Cost |
Name |
|
Aikido Training |
|
|
5 |
+1 with DCV |
3 |
Analyze: Combat 11- |
3 |
Breakfall 12- |
10 |
Defense Maneuver I-IV |
2 |
KS: Aikido 11- |
5 |
Rapid Attack (HTH) |
10 |
Two-Weapon Fighting (HTH) |
3 |
WF: Small Arms, Boomerangs and Throwing Clubs |
|
|
|
D.E.O. Combat Training |
|
|
3 |
Acrobatics 12- |
3 |
Combat Driving 12- |
5 |
Criminology 12- |
3 |
Demolitions 11- |
3 |
Fast Draw:Handguns 12- |
5 |
Rapid Attack (Ranged) |
5 |
Rapid Autofire |
3 |
Tracking 11- |
10 |
Two-Weapon Fighting (Ranged) |
|
|
|
Misc Skills |
|
|
6 |
KS: Paranormal Physiology 14- |
6 |
SS: Biology 14- |
3 |
Streetwise 12- |
|
|
|
Everyman Skills |
|
|
0 |
Acting 8- |
0 |
AK: America 8- |
0 |
Climbing 8- |
0 |
Concealment 8- |
0 |
Conversation 8- |
0 |
Deduction 8- |
0 |
Language: English (Idiomatic, native accent; Custom Adder) Notes: Native Language |
0 |
Paramedics 8- |
0 |
Persuasion 8- |
0 |
Shadowing 8- |
0 |
Stealth 8- |
-1 |
TF: Custom Adder, Small Motorized Ground Vehicles Notes: Custom Mod is Everyman Skill |
95 |
Total Skills Cost |
Cost |
Name |
3 |
Anonymity |
2 |
Deep Cover |
3 |
Access |
3 |
Computer Link (5 Active Points); OIF (-1/2) |
5 |
Money: Well Off |
16 |
Total Perks Cost |
Cost |
Name |
3 |
Ambidexterity (Reduce Off Hand Penalty to -2) |
3 |
Bump Of Direction |
15 |
Combat Sense 11- |
4 |
Double Jointed |
3 |
Lightsleep |
3 |
Lightning Reflexes: +2 DEX to act first with All Actions |
6 |
Resistance (6 points) |
37 |
Total Talents Cost |
|
|
Cost |
Power |
END |
|
Aikido Training | |
|
| |
3 |
Combat Teleport (Aikido): Teleportation 2" (4 Active Points); Must Pass Through Intervening Space (-1/4) | 1 |
0 |
Paralyzing Nerve Strike (Aikido): Entangle 1d6, 1 DEF (Aikido Style Disadvantage), Takes No Damage From Attacks All Attacks (+1/2) | |
|
| |
|
EQUIPMENT | |
|
| |
|
Standard Gear | |
|
| |
6 |
Combat Armor: Armor (6 PD/6 ED) (18 Active Points); OAF (-1), Real Armor (-1/4), Activation Roll 15- (-1/4), Real Mass (-1/4) | |
12 |
E.P.G. (Enhanced Perception Gear): (Total: 53 Active Cost, 12 Real Cost) Microscopic with Hearing Group (15 Active Points); Independent (-2), OAF (-1) (Real Cost: 4) plus +4 versus Range Modifier for Sight Group (6 Active Points); Independent (-2), OAF (-1) (Real Cost: 1) plus Nightvision (5 Active Points); Independent (-2), OAF (-1) (Real Cost: 1) plus Infrared Perception (Sight Group) (5 Active Points); Independent (-2), OAF (-1) (Real Cost: 1) plus High Range Radio Perception (Radio Group) (12 Active Points); Independent (-2), OAF (-1) (Real Cost: 3) plus Targeting Sense with Infrared Perception (10 Active Points); Independent (-2), OAF (-1) (Real Cost: 2) | |
|
| |
|
Weapons | |
|
| |
8 |
Depleted Kryptonite Rounds: Naked Modifier, 8 clips of 12 Charges (+1/4), Armor Piercing x1 (+1/2), Penetrating (+1/2), Double Knockback (+3/4) (40 Active Points); Independent (-2), OAF Expendable (Very Difficult to obtain new Focus; -1 1/2), Real Weapon (-1/4) | |
4 |
Vengeance: Titanium Colt .45 ACP: Killing Attack - Ranged 1d6+1 (20 Active Points); Independent (-2), OAF (-1), Linked:Left Hand (Retribution: Titanium Colt.45 ACP; -1/2), Real Weapon (-1/4) | 2 |
3 |
Laser Sight: (Total: 8 Active Cost, 3 Real Cost) +1 with Ranged Combat (5 Active Points); OAF (-1), Need not Brace to use; only works for shots to 64"; may not be usable against brightly colored backgrounds, through fog, or in other conditions (-1/2) (Real Cost: 2) plus +1 vs. Range Modifier (3 Active Points); OAF (-1), Need not Brace to use; only works for shots to 64"; may not be usable against brightly colored backgrounds, through fog, or in other conditions (-1/2) (Real Cost: 1) | |
5 |
Retribution: Titanium Colt.45 ACP: Killing Attack - Ranged 1d6+1 (20 Active Points); Independent (-2), OAF (-1), Real Weapon (-1/4) | 2 |
3 |
Laser Sight: (Total: 8 Active Cost, 3 Real Cost) +1 with Ranged Combat (5 Active Points); OAF (-1), Need not Brace to use; only works for shots to 64"; may not be usable against brightly colored backgrounds, through fog, or in other conditions (-1/2) (Real Cost: 2) plus +1 vs. Range Modifier (3 Active Points); OAF (-1), Need not Brace to use; only works for shots to 64"; may not be usable against brightly colored backgrounds, through fog, or in other conditions (-1/2) (Real Cost: 1) | |
1 |
Kryptonite Alloy Staff: Hand-To-Hand Attack +1d6, Penetrating (+1/2) (7 Active Points); Independent (-2), OAF (-1), Hand-To-Hand Attack (-1/2) | 1 |
7 |
Kryptonite Boomerang Blades: Killing Attack - Ranged 1d6, Penetrating (+1/2), Armor Piercing x1 (+1/2), Reduced Endurance (0 END; +1/2) (37 Active Points); Independent (-2), OAF (-1), 2 Recoverable Charges (-1) | |
8 |
U-07 "Rockabye" Sleep Gas Grenades: Energy Blast 1d6, NND (defense is Life Support [Self-Contained Breathing]) (+1), Area Of Effect (2" Radius; +1), Continuous (+1) (20 Active Points); OAF (-1), Range Based On Strength (-1/4), 2 clips of 4 Continuing (Removed by high wind or rain) Charges lasting 1 Turn each (-1/4) | |
8 |
Knife: Killing Attack - Hand-To-Hand 1/2d6, Reduced Endurance (0 END; +1/2), Ranged (+1/2) (20 Active Points); OAF (-1), Real Weapon (-1/4), STR Minimum (-1/4) Notes: Can Be Thrown | |
8 |
Knife: Killing Attack - Hand-To-Hand 1/2d6, Reduced Endurance (0 END; +1/2), Ranged (+1/2) (20 Active Points); OAF (-1), Real Weapon (-1/4), STR Minimum (-1/4) Notes: Can Be Thrown | |
22 |
.223/5.56mm (Colt M16A1): (Total: 73 Active Cost, 22 Real Cost) Killing Attack - Ranged 2d6, +1 STUN Multiplier (+1/4), 30 Charges (+1/4), Autofire (5 shots; +1/2) (60 Active Points); STR Minimum (STR Min. Cannot Add/Subtract Damage; -1), OAF (-1), Beam (-1/4), Real Weapon (-1/4) (Real Cost: 17) plus +2 OCV (10 Active Points); OAF (-1), Real Weapon (-1/4) (Real Cost: 4) plus +1 vs Range (3 Active Points); OAF (-1) (Real Cost: 1) | |
|
| |
|
Special Equipment | |
|
| |
2 |
Red Toxin: Elemental Control, 10-point powers, all slots Charges Recoverable at HQ (+1/4), 4 Continuing Charges lasting 1 Hour each (+1/2) (5 Active Points); all slots OIF Fragile Expendable (Focus:Red Toxin; Very Difficult to obtain new Focus; -1 1/4) | |
2 |
1) +7 STR (7 Active Points); OIF Fragile Expendable (Focus:Red Toxin; Very Difficult to obtain new Focus; -1 1/4), No Figured Characteristics (-1/2) | |
2 |
2) +3 DEX (9 Active Points); OIF Fragile Expendable (Focus:Red Toxin; Very Difficult to obtain new Focus; -1 1/4), No Figured Characteristics (-1/2) | |
2 |
3) +4 CON (8 Active Points); OIF Fragile Expendable (Focus:Red Toxin; Very Difficult to obtain new Focus; -1 1/4), No Figured Characteristics (-1/2) | |
2 |
4) +4 BODY (8 Active Points); OIF Fragile Expendable (Focus:Red Toxin; Very Difficult to obtain new Focus; -1 1/4), No Figured Characteristics (-1/2) | |
2 |
5) +8 PD (8 Active Points); OIF Fragile Expendable (Focus:Red Toxin; Very Difficult to obtain new Focus; -1 1/4) | |
2 |
6) +8 ED (8 Active Points); OIF Fragile Expendable (Focus:Red Toxin; Very Difficult to obtain new Focus; -1 1/4) | |
2 |
7) +1 SPD (10 Active Points); OIF Fragile Expendable (Focus:Red Toxin; Very Difficult to obtain new Focus; -1 1/4) | |
2 |
8) +4 REC (8 Active Points); OIF Fragile Expendable (Focus:Red Toxin; Very Difficult to obtain new Focus; -1 1/4) | |
2 |
9) +8 STUN (8 Active Points); OIF Fragile Expendable (Focus:Red Toxin; Very Difficult to obtain new Focus; -1 1/4) | |
|
| |
|
Paranormal Abilities | |
|
| |
6 |
Life Support (Eating: Character only has to eat once per week; Immunity: Viral Infections; Sleeping: Character only has to sleep 8 hours per week) | |
124 |
Total Powers Cost |
Cost |
Maneuver |
|
Aikido Training |
|
|
4 |
Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort |
4 |
Escape: 1/2 Phase, +0 OCV, +0 DCV, 36 STR vs. Grabs |
4 |
Extend Ki: 1/2 Phase, +0 OCV, +0 DCV, 36 STR to resist Shove; Block, Abort |
3 |
Hold: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 31 STR for holding on |
5 |
Joint Break: 1/2 Phase, -1 OCV, -2 DCV, Grab One Limb; HKA 1d6 +1 , Disable |
4 |
Joint Lock/Throw: 1/2 Phase, +1 OCV, +0 DCV, Grab One Limb; 2d6 NND ; Target Falls |
5 |
Redirect: 1/2 Phase, +1 OCV, +3 DCV, Block,Abort |
5 |
Strike: 1/2 Phase, +1 OCV, +3 DCV, STR Strike |
3 |
Takedown: 1/2 Phase, +1 OCV, +1 DCV, 4d6 Strike; Target Falls |
3 |
Throw: 1/2 Phase, +0 OCV, +1 DCV, 4d6 +v/5, Target Falls |
3 |
Weapon Element: Blades, Polearms and Spears, Staffs |
43 |
Total Martial Arts Cost |
|