| Cost |
Name |
| 2 |
AK: Detroit Area 11- |
| 0 |
Acting 8- |
| 3 |
Breakfall 14- |
| 3 |
Climbing 14- |
| 3 |
Concealment 13- |
| 0 |
Conversation 8- |
| 0 |
CuK: Home Culture 8- |
| 3 |
Deduction 13- |
| 7 |
Demolitions 15- |
| 3 |
High Society 13- |
| 3 |
Jack of All Trades |
| 1 |
1) PS: Lawyer 13- |
| 1 |
2) PS: SEAL 11- |
| 1 |
3) PS: Sailor 11- |
| 0 |
Language: English (Idiomatic) |
| 3 |
Navigation (Land, Marine) 13- |
| 3 |
Paramedics 13- |
| 3 |
Persuasion 13- |
| 3 |
Scholar |
| 2 |
1) KS: Corporate Law 13- |
| 1 |
2) KS: Naval History And Customs 11- |
| 1 |
3) KS: SEAL History And Traditions 11- |
| 1 |
4) KS: The Military/Mercenary/Terrorist World 11- |
| 2 |
SS: Hydrography 11- |
| 3 |
Shadowing 13- |
| 3 |
Stealth 14- |
| 10 |
Survival (Marine, Temperate/Subtropical, Tropical, Desert, Mountain) 13- |
| 3 |
Systems Operation 13- |
| 11 |
TF: Common Motorized Ground Vehicles, Parachuting, Advanced, Parachuting, Basic, SCUBA, Small Motorized Boats, Small Rowed Boats, Tracked Military Vehicles, Two-Wheeled Motorized Ground Vehicles, Two-Wheeled Muscle-Powered Ground Vehicles, Wheeled Military Vehicles |
| 3 |
Tactics 13- |
| 3 |
Teamwork 14- |
| 3 |
Tracking 13- |
| 7 |
WF: Small Arms, Blades, Clubs, General Purpose/Heavy Machine Guns, Grenade Launchers, Shoulder-Fired Weapons, Thrown Knives, Axes, and Darts |
| 9 |
+3 with small arms |
| 6 |
+2 with Commando Training |
| 110 |
Total Skills Cost |
| Cost |
Name |
| 12 |
Equipment Points: 150 |
| 11 |
Money: Filthy Rich |
| 3 |
Well-Connected |
| 14 |
1) Contact (Contact has useful Skills or resources, Very Good relationship with Contact), Organization Contact (x3) 11- |
| 5 |
2) Contact (Contact has access to major institutions, Contact has useful Skills or resources, Very Good relationship with Contact) 11- |
| 11 |
3) Contact (Contact has access to major institutions, Contact has useful Skills or resources, Good relationship with Contact), Organization Contact (x3) 8- |
| 4 |
4) Contact (Contact has useful Skills or resources, Very Good relationship with Contact) 11- |
| 5 |
Fringe Benefit: Improved Equipment Availability Military equipment |
| 1 |
Fringe Benefit: License to practice Law |
| 4 |
Fringe Benefit: U.S Navy Captain(r) |
| 5 |
Fringe Benefit: Security Clearance: Top Secret |
| 2 |
Fringe Benefit: Concealed Weapon Permit |
| 6 |
Reputation: Congressional Medal of Honor (Most U.S. Military members, Politicians and the Media) 14-, +3/+3d6 |
| 83 |
Total Perks Cost |
|
|
| Cost |
Power |
END |
| 20 |
Utility Belt: Multipower, 30-point reserve, all slots OIF (-1/2) | |
| 1u |
1) ASP Baton: HA +3d6, Reduced Endurance (0 END; +1/2) (22 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2) | 0 |
| 1u |
2) Bomb Defusing Kit: +2 with Demolitions (4 Active Points); OAF (-1), Only To Defuse Bombs (-1/4) | |
| 1u |
3) Boomerang: EB 4d6, Reduced Endurance (0 END; +1/2) (30 Active Points); OAF (-1) | 0 |
| 1u |
4) Calculator: Lightning Calculator (3 Active Points); OAF (-1) | |
| 1u |
5) 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 |
6) Fear Darts: Drain PRE 2d6, Range Based On STR (+1/4); OAF (-1), 6 Charges (-3/4), Must Target Non-Armored Hit Locations (-1/4) | [6] |
| 1u |
7) 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 |
8) Flash Pellets: Sight Group Flash 2d6 (10 Active Points); OAF (-1), 6 Charges (-3/4), Range Based On STR (-1/4) | [6] |
| 1u |
9) Freeze Gas: Minor Transform 3d6 (normal object to frozen stiff object, "heal" by thawing out at normal rate); 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 |
10) 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 |
11) Medkit: +2 with Paramedics (4 Active Points); OAF (-1), 4 Charges (-1) | |
| 1u |
12) Miniature Climbing Rig: +2 with Climbing (4 Active Points); OAF (-1) | |
| 1u |
13) Mini-bolos: Entangle 3d6, 3 DEF (30 Active Points); 3 Charges (-1 1/4), OAF (-1) | [3] |
| 1u |
14) Mini-camera: Eidetic Memory (5 Active Points); OAF (-1), Visual Images Only (-1/2) | |
| 1u |
15) Mini-recorder: Eidetic Memory (5 Active Points); OAF (-1), Sound Only (-1/2) | |
| 1u |
16) 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 |
17) 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 |
18) Parabolic Mini-Mike: +6 versus Range Modifier for Hearing Group (9 Active Points); OAF (-1) | 0 |
| 1u |
19) 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 |
20) 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 |
21) 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 |
22) Swingline: Swinging 10", Reduced Endurance (0 END; +1/2) (15 Active Points); OAF (-1) | 0 |
| 1u |
23) 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 |
24) 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 |
25) 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 |
26) 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 |
27) 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 | |
| 98 |
Total Powers Cost |
| Equipment |
END |
| Weapons Locker: Variable Power Pool, 150 base + 75 control cost | |
1) 7.62 (M-60 LMG): Killing Attack - Ranged 2d6+1, +1 STUN Multiplier (+1/4), 100 Charges (+3/4), Autofire (10 shots; +1) (105 Active Points); OAF Bulky (-1 1/2), STR Minimum (STR Min. Cannot Add/Subtract Damage; -1 1/4), Beam (-1/4), Real Weapon (-1/4) plus +1 OCV (5 Active Points); OAF (-1), Real Weapon (-1/4) plus +2 vs Range (6 Active Points); OAF Bulky (-1 1/2) Real Cost: 29 | [100] |
2) 7.62 N (FN-FAL): Killing Attack - Ranged 2d6+1, +1 STUN Multiplier (+1/4), 20 Charges (+1/4), Autofire (5 shots; +1/2) (70 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) plus +2 with all attacks (6 Active Points); OAF (-1) Real Cost: 29Notes: (x2 number of items) | [20] |
3) 12 gauge sawed off: Killing Attack - Ranged 2 1/2d6, +1 STUN Multiplier (+1/4) (50 Active Points); STR Minimum (STR Min. Cannot Add/Subtract Damage; -1), OAF (-1), 5 Charges (-3/4), Required Hands Two-Handed (-1/2), Beam (-1/4), Real Weapon (-1/4), Reduced Penetration (-1/4), Reduced By Range (-1/4) plus +3 OCV (15 Active Points); OAF (-1), Real Weapon (-1/4) plus +1 vs Range (3 Active Points); OAF (-1) Real Cost: 22Notes: (x2 number of items) | [5] |
4) .45 ACP (Ingram MAC 10): Killing Attack - Ranged 2d6-1, +1 STUN Multiplier (+1/4), 32 Charges (+1/4), Autofire (5 shots; +1/2) (50 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) Real Cost: 21Notes: (x2 number of items) | [32] |
5) .50 (Desert Eagle): Killing Attack - Ranged 2d6+1, +1 STUN Multiplier (+1/4) (44 Active Points); STR Minimum (STR Min. Cannot Add/Subtract Damage; -1 1/4), OAF (-1), Beam (-1/4), Real Weapon (-1/4), 9 Charges (-1/4) plus +1 OCV (5 Active Points); OAF (-1), Real Weapon (-1/4) Real Cost: 18Notes: (x2 number of items) | [9] |
6) .41 Magnum (Llama Super Comanche): Killing Attack - Ranged 2d6, +1 STUN Multiplier (+1/4) (37 Active Points); STR Minimum (STR Min. Cannot Add/Subtract Damage; -1), OAF (-1), 6 Charges (-3/4), Beam (-1/4), Real Weapon (-1/4) plus +1 OCV (5 Active Points); OAF (-1) Real Cost: 16Notes: (x2 number of items) | [6] |
7) 7.62 RL (SVD Druganov Sniper Rifle): Killing Attack - Ranged 2d6+1, +1 STUN Multiplier (+1/4) (44 Active Points); STR Minimum (STR Min. Cannot Add/Subtract Damage; -1 1/4), OAF (-1), Required Hands Two-Handed (-1/2), Beam (-1/4), Real Weapon (-1/4), 10 Charges (-1/4) plus +1 OCV (5 Active Points); OAF (-1), Real Weapon (-1/4) plus +2 vs Range (6 Active Points); OAF (-1) Real Cost: 15 | [10] |
8) Armored Clothing: Armor (2 PD/2 ED); Activation Roll 14- (-1/2), Half Mass (2.0; -1/2), IIF (-1/4), Real Armor (-1/4) Real Cost: 2 | 0 |
| Kit 1 | |
1) .45 ACP (Ingram MAC 10): Killing Attack - Ranged 2d6-1, +1 STUN Multiplier (+1/4), 32 Charges (+1/4), Autofire (5 shots; +1/2) (50 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)Notes: (x2 number of items) | [32] |
2) .50 (Desert Eagle): Killing Attack - Ranged 2d6+1, +1 STUN Multiplier (+1/4) (44 Active Points); STR Minimum (STR Min. Cannot Add/Subtract Damage; -1 1/4), OAF (-1), Beam (-1/4), Real Weapon (-1/4), 9 Charges (-1/4) plus +1 OCV (5 Active Points); OAF (-1), Real Weapon (-1/4)Notes: (x2 number of items) | [9] |
| Cost |
Maneuver |
|
Commando Training |
| 3 |
1) Akido Throw: 1/2 Phase, +0 OCV, +1 DCV, 3 1/2d6 +v/5, Target Falls |
| 4 |
2) Boxing Cross: 1/2 Phase, +0 OCV, +2 DCV, 5 1/2d6 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, 33 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; 28 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 |
|