Cost |
Name |
3 |
Acrobatics 15- |
3 |
Analyze: Style 12- |
3 |
Analyze: Combat 12- |
3 |
Breakfall 15- |
3 |
Climbing 15- |
3 |
Combat Driving 15- |
3 |
Combat Piloting 15- |
3 |
Shadowing 12- |
3 |
Stealth 15- |
3 |
Streetwise 14- |
3 |
Tactics 12- |
3 |
TF: Helicopters, Large Planes, Small Planes, Tracked Military Vehicles, Wheeled Military Vehicles |
2 |
WF: Small Arms |
10 |
+1 Overall |
3 |
Fast Draw (Truncheon) 15- |
3 |
Security Systems 12- |
10 |
Defense Maneuver: I-IV |
64 |
Total Skills Cost |
Cost |
Name |
4 |
Reputation (A medium-sized group, 11-) +4/+4d6 |
4 |
Total Perks Cost |
Cost |
Name |
4 |
Resistance: 4 points |
4 |
Total Talents Cost |
|
|
Cost |
Power |
END |
15 |
Armor (10 PD / 10 ED) (30 Active Points); Activation Roll 14- (-1/2), OIF (-1/2) (added to Secondary Value) | |
5 |
Nightvision | |
10 |
Find Weakness 11- (with truncheon) | |
5 |
Power Defense (5 points) | |
8 |
+8 Mental Defense (10 points total) | |
5 |
Leaping +5" (11" forward, 5 1/2" upward) (added to Primary Value) | 1 |
3 |
Trenchcoat: Lack Of Weakness (-5) for Resistant Defenses (5 Active Points); OIF (-1/2) | |
4 |
Life Support (Eating: Character only has to eat once per week, Extended Breathing, Sleeping: Character only has to sleep 8 hours per week) | |
15 |
Weapons: Multipower, 30-point reserve, all slots: (30 Active Points); OAF (-1) | |
1u |
1) Gun with rubber bullets: Energy Blast 6d6 (vs. ED), 4 Clips of 12 Charges (+0) (30 Active Points) | |
1u |
2) Truncheon: Hand-To-Hand Attack +4d6, Reduced Endurance (0 END; +1/2) (30 Active Points); Hand-To-Hand Attack (-1/2) | |
1u |
3) Taser: Energy Blast 3d6 (vs. ED), 16 Charges (+0), No Normal Defense (Hardened ED/Resistant to Electricity; +1) (30 Active Points); No Range (-1/2) | |
1u |
4) Smoke Grenades: Darkness to Sight Group 2" radius (Additional Sense: Sensory Talents), 8 Continuing Charges lasting 1 Turn each (+0), Personal Immunity (+1/4) (29 Active Points) | |
74 |
Total Powers Cost |
Cost |
Maneuver |
3 |
Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, STR +2d6 Strike |
4 |
Joint Lock/Throw: 1/2 Phase, +1 OCV, +0 DCV, Grab One Limb; 1d6 NND; Target Falls |
3 |
Legsweep: 1/2 Phase, +2 OCV, -1 DCV, STR +1d6 Strike, Target Falls |
4 |
Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort |
4 |
Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort |
4 |
Reversal: var Phase, -1 OCV, -2 DCV, +15 STR to Escape; Grab Two Limbs |
5 |
Sacrifice Strike: 1/2 Phase, +1 OCV, -2 DCV, STR +4d6 Strike |
27 |
Total Martial Arts Cost |
|