Portrait
Identity
Name:
The Roach (aka Charles)
Title:
B Team
Religion:
Amazing Solutions
Player Information
Player:
Image
Campaign:
IST
Created On:
Feb 22, 2016
Description
Race:
Human
Gender:
Male
Age:
24
Birthday:
August 27
Height:
6' 1"
Weight:
172 lb
Size:
+0
TL:
8
Hair:
Black, Curly, Short
Eyes:
Brown
Skin:
Pale
Hand:
Right
571 Points
Race:
0
Attributes:
85
Advantages:
492
Disadvantages:
-61
Quirks:
-4
Skills:
49
Spells:
0
Unspent:
10
Attributes
Strength (ST):
18
Dexterity (DX):
12
Intelligence (IQ):
11
Health (HT):
14

Will:
10
Fright Check:
17

Basic Speed:
8.5
Basic Move:
20

Perception:
13
Vision:
13
Hearing:
13
Taste & Smell:
13
Touch:
13

Thrust Damage:
1d+2
Swing Damage:
3d
Encumbrance, Move & Dodge
Level
Max Load
Move
Dodge
• None (0)
65 lb
20
12
Light (1)
130 lb
16
11
Medium (2)
195 lb
12
10
Heavy (3)
390 lb
8
9
X-Heavy (4)
650 lb
4
8
Lifting & Moving Things
Basic Lift:
65 lb
One-Handed Lift:
130 lb
Two-Handed Lift:
520 lb
Shove & Knock Over:
780 lb
Running Shove & Knock Over:
1,560 lb
Carry on Back:
975 lb
Shift Slightly:
3,250 lb
Hit Location
Roll
Where
Penalty
DR
-
Eye
-9
11
3-4
Skull
-7
15
5
Face
-5
11
6-7
Right Leg
-2
5
8
Right Arm
-2
5
9-10
Torso
0
61
11
Groin
-3
1
12
Left Arm
-2
5
13-14
Left Leg
-2
5
15
Hand
-4
2
16
Foot
-4
3
17-18
Neck
-5
3
-
Vitals
-3
61
Fatigue / Hit Points
Current FP:
Basic FP:
14

Tired:
4
Collapse:
0
Unconscious:
-14

Current HP:
Basic HP:
18

Reeling:
5
Collapse:
0
Check #1:
-18
Check #2:
-36
Check #3:
-54
Check #4:
-72
Dead:
-90
Melee Weapons
Usage
Lvl
Parry
Block
Damage
Reach
ST
Bladed Hand
Swung
15
11
No
3d+1 cut
C
6
Bladed Hand
Thrust
15
11
No
1d+3 imp
C
6
Natural
Kick
13
No
1d+3 cr
C,1
Natural
Kick w/Boots
13
No
2d cr
C,1
Natural
Punch
15
11
1d+2 cr
C
Ranged Weapons
Usage
Lvl
Acc
Damage
Range
RoF
Shots
Bulk
Rcl
ST
Beretta Mod 92, 9x19mm
12
2
2d+2 pi
160/1,800
3
15+1(3)
-2
2
9
Colt M4A1, 5.56x45mm
Accessory rail.
14
4
4d+2 pi
750/2,900
15
30+1(3)
-4
2
9†
Advantages, Disadvantages, Perks & Quirks
Pts
Ref
Combat Reflexes
Never freeze; +6 on all IQ rolls to wake up or to recover from surprise or mental stun; Your side gets +1 to initiative rolls (+2 if you're the leader)
15
B43
Fearlessness 5
10
B55
Fit, Very
+2 to all HT rolls to stay conscious, avoid death, resist disease, resist poison; recover FP at twice the normal rate; lose FP at half the normal rate (in both cases, not FP spent for extra effort in combat, spells, psi powers)
15
B55
Legal Enforcement Powers
DMI, +5.
5
B65
Style Familiarity (MCMAP)
1
MA49
Code of Honor (Abbreviated Comics Code)
Protect the innocent from evildoers. If you learn a fellow hero’s identity or other secrets, protect them as you would your own, even if you hate him or are compelled to fight him
-5
S31
Heliophobia (Sun)
CR: 15 (Resist Almost All The Time).
-1 penalty when in sunlight
-7
B150
On the Edge
CR: 15 (Resist Almost All The Time).
-7
B146
Pacifism: Cannot Harm Innocents
-10
B148
Secret Identity (Charles Croatoan)
Utter Rejection, -10.
-10
B153
Selfless
CR: 9 (Resist Fairly Often).
-7
B153
Sense of Duty
Americans, -10.
-10
B153
Social Stigma (Minor)
-2 Reaction "Yeah he's a super … but he has Roach powers!"
-5
B155
Dislikes Cucumbers
-1
PU6p26
Dull Taste
-2 to Per and skill rolls for taste
-1
PU6p22
Gluttony
≤ 17
-1
PU6p11
Likes Cheese
-1
PU6p26
Roach Powers
Power Modifier (Super), -10%.
446
P7
Increased Strength 8
72
B14
Increased Basic Move 12
54
B17
Increased Basic Speed 8
36
B17
Increased Health 2
18
B14
Breath-Holding 5
9
B41
Clinging
18
B43
Damage Resistance 1
Tough Skin (Effects that just require skin contact or a scratch ignore this DR), -40%.
3
B47
Dark Vision
23
B47
Discriminatory Smell
14
B49
Injury Tolerance (No Head)
7
B61
Regeneration
Regular (You recover 1 HP per hour), +25; Heals Radiation, +40%.
33
B80
Regrowth
Unreliable ≤5 (Must roll ≤5 to use ability), -80%.
8
B80
Resistant
Biological Hazards, +30; Immunity, x1.
27
B81
Roach Rider
47
Roach Swarm 1
Sense Based (Sight and Touch), -15%; Based on Will, +20%; Retching, +50%; Accessibility (not in sterile or 'extreme' conditions), -10%; Accessibility (target must be on the ground), -20%; Preparation Required: 1 minute, -20%; Maledition 1 (-1 per yard of range), +100%.
Quick Contest of Will-1/yd vs. Will or Retching (B429) for MoF minutes = -5 to DX, IQ, Per; auto-fail Concentrate maneuver; -1 FP.
20
B35
Clairsentience
Modifier, +0%; Accessibility (not in sterile or extreme conditions), -10%.
Viewpoint ≤10 yards (20 yards w 2 FP). Requires IQ roll to initiate, turn off, move, or change facing; -5 to IQ roll if viewpoint is out of sight.
40
B42
Detect
Roaches & Beetles, +5; Precise, +100%; Reflexive, +40%.
Per gives direction, distance, and quantity; apply range penalties. IQ to analyze
12
B48
Super Climbing 10
Climbing Move: 20
27
B89
Universal Digestion
5
B95
Unkillable 1
Never need to make HT rolls to stay alive. Crippled limbs heal.
45
B95
Skills
SL
RSL
Pts
Ref
MCMAP
12
MA183
Brawling
15
DX+3
8
B182
Judo
12
DX+0
4
B203
Acrobatics
13
DX+1
8
B174
Area Knowledge (Chicago; Lived there)
All important businesses, streets, citizens, leaders, etc.
11
IQ+0
1
B176
Carousing
+2 bonus on request for aid or informaion, or general reaction
14
HT+0
1
B183
Chemistry/TL8
9
IQ-2
1
B183
Fast-Draw (Bladed-Hand)
13
DX+1
1
B194
Fast-Talk
10
IQ-1
1
B195
First Aid/TL8
1d after 10m at TL8
11
IQ+0
1
B195
Guns/TL8 (Pistol)
Default: Guns/TL8 (Rifle) - 2
12
DX+0
0
B198
Guns/TL8 (Rifle)
14
DX+2
4
B198
Hiking
13
HT-1
1
B200
Interrogation
10
IQ-1
1
B202
Mathematics/TL8 (Applied)
9
IQ-2
1
B207
Physics/TL8 (Nuclear)
10
IQ-1
2
B213
Professional Skill (nuclear reactor)
11
IQ+0
2
B215
Running
13
HT-1
1
B218
Savoir-Faire (Military)
11
IQ+0
1
B218
Shield (Buckler)
12
DX+0
1
B220
Soldier/TL8
10
IQ-1
1
B221
Stealth
13
DX+1
4
B222
Swimming
14
HT+0
1
B224
Tactics
9
IQ-2
1
B224
Tracking
13
Per+0
2
B226
Spells
Class
College
Cost
Maintain
Time
Duration
SL
RSL
Pts
Ref
Qty
Equipment (63 lb; $15,420)
$
lbs
∑ $
∑ lbs
Ref
E
1
Colt M4A1, 5.56x45mm
Accessory rail.
950
7.3 lb
950
7.3 lb
HT120
E
1
Beretta Mod 92, 9x19mm
700
2.8 lb
700
2.8 lb
HT101
E
1
Colt M4A1 magazine
full reload = 1 lb
34
0.19 lb
49
1 lb
HT121
E
30
5.56x45mm NATO
0.5
0.027 lb
15
0.81 lb
HT176
E
1
Colt M4A1 magazine
full reload = 1 lb
34
0.19 lb
49
1 lb
HT121
E
30
5.56x45mm NATO
0.5
0.027 lb
15
0.81 lb
HT176
E
1
Beretta M9 magazine
full reload = 0.5 lb
34
0.11 lb
38.5
0.5 lb
HT100
E
15
9x19mm Parabellum
0.3
0.026 lb
4.5
0.39 lb
HT176
E
1
Beretta M9 magazine
full reload = 0.5 lb
34
0.11 lb
38.5
0.5 lb
HT100
E
15
9x19mm Parabellum
0.3
0.026 lb
4.5
0.39 lb
HT176
E
1
Bladed Hand
100
1 lb
100
1 lb
MA226
-
1
Medium Shield
DB2. DR/HP 14/40 (TL6 (TL7?) steel, see HT65) from alternate timeline nazi faux Avengers. Buckler cannot be used to Shield Rush (B406). Encumbrance increased to Light (so Dodge and Parry 13 , Block 12, at Light) when Shield is readied.
60
15 lb
60
15 lb
B287
E
1
Advanced Body Armor
DR5 vs cr. Flexible. Intergral pouches and attachement points (HT54)
4,600
17 lb
4,600
17 lb
HT66
E
1
Trauma Plate
torso from front
500
4 lb
500
4 lb
HT67
E
1
Trauma Plate
torso from back
500
4 lb
500
4 lb
HT67
E
1
Light Body Armor (arms)
300
5 lb
300
5 lb
HT68
E
1
Light Body Armor (legs)
350
8 lb
350
8 lb
HT68
E
1
Boots, Jungle
DR3 to sole
75
3 lb
75
3 lb
HT68
E
1
Sharp-Protective Gloves
DR3 vs imp, cut. Flexible.
30
1 lb
30
1 lb
HT69
E
1
Ballistic Helmet + Visor
450
4.4 lb
450
4.4 lb
HT70
E
1
Stock (neck)
10
0.5 lb
10
0.5 lb
HT70
E
1
Ordinary Clothes - Status 0
120
2 lb
120
2 lb
HT63
-
1
Backpack, Large
Holds 100lbs.
200
10 lb
6,500
10 lb
HT55
-
1,000
5.56x45mm NATO
0.5
0.027 lb
500
27 lb
HT176
-
1,000
9x19mm Parabellum
0.3
0.026 lb
300
26 lb
HT176
-
11
Trauma Plate
torso from back
500
4 lb
5,500
44 lb
HT67
Notes
Light encumbrance when carrying medium shield (DB 2).
Medium encumbrance when carrying backpack.


COLT M4A1 — my only ranged attack: Acc 4 RoF 15 Rcl 2 Dmg 4d+2 pi Shots 30+1(3) Bulk -4

• Attack with Guns (Rifle)
14 – no Aim (13 in sunlight)
18 – 1s Aim (17 in sunlight)
19 – 2s Aim (18 in sunlight)
20 – 3s Aim (19 in sunlight)


BLADED HAND — my deadliest attack. (+1 per die damage bonus for Brawling at ≥DX+2)

Swinging Attack to Neck (to decapitate)
• 10(11) – Attack: 15(brawling) -5(neck, miss by one hits torso) = 10 (9(10) in sunlight)
• 7(8) – Attack if armor: 15(Brawing) -8(armor gaps, miss by one hits torso) = 7 (6(7) in sunlight)
Damage 3d+1 cut x2 neck

Swinging Attack to Target of Opportunity, Torso, or Arms or Legs
• 15 – Attack: 15(Brawling) (14 in sunlight)
• 9 – Move and Attack: 15(Brawling) -4(M&A) (-2(Arm or Leg)) = 11(9), 9 cap (10 in sunlight (8 for Arm or Leg))
Damage 3d+1 cut x1.5

Thrusting Attack to Vitals
• 12(13) – Attacks: 15(Brawling) -3(vitals, miss by one hits torso) = 12(13) (11(12) in sunlight)
• 9 - Move and Attack: 15(Brawling) -3(vitals, miss by one hits torso) = 12(13), 9 cap (11(12) in sunlight, 9 cap)
Damage 2d-1 imp x3 vitals
- if injury causes shock —> immediate HT roll to avoid knockdown and stunning (B420)

Thrusting Attack to Skull
• 8(9) - Attack: 15(Brawling) -7(skull, miss by one hits torso) = 8(9) (7(8) in sunlight)
Damage 2d-1 imp x4 skull
- if injury causes shock —> immediate HT roll to avoid knockdown and stunning (B420)
- if >HP/2 injury —> major wound knockdown rolls at -10

Thrusting Attack to Target of Opportunity, Torso, or Arms or Legs
• 15 – Attack: 15(Brawling) (14 in sunlight)
• 9 – Move and Attack: 15(Brawling) -4(M&A) (-2(Arm or Leg)) = 11(9), 9 cap (10 in sunlight (8 for Arm or Leg))
Damage 2d-1 imp x2 (which is not as effective as swing damage)


KNOCK-OUT PUNCHES - nonlethal attack

Punch to Face
• 10(11) - Attack: 15(Brawling) -5(face, miss by one hits torso) = 10(11) (9(10) in sunlight)
Damage 1d+2 cr
- if injury causes shock —> immediate HT roll to avoid knockdown and stunning (B240)
- if >HP/2 injury —> major wound knockdown rolls at -5

Punch to Skull
• 8(9) - Attack: 15(Brawling) -7(skull, miss by one hits torso) = 8(9) (7(8) in sunlight)
Damage 1d+2 cr x4 skull
- if injury causes shock —> immediate HT roll to avoid knockdown and stunning (B240)
- if >HP/2 injury —> major wound knockdown rolls at -10

Punch to Target of Opportunity or Torso
• 15 – Attack: 15(Brawling) (14 in sunlight)
• 9 – Move and Attack: 15(Brawling) -4(M&A) = 11(9 cap) (10 in sunlight)
Damage 1d+2 cr


SLAMS (B371) – my max damage attack

Preferrably from behind (no defense) against soft targets, but I'll also take damage.

Slam
• 15 - Attack: 15(Brawling) (14 in sunlight)
• 15 - Move and Attack: 15(Brawling) (14 in sunlight)
Damage (HP x velocity)/100 dice cr to both target and myself
– Target e.g. my 18 hp at max speed 20: (18 x 20)/100 = 3.6 (3.5 rounds up to) = 4d cr
- Myself e.g. for 10 hp at max speed (10 x 20)/100 = 2d cr
– Armor protects as flexible (B431), so 1 pt injury/5 pts damage if armor not pentrated
– If I do 2x or more damage, I knock him down.
- If I do equal or more damage, he must make a DX roll or fall down.
- If I do 0.5x or less damage, I fall down.


SHIELD BASH - nonlethal, Reach 1, attack that doesn't put my hands or feet at risk.
It's less effective than my punch: lower skill and same damage, so only use it when high defenses are important.
Block: 12 = 6(Shield: 12) + 3 + 1(C.R.) + 2(DB)

Shield Bash to Face
• 7(8) - Attack: 12(Shield) -5(face, miss by one hits torso) = 7(8) (6(7) in sunlight)
Damage 1d+2 cr
- if injury causes shock —> immediate HT roll to avoid knockdown and stunning (B240)
- if >HP/2 injury —> major wound knockdown rolls at -5

Shield Bash to Skull
• 8(9) - Attack: 12(Shield) -7(skull, miss by one hits torso) = 5(6) (4(5) in sunlight)
Damage 1d+2 cr x4 skull
- if injury causes shock —> immediate HT roll to avoid knockdown and stunning (B240)
- if >HP/2 injury —> major wound knockdown rolls at -10

Shield Bash to Target of Opportunity or Torso
• 12 – Attack: 12(Shield) (11 in sunlight)
• 9 – Move and Attack: 12(Shield) -4(M&A) = 8 (7 in sunlight)
Damage 1d+2 cr


IN SUNLIGHT - I hate sunlight
≤15 CR, -1 penalty on success, Fright Check with MoF penalty on failure

Attack Target of Opportunity
• Brawling Attack: 14 = 15(Brawling) - 1(Heliophobia)
Damage
- 3d+1 cut with Bladed Hand
- 2d-1 imp with Bladed Hand
- 1d+2 cr with punch
• Shield Bash: 11 = 12(Shield) - 1(Heliophobia)
Damage
- 1d+2 cr

Slam
• Attack or Move and Attack: 14 = 15(Brawling) - 1(Heliophobia)
Damage (HP x velocity)/100 dice damage to both myself and target
- E.g. my 18 hp at max speed 20: (18 x 20)/100 = 3.6 (3.5 rounds up to) = 4d cr
– Armor protects as flexible (B431), so 1 pt injury/5 pts damage if armor not pentrated
– If I do 2x or more damage, I knock him down.
- If I do equal or more damage, he must make a DX roll or fall down.
- If I do 0.5x or less damage, I fall down.


Injury Tolerance (No Head)

No extra damage for trageting the "skull" or "face". No need to make make a HT roll to avoid knockdown and stunning because it's a "skull" or "face" hit. My "eye'''s are as vulnerable as anybody elses.