| Cost |
Name |
| 1 |
Acrobatics 8- |
| 3 |
Breakfall 12- |
| 3 |
Bureaucratics 12- |
| 3 |
Combat Driving 12- |
| 3 |
Concealment 12- |
| 3 |
Conversation 12- |
| 3 |
Criminology 12- |
| 3 |
Deduction 12- |
| 3 |
Disguise 12- |
| 2 |
Gambling (Card Games) 12- |
| 3 |
Linguist |
| 0 |
1) Language: English (idiomatic) |
| 1 |
2) Language: French (fluent conversation) |
| 3 |
3) Language: Japanese (completely fluent) |
| 2 |
4) Language: Spanish (completely fluent) |
| 1 |
Oratory 8- |
| 2 |
PS: DEA Agent 11- |
| 2 |
PS: Social Sciences Teacher 11- |
| 3 |
Paramedics 12- |
| 3 |
Scholar |
| 1 |
1) KS: Agency
Procedures 11- |
| 1 |
2) KS: American History 11- |
| 1 |
3) KS: Colombia 11- |
| 1 |
4) KS: Colombian Cartels 11- |
| 1 |
5) KS: Criminal Law 11- |
| 1 |
6) KS: Drug Trafficking 11- |
| 1 |
7) KS: Federal Drug Laws 11- |
| 1 |
8) KS: History 11- |
| 1 |
9) KS: Jujutsu 11- |
| 1 |
10) KS: Pre-Colombian History 11- |
| 3 |
Shadowing 12- |
| 3 |
Stealth 12- |
| 3 |
Streetwise 12- |
| 2 |
Systems Operation (Communications Systems) 12- |
| 6 |
TF: Common Motorized Ground Vehicles, Parachuting, Advanced, Parachuting, Basic, SCUBA, Skiing (snow), Two-Wheeled Motorized Ground Vehicles |
| 3 |
Traveler |
| 1 |
1) AK: California 11- |
| 1 |
2) AK: Gulf Coast 11- |
| 1 |
3) AK: Panama 11- |
| 1 |
4) AK: U.S./Mexico Border 11- |
| 3 |
WF: Small Arms, Blades, Clubs |
| 3 |
+1 with Pistols |
| 87 |
Total Skills Cost |
| Cost |
Name |
| 1 |
Fringe Benefit: International Driver's License |
| 1 |
Fringe Benefit: Passport |
| 2 |
Fringe Benefit: Concealed Weapon Permit (where appropriate) |
| 1 |
Contact: Scum Drug Dealer (Contact has been blackmailed by the character, Contact has significant Contacts of his own) 11- |
| 3 |
Fringe Benefit: Federal DEA Agent |
| 8 |
Total Perks Cost |
|
|
| Cost |
Power |
END |
| 3 |
Observant: +1 PER with all Sense Groups |
0 |
| 3 |
Life Support (Immunity: Alcohol) |
0 |
| 6 |
Total Powers Cost |
| Equipment |
END |
| .380A (Walther PPK S): Killing Attack - Ranged 1d6 (15 Active Points); STR Minimum 6 (STR Min. Cannot Add/Subtract Damage; -1), OAF (-1), 7 Charges (-1/2), Beam (-1/4), Real Weapon (-1/4) plus +1 OCV (5 Active Points); OAF (-1), Real Weapon (-1/4) plus +1 vs Range (3 Active Points); OAF (-1) |
[7] |
| Cost |
Maneuver |
|
Jujutsu |
| 4 |
1) Atemi Strike: 1/2 Phase, -1 OCV, +1 DCV, 2d6 NND |
| 5 |
2) Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort |
| 5 |
3) Breaking Throw: 1/2 Phase, -2 OCV, -2 DCV, Grab One Limb; HKA 0 1/2d6 , Disable; Target Falls |
| 4 |
4) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 25 STR to Disarm roll |
| 4 |
5) Escape: 1/2 Phase, +0 OCV, +0 DCV, 30 STR vs. Grabs |
| 3 |
6) Joint Lock: 1/2 Phase, +0 OCV, -1 DCV, Grab One Limb; 10 STR for holding on |
| 4 |
7) Joint Lock/Throw: 1/2 Phase, +1 OCV, +0 DCV, Grab One Limb; 1d6 NND ; Target Falls |
| 3 |
8) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 4d6 Strike, Target Falls |
| 3 |
9) Sacrifice Throw: 1/2 Phase, +2 OCV, +1 DCV, 3d6 Strike; You Fall, Target Falls |
| 4 |
10) Shime: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND |
| 3 |
11) Slam: 1/2 Phase, +0 OCV, +1 DCV, 3d6 +v/5, Target Falls |
| 4 |
12) Strike: 1/2 Phase, +0 OCV, +2 DCV, 5d6 Strike |
| 3 |
13) Takedown: 1/2 Phase, +1 OCV, +1 DCV, 3d6 Strike; Target Falls |
| 49 |
Total Martial Arts Cost |
|