Enforcer
William Farnsworth

Every one has a character that they hate to leave behind. Enforcer started out in a Hudson City game but was upgraded and moved when we started this team.
| CHARACTERISTICS | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
POWERS
Cost Power END
20 Hero’s Tool Belt: Elemental Control, 60-point powers, all slots OIF (-1/2)
15 1) Flash Grenade: Sight Group Flash 8d6, Explosion (+1/2) (60 Active Points); 8 Charges (-1/2) [8]
13 2) Titanium Rope: Entangle 6d6, 6 DEF (60 Active Points); 4 Recoverable Charges (-1/2), Cannot Form Barriers (-1/4) [4 rc]
11 3) Swing Line: Swinging 60″ (60 Active Points); 1 Recoverable Charge (-1 1/4)
[1 rc]
15 Shield: Multipower, 30-point reserve, (30 Active Points); all slots OAF (-1)
1u 1) Shield Bash: Hand-To-Hand Attack +6d6; Hand-To-Hand Attack (-1/2) 3
1u 2) Shield Block: Missile Deflection (Any Ranged Attack), Adjacent Hex (+1/2) (30 Active Points) 0
1u 3) Shield Toss: Physical Energy Blast 6d6 (30 Active Points); Range Based On Strength (-1/4) 3
1u 4) Shield Wall: Armor (7 PD/6 ED), Usable Simultaneously (up to 2 people at once; +1/2) (29 Active Points); Activation Roll 14- (-1/2) 0
10 Immune Hero: Life Support (Immunity: All terrestrial diseases and biowarfare agents) 0
10 Hero Suit: Armor (5 PD/5 ED) (15 Active Points); OIF (-1/2) 0
7 Mask Lens: Sight Group Flash Defense (10 points) (10 Active Points); OIF (-1/2) 0
6 Heroic Leaping: Leaping +6″ (13″ forward, 6 1/2″ upward) 1
5 Immortal Hero: Life Support (Longevity: Immortal) 0
3 How Long Can You Hold Your Breath, Hero?: Life Support (Extended Breathing: 1 END per 5 Minutes) 0
119 Total Powers Cost
| COMBAT MANEUVERS- Karate |
|||||||||||||||||||||||||||||||||||||||||||||
|
35 Total Martial Arts Cost
SKILLS
Cost Name
3 AK: Phoenix 14-
3 Acrobatics 15-
3 Acting 16-
3 Breakfall 15-
3 Climbing 15-
3 Combat Driving 15-
0 Concealment 8-
3 Conversation 16-
0 Deduction 8-
3 Demolitions 14-
3 Disguise 14-
0 Language: English (Idiomatic)
3 Lockpicking 15-
5 PS: Martial Arts Instructor 17-
3 Paramedics 14-
3 Persuasion 16-
3 Seduction 16-
0 Shadowing 8-
3 Stealth 15-
3 Streetwise 16-
0 TF: Small Motorized Ground Vehicles
3 Tactics 14-
3 Tracking 14-
56 Total Skills Cost
TALENTS
Cost Name
3 Ambidexterity (-2 Off Hand penalty)
3 Total Talents Cost
DISADVANTAGES
Cost Disadvantage
25 Enraged: If normals are attacked (Very Common), go 11-, recover 11-
15 Hunted: Genocide 8- (Mo Pow, Harshly Punish)
20 Hunted: Red Dragon Ninjas 11- (Mo Pow, Capture)
20 Psychological Limitation: Code Against Killing (Very Common, Strong)
20 Psychological Limitation: Protective of women and children (Common, Total)
15 Psychological Limitation: Overconfident (Common, Strong)
10 Psychological Limitation: Vengeful : (Uncommon, Strong)
15 Secert ID : William Farnsworth: (Frequently, Major)
10 Vulnerability to Electrical Attacks: 1 1/2 x STUN (Common)
150 Total Disadvantages Cost
APPEARANCE
Hair Color: Brown
Eye Color: Brown
Height: 6′ 2″
Weight: 196 lbs
Description:
BACKGROUND
POWERS/TACTICS
PERSONALITY/MOTIVATION
Great as an idea-quite possibly won’t succeed in practice, sorry..
Not all Character are johnny everything. As they are played and upgraded they are improved.
Good job! You certainly covered everything in this post. I would like to read more by you. Do you write for any other blogs?
I am not sure i would call this a blog but this is it