| Cost |
Name |
| 3 |
Acting 12- |
|
Autofire Skills |
| 5 |
1) Accurate Sprayfire |
| 5 |
2) Concentrated Sprayfire |
| 5 |
3) Deadly Sprayfire |
| 5 |
4) Precise Sprayfire I |
| 5 |
5) Skipover Sprayfire |
| 3 |
Breakfall 14- |
| 3 |
Bribery 12- |
| 3 |
Bugging 14- |
| 3 |
Bureaucratics 12- |
| 3 |
Climbing 14- |
| 3 |
Computer Programming 14- |
| 3 |
Concealment 14- |
| 3 |
Conversation 12- |
| 3 |
Criminology 14- |
| 3 |
Deduction 14- |
| 3 |
Electronics 14- |
| 3 |
Fast Draw 14- |
| 2 |
Forgery (Documents) 14- |
| 3 |
Interrogation 12- |
| 3 |
Linguist |
| 3 |
1) Language: Arabic (idiomatic) |
| 1 |
2) Language: English (completely fluent) |
| 1 |
3) Language: French (completely fluent) |
| 0 |
4) Language: German (idiomatic) |
| 2 |
5) Language: Italian (completely fluent) |
| 3 |
PS: Analyst 14- |
| 3 |
Paramedics 14- |
| 3 |
Persuasion 12- |
| 5 |
Rapid Attack (Ranged) |
| 3 |
Research 14- |
| 3 |
SS: Ballistics 14- |
| 3 |
SS: Criminal Psychology 14- |
| 3 |
Scholar |
| 1 |
1) KS: German Army History And Customs 11- |
| 2 |
2) KS: International Law 14- |
| 2 |
3) KS: Known Terrorists 14- |
| 1 |
4) KS: Krav Maga 11- |
| 2 |
5) KS: Organized Crime 14- |
| 2 |
6) KS: Terrorist Organizations 14- |
| 1 |
7) KS: The Terrorist World 11- |
| 3 |
Security Systems 14- |
| 3 |
Shadowing 14- |
| 3 |
Stealth 14- |
| 3 |
Streetwise 12- |
| 3 |
Tactics 14- |
| 3 |
Teamwork 14- |
| 4 |
WF: Small Arms, Clubs, Knives, Thrown Knives, Axes, and Darts |
| 6 |
+3 with Assault Rifles |
| 6 |
+3 with Krav Maga |
| 150 |
Total Skills Cost |
| Cost |
Name |
| 4 |
Contact: Former Militärischer Abschirmdienst Boss (Contact has useful Skills or resources, Good relationship with Contact) 11- |
| 3 |
Reputation (within the Intelligence Community) 11-, +3/+3d6 |
| 3 |
Fringe Benefit: Espionage Rank (Senior Analyst) |
| 3 |
Fringe Benefit: Security Clearance (Top Secret) |
| 2 |
Fringe Benefit: Sergeant (ret) |
| 15 |
Total Perks Cost |
|
|
| Cost |
Power |
END |
| 11 |
Tough Minded: Mental Defense (15 points total) | 0 |
| 20 |
ACR .450 (Bushmaster): Killing Attack - Ranged 2d6, 4 clips of 30 Charges (+1/2), Autofire (5 shots; +1/2) (60 Active Points); STR Minimum (STR Min. Cannot Add/Subtract Damage; -1), OAF (-1), Beam (-1/4), Real Weapon (-1/4) plus +1 OCV (5 Active Points); OAF (-1), Real Weapon (-1/4) plus +1 vs Range (3 Active Points); OAF (-1) | [30] |
| 20 |
Utility Belt: Multipower, 30-point reserve, all slots OIF (-1/2) | |
| 1u |
1) Camouflage Clothing: +1 with Stealth; Only Works In Appropriate Settings (-1), OIF (-1/2) | |
| 1u |
2) Combat Knife: HKA 1d6 (2d6 w/STR); OAF (-1), Real Weapon (-1/4) | 1 |
| 1u |
3) Advanced Lockpick Set: +2 with Lockpicking (4 Active Points); OAF (-1) | |
| 1u |
4) Billy Club: HA +3d6, Reduced Endurance (0 END; +1/2) (22 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2) | 0 |
| 1u |
5) Bomb Defusing Kit: +2 with Demolitions (4 Active Points); OAF (-1), Only To Defuse Bombs (-1/4) | |
| 1u |
6) Boomerang: EB 4d6, Reduced Endurance (0 END; +1/2) (30 Active Points); OAF (-1) | 0 |
| 1u |
7) Calculator: Lightning Calculator (3 Active Points); OAF (-1) | |
| 1u |
8) Crime Scene Kit: +2 with Criminology (4 Active Points); OAF (-1), 8 Charges (-1/2) | |
| 1u |
9) 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 |
10) 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 |
11) 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 |
12) Flash Pellets: Sight Group Flash 2d6 (10 Active Points); OAF (-1), 6 Charges (-3/4), Range Based On STR (-1/4) | [6] |
| 1u |
13) 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 |
14) 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 |
15) Medkit: +2 with Paramedics (4 Active Points); OAF (-1), 4 Charges (-1) | |
| 1u |
16) Miniature Climbing Rig: +2 with Climbing (4 Active Points); OAF (-1) | |
| 1u |
17) Mini-bolos: Entangle 3d6, 3 DEF (30 Active Points); 3 Charges (-1 1/4), OAF (-1) | [3] |
| 1u |
18) Mini-camera: Eidetic Memory (5 Active Points); OAF (-1), Visual Images Only (-1/2) | |
| 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] |
|
Kit | |
| 11 |
1) Level III-A: Armor (10 PD/10 ED); OIF (-1/2), Activation Roll 14- (-1/2), Half Mass (35; -1/2), Real Armor (-1/4) | 0 |
| 7 |
2) Combat Knife: HKA 1d6 (2d6 w/STR); OAF (-1), Real Weapon (-1/4) | 1 |
| 6 |
3) Helmet: Armor (8 PD/8 ED); Activation Roll 8- (protects Locations 3-4; -2), OIF (-1/2), Half Mass (-1/2), Real Armor (-1/4) | 0 |
| 5 |
4) Combat Helmet Visor: Sight Group Flash Defense (8 points); OIF (-1/2) | 0 |
| 5 |
5) Combat Helmet Sound Dampening Insulation: Hearing Group Flash Defense (8 points); OIF (-1/2) | 0 |
| 1 |
6) Camouflage Clothing: +1 with Stealth; Only Works In Appropriate Settings (-1), OIF (-1/2) | |
|
TWG Comm Pad, all slots 1 Continuing Charge lasting 6 Hours (+0); all slots OAF (-1) | |
| 5 |
1) AV Communications System: High Range Radio Perception (Radio Group); Sense Affected As Sight And Hearing Group As Well As Radio Group (-1/2) | 0 |
| 8 |
2) Encrypted: Cryptography 20- (25 Active Points); Only To Encrypt/Decrypt Its Own Transmissions (-1) | |
| 3 |
3) On-Board Computer: Computer | |
| 135 |
Total Powers Cost |
| Cost |
Maneuver |
|
Krav Maga |
| 4 |
1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort |
| 4 |
2) Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 3d6 NND |
| 4 |
3) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 39 STR to Disarm roll |
| 4 |
4) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort |
| 4 |
5) Escape: 1/2 Phase, +0 OCV, +0 DCV, 44 STR vs. Grabs |
| 3 |
6) Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 39 STR for holding on |
| 5 |
7) Kick: 1/2 Phase, -2 OCV, +1 DCV, 9 1/2d6 Strike |
| 4 |
8) Low Kick/Knee Strike/Punch: 1/2 Phase, +0 OCV, +2 DCV, 7 1/2d6 Strike |
| 3 |
9) Throw: 1/2 Phase, +0 OCV, +1 DCV, 5 1/2d6 +v/5, Target Falls |
| 1 |
10) Weapon Element: Blades |
| 1 |
11) Weapon Element: Clubs |
| 8 |
12) +2 HTH Damage Class(es) |
| 45 |
Total Martial Arts Cost |
|