Joey Patrone

Alternate ID's: Joey Dynamite
Player: Sara
Campaign: Black Dragon Kumite

Val Char Base Cost
20 STR 10 10
15 DEX 10 15
22 CON 10 28
13 BODY 10 6
8 INT 10 -2
15 EGO 10 10
15 PRE 10 5
10 COM 10 0
5 PD 4 1
4 ED 4 0
3 SPD 2.5 5
8 REC 8 0
50 END 44 3
40 STUN 34 6

STR Roll: 13- Run:  12"
DEX Roll: 12- Swim:  2"
CON Roll: 13- Leap:  4"
INT Roll: 11-
EGO Roll: 12-
PER Roll: 11-

Disadvantages
Pts.
Normal Characteristic Maxima  0
Distinctive Features: Hugely muscled physique, scarred knuckles and facial scar (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)  10
Distinctive Features: Brooklyn Accent (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)  5
Enraged: Family or Masculinity insulted (Uncommon), go 11-, recover 14-  10
Dependent NPC: Angela Patrone (Younger sister) 8- (Normal)  10
Money: Poor  5
Psychological Limitation: Must be manly and macho at all times (Common, Moderate)  10
 
XP
0
Base Points : 200
Disads Total + 50
Experience Spent + 0
Total Cost = 200

Portrait


Powers
Pts.    END
   Cinematic Abilities 
    
1   Tough as Leather: Damage Resistance (3 PD)  0
    
9   Fight through the pain: +15 CON (30 Active Points); Limited Power Power loses about half of its effectiveness (Only to prevent being stunned; -1), No Figured Characteristics (-1/2), Limited Power Power loses about a third of its effectiveness (Must be aware of Attack; -1/2), Requires An EGO Roll (No Active Point penalty to Skill Roll; -1/4) 
    
7   More Balls than Brains: +15 PRE (15 Active Points); Limited Power Power loses about half of its effectiveness (Defensive Only; -1) 
    
10   God looks out for babies and fools: Luck 2d6  0
    
   Martial Arts Techniques 
7   1) Skilled Rolling with the Punch: Physical Damage Reduction, 50% (20 Active Points); Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 5 Active Points; -1), Limited Power Power loses about a third of its effectiveness (Must be Aware of the attack; -1/2), Limited Power Power loses about a fourth of its effectiveness (Only vs "blows"; -1/4)  0
    
5   Dynamite Haymaker: Hand-To-Hand Attack +3d6 (15 Active Points); Increased Endurance Cost (x3 END; -1), Hand-To-Hand Attack (-1/2), Limited Power Power loses about a third of its effectiveness (Only with Haymaker; -1/2)  3
    
   Dynamite Rush 
3   Does Knockback (+1/4) for up to 30 Active Points of Dashing Punch (7 Active Points); Limited Power Power loses about a third of its effectiveness (Only with Dashing Punch; -1/2), Increased Endurance Cost (x2 END; -1/2)  2
7   Dashing Run: Running +6" (12" total) (12 Active Points); Limited Power Power loses about a third of its effectiveness (Straight Line Only; -1/2), Linked (Naked Advantage; -1/4)  1
    
    
     
Martial Arts
Pts.     
   Boxing   
4   1) Jab: 1/2 Phase, +2 OCV, +0 DCV, 6d6 Strike   
4   2) Counter Punch: 1/2 Phase, +2 OCV, +2 DCV, 6d6 Strike, Must Follow Block   
3   3) Clinch: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 30 STR for holding on   
4   4) Hook: 1/2 Phase, +0 OCV, +2 DCV, 6d6 Strike   
5   5) Roundhouse: 1/2 Phase, -2 OCV, +1 DCV, 8d6 Strike   
4   6) Dashing Punch: 1/2 Phase, +2 OCV, -2 DCV, 4d6 +v/5; FMove   
3   7) Fist Sweep: 1/2 Phase, +1 OCV, +1 DCV, 4d6 Strike; Target Falls   
     
Skills
Pts.     
3   Interrogation 12-   
2   Gambling (Craps, Poker) 11-   
2   KS: Boxing 11-   
1   Paramedics 8-   
3   Streetwise 12-   
3   Seduction 12-   
3   TF: Common Motorized Ground Vehicles, Agricultural & Construction Vehicles   
15   +3 with HTH Combat   
     
Talents
Pts.     
5   Rapid Healing   
     
 49 : Powers Cost
 64 + Skills Cost
 87 + Characteristics Cost
 200 = Total Cost
Base OCV:  5      Base DCV:  5
Adjustment+    Adjustment+   
Final OCV:    Final DCV:   
 
Levels: +3 with HTH Combat

Roll:
DCV:   

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
Jab 1/2 +2 +0 6d6 Strike
Counter Punch 1/2 +2 +2 6d6 Strike, Must Follow Block
Clinch 1/2 -1 -1 Grab Two Limbs, 30 STR for holding on
Hook 1/2 +0 +2 6d6 Strike
Roundhouse 1/2 -2 +1 8d6 Strike
Dashing Punch 1/2 +2 -2 4d6 +v/5; FMove
Fist Sweep 1/2 +1 +1 4d6 Strike; Target Falls

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

DEX: 15 SPD: 3 ECV: 5
Phases: 4, 8, 12
5 PD (3 rPD) 4 ED (0 rED) MD: 0
END: 50 STUN: 40 BODY: 13

Roll Location STUNx NSTUN BODYx To Hit
3-5 Head x5 x2 x2 -8
6 Hands x1 x1/2 x1/2 -6
7-8 Arms x2 x1/2 x1/2 -5
9 Shoulders x3 x1 x1 -5
10-11 Chest x3 x1 x1 -3
12 Stomach x4 x1.5 x1 -7
13 Vitals x4 x1.5 x2 -8
14 Thighs x2 x1 x1 -4
15-16 Legs x2 x1/2 x1/2 -6
17-18 Feet x1 x1/2 x1/2 -8

Character Information
Height: 2.00 m Hair: Brown
Weight: 100.00 kg Eyes: Brown
Appearance: 
Background: 
Personality: 
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Tactics: 
Campaign Use: