| Cost |
Name |
| 0 |
AK: Home Town Area 8- |
| 0 |
Acting 8- |
| 3 |
Breakfall 14- |
| 3 |
Camouflage 13- Notes: This is based on Disguise but for the surrounding area. |
| 3 |
Climbing 14- |
| 3 |
Concealment 13- |
| 0 |
Conversation 8- |
| 0 |
CuK: Home Culture 8- |
| 3 |
Deduction 13- |
| 3 |
KS: Gun Accessories 13- |
| 2 |
KS: Krav Maga 11- |
| 3 |
KS: Sniper Training 13- |
| 0 |
Language: French (Idiomatic) |
| 1 |
Language: English (fluent conversation) |
| 2 |
Language: German (fluent conversation) |
| 3 |
Lipreading 13- |
| 3 |
Lockpicking 14- |
| 2 |
PS: Sniper 11- |
| 0 |
PS: Soldier 11- |
| 3 |
Parachuting 14- |
| 3 |
Paramedics 13- |
| 0 |
Persuasion 8- |
| 5 |
Rapid Attack (Ranged) |
| 2 |
SS: Ballistics 11- |
| 3 |
Security Systems 13- |
| 3 |
Shadowing 13- |
| 3 |
Stealth 14- |
| 4 |
TF: Common Motorized Ground Vehicles, Bicycles, Parachuting, Advanced, Parachuting, Basic, Two-Wheeled Motorized Ground Vehicles |
| 3 |
Tactics 13- |
| 3 |
Teamwork 14- |
| 2 |
WF: Common Melee Weapons |
| 2 |
WF: Small Arms |
| 2 |
Weaponsmith (Firearms) 13- |
| 72 |
Total Skills Cost |
| Cost |
Name |
| 3 |
Well-Connected |
| 4 |
1) Contact (Contact has access to major institutions, Contact has useful Skills or resources, Good relationship with Contact) 11- |
| 4 |
2) Contact (Contact has useful Skills or resources, Very Good relationship with Contact) 11- |
| 11 |
Total Perks Cost |
| Cost |
Name |
| 3 |
Absolute Range Sense |
| 3 |
Total Talents Cost |
|
|
| Cost |
Power |
END |
| 39 |
Long Range Sniper Rifle, Calibur .50, M107: Killing Attack - Ranged 3d6, +1 STUN Multiplier (+1/4), 8 clips of 10 Charges (+1/4) (67 Active Points); OAF (-1), Real Weapon (-1/4) plus +2 OCV (10 Active Points); OAF (-1), Real Weapon (-1/4) plus +4 vs Range (12 Active Points); OAF Bulky (-1 1/2) | [10] |
| 8 |
Leupold 4.5-14x50 Mark 4 Scope: +1 with Ranged Combat; OAF (-1) plus +2 vs. Range Modifier | 0 |
| 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 | |
| 145 |
Total Powers Cost |
| Cost |
Maneuver |
|
Krav Maga |
| 4 |
1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort |
| 4 |
2) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort |
| 4 |
3) Escape: 1/2 Phase, +0 OCV, +0 DCV, 33 STR vs. Grabs |
| 5 |
4) Kick: 1/2 Phase, -2 OCV, +1 DCV, 7 1/2d6 Strike |
| 4 |
5) Low Kick/Knee Strike/Punch: 1/2 Phase, +0 OCV, +2 DCV, 5 1/2d6 Strike |
| 3 |
6) Throw: 1/2 Phase, +0 OCV, +1 DCV, 3 1/2d6 +v/5, Target Falls |
|
Sniper Training |
| 4 |
1) Accurate Shot: 1/2 Phase, +2 OCV, -2 DCV, Range +2, Weapon Strike |
| 4 |
2) Basic Shot: 1/2 Phase, +0 OCV, +0 DCV, Range +2, Strike, +2 DC |
| 3 |
3) Defensive Shot: 1/2 Phase, -1 OCV, +2 DCV, Range +0, Strike |
| 5 |
4) Distance Shot: 1+1 Phase, +0 OCV, -2 DCV, Range +6, Strike , +1 Segment |
| 3 |
5) Diving Shot: 1/2 Phase, +0 OCV, +2 DCV, Range +1, Weapon Strike, Half Move Required, You Fall |
| 5 |
6) Far Shot: 1/2 Phase, +1 OCV, -1 DCV, Range +4, Strike |
| 3 |
7) Leg Shot: 1/2 Phase, +0 OCV, -1 DCV, Range +0, Weapon +2 DC Strike, Throw |
| 4 |
8) Offensive Shot: 1/2 Phase, -1 OCV, -1 DCV, Range +0, Strike, +4 DC |
| 4 |
9) Quick Shot: 1/2 Phase, +1 OCV, +0 DCV, Range +0, Strike, +2 DC |
| 4 |
10) Ranged Disarm: 1/2 Phase, +0 OCV, +0 DCV, Range +0, Disarm, 33 STR to Disarm |
| 4 |
11) Trained Shot: 1/2 Phase, +2 OCV, +0 DCV, Range +0, Weapon Strike |
| 2 |
12) Weapon Element: Assault Rifles/LMGs, Rifles |
| 69 |
Total Martial Arts Cost |
|