Zaran the Weaponsmaster
Player: NPC Villian, created by Marvel Comics

Val  Char   Cost
20  STR10
26  DEX48
20  CON20
12  BODY4
13  INT3
16  EGO12
15  PRE5
12  COM1
 
12  PD8
8  ED4
6  SPD24
10  REC4
40  END0
40  STUN8
 
8"  RUN0
4"  SWIM0
8"  LEAP0
Characteristics Cost: 151

Cost   Power END
87   Arsenal of Weapons: VPP (Gadget Pool), 75 base + 12 control cost, (112 Active Points); VPP Can Only Be Changed Between Adventures (-1/2); all slots OAF (-1), Limited Power: Only Martial Arts Weapons (-1/2) 
20   Arts of Evasion: Missile Deflection (Any Ranged Attack)  0
5   Invincible Styles: Lack of Weakness (-5) for Normal Defense  0
6   Keen Senses: +2 PER with All Sense Groups  0
6   Skilled Climber: Clinging (30 STR) (13 Active Points); OIF (-1/2), Requires A Climbing Roll (-1/2)  0
12   Slingers: Swinging 15" (15 Active Points); IIF (-1/4)  1
4   Strong Leaper : Superleap +4" (8" forward, 4" upward)  1
2   Strong Swimmer: Swimming +2" (4" total)  1
4   Swift Runner: Running +2" (8" total)  1
Powers Cost: 146

Cost   Martial Arts Maneuver
   Eccelctic Martial Arts Style 
12   1) +3 HTH Damage Class(es) 
4   2) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 
4   3) Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 3 1/2d6 NND 
4   4) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 45 STR to Disarm roll 
4   5) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 
4   6) Escape: 1/2 Phase, +0 OCV, +0 DCV, 50 STR vs. Grabs 
3   7) Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 45 STR for holding on 
3   8) Grappling Throw: 1/2 Phase, +0 OCV, +2 DCV, 9d6 Strike; Target Falls; Must Follow Grab 
4   9) Joint Lock/Throw: 1/2 Phase, +1 OCV, +0 DCV, Grab One Limb; 2 1/2d6 NND ; Target Falls 
4   10) Killing Strike: 1/2 Phase, -2 OCV, +0 DCV, HKA 2d6 +1 
3   11) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 8d6 Strike, Target Falls 
4   12) Nerve Strike: 1/2 Phase, -1 OCV, +1 DCV, 3 1/2d6 NND 
4   13) Punch/Snap Kick/Knee: 1/2 Phase, +0 OCV, +2 DCV, 9d6 Strike 
4   14) Sacrifice Lunge: 1/2 Phase, +2 OCV, -2 DCV, 7d6 +v/5; FMove 
5   15) Side Kick/Axe Kick/Crescent Kick: 1/2 Phase, -2 OCV, +1 DCV, 11d6 Strike 
3   16) Throw: 1/2 Phase, +0 OCV, +1 DCV, 7d6 +v/5, Target Falls 
4   17) Weapon Bind: 1/2 Phase, +1 OCV, +0 DCV, Bind, 45 STR 
19   18) Weapon Element: Axes, Maces, Picks, Chain and Rope, Clubs, Flails, Flying Guillotine, Garotte, Hook Sword, Karate Weapons, Lances, Net, Pole Arms, Quarterstaff, Straight Razor, Swords, Three-Section Staff, Two-handed Weapons, Unarmed Combat, War Fan, Whip, Wind and Fire Wheels 
Martial Arts Cost: 92

Cost   Skill
8   +1 with All Ranged Attacks 
24   +3 with All Combat 
3   Acrobatics 14- 
3   Analyze: Combat 12- 
3   Analyze: Style 12- 
3   Breakfall 14- 
3   Bribery 12- 
3   Bureaucratics 12- 
3   Climbing 14- 
3   Combat Driving 14- 
3   Combat Piloting 14- 
3   Concealment 12- 
3   Contortionist 14- 
3   Cryptography 12- 
10   Defense Maneuver I-IV  
3   Demolitions 12- 
3   Disguise 12- 
3   Fast Draw 14- 
3   Forgery 12- 
3   Gambling 12- 
3   High Society 12- 
3   Interrogation 12- 
2   KS: Combateka 11- 
2   KS: Karate 11- 
2   KS: Kung Fu 11- 
2   KS: The Martial World 11- 
2   Language: French (Fluent Conversation) 
2   Language: Japanese (Fluent Conversation) 
2   Language: Spanish (Fluent Conversation) 
3   Lockpicking 14- 
3   Navigation 12- 
3   Paramedics 12- 
3   Penalty Skill Levels: +2 vs. Hit Location modifiers with a single attack 
3   Penalty Skill Levels: +2 vs. Throwing modifiers with a single attack 
5   Penalty Skill Levels: +3 vs. Range Modifier with a single attack 
3   Sleight of Hand 14- 
3   Stealth 14- 
10   Survival (Temperate/Subtropical, Tropical, Desert, Mountain, Urban) 12- 
3   Tactics 12- 
3   Teamwork 14- 
3   Tracking 12- 
3   Trading 12- 
4   Transport Familiarity: Common Motorized Ground Vehicles, Riding Animals, Small Motorized Boats 
10   Two-Weapon Fighting (HTH)  
35   Weapon Familiarity: Common Martial Arts Melee Weapons, Common Melee Weapons, Common Missile Weapons, Blowguns, Boomerangs and Throwing Clubs, Common Melee Weapons, Flails, Flying Claw/Guillotine, Fukimi-Bari, Garrote, Homemade Weapons, Hook Sword, Iron Mandarin Duck, Kiseru, Lajatang, Lances, Metsubishi, Nets, Off Hand, Pendjepit, Rope Dart, Sling, Spread-The-Water Knife, Staffs, Three-Section Staff, Thrown Chain & Rope Weapons, Thrown Sword, Urumi, Whips, Wind and Fire Wheels, Wishful Steel Ball 
3   Weaponsmith (Muscle-Powered HTH, Muscle-Powered Ranged) 12- 
Skills Cost: 213

Cost   Perk
6   Money: Wealthy 
9   Reputation: Skilled Mercenary (A large group) 14-, +3/+3d6 
5   Fringe Benefit: International Driver's License, Membership: Batroc's Brigade, Passport 
Perks Cost: 20

Cost   Talent
12   Combat Luck (6 PD/6 ED) 
15   Combat Sense 12- 
3   Lightning Reflexes: +2 DEX to act first with All Actions 
Talents Cost: 30

Total Character Cost: 652

Val   Disadvantages
20   Hunted: American Authorities 8- (Mo Pow, NCI, Harshly Punish) 
15   Hunted: European Authorities 8- (Mo Pow, NCI, Limited Geographical Area, Harshly Punish) 
10   Hunted: Rival Martial Artist 8- (As Pow, Harshly Punish) 
20   Psychological Limitation : Gloryhound Common, Total 
15   Psychological Limitation: Follows Batroc for fun. (Very Common, Moderate) 
10   Psychological Limitation: Pragmatic, seeks to keep himself alive (Common, Moderate) 
20   Psychological Limitation: Wants to be the Best Common, Total 
10   Reputation: Mercenary, 11- 
10   Rivalry: All other Martial Artists: Professional (; Rival is As Powerful; Rival is a Player Character; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) 
15   Social Limitation: Secret Identity: Maximillian Zaran Frequently (11-), Major 
5   Unluck: 1d6 

Disadvantage Points: 150
Base Points: 200
Experience Required: 302
Total Experience Available: 302
Experience Unspent: 0