Enforcer

Enforcer
William Farnsworth

Player: Edgar

 

 

 

 

 

 

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
Val Char Base Points Total Roll Notes
35 STR 10 25 35 16- HTH Damage 7d6 END [3]
28 DEX 10 54 28 15- OCV 9 DCV 9
30 CON 10 40 30 15-
15 BODY 10 10 15 12-
23 INT 10 13 23 14- PER Roll 14-
21 EGO 10 22 21 13- ECV: 7
35 PRE 10 25 35 16- PRE Attack: 7d6
20 COM 10 5 20 13-
15 PD 7 8 15/27 15/27 PD (0/12 rPD)
15 ED 6 9 15/26 15/26 ED (0/11 rED)
6 SPD 3.8 22 6 Phases: 2, 4, 6, 8, 10, 12
13 REC 13 0 13
60 END 60 0 60
60 STUN 48 12 60
6″ Running 6 0 6″
2″ Swimming 2 0 2″
7″ Leaping 7 0 13″ 245 Total Characteristics Points

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
Maneuver Phase OCV DCV Effect
Atemi Strike 1/2 -1 +1 2d6 NND
Block 1/2 +2 +2 Block, Abort
Disarm 1/2 -1 +1 Disarm; 45 STR to Disarm roll
Dodge 1/2 +5 Dodge, Affects All Attacks, Abort
Knifehand Strike (“Chop”) 1/2 -2 +0 HKA 1d6 +1
Legsweep 1/2 +2 -1 8d6 Strike, Target Falls
Punch/Snap Kick 1/2 +0 +2 9d6 Strike
Side/Spin Kick 1/2 -2 +1 11d6 Strike

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

4 thoughts on “Enforcer

  1. Good job! You certainly covered everything in this post. I would like to read more by you. Do you write for any other blogs?

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