Name: Mad Merc
Alternate ID: Matt Gargon

Val Char Base Cost
20 STR 10 10
29 DEX 10 57
20 CON 10 20
10 BODY 10 0
13 INT 10 3
14 EGO 10 8
18 PRE 10 8
8 COM 10 -1
10/15 PD 4 6
10/15 ED 4 6
7 SPD 3.9 31
8 REC 8 0
40 END 40 0
30 STUN 30 0
9" RUN 6 6
2" SWIM 2 0
4" LEAP 4 0

STR Roll: 13- Run:  9"
DEX Roll: 15- Swim:  2"
CON Roll: 13- Leap:  4"
INT Roll: 12-
EGO Roll: 12-
PER Roll: 12-

Disadvantages Pts
Hunted: Law Enforcement Agencies 14- (Less Pow, NCI, Harshly Punish)  20
Hunted: Supers For Service 8- (As Pow, Harshly Punish)  10
Psychological Limitation: Completely Nuts (Easily distracted, manic, etc.) (Very Common, Total)  25
Psychological Limitation: Likes To Kill (Common, Strong)  15
Psychological Limitation: Becomes Serious When Firearm Placed In Hands (Common, Moderate)  10
Reputation: Crazy Mercenary, 14- (Extreme)  20
Social Limitation: Secret Identity (Frequently, Major)  15
Unluck: 2d6  10
Vulnerability: 1 1/2 x STUN Energy Killing Attacks (Very Common)  15
 
XP
50
Base Points : 150
Disads Total + 140
Experience Spent + 49
Total Cost = 339

Pts.  Power/Skill/Perk/Talent END
19   Uses Normal Objects To Deadly Effect: Elemental Control, 66-point powers, (33 Active Points); all slots OIF (Object Of Opportunity; -1/2), Power Does Not Work On Those With Alien Or Unusual Physiology (-1/4) 
15   1) Thrown Object: EB 6d6, Reduced Endurance (1/2 END; +1/4), Armor Piercing (+1/2), Penetrating (+1/2) (67 Active Points); OIF (Object Of Opportunity; -1/2), No Knockback (-1/4), Range Based On STR (-1/4), Power Does Not Work On Those With Alien Or Unusual Physiology (-1/4)  3
14   2) HTH Object: HA +6d6, Reduced Endurance (1/2 END; +1/4), Armor Piercing (+1/2), Penetrating (+1/2) (67 Active Points); Hand-To-Hand Attack (-1/2), OIF (Object Of Opportunity; -1/2), No Knockback (-1/4), Power Does Not Work On Those With Alien Or Unusual Physiology (-1/4)  3
10   Fast Hands: Missile Deflection (Arrows, Slings, Etc.) 
10   Armored Suit: Armor (5 PD/5 ED) (15 Active Points); OIF (-1/2) 
     
     
40   Good At Everything He Does: +4 Overall   
      
3   Acrobatics 15-   
3   Acting 13-   
3   Breakfall 15-   
3   Climbing 15-   
3   Combat Driving 15-   
3   Concealment 12-   
3   Contortionist 15-   
5   Defense Maneuver I-II    
3   Demolitions 12-   
3   Disguise 12-   
3   Fast Draw 15-   
3   PS: Mercenary 12-   
5   Rapid Attack (Ranged)    
3   Security Systems 12-   
3   Shadowing 12-   
3   Sleight Of Hand 15-   
3   Stealth 15-   
3   Streetwise 13-   
4   TF: Common Motorized Ground Vehicles, Tracked Military Vehicles, Two-Wheeled Motorized Ground Vehicles, Wheeled Military Vehicles   
6   WF: Common Melee Weapons, Common Missile Weapons, Small Arms   
     
     
9   Ambidexterity (no Off Hand penalty)   
     
     
 68 : Powers Cost
 117 + Skills Cost
 154 + Characteristics Cost
 339 = Total Cost
Base OCV:  10 Base DCV:  10
Adjustment+    Adjustment+   
Final OCV:    Final DCV:   
 
Levels: +4 Overall

Combat Maneuvers
Name 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 +4DC to attack
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

Range 0-4 5-8 9-16 17-32 33-64 65-128
RMod 0 -2 -4 -6 -8 -10

DEX: 29 SPD: 7 ECV: 5
Phases: 2, 4, 6, 7, 9, 11, 12
10/15 PD (0/5 rPD) 10/15 ED (0/5 rED) MD: 0
END: 40 STUN: 30 BODY: 10