Card Shark NPC Criminal Mastermind 
PARTICULARS
Val Char Base Points Total Roll Notes
20 STR 10 10 20 13- HTH Damage 4d6 END [4]
21 DEX 10 36 21 13- OCV 7 DCV 7
18 CON 10 16 18 13-
12 BODY 10 4 12 11-
20 INT 10 10 20 13- PER Roll 13-
18 EGO 10 16 18 13- ECV: 6
20 PRE 10 10 20 13- PRE Attack: 4d6
20 COM 10 5 20 13-
8 PD 4 4 8/18 8/18 PD (0/10 rPD)
8 ED 4 4 8/18 8/18 ED (0/10 rED)
5 SPD 3.1 29 5 Phases: 3, 5, 8, 10, 12
8 REC 8 0 8
36 END 36 0 36
31 STUN 31 0 31
10" Running 6 8 10"
2" Swimming 2 0 2"
4"/2" Leaping 4 0 4" 152 Total Characteristics Points
TRACKSPEED
Type Total
Run (6) 10" [20" NC]
Swim (2) 2" [4" NC]
H. Leap (4") 4"
V. Leap (2") 2"
GRIT
Total earned: 53
Spent: 53
Unspent: 0
Base Points: 100
Disad Points: 345
Total Points: 498
GENERAL DESCRIPTION
Hair Color:  Unknown
Eye Color:  Unknown
Height:  6' 2"
Weight:  185 lbs
Description:
Card Shark wears a red tunic, v-neck with puffed sleeves, a gold belt sash in which weapon-cards are kept, and blue pants and boots. His gloves are white. He wears a white ascot to protect his nect from bullets, and a white full face mask with a "spade" symbol over the left eye.
LIABILITIES
Cost  Disadvantage
0 Normal Characteristic Maxima
200 Master Villian Bonus
20 Enraged: If Taunted, Insulted, Or If Leadership Is Challenged (Uncommon), go 14-, recover 11-
15 Psychological Limitation: Casual Killer (Common, Strong)
15 Psychological Limitation: Vain, Arrogant & Overconfident (Common, Strong)
15 Psychological Limitation: Powerhungry (Common, Strong)
15 Psychological Limitation: Rarely Turns Down A Challenge At Gambling Or Combat (Common, Strong)
10 Psychological Limitation: Hatred of "Heroes" & Vigilantes (Common, Moderate)
20 Reputation: Evil Crimelord, 14- (Extreme)
20 Hunted: Just About Everybody 14- (As Pow, Harshly Punish)
15 Social Limitation: Secret Identity (Frequently, Major)
345 Total Disadvantages Cost

 Card Shark NPC Criminal Mastermind 
MOVES
OCV: 7 DCV: 7
Combat Skill Levels:
+2 Overall
+1 with All Combat
+1 with Multipower
Maneuver Phase OCV DCV Effect
Block 1/2 +0 +0 Block, abort
Brace 0 +2 1/2 +2 vs. Range Mod.
Disarm 1/2 -2 +0 Can disarm
Dodge 1/2 -- +3 Abort, vs. all attacks
Grab 1/2 -1 -2 Grab two limbs
Grab By 1/2 -3 -4 Move and Grab
Haymaker 1/2* +0 -5 +4 DC attack damage
Move By 1/2 -2 -2 STR/2 + v/5
Move Through 1/2 -v/5 -3 STR + v/3
Set 1 +1 +0 Ranged Attacks only
Strike 1/2 +0 +0 STR or weapon
Martial Strike 1/2 +0 +2 8d6 Strike
Offensive Strike 1/2 -2 +1 10d6 Strike
Martial Dodge 1/2 -- +5 Dodge, Affects All Attacks, Abort
Martial Block 1/2 +2 +2 Block, Abort
Martial Throw 1/2 +0 +1 6d6 +v/5, Target Falls
Killing Strike 1/2 -2 +0 HKA 2d6
Nerve Strike 1/2 -1 +1 3d6 NND
Passing Strike 1/2 +1 +0 6d6 +v/5; FMove
Takeaway 1/2 +0 +0 Grab Weapon, 40 STR to take weapon away
Martial Grab 1/2 -1 -1 Grab Two Limbs, 40 STR for holding on
S.O.P.
Commander-in-Chief of the Card Shark organization. The most powerful crime boss in Hudson City.
MODS
LONG DISTANCE MISS FACTOR
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10
TARGET SPECS
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  
VITALS
Type Amount Notes
Physical Defense 8/18 Current BODY:
Res. Phys. Defense 0/10 (12)
Energy Defense 8/18 Current END:
Res. Energy Defense 0/10 (36)
Mental Defense 0 Current STUN:
Power Defense 0 (31)

 Card Shark NPC Criminal Mastermind 
SIGNATURE ABILITIES AND STUNTS
Cost  Power END
Deck of Cards Multipower
67 Multipower, 90-point reserve, 52 Charges (+1/2) (135 Active Points); all slots OAF (-1)
Notes: A deck of 52 poker cards, with a difference.
4u   1)   Concussive Blast Cards:  EB 12d6 (vs. ED), Explosion (+1/2) (90 Active Points); OAF (-1), 12 Charges (-1/4) [12]
2u   2)   Razor Cards:  RKA 2d6 (vs. PD), Armor Piercing (x2; +1) (60 Active Points); OAF (-1), No Knockback (-1/4), 12 Charges (-1/4) [12]
3u   3)   Incendiary Cards:  RKA 2d6 (vs. ED), Area Of Effect (One Hex; +1/2), Continuous (+1) (75 Active Points); OAF (-1), 6 Continuing Charges lasting 1 Extra Phase each (-1/2), No Knockback (-1/4) [6 cc]
4u   4)   Smoke Cards:  Darkness to Sight Group 5" radius, Personal Immunity (+1/4), Conforming (+1/2) (87 Active Points); OAF (-1), 6 Continuing Charges lasting 1 Turn each (-1/4) [6 cc]
4u   5)   Force Cards:  EB 8d6 (vs. PD), Area Of Effect (One Hex; +1/2), Double Knockback (+3/4) (90 Active Points); OAF (-1), 8 Charges (-1/2) [8]
4u   6)   Thunder-Flash Cards:  Sight and Hearing Groups Flash 8d6, Personal Immunity (+1/4), Explosion (-1 DC/2"; +3/4) (90 Active Points); OAF (-1), 8 Charges (-1/2) [8]
20 Eye For The Competition:  Find Weakness 13- with With Razor Cards [multipower slot #2] 0
An-Chi Training Multipower
17 Multipower, 25-point reserve, (25 Active Points); all slots OIF (Any Suitable Object Of Oppertunity; -1/2)
Notes: This attack represents the ability to pick up any common object and turn it into a thrown missile. Sharp objects become Killing Attacks & blunt objects become an Energy Blast vs. PD. In both cases STR can add DCs to the attacks at the rate of +1 DC per 6.25 STR used above the STR minimum of the attack. The STR minimum ranges between 1 to 5 depending upon what he finds to throw.
1u   1)   Sharp Objects:  RKA 1d6+1 (vs. PD), Reduced Endurance (1/2 END; +1/4) (25 Active Points); OIF (Any Suitable Object Of Oppertunity; -1/2), STR Minimum 1-5 (-1/4), Range Based On STR (-1/4) 1
1u   2)   Blunt Objects:  EB 4d6 (vs. PD), Reduced Endurance (1/2 END; +1/4) (25 Active Points); OIF (Any Suitable Object Of Oppertunity; -1/2), STR Minimum 1-5 (-1/4), Range Based On STR (-1/4) 1
10 Can Roll With a Blow:  Physical Damage Reduction, Resistant, 25% (15 Active Points); Only vs. Attacks Of 12 DCs Or Less (-1/4), Must Be Aware Of Attack (-1/4) 0
15 Luck 3d6 0
152 Total Powers Cost
EXPERTISE
SKILLS
Cost  Name
5 Acrobatics 14-
5 Breakfall 14-
5 Combat Driving 14-
5 Combat Piloting 14-
5 Computer Programming 14-
3 Contortionist 13-
5 Electronics 14-
16 Gambling (Board Games, Card Games, Dice Games, Sports Betting, Roulette) 16-
3 High Society 13-
5 Inventor 14-
2 Language: Card Shark Tactical Codes (fluent conversation)
3 KS: Card Games & Lore 12-
3 KS: Hudson City Underworld 12-
3 Shadowing 13-
5 Stealth 14-
3 Scientist
2
1) SS: Biology 12- (3 Active Points)
2
2) SS: Chemistry 12- (3 Active Points)
2
3) SS: Electrical Engineering 12- (3 Active Points)
2
4) SS: Genetics 12- (3 Active Points)
14 TF: Common Motorized Ground Vehicles, Balloons & Zeppelins, Combat Aircraft, Helicopters, Jetskis, Large Planes, Parachuting, Advanced, Parachuting, Basic, SCUBA, Skiing (snow), Small Planes, Snowmobiles, Tracked Military Vehicles, Two-Wheeled Motorized Ground Vehicles, Wheeled Military Vehicles
14 WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Common Missile Weapons, Small Arms, General Purpose/Heavy Machine Guns, Grenade Launchers, Laser Pistols, Laser Rifles, Mortars, Shoulder-Fired Weapons
20 +2 Overall
8 +1 with All Combat
5 +1 with Multipower
145 Total Skills Cost
FIGHTING SKILLS
Cost  Maneuver
Martial Arts: Personal Style
4
1) Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 8d6 Strike
5
2) Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, 10d6 Strike
4
3) Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
4
4) Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
3
5) Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, 6d6 +v/5, Target Falls
4
6) Killing Strike: 1/2 Phase, -2 OCV, +0 DCV, HKA 2d6
4
7) Nerve Strike: 1/2 Phase, -1 OCV, +1 DCV, 3d6 NND
5
8) Passing Strike: 1/2 Phase, +1 OCV, +0 DCV, 6d6 +v/5; FMove
5
9) Takeaway: 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, 40 STR to take weapon away
3
10) Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 40 STR for holding on
8
11) +2 HTH Damage Class(es)
49 Total Fighting Skills Cost

 Card Shark NPC Criminal Mastermind 
RESOURCES
The Card Shark's Personal Gear
Notes: The stuff listed here are unique pieces of equipment that the Card Shark wears. In addition he has access to almost any conventional or Card Shark weapon. He also has access to all sorts of normal gear, vehicles, money, henchmen, etc.
Card Shark Costume:  (Total: 65 Active Cost, 36 Real Cost) Armor (10 PD/10 ED), Hardened (+1/4) (37 Active Points); OIF (-1/2), Real Armor (-1/4), Mass (Quarter Mass; -1/4) (Real Cost: 18)
plus
Lack Of Weakness (-8) for Armor (8 Active Points); OIF (-1/2) (Real Cost: 5)
plus
LS (Immunity All terrestrial poisons and chemical warfare agents; Self-Contained Breathing) (20 Active Points); OIF (-1/2) (Real Cost: 13)
0
Personal Communications Rig:  Radio Perception/Transmission (Radio Group), Concealed (-4 with Radio Perception/Transmission PER Rolls), Telescopic (+1 versus Range Modifier): +1 (15 Active Points); IIF (Concealed Inside Mask; -1/4) 0
Audio Pickups:  (Total: 20 Active Cost, 15 Real Cost) Ultrasonic Perception (Hearing Group) (3 Active Points); IIF (Concealed In Mask; -1/4) (Real Cost: 2)
plus
+6 versus Range Modifier for Hearing Group (9 Active Points); IIF (Concealed In Mask; -1/4) (Real Cost: 7)
plus
Hearing Group Flash Defense (8 points) (8 Active Points); IIF (Concealed In Mask; -1/4) (Real Cost: 6)
0
Visual Enhancers:  (Total: 27 Active Cost, 21 Real Cost) IR Perception (Sight Group) (5 Active Points); IIF (Concealed In Mask; -1/4) (Real Cost: 4)
plus
UV Perception (Sight Group) (5 Active Points); IIF (Concealed In Mask; -1/4) (Real Cost: 4)
plus
+6 versus Range Modifier for Sight Group (9 Active Points); IIF (Concealed In Mask; -1/4) (Real Cost: 7)
plus
Sight Group Flash Defense (8 points) (8 Active Points); IIF (Concealed In Mask; -1/4) (Real Cost: 6)
0

 Card Shark NPC Criminal Mastermind 
DOSSIER -- SECTION A
APPEARANCE
Height: 6' 2" Hair: Unknown
Weight: 185 lbs Eyes: Unknown
Card Shark wears a red tunic, v-neck with puffed sleeves, a gold belt sash in which weapon-cards are kept, and blue pants and boots. His gloves are white. He wears a white ascot to protect his nect from bullets, and a white full face mask with a "spade" symbol over the left eye.
PSYCH EVAL
Card Shark V is motivated by his desire to amass power and wealth at the expense of others. He is clever, cold, calculating, ruthless, cautious, cruel, and extremely powerhungry. He would be a lot futher towards his goal if it wern't for his weakness: his pride, vanity and overconfidence. He is unaccustomed to failure, and so he undertakes schemes and crimes which are more grandiose than they should be. Additionally, his vanity generally will not allow him to turn down challenges (such as gambling and combat), though he may try to arrange the situation so that the odds are strongly in his favor (though he will never out-and-out cheat).
However despite his pride, Card Shark V is very much a product of the streets and back alleys where he learned his criminal trade. Even though his costume and some of his plots mimic those of Hollywood criminals, his attitudes and outlook are mainly realistic. He is as capable of brutality and vicious cruelty as any Colombian drug lord or Jamaican posse member, a fact his rivals sometimes tend to forget.
TRANSCRIPT
"Now I'll deal you a real dead man's hand!"
M.O.
Except when his pride and arrogance get the better of him, Card Shark does not act without purpose. His every move is calculated to bring some sort of gain. His plans are usually complex, multi-layer affairs, with double-blinds and decoys masking his true purpose. Card Shark thinks nothing of spending weeks or months carefully planning and practicing a crime, becouse he knows that such efficiency is the cornerstone of his reputation and skills.
In combat, Card Shark is equally as economic and ruthless. His method of fighting is to quickly take his opponents down, one at a time, after his agents and bodyguards have had the opportunity to weaken them. He favors his Razor Card, but will use his other weapons or hand-to-hand combat skills if the situation calls for it. He will generally hold back from combat at first, allowing hsi men to do the work while he analyzes the opposition and Finds Weakness. When he feels it is time for him to become involved in the fray, he will do so.
If beaten or thwarted in some way, Card Shark will regroup and spend time with his most trusted bodyguards and advisors, analyzing the mistake and figuring out ways to correct it. No one ever beats him the same way twice.

 Card Shark NPC Criminal Mastermind 
DOSSIER -- SECTION B
The current Card Shark, identity unknown, is the fifth man to adopt the Card Shark identity. From comments he has made, it is apparent that he grew up as one of those kids you love to hate--incredible handsome, athletic, a genius--and he knew it. He developed a vast superiority complex, and decided that he deserved more power than he could gain legitimately. He drifted into crime with thoughts of eventually leading a criminal organization. He spent several years working as an assassin; and developed a talent for gambling. His criminal talents and native abilities made him a natural for the Card Shark organization, so he returned to the United States and managed to join up. Because of his skills and drive, he rose quickly in the ranks. Sensing oppertunity when Card Shark IV died, he murdered two rivals and donned the Card Shark costume. He has been a major power in the underworld ever since .
Character created with Hero Designer (version 2007121308)