| Cost |
Name |
| 3 |
Acrobatics 15- |
| 3 |
Breakfall 15- |
| 3 |
Breakfall 15- |
| 3 |
Bugging 15- |
| 3 |
Climbing 15- |
| 3 |
Combat Driving 15- |
| 3 |
Combat Piloting 15- |
| 6 |
Computer Programming (Computer Networks, Hacking and Computer Security, Personal Computers) 15- |
| 3 |
Concealment 15- |
| 3 |
Contortionist 15- |
| 0 |
Conversation 8- |
| 3 |
Criminology 15- |
| 3 |
Deduction 15- |
| 3 |
Demolitions 15- |
| 3 |
Disguise 15- |
| 3 |
Electronics 15- |
| 3 |
Fast Draw 15- |
| 2 |
Forgery (Documents) 15- |
| 3 |
High Society 13- |
| 3 |
Inventor 15- |
| 0 |
Language: English (idiomatic) |
| 3 |
Lipreading 15- |
| 3 |
Lockpicking 15- |
| 3 |
Mimicry 15- |
| 3 |
Paramedics 15- |
| 3 |
Security Systems 15- |
| 11 |
Seduction 17- |
| 3 |
Shadowing 15- |
| 3 |
Sleight Of Hand 15- |
| 3 |
Stealth 15- |
| 3 |
Streetwise 13- |
| 2 |
Survival (Urban) 15- |
| 2 |
Systems Operation (Communications Systems) 15- |
| 3 |
Tactics 15- |
| 3 |
Trading 13- |
| 9 |
TF: Common Motorized Ground Vehicles, Large Planes, Parachuting, Advanced, Parachuting, Basic, SCUBA, Skating (iceskating or rollerskating), Skiing (snow), Small Motorized Boats, Small Planes, Two-Wheeled Motorized Ground Vehicles |
| 2 |
WF: Crossbows, Off Hand |
| 25 |
+5 with Ranged Combat |
| 15 |
Penalty Skill Levels: +5 vs. Range Modifier with All Attacks |
| 12 |
+4 with Stealth, Concealment, Shadowing |
| 15 |
+3 with DCV |
| 185 |
Total Skills Cost |
| Cost |
Name |
| 3 |
Absolute Range Sense |
| 9 |
Ambidexterity (no Off Hand penalty) |
| 3 |
Lightsleep |
| 3 |
Simulate Death |
| 18 |
Total Talents Cost |
|
|
| Cost |
Power |
END |
| 33 |
Crossbow: Multipower, 75-point reserve, all slots OAF (-1), 64 clips of 1 Charge (-1/4) |
|
| 2u |
1) APCS Rocket Bolt: Killing Attack - Ranged 3d6+1, Armor Piercing (+1/2); 8 clips of 1 Charge (-1) |
[1] |
| 2u |
2) DUC Rocket Bolt: Killing Attack - Ranged 3d6+1, Penetrating (+1/2); 8 clips of 1 Charge (-1) |
[1] |
| 3u |
3) Flechette Bolt: Killing Attack - Ranged 3d6+1, Autofire (5 shots; +1/2); 8 clips of 5 Charges (-1/4) |
[5] |
| 2u |
4) RPG Bolt: Killing Attack - Ranged 3d6+1, Explosion (+1/2); 8 clips of 1 Charge (-1) |
[1] |
| 2u |
5) Rocket Bolt: Killing Attack - Ranged 5d6; 8 clips of 1 Charge (-1) |
[1] |
| 2u |
6) SABOT Bolt: Killing Attack - Ranged 2d6+1, Armor Piercing (+1/2), Penetrating (+1/2); 8 clips of 1 Charge (-1) |
[1] |
| 2u |
7) Tear Gas Bolt: Sight and Smell/Taste Groups Flash 9d6, Explosion (+1/2); 8 clips of 1 Charge (-1) |
[1] |
| 24 |
Armored Costume: Armor (10 PD/10 ED); IIF (-1/4) |
0 |
| 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) Crime Scene Kit: +2 with Criminology (4 Active Points); OAF (-1), 8 Charges (-1/2) |
|
| 1u |
3) 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 |
4) 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 |
5) Flash Pellets: Sight Group Flash 2d6 (10 Active Points); OAF (-1), 6 Charges (-3/4), Range Based On STR (-1/4) |
[6] |
| 1u |
6) 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 |
7) 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 |
8) Medkit: +2 with Paramedics (4 Active Points); OAF (-1), 4 Charges (-1) |
|
| 1u |
9) Miniature Climbing Rig: +2 with Climbing (4 Active Points); OAF (-1) |
|
| 1u |
10) Mini-bolos: Entangle 3d6, 3 DEF (30 Active Points); 3 Charges (-1 1/4), OAF (-1) |
[3] |
| 1u |
11) Mini-camera: Eidetic Memory (5 Active Points); OAF (-1), Visual Images Only (-1/2) |
|
| 1u |
12) Mini-Console: HRRP (Radio Group) (12 Active Points); OAF (-1) |
0 |
| 1u |
13) Mini-recorder: Eidetic Memory (5 Active Points); OAF (-1), Sound Only (-1/2) |
|
| 1u |
14) 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 |
15) 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 |
16) Parabolic Mini-Mike: +6 versus Range Modifier for Hearing Group (9 Active Points); OAF (-1) |
0 |
| 1u |
17) 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 |
18) Security Systems Analyzer: +2 with Security Systems (4 Active Points); OAF (-1) |
|
| 1u |
19) 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 |
20) 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 |
21) Swingline: Swinging 10", Reduced Endurance (0 END; +1/2) (15 Active Points); OAF (-1) |
0 |
| 1u |
22) 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 |
23) 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] |
| 8 |
Polarized Visor: Sight Group Flash Defense (10 points); IIF (-1/4) |
0 |
| 8 |
Light Amplification Visor: Ultraviolet Perception (Sight Group), Discriminatory; IIF (-1/4) |
0 |
| 5 |
Capricorn's Immortality Spell: Life Support (Longevity: Immortal) |
0 |
| 136 |
Total Powers Cost |
| Cost |
Maneuver |
|
Crossbow Fu |
| 4 |
1) Basic Shot: 1/2 Phase, +0 OCV, +0 DCV, Range +2, Strike, +2 DC |
| 3 |
2) Defensive Shot: 1/2 Phase, -1 OCV, +2 DCV, Range +0, Strike |
| 5 |
3) Distance Shot: 1+1 Phase, +0 OCV, -2 DCV, Range +6, Strike , +1 Segment |
| 5 |
4) Far Shot: 1/2 Phase, +1 OCV, -1 DCV, Range +4, Strike |
| 5 |
5) Moving Shot: 1/2 Phase, -1 OCV, +0 DCV, Range +0, Strike, FMove |
| 5 |
6) Offensive Ranged Disarm: 1/2 Phase, +1 OCV, -1 DCV, Range +2, Disarm, +2 DC to Disarm |
| 4 |
7) Offensive Shot: 1/2 Phase, -1 OCV, -1 DCV, Range +0, Strike, +4 DC |
| 4 |
8) Quick Shot: 1/2 Phase, +1 OCV, +0 DCV, Range +0, Strike, +2 DC |
| 4 |
9) Ranged Disarm: 1/2 Phase, +0 OCV, +0 DCV, Range +0, Disarm, +3 DC to Disarm |
| 0 |
10) Weapon Element: Crossbows |
| 39 |
Total Martial Arts Cost |
|