| Cost |
Name |
| 0 |
AK: Riyadh Area 8- |
| 3 |
Acting 13- |
| 3 |
Climbing 12- |
| 3 |
Concealment 13- |
| 3 |
Conversation 13- |
| 3 |
CuK: Fanatical Muslim Culture 13- |
| 3 |
CuK: Saudi Culture 13- |
| 0 |
Deduction 8- |
| 9 |
Demolitions 16- |
| 3 |
Disguise 13- |
| 3 |
Electronics 13- |
| 3 |
Interrogation 13- |
| 3 |
Linguist |
| 0 |
1) Language: Arabic (Idiomatic) |
| 5 |
2) Language: English (imitate dialects) |
| 4 |
3) Language: Hebrew (Israeli) (imitate dialects) |
| 3 |
4) Language: Kurdish (idiomatic) |
| 3 |
5) Language: Persian (Idiomatic) |
| 3 |
Mechanics 13- |
| 1 |
PS: Terrorist 13- |
| 3 |
PS: Diplomat 13- |
| 0 |
Paramedics 8- |
| 3 |
Persuasion 13- |
| 3 |
Scholar |
| 2 |
1) KS: Bomb Making 13- |
| 2 |
2) KS: Explosives 13- |
| 2 |
3) KS: Islamic Fundamentalism 13- |
| 2 |
4) KS: The Terrorist World 13- |
| 3 |
Security Systems 13- |
| 3 |
Shadowing 13- |
| 3 |
SS: Chemistry 13- |
| 3 |
Stealth 12- |
| 3 |
Streetwise 13- |
| 4 |
TF: Bicycles, Large Motorized Ground Vehicles, Small Motorized Ground Vehicles, Tracked Military Vehicles, Two-Wheeled Motorized Ground Vehicles, Wheeled Military Vehicles |
| 3 |
Tactics 13- |
| 5 |
Weaponsmith (Biological Weapons, Chemical Weapons, Explosives, Incendiary Weapons) 13- |
| 5 |
WF: Small Arms, General Purpose/Heavy Machine Guns, Grenade Launchers, Shoulder-Fired Weapons |
| 107 |
Total Skills Cost |
| Cost |
Name |
| 9 |
Contact: Various Terrorist Cells Around the World (Contact has useful Skills or resources), Organization Contact (x3) 11- |
| 9 |
Contact: Various Arms Dealers Around the World (Contact has useful Skills or resources), Organization Contact (x3) 11- |
| 2 |
Deep Cover: Saudi Diplomat |
| 1 |
False Identity: Israeli Businessman |
| 1 |
Fringe Benefit: Passport |
| 1 |
False Identity: Saudi Businessman |
| 5 |
Fringe Benefit: Saudi Diplomatic Immunity |
| 5 |
Money: Well Funded |
| 33 |
Total Perks Cost |
| Cost |
Name |
| 5 |
Resistance (5 points) |
| 5 |
Total Talents Cost |
|
|
| Cost |
Power |
END |
| 146 |
Ranged Bodyjacking: Mind Control 18d6, Telepathic (+1/4), Reduced Endurance (0 END; +1/2) (157 Active Points); Must Achieve EGO +30 (-1/2), Concentration (0 DCV; -1/2), Linked (Desolidification; -1/4), Side Effects (Side Effect only affects the recipient of the benefits of the Power; -0) plus Telepathy 7d6, Reduced Endurance (0 END; +1/2) (52 Active Points); No Range (-1/2), Only On Possessed Target (-1/2) plus Desolidification (affected by magic or attack which effects possessed), Reduced Endurance (0 END; +1/2) (60 Active Points); Only To Merge With Possessed Body (-1), Linked (Mind Control; -1/2) plus Teleportation 20" (40 Active Points); Linked (Mind Control; -1/2), No Noncombat Movement (-1/4) plus Clinging (normal STR) (10 Active Points); Only To Remain Merged With A Body If Moved Involuntarily (-2), Linked (Mind Control; -1/2)
Notes: This power is NOT invisible to a mentalist type, something that he may find disconcerting should he run up against the likes of the American teams' Seer, Psiblade, Neo and Ice Queen. | 4 |
| 18 |
Brainwashing Proof: Mental Defense (23 points total) | 0 |
| 10 |
Immune to Chemicals: Life Support (Immunity: All terrestrial poisons and chemical warfare agents) | 0 |
| 6 |
Bullet-Proof: Damage Resistance (12 PD) | 0 |
| 1 |
Meta-Human Lifespan: Life Support (Longevity: 200 Years) | 0 |
| 95 |
Bomb Pool: Variable Power Pool (Gadget Pool), 79 base + 39 control cost, Limited Class Of Powers: Explosives (-1), VPP Can Only Be Changed Between Adventures (-1/2)
Notes: Usually carries any combination of three explosives, depending on the mission. | |
| 0 |
1) Timed Shrapnel Bomb: Killing Attack - Ranged 3d6, Time Delay: Usually 1 Minute (+1/4), Explosion (+1/2); 3 Charges (-1 1/4), No Range (-1/2), IAF (-1/2) Real Cost: 24
Notes: These are small innocuous packages that, if located in time, can be disarmed or moved. | [3] |
| 0 |
2) Timed Shaped Charge: Killing Attack - Ranged 2d6+1, Time Delay: Usually 1 Minute (+1/4), Explosion (Cone; -1 DC/2"; +1/2), Armor Piercing (+1/2); 3 Charges (-1 1/4), No Range (-1/2), IAF (-1/2) Real Cost: 24
Notes: These are small innocuous packages that, if located in time, can be disarmed or moved. | [3] |
| 0 |
3) Timed IED: Energy Blast 9d6, Time Delay: Usually 1 Minute (+1/4), Explosion (+1/2); 3 Charges (-1 1/4), No Range (-1/2), IAF (-1/2) Real Cost: 24
Notes: These are small innocuous packages packages that, if located in time, can be disarmmed or at least moved. | [3] |
| 0 |
4) Timed Chemical Bomb: Killing Attack - Ranged 1d6, Time Delay: Usually 1 Minute (+1/4), Continuous (+1), No Normal Defense (LS: Self Contained Breathing/Appropriate Immunity; +1), Does BODY (+1), Area Of Effect (6" Radius; +1); IIF Expendable (Extremely Difficult to obtain new Focus; -1 1/4), 3 Continuing Charges lasting 1 Turn each (Stopped by Rain/Strong Winds; -3/4), No Range (-1/2) Real Cost: 22
Notes: These are small innocuous packages that, if located in time, can be disarmed or moved. It spreads a deadly chemical in a cloud. This cloud can be blown away or dispersed by a strong wind or rain. This does not stop the effect on the targets, however. To stop the effect requires some form of decontamination to wash it off. | [3 cc] |
| 0 |
5) Grenade: Energy Blast 10 1/2d6, Explosion (+1/2); 3 Charges (-1 1/4), OAF (-1), Range Based On Strength (-1/4) Real Cost: 22 | [3] |
| 0 |
6) Personal Defense Chemical Bomb: Killing Attack - Ranged 1d6, Continuous (+1), No Normal Defense (LS: Self Contained Breathing/Appropriate Immunity; +1), Does BODY (+1), Area Of Effect (12" Radius; +1 1/4); IIF Expendable (Extremely Difficult to obtain new Focus; -1 1/4), 1 Continuing Charge lasting 1 Minute (Stopped by Rain/Strong Winds; -1), No Range (-1/2) Real Cost: 21
Notes: This is a small device he wears to act as a threat should he be located. It spreads a deadly chemical in a cloud. This cloud can be blown away or dispersed by a strong wind or rain. This does not stop the effect on the targets, however. To stop the effect requires some form of decontamination to wash it off. | [1 cc] |
| 0 |
7) Frag Grenade: Killing Attack - Ranged 3d6+1, Explosion (+1/2); 3 Charges (-1 1/4), OAF (-1), Range Based On Strength (-1/4) Real Cost: 21 | [3] |
| 0 |
8) Claymore Mine: Killing Attack - Ranged 3d6, Trigger (Activate instantly, Trigger cannot be reset; Tripwire; +1/4), Explosion (Cone; -1 DC/2"; +1/2); 3 Charges (-1 1/4), Activation Roll 14-, Jammed (-1), No Range (-1/2) Real Cost: 21
Notes: These are used to line an escape route. The Trigger can only be activated once and requires an activation roll to detonate. If the activation roll fails, it will effectively 'burn out' and will not work. | [3] |
| 276 |
Total Powers Cost |
|