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Casey Jones

Casey Jones is a 39-year-old vigilante and apartment building handyman with superhuman strength and skills in hand-to-hand combat and various weapons. He has a high tolerance for pain and can continue fighting even when seriously injured. His combat abilities include mastery of hockey sticks and proficiency in judo, karate, and other martial arts. Though his intentions are to fight crime, his methods are often violent and outside the law.

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Philip
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0% found this document useful (0 votes)
102 views3 pages

Casey Jones

Casey Jones is a 39-year-old vigilante and apartment building handyman with superhuman strength and skills in hand-to-hand combat and various weapons. He has a high tolerance for pain and can continue fighting even when seriously injured. His combat abilities include mastery of hockey sticks and proficiency in judo, karate, and other martial arts. Though his intentions are to fight crime, his methods are often violent and outside the law.

Uploaded by

Philip
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Name: Casey Jones

Alias: Hockey Mask Vigilante


Alignment: Aberrant (Evil)
Power Category: Physical Training
Level: 15 Experience:
Sex: Male Age: 39 Eyes: Brown Hair: Brown
Height: 6'1" Weight: 195 lbs.
Occupation: Vigilante; Apartment building handyman/maintenance

Hit Points: 73 S.D.C.: 187 P.P.E.: 29


I.Q.: 8 M.E.: 12 M.A.: 12 P.S.: 27
P.P.: 22 P.E.: 33 P.B.: 16 Speed: 44

ATTRIBUTES
+12 to Melee Damage +4 to Strike, Parry, & Dodge
+9 to save vs. Magic & Poison +36% to save vs. Coma/Death
Carry 5,400 lbs. & Lift 8,100 lbs. Run 880 yds./mins. (73’/ATT; 30 MPH)
Jump 54’ high & 73’ across +2 to Initiative

ABILITIES
Natural Armor Rating: 14
Superhuman Strength
Power Punch & Kick
 costs 2 ATT and does double damage to regular foes or normal damage to invulnerable,
supernatural, and/or magical beings.
Force of Will
 can continue to function/fight until at -40 H.P. or after 24 hours have passed: has only 1 ATT, no
combat bonuses, and Speed is halved. Collapses into a coma after 24 hours have passed or reaches
-40 H.P.

SKILLS
Language – English: 98% Literacy – English: 98%
Mathematics – Basic: 98% Pilot – Automobile: 90%

Physical Training/High School Drop-Out


Hand-To-Hand: Aggressive & Deadly Combat Athletics
Body Building & Weight Lifting Climbing: 98%
Free Running/Parkour Running
Dieting Pick Locks: 98%
Prowl: 98% Find Contraband & Illegal Weapons: 86%
Streetwise: 80% W.S. Hockey Stick
W.M. Hockey Stick Sports – Hockey

Secondary Skills
Carpentry: 98% Basic Electronics: 98%
Basic Mechanics: 98% Automotive Mechanics: 98%
W.P. Blunt Weapons W.P. Revolver
W.P. Semi-Atuomatic & Automatic Rifle General Repair & Maintenance: 98%
Jury-Rig: 98% Lore – Pop Culture: 98%
Law: 98% Swimming: 98%
Pilot – Truck: 80% Pilot – Motorcycle: 98%
Bicycling: 72% Computer Operation: 75%
Recognize Weapon Quality: 60% Horror Desensitization
Resistance Training Tracking: 30%
Tailing: 35%

Sub-Skills
W.P. Paired Weapons – Blunt Weapons Sense of Balance: 98%
Walk Tightrope: 90% Can fall 45' safely
Suffers only 1/2 penalties of failed Horror Factor checks

COMBAT
Hand-To-Hand: Aggressive & Deadly Combat
# of ATT: 9
Initiative: +7 Strike: +9 Parry: +10 Dodge: +6
Automatic Dodge: +10 Damage: +22 Disarm: +10 Automatic Body Flip: +6
Body Flip/Throw: +7 Pull Punch: +8 Roll w/Punch/Fall/Impact: +6
Special Attacks/Notes: Automatic KO on natural 20
 Hockey Stick Master: +4 ATT
 +5 to Initiative
 +7 to Strike & Parry
 +1 to Throw
 +5 to Damage
 Can fight while prone without penalties, and can use one-handed
 Multiple Parry
 Critical Strike on natural 18+
 Knockout/Stun on natural 17+
 Death Blow on natural 18+
 Restrained Punch: 2d4
 Full-strength Punch: 3d6
 Power Punch: 6d6 (2 ATT)
 Entangle
 Judo-style Body Flip/Throw: 2d4x2, lose Initiative & 1 ATT
 Body Block/Tackle: 2d4
 Karate-style Punch: 3d6
 Karate-style Kick: 3d6
 Neck Hold
 Body Hold
 Arm Hold
 Leg Hold
 Wrist Lock
 Ankle Lock
 Snap Kick: 2d4
 Roundhouse Kick: 6d6
 Back Flip
 Axe Kick: 3d6
 Backward Sweep
 Crescent Kick: 3d6
 Tripping/Leg Hook
 Wheel Kick: 3d6

Combat Bonuses
+ 4 to Strike/Parry w/Blunt Weapons; +9 to Aim w/Revolvers; +8 Aim w/Semi-Automatic/Automatic
Rifles; +6 Burst w/Semi-Automatic/Automatic Rifles
WEAPONS
Sports Clubs (8)
 Hockey Stick, Wooden Baseball Bat (2), Aluminum Baseball Bat, Golf Clubs (3), Cricket Paddle
 Weight: 3 lbs. | Strike: +4 | Parry: +4 | Damage: 2d4 (1d6 for Hockey Stick)
 Hockey Pucks (15): 1d8 damage (100' range)

EQUIPMENT
Cash: $250 Checking: $5,000
Golfing Bag

SAVING THROWS
Harmful Drugs/Toxins: 15 Magic - Spells: 12 Magic - Circles: 13
Magic - Rituals: 16 Magic - Wards: 13 Poison - Lethal: 14
Poison - Non-Lethal: 16 Insanity: 12 Psionics: 15

Saving Throw Bonuses:


+56% to save vs. Coma/Death; +12 to save vs. Poisons/Toxins; +9 to save vs. Magic; +2 to save vs. Horror
Factor; +2 to save vs. Disease; +3 to save vs. Insanity; +2 to save vs. Possession; +1 to save vs.
Disorientation; +1 to save vs. Mind Control; +1 to save vs. Pain

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