Dr. V Stryker
AKA
367
Points
CHARACTERISTICS
Value CHAR Roll Notes
10 STR 11- Lift 100.0kg, Damage 2d6
18 DEX 13- Initiative 18
13 CON 12- Stun Threshold 13
33 INT 16- Perception 16-
13 EGO 12-  
13 PRE 12- Presence Attack 2 1/2d6
6 OCV  
3 DCV  
3 OMCV  
3 DMCV  
4/12 PD Total 4/12 (0/8 rPD)
4/12 ED Total 4/12 (0/8 rED)
4 SPEED Phases 3, 6, 9, 12
6 REC  
20 END  
13 BODY  
26 STUN  
MOVEMENT
Type Combat Move Non-Combat Move
Run 12m 24m
Swim 4m 8m
H. Leap 4m 8m
V. Leap 2m 4m
PERKS
Description Cost
Computer Link (3 Active Points); OAF (-1) 1
Avrocar Upgrade: Vehicles & Bases (0 Active Points) 1
TALENTS
Description Cost
Eidetic Memory 5
Lightning Calculator 3
Speed Reading (x10) 4
CHARACTER POINTS
Experience Points
Base Points 350
Complications 100
Earned 21
Spent 17
Unspent 4
Total 367
Allocation Points
Characteristics 95
Martial Arts 0
Perks 2
Powers 196
Skills 62
Talents 12
CAMPAIGN
GENRE
CAMPAIGN USE
POWERS/TACTICS
CHARACTER IMAGE
QUOTE
PHYSICAL TRAITS
Trait Value
Height 2.00 m
Weight 100.00 kg
Eye Color Brown
Hair Color Brown
APPEARANCE
COMPLICATIONS
Complication Cost
Dependence: Cigars Incompetence: -1 to Skill Rolls and related rolls per time increment (Very Common; 1 Hour) 5
Social Complication: Awkward Frequently, Minor 10
Negative Reputation: Ostracized by the greater scientific community, Infrequently (Extreme; Known Only To A Small Group) 5
Psychological Complication: Suspisious of US Government (Uncommon; Strong) 10
Psychological Complication: Suspicious of Canadian Governement (Common; Moderate) 10
Hunted: AIM Infrequently (As Pow; PC has a Public ID or is otherwise very easy to find; Harshly Punish) 15
Unluck: 1d6: 1d6 10
Rivalry: Professional and Romantic, Rival is As Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry 10
Dependent NPC: Infrequently (Normal) 10
Custom Complication: Custom Complication 15
SKILLS
Roll Skill Cost
Everyman
1) Language: German (idiomatic) (4 Active Points)
0
11-
2) AK: Toronto
2
8-
3) Stealth
0
8-
4) Conversation
0
8-
5) Paramedics
0
Everyman Upgrade -1
12-
1) Trading (3 Active Points)
2
16-
2) PS: Engineer (3 Active Points)
2
Language: English (completely fluent) 3
CSL: VPP Weapons: +1 with a small group of attacks 3
Inventor: INT roll 20- 11
Cramming 5
TF: Common Motorized Ground Vehicles, Helicopters, Large Motorized Boats, Small Planes 4
13- Combat Piloting 3
16- Demolitions 3
16- Forensic Medicine 3
16- Inventor 3
16- Computer Programming 3
16- Systems Operation 3
Scientist 3
16-
1) Science Skill: Advanced Experimentation (3 Active Points)
2
16-
2) Science Skill: Electronics (3 Active Points)
2
16-
3) Science Skill: Metallurgy (3 Active Points)
2
16-
4) Science Skill: Nug Fields (Neo-Uncommonly Generated) (3 Active Points)
2
16-
5) Science Skill: Physics (3 Active Points)
2
MARTIAL ARTS
Maneuver Cost
STANDARD COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
Block ½ +0 +0 Block HTH Attacks, Abort
Brace 0 +2 ½ Offset Range Mod only
Disarm ½ -2 +0 STR Contest to Disarm
Dodge ½ -- +3 Dodge all attacks, Abort
Grab ½ -1 -2 Grab 2 limbs for Squeeze, Slam, or Throw
Grab By ½ -2 -2 Full Move, Grab Target, +(v/10) to STR
Haymaker ½ +0 -5 +1 Segment for +4 DCs to attack
Move By ½ -2 -2 Full Move, ((STR/2)+(v/10))d6, take 1/3 damage
Move Through ½ -v/10 -3 Full Move, (STR+(v/6))d6, take 1/2 or full damage
Multiple Attack 1 * ½ Each attack adds -2 OCV
Set 1 +1 +0 Aim Ranged attack
Shove ½ -1 -1 Push Target 1m per 5 STR used
Strike ½ +0 +0 STR or Weapon damage
Throw ½ +0 +0 Throw for STR or Weapon damage
Trip ½ -1 -2 Target falls prone
RANGE MODS
Interval OCV
0-8m 0
9-16m -2
17-32m -4
33-64m -6
65-125m -8
126-250m -10
CALLED SHOTS
Shot OCV Roll
Head Shot (Head to Shoulders) -4 1d6+3
High Shot (Head to Vitals) -2 2d6+1
Body Shot (Hands to Legs) -1 2d6+4
Low Shot (Shoulders to Feet) -2 2d6+7*
Leg Shot (Vitals to Feet) -4 1d6+12
*Treat 19 as the Feet Location
HIT LOCATIONS
Roll Location STUN x N STUN BODY OCV
3-5 Head x5 x2 x2 -8
6 Hands x1 -6
7-8 Arms x2 -5
9 Shoulders x3 x1 x1 -5
10-11 Chest x3 x1 x1 -3
12 Stomach x4 x1½ x1 -7
13 Vitals x4 x1½ x2 -8
14 Thighs x2 x1 x1 -4
15-16 Legs x2 -6
17-18 Feet x1 -8
POWERS/EQUIPMENT
END Description Cost
Stryker's Tech Pool Variable Power Pool (Gadget Pool), 125 base + 70 control cost, (160 Active Points); Requires a roll and Full Phase to alter a power slot during Combat (-1/2); all slots OIF (-1/2) 142
[16] 1) Frickin' Laser Rifle: Killing Attack - Ranged 3 1/2d6, Armor Piercing (+1/4) (69 Active Points); OAF Durable Expendable (Difficult to obtain new Focus; -1 1/4), Conditional Power Power does not work in Uncommon Circumstances (Will not work against reflective/prismed surfaces; -1/4), 16 Charges (-0) Real Cost: 28 0
[2] 2) Nug Bombs: Blast 11d6, Area Of Effect (16m Radius Explosion; +1/4) (69 Active Points); 2 Charges (-1 1/2), OAF (-1), Requires A Roll (Skill roll; -1/2) Real Cost: 17 0
[2 cc] 3) Kinetic Nug Dampener: Damage Negation (-10 DCs Physical) (50 Active Points); 2 Continuing Charges lasting 1 Minute each (-3/4), OIF Durable Expendable (Easy to obtain new Focus; -1/2), Requires A Roll (Skill roll; -1/2) Real Cost: 18 0
[2 cc] 4) Energy Nug Field: Energy Damage Reduction, Resistant, 50% (30 Active Points); OAF Durable Expendable (Easy to obtain new Focus; -1), 2 Continuing Charges lasting 1 Minute each (-3/4), Requires A Roll (Skill roll; -1/2) Real Cost: 9 0
[2] 5) Emergency Medpack (Simplified) BODY 4d6 (40 Active Points); 2 Charges (-1 1/2), OAF Durable Expendable (Easy to obtain new Focus; -1), Requires A Roll (11- roll; -1/2) Real Cost: 10 0
0 6) Active Nug Sonar (Hearing Group), Increased Arc Of Perception (360 Degrees), Penetrative (30 Active Points); OAF Fragile Expendable (Easy to obtain new Focus; -1 1/4), Requires A Roll (Skill roll; -1/2) Real Cost: 11 0
0 7) Comms: Radio Perception/Transmission (Radio Group), Usable Simultaneously (up to 32 people at once; +1 1/2) (25 Active Points); OAF Fragile Expendable (Easy to obtain new Focus; -1 1/4), Limited Power Power loses about half of its effectiveness (Speech only; -1), All users must have a transmitter head piece Focus as well (-1/4) Real Cost: 7 0
[1] 8) EMP emitter: Dispel Electronics operations 10d6, Area Of Effect (4m Radius; +1/4) (37 Active Points); 1 Charge (-2), OAF Fragile Expendable (Easy to obtain new Focus; -1 1/4) Real Cost: 9 0
0 9) Nug Mind Shield Band: Mental Defense (10 points total) (10 Active Points); OIF Durable Expendable (Difficult to obtain new Focus; -3/4) Real Cost: 6 0
[2 cc] 10) Boots: Nug Clinging field (normal STR) (10 Active Points); 2 Continuing Charges lasting 1 Minute each (-3/4), OIF Durable Expendable (Easy to obtain new Focus; -1/2), Requires A Roll (Skill roll; -1/2) Real Cost: 4 0
0 Battle Armour: Resistant Protection (8 PD/8 ED) (24 Active Points); OIF Unbreakable Expendable (Difficult to obtain new Focus; -3/4) 14
0 Muffs: Hearing Group Flash Defense (5 points) (5 Active Points); OIF Durable Expendable (Easy to obtain new Focus; -1/2) 3
2 Rok-em-sok-ems! Hand-To-Hand Attack +4d6 (20 Active Points); OIF (-1/2), Hand-To-Hand Attack (-1/4) 11
[6] Oh Nug You Didn't: (Total: 28 Active Cost, 13 Real Cost) Deflection (20 Active Points); 6 Charges (-3/4), Perceivable (-1/2) (Real Cost: 9) plus +4 OCV Ranged Block Using Oh Nug You Didn't (8 Active Points); 6 Charges (-3/4) (Real Cost: 4) 13
Goggles Multipower, 10-point reserve, (10 Active Points); OIF Durable Expendable (Difficult to obtain new Focus; -3/4) 6
1 1) Exo-HUD: Sight Group Images - only to show maps/diagrams (10 Active Points) 1f
2) Cryptography 16-/3 Active Points) 1f
0 3) Detect Invisibile (technology based only) A Class Of Things 16-/Unusual Group), Increased Arc Of Perception (240 Degrees), Sense (9 Active Points) 1f
0 4) Infrared Perception (Sight Group), +2 to PER Roll, Increased Arc Of Perception (240 Degrees) (9 Active Points) 1f
0 5) Ultraviolet Perception (Sight Group), +3 to PER Roll, Increased Arc Of Perception (240 Degrees) (10 Active Points) 1f
0 6) Nightvision, +3 to PER Roll, Increased Arc Of Perception (240 Degrees) (10 Active Points) 1f
0 7) Blockers: Sight Group Flash Defense (5 points) (5 Active Points) 1f
Ice Blaster Multipower, 60-point reserve, (60 Active Points); all slots 60 Charges (-2), OAF (-1)
0 1) Beam: Blast 12d6 (60 Active Points); OAF (-1)
0 2) Explosion (3 Charges): Blast 8d6, Area Of Effect (16m Radius Explosion; +1/4) (50 Active Points); OAF (-1)
0 3) Freeze (5 Charges): Entangle 6d6, 6 PD/6 ED (60 Active Points); Vulnerable to fire/heat (Very Common; -1), OAF (-1)
0 4) Ice Sheet (4 Charges): Change Environment (-4 Dex) (-8 to Characteristic Roll or Skill Roll), Personal Immunity (+1/4), Area Of Effect (16m Radius; +3/4) (48 Active Points); OAF (-1)
BACKGROUND HISTORY
PERSONALITY/MOTIVATION