Character Name: Utility
Alternate Identities: William Chow
Player Name:
CHARACTERISTICS
Val Char Base Points Total Roll Notes
20 STR 10 10 20 13- HTH Damage 4d6 END [2]
20 DEX 10 30 20 13- OCV 7 DCV 7
20 CON 10 20 20 13-
15 BODY 10 10 15 12-
20 INT 10 10 20 13- PER Roll 13-
20 EGO 10 20 20 13- ECV: 7
20 PRE 10 10 20 13- PRE Attack: 4d6
10 COM 10 0 10 11-
8 PD 4 4 16 16 PD (8 rPD)
8 ED 4 4 16 16 ED (8 rED)
5 SPD 3.0 20 5 Phases: 3, 5, 8, 10, 12
10 REC 8 4 10
50 END 40 5 50
40 STUN 35 5 40
10" Running 6 8 10"
5" Swimming 2 3 5"
5" Leaping 4 1 5" 164 Total Characteristics Points
CHARACTER IMAGE
EXPERIENCE POINTS
Total earned: 207
Spent: 234
Unspent: 0
Base Points: 200
Disad Points: 125
Total Points: 559
MOVEMENT
Type Total
Run (6) 10"
Swim (2) 5"
H. Leap (4") 5"
V. Leap (2") 2 1/2"
DEFENSES
Type Amount
Physical Defense 16
Res. Phys. Defense 8
Energy Defense 16
Res. Energy Defense 8
Mental Defense 0
Power Defense 0
 
COMBAT INFORMATION
OCV: 7 DCV: 7
 
Combat Skill Levels: +2 Overall , +2 with All Combat , +3 with Small Arms
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
Block 1/2 +2 +2 Block, Abort
Dodge 1/2 -- +5 Dodge, Affects All Attacks, Abort
Kick 1/2 -2 +1 STR +6d6 Strike
Punch 1/2 +0 +2 STR +4d6 Strike
Throw 1/2 +0 +1 STR +2d6 +v/5, Target Falls
COMBAT MODIFIERS
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10
Targeting shot OCV Hit Location
Head shot (Head to Shoulders) -4 1d6+3
High shot (Head to Vitals) -2 2d6+1
Body shot (Hands to Legs) -1 2d6+4
Low shot (Shoulders to Feet) -2 2d6+7
Leg shot (Vitals to Feet) -4 1d6+12

Character Name: Utility
Alternate Identities: William Chow
Player Name:
SKILLS
Cost  Name
20 +2 Overall
16 +2 with All Combat
9 +3 with Small Arms
3 Acrobatics 13-
3 Analyze: Meta-weaknesses 13-
Notes: If given the chance to study his foes, Utility will develop custom tactics and devices to thwart metapowers and exploit weaknesses.
3 Breakfall 13-
3 Climbing 13-
3 Computer Programming 13-
3 Deduction 13-
3 Demolitions 13-
3 Electronics 13-
2 CK: NYC 11-
3 Lockpicking 13-
3 Mechanics 13-
3 Power: Gadgeteering (INT-based) 13-
3 Security Systems 13-
3 Stealth 13-
3 Streetwise 13-
3 Systems Operation 13-
3 Tactics 13-
3 Teamwork 13-
3 Scholar
3
1) KS: Superheroes (INT-based) (4 Active Points) 14-
3
2) KS: The Superhuman World (INT-based) (4 Active Points) 14-
3
3) KS: Superpowers (INT-based) (4 Active Points) 14-
3
4) KS: Supervillains (INT-based) (4 Active Points) 14-
113 Total Skills Cost
PERKS
Cost  Name
5 Money: Well Off
5 Total Perks Cost
TALENTS
Cost  Name
9 Ambidexterity (Eliminate Off Hand Penalty entirely)
6 Lightning Reflexes: +4 DEX to act first with All Actions
15 Total Talents Cost
 
POWERS
Cost  Power END
5 HTH Club: Hand-To-Hand Attack +3d6 (15 Active Points); OAF (Focus - Billy Club; -1), Hand-To-Hand Attack (-1/2), Real Weapon (-1/4)1
25 P90 Rifle: Killing Attack - Ranged 2d6 (vs. PD), Autofire (3 shots; +1/4), +1 STUN Multiplier (+1/4), Armor Piercing x1 (+1/2), 4 Clips of 32 Charges (+1/2) (75 Active Points); OAF (-1), Required Hands Two-Handed (-1/2), Real Weapon (-1/4), No Knockback (-1/4)
Notes: Item also has inherent +2 OCV and +2 Rmod. Utility may use a Laser Sight which will provide additional +1 OCV and Rmod if circumstances permit.
16 Grenades: Multipower, 45-point reserve, all slots: (45 Active Points); OAF (-1), 6 Charges (-3/4)
2u
1) Lethal: Killing Attack - Ranged 2d6 (vs. PD), Explosion (+1/2) (45 Active Points)
2u
2) Gas: Energy Blast 3 1/2d6 (vs. Life Support), Area Of Effect (One Hex; +1/2), No Normal Defense Standard (+1) (45 Active Points)
2u
3) Chemical Attack: Drain END 2d6, Area Of Effect (4" Radius; +1 1/4) (45 Active Points)
2u
4) Flash-Bangs: Flash 3d6 (Sight Group), Additional Sense Group: Hearing Group, Area Of Effect (2" Radius; +1) (40 Active Points)
1u
5) Darkness Grenades: Darkness to Sight Group 3" radius (30 Active Points); 3 Charges (-1 1/4), OAF (-1), Real Weapon (-1/4)
25 LAW Rocket (Gary's Version, HERO version ruled incorrect.): Killing Attack - Ranged 4d6 (vs. ED), Armor Piercing x2 (+1) (120 Active Points); 1 Charges (-2), OAF (-1), Required Hands Two-Handed (-1/2), Real Weapon (-1/4)
Notes: Changed from Explosion damage to Double AP, since it is an Anti-Tank weapon designed to penetrate heavy armor.
22 Overloaded .50 Cal rifle with tungsten ammo: Killing Attack - Ranged 3d6 (vs. PD), +1 STUN Multiplier (+1/4), Armor Piercing x1 (+1/2) (79 Active Points); OAF (-1), Arrangement (-1/4), Required Hands Two-Handed (-1/2), Real Weapon (-1/4), No Knockback (-1/4), 2 Clips of 8 Charges (-1/4)
Notes: +2 OCV and Rmod, with additional +4 Rmod if braced and scoped.
29 Stronghold Pistol: (Total: 74 Active Cost, 29 Real Cost) Killing Attack - Ranged 1 1/2d6 (vs. PD), Penetrating (+1/2) (37 Active Points); 6 Charges (-3/4), Real Weapon (-1/4), No Knockback (-1/4) (Real Cost: 16) plus Drain Stun 3d6, Delayed Return Rate (points return at the rate of 5 per Minute) (+1/4) (37 Active Points); 6 Charges (-3/4), Linked to Killing Attack - Ranged (-1/2), Real Weapon (-1/4), Only if Target takes BOD from RKA Power does not work in Uncommon Circumstances (-1/4) (Real Cost: 13)
Notes: Item also has an inherent +1 OCV
16 Armored Costume: Armor (8 PD/8 ED) (24 Active Points); OIF (-1/2)
3 Omni-Visor: Infrared Perception (5 Active Points); OIF (-1/2)
3 Omni-Visor: Nightvision (5 Active Points); OIF (-1/2)
3 Omni-Visor: Increased Arc Of Perception (240-Degree) (Sight Group) (5 Active Points); OIF (-1/2)
6 Omni-Visor: High Range Radio Perception (12 Active Points); Sense Affected As Sight And Hearing Group As Well As Radio Group (-1/2), OIF (-1/2)
6 Omni-Visor: Flash Defense (6 points) (Sight Group)
10 Gas Mask: Life Support , Self-Contained Breathing
20 Luck 4d6
35 Techie Toys: Variable Power Pool (Gadget Pool), 30 base + 5 control cost (45 Active Points); OAF (-1), VPP Can Only Be Changed Between Adventures (-1/2), Limited Class Of Powers Available - "Real" devices Slightly Limited (-1/4)
233 Total Powers Cost
MARTIAL ARTS MANEUVERS
Cost  Maneuver
Generic Martial Art
4
1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4
2) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
5
3) Kick: 1/2 Phase, -2 OCV, +1 DCV, STR +6d6 Strike
4
4) Punch: 1/2 Phase, +0 OCV, +2 DCV, STR +4d6 Strike
3
5) Throw: 1/2 Phase, +0 OCV, +1 DCV, STR +2d6 +v/5, Target Falls
8
6) +2 HTH Damage Class(es)
1
7) Weapon Element: Clubs
29 Total Martial Arts Cost

Character Name: Utility
Alternate Identities: William Chow
Player Name:
DISADVANTAGES
Cost  Disadvantage
20 Hunted: The Sentinels 11- (Frequently), More Powerful, Harshly Punish
20 Hunted: Law Enforcement 8- (Occasionally), More Powerful, Harshly Punish, Extensive Non-Combat Influence
15 Psychological Limitation: Overconfidence Very Common, Moderate
20 Psychological Limitation: Code Vrs Killing Common, Total
15 Psychological Limitation: Determined To Prove Himself Better Than Metahumans Common, Strong
10 Psychological Limitation: Collapses Under Torture/Interrogation Uncommon, Strong
10 Reputation: cleaver supervillain Frequently (11-)
15 Social Limitation: Secret Identity (William Chow) Frequently (11-), Major
125 Total Disadvantages Cost
APPEARANCE
Hair Color: Brown
Eye Color: Brown
Height: 6' 6"
Weight: 220 lbs
Description:
BACKGROUND
Character created with Hero Designer (version 1.43)