British SAS(M)
Character Name: SAS(M)
Alternate Identities: Varies
Player Name: NPC
CHARACTERISTICS
Val Char Base Points Total Roll Notes
15 STR 10 5 15 12- HTH Damage 3d6 END [1]
16 DEX 10 18 16 12- OCV 5 DCV 5
16 CON 10 12 16 12-
10 BODY 10 0 10 11-
13 INT 10 3 13 12- PER Roll 12-
10 EGO 10 0 10 11- ECV: 3
15 PRE 10 5 15 12- PRE Attack: 3d6
10 COM 10 0 10 11-
3 PD 3 0 3/21 3/21 PD (0/18 rPD)
3 ED 3 0 3/21 3/21 ED (0/18 rED)
3 SPD 2.6 4 3 Phases: 4, 8, 12
6 REC 6 0 6
32 END 32 0 32
26 STUN 26 0 26
8" Running 6 4 8"
5" Swimming 2 3 5"
3" Leaping 3 0 3" 54 Total Characteristics Points
CHARACTER IMAGE
QUOTE
EXPERIENCE POINTS
Total earned: 47
Spent: 47
Unspent: 0
Base Points: 75
Disad Points: 75
Total Points: 197
MOVEMENT
Type Total
Run 8"
Swim 5"
H. Leap 3"
V. Leap 1 1/2"
DEFENSES
Type Amount
Physical Defense 3/21
Res. Phys. Defense 0/18
Energy Defense 3/21
Res. Energy Defense 0/18
Mental Defense 0
Res. Mental Defense 0
Power Defense 0
 
COMBAT INFORMATION
OCV: 5 DCV: 5
 
Combat Skill Levels:
+3 OCV with firearm of choice
+2 OCV (MP5)
+1 OCV (.50 pistol)
COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
Akido Throw 1/2 +0 +1 3d6 +v/5, Target Falls
Boxing Cross 1/2 +0 +2 5d6 Strike
Choke 1/2 -2 +0 Grab One Limb; 2d6 NND
Escape 1/2 +0 +0 30 STR vs. Grabs
Hold 1/2 -1 -1 Grab Three Limbs, 10 STR for holding on
Judo Disarm 1/2 -1 +1 Disarm; 25 STR to Disarm roll
Karate "Chop" 1/2 -2 +0 HKA 1d6 +1
Kung Fu Block 1/2 +2 +2 Block, Abort
RANGE MODIFIERS
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10
DISADVANTAGES
Cost  Disadvantage
5 Distinctive Features: Uniform (Easily Concealed)
15 Psychological Limitation: Varies (Common, Strong)
10 Reputation: Tough, 11-
10 Social Limitation: Military Bearing (Frequently, Minor)
20 Social Limitation: Subject To Orders (Very Frequently, Major)
15 Watcher: SAS(M) 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)
75 Total Disadvantages Cost

Character Name: SAS(M)
Alternate Identities: Varies
Player Name: NPC
SKILLS
Cost  Name
5 Accurate Sprayfire
0 Acting 8-
0 AK: Home Town Area 8-
3 Breakfall 12-
3 Climbing 12-
3 Concealment 12-
0 Conversation 8-
0 CuK: Home Culture 8-
3 Deduction 12-
7 Demolitions 14-
2 KS: SAS History And Traditions 11-
2 KS: The Military/Mercenary/Terrorist World 11-
2 KS: British Army History And Customs 11-
0 Language: English (Idiomatic)
10 Martial Arts (10 points' worth -- usually Commando Training, but the character can choose another style if preferred)
3 Navigation (Land, Marine) 12-
0 PS: Player's Choice 11-
2 PS: SAS 11-
2 PS: Soldier 11-
3 Paramedics 12-
0 Persuasion 8-
5 Skipover Sprayfire
3 Shadowing 12-
3 Stealth 12-
10 Survival (Marine, Temperate/Subtropical, Tropical, Desert, Mountain) 12-
3 Systems Operation 12-
0 TF: Bicycles, Small Motorized Ground Vehicles
5 TF: Parachuting, Advanced, Parachuting, Basic, SCUBA, Small Motorized Boats, Small Rowed Boats
3 Tactics 12-
3 Tracking 12-
6 WF: Small Arms, Blades, Clubs, General Purpose/Heavy Machine Guns, Grenade Launchers, Shoulder-Fired Weapons
6 +3 OCV with firearm of choice
97 Total Skills Cost
PERKS
Cost  Name
4 Fringe Benefit: Military Rank
5 Fringe Benefit: Security Clearance
4 Contacts (4 points' worth)
13 Total Perks Cost
 
EQUIPMENT
Equipment END
9mm (Heckler&Koch MP5): Killing Attack - Ranged 1d6+1, 4 clips of 30 Charges (+1/2), Autofire (5 shots; +1/2) (40 Active Points); STR Minimum (STR Min. Cannot Add/Subtract Damage; -1), OAF (-1), Beam (-1/4), Real Weapon (-1/4) plus +2 OCV (10 Active Points); OAF (-1), Real Weapon (-1/4)[30]
.50 (Desert Eagle): Killing Attack - Ranged 2d6+1, 2 clips of 9 Charges (+0), +1 STUN Multiplier (+1/4), Armor Piercing (+1/2) (61 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)
Notes: This weapon is loaded with Armor Piercing rounds and is carried as a Metahuman Stopper. Teams are trained to use this as a weapon of last resort.
[9]
SAS(M) Armored Vest: Armor (4 PD/4 ED); Activation Roll 11- (protects Hit Locations 9-13; -1), OIF (-1/2)0
SAS(M) Standard Uniform: Armor (8 PD/8 ED); OIF (-1/2), Activation Roll 14- (does not protect Hit Locations 3-7; -1/2)0
SAS(M) Combat Helmet, all slots OIF (-1/2)
1) Utility Helmet: Armor (6 PD/6 ED) (18 Active Points); Activation Roll 8- (only protects Hit Locations 3-5; -2)
0
2) Auditory Dampers: Hearing Group Flash Defense (8 points) (8 Active Points)
0
3) Polarized Lenses: Sight Group Flash Defense (10 points) (10 Active Points)
0
4) Telescopic Lenses: +6 versus Range Modifier for Sight Group (9 Active Points)
0
5) Thermalvision: Infrared Perception (Sight Group) (5 Active Points)
0
6) UV Vision: Ultraviolet Perception (Sight Group) (5 Active Points)
0
SAS(M) Utility Belt: Multipower, 45-point reserve, all slots OIF (-1/2)
1) Billy Club: HA +3d6, Reduced Endurance (0 END; +1/2) (22 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2)
0
2) Bomb Defusing Kit: +2 with Demolitions (4 Active Points); OAF (-1), Only To Defuse Bombs (-1/4)
3) Concussion Grenade: Energy Blast 6d6, Explosion (+1/2); 3 Charges (-1 1/4), OAF (-1), Real Weapon (-1/4), Range Based On Strength (-1/4)
[3]
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]
5) Flash Pellets: Sight Group Flash 2d6 (10 Active Points); OAF (-1), 6 Charges (-3/4), Range Based On STR (-1/4)
[6]
6) Fragmentation Grenade: Killing Attack - Ranged 2d6, Explosion (+1/2); 3 Charges (-1 1/4), OAF (-1), Real Weapon (-1/4), Range Based On Strength (-1/4)
[3]
7) Medkit: +2 with Paramedics (4 Active Points); OAF (-1), 4 Charges (-1)
8) Miniature Climbing Rig: +2 with Climbing (4 Active Points); OAF (-1)
9) Mini-bolos: Entangle 3d6, 3 DEF (30 Active Points); 3 Charges (-1 1/4), OAF (-1)
[3]
10) Mini-camera: Eidetic Memory (5 Active Points); OAF (-1), Visual Images Only (-1/2)
11) Mini-Console: HRRP (Radio Group) (12 Active Points); OAF (-1)
0
12) 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
13) Mini-recorder: Eidetic Memory (5 Active Points); OAF (-1), Sound Only (-1/2)
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
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]
16) Parabolic Mini-Mike: +6 versus Range Modifier for Hearing Group (9 Active Points); OAF (-1)
0
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]
18) 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]
19) 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]
20) 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]
MARTIAL ARTS MANEUVERS
Cost  Maneuver
Commando Training
3
1) Akido Throw: 1/2 Phase, +0 OCV, +1 DCV, 3d6 +v/5, Target Falls
4
2) Boxing Cross: 1/2 Phase, +0 OCV, +2 DCV, 5d6 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, 30 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; 25 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

Character Name: SAS(M)
Alternate Identities: Varies
Player Name: NPC
APPEARANCE
Hair Color: Brown
Eye Color: Brown
Height: 6' 1"
Weight: 185 lbs
Description:
BACKGROUND
The British Special Air Service (SAS) has always been the Elite, always be up to any challenge.  When the United States announced the Minuteman Project, the Prime Minister immediately turned to the best and the SAS(Meta) unit was formed.
POWERS/TACTICS
PERSONALITY/MOTIVATION
CAMPAIGN USE
DESIGN NOTES
Created: Never

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