Defilers of Justice
GULAG COMMANDANT ERNEST

NAME : John Ernest IDENTITY : Public OPERATIONS : The Gulag, WI, DSA [Earth-E] POWER LEVEL : 11 PLAYER :
non-player character
Gulag Commandant Ernest

STRENGTH 4 STAMINA 4 AGILITY 8 DEXTERITY 2 FIGHTING 9 INTELLECT 7 AWARENESS 3 PRESENCE 2
Abilities Cost: 78

Lifting STR 4 800 lbs. Impervious ignores up to 3

* - without
Defensive Roll

DODGE (AGL) 12 (DC 22) PARRY (FGT) 12 (DC 22) FORTITUDE(STA) 6 TOUGHNESS(STA) 6/4* WILL (AWE) 8
Defense Cost: 14
Offense:

Unarmed
+14 Close, Damage 4, multiattack Throw +6 Ranged, Damage 4

INITIATIVE +12

Acrobatics 10 8 2 Athletics 10 8 2 Unarmed Combat 16 11 5 Deception 10 2 8 Expertise
Security Systems 15 7 8 Mechanics 8 7 1 US Cities 8 7 1 Insight 8 3 5 Intimidation 8 2 6

Investigation 8 7 1 Perception 8 3 5 Persuasion 10 2 8 Ranged Combat 4 2/2 -- Throwing 6 2/2 2 Sleight of Hand 5 2 3 Stealth 10 8 2 Technology 8 7 1 Treatment 8 7 1 Vehicles 5 2 3
Skills Cost: 32
Notes:

Accurate Attack All-Out Attack Assessment Benefit 2 (DoJ, Athletics uses Agility) Connected Contacts Defensive Attack Defensive Roll 1 Equipment 4

Evasion 1 Extraordinary Effort Fast Grab Grabbing Finesse Hide-In-Plain-Sight Improved Defense Improved Grab Improved Hold Improved Initiative 1 Instant Up

Inventor Power Attack Precise Attack 2 (Cover, Close & Ranged) Ranged Attack 2 Skill Mastery (Security Systems) Teamwork Ultimate Effort (Security Systems)
Advantages Cost: 32

Fortune Pool: Variable 11, 55 pts. to manipulate, Powers only change 44 when asleep or unconsciousness, No control over what powers will be. Martial Arts skill: Multiattack on 4 Strength 4
Powers Cost: 48

Protective Uniform: Protection 1; Impervious Toughness 5 6 Reels of Fortune Dynamic Array 11 DAE Rope: Movement 4 (Swinging, Safe Fall, Wall-Crawling 2) 9 DAE Lasso: Elongation 5 (Quirk: Extra Limbs only), Extra Limb 2 2
Devices Cost: 17
Total Cost: 221
Base Points: 176 ExP Spent: 45 Experience Points Total: 47 Total Points: 221
Equipment:

Commandant Cycle 12 DoJ Communicator 2 Contribution to DoJ Bases and Vehicles 6
Complications:
Relationships - John is in lust with his assistant, Louise Munson, but has no emotional connection to her.
Responsibility - John is in charge of The Gulag: the DoJ's private prison and torture center.
Social Limitations - John's abilities are odd enough that he sometimes gets made fun of for it. He does not like it and will often kill anyone who has done it.
Vulnerability - Poisons and Gas attacks get a +5 effect against Wheel of Fortune.


COMMANDANT CYCLE

HOMEBASE : The Gulag SIZE : Medium OWNER : Gulag Commandant Ernest
The Commandant Cycle

SIZE 0 STRENGTH 1 TOUGHNESS 8 DEFENSE 0

Riding 6 120 MPH

Features: Alarm, Navigation System 2
Total Points: 12

Wheel of Fortune was created and designed by Eric Mc Donald. This version is an NPC.

© Copyright 2013, 2024 - Eric S. Mc Donald, Kenneth G. Hallaron

Go to Gulag Commandant Ernest's Earth-K and Earth-D counterparts

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Last updated on 4 June 2023

SAMPLE POOL POWERS

Action Figure Shrinking 12, Continuous, Normal Strength; Improved Critical 4 on Unarmed; +4 Close Attack; Dodge -1; Parry -1; Defensive Roll -1; +4 Throwing 17 Dodge & Parry (DC 27), Toughness 5/4* Unarmed +18 Close Damage 4 (crit. 16-20); Throw +10 Ranged Damage 4


Another Brick in the Wheel +6 Strength; +6 Stamina; -4 Dodge; - 2 Parry; CC: Unarmed -2; +3 Intimidation; Defensive Roll -1; +3 Throwing; Protection 3; +7 STR only for lifting; Leaping 10; Impervious Toughness +8; Immunity 10 (Life Support) 10 STR, 10 STA, 8 Dodge & Parry (DC 18), Toughness 14, lifting 3200 tons Unarmed Punch +12 Close Damage 10; Throw +12 Ranged Damage 10


Aquatic Powers +4 Strength; +4 Stamina; +2 Perception; Swimming 9; +4 STR only for lifting; Leaping 4; Impervious Toughness +2; Underwater Punch: STR Damage +2, Inaccurate Movement 1 (Environmental Adaption: underwater); Immunity 3 (Environmental Cold & High Pressure, Suffocation); Immunity 20 (Bludgeoning Damage) ½ effect 8 STR, 8 STA, 12 Dodge & Parry (DC 22), Toughness 10/8*, lifting 100 tons Unarmed Punch +14 Close Damage 8; Underwater Punch +12 Close Damage 10


Big Wheel Keeps on Turning Growth 4, no STR/STA bonus, Continuous; Growth 8, Continuous; Leaping 8; + 1 Throw; +1 Parry; +1 Dodge; +5 Intimidation; -5 Fortitude; Protection 2; Defensive Roll -1; CC: Unarmed -4; +6 STR only for lifting; Impervious +10 12 STR, 12 STA, 7 Dodge & Parry (DC 17), Toughness 15, lifting 6000 tons Unarmed Punch +10 Close Damage 12; Throw +10 Ranged Damage 12


Cyclone Season +4 Ranged Attack; Improvisation 4; Flight 6; Improved Traits (+3 Dodge, +3 Parry, +1 Defensive Roll), sustained AE Weather Array: Variable 5, free action, Environment power only AE Lightning: Ranged Damage 12, Accurate 1 AE Tornado: Cylinder Area Damage 8 AE Wind Control: Damaging Move Object 6, Accurate 4, Improved Critical 3 15 Dodge & Parry (DC 25), Toughness 7/4*; Lightning +10 Ranged Damage 12 Wind Control +16, Ranged Move/Damage 6 (17-20)


Flying Blaster Ranged Damage 12, Accurate 3, Improved Critical 4; Protection +4, Sustained Flight 8 12 Dodge & Parry (DC 22), Tough 10/8*; Blast +10 Ranged Damage 12, (crit. 16-20)


Mentatic Powers Protection 4, sustained; +7 Will; Improved Initiative 2; Mental Array: Comprehend 2 (Understand and Understood by All), Mental Area Communication 3, Mind Reading 10; AE: Perception Cumulative Affliction 10 vs Will (Dazed, Compelled, Controlled); AE: Perception Area Damage 10 vs Will, selective; 15 Will, 12 Dodge & Parry (DC 22), Toughness 10/8*; Initiative 20


Speedster Improved Initiative 3; +2 Parry; +1 Fighting; +3 Dodge; +1 Defensive Roll Regeneration 2; Quickness 7; Speed 12; STR-based Damage +1; Cylinder Area Damage 10 15 Dodge & Parry (DC 25), Toughness 7/4*; Initiative 24 Speed Punch +17 Close Damage 5


Stretchiness Elongation 7; Immunity 60 (All Physical) &189 effect; STR-based Damage +2; Speed 4; +2 Fighting; +2 Dodge; +4 Throw; CC: Unarmed +2; +2 Defensive Roll; Improved Initiative 1 14 Dodge & Parry (DC 24), Toughness 8/4*; Initiative 16 Slingshot Punch +16 Close Damage 6; Throw +10 Ranged Damage 4


Teleport Trickster Flight 2; Improved Initiative 1; Teleportation Array: AE: Teleport 14, Extended Only, Accurate, Change Direction & Velocity; Increased Mass 4 AE: Teleport 14, Accurate, Change Direction & Velocity; Increased Mass 4 AE: Teleport 9 linked to +4 Dodge, +5 Fighting, Improved Initiative +7 12/16 Dodge & Parry (DC 22/26), Toughness 6/4*; Initiative 16/40 Unarmed +18 Close Damage 4