Frank o’Toole
[Skills] [Abilities/ Powers] [Inventory] [Luck/ Drama] [Misc] [Biography]
Description: Frank is a tall, chubby, middle-aged white guy. He has a noticeable accent, though most can’t place it, slightly Latinate, and slightly Slovak. He has a happy, friendly, likeable demeanor – so much so that after he was ousted as a Super Villain, the immortal words of Zangeif came to mind: “Just because I’m BadGuy doesn’t make me bad guy.”
Real Name: Francis/Frank o’Toole
Alias(es): Data Miner
Level: 10
Power Category: Hardware: Analytical Genius.
Educational Level: Doctorate, PHD
Occupation: ex-Cybercop for CSPD
VITAL STATISTICS | ATTRIBUTES | SAVING THROWS | COMBAT BONUSES | ||||
---|---|---|---|---|---|---|---|
Height | 6ft 3in | I.Q. | 19 | Save vs Magic | + | Strike | + |
Weight | 220 lbs | M.E. | 13 | Save vs Psionics | + | Parry | + |
Nat. A.R. | M.A. | 12 | Save vs coma | +0% | Dodge | + | |
S.D.C. | P.S. | 10 | Save vs poison/ disease | +0 | Roll w/ impact | + | |
H.P. | 10 | P.P. | 13 | Save vs H.F. | + | Pull punch | + |
PPE | P.E. | 10 | Save vs Possession | + | Initiative | + | |
Exp | 0 | P.B. | 13 | Save vs Insanity | + | Damage | + |
Sex | Male | Spd | 13 | Disarm | + | ||
Birthday | Trust/ Intimidate | N/A | Death Blow | Critical | + | ||
HTH | Basic | Charm/ Impress | N/A | KO | Attacks | + | |
Alignment | Miscreant | H.F. | Pin/ Incapacitate | Perception | + |
MOVE | DAMAGE | NOTES |
---|---|---|
Punch | 1D4 | |
Elbow | 1D6 | |
Backhand Strike | 1D6 | |
Knee | 1D8 | |
Karate Kick | 2d4 | |
Snap Kick | 1d6 | |
Roundhouse Kick | 3d6 | Can only be used once per melee, no other kicks that melee |
Tripping Leg Hook | N/A | No damage, knockdown. Cannot be parried. |
Body Block/ Tackle | 1D4 | Counts as two attacks. Opponent loses next attack if hit is successful. 60% chance to knock down opponent (those with Maintain Balance get a second chance vs their skill). If knocked down opponent loses initiative and is knocked 1D6 feet away. |
Power strike | ×2 | Doubles the damage of the attack. Counts as 2 attacks. |
Pull Punch | Roll damage as per normal. Roll 1D20 + pull punch bonus; requires an 11+ to succeed. If successful reduce damage to any value between 0 and the amount rolled. | |
Disarm | Counts as one melee attack. A strike, hold or grappling maneuver to cause the opponent to drop their weapon or handheld item. Can be a defensive move (needs a 19+ to succeed) or a strike roll (opponent defends as normal). | |
Automatic Parry | Parry up to three attacks between melee actions for no attack loss. Fourth and more counts as a dodge. | |
Dodge | Lose next action whether successful or not. | |
Entangle | Counts as the next melee action. A defense that attempts to trap the weapon or arm of your attacker. Must roll higher than the attack roll; if successful the entangled can try to escape on their turn by rolling a dodge vs the entangling roll. Every melee round it’s maintained roll Entangle again as an attack/ action. Cannot make any other attack without releasing the entangle. | |
Roll with punch/ fall/ impact | Must roll above attacker’s roll. Counts as next melee attack. | |
Arm Hold | Use both hands to twisting the opponents arm around their back and immobilize them. If strike succeeds the victim is helpless until released. Any items in the hand of the arm being held can be easily removed. Neither of you can attack, parry, or dodge while hold is maintained. Victim can escape by rolling (1d20 + P.P.) vs your (1d20 + P.P. + P.P. bonus + any Hold bonuses); high roll succeeds. | |
Leg Hold | Use both hands to force the victim on the ground with his leg held up. If the strike succeeds there’s no way for him to get up until the hold is released. Neither of you can attack, parry, or dodge while hold is maintained. Victim can escape by rolling (1d20 + P.P.) vs your (1d20 + P.P. + P.P. bonus + any Hold bonuses); high roll succeeds. | |
Body Hold | Use both hands to force the victim into any number of wrestling holds. If the strike succeeds the victim can be immobilized on the ground or in a standing position. Neither of you can attack, parry, or dodge while hold is maintained. Victim can escape by rolling (1d20 + P.P.) vs your (1d20 + P.P. + P.P. bonus + any Hold bonuses); high roll succeeds. | |
Neck Hold | Use both hands to hold the victim around the neck from behind. If the strike succeeds the victim is immobilized and totally vulnerable to attacks from any other character. Neither of you can attack, parry, or dodge while hold is maintained. Victim can escape by rolling (1d20 + P.P.) vs your (1d20 + P.P. + P.P. bonus + any Hold bonuses); high roll succeeds. | |
MODERN WEAPON PROFICIENCIES | LEVEL ACQUIRED | AIMED | BURST | WILD | NOTES |
---|---|---|---|---|---|
ANCIENT WEAPON PROFICIENCIES | LEVEL ACQUIRED | STRIKE | PARRY | THROWN | NOTES |
---|---|---|---|---|---|
WEAPONS | DAMAGE | NOTES |
---|---|---|
ARMOR | A.R./ S.D.C. | NOTES |
---|---|---|
SKILLS | ACQUIRED | BASE % | BONUS | START | CURRENT | TOTAL % |
---|---|---|---|---|---|---|
Speak: Romanian | Automatic | 98% | +5% | 1 | 10 | 98% |
Literacy: Romanian | Automatic | 98% | +5% | 1 | 10 | 98% |
Speak: English | Background | 75% | +5% | |||
Mathematics:Basic | Automatic | 45+5% | +5% | 1 | 10 | 70% |
Pilot Automobile | Automatic | 60+2% | +5% | 1 | 10 | 73% |
Basic Elect | Computers | +5% | 1 | 10 | ||
Comp Operations | Computers | +5% | 1 | 10 | ||
Comp Program | Computers | +5% | 1 | 10 | ||
Comp Repair | Computers | +5% | 1 | 10 | ||
Electrical Engineer | Electric | +5% | 1 | 10 | ||
Basic Mechanics | Electric | +5% | 1 | 10 | ||
Comp Operations | Electric | +5% | 1 | 10 | ||
One Elect Choice | Electric | +5% | 1 | 10 | ||
Comp Operations | Robotics | +5% | 1 | 10 | ||
Comp Program | Robotics | +5% | 1 | 10 | ||
Robot Elect | Robotics | +5% | 1 | 10 | ||
Robot Mechanics | Robotics | +5% | 1 | 10 | ||
Electrical Engineer (+15%)
Mechanical Engineer ( + 15%) |
OCC | +5% | 1 | 10 | ||
Analyze and Operate Devices | OCC | 80%+2% | +5% | 1 | 10 | 105% |
Build/Modify Armor | OCC | 80%+2% | +5% | 1 | 10 | 105% |
Electronic Countermeasures |
OCC | 70%+2% | +5% | 1 | 10 | 95% |
+5% | 1 | 10 | ||||
+5% | 1 | 10 | ||||
+5% | 1 | 10 | ||||
+5% | 1 | 10 | ||||
+5% | 1 | 10 | ||||
+5% | 1 | 10 | ||||
+5% | 1 | 10 | ||||
+5% | 1 | 10 | ||||
+5% | 1 | 10 | ||||
+5% | 1 | 10 | ||||
+5% | 3 | 10 | ||||
+5% | 3 | 10 | ||||
+5% | 6 | 10 | ||||
+5% | 6 | 10 | ||||
+5% | 9 | 10 |
ABILITIES/ POWERS | DESCRIPTION | NOTES |
---|---|---|
Hardware Vehicle: Hover Limo | ||
Hardware: Robot Spot | Sends commands to AI dog over comms. | |
INVENTORY | COUNT | LOCATION | DESCRIPTION |
---|---|---|---|
Ready Cash | $130 | On hand | |
Life Savings | $10,000 | Bank | |
BUDGET | $4mil | Budget | |
LUCK & DRAMA | COUNT | NOTES/ DESCRIPTION |
---|---|---|
Luck Points | 0 | |
Miscellaneous Notes:
Birth Order: Last Born of 9
Land of Origin: Bucharest, Romania
Childhood Environment: Large City
Social/Economic Background: Political: Child of 3rd mistress of aristocrat.
When Extraordinary Abilities First Manifested: 5 yrs old
Character Bio:
Frank o’Toole grew up in Bucharest, Romania. His father was barely in the picture, as he was an aristocrat from a foreign country, and his mother was the object of a lurid affair. He has 8 half-siblings, though he barely knows anything about them. To keep silent about his father, his mother received a substantial gift, and because of the exchange rates he grew up in luxury. This produced somewhat of a paradoxical personality in Frank. Anyone that knew him before he was outed as a super villain would have said he was perpetually happy, compassionate, and likable. There were very few people that didn’t like him, though there were a few that saw through his exterior to the darkness inside. He never voiced his hatred of government to anyone he worked with, so it was a shock when his worm attacked key government systems as he escaped Cai and Lunet.
From the age of 5 he had tinkered around with electronics.