Karl Altschuler
Cost Characteristic Value Roll Notes
13 STR 23 14- Lift: 606.3kg; HTH: 4 1/2d6; END: [2]
39 DEX 23 14- OCV: 8  DCV: 8
26 CON 23 14-
0 BODY 10 11-
13 INT 23 14- PER Roll: 14-
10 EGO 15 12- ECV: 5; Mental Defense: 0
10 PRE 20 13- PRE Attack: 4d6
-1 COM 8 11-
7 PD 12   Total: 20 PD (8 rPD)
7 ED 12   Total: 20 ED (8 rED)
27 SPD 6   Phases: 2, 4, 6, 8, 10, 12
0 REC 10   Running: 6" / 12"
7 END 60   Swimming: 2" / 4"
1 STUN 35   Leap: 4 1/2" Forward, 2" Upward
Deadlock | Summary
Real Name: Karl Altschuler Hair Color: Bald
Concept: Martial Artist Eye Color: One Blue, One Red
Affiliation: The Comets Height & Weight: 6' 3" (1.91 m) / 183 lbs (83 kg)
Played By: NPC Date of Birth: 8 October 1968
Created By: Rob Rogers Place of Birth: Newark, New Jersey
Cost Powers END
37 Skill Chips: Variable Power Pool, 30 base + 7 control cost, (45 Active Points); all slots VPP Can Only Be Changed Between Adventures (-1/2), Skills Only (-1/2), Cyberware Cybernetics (-1/4)
12 Incredible Hacking: Multipower, 25-point reserve, (25 Active Points); all slots Requires A Hacking Skill Roll (-1/2), Cyberware Cybernetics (-1/4), Must Connect Physically Or Through An Available Interface (-1/4)
1u 1) Machine Lock: Mind Scan 2d6 ( Machine class of minds), Cumulative (48 points; +1 1/4) (22 Active Points); Requires A Hacking Skill Roll (-1/2), Cyberware Cybernetics (-1/4), Must Connect Physically Or Through An Available Interface (-1/4) 2
1u 2) Machine Control: Mind Control 2d6 ( Machine class of minds), Telepathic (+1/4), Cumulative (48 points; +1 1/4) (25 Active Points); Requires A Hacking Skill Roll (-1/2), Cyberware Cybernetics (-1/4), Must Connect Physically Or Through An Available Interface (-1/4) 2
1u 3) Machine Reading: Telepathy 2d6 ( Machine class of minds), Cumulative (48 points; +1 1/4) (22 Active Points); Requires A Hacking Skill Roll (-1/2), Cyberware Cybernetics (-1/4), Must Connect Physically Or Through An Available Interface (-1/4) 2
1u 4) Machine Trickery: Mental Illusions 2d6 ( Machine class of minds), Cumulative (48 points; +1 1/4) (22 Active Points); Requires A Hacking Skill Roll (-1/2), Cyberware Cybernetics (-1/4), Must Connect Physically Or Through An Available Interface (-1/4) 2
11 Body Armor: Armor (8 PD/8 ED) (24 Active Points); Activation Roll 13- (-3/4), OIF (-1/2)
35 "Chiarore" Blaster SMG: Energy Blast 8d6, Autofire (3 shots; +1/4), 4 clips of 32 Charges (+1/2) (70 Active Points); OAF (-1)
4 IR Cyber Eye: Infrared Perception (Sight Group) (5 Active Points); Cyberware Cybernetics (-1/4)
22 Katana: Killing Attack - Hand-To-Hand 2d6 (3d6+1 w/STR), Reduced Endurance (0 END; +1/2) (45 Active Points); OAF (-1)
Cost Skills
3 Breakfall 14-
3 Bribery 13-
3 Bugging 14-
3 Climbing 14-
13 Computer Programming 19-
3 Concealment 14-
3 Cryptography 14-
3 Deduction 14-
3 Demolitions 14-
3 Disguise 14-
0 Everyman Skills
AK: Newark, New Jersey 11-
Acting 8-
Climbing 8-
Concealment 8-
Conversation 8-
Deduction 8-
PS: Computer Programmer 11-
Paramedics 8-
Persuasion 8-
Shadowing 8-
Stealth 8-
TF: Small Motorized Ground Vehicles
[Notes: Custom Mod is Everyman Skill]
3 Fast Draw 14-
13 Linguist
Language: English (Idiomatic, native accent)
[Notes: Native Language]
Language: French (completely fluent)
Language: German (idiomatic)
Language: Japanese (idiomatic)
Language: Russian (completely fluent)
3 Lockpicking 14-
3 Paramedics 14-
5 Power: Hacking 15-
4 PS: Chess Master 15-
6 PS: Hacker 17-
15 Scholar
KS: Chess 14-
KS: High Technology 14-
KS: High-Tech Information Sources 14-
KS: The Espionage World 14-
KS: The Hacker World 14-
KS: The Military World 14-
3 Security Systems 14-
3 Seduction 13-
3 Shadowing 14-
3 Stealth 14-
5 Systems Operation 15-
3 Tactics 14-
3 Teamwork 14-
6 WF: Common Melee Weapons, Small Arms, Flamethrowers, Grenade Launchers
200+ Disadvantages
15 Distinctive Features: Obvious/Exposed Cybernetic Parts
15 Psychological Limitation: Anarchist
15 Psychological Limitation: Arrogant
10 Psychological Limitation: Compulsive Collector of Technology
10 Psychological Limitation: Won't Give Up On A Mission
10 Rivalry: Professional With 07-737
5 Rivalry: Professional (Other Hackers and Spies)
15 Social Limitation: Secret Identity
10 Susceptibility: In Intense Electrical Or Magnetic Fields, 1d6 damage per Turn
15 Unluck: 3d6
15 Vulnerability: 1 1/2 x BODY Electromagnetic Attacks
15 Vulnerability: 1 1/2 x STUN Electromagnetic Attacks
55 Experience Points
Deadlock | Points Summary
Characteristics Cost: 159 Base Points: 200
Powers Cost: 125 Disadvantages: 150
Talents Cost: 0 Total Experience: 55
Perks Cost: 0 Spent Experience: 55
Martial Arts Cost: 0 Unspent Experience: 0
Skills Cost: 121 Total Points: 405

One of the world's best hackers and "spy tech" experts, Karl Altschuler generally worked behind the scenes, hiring out to provide intel and support to "agents" planning various missions. The politics and morals involved interested him very little; instead, he thrived on the mission and the plan. A chess grandmaster, he enjoyed moving agents around in their various environments, maneuvering them from afar to succeed in the plans he'd been hired to help with.

It was, perhaps, inevitable that a plan would ultimately require a "gamepiece" on the inside who was more skilled than anyone Karl could recruit. The mission needed someone of Karl's own genius on the inside. It needed him. He hesitated for a full day before deciding to go ahead with it, but once he did, he was excited, euphoric at the possibilities.

His plan and execution were flawless, but the mission, the infiltration of a secret Chinese biotech facility, proved to be a disaster nonetheless. No one could have anticipated that one of the Chinese test subjects would coincidentally wake up and go berserk before Karl and the team of European mercenaries could extricate themselves. The Chinese never even realized that the infiltrators were there, but that didn't stop the enraged pyrokinetic from blasting through a wall with a fiery explosion, instantly killing two members of the mission team and vaporizing nearly a third of Karl's skull. To their credit, the Europeans brought him home, holding him together despite his minimal chances of survival. He'd held up his end of the bargain, after all.

They turned him over to Dr. Johanna Weinhardt, a brilliant Austrian doctor with enough skeletons in her closet that they knew she'd keep quiet. Karl required more than just new plating on his skull. One eye was gone and he'd suffered enough brain damage to impair his motor functions. Employing radical experimental cybernetic techniques, she created plating on his skull, replacing his eye with an infrared sensor and using high-end computer chips to supplement higher brain functions. Finding that his health was weakened by infections, she treated his body with steroid injections and enhanced vitamins.

The Karl Altschuler who emerged was incredibly agile, both mentally and physically. Fascinated by his cybernetic aspects, he quickly learned to "hack" his own brain implants, to the point where he could create special "mod" chips that gave him new knowledge instantly. The more he learned, the more expensive his tastes became. Using his enhanced abilities, he pulled off a few crimes on his own, but quickly began to recruit other operatives to serve in his schemes, rechristening himself Deadlock. The Comets were born.


Always a master planner with a thirst for danger, Deadlock has become an anarchist to boot since his accident and the implementation of his cybernetics. A self-professed "Alpha Geek", he wants to prove himself the best hacker in the world and wants to establish the Comets as the "go to" team for special missions and thefts.

Although an American, he considers himself a citizen of the world; he's heavily influenced by cyberpunk writing, Japanese anime, and German and East European music. He's an arrogant man, but tends to earn his arrogance with his meticulous planning and careful, paranoid precautions. Profilers who have analyzed him have found him to be a mixed bag: paranoid about being captured or monitored, resistant to any sort of authority, conceited, scrupulous in his business contacts, addicted to high tech and cybernetic improvements (particularly to brain implants), jealous of others, and possessive of his "possessions" (including and especially his romantic conquests).


"You've disarmed me, so my kenjutsu isn't much use right now." Click. "Now I know kung fu"


An extremely meticulous and skilled planner, hacker, and 'social engineer,' Deadlock is probably most dangerous for his mind, not his body. That said, he is a formidable combatant. Dr. Weinhardt's modifications made him much faster than the human norm, with machinelike reflexes. He also possesses above-average physical strength and resilience.

By popping a skill chip into one of several available slots under his ear, he can immediately gain incredible amounts of knowledge. Often, this includes detailed schematics of any area he seeks to infiltrate, personnel records related to that area, and more. He also can use them to learn new languages, become an instant expert on various topics, and more. One of his favorite mods, employing expert systems and data from hundreds of hours of competitive footage, makes him and instant kenjutsu master.


Deadlock has shaved his head bald ever since his accident. The right side of his head and part of the right side of his face are covered by metal shielding. His right eye has been replaced with a red, glowing infrared sensor and the skin around the metal shielding is riddled with scars. He typically wears a sleeveless black leather trench coat with yellow piping, a dark blue sleeveless jumpsuit, and black leather boots and gloves. He carries various tools and "mod packs" on a belt around his waist, as well as in various pockets of his jumpsuit and trench coat. He carries a high-tech katana in a scabbard and a blaster in a holster. He also wears a high-tech monocle on his "good eye."