Erwin Gunther Weiss
Character Name: Erwin Gunther Weiss
Alternate Identities: CFO, The White Group, Harpie
Player Name: NPC
CHARACTERISTICS
Val Char Base Points Total Roll Notes
19 STR 10 9 19 13- HTH Damage 3 1/2d6 END [2]
25 DEX 10 45 25 14- OCV 8 DCV 8
20 CON 10 20 20 13-
13 BODY 10 6 13 12-
23 INT 10 13 23 14- PER Roll 14-
18 EGO 10 16 18 13- ECV: 6
15 PRE 10 5 15 12- PRE Attack: 3d6
10 COM 10 0 10 11-
6 PD 4 2 6/16 6/16 PD (0/10 rPD)
5 ED 4 1 5/15 5/15 ED (0/10 rED)
4 SPD 3.5 5 4 Phases: 3, 6, 9, 12
8 REC 8 0 8
40 END 40 0 40
33 STUN 33 0 33
7" Running 6 2 7"
2" Swimming 2 0 2"
3" Leaping 4 0 3 1/2" 124 Total Characteristics Points
CHARACTER IMAGE
QUOTE
EXPERIENCE POINTS
Total earned: 119
Spent: 119
Unspent: 0
Base Points: 200
Disad Points: 150
Total Points: 469
MOVEMENT
Type Total
Run (6) 7"
Swim (2) 2"
H. Leap (4") 3 1/2"
V. Leap (2") 1 1/2"
DEFENSES
Type Amount
Physical Defense 6/16
Res. Phys. Defense 0/10
Energy Defense 5/15
Res. Energy Defense 0/10
Mental Defense 15
Power Defense 0
 
COMBAT INFORMATION
OCV: 8 DCV: 8
 
Combat Skill Levels:
+3 with Assault Rifles
+3 with Krav Maga
COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
Block 1/2 +2 +2 Block, Abort
Choke Hold 1/2 -2 +0 Grab One Limb; 3d6 NND
Disarm 1/2 -1 +1 Disarm; 39 STR to Disarm roll
Dodge 1/2 -- +5 Dodge, Affects All Attacks, Abort
Escape 1/2 +0 +0 44 STR vs. Grabs
Grab 1/2 -1 -1 Grab Two Limbs, 39 STR for holding on
Kick 1/2 -2 +1 9 1/2d6 Strike
Low Kick/Knee Strike/Punch 1/2 +0 +2 7 1/2d6 Strike
Throw 1/2 +0 +1 5 1/2d6 +v/5, Target Falls
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: Facial Scarring (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
15 Hunted: Various Gangs/Criminal Organizations 8- (Mo Pow, Harshly Punish)
15 Hunted: HARP 8- (Mo Pow, Harshly Punish)
20 Psychological Limitation: Code Of Vengeance (Common, Total)
15 Psychological Limitation: Hunts any considered a 'terrorist'. (Common, Strong 11-)
25 Psychological Limitation: Protective of Innocents (Very Common, Total)
20 Social Limitation: Secret Identity Very Frequently, Major
15 Social Limitation: Smoker (Very Frequently, Minor)
20 Social Limitation: Subject To Orders (Very Frequently, Major)
150 Total Disadvantages Cost

Character Name: Erwin Gunther Weiss
Alternate Identities: CFO, The White Group, Harpie
Player Name: NPC
SKILLS
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
PERKS
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
 
POWERS
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
MARTIAL ARTS MANEUVERS
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

Character Name: Erwin Gunther Weiss
Alternate Identities: CFO, The White Group, Harpie
Player Name: NPC
APPEARANCE
Hair Color: Brown
Eye Color: Blue
Height: 6' 1"
Weight: 199 lbs
Description:
BACKGROUND
Former German Militärischer Abschirmdienst(MAD)Agent. Wife and son killed, he was injured and scarred, by a 'rejected' sub-Saharan African refugee.
POWERS/TACTICS
PERSONALITY/MOTIVATION
CAMPAIGN USE
Criminologist: knows how to erase evidence and leave false clues. Bat's clean-up, usually last in, covers escape route. Deadly with an assault rifle.
DESIGN NOTES
Created: Mon, 29 Oct 2018 11:23:03

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