Edge - Air Cavalry Agent
Name:
Edge
Player:
Val
Char
Base
Cost
Max
Pts.
13
STR
10
x1
20
3
18
DEX
10
x3
20
24
13
CON
10
x2
20
6
10
BODY
10
x2
20
0
11
INT
10
x1
20
1
10
EGO
10
x2
20
0
10
PRE
10
x1
20
0
10
COM
10
x1/2
20
0
3
PD
3
x1
8
0
3
ED
3
x1
8
0
3
SPD
2.8
x10
4
2
6
REC
6
x2
10
0
26
END
26
x1/2
50
0
24
STUN
24
x1
50
0
Characteristics Cost:
36
STR Roll: 12-
DEX Roll: 13-
CON Roll: 12-
INT Roll: 11-
EGO Roll: 11-
PER Roll: 11-
Run: 6"
Swim: 2"
Jump: 3"
Disadvantages
+ Base: 75
10 
DF: VIPER uniforms; Concealability: Easily, 5; Reaction: Always noticed & major reaction, +5 
15 
Hunted: PRIMUS; Capabilities: As Powerful, 10; Non-combat Influence: Extensive, +5 
15 
Thrillseeker 
10 
Casual Killer 
15 
Reputation: Viper Agent 
10 
Watched: VIPER; Capabilities: Less Powerful, 5; Non-combat Influence: Extensive, +5; Actions: Only Watching, ×½ 
Experience
10
Disad Total:
75
Exp Spent +
10
Cost =
160
Pts Skill /
Talent / Perk / Power
END/
Roll
30 
6d6 Energy Blast ; Range: 375; Versus: ED; Limited Power: OAF VR-10A 'Fat Lady': -1; Activation: 14-, -½; Charges: 4, +0; Clips: 16; Attack vs. Limited Defense: Hearing Flash Defense: +1½ (75)  0
20 
10" Flight (NC: 20") ; Non-Combat (MPH): 22; Limited Power: OIF Jet-pack: -½; Reduced END: Zero, +½ (30)  0
10 
1d6+1 Killing Attack (HTH) (Total 2d6) ; OAF: Katana: -1 (20)  2
Armor: Suit and Helmet (6 PD/3 ED) ; OIF: -½ (13)
Force Field (6 PD/4 ED) ; Limited Power: OIF Force Field Belt: -½; Charges: 3, -¼; Continuing Charges: 5 Minutes, -4 lev (10)  0
Flash Defense: Helmet Visor (Sight, 5 pts) ; OIF: -½ (5)
Radio Listen and Transmit: Helmet Comm ; OIF: -½ (5)
  Kenjutsu
Martial Block (OCV +2, DCV +2)
Martial Disarm (OCV -1, DCV +1)
Martial Dodge (OCV --, DCV +5)
Fast Strike (OCV +2, DCV +0, 4½d6)
Acrobatics  13-
Breakfall  13-
Climbing  13-
Combat Piloting  13-
Navigation  11-
Paramedic  11-
KS: Air Combat Tactics  12-
KS: Jet-pack Maintenence  11-
TF: Viper Air Vehicles
WF: Viper Weapons
124
: Skills and Powers Cost
36
+ Characteristics Cost
160
= Total Cost
Base OCV: 6 Base DCV: 6
Adjustment + Adjustment +
Final OCV = Final DCV =
Levels: 
Combat Maneuvers
Maneuver
Phase
OCV
DCV
Effect
Block
½
--
+0
stops attacks, abort
Brace
0
+2
½
+2 vs. RMod
Disarm
½
-2
0
disarm: STR vs. STR
Dodge
½
--
+3
vs. all attacks, abort
Grab
½
-1
-2
grab, do STR
Haymaker
½
0
-5
4d6 bef. Pushing
Move By
½
-2
-2
1½d6+v/5
Move Through
½
-v/5
-3
2½d6+v/3
Set
1
+1
0
Strike
½
+0
+0
STR or weapon type
Other Attacks
½
+0
+0
Covered
½
-2*
+0
target held at gunpoint
Dive for Cover
½
+0
+0
moves character, abort
Pull a Punch
½
-1/3d6
0
full STUN, ½ BODY
Roll w/Punch
½
-2
-2
½ STUN/BODY, abort
Snap Shot
1
1
-1
duck behind cover
Suppression
1
-2
+0
continuous autofire
Sweep
1
-2
×½
hit mult. targets HTH
Martial Block
½
+2
+2
Martial Disarm
½
-1
+1
Martial Dodge
½
+5
Fast Strike
½
+2
0
4½d6
Range
0-4
5-8
9-16
17-32
33-64
65-128
RMod
0
-2
-4
-6
-8
-10
DEX: 18, SPD: 3, ECV: 3
Phases: 4, 8, 12
PD/rPD: 15/12   ED/rED: 10/7   MD: 0
END: ______   STUN: ______   BODY: ______
Lift: 151½kg
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