Spiker  
CHARACTERISTICS
Val Char Base Points Total Roll Notes
13 STR 10 3 13 12- HTH Damage 2 1/2d6 END [1]
20 DEX 10 30 20 13- OCV 7 DCV 7
15 CON 10 10 15 12-
16 BODY 10 12 16 12-
13 INT 10 3 13 12- PER Roll 12-
14 EGO 10 8 14 12- ECV: 5
20 PRE 10 10 20 13- PRE Attack: 4d6
16 COM 10 3 16 12-
6 PD 3 3 6/20 6/20 PD (0/14 rPD)
6 ED 3 3 6/20 6/20 ED (0/14 rED)
5 SPD 3.0 20 5 Phases: 3, 5, 8, 10, 12
10 REC 6 8 10
30 END 30 0 30
35 STUN 31 4 35
7" Running 6 2 7"
2" Swimming 2 0 2"
3 1/2"/1 1/2"" Leaping 3 1 3 1/2" 120 Total Characteristics Points
POSE
MOVEMENT
Type Total
Run (6) 7" [14" NC]
Swim (2) 2" [4" NC]
H. Leap (3") 3 1/2"
V. Leap (1") 1 1/2"
EXPERIENCE POINTS
Total earned: 225
Spent: 225
Unspent: 0
Base Points: 200
Disad Points: 90
Total Points: 515
APPEARANCE
Hair Color:  Black
Eye Color:  Black
Height:  5' 9"
Weight:  120 lbs
Description:
5'9" 120lbs, Black Eyes, Black Hair, Asian. Slim Build.

 Spiker  
DEFENSES
Type Amount Notes
Physical Defense 6/20 Current BODY:
Res. Phys. Defense 0/14 (16)
Energy Defense 6/20 Current END:
Res. Energy Defense 0/14 (30)
Mental Defense 0 Current STUN:
Power Defense 0 (35)

FIGHTING SKILLS
Cost  Maneuver
12 +3 HTH Damage Class(es)
Commando Training
5
1) Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, 9 1/2d6 Strike
4
2) Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 3 1/2d6 NND
5
3) Defensive Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort
4
4) Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
3
5) Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 38 STR for holding on
4
6) Reversal: var Phase, -1 OCV, -2 DCV, 43 STR to Escape; Grab Two Limbs
37 Total Martial Arts Cost

STUNTS & FIGHTING STYLE
Infiltrator Blaster
COMBAT INFORMATION
OCV: 7 DCV: 7
Combat Skill Levels:
+2 Overall
+2 with All Combat
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
Offensive Strike 1/2 -2 +1 9 1/2d6 Strike
Choke Hold 1/2 -2 +0 Grab One Limb; 3 1/2d6 NND
Defensive Block 1/2 +1 +3 Block, Abort
Martial Dodge 1/2 -- +5 Dodge, Affects All Attacks, Abort
Martial Grab 1/2 -1 -1 Grab Two Limbs, 38 STR for holding on
Reversal var -1 -2 43 STR to Escape; Grab Two Limbs
COMBAT MODIFIERS
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10

 Spiker  
SUPERPOWERS!
Cost  Power END
10 Comms:  Radio Perception/Transmission (Radio Group), Concealed (-2 with Radio Perception/Transmission PER Rolls) (12 Active Points); IIF (-1/4) 0
12 Dodgy:  Combat Luck (6 PD/6 ED)
16 Kevlar Fighting Suit:  Armor (8 PD/8 ED) (24 Active Points); OIF (-1/2) 0
Neural Energy Generation
105   1)   Field of Pain:  Killing Attack - Ranged 2d6 (vs. ED), +2 Increased STUN Multiplier (+1/2), Reduced Endurance (0 END; +1/2), Continuous (+1), Penetrating (x2; +1), Damage Shield (Offensive; Affects Mental And Physical Attackers; +1 1/4) (157 Active Points); No Knockback (-1/4), Only vs Organics (-1/4) 0
24   2)   Neural Reserves:  Endurance Reserve (120 END, 12 REC) (24 Active Points) 0
Nueral Discharges Multipower
80 Multipower, 60-point reserve, all slots Penetrating (x2; +1) (120 Active Points); all slots No Knockback (-1/4), Only vs Organics (-1/4)
3u   1)   Hands of Pain:  Killing Attack - Hand-To-Hand 4d6 (vs. ED) (60 Active Points); No STR Bonus (-1/2), No Knockback (-1/4), Only vs Organics (-1/4) (uses END Reserve) 6
4u   2)   Nueral Spike:  Killing Attack - Ranged 4d6 (vs. ED) (60 Active Points); No Knockback (-1/4), Only vs Organics (-1/4) (uses END Reserve) 6
4u   3)   Nueral Splinters:  Energy Blast 8d6 (vs. ED), Autofire (5 shots; +1/2) (60 Active Points); No Knockback (-1/4), Only vs Organics (-1/4) (uses END Reserve) 6
4u   4)   Nueral Stun:  Killing Attack - Ranged 3d6-1 (vs. ED), +2 Increased STUN Multiplier (+1/2) (60 Active Points); No Knockback (-1/4), Only vs Organics (-1/4) (uses END Reserve) 6
4u   5)   Nueral Thorn:  Energy Blast 12d6 (vs. ED) (60 Active Points); No Knockback (-1/4), Only vs Organics (-1/4) (uses END Reserve) 6
4u   6)   Spike Wave:  Killing Attack - Ranged 3d6-1 (vs. ED), Autofire (5 shots; +1/2) (60 Active Points); No Knockback (-1/4), Only vs Organics (-1/4) (uses END Reserve) 6
270 Total Powers Cost

 Spiker  
SKILLS, PERKS, TALENTS
SKILLS
Cost  Name
20 +2 Overall
16 +2 with All Combat
2 Sanctioned: KS: Federal Criminal Law 11-
2 Sanctioned: KS: Federal Criminal Procedure 11-
3 Acrobatics 13-
3 Breakfall 13-
3 Bugging 12-
3 Climbing 13-
3 Computer Programming 12-
3 Concealment 12-
3 Demolitions 12-
3 Lockpicking 13-
5 Rapid Attack (Ranged)
3 Security Systems 12-
3 Shadowing 12-
3 Stealth 13-
3 Teamwork 13-
81 Total Skills Cost
PERKS
Cost  Name
3 Sanctioned: Fringe Benefit: Federal/National Police Powers
1 HERONet membership
4 Total Perks Cost
TALENTS
Cost  Name
3 Lightning Reflexes: +2 DEX to act first with All Actions
3 Total Talents Cost
SUPERHEROIC CHALLENGES
Cost  Disadvantage
10 Distinctive Features: Mutant (Not Concealable; Extreme Reaction; Detectable Only By Technology Or Major Effort; Not Distinctive In Some Cultures)
5 Money: Poor
15 Psych. Lim.: Determined To Atone For Past (Uncommon, Total)
10 Psychological Limitation: In Love With Showdown, But Does Not Know How To Express It And Keeps It A Secret (Uncommon, Strong)
15 Psychological Limitation: Mission First (Common, Strong)
5 Reputation: Dangerous Mutant, 8-
10 Soc. Lim.: Dark Past (Occasionally, Major)
10 Vulnerability: 2 x Effect Nerve Gas (Uncommon)
10 Watched: PRIMUS 8- (Mo Pow, NCI, Limited Geographical Area, PC has a Public ID or is otherwise very easy to find, Watching)
90 Total Disadvantages Cost

 Spiker  
APPEARANCE & SHTICK
APPEARANCE
Height: 5' 9" Hair: Black
Weight: 120 lbs Eyes: Black
5'9" 120lbs, Black Eyes, Black Hair, Asian. Slim Build.
PERSONALITY & MOTIVATION
Spiker is focused, serious, and dangerous. She will go to extreme lengths to accomplish a mission or acheive a goal. She has no softer side to speak of.
CATCH PHRASE(S)
"Mission accomplished."
POWERS & SPECIAL EFFECTS
Spiker is a mutant with the ability to generate a field that disrupts neural activity. This disruption can be varied to be largely harmless (though painful), or very damaging at Spiker's discretion. This is her only paranormal ability, and she is otherwise normal.

However Spiker has recieved training in effective close quarter combat techniques, and has recieved comprehensive training on skills useful for infiltration.

 Spiker  
ORIGIN
Spiker is a mutant with bio disrupting abilites. Her powers manifested at infancy, and she was orphaned by her parents who didn't want to deal with a mutant baby. Snatched up by a shadowy government agency, she was trained from infancy to be a powered agent...to hunt other superhumans. In her late teens she was put into action and captured or killed a number of superhumans in the service of her sponsor agency. Then she was sent after the superhuman mercenary known as Showdown in Belize, and everything changed. Showdown survived her initial ambush, and soundly defeated her. However rather than kill her, he bound her up and questioned her at length. Like for instance who sent her, why was she trying to kill him, and so forth. He quickly determined that this young assassin he had captured was basically an incomplete person.

Showdown took it on himself to "fix" her, breaking the conditioning she had been subjected to all her life. It was a long and difficult process, but after many months and stages she was basically brought around to a free thinking individual. She has been a loyal ally and aide to him ever since, making his goals her own. These days, since the HeroNET initiative is important to him its important to her. She secretly is in love with Showdown, but she hides it carefully behind a thick facade of professionalism.
Character created with Hero Designer (version 2007121308)