| 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) |
|
| 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 |
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. |
|
| OCV: |
7 |
DCV: |
7 |
| Combat Skill Levels:
|
|
+4 with HTH Combat
|
|
| 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 |
|
| Range |
0-4 |
5-8 |
9-16 |
17-32 |
33-64 |
65-128 |
| RMOD |
0 |
-2 |
-4 |
-6 |
-8 |
-10 |
|
|