Val	CHA	Cost	Roll	Notes
40	STR	30	17-	Lift 6.25 tons; 8d6 HTH Damage
26	DEX	48	14-	OCV:  9/DCV:  9
45	CON	70	18-
10	BODY	0	11-
15	INT	5	12-	PER Roll 12-
18	EGO	16	13-	ECV:  6
15	PRE	5	12-	PRE Attack:  3d6
10	COM	0	11-

11	PD	3		Total:  20 PD (9 rPD)
12	ED	3		Total:  21 ED (9 rED)
3	SPD	0		Phases:  4, 8, 12
17	REC	0
90	END	0
53	STUN	0		Total Characteristics Cost:  180

Movement:	Running:	6"/12"
		Swimming:	2"/4"

Cost	Powers & Skills
120	Gravity Control:  Variable Power Pool, 60 base + 60 control cost, Powers Can Be Changed As A 
	Half-Phase Action (+1/2), No Skill Roll Required (+1); Limited Class Of Powers Available (-1/4)

	Quantum Powers
27	1) Armor (9 PD/9 ED)
30	2) Healing 3d6 (max. Healed Points:  18)

	Quantum Enhancements
6	1) Mega Perception:  Enhanced Perception (+2 to PER Rolls for All Sense Groups)
16	2) Accuracy:  +3 with All Combat (24 Active Points); Costs Endurance Costs END Every Phase (-1/2)
10	3) Bloodhound:  Tracking (Smell/Taste Group)
11	4) Hardbody:  Hardened on PD and ED, Hardened (+1/2) (11 Active Points)
46	5) Adaptability:  Life Support , Eating:  Character Does Not Eat, Immunity:  All 
	Terrestrial Diseases And Biowarfare Agents, Immunity:  All Terrestrial Poisons And 
	Chemical Warfare Agents, Longevity:  200 Years, Safe In High Pressure, Safe In High 
	Radiation, Safe In Intense Cold, Safe In Intense Heat, Safe In Low Pressure/Vacuum, Self-
	Contained Breathing, Sleeping:  Character Does Not Sleep
20	6) Crush:  HKA 1d6+1 (2 1/2d6 with STR)

1	Martial Arts:  Commando Training; Use Art With Clubs
	Maneuver	OCV	DCV	Notes
3	Akido Throw	+0	+1	8d6 +v/5, Target Falls
4	Boxing Cross	+0	+2	10d6 Strike
4	Judo Disarm	-1	+1	50 STR Disarm
4	Knife Hand	-2	+0	HKA 1/2d6
4	Kung Fu Block	+2	+2	Block, Abort

18	Contact (Contact has access to major institutions, Contact has extremely useful Skills or 
	resources), Organization Contact (+2) 11-
2	Contact:  Mercenary world 11-
2	Contact:  Mercenary world 11-
2	Contact:  Mercenary world 11-
10	Money:  Wealthy
3	Reputation "The man who beat Ceastus Pax" (A medium-sized group; 11-) +3/+3d6

20	+4 with Firearms
15	+3 with HTH Combat

5	Acrobatics 15-
4	Animal Handler (Canines) 13-
5	Breakfall 15-
5	Climbing 15-
5	Combat Driving 15-
0	Combat Piloting 8-
1	Interrogation 8-
1	PS:  Military Engineer 8-
2	PS:  Dog Breeder 11-
3	Streetwise 12-
2	Survival (Arctic/Subarctic) 12-
6	TF:  Common Motorized Ground Vehicles, Dog Sleds, Dogs, Sleds, Tracked Military Vehicles, Wheeled 
	Military Vehicles
6	WF:  Blades, General Purpose/Heavy Machine Guns, Grenade Launchers, Shoulder-Fired Weapons, Small Arms

423	Total Powers & Skills Cost
603	Total Character Cost

200+	Disadvantages
5	Distinctive Features:  Black Eyes With Red Irises, Facial Scar (Easily Concealed; Noticed And 
	Recognizable; Detectable By Commonly-Used Senses)
10	Distinctive Features:  Military Bearing (Concealable; Noticed And Recognizable; Detectable By 
	Commonly-Used Senses)
10	Physical Limitation:  Nova Physiology (Frequently; Slightly Impairing)
15	Psychological Limitation:  Mercenary Code (Common; Strong)
5	Social Limitation:  Subject To Orders (Devries) (Occasionally; Minor)
158	Elite bonus

603	Total Disadvantage Points

Background/History: Joseph Simms entered the army after graduating at the bottom third of his High School class. While not brilliant, his father (a career solider himself) had instilled in Simms a sense of duty, obedience and hard-work that served him well in the military. He drove a tank for 10 years before being promoted to Sergeant, then drill Sergeant, then instructor in the sniper program. When a training exercise went awry and three of his students were lost in a blizzard, Simms went after them. Just as he was about to succumb to the cold, he erupted and, lead by quantum "ghosts" of his old hunting dogs found the lost men and carried them back to base. Simms became an Elite for the thrills, having tasted real danger for the first time. He wanted more and his career with Devries has not disappointed. In its course he has faced such opponents as Team Tomorrow and Ceastus Pax himself and managed to injure the "World's most powerful" Nova in 2004, something Pax still holds a grudge about. Though he's not actively "hunting" Simms he wouldn't mind a rematch.

Powers: Simms is exceptionally hardy and resilient. Being effectively immune to the weather conditions, he makes for excellent all weather shock trooper. His most potent ability is power to control gravity. He can quite literally, do almost anything with the force he can imagine though being a literal, straight line thinker has limited his application of this power to obvious things such a force bolts and gravitic shields. Simms' enhanced senses manifest as quantum "ghosts" of hunting dogs that pursue his targets. These phantoms are completely immaterial and pass through materials and cannot harm anyone. Clearly phantoms they might startle a target but aren't actually very threatening.

Appearance: Pursuer stands six feet tall and weights slightly over 200 pounds, all of it muscle. He keep his platinum blonde hair in a crew cut. Taint has touched him, turning both his eyes bright red surrounded by black. He has a scar down the right side of his face, a reminder of his battle with Pele of Team Tomorrow. It doesn't mar his features and some think it makes him look rather dashing. On or off duty, Simms favors tank tops, fatigues and other casual dress.

(Pursuer created by White Wolf, character sheet created by Kim Foster [nexus@qx.net])

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