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Ogmi GM
Char  Total  Base  Cost  Roll  Notes 
STR 20 10 5 13-  HTH Damage 4d6 END [2]
DEX 6 10 -8 10- 
CON 15 10 5 12- 
INT 8 10 -2 11-  PER Roll 11-
EGO 10 10 0 11- 
PRE 10 10 0 11-  PRE Attack: 2d6
           
OCV 4 3 5
DCV 3 3 0
OMCV 2 3 -3
DMCV 4 3 3
SPD 2 2.0 0 Phases: 6, 12
           
PD 4/6 2 0 4/6 PD (4/6 rPD)
ED 4/6 2 0 4/6 ED (4/6 rED)
REC 7 4 0
END 30 20 0
BODY 13 10 -2
STUN 40 20 5
           
Running 10m 12 -2
Swimming 3m 4 0
Leaping 3m 4 0 5 Total Characteristics Points
Pose
COMPLICATIONS
Cost  Complication
5 Distinctive Features: Dwarf (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Just Assumed To Be A Short Stocky Person By Normal Humans Not In the Know)
20 Psychological Complication: Loyal At Any Cost (Common; Total)
10 Social Complication: Criminal Record Infrequently, Major
10 Negative Reputation: Low Man On The Totem Pole In Gang, Very Frequently (Known Only To A Small Group)
5 Unluck: 1d6
50 Total Complications Cost
EXPERIENCE POINTS
Base Complications XP Total
125 50 0 75

Ogmi GM
SKILLS
Cost  Name
3 Dwarven Bike Gang Member
2 1) +1 with Chain (3 Active Points)
2 2) AK: Old American Highway System (3 Active Points) 11-
2 3) Breakfall 10- (3 Active Points)
2 4) Dwarf Society 11- (3 Active Points)
3 5) KS: Dwarf Lore (4 Active Points) 12-
2 6) Streetwise 11- (3 Active Points)
1 7) Survival (Urban) 11- (2 Active Points)
2 8) TF: Common Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles (3 Active Points) (3 Active Points)
2 9) Teamwork 10- (3 Active Points)
21 Total Skills Cost
PERKS
Cost  Name
6 Equipment Pool (30)
40 Every-dwarf Template (65) (plus Character Creation Resource Points)
2 Vehicle Pool (4)
1 Fringe Benefit: Gang/organized crime group member
49 Total Perks Cost

Ogmi GM
Innati Pool - Every-dwarf (65/65)
Notes: Real Cost: 65
1) +5 STR, Reduced Endurance (1/2 END; +1/4) (10 Active Points) (Modifiers affect Base Characteristic) 1
2) +2 PD, Impenetrable (+1/4), Hardened (+1/4), Resistant (+1/2) (6 Active Points) (Modifiers affect Base Characteristic)
3) +2 ED, Impenetrable (+1/4), Hardened (+1/4), Resistant (+1/2) (6 Active Points) (Modifiers affect Base Characteristic)
4) +5 BODY (Modifiers affect Base Characteristic)
5) +10 STUN (Modifiers affect Base Characteristic)
6) +10 END (Modifiers affect Base Characteristic)
7) +3 REC (Modifiers affect Base Characteristic)
8) Life Support (Immune To Temperature Extremes +/- 1 Level; Longevity: 400 Years; Resistance (CON Roll) All terrestrial diseases; Resistance (CON Roll) All terrestrial poisons) 0
9) Nightvision 0
10) Supernatural Resistance: 5

Equipment Pool (30/30)
1) Chain : (Total: 25 Active Cost, 11 Real Cost) Stretching 2m, Reduced Endurance (0 END; +1/2) (3 Active Points); OIF (-1/2), ChainOnly (-1/4) (Real Cost: 2) plus Killing Attack - Hand-To-Hand 1d6, Indirect (Flexible Weapon; +1/4), +1 Increased STUN Multiplier (+1/4) (22 Active Points); STR Minimum 15 (-3/4), OIF (-1/2), Required Hands One-And-A-Half-Handed (-1/4) (Real Cost: 9)
Notes: Real Cost: 11
2
2) Colt Anaconda .44 Magnum (Custom) : Killing Attack - Ranged 3d6-1, Knockdown (+1/4), +1 Increased STUN Multiplier (+1/4) (60 Active Points); STR Minimum 15 (STR Min. Cannot Add/Subtract Damage; -1 1/4), OAF (-1), Beam (-1/4), 4 clips of 6 Charges (-1/4), Real Weapon (-1/4)
Notes: Real Cost: 15
[6]
3) Reliable Cell Phone : Radio Perception/Transmission (Radio Group) (10 Active Points); Only usuable with other phones, must have phone numbers (-2), OAF (-1), Extra Time (1 Turn (Post-Segment 12), Only to Activate, -3/4), Sense Affected As More Than One Sense Hearing & Radio (-1/2), Restrainable (-1/2), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Real Item (-1/4), 1 Continuing Fuel Charge lasting 6 Hours (Wall Charger; Need Power Adaptor and Place To Plug In; -1/4)
Notes: Real Cost: 1
[1 cc]
4) Tool Kit : +1 with Mechanics (2 Active Points); OAF (Requires Multiple Foci or functions at reduced effectiveness; -3/4)
Notes: Real Cost: 1
5) Biker Leathers : (2 PD/2 ED) (6 Active Points); Half Mass (-1/2), Everything Except Head (-1/2), IIF (-1/4), Real Armor (-1/4)
Notes: Real Cost: 2
0

Vehicle & Bases Pool (4/4)
1) Cruiser Bike
Notes: Real Cost: 4

Ogmi GM
APPEARANCE
Height:   5' 2" Hair:  White
Weight:  285 lbs Eyes:  Black
Ogmi is a bit on the small side for a Dwarf, but extra beardy to compensate.
BACKGROUND
PERSONALITY
Ogmi is stoic and taciturn and does what his clan chief aka gang leader tells him to, whether he likes it or not.
QUOTE
"Say that again!"
TACTICS AND COMBAT NOTES
Durable and persistent.
CAMPAIGN USE
Dwarven bike gang member.

Ogmi GM
SPEED CHART DEX 6 SPD 2 PHASES 12 1 2 3 4 5 6 7 8 9 10 11
DEFENSES
  PD ED MD PowD
NONRESISTANT 4/6 4/6 0 0
RESISTANT 4/6 4/6    
Notes:
FATIGUE & HEALTH REC 7   
  BODY STUN END
MAXIMUM 13 40 30
CURRENT      
MOVEMENT
Type Total
Run (12m) 10m [20m NC]
Swim (4m) 3m [6m NC]
H. Leap (4m) 3m
V. Leap (2m) 1 1/2m
COMBAT SKILL LEVELS
+1 with Chain (3 Active Points)
BASE COMBAT VALUES
  OFFENSIVE DEFENSIVE
PHYSICAL 4 3
MENTAL 2 4
HIT LOCATIONS
3d6 Roll Location STUNx N STUN BODYx To Hit rDEF
3 CROWN x5 x2 x2 -8  
4 TEMPLE x5 x2 x2 -8  
5 FACE x5 x2 x2 -8  
6 HANDS x1 x1/2 x1/2 -6  
7 RIGHT ARM x2 x1/2 x1/2 -5  
8 LEFT ARM x2 x1/2 x1/2 -5  
9 SHOULDERS x3 x1 x1 -5  
10 HI CHEST x3 x1 x1 -3  
11 LO CHEST x3 x1 x1 -3  
12 STOMACH x4 x1 1/2 x1 -7  
13 VITALS x4 x1 1/2 x2 -8  
14 THIGHS x2 x1 x1 -4  
15 HI LEGS x2 x1/2 x1/2 -6  
16 MID LEGS x2 x1/2 x1/2 -6  
17 LO LEGS x1 x1/2 x1/2 -8  
18 FEET x1 x1/2 x1/2 -8  
COMBAT MANEUVERS
Cost  Maneuver  Phase  OCV  DCV  Effect 
0 Block 1/2 +0 +0 Block, abort
0 Brace 0 +2 1/2 +2 vs. Range Mod.
0 Called Shot: Head 0 -4 - 1d6+3 (Head to Shoulders)
0 Called Shot: High 0 -2 - 2d6+1 (Head to Vitals)
0 Called Shot: Body 0 -1 - 2d6+4 (Hands to Legs)
0 Called Shot: Low 0 -2 - 2d6+6 (Shoulders to Feet)
0 Called Shot: Leg 0 -4 - 1d6+12 (Vitals to Feet)
0 Disarm 1/2 -2 +0 Can disarm
0 Dodge 1/2 -- +3 Abort, vs. all attacks
0 Grab 1/2 -1 -2 Grab two limbs
0 Grab By 1/2  -3 -4 Move and Grab; +(v/10) to STR
0 Haymaker 1/2* +0 -5 +4 DCs to attack
0 Move By 1/2  -2 -2 STR/2 + v/10; you take 1/3
0 Move Through 1/2  -v/10 -3 STR + v/6, you take 1/2 or full
0 Multiple Attack 1 var 1/2 Attack multiple times
0 Presense Attack 0 +0 +0 2d6 +/- modifiers
0 Set 1 +1 +0 Ranged Attacks only
0 Shove 1/2 -1 -1 Push 1m per 5 STR
0 Strike 1/2 +0 +0 STR or weapon
0 Throw 1/2 +0 +0 Throw w/ STR dmg
0 Trip 1/2 -1 -2 Target Falls
0 Total Cost of Fighting Skills
RANGE MODIFIERS  
Range (m) 0-8 9-16 17-32 33-64 65-125 126-250
RMOD 0 -2 -4 -6 -8 -10
Character created with Hero Designer (version 20091216 )