| Cost |
Name |
| 3 |
Acting 12- |
| 3 |
Breakfall 13- |
| 3 |
Bugging 13- |
| 3 |
Climbing 13- |
| 5 |
Combat Piloting 14- |
| 8 |
Computer Programming (Computer Networks, Hacking and Computer Security, Personal Computers, Mainframes and Supercomputers) 13- |
| 3 |
Concealment 13- |
| 3 |
Conversation 12- |
| 3 |
Deduction 13- |
| 3 |
Electronics 13- |
| 3 |
Language: English (completely fluent) |
| 0 |
Language: Norwegian (idiomatic) |
| 3 |
Mechanics 13- |
| 2 |
Navigation (Air) 13- |
| 3 |
PS: Pilot 13- |
| 3 |
Parachuting 13- |
| 3 |
Paramedics 13- |
| 3 |
Persuasion 12- |
| 3 |
Scholar |
| 1 |
1) KS: Boxing 11- |
| 2 |
2) KS: Drone Repair 13- |
| 2 |
3) KS: Drones/Drone Technology 13- |
| 1 |
4) KS: Light Aircraft Repair 11- |
| 3 |
Seduction 12- |
| 3 |
Shadowing 13- |
| 3 |
Stealth 13- |
| 3 |
Streetwise 12- |
| 4 |
Survival (Desert, Mountain) 13- |
| 6 |
Systems Operation (Communications Systems, Drone, Radar, Sensor Jamming Equipment, Sonar) 13- |
| 8 |
TF: Balloons and Zeppelins, Combat Aircraft, Helicopters, Large Planes, Parachuting, Advanced, Parachuting, Basic, Small Motorized Ground Vehicles, Small Planes, Two-Wheeled Motorized Ground Vehicles |
| 3 |
Tactics 13- |
| 3 |
Teamwork 13- |
| 3 |
WF: Small Arms, Drone Weapons |
| 3 |
+1 with Small Arms |
| 6 |
+2 with Drone Launched Weapons |
| 114 |
Total Skills Cost |
|
|
| Cost |
Power |
END |
| 21 |
FN P90: Killing Attack - Ranged 2d6, Autofire (5 shots; +1/2), 4 clips of 50 Charges (+3/4) (67 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) | [50] |
| 67 |
Drone: Clairsentience (Sight Group And Normal Hearing), x16 Range (5,360"), Transmit, Requires A Combat Pilot roll (No Active Point penalty to Skill Roll; +0), Mobile (x2 rate of movement; +1 1/2); IAF (-1/2), 1 Continuing Charge lasting 1 Hour (-1/4) Notes: This is Falcon's primary drone. It is a small quad-copter with silent moters and is small enough to be easily overlooked (inobvious). It has a maximum range of about six and a half miles. It transmits audio and visual back to the control pad and can be shared on the team's comm pad. | [1 cc] |
| 1 |
Drone Control Pad: +1 with Combat Piloting; OAF (-1) | |
| 28 |
Weak Bug: Radio Group Images Increased Size (32" radius; +1 1/4), +/-2 to PER Rolls, Image Only Perceivable On Special Radio Frequencies (+0), Range Based On STR (+1/4), Usable As Attack (allows character to "stick" the Image to a target; +1), 1 Recoverable Continuing Charge lasting 1 Week (stops functioning if it gets wet or experiences severe radio interference; +1); Set Effect (detectable signal; -1), IAF Fragile (-3/4) Notes: (x4 number of items) | [1 rc] |
| 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 (1 1/2d6 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) | |
| 3 |
1) Satellite Link (Penetrating IR Capability): N-Ray Perception (Sight Group); Activation Roll 11- (can only see target area if satellites are available; -1)Notes: Stopped by anything that would block powerful IR sensors | 0 |
| 5 |
2) 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 |
3) Encrypted: Cryptography 20- (25 Active Points); Only To Encrypt/Decrypt Its Own Transmissions (-1) | |
| 3 |
4) On-Board Computer: Computer | |
| 218 |
Total Powers Cost |
| Cost |
Maneuver |
|
Boxing, Modern |
| 4 |
1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort |
| 3 |
2) Clinch: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 23 STR for holding on |
| 4 |
3) Cross: 1/2 Phase, +0 OCV, +2 DCV, 4 1/2d6 Strike |
| 5 |
4) Hook: 1/2 Phase, -2 OCV, +1 DCV, 6 1/2d6 Strike |
| 3 |
5) Jab: 1/2 Phase, +2 OCV, +1 DCV, Strike |
| 19 |
Total Martial Arts Cost |
|