Deathwish Convention Player 
CHARACTERISTICS
Val Char Base Points Total Roll Notes
18 STR 10 8 18 13- HTH Damage 3 1/2d6 END [2]
20 DEX 10 30 20 13- OCV 7 DCV 7
18 CON 10 16 18 13-
15 BODY 10 10 15 12-
13 INT 10 3 13 12- PER Roll 15-
18 EGO 10 16 18 13- ECV: 6
18 PRE 10 8 18 13- PRE Attack: 3 1/2d6
12 COM 10 1 12 11-
6 PD 4 2 6/16 6/16 PD (0/10 rPD)
6 ED 4 2 6/11 6/11 ED (0/5 rED)
4 SPD 3.0 10 4 Phases: 3, 6, 9, 12
10 REC 8 4 10
40 END 36 2 40
40 STUN 33 7 40
6" Running 6 0 6"
2" Swimming 2 0 2"
10 1/2"/5"" Leaping 4 3 10 1/2" 122 Total Characteristics Points
MOVEMENT
Type Total
Run (6) 6" [12" NC]
Swim (2) 2" [4" NC]
H. Leap (4") 10 1/2"
V. Leap (2") 5"
EXPERIENCE POINTS
Total earned: 0
Spent: 0
Unspent: 0
Base Points: 200
Disad Points: 150
Total Points: 350
APPEARANCE
Hair Color:  Blue
Eye Color:  Black
Height:  5' 10"
Weight:  150 lbs
Description:

 Deathwish Convention Player 
DEFENSES
Type Amount Notes
Physical Defense 6/16 Current BODY:
Res. Phys. Defense 0/10 (15)
Energy Defense 6/11 Current END:
Res. Energy Defense 0/5 (40)
Mental Defense 0 Current STUN:
Power Defense 0 (40)

FIGHTING SKILLS
Cost  Maneuver
5 Defensive Strike: 1/2 Phase, +1 OCV, +3 DCV, 3 1/2d6 Strike
5 Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, 7 1/2d6 Strike
4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 28 STR to Disarm
18 Total Martial Arts Cost

STUNTS & FIGHTING STYLE
Translation for the Champions(tm) Impaired

The Stats - The first column of statistics are the base statistics and
mean just about what they look like. The range is more or less from ten
to twenty, with ten indicating the level of a healthy, normal human and
twenty indicating the limit of human capacity. Jodi is just incredible.
She's really strong, tough, agile, smart, impressive, etc. The second
column are the figured statistics. If you don't know the system, just
don't worry about them. I'll tell you if you need them.

The "useful" stuff - Anything ending in CV is a "combat value". I'll ask
you for these numbers when you get into a fight. The speed and dexterity
tell me who goes first in a fight, and who moves in what phase (a round
has twelve phases, the phases you move in are listed at the bottom of this
section). The rolls are just what they sound like. If one of those skills
comes into play, I may ask you to roll 3d6 (you want to roll under this
number to make a successful skill roll).

Disadvantages - Champions(tm) works on a point system. You pay for skills
and powers with points, some of which you get by taking disads. Jodi has
lots of these. She is honorable and will protect innocents with her life.
On the other hand, she's violent and doesn't care if she dies. The police
want to talk to her and the mob wants her dead. She's easy to recognize
by the scar on her face.

Devices - Deathwish has a very fast, nifty motorcycle. She also carries a
staff with her as a weapon. The staff has a switchblade in one end.

Skills - The skills are just what they sound like.

Maneuvers - These happen in combat. If you don't already know the system,
don't worry about it.

Backstory - Two years ago, Jodi was a successful model, a member of a large extended
family, and engaged to an up-and-coming young executive. All of this
changed in one afternoon. Jodi's family had rented a hall for her wedding
rehearsal. Everyone who meant anything to Jodi was there. They had no way
of knowing that the other half of the floor was a meeting of top government
scientists. A terrorist group blew up everything. Jodi woke up in a
Medevac (is that a trade name?), terribly injured and disfigured for life,
but somehow alive. She was the only survivor. Jodi went a little psycho.
Okay, she went a lot psycho. She went into seclusion and emerged, some
months later, as Deathwish.
COMBAT INFORMATION
OCV: 7 DCV: 7
Combat Skill Levels:
+4 with HTH Combat
COMBAT MANEUVERS
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
Defensive Strike 1/2 +1 +3 3 1/2d6 Strike
Offensive Strike 1/2 -2 +1 7 1/2d6 Strike
Martial Block 1/2 +2 +2 Block, Abort
Martial Disarm 1/2 -1 +1 Disarm; 28 STR to Disarm
COMBAT MODIFIERS
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10

 Deathwish Convention Player 
SUPERPOWERS!
Cost  Power END
22 STAFF:  EB 10d6 (50 Active Points); OAF (-1), Limited Range (Adjacent hexes; -1/4) 5
5 STAFF VAULT:  Leaping +5" (10 1/2" forward, 5" upward) (Accurate) (10 Active Points); OAF (-1) 1
33 LIGHTNING PUNCHES:  HA +8d6, Autofire (3 shots; +1/4) (50 Active Points); Hand-To-Hand Attack (-1/2) 5
9 OBSERVANT:  +3 PER with all Sense Groups 0
23 Body Armor:  Armor (10 PD/5 ED) 0
DEVICES Multipower
20 Multipower, 20-point reserve
1u   1)   NIGHT VISION GOGGLES:  Nightvision (5 Active Points) 0
1u   2)   RADIO:  Radio Perception/Transmission (Radio Group) (10 Active Points) 0
1u   3)   CLIMBING GLOVES:  Clinging (28 STR) (13 Active Points) 0
1u   4)   REBREATHER:  LS (Extended Breathing: 1 END per Turn) 0
116 Total Powers Cost

 Deathwish Convention Player 
SKILLS, PERKS, TALENTS
SKILLS
Cost  Name
9 Breakfall 16-
9 Acrobatics 16-
7 Combat Driving 15-
3 Stealth 13-
3 Interrogation 13-
3 Streetwise 13-
20 +4 with HTH Combat
54 Total Skills Cost
PERKS
Cost  Name
4 Police contact: Contact (Contact has access to major institutions, Contact has useful Skills or resources) 11-
4 Street contact: Contact (Contact has significant Contacts of his own, Contact has useful Skills or resources) 11-
8 Total Perks Cost
TALENTS
Cost  Name
12 Combat Luck (6 PD/6 ED)
20 HAIR TRIGGER NERVES: Danger Sense (self only, out of combat) 12-
32 Total Talents Cost
SUPERHEROIC CHALLENGES
Cost  Disadvantage
20 Normal Characteristic Maxima
20 Psychological Limitation: Honorable (Common, Total)
15 Psychological Limitation: Protect Innocents (Common, Strong)
15 Psychological Limitation: "deathwish" (undervalues own life) (Very Common, Moderate)
10 Reputation: Violent/Unstable, 11-
20 Hunted: GM Option 11- (As Pow, NCI, Harshly Punish)
15 Hunted: Open Contract on Life 11- (Less Pow, NCI, Harshly Punish)
15 Social Limitation: No Legal ID (Frequently, Major)
10 Hunted: Wanted by Police 14- (Less Pow, NCI, Watching)
10 Distinctive Features: Scarred Face (and body) (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
150 Total Disadvantages Cost

 Deathwish Convention Player 
APPEARANCE & SHTICK
APPEARANCE
Height: 5' 10" Hair: Blue
Weight: 150 lbs Eyes: Black
PERSONALITY & MOTIVATION
Name: Jodi Keaning Age: 23 Gender: female
Hair: black, dk. Eyes: blue, dk. Height: 5'10"
Build: athletic Race: indeterminate
CATCH PHRASE(S)
POWERS & SPECIAL EFFECTS

 Deathwish Convention Player 
ORIGIN
Deathwish was the only survivor of a bombing that killed her family and fiancee. She sees her survival as something of an oversight. She does not believe in suicide, but neither does she feels she has any business being alive. She therefore spends her energy protecting "innocents" or the "deserving" without much regard for her own safety. Other heroes view Deathwish with a certain amount of uneasiness.
Character created with Hero Designer (version 2.42)