Lazer  
CHARACTERISTICS
Val Char Base Points Total Roll Notes
15 STR 10 5 15 12- HTH Damage 3d6 END [1]
20 DEX 10 30 20 13- OCV 7 DCV 7
18 CON 10 16 18 13-
10 BODY 10 0 10 11-
13 INT 10 3 13 12- PER Roll 12-
15 EGO 10 10 15 12- ECV: 5
18 PRE 10 8 18 13- PRE Attack: 3 1/2d6
10 COM 10 0 10 11-
22 PD 3 5 22 22 PD (14 rPD)
22 ED 4 4 22 22 ED (14 rED)
5 SPD 3.0 20 5 Phases: 3, 5, 8, 10, 12
8 REC 7 2 8
36 END 36 0 36
40 STUN 27 13 40
9" Running 6 0 9"
2" Swimming 2 0 2"
3"/1 1/2"" Leaping 3 0 3" 116 Total Characteristics Points
MOVEMENT
Type Total
Run (6) 9" [18" NC]
Swim (2) 2" [4" NC]
H. Leap (3") 3"
V. Leap (2") 1 1/2"
Flight 30" [60" NC]
EXPERIENCE POINTS
Total earned: 91
Spent: 89
Unspent: 2
Base Points: 200
Disad Points: 125
Total Points: 414
APPEARANCE
Hair Color:  Brown
Eye Color:  Brown
Height:  6' 6"
Weight:  220 lbs
Description:

 Lazer  
DEFENSES
Type Amount Notes
Physical Defense 22 Current BODY:
Res. Phys. Defense 14 (10)
Energy Defense 22 Current END:
Res. Energy Defense 14 (36)
Mental Defense 0 Current STUN:
Power Defense 0 (40)

FIGHTING SKILLS
Cost  Maneuver
Commando Training
4
1) Boxing Cross: 1/2 Phase, +0 OCV, +2 DCV, 6d6 Strike
4
2) Karate Chop: 1/2 Phase, -2 OCV, +0 DCV, HKA 1 1/2d6
4
3) Kung Fu Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4
4) +1 HTH Damage Class(es)
16 Total Martial Arts Cost

STUNTS & FIGHTING STYLE
COMBAT INFORMATION
OCV: 7 DCV: 7
Combat Skill Levels:
+1 Overall
+2 with All Combat
+2 with Flight
+2 with Lazer Rifle Multipower
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
Boxing Cross 1/2 +0 +2 6d6 Strike
Karate Chop 1/2 -2 +0 HKA 1 1/2d6
Kung Fu Block 1/2 +2 +2 Block, Abort
COMBAT MODIFIERS
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10

 Lazer  
SUPERPOWERS!
Cost  Power END
Armor
28   1)   Armor (14 PD/14 ED) (42 Active Points); OIF (-1/2) 0
3   2)   Lack Of Weakness (-5) for Resistant Defenses (5 Active Points); OIF (-1/2) 0
6   3)   Running +3" (9" total) 1
Helmet
6   1)   Communications Array:  High Range Radio Perception (Radio Group) (12 Active Points); Sense Affected As Sight And Hearing Group As Well As Radio Group [very common Sense] (-1/2), OIF (-1/2) 0
14   2)   Flare And Acoustic Compensation:  (Total: 20 Active Cost, 14 Real Cost) Sight Group Flash Defense (10 points) (10 Active Points); OIF (-1/2) (Real Cost: 7)
plus
Hearing Group Flash Defense (10 points) (10 Active Points); OIF (-1/2) (Real Cost: 7)
0
3   3)   Nightsight:  Infrared Perception (Sight Group) (5 Active Points); OIF (-1/2) 0
3   4)   Nightsight:  Ultraviolet Perception (Sight Group) (5 Active Points); OIF (-1/2) 0
60 Jetpack Flight 30", Reduced Endurance (0 END; +1/2) (90 Active Points); OIF (-1/2) 0
Lazer Pistol Multipower
16 Multipower, 45-point reserve, (45 Active Points); all slots OAF (-1), No Knockback (-1/4), Beam (-1/4), 2 clips of 8 Charges (-1/4)
2u   1)   Burn:  EB 9d6 (vs. ED) (45 Active Points); 2 clips of 8 Charges (-1/4) [8]
2u   2)   Lethal:  Killing Attack - Ranged 2d6 (vs. ED), Armor Piercing (+1/2) (45 Active Points); 2 clips of 8 Charges (-1/4) [8]
Lazer Rifle Multipower
45 Multipower, 60-point reserve, all slots 64 Charges (+1/2) (90 Active Points); all slots OAF (-1)
3u   1)   Focused Lazer:  Energy Blast 8d6 (vs. ED), Armor Piercing (+1/2) (60 Active Points) 0
3u   2)   High-Intensity Lazer:  Killing Attack - Ranged 4d6 (vs. ED) (60 Active Points); No Knockback (-1/4) 0
3u   3)   Modulated Lazer:  Energy Blast 6d6 (vs. ED), No Normal Defense (ED Force Field) (Standard; +1) (60 Active Points) 0
3u   4)   Primary Lazer:  Energy Blast 12d6 (vs. ED) (60 Active Points); No Knockback (-1/4) 0
3u   5)   Pulse Lazer:  Energy Blast 8d6 (vs. ED), Autofire (5 shots; +1/2) (60 Active Points); No Knockback (-1/4) 0
3u   6)   Sniping Lazer:  Energy Blast 8d6 (vs. ED), No Range Modifier (+1/2) (60 Active Points); No Knockback (-1/4) 0
3u   7)   Wide-Beam Lazer:  Sight Group Flash 12d6 (60 Active Points) 0
2u   8)   X-Ray Lazer:  Energy Blast 9d6 (vs. ED), Invisible to Sight Group (source not invisible, only beam itself) (+1/4) (56 Active Points); No Knockback (-1/4) 0
211 Total Powers Cost

 Lazer  
SKILLS, PERKS, TALENTS
SKILLS
Cost  Name
Skill Levels
10
1) +1 Overall
16
2) +2 with All Combat
4
3) +2 with Flight
6
4) +2 with Lazer Rifle Multipower
3 Computer Programming 12-
3 Demolitions 12-
3 Electronics 12-
3 Fast Draw 13-
2 KS: The Espionage World 11-
3 KS: The Military/Mercenary/Terrorist World 12-
2 KS: The Superhuman World 11-
3 Paramedics 12-
2 SS: Lazers 11-
3 Stealth 13-
3 Streetwise 13-
3 Tactics 12-
2 WF: Small Arms
71 Total Skills Cost
SUPERVILLAINOUS HINDRANCES
Cost  Disadvantage
25 Hunted: Warlord 11- (Frequently), More Powerful, NCI, Harshly Punish
25 Hunted: PRIMUS 11- (Frequently), More Powerful, NCI, Harshly Punish
20 Psychological Limitation: Greedy Very Common, Strong
20 Psychological Limitation: Code Of The Mercenary Common, Total
10 Rivalry: Mechassassin Professional (; Rival is As Powerful; Seek to Harm or Kill Rival; Rival Aware of Rivalry)
10 Rivalry: Steel Commando Professional (; Rival is As Powerful; Seek to Harm or Kill Rival; Rival Aware of Rivalry)
15 Social Limitation: Secret Identity (Emil Nelson) Frequently (11-), Major
125 Total Disadvantages Cost

 Lazer  
APPEARANCE & SHTICK
APPEARANCE
Height: 6' 6" Hair: Brown
Weight: 220 lbs Eyes: Brown
PERSONALITY & MOTIVATION
CATCH PHRASE(S)
POWERS & SPECIAL EFFECTS
Character created with Hero Designer (version 2006111006)