Val CHA Cost Roll Notes 40 STR 30 17- Lift 6.25 tons; 8d6 HTH Damage 26 DEX 48 14- OCV: 9/DCV: 9 45 CON 70 18- 10 BODY 0 11- 15 INT 5 12- PER Roll 12- 18 EGO 16 13- ECV: 6 15 PRE 5 12- PRE Attack: 3d6 10 COM 0 11- 11 PD 3 Total: 20 PD (9 rPD) 12 ED 3 Total: 21 ED (9 rED) 3 SPD 0 Phases: 4, 8, 12 17 REC 0 90 END 0 53 STUN 0 Total Characteristics Cost: 180 Movement: Running: 6"/12" Swimming: 2"/4" Cost Powers & Skills 120 Gravity Control: Variable Power Pool, 60 base + 60 control cost, Powers Can Be Changed As A Half-Phase Action (+1/2), No Skill Roll Required (+1); Limited Class Of Powers Available (-1/4) Quantum Powers 27 1) Armor (9 PD/9 ED) 30 2) Healing 3d6 (max. Healed Points: 18) Quantum Enhancements 6 1) Mega Perception: Enhanced Perception (+2 to PER Rolls for All Sense Groups) 16 2) Accuracy: +3 with All Combat (24 Active Points); Costs Endurance Costs END Every Phase (-1/2) 10 3) Bloodhound: Tracking (Smell/Taste Group) 11 4) Hardbody: Hardened on PD and ED, Hardened (+1/2) (11 Active Points) 46 5) Adaptability: Life Support , Eating: Character Does Not Eat, Immunity: All Terrestrial Diseases And Biowarfare Agents, Immunity: All Terrestrial Poisons And Chemical Warfare Agents, Longevity: 200 Years, Safe In High Pressure, Safe In High Radiation, Safe In Intense Cold, Safe In Intense Heat, Safe In Low Pressure/Vacuum, Self- Contained Breathing, Sleeping: Character Does Not Sleep 20 6) Crush: HKA 1d6+1 (2 1/2d6 with STR) 1 Martial Arts: Commando Training; Use Art With Clubs Maneuver OCV DCV Notes 3 Akido Throw +0 +1 8d6 +v/5, Target Falls 4 Boxing Cross +0 +2 10d6 Strike 4 Judo Disarm -1 +1 50 STR Disarm 4 Knife Hand -2 +0 HKA 1/2d6 4 Kung Fu Block +2 +2 Block, Abort Perks 18 Contact (Contact has access to major institutions, Contact has extremely useful Skills or resources), Organization Contact (+2) 11- 2 Contact: Mercenary world 11- 2 Contact: Mercenary world 11- 2 Contact: Mercenary world 11- 10 Money: Wealthy 3 Reputation "The man who beat Ceastus Pax" (A medium-sized group; 11-) +3/+3d6 Skills 20 +4 with Firearms 15 +3 with HTH Combat 5 Acrobatics 15- 4 Animal Handler (Canines) 13- 5 Breakfall 15- 5 Climbing 15- 5 Combat Driving 15- 0 Combat Piloting 8- 1 Interrogation 8- 1 PS: Military Engineer 8- 2 PS: Dog Breeder 11- 3 Streetwise 12- 2 Survival (Arctic/Subarctic) 12- 6 TF: Common Motorized Ground Vehicles, Dog Sleds, Dogs, Sleds, Tracked Military Vehicles, Wheeled Military Vehicles 6 WF: Blades, General Purpose/Heavy Machine Guns, Grenade Launchers, Shoulder-Fired Weapons, Small Arms 423 Total Powers & Skills Cost 603 Total Character Cost 200+ Disadvantages 5 Distinctive Features: Black Eyes With Red Irises, Facial Scar (Easily Concealed; Noticed And Recognizable; Detectable By Commonly-Used Senses) 10 Distinctive Features: Military Bearing (Concealable; Noticed And Recognizable; Detectable By Commonly-Used Senses) 10 Physical Limitation: Nova Physiology (Frequently; Slightly Impairing) 15 Psychological Limitation: Mercenary Code (Common; Strong) 5 Social Limitation: Subject To Orders (Devries) (Occasionally; Minor) 158 Elite bonus 603 Total Disadvantage Points
Background/History: Joseph Simms entered the army after graduating at the bottom third of his High School class. While not brilliant, his father (a career solider himself) had instilled in Simms a sense of duty, obedience and hard-work that served him well in the military. He drove a tank for 10 years before being promoted to Sergeant, then drill Sergeant, then instructor in the sniper program. When a training exercise went awry and three of his students were lost in a blizzard, Simms went after them. Just as he was about to succumb to the cold, he erupted and, lead by quantum "ghosts" of his old hunting dogs found the lost men and carried them back to base. Simms became an Elite for the thrills, having tasted real danger for the first time. He wanted more and his career with Devries has not disappointed. In its course he has faced such opponents as Team Tomorrow and Ceastus Pax himself and managed to injure the "World's most powerful" Nova in 2004, something Pax still holds a grudge about. Though he's not actively "hunting" Simms he wouldn't mind a rematch.
Powers: Simms is exceptionally hardy and resilient. Being effectively immune to the weather conditions, he makes for excellent all weather shock trooper. His most potent ability is power to control gravity. He can quite literally, do almost anything with the force he can imagine though being a literal, straight line thinker has limited his application of this power to obvious things such a force bolts and gravitic shields. Simms' enhanced senses manifest as quantum "ghosts" of hunting dogs that pursue his targets. These phantoms are completely immaterial and pass through materials and cannot harm anyone. Clearly phantoms they might startle a target but aren't actually very threatening.
Appearance: Pursuer stands six feet tall and weights slightly over 200 pounds, all of it muscle. He keep his platinum blonde hair in a crew cut. Taint has touched him, turning both his eyes bright red surrounded by black. He has a scar down the right side of his face, a reminder of his battle with Pele of Team Tomorrow. It doesn't mar his features and some think it makes him look rather dashing. On or off duty, Simms favors tank tops, fatigues and other casual dress.
(Pursuer created by White Wolf, character sheet created by Kim Foster [nexus@qx.net])
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