Arsenal
Power Level: 8(150/150PP)
Unspent Power Points: 0
Trade-Offs: +2Attack / - 2 Damage,
In Brief: ex-hitman looking for redemption. :
Catchphrase: next.
Theme: Bodycount by Ice-T and bodycount.
Alternate Identity: Leon Chekov: (Secret)
Birthplace: The Ukraine
Residence: Sunshine apartments.
Base of Operations: Mr Fixit mobile repair van.
Occupation: Locksmith
Affiliations: none yet
Family: Father Pietr Vladunov-retired ex-policeman from kharkiv, Mother Ludmilla Vladunov - housewife from Kharkiv, Sister Anastasia Tajik -nurse Kyiv general hospital.
Description:
Age: 42 (DoB: 1976, 30th, November)
Apparent Age:40's.
Gender: male
Ethnicity: slavic
Height: 6'0"
Weight: 260lbs
Eyes: grey
Hair: sandy hair
Leon is a solidly built man with short sandy hair and cold grey eyes that don't seem to miss much. He has many small scars on his face and arms. He tends to wear well-worn jeans and work boots with a flannel shirt and a jacket, baseball cap and dark glasses.
History:
Leon went from special forces, to mercenary to elite hit man, stopping in every nasty war along the way, honing his skills in the crucible of combat.
When his squad recieved a direct hit by a mortar crew Leon woke up somewhere else, a strange formless void.
'Am I dead?' he thought to himself. This didn't seem like heaven or hell, besides he wasn't ready to be dead yet. He fought his way out to find he was the only survivor and that his near-death experience had triggered a latent power, enabling him to make use of a small pocket of "somewhere else". It served him well when he tired of mercenary life and became a sought-after hitman.
He could go through any metal detector on the planet, past any sniffer dog with a case of hand grenades and illegal substances and no-one would know. Business was good, too good. Not everyone saw what he did as a simple transaction, some took it personally. As the heat began to build up he decided it was time to retire and try a new career somewhere where no-one knows him, one that no-one would ever suspect him of, hero.
Personality & Motivation:
Leon is a professional. He likes to get a job done. If he says he will do something he will do it. He is determined. He is not a smooth talker or a charmer and tends to prefer simple direct action.
He is trying to redeem himself for his past crimes and make a new life for himself. He is also bored. After a life living on the edge an ordinary 9-5 seems like a death sentence. Capturing criminals alive is so much more challenging and entertaining than simply killing them. It is nice to be appreciated for his help, instead of despised.
Powers & Tactics:
Leon pulls weapons and equipment from out of what he calls "his black bag". He prefers to attack from a distance and using surprise, softening up his opponents with different sorts of non-lethal grenades. He will lay down covering fire while his team mates go in for the heavy hitting. Although he can take on ordinary humans in hand-to-hand he is aware of his limitations against super-powered individuals. Although he has used his dimensional space as a portal to somewhere else (short range teleport) or to hide in, this is normally an act of desperation.
Power Descriptions:
Leon/Arsenal can access a small inter-dimensional space. It looks like his hand just disappears.
Complications:
More than just business. Some people took exception to Leon doing his job and want to get vengeance on him.
My baby is locked in the car. Leon is trying to set up a small business as a handyman. Sometimes clients want a job done NOW! It really gets in the way of being a hero sometimes.
Drug dealers are the lowest form of life. Leon hates drug dealers because he has seen the awful harm that drugs do to families and children. he still feels guilty about the part he had to play in helping drug dealers smuggle their product.
Code of honour. No killing, no children.
Abilities: 6pp + 8pp + 8pp + 2pp + 14pp+ 0pp = 38PP
Strength: 16 (+3)
Dexterity: 18 (+4)
Constitution: 18 (+4)
Intelligence: 12 (+1)
Wisdom: 24 (+7)
Charisma: 10 (+0)
Combat: 36pp (2PP / Base Attack) + 20pp Attack (2PP / Base Defense) = 16PP
Initiative: +16
Attack: +10
Defense: +8 (+8 Base, +0 Dodge Focus), +4 Flat-Footed
Grapple: +16
Knockback: -6
Saving Throws: +6 (1PP / Fortitude) + 2 (1PP / Reflex) + 1 (1PP / Will) = 9PP
Toughness: +8 (+4 Con, +8 [tactical vest (protection+4),
Fortitude: +10 (+4 Con, +6)
Reflex: +6 (+4 Dex, +2)
Will: +8 (+7 Wis, +1)
Skills: 21R = 21PP (1PP = 4 Skill ranks)
Climb 4(+7) +3 Str
Concentration 4(+11) +7 Wis
Drive 4 (+8) +4 Dex
Disable device 12(+13) +1 Int
Knowledge: current events 4(+5) +1 Int
Knowledge: streetwise 4(+5) +1 Int
Knowledge: tactics 8(+9th) +1 Int
Languages4: Russian(native), Arabic, English, Spanish, Afrikaans.
Notice 12(+19) +7 wisdom
Pilot 4 (+8) +4 Dex
Profession: Soldier 4(+11) +7 Wisdom
Profession: Gunsmith 4(+11) +7 Wisdom.
Search 4(+5) +1 Int.
Sense motive 4(+11) +7 Wis
Stealth 8(+12/*+17 ) +4 Dex, *+5 in urban camo.
Feats: 18PP
All-out attack [trade defence for attack bonus] (1pp)
Defensive attack [trade up to -5 on attack to add as a dodge bonus to defence] (1pp)
Elusive target (1pp)
Evasion 2 [half damage on failed reflex save vs area attacks] (2pp)
Fearless (1pp)
Improved grapple [grapple with one hand] (1pp)
Improved initiative 3 [+12] (3pp)
Jack-of-all-trades [use any skill untrained] (1pp)
Luck1 (1pp)
Power Attack [trade attack bonus for DC of attack] (1pp)
Precise shot 2 [ignores defence for anything less than total cover and the miss chance for anything less than total concealment] (2pp)
Quick draw2 [draw and reload weapon as free action] (2pp)
Ultimate aim [spend a hero point to get a 20 on an aim roll]
Equipment: 35EP (1 rank of the Equipment Feat = 5 'Equipment Points')
Ash 12.7 calibre assault rifle Blast6,Extra:Autofire, Extra: Penetrating, PF: Subtle, PF: non-lethal ammo
-AP
Silenced Grenade LauncherFlashbang dazzle 6 all visual + hearing, Extra: area[ blast], PF: subtle.
-AP
Tranquiliser pistol (Fatigue 6, Extra:ranged, Power feat:subtle)
[1EP]img width="165" height="78" src="
https://www.thefirearmblog.com/blog/wp- ... K-74-2.jpg" data-iml="1564865511057"][/img]
AK74 rifle (blast 5, Extra:autofire, Feature: nonlethal ammo, Feature: IR targeting sight (+1 accuracy, Improved aim, supersense:Infravision)
-AP
GP 25 underbarrel grenade launcher ("Teargas grenade", Dazzle4 +Nauseate explosion 4)
-AP Escrima sticks (strike 3,Power Feat: Split attack, Feat:]Improved block2 [+4 on blocks], Feat: improved critical3, 17-20, Improved disarm [+4 disarm], Feat: stunning attack, Feat: takedown attack, Feat: weapon bind [free disarm after block], Power feat: split attack1.
-AP
Tranquiliser pistol (Fatigue 6, Extra:ranged, Power feat:subtle)
[Battle harness EP=21]
Camo Clothing:urban (+5 to stealth in urban conditions) [1EP]
Gas Mask [1EP]
Tac Vest (Protection 4) [4EP]
Van[8EP]
Powers: 12pp + 2pp +2pp + 12pp = 28PP
Dimensional pocket 1 (50,000lbs) ("the black bag" Feats:subtle [dimensional awareness required], Feature: desired object is always at the top.) Feature progression 8(weight allowance)[12pp] (dimensional)
Dimensional Travel (one dimension-only his pocket dimension) (2pp).
Immunity 2 (critical hits)("is that all you got?) [2pp](physical?)
Variable power 4(one trait, one at a time [feats: limited to equipment only] 3pp/r (12pp)
DC Block
ATTACK RANGE SAVE EFFECT
AK 74 Ranged DC 20 Toughness vs Damage (ballistic)
Escrima sticks Touch DC 20 toughness vs damage
Tranq pistol Ranged DC 16 Will save vs paralyse
Teargas Ranged (area) Reflex save DC 14 and DC 14 Reflex vs Dazzle (then DC 14 Fort to recover) and DC 14 Fort vs Nauseate.
Unarmed Touch DC 18 Toughness vs Damage
Totals: Abilities (38pp) + Combat (36pp) + Saving Throws (9pp) + Skills (21) + Feats (18pp) + Powers (28pp) - Drawbacks (0) = 150/150 Power Points