Ball Buster

Ball Buster
Jamie May Riddle

Player: Pam

 

 

 

 

 

 

CHARACTERISTICS
Val Char Base Points Total Roll Notes
15 STR 10 5 15/35 12- / 16- HTH Damage 3d6/7d6 END [1]
20 DEX 10 30 20/30 13- / 15- OCV 7/10 DCV 7/10
15 CON 10 10 15 12-
10 BODY 10 0 10 11-
25 INT 10 15 25 14- PER Roll 14-
18 EGO 10 16 18 13- ECV: 6
15 PRE 10 5 15 12- PRE Attack: 3d6
14 COM 10 2 14 12-
4 PD 3 1 4/26 4/26 PD (0/22 rPD)
4 ED 3 1 4/27 4/27 ED (0/23 rED)
4 SPD 3.0 10 4/6 Phases: 3, 6, 9, 12/2, 4, 6, 8, 10, 12
6 REC 6 0 6
30 END 30 0 30
26 STUN 26 0 26
6″ Running 6 0 6″
2″ Swimming 2 0 2″
3″ Leaping 3 0 3″/7″ 95 Total Characteristics Points

POWERS
Cost Power END
50 Toolbag: Multipower, 75-point reserve, all slots OIF (-1/2)
Notes: By modifying mundane tools, Jamie has created a surprising arsenal that is anything but mundane.
3u 1) Blaster: RKA 2 1/2d6, Armor Piercing (+1/2); 8 Charges (-1/2)[8]
3u 2) Flash Pellets: Sight Group Flash 8d6, Explosion (+1/2); 8 Charges (-1/2)[8]
2u 3) Filament Tape: Entangle 4d6, 4 DEF; 8 Charges (-1/2)[8]
2u 4) Grease Gun: Drain BODY 2d6, Continuous (+1); 4 Charges (-1)[4]
3u 5) Knockout Gas Pellets: EB 4d6, NND (defense is Life Support [Self-Contained Breathing or appropriate Immunity]; +1), Explosion (-1 DC/3″; +1); OIF (-1/2), 8 Charges (-1/2)[8]
3u 6) Mini-Bolos: Entangle 6d6, 6 DEF; 8 Charges (-1/2)[8]
2u 7) Nail Gun: Killing Attack – Ranged 1d6+1, Autofire (3 shots; +1/4), 32 Charges (+1/4)[32]
1u 8) Screw Driver: Killing Attack – Hand-To-Hand 1d6+1 (2d6+1 / 2 1/2d6 w/STR)2
1u 9) Sticky Bomb Shaped Charge: Killing Attack – Ranged 3d6+1, Armor Piercing (+1/2); Extra Time (1 Turn (Post-Segment 12), -1 1/4), 3 Charges (-1 1/4), No Range (-1/2), Must be placed (-1/2)[3]

Exo-Skeleton, all slots Independent (-2), OIF (-1/2) Notes: This exo-skeleton is a one-of-a-kind proto-type. It is usable be anyone once minor adjustments have been made to the harness, this is the reason for the Independent limitation.
6 1) Acceleration System: +2 SPD; Power Does Not Work In Intense Magnetic Fields (-1/4)
13 2) Armor Plating: Armor (15 PD/15 ED); OIF (-1/2) 0
7 3) Enhanced Reflex System: +10 DEX; No Figured Characteristics (-1/2), Power Does Not Work In Intense Magnetic Fields (-1/4)
11 4) Hammer: Hand-To-Hand Attack +6d6, Reduced Endurance (0 END; +1/2); Hand-To-Hand Attack (-1/2)0
5 5) Jet Pack: Flight 10″; 1 Continuing Fuel Charge lasting 20 Minutes (-1/4) [1 cc]
8 6) Leg Booster: Leaping 20″, Reduced Endurance (0 END; +1/2); Power Does Not Work In Intense Magnetic Fields (-1/4)
7 7) Strength Booster: +20 STR, Reduced Endurance (0 END; +1/2); No Figured Characteristics (-1/2), Power Does Not Work In Intense Magnetic Fields (-1/4)
4 8) Swingline: Swinging 20″; 2 Recoverable Charges (-1) [2 rc]
8 9) Waldos: Extra Limbs (2); Power Does Not Work In Intense Magnetic Fields (-1/4) plus Stretching 3″; Power Does Not Work In Intense Magnetic Fields (-1/4) plus Clinging (25/45 STR); Power Does Not Work In Intense Magnetic Fields (-1/4) 1
Sensors
7 1) Mini-radios: Mind Link , Any Willing Target, Number of Minds (x4); OAF (-1), Only With Others Who Have Same Mind Link (-1), Affected As Hearing And Radio Groups, Not Mental Group (-1/2) 0
6 2) Nightsight Monocular: IR Perception (Sight Group) (5 Active Points); OAF (-1) plus +6 versus Range Modifier for Sight Group (9 Active Points); OAF (-1) 0

Utility Belt
2 1) Mini-camera: Eidetic Memory; OAF (-1), Visual Images Only (-1/2)
2 2) Mini-recorder: Eidetic Memory; OAF (-1), Sound Only (-1/2)

40 Mind Blast: Ego Attack 4d6 4
25 Its All in the Reflexes: Missile Deflection (Thrown Objects), Missile Reflection 0
15 Lookin’ Good in Leather: Armor (7 PD/8 ED); OIF (-1/2) 0
236 Total Powers Cost

COMBAT MANEUVERS – Combat Skill Levels: +3 with Dirty Infighting
Maneuver Phase OCV DCV Effect
Block/Chin Block 1/2 +2 +2 Block, Abort
Disarm 1/2 -1 +1 Disarm; 25 STR / 45 STR to Disarm roll
Eye Gouge 1/2 -1 -1 Flash 4d6
Hoist ‘n’ Heave 1/2 -2 -2 Grab Two Limbs, 20 STR to Throw
Kidney Blow 1/2 -2 +0 HKA 1d6 +1
Low Blow 1/2 -1 +1 2d6 NND
Punch/Backhand 1/2 +0 +2 5d6 / 9d6 Strike
Roundhouse/Two-Fisted Smash 1/2 -2 +1 7d6 / 11d6 Strike
Tackle 1/2 +0 +0 +v/5; You Fall, Target Falls
Throw 1/2 +0 +1 3d6 / 7d6 +v/5, Target Falls

SKILLS
Cost Name
0 Acting 8-
3 Armorsmith 13- (15-)
3 Breakfall 13- (15-)
3 CK: Tucson, AZ 14-
3 Climbing 13- (15-)
3 Combat Driving 13- (15-)
3 Concealment 14-
3 Conversation 12-
0 Deduction 8-
3 Electronics 14-
9 Gadgeteer 17-
3 Inventor 14-
3 KS: Scrounging 14-
0 Language: English (Idiomatic)
3 Mechanics 14-
3 PS: Mechanic 14-
0 Paramedics 8-
0 Persuasion 8-
3 Scientist
2  1) SS: Battlesuit Engineering and Design 14-
2 2) SS: Electrical Engineering 14-
2 3) SS: Hydraulic Engineering 14-
2 4) SS: Mechanical Engineering 14-
2 5) SS: Metallurgy 14-
2 6) SS: Microelectronics 14-
2 7) SS: Optics 14-
2 8) SS: Robotics 14-
3 Shadowing 14-
3 Stealth 13- (15-)
3 Streetwise 12-
3 Systems Operation (Communications Systems, Radar) 14-
0 TF: Large Motorized Ground Vehicles, Small Motorized Ground Vehicles
2 WF: Common Melee Weapons
9 +3 with Dirty Infighting
87 Total Skills Cost

DISADVANTAGES
Cost Disadvantage
20 Enraged If Man hits a woman: (Common), go 11-, recover 11-
20 Hunted by Genocide: 11- (Mo Pow, Harshly Punish)
25 Hunted by Viper: 11- (Mo Pow, NCI, Capture)
15 Psychological Limitation: Tries not to lie (Very Common, Moderate)
20 Psychological Limitation: Code of Chivalry: (Common, Total)
15 Psychological Limitation: Hatred of Christian Coalition: (Very Common, Moderate)
15 Reputation: Gay Superhero: , 11- (Extreme)
15 Secert ID: Jamie May Riddle: (Frequently, Major)
5 Watched by Westmoreland Mechanical Testing & Research, Inc. : 8- (Mo Pow, Watching)
150 Total Disadvantages Cost 

APPEARANCE
Hair Color: Brown
Eye Color: Brown
Height: 6′ 7″
Weight: 218 lbs
Description:
BACKGROUND

POWERS/TACTICS

PERSONALITY/MOTIVATION

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