All  Profile  Abilities  Resources  Bio  Combat 
 
Goran GM
Char  Total  Base  Cost  Roll  Notes 
STR 20 10 5 13-   HTH Damage 4d6 END [2]
DEX 10 10 0 11-  
CON 13 10 3 12-  
INT 13 10 3 12-   PER Roll 12-
EGO 10 10 0 11-  
PRE 15 10 5 12-   PRE Attack: 3d6
           
OCV 5 3 10
DCV 3 3 0
OMCV 2 3 -3
DMCV 4 3 3
SPD 3 2.0 10 Phases: 4, 8, 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 1
END 30 20 0
BODY 13 10 -2
STUN 40 20 5
           
Running 10m 12 -2
Swimming 3m 4 0
Leaping 3m 4 0 39 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)
10 Social Complication: Criminal Record Infrequently, Major
25 Psychological Complication: Narcissistic-aggressive personality (Very Common; Total)
10 Vulnerability: 1 1/2 x Effect Compliments And Ass-kissing (Common)
50 Total Complications Cost
EXPERIENCE POINTS
Base Complications XP Total
125 50 0 125

Goran GM
SKILLS
Cost  Name
3 Dwarven Bike Gang Leader
1 1) +1 with Crowbar (2 Active Points)
2 2) Breakfall 11- (3 Active Points)
2 3) AK: Old American Highway System (3 Active Points) 12-
2 4) Dwarf Society 12- (3 Active Points)
3 5) KS: Dwarf Lore (4 Active Points) 13-
2 6) Oratory 12- (3 Active Points)
2 7) Streetwise 12- (3 Active Points)
1 8) Survival (Urban) 12- (2 Active Points)
2 9) TF: Common Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles (3 Active Points)
2 10) Tactics 12- (3 Active Points)
2 11) Teamwork 11- (3 Active Points)
2 12) KS: Supernatural Lore (3 Active Points) 12-
26 Total Skills Cost
PERKS
Cost  Name
35 Innati Pool / Every-dwarf Template (60) (plus Character Creation Resource Points)
2 Vehicle Pool (4)
9 Equipment Pool (45)
2 Fringe Benefit: Bike Gang Leader
48 Total Perks Cost
TALENTS
Cost  Name
12 Heroic Recovery 3d6
12 Total Talents Cost

Goran GM
Innati Pool - Every-dwarf (60/60)
Notes: Real Cost: 60
1) +5 STR, Reduced Endurance (1/2 END; +1/4) (10 Active Points) (Modifiers affect Base Characteristic)
Notes: Real Cost: 10
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) +5 REC (Modifiers affect Base Characteristic)
Notes: Real Cost: 5
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 (44/45)
1) Crowbar : HA +3d6 (15 Active Points); OIF (-1/2), Hand-To-Hand Attack (-1/4)
Notes: Real Cost: 8
1
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) Knife : Killing Attack - Hand-To-Hand 1d6 (2d6 w/STR) (15 Active Points); OAF (-1), STR Minimum 5 (-1/4), Real Weapon (-1/4)
Notes: Real Cost: 6 Points
1
4) Shotgun : Killing Attack - Ranged 2d6+1, Area Of Effect Accurate (1m Radius Explosion; +1/4), Increased Knockdown (x 2; +1/4) (52 Active Points); OAF (-1), STR Minimum 13 (STR Min. Cannot Add/Subtract Damage; -1), Required Hands Two-Handed (-1/2), Cannot Use Targeting (-1/2), Real Weapon (-1/4), Extra Loud Boom (-1/4), 32m Max Range (-1/4), 8 clips of 4 Boostable Charges (-0)
Notes: Real Cost: 11
[4 bc]
5) Silver Bullets; 4 clips of 6 Charges (Silver Bullets; -1/4)
Notes: Real Cost: 1
[6]
6) 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]
7) 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

Goran GM
APPEARANCE
Height:   5' 6" Hair:  Bald / Grizzled Steel
Weight:  275 lbs Eyes:  Steely Grey
By Dwarf standards Goran is a tall and svelte dandy boy, with a well-kempt appearance. He is able to pass easily in human company, and spent a number of years holding down a job as a construction worker before leaving it all behind to hit the open road.
BACKGROUND
PERSONALITY
Goran is a classic extroverted narcisist. He is driven to acquire whatever he wants to fulfil his appetites for respect, power, and so forth, but he's driven by an equivalently strong urge to be liked. Thus, he manipulates the world around him to accomplish his ends indirectly.
QUOTE
{revs motorcycle} "Let's roll already!"
TACTICS AND COMBAT NOTES
Goran is not as strong or tough as some Dwarfs, but he is smarter and more personable.
CAMPAIGN USE
A somewhat likeable, atypical Dwarf bike gang leader. Think charming pirate captain; he's quite droll right up to the moment he decides to betray you.

Goran GM

COMBAT MANEUVERS
Cost  Maneuver  Phase  OCV  DCV  Effect 
0 Presense Attack 0 +0 +0 3d6 +/- 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

Character created with Hero Designer (version 20190210 ); best viewed with Firefox or Chrome