| Cost |
Name |
| 3 |
Acrobatics 14- |
| 3 |
Breakfall 14- |
| 2 |
CK: Seattle 11- |
| 3 |
Concealment 13- |
| 3 |
Criminology 13- |
| 3 |
Deduction 13- |
| 3 |
Demolitions 13- |
| 2 |
KS: Car Theft 11- |
| 2 |
KS: Underwater Demolitions 11- |
| 0 |
Language: Arabic (idiomatic) |
| 3 |
Language: English (completely fluent) |
| 3 |
Shadowing 13- |
| 3 |
Stealth 14- |
| 3 |
Streetwise 14- |
| 2 |
Survival (Desert) 13- |
| 3 |
Systems Operation (Communications Systems, Radar) 13- |
| 3 |
Tactics 13- |
| 3 |
Teamwork 14- |
| 2 |
TF: SCUBA, Small Motorized Ground Vehicles |
| 3 |
Tracking 13- |
| 14 |
WF: Common Melee Weapons, Small Arms, Anti-Tank Guns, Flamethrowers, General Purpose/Heavy Machine Guns, Grenade Launchers, Homemade Weapons, Mortars, Recoilless Guns, Shoulder-Fired Weapons, Staffs, Vehicle Weapons, Whips |
| 15 |
+3 with Ranged Combat |
| 9 |
+3 with Commando Training |
| 90 |
Total Skills Cost |
|
|
| Cost |
Power |
END |
| 41 |
7.62 (Modified M-60 LMG): Killing Attack - Ranged 3d6, +1 STUN Multiplier (+1/4), Armor Piercing (+1/2), 4 clips of 50 Charges (+3/4), Autofire (10 shots; +1) (157 Active Points); OAF Bulky (-1 1/2), STR Minimum (STR Min. Cannot Add/Subtract Damage; -1 1/4), Beam (-1/4), Real Weapon (-1/4) plus +1 OCV (5 Active Points); OAF (-1), Real Weapon (-1/4) plus +2 vs Range (6 Active Points); OAF Bulky (-1 1/2) | [50] |
| 20 |
Fragmentation Super Grenade: Killing Attack - Ranged 4d6, Explosion (+1/2); 1 Charge (-2), OAF (-1), Real Weapon (-1/4), Range Based On Strength (-1/4) | [1] |
| 14 |
.50 (Desert Eagle): Killing Attack - Ranged 2d6+1, 2 clips of 9 Charges (+0), +1 STUN Multiplier (+1/4) (44 Active Points); STR Minimum (STR Min. Cannot Add/Subtract Damage; -1 1/4), OAF (-1), Beam (-1/4), Real Weapon (-1/4) plus +1 OCV (5 Active Points); OAF (-1), Real Weapon (-1/4) | [9] |
| 7 |
Dagger: Killing Attack - Hand-To-Hand 1d6-1, Reduced Endurance (0 END; +1/2), Ranged (+1/2); OAF (-1), STR Minimum (-1/2), Real Weapon (-1/4) Notes: Can Be Thrown | 0 |
| 14 |
Kevlar Plus Body Armor: Armor (8 PD/8 ED); Activation Roll 14- (-1/2), IIF (-1/4) | 0 |
| 96 |
Total Powers Cost |
| Cost |
Maneuver |
|
Commando Training |
| 3 |
1) Akido Throw: 1/2 Phase, +0 OCV, +1 DCV, 7d6 +v/5, Target Falls |
| 4 |
2) Boxing Cross: 1/2 Phase, +0 OCV, +2 DCV, 9d6 Strike |
| 4 |
3) Choke: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND |
| 4 |
4) Escape: 1/2 Phase, +0 OCV, +0 DCV, 50 STR vs. Grabs |
| 4 |
5) Hold: 1/2 Phase, -1 OCV, -1 DCV, Grab Three Limbs, 10 STR for holding on |
| 4 |
6) Judo Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 45 STR to Disarm roll |
| 4 |
7) Karate "Chop": 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1 |
| 4 |
8) Kung Fu Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort |
| 1 |
9) Weapon Element: Clubs |
| 1 |
10) Weapon Element: Knives |
| 33 |
Total Martial Arts Cost |
|