic Memory (5 Active Points); OAF (-1), Sound Only (-1/2)
1u 16) Nightsight Monocular: (Total: 14 Active Cost, 6 Real Cost) IR Perception (Sight Group) (5 Active Points); OAF (-1) (Real Cost: 2) plus +6 versus Range Modifier for Sight Group (9 Active Points); OAF (-1) (Real Cost: 4)
1u 17) Painkillers: (Total: 30 Active Cost, 14 Real Cost) Physical Damage Reduction, Resistant, 25%, 2 Continuing Charges lasting 1 Hour each (+0) (15 Active Points); OAF (-1) (Real Cost: 7) plus Energy Damage Reduction, Resistant, 25%, 2 Continuing Charges lasting 1 Hour each (+0) (15 Active Points); OAF (-1) (Real Cost: 7) [2 cc]
1u 18) Parabolic Mini-Mike: +6 versus Range Modifier for Hearing Group (9 Active Points); OAF (-1)
1u 19) Rebreather: LS (Expanded Breathing: Breathe Underwater), 1 Continuing Fuel Charge lasting 1 Hour (refueled through recharging system, easy to obtain; +0) (5 Active Points); OAF (-1) [1 cc]
1u 20) Sleep Gas Pellets: EB 3d6, NND (defense is Life Support [Self-Contained Breathing or appropriate Immunity]; +1) (30 Active Points); OAF (-1), 6 Charges (-3/4), Range Based On STR (-1/4) [6]
1u 21) Smoke Pellets: Darkness to Sight Group 3″ radius, 8 Continuing Charges lasting 1 Turn each (removed by high winds or rain; +0) (30 Active Points); OAF (-1), Range Based On STR (-1/4) [8 cc]
1u 22) Swingline: Swinging 10″, Reduced Endurance (0 END; +1/2) (15 Active Points); OAF (-1)
1u 23) Thermite Pellets I: RKA 1d6, Armor Piercing (+1/2), Explosion (+1/2) (30 Active Points); OAF (-1), 6 Charges (-3/4), Range Based On STR (-1/4) [6]
1u 24) Thermite Pellets II: RKA 1d6, Continuous (+1) (30 Active Points); OAF (-1), Range Based On STR (-1/4), 6 Continuing Charges lasting 1 Turn each (-1/4) [6 cc]
1u 25) Throwing Blades: HKA 1/2d6 (1d6 w/STR), Autofire (3 shots; +1/4), Range Based On STR (+1/4), Armor Piercing (+1/2) (20 Active Points); OAF (-1), 6 Recoverable Charges (-1/4) [6 rc]
1u 26) Vertigo Darts: Drain DEX 2d6, Range Based On STR (+1/4) (25 Active Points); OAF (-1), 6 Charges (-3/4), Must Target Non-Armored Hit Locations (-1/4) [6]
1u 27) Weakness Darts: Drain STR 2d6, Range Based On STR (+1/4) (25 Active Points); OAF (-1), 6 Charges (-3/4), Must Target Non-Armored Hit Locations (-1/4) [6]
Kit
11 1) Level III-A: Armor (10 PD/10 ED); OIF (-1/2), Activation Roll 14- (-1/2), Half Mass (35; -1/2), Real Armor (-1/4)
7 2) Combat Knife: HKA 1d6 (2d6 w/STR); OAF (-1), Real Weapon (-1/4) 1
6 3) Helmet: Armor (8 PD/8 ED); Activation Roll 8- (protects Locations 3-4; -2), OIF (-1/2), Half Mass (-1/2), Real Armor (-1/4)
5 4) Combat Helmet Visor: Sight Group Flash Defense (8 points); OIF (-1/2)
5 5) Combat Helmet Sound Dampening Insulation: Hearing Group Flash Defense (8 points); OIF (-1/2)
1 6) Camouflage Clothing: +1 with Stealth; Only Works In Appropriate Settings (-1), OIF (-1/2)
Comm Pad, all slots 1 Continuing Charge lasting 6 Hours (+0); all slots OAF (-1)
5 1) AV Communications System: High Range Radio Perception (Radio Group); OAF (-1), Sense Affected As Sight And Hearing Group As Well As Radio Group (-1/2)
8 2) Encrypted: Cryptography 20- (25 Active Points); Only To Encrypt/Decrypt Its Own Transmissions (-1), OAF (-1)
3 3) On-Board Computer: Computer; OAF (-1)
Commando Training
Maneuver                OCV    DCV    Notes
3 Akido Throw           +0      +1         3 1/2d6 +v/5, Target Falls
4 Boxing Cross           +0      +2        5 1/2d6 Strike
4 Choke                       -2        +0       Grab One Limb; 2d6 NND
4 Escape                     +0       +0        33 STR vs. Grabs
4 Hold                         -1         -1         Grab Three Limbs, 10 STR for holding on
4 Judo Disarm           -1         +1        Disarm; 28 STR to Disarm roll
4 Karate “Chop”        -2         +0        HKA 1d6 +1
4 Kung Fu Block       +2        +2        Block, Abort
1 Weapon Element: Clubs
1 Weapon Element: Knives

Perks
12 Armory: 60 pt Kit, 90 pt Locker: Equipment Points: 150
11 Money: Filthy Rich
3 Well-Connected
14 1) Fellow Navy SEALS: Contact (Contact has useful Skills or resources, Very Good relationship with Contact), Organization Contact (x3) 11-
5 2) NIS Agent: Contact (Contact has access to major institutions, Contact has useful Skills or resources, Very Good relationship with Contact) 11-
11 3) U.S. Military High Command: Contact (Contact has access to major institutions, Contact has useful Skills or resources, Good relationship with Contact), Organization Contact (x3) 8-
4 4) U.S. Senator: Contact (Contact has useful Skills or resources, Very Good relationship with Contact) 11-
5 Fringe Benefit: Improved Equipment Availability Military equipment
1 Fringe Benefit: License to practice Law
4 Fringe Benefit: U.S Navy Captain(r)
5 Fringe Benefit: Security Clearance: Top Secret
2 Fringe Benefit: Concealed Weapon Permit
6 Reputation: Congressional Medal of Honor (Most U.S. Military members, Politicians and the Media) 14-, +3/+3d6

Skills
2 AK: Detroit Area 11-
0 Acting 8-
3 Breakfall 14-
3 Climbing 14-
3 Concealment 13-
0 Conversation 8-
0 CuK: Home Culture 8-
3 Deduction 13-
7 Demolitions 15-
3 High Society 13-
3 Jack of All Trades
1 1) PS: Lawyer 13-
1 2) PS: SEAL 11-
1 3) PS: Sailor 11-
0 Language: English (Idiomatic)
3 Navigation (Land, Marine) 13-
3 Paramedics 13-
3 Persuasion 13-
3 Scholar
2 1) KS: Corporate Law 13-
1 2) KS: Naval History And Customs 11-
1 3) KS: SEAL History And Traditions 11-
1 4) KS: The Military/Mercenary/Terrorist World 11-
2 SS: Hydrography 11-
3 Shadowing 13-
3 Stealth 14-
10 Survival (Marine, Temperate/Subtropical, Tropical, Desert, Mountain) 13-
3 Systems Operation 13-
11 TF: Common Motorized Ground Vehicles, Parachuting, Advanced, Parachuting, Basic, SCUBA, Small Motorized Boats, Small Rowed Boats, Tracked Military Vehicles, Two-Wheeled Motorized Ground Vehicles, Two-Wheeled Muscle-Powered Ground Vehicles, Wheeled Military Vehicles
3 Tactics 13-
3 Teamwork 14-
3 Tracking 13-
7 WF: Small Arms, Blades, Clubs, General Purpose/Heavy Machine Guns, Grenade Launchers, Shoulder-Fired Weapons, Thrown Knives, Axes, and Darts
9 Crack Shot: +3 with small arms
6 Highly Trained: +2 with Commando Training

Total Powers & Skill Cost: 324
Total Cost: 462

200+ Disadvantages
15 Hunted: Various Gangs/Criminal Organizations 8- (Mo Pow, Harshly Punish)
15 Hunted: The Suits 8- (Mo Pow, Harshly Punish)
15 Hunted: Shetou Importers 8- (Mo Pow, Harshly Punish)
15 Psychological Limitation: Code Of Vengeance (Common, Strong)
15 Psychological Limitation: Hunting various local gangs 11- (Common, Strong)
20 Psychological Limitation: Over-protective of Alba Jones (Common, Total)
25 Psychological Limitation: Soldier’s Code (Very Common, Total)
Notes: In war, people die. Minimize civilian casualties, minimize civilian risk, no one gets left behind, no enemy combatant deserves mercy.
20 Social Limitation: Secret Identity Very Frequently, Major
10 Watched: Various Government Organizations 8- (Mo Pow, NCI, Watching)
112 Experience Points

Total Disadvantage Points: 462

Background/History: Former Navy Seal. Family wiped out by a gang war that spread up town. Blood Letters were investigated but no arrests where made.

Personality/Motivation:

Quote:

Powers/Tactics:

Campaign Use: Money man, planner, leader of the group. Expert diver, underwater demolitions, highly trained in combat and tactics.

Appearance:

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