Jean Rene Blanc
Character Name: Jean Rene Blanc
Alternate Identities: Head of Acquisitions, The White Group, Owl
Player Name: NPC
CHARACTERISTICS
Val Char Base Points Total Roll Notes
18 STR 10 8 18 13- HTH Damage 3 1/2d6 END [2]
25 DEX 10 45 25 14- OCV 8 DCV 8
13 CON 10 6 13 12-
10 BODY 10 0 10 11-
21 INT 10 11 21 13- PER Roll 13-
15 EGO 10 10 15 12- ECV: 5
18 PRE 10 8 18 13- PRE Attack: 3 1/2d6
8 COM 10 -1 8 11-
7 PD 4 3 7/17 7/17 PD (0/10 rPD)
4 ED 3 1 4/14 4/14 ED (0/10 rED)
5 SPD 3.5 15 5 Phases: 3, 5, 8, 10, 12
7 REC 7 0 7
26 END 26 0 26
26 STUN 26 0 26
7" Running 6 2 7"
2" Swimming 2 0 2"
4" Leaping 4 1 4 1/2" 109 Total Characteristics Points
CHARACTER IMAGE
QUOTE
EXPERIENCE POINTS
Total earned: 59
Spent: 59
Unspent: 0
Base Points: 200
Disad Points: 150
Total Points: 409
MOVEMENT
Type Total
Run (6) 7"
Swim (2) 2"
H. Leap (4") 4 1/2"
V. Leap (2") 2"
DEFENSES
Type Amount
Physical Defense 7/17
Res. Phys. Defense 0/10
Energy Defense 4/14
Res. Energy Defense 0/10
Mental Defense 0
Power Defense 0
 
COMBAT INFORMATION
OCV: 8 DCV: 8
 
Combat Skill Levels:
+2 OCV with Rifle
+1 OCV with Scope
+6 with Range Mods, Rifle and Scope
COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
Block 1/2 +2 +2 Block, Abort
Dodge 1/2 -- +5 Dodge, Affects All Attacks, Abort
Escape 1/2 +0 +0 33 STR vs. Grabs
Kick 1/2 -2 +1 7 1/2d6 Strike
Low Kick/Knee
 Strike/Punch
1/2 +0 +2 5 1/2d6 Strike
Throw 1/2 +0 +1 3 1/2d6 +v/5, Target Falls
Accurate Shot 1/2 +2 -2 Weapon Strike
Basic Shot 1/2 +0 +0 Strike, +2 DC
Defensive Shot 1/2 -1 +2 Strike
Distance Shot 1+1 +0 -2 Strike , +1 Segment
Diving Shot 1/2 +0 +2 Weapon Strike, Half Move Required, You Fall
Far Shot 1/2 +1 -1 Strike
Leg Shot 1/2 +0 -1 Weapon +2 DC Strike, Throw
Offensive Shot 1/2 -1 -1 Strike, +4 DC
Quick Shot 1/2 +1 +0 Strike, +2 DC
Ranged Disarm 1/2 +0 +0 Disarm, 33 STR to Disarm
Trained Shot 1/2 +2 +0 Weapon Strike
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: HARP 8- (Mo Pow, Harshly Punish)
15 Hunted: Various Gangs/Criminal Organizations 8- (Mo Pow, Harshly Punish)
15 Psychological Limitation: Casual Killer (Common, Strong)
15 Psychological Limitation: Code Of Vengeance (Common, Strong)
20 Psychological Limitation: Over-protective of Alba Jones (Common, Total)
10 Reputation: That Ugly French/Foreign Guy, 11-
10 Social Limitation: Scary Looking Guy (Frequently, Minor)
20 Social Limitation: Secret Identity Very Frequently, Major
5 Social Limitation: Smoker (Occasionally, Minor)
20 Social Limitation: Subject To Orders (Very Frequently, Major)
150 Total Disadvantages Cost

Character Name: Jean Rene Blanc
Alternate Identities: Head of Acquisitions, The White Group, Owl
Player Name: NPC
SKILLS
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
PERKS
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
TALENTS
Cost  Name
3 Absolute Range Sense
3 Total Talents Cost
 
POWERS
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 Modifier0
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
MARTIAL ARTS MANEUVERS
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

Character Name: Jean Rene Blanc
Alternate Identities: Head of Acquisitions, The White Group, Owl
Player Name: NPC
APPEARANCE
Hair Color: Brown
Eye Color: Brown
Height: 6' 0"
Weight: 170 lbs
Description:
BACKGROUND
Former member of the Commandement des Opérations Spéciales, French Speical Forces. Family killed in terrorist bombing in Paris in which he was seriously injured. Muslim extremists suspected.
POWERS/TACTICS
PERSONALITY/MOTIVATION
CAMPAIGN USE
Sniper: Looks at Alba as a daughter.
DESIGN NOTES
Created: Mon, 29 Oct 2018 11:26:14

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