Jack Hell (last updated 3/15/00) (for Jack without the hat...)

Value Characteristic Points hell_noir.jpg (26548 bytes)
10 STR 0
14 DEX 12
19 CON 18
10 BODY 0
18 INT 8
20 EGO 20
25 PRE 20
12 COM 1
8 PD 6
6 ED 2
4 SPD 16
6 REC 0
38 END 0
25 STUN 0
  Total 103

 

Points Powers END
22 9d6 Energy Blast; Range: 225; Versus: PD; OAF: -1; Charges: 16, +0; Basically a large gun which projects hard rubber bullets. The projectile force can be "dailed down" or up to the max of 9d6. 0
24 Armor (14 PD/10 ED); Activation: 14-, -; Basically a sort of bullet-proof vest (but more powerful) worn under his clothes; the 14- activation roll represents the likelihood shots just hit the vest.  
46 Total Powers  

 

Points Skills, Talents, Perks Roll
3 Bugging 13-
16 +2 level w/All Combat  
3 Demolitions 11-
3 Disguise 11-
3 Electronics 11-
3 Lockpicking 12-
3 Mechanics 11-
3 Persuasion 14-
3 Security Systems 13-
3 Sleight of Hand 12-
8 Weapon Familiarities ; Small Arms, Common Missile, Common Melee, Energy Projectors  
(8) common melee; common missile; small arms; energy  
30 Find Weakness; Attack Type: All, +20 11-
15 Luck (3d6)  
10 Contact; Usefulness: Normal, +0 ; This is actually a "contact pool" per Shelley; includes ideally a priest, policeman, and an insider in Daggett (not one who can tip Whitehead's hand but is available for a little other info). 19-
5 +1 level w/+1 with Demolitions, Electronics, Mechanics ; Related skills - tinkering/inventing skills  
2 Private Investigator License  
113 Total Skills, Talents, Perks  

 

125+ Disadvantages
10 Hunted: Mob (11-); Capabilities: Less Powerful, 5; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Actions: Hunting, 1; Punishment: Harsh, 0
15 Hunted: Daggett Industries (Lee Whitehead) (11-); Capabilities: Less Powerful, 5; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Actions: Hunting, 1; Punishment: Harsh, 0
15 DNPC: Girlfriend(s) (Incompetent, 8-); Skills: Normal, +0
20 Normal Characteristic Maxima
10 Vulnerability: Supernatural (2 STUN); Attack: Uncommon, +5
5 Reputation: Seedy dealings, crossed people (8-)
10 Psych. Lim.: Living up to father; does foolhardy or dangerous (Uncommon, Strong)
5 Other: Quirks ; 1 -slightly irrational love of animals, he typically masks it but cruelty to animals sets him off and he pays unusual attention to animals, cares for neglected ones, etc.
2 - milk baths - he loves 'em, good for the skin and the spirit - but he's embarrassed by them - most people think he just buys a lot of milk, he goes to the trouble of going to different stores so it's not quite obvious
3 - he thinks he's a good gambler but he's not; leads to trouble with bookies as well as financial issues, though I don't want an economic disad since I think he gets by
4 - beat up hardly working but vintage cars; if he does get a real vehicle with points it'll have unluck and defects
5 - I think his tendency to act like a pulp character counts as quirky for sure!
10 2d6 Unluck
25 Other: Mystery
12 Other: Bonus per GM for PRE ; This was to raise PRE from 18 to 25
137 Total Disadvantages

 

COSTS: Char. Powers Total Total Disadv. Base
103 + 159 = 262 262 = 137 + 125

 

OCV DCV ECV Mental Def. PD/rPD ED/rED Phases
5 5 7 0 22/14 16/10 3, 6, 9, 12