Val CHA Cost Roll Notes 20 STR 10 13- Lift 400 kg; 4d6 HTH Damage [2] 30 DEX 60 15- OCV: 10/DCV: 10 30 CON 40 15- 20 BODY 20 13- 15 INT 5 12- PER Roll 12- 20 EGO 20 13- ECV: 7 15 PRE 5 12- PRE Attack: 3d6 18 COM 4 13- 10 PD 6 Total: 10 PD (0 rPD) 12 ED 6 Total: 12 ED (0 rED) 7 SPD 30 Phases: 2, 4, 6, 7, 9, 11, 12 20 REC 20 60 END 0 50 STUN 5 Total Characteristics Cost: 231 Movement: Flight: 20"/40" Running: 6"/12" Teleport: 25"/50" Cost Powers & Skills Martial Arts: Commando Training Maneuver OCV DCV Damage 4 Block +2 +2 Block, Abort 4 Choke Hold -2 +0 Grab One Limb; 2d6 NND 4 Disarm -1 +1 Disarm; 30 STR to Disarm 4 Killing Strike -2 +0 HKA 1d6 +1 4 Strike +0 +2 6d6 Strike 3 Throw +0 +1 4d6 +v/5, Target Falls 13 Mind Shields: Mental Defense (20 points total); Only Works Within 100 feet/15" Of Other Shards (-1/4) 32 Flight 20"; Only Works Within 100 feet/15" Of Other Shards (-1/4), END 4 40 Teleportation 25"; Only Works Within 100 feet/15" Of Other Shards (-1/4), END 5 48 Invisibility to Sight, Hearing and Radio Groups , No Fringe, Reduced Endurance (0 END; +1/2); Only Works Within 100 feet/15" Of Other Shards (-1/4) 5 Lucky Bastard: Luck 1d6 7 The Shard Knows Its Own: Mind Link , Human class of minds, Specific Group of Minds (other members of Triad), Number of Minds (x2); Only With Others Who Have Mind Link (-1), Only Works Within 100 feet/15" Of Other Shards (-1/4) Talents 9 Ambidexterity (no Off Hand penalty) 3 Lightsleep Skills 3 Acrobatics 15- 3 Breakfall 15- 2 CK: London's Soho District 11- 3 Climbing 15- 3 Concealment 12- 3 Electronics 12- 0 Language: English (idiomatic; literate) 4 Language: French (idiomatic) 2 Language: German (fluent conversation) 3 Lockpicking 15- 3 Shadowing 12- 3 Stealth 15- 10 WF: Common Melee Weapons, Common Missile Weapons, Small Arms, Flamethrowers, General Purpose/Heavy Machine Guns, Grenade Launchers, Shoulder-Fired Weapons Total Powers & Skill Cost: 222 Total Cost: 453 200+ Disadvantages 10 Distinctive Features: Crystal Shard Imbedded In Forehead (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 5 Distinctive Features: Thick Cockney Accent (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 20 Hunted: French Foreign Legion 8- (Mo Pow, NCI, Capture) 5 Hunted: London Watch 8- (As Pow, Limited Geographical Area, Capture) 10 Hunted: Owner Of The Fourth Shard 8- (As Pow, Harshly Punish) 10 Hunted: Blackjack 8- (As Pow, Capture) 15 Psychological Limitation: Overconfident (Common, Strong) 10 Psychological Limitation: Prankster (Common, Moderate) 10 Reputation: Member of Triad, 11- 15 Social Limitation: Secret ID (Frequently, Major) 143 Experience Points 453 Total Disadvantage Points
Designer's Notes:
1) I adjusted all of Cockney's Agility skill rolls to match his characteristics rolls. In this case it meant raising them from 13- to 15-.
2) Set English to be Cockney's native language as opposed to French.
3) Fixed Cockney's WFs. He'd paid 8 points for Common Melee Weapons, Common Missile Weapons, Small Arms, and "Heavy Weapons." Figuring that Heavy Weapons translated to 5th Edition's Uncommon Modern Weapons I added the ones you see in the write-up.
4) Configured all Hunteds realistically.
5) The original version of Cockney cost 480 points. He now costs 453, a 27-point decrease. The savings is in his Invisibility, which originally cost 72 points (and was an incorrect value to start with) and now costs 48.
6) Assessment: See Casca for base comments. In Cockney's case ( a pretty stupid name for this guy, in my opinion), the 15" range on his powers means he can't exploit his Flight to it's fullest (he goes 15" of his 20" and bang it cuts out). He can Teleport 25", however (at least I think he can), but then he can't go any further (or get back to where he came from).
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