| Cost |
Name |
| 3 |
Acrobatics 14- |
| 0 |
Acting 8- |
| 3 |
Breakfall 14- |
| 2 |
CK: Detroit 11- |
| 2 |
CK: New York City 11- |
| 3 |
Climbing 14- |
| 3 |
Combat Driving 14- |
| 5 |
Computer Programming (Hacking and Computer Security, Personal Computers, Local Networks) 13- |
| 3 |
Concealment 13- |
| 3 |
Conversation 12- |
| 3 |
Criminology 13- |
| 3 |
Deduction 13- |
| 3 |
Demolitions 13- |
| 3 |
Electronics 13- |
| 1 |
Forensic Medicine 8- |
| 3 |
High Society 12- |
| 2 |
KS: Karate 11- |
| 2 |
KS: New York City Underworld 11- |
| 0 |
Language: English (Idiomatic) |
| 3 |
Lockpicking 14- |
| 1 |
PS: Free-lance Computer Security Expert 13- |
| 3 |
Paramedics 13- |
| 3 |
Persuasion 12- |
| 3 |
Security Systems 13- |
| 3 |
Shadowing 13- |
| 3 |
Stealth 14- |
| 3 |
Streetwise 12- |
| 0 |
TF: Small Motorized Ground Vehicles |
| 6 |
WF: Common Melee Weapons, Small Arms, Karate Weapons, Off Hand |
| 16 |
Penalty Skill Levels: +8 vs. Hit Location modifiers with Utility belt darts |
| 91 |
Total Skills Cost |
| Cost |
Name |
| 3 |
Well-Connected |
| 5 |
1) Contact: 'Gadget Maker' (as Night Angel only, Contact has extremely useful Skills or resources, Very Good relationship with Contact) 11- |
| 1 |
2) Contact: Central Park Bum (as Night Angel only, Contact has useful Skills or resources) 11- |
| 4 |
3) Contact: FBI Agent (as Night Angel only, Contact has access to major institutions, Contact has useful Skills or resources, Very Good relationship with Contact) 11- |
| 3 |
4) Contact: High Society Maven (as Kate Portis only, Contact has significant Contacts of his own, Very Good relationship with Contact) 11- |
| 11 |
5) Contact: Icehawk of the Seattle Hunt (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Very Good relationship with Contact) 14- |
| 3 |
6) Contact: Investigative Journelist (as Night Angel only, Contact has significant Contacts of his own, Contact has useful Skills or resources, Good relationship with Contact) 11- |
| 4 |
7) Contact: Major criminal organization capo (actually a deep cover NYPD officer) (as Night Angel only, Contact has significant Contacts of his own, Contact has very useful Skills or resources, Good relationship with Contact) 11- |
| 17 |
8) Contact: The Network (as Night Angel only, Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own), Organization Contact (x3) 11- |
| 3 |
Money: Well Off |
| 54 |
Total Perks Cost |
| Cost |
Name |
| 12 |
Combat Luck (6 PD/6 ED) |
| 12 |
Total Talents Cost |
|
|
| Cost |
Power |
END |
| 20 |
Utility Belt: Multipower, 30-point reserve, all slots OIF (-1/2) |
|
| 1u |
1) Advanced Lockpick Set: +2 with Lockpicking (4 Active Points); OAF (-1) |
|
| 1u |
2) Billy Club: HA +3d6, Reduced Endurance (0 END; +1/2) (22 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2) |
0 |
| 1u |
3) Bomb Defusing Kit: +2 with Demolitions (4 Active Points); OAF (-1), Only To Defuse Bombs (-1/4) |
|
| 1u |
4) Boomerang: EB 4d6, Reduced Endurance (0 END; +1/2) (30 Active Points); OAF (-1) |
0 |
| 1u |
5) Calculator: Lightning Calculator (3 Active Points); OAF (-1) |
|
| 1u |
6) Crime Scene Kit: +2 with Criminology (4 Active Points); OAF (-1), 8 Charges (-1/2) |
|
| 1u |
7) Fake Bomb: Sight and Hearing Groups Images 1" radius, +/-5 to PER Rolls (30 Active Points); 1 Charge (-2), OAF (-1), Set Effect (fake bomb; -1) |
[1] |
| 1u |
8) Fear Darts: Drain PRE 2d6, Range Based On STR (+1/4) (25 Active Points); OAF (-1), 6 Charges (-3/4), Must Target Non-Armored Hit Locations (-1/4) |
[6] |
| 1u |
9) Flashlight: Sight Group Images 1" radius, +/-4 to PER Rolls, 1 Continuing Fuel Charge lasting 1 Hour (refueled by recharging, easy to obtain; +0) (22 Active Points); OAF (-1), Only To Create Light (-1), Limited Range (10"; -1/4) |
[1 cc] |
| 1u |
10) Flash Pellets: Sight Group Flash 2d6 (10 Active Points); OAF (-1), 6 Charges (-3/4), Range Based On STR (-1/4) |
[6] |
| 1u |
11) Freeze Gas: Minor Transform 3d6 (normal object to frozen stiff object, "heal" by thawing out at normal rate) (30 Active Points); OAF (-1), 4 Charges (-1), Limited Target (See notes; -1/4)Notes: Freeze Gas is for use against the working parts of an alarm, a bomb, and so forth, not against living creatures |
[4] |
| 1u |
12) Laser Torch: RKA 1 point, Penetrating (x2; +1) (10 Active Points); OAF (-1), No Range (-1/2), 1 Continuing Fuel Charge lasting 5 Minutes (-1/2) |
1 |
| 1u |
13) Medkit: +2 with Paramedics (4 Active Points); OAF (-1), 4 Charges (-1) |
|
| 1u |
14) Miniature Climbing Rig: +2 with Climbing (4 Active Points); OAF (-1) |
|
| 1u |
15) Mini-bolos: Entangle 3d6, 3 DEF (30 Active Points); 3 Charges (-1 1/4), OAF (-1) |
[3] |
| 1u |
16) Mini-camera: Eidetic Memory (5 Active Points); OAF (-1), Visual Images Only (-1/2) |
|
| 1u |
17) Mini-Console: HRRP (Radio Group) (12 Active Points); OAF (-1) |
0 |
| 1u |
18) Mini-radios: Mind Link , Any Willing Target, Number of Minds (x4) (25 Active Points); OAF (-1), Only With Others Who Have Same Mind Link (-1), Affected As Hearing And Radio Groups, Not Mental Group (-1/2) |
0 |
| 1u |
19) Mini-recorder: Eidetic Memory (5 Active Points); OAF (-1), Sound Only (-1/2) |
|
| 1u |
20) Nightsight Monocular: (Total: 14 Active Cost, 6 Real Cost) IR Perception (Sight Group) (5 Active Points); OAF (-1) (Real Cost: 2) plus +6 versus Range Modifier for Sight Group (9 Active Points); OAF (-1) (Real Cost: 4) |
0 |
| 1u |
21) Painkillers: (Total: 30 Active Cost, 14 Real Cost) Physical Damage Reduction, Resistant, 25%, 2 Continuing Charges lasting 1 Hour each (+0) (15 Active Points); OAF (-1) (Real Cost: 7) plus Energy Damage Reduction, Resistant, 25%, 2 Continuing Charges lasting 1 Hour each (+0) (15 Active Points); OAF (-1) (Real Cost: 7) |
[2 cc] |
| 1u |
22) Paint Tag Bomb: Cosmetic Transform 4d6 (normal person to person painted bright red, heal by washing with vinegar), Partial Transform (see Dark Champions; +1/2) (30 Active Points); OAF (-1), 4 Charges (-1), Range Based On STR (-1/4) |
[4] |
| 1u |
23) Parabolic Mini-Mike: +6 versus Range Modifier for Hearing Group (9 Active Points); OAF (-1) |
0 |
| 1u |
24) Rebreather: LS (Expanded Breathing: Breathe Underwater), 1 Continuing Fuel Charge lasting 1 Hour (refueled through recharging system, easy to obtain; +0) (5 Active Points); OAF (-1) |
[1 cc] |
| 1u |
25) Security Systems Analyzer: +2 with Security Systems (4 Active Points); OAF (-1) |
|
| 1u |
26) Sleep Gas Pellets: EB 3d6, NND (defense is Life Support [Self-Contained Breathing or appropriate Immunity]; +1) (30 Active Points); OAF (-1), 6 Charges (-3/4), Range Based On STR (-1/4) |
[6] |
| 1u |
27) Smoke Pellets: Darkness to Sight Group 3" radius, 8 Continuing Charges lasting 1 Turn each (removed by high winds or rain; +0) (30 Active Points); OAF (-1), Range Based On STR (-1/4) |
[8 cc] |
| 1u |
28) Swingline: Swinging 10", Reduced Endurance (0 END; +1/2) (15 Active Points); OAF (-1) |
0 |
| 1u |
29) Thermite Pellets I: RKA 1d6, Armor Piercing (+1/2), Explosion (+1/2) (30 Active Points); OAF (-1), 6 Charges (-3/4), Range Based On STR (-1/4) |
[6] |
| 1u |
30) Thermite Pellets II: RKA 1d6, Continuous (+1) (30 Active Points); OAF (-1), Range Based On STR (-1/4), 6 Continuing Charges lasting 1 Turn each (-1/4) |
[6 cc] |
| 1u |
31) Throwing Blades: HKA 1/2d6 (1d6 w/STR), Autofire (3 shots; +1/4), Range Based On STR (+1/4), Armor Piercing (+1/2) (20 Active Points); OAF (-1), 6 Recoverable Charges (-1/4) |
[6 rc] |
| 1u |
32) Vertigo Darts: Drain DEX 2d6, Range Based On STR (+1/4) (25 Active Points); OAF (-1), 6 Charges (-3/4), Must Target Non-Armored Hit Locations (-1/4) |
[6] |
| 1u |
33) Weakness Darts: Drain STR 2d6, Range Based On STR (+1/4) (25 Active Points); OAF (-1), 6 Charges (-3/4), Must Target Non-Armored Hit Locations (-1/4) |
[6] |
| 5 |
Woven Carbon Fiber Bodysuit: Armor (5 PD/5 ED); OIF (-1/2), Activation Roll 14- (-1/2), Half Mass (6.15; -1/2), Real Armor (-1/4) |
0 |
| 58 |
Total Powers Cost |
| Cost |
Maneuver |
|
Karate |
| 4 |
1) Atemi Strike: 1/2 Phase, -1 OCV, +1 DCV, 3 1/2d6 NND |
| 4 |
2) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort |
| 4 |
3) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 40 STR to Disarm roll |
| 4 |
4) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort |
| 4 |
5) Knifehand Strike ("Chop"): 1/2 Phase, -2 OCV, +0 DCV, HKA 2d6 |
| 3 |
6) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 7d6 Strike, Target Falls |
| 4 |
7) Punch/Snap Kick: 1/2 Phase, +0 OCV, +2 DCV, 8d6 Strike |
| 5 |
8) Side/Spin Kick: 1/2 Phase, -2 OCV, +1 DCV, 10d6 Strike |
| 1 |
9) Weapon Element: Karate Weapons |
| 1 |
10) Weapon Element: Staffs |
| 12 |
11) +3 HTH Damage Class(es) |
| 46 |
Total Martial Arts Cost |
|