Sherif Bob

Sherif Bob

 

 

CHARACTERISTICS
Val Char Base Points Total Roll Notes
15 STR 10 5 15 12- HTH Damage 3d6 END [1]
18 DEX 10 24 18 13- OCV 6 DCV 6
15 CON 10 10 15 12-
15 BODY 10 10 15 12-
13 INT 10 3 13 12- PER Roll 13-
13 EGO 10 6 13 12- ECV: 4
15 PRE 10 5 15 12- PRE Attack: 3d6
12 COM 10 1 12 11-
7 PD 3 4 7/20 7/20 PD (0/13 rPD)
7 ED 3 4 7/20 7/20 ED (0/13 rED)
3 SPD 2.8 2 3 Phases: 4, 8, 12
6 REC 6 0 6
30 END 30 0 30
31 STUN 31 0 31
7″ Running 6 2 7″
2″ Swimming 2 0 2″
3″ Leaping 3 0 3″ 76 Total Characteristics Points
Combat Skill Levels: +2 with Martial Maneuvers , +1 Overall
COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
Basic Shot 1/2 +0 +0 Strike, +4 DC
Ranged Disarm 1/2 +0 +0 Disarm, +5 DC to Disarm
Flying Dodge 1/2 +4 Dodge All Attacks, Abort; FMove
Fast Strike 1/2 +2 +0 7d6 Strike
Martial Grab 1/2 -1 -1 Grab Two Limbs, 35 STR for holding on
Choke Hold 1/2 -2 +0 Grab One Limb; 3d6 NND
Martial Escape 1/2 +0 +0 40 STR vs. Grabs
POWERS
Cost  Power END
3 +1 PER with all Sense Groups 0
3 Total Powers Cost
EQUIPMENT
Equipment END
Blaster Pistol: Energy Blast 8d6, STUN Only (+0), Autofire (3 shots; +1/4) (50 Active Points); OAF (-1), STR Minimum: 9 (STR Minimum Doesn’t Add to Damage) (-1), Limited Range: 50″ (-1/4), 12 Charges (-1/4), Real Weapon (-1/4)

Notes: With Basic Shot, he can do 12d6 ED normal damage! That could stun even Tank with one shot. If he fires autofire and hits twice, Tank goes down.
[12]
Shield Projector
1) Force Field (10 PD/10 ED), Reduced Endurance (0 END; +1/2) (30 Active Points)
0
Translator
1) Universal Translator 12-
MARTIAL ARTS MANEUVERS
Cost  Maneuver
5 Empty Hand: Clubs, Gauss Guns, Handguns, Ion Blasters, Rifles
8 +2 Ranged Damage Class(es)
8 +2 HTH Damage Class(es)
4 Basic Shot: 1/2 Phase, +0 OCV, +0 DCV, Range +2, Strike, +4 DC
4 Ranged Disarm: 1/2 Phase, +0 OCV, +0 DCV, Range +0, Disarm, +5 DC to Disarm
5 Flying Dodge: 1/2 Phase, — OCV, +4 DCV, Dodge All Attacks, Abort; FMove
4 Fast Strike: 1/2 Phase, +2 OCV, +0 DCV, 7d6 Strike
3 Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 35 STR for holding on
4 Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 3d6 NND
4 Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, 40 STR vs. Grabs
49 Total Martial Arts Cost
SKILLS
Cost  Name
6 WF: Beam Weapons, Energy Weapons, Small Arms, Clubs
6 +2 with Martial Maneuvers
10 +1 Overall
3 Breakfall 13-
3 Criminology 12-
3 Deduction 12-
3 Fast Draw 13-
3 Interrogation 12-
3 Paramedics 12-
3 Riding 13-
5 Rapid Attack (Ranged)
3 Security Systems 12-
3 Streetwise 12-
3 Tactics 12-
3 Teamwork 13-
3 Tracking 12-
63 Total Skills Cost
PERKS
Cost  Name
2 Reputation: An honest Sheriff (A medium-sized group) 14-, +1/+1d6
3 Contact (Contact has useful Skills or resources) 11-
6 Contact: Madame De Gracie (Contact has extremely useful Skills or resources, Contact has significant Contacts of his own) 11-

Notes: Has an arrangement with Madame De Gracie. She keeps the underworld from messing with the common folk and the innocent, and he doesn’t meddle in her affairs.
11 Total Perks Cost
TALENTS
Cost  Name
6 Combat Luck (3 PD/3 ED)
2 Lightning Reflexes: +2 DEX to act first with Fast Draw
8 Total Talents Cost
DISADVANTAGES
Cost  Disadvantage
20 Normal Characteristic Maxima
10 Psychological Limitation: Maleable with the rules if it serves the greater good. (Common, Moderate)
20 Psychological Limitation: Committed to Justice, but not necessarily the law. (Very Common, Strong)
50 Total Disadvantages Cost
EXPERIENCE POINTS
Total earned: 0
Spent: 0
Unspent: 0
Base Points: 160
Disad Points: 50
Total Points: 210

APPEARANCE
Hair Color:
Eye Color:
Height:
Weight:
Description:

BACKGROUND:  A tired, but effective middle-age lawman looking forward to retirement. Suspects Doc is an alien, but looks the other way since he helps people. Usually the one responsible for arresting and locking up Leaner.

POWERS/TACTICS

PERSONALITY/MOTIVATION

 

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