| Cost |
Name |
| 0 |
AK: Dublin Area 8- |
| 0 |
Acting 8- |
| 3 |
Analyze: Bomb Making Styles 13- |
| 3 |
Breakfall 15- |
| 3 |
Climbing 15- |
| 3 |
Combat Driving 15- |
| 3 |
Concealment 13- |
| 3 |
Conversation 12- |
| 3 |
Contortionist 15- |
| 5 |
Cramming |
| 3 |
Criminology 13- |
| 0 |
CuK: Irish Culture 8- |
| 3 |
Deduction 13- |
| 7 |
Demolitions 15- |
| 3 |
Electronics 13- |
| 3 |
Fast Draw 15- |
| 3 |
Inventor 13- |
| 3 |
KS: Irish Army History And Customs 13- |
| 3 |
KS: The Military World 13- |
| 3 |
KS: History of Terrorist Bombings 13- |
| 0 |
Language: English (Idiomatic) |
| 0 |
Language: Irish (Idiomatic) |
| 3 |
Lockpicking 15- |
| 3 |
Mechanics 13- |
| 3 |
PS: Bomb Disposal 15- |
| 2 |
PS: Soldier 11- |
| 3 |
Paramedics 13- |
| 0 |
Persuasion 8- |
| 3 |
Research 13- |
| 3 |
Security Systems 13- |
| 3 |
Shadowing 13- |
| 3 |
SS: Arson/Explosion Investigationa 13- |
| 3 |
SS: Chemistry 13- |
| 3 |
Stealth 15- |
| 3 |
Streetwise 12- |
| 3 |
TF: Bicycles, Small Motorized Ground Vehicles, Tracked Military Vehicles, Two-Wheeled Motorized Ground Vehicles, Wheeled Military Vehicles |
| 3 |
Tactics 13- |
| 3 |
Teamwork 15- |
| 4 |
Weaponsmith (Explosive Devices) 14- |
| 4 |
WF: Small Arms, Knives, Thrown Knives, Axes, and Darts |
| 6 |
+3 with Black Baer |
| 3 |
+1 with Pistols |
| 118 |
Total Skills Cost |
| Cost |
Name |
| 12 |
Equipment Points: 150 |
| 6 |
Reputation: Famous Bomb Disposal Expert (Most of the United Kingdom and Ireland) 11-, +3/+3d6 |
| 5 |
Contact (Contact has useful Skills or resources, Very Good relationship with Contact) 11- |
| 2 |
Contact (Contact has useful Skills or resources) 8- |
| 4 |
Contact (Contact has useful Skills or resources, Good relationship with Contact) 11- |
| 5 |
Fringe Benefit: Improved Equipment Availability Military equipment |
| 4 |
Fringe Benefit: Security Clearance (Secret) |
| 2 |
Fringe Benefit: Sáirsint Complachta(ret) |
| 40 |
Total Perks Cost |
|
|
| Cost |
Power |
END |
| 15 |
Uncanny Luck: Luck 3d6 | 0 |
| 7 |
Nerves of Steel: +15 PRE; Only to maintain calm in tense situations (-1) | |
| 14 |
Les Baer 1911 Black Baer 9mm: Killing Attack - Ranged 1d6+1, 2 clips of 9 Charges (+0) (20 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) Notes: (x2 number of items) | [9] |
| 20 |
Utility Belt: Multipower, 30-point reserve, all slots OIF (-1/2) | |
| 1u |
1) Advanced Lockpick Set: +2 with Lockpicking (4 Active Points); OAF (-1) | |
| 1u |
2) Billy Club: HA +3d6, Reduced Endurance (0 END; +1/2) (22 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2) | 0 |
| 1u |
3) Bomb Defusing Kit: +2 with Demolitions (4 Active Points); OAF (-1), Only To Defuse Bombs (-1/4) | |
| 1u |
4) Boomerang: EB 4d6, Reduced Endurance (0 END; +1/2) (30 Active Points); OAF (-1) | 0 |
| 1u |
5) Calculator: Lightning Calculator (3 Active Points); OAF (-1) | |
| 1u |
6) Crime Scene Kit: +2 with Criminology (4 Active Points); OAF (-1), 8 Charges (-1/2) | |
| 1u |
7) 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 |
8) 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 |
9) 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 |
10) Flash Pellets: Sight Group Flash 2d6 (10 Active Points); OAF (-1), 6 Charges (-3/4), Range Based On STR (-1/4) | [6] |
| 1u |
11) 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 |
12) 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 |
13) Medkit: +2 with Paramedics (4 Active Points); OAF (-1), 4 Charges (-1) | |
| 1u |
14) Miniature Climbing Rig: +2 with Climbing (4 Active Points); OAF (-1) | |
| 1u |
15) Mini-bolos: Entangle 3d6, 3 DEF (30 Active Points); 3 Charges (-1 1/4), OAF (-1) | [3] |
| 1u |
16) Mini-camera: Eidetic Memory (5 Active Points); OAF (-1), Visual Images Only (-1/2) | |
| 1u |
17) Mini-recorder: Eidetic Memory (5 Active Points); OAF (-1), Sound Only (-1/2) | |
| 1u |
18) 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 |
19) 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 |
20) Parabolic Mini-Mike: +6 versus Range Modifier for Hearing Group (9 Active Points); OAF (-1) | 0 |
| 1u |
21) 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 |
22) Security Systems Analyzer: +2 with Security Systems (4 Active Points); OAF (-1) | |
| 1u |
23) 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 |
24) 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 |
25) Swingline: Swinging 10", Reduced Endurance (0 END; +1/2) (15 Active Points); OAF (-1) | 0 |
| 1u |
26) 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 |
27) 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 |
28) 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 |
29) 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 |
30) 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) | |
| 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 | |
| 137 |
Total Powers Cost |
| Equipment |
END |
| Explosives Locker: Variable Power Pool, 90 base + 45 control cost | |
1) Concussion Grenade: Energy Blast 6d6, Explosion (+1/2), Nonselective Target (-1/4) (37 Active Points); 1 Charge (-2), OAF (-1), Real Weapon (-1/4), Range Based On Strength (-1/4) Real Cost: 23Notes: (x8 number of items) | [1] |
2) Smoke Grenade: Darkness to Sight Group 6" radius; 1 Continuing Charge lasting 1 Turn (-1 1/4), OAF (-1), Range Based On Strength (-1/4), Real Weapon (-1/4) Real Cost: 31Notes: (x8 number of items) | [1 cc] |
3) Incendiary Grenade: Killing Attack - Ranged 2d6, Explosion (+1/2), Nonselective Target (-1/4), Sticky (+1/2), Continuous (+1); 1 Continuing Charge lasting 1 Turn (-1 1/4), OAF (-1) Real Cost: 25 | [1 cc] |
4) Anti-Vehicle Mine: Killing Attack - Ranged 2 1/2d6, Armor Piercing (+1/2), Area Of Effect (One Hex; +1/2), Selective (+1/4); 1 Charge (-2), OAF (-1), Extra Time (Extra Segment, -1/2), Range Based On Strength (-1/4), Real Weapon (-1/4) Real Cost: 18 | [1] |
5) Fragmentation Grenade: Killing Attack - Ranged 2d6, Explosion (+1/2), Nonselective Target (-1/4) (37 Active Points); 1 Charge (-2), OAF (-1), Real Weapon (-1/4), Range Based On Strength (-1/4) Real Cost: 23Notes: (x8 number of items) | [1] |
6) Stun Grenade: (Total: 87 Active Cost, 33 Real Cost) Energy Blast 5d6, Explosion (+1/2), Nonselective Target (-1/4), No Normal Defense (rPD; +1); 1 Charge (-2), OAF (-1), Range Based On Strength (-1/4), Real Weapon (-1/4) (Real Cost: 12) plus Sight and Hearing Groups Flash 4d6, Explosion (+1/2), Nonselective Target (-1/4); 1 Charge (-2), OAF (-1), Linked (Energy Blast; -1/2), Reduced By Range (-1/4), Real Weapon (-1/4) (Real Cost: 6) Real Cost: 33Notes: (x8 number of items) | [1] |
7) Tear Gas Grenade: Hearing Group Flash 8d6, Area Of Effect Nonselective (5" Radius; +3/4), Continuous (+1) (66 Active Points); 1 Continuing Charge lasting 1 Turn (-1 1/4), OAF (-1), Range Based On Strength (-1/4), Real Weapon (-1/4) Real Cost: 33Notes: (x8 number of items) | [1 cc] |
8) RDX 0.45 kg (1 lb): Energy Blast 14d6, Explosion (+1/2), Nonselective Target (-1/4) (87 Active Points); 1 Charge (-2), OAF (-1) Real Cost: 42Notes: (x10 number of items)
+2d6 per 0.45 kg (1 lb) | [1] |
9) RDX Shape Charger 0.45 kg (1 lb): Energy Blast 10d6, Explosion (+1/2), Nonselective Target (-1/4), Armor Piercing (+1/2) (87 Active Points); 1 Charge (-2), OAF (-1) Real Cost: 42Notes: (x10 number of items)
+2d6 per 0.45 kg (1 lb) | [1] |
10) Claymore Mine: Killing Attack - Ranged 4d6, Trigger (Activating the Trigger requires a Zero Phase Action, ; Tripwire; +1/4), Explosion (Cone; -1 DC/2"; +1/2), Nonselective Target (-1/4) (90 Active Points); 1 Charge (-2), OAF (-1), No Range (-1/2), Real Weapon (-1/4) Real Cost: 34Notes: (x8 number of items) | [1] |
11) CBU Grenade: Energy Blast 6d6+1, Explosion (+1/2), Nonselective Target (-1/4), Autofire (5 shots; +1 1/2); 1 Charge (-2), OAF (-1), Extra Time (Extra Segment, -1/2), Range Based On Strength (-1/4), Real Weapon (-1/4) Real Cost: 18 | [1] |
12) AP Breaching Charge: Energy Blast 9d6, Area Of Effect (One Hex; +1/2), Armor Piercing (+1/2) (90 Active Points); 1 Charge (-2), OAF (-1), No Range (-1/2), Extra Time (Delayed Phase, -1/4), Real Weapon (-1/4) Real Cost: 33Notes: (x8 number of items) | [1] |
13) Breaching Charge: Energy Blast 12d6, Area Of Effect (One Hex; +1/2) (90 Active Points); 1 Charge (-2), OAF (-1), No Range (-1/2), Extra Time (Delayed Phase, -1/4), Real Weapon (-1/4) Real Cost: 33Notes: (x8 number of items) | [1] |
| Cost |
Maneuver |
|
Commando Training |
| 3 |
1) Akido Throw: 1/2 Phase, +0 OCV, +1 DCV, 2 1/2d6 +v/5, Target Falls |
| 4 |
2) Boxing Cross: 1/2 Phase, +0 OCV, +2 DCV, 4 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, 28 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; 23 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 |
|