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Bruid GM
Char  Total  Base  Cost  Roll  Notes 
STR 25 10 10 14-   HTH Damage 5d6 END [2]
DEX 10 10 0 11-  
CON 15 10 5 12-  
INT 9 10 -1 11-   PER Roll 11-
EGO 10 10 0 11-  
PRE 10 10 0 11-   PRE Attack: 2d6
           
OCV 5 3 10
DCV 3 3 0
OMCV 2 3 -3
DMCV 3 3 0
SPD 2 2.0 0 Phases: 6, 12
           
PD 6/8 2 2 6/8 PD (6/8 rPD)
ED 4/6 2 0 4/6 ED (4/6 rED)
REC 10 4 2
END 30 20 0
BODY 16 10 1
STUN 40 20 5
           
Running 10m 12 -2
Swimming 3m 4 0
Leaping 3m 4 0 28 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 95

Bruid GM
SKILLS
Cost  Name
3 Dwarven Bike Gang Member
2 1) +1 with Pistol (3 Active Points)
2 2) Fast Draw 11- (3 Active Points)
2 3) AK: Old American Highway System (3 Active Points) 11-
2 4) Breakfall 11- (3 Active Points)
2 5) Dwarf Society 11- (3 Active Points)
3 6) KS: Dwarf Lore (4 Active Points) 12-
2 7) Streetwise 11- (3 Active Points)
1 8) Survival (Urban) 11- (2 Active Points)
2 9) TF: Common Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles (3 Active Points)
2 10) Teamwork 11- (3 Active Points)
23 Total Skills Cost
PERKS
Cost  Name
6 Equipment Pool (30)
35 Every-dwarf Template (60) (plus Character Creation Resource Points)
2 Vehicle Pool (4)
1 Fringe Benefit: Gang/organized crime group member
44 Total Perks Cost

Bruid GM
Innati Pool - Every-dwarf (60/60)
Notes: Real Cost: 60
1) +5 STR, Reduced Endurance (1/2 END; +1/4) (11 Active Points) (Modifiers affect Base Characteristic)
Notes: Real Cost: 11
1
2) +2 PD, Impenetrable (+1/4), Hardened (+1/4), Resistant (+1/2) (8 Active Points) (Modifiers affect Base Characteristic)
Notes: Real Cost: 8
3) +2 ED, Impenetrable (+1/4), Hardened (+1/4), Resistant (+1/2) (6 Active Points) (Modifiers affect Base Characteristic)
Notes: Real Cost: 6
4) +5 BODY (Modifiers affect Base Characteristic)
Notes: Real Cost: 5
5) +10 STUN (Modifiers affect Base Characteristic)
Notes: Real Cost: 5
6) +10 END (Modifiers affect Base Characteristic)
Notes: Real Cost: 2
7) +4 REC (Modifiers affect Base Characteristic)
Notes: Real Cost: 4
8) Life Support (Immune To Temperature Extremes +/- 1 Level; Longevity: 400 Years; Resistance (CON Roll) All terrestrial diseases; Resistance (CON Roll) All terrestrial poisons)
Notes: Real Cost: 14
0
9) Nightvision
Notes: Real Cost: 5
0
10) Supernatural Resistance: 5
Notes: Real Cost: 15

Equipment Pool (29/30)
1) 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: (x2 number of items) Real Cost: 20
[6]
2) Brass Knuckles : HA +2d6 (10 Active Points); OIF (-1/2), Hand-To-Hand Attack (-1/4), Extra Time (Delayed Phase, Only to Activate, -1/4)
Notes: Real Cost: 5
1
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

Bruid GM
APPEARANCE
Height:   5' 3" Hair:  White
Weight:  325 lbs Eyes:  Steel
Bruid is a Dwarf's Dwarf and a biker's biker and strives to be an exemplar for both concepts. He wears stylish leathers and keeps his hawg immaculate.
BACKGROUND
PERSONALITY
Bruid thinks he's more properly Dwarfy than Goran, and that he is more capable than he really is.
QUOTE
"If I were in charge, we wouldn't be doing this kind of crazy bullshit."
TACTICS AND COMBAT NOTES
Truculent and stubborn.
CAMPAIGN USE
Dwarven bike gang member.

Bruid GM

COMBAT MANEUVERS
Cost  Maneuver  Phase  OCV  DCV  Effect 
0 Presense Attack 0 +0 +0 2d6 +/- modifiers
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 Brace 0 +2 1/2 +2 vs. Range Mod.
0 Set 1 +1 +0 Ranged Attacks only
0 Block 1/2 +0 +0 Block, abort
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 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

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