Cost |
Name |
0 |
AK: Denver CO Area 8- |
3 |
Acting 13- |
3 |
Breakfall 15- |
3 |
Climbing 15- |
8 |
Computer Programming (Computer Networks, Hacking and Computer Security, Personal Computers, Mainframes and Supercomputers) 13- |
3 |
Concealment 13- |
3 |
Conversation 13- |
3 |
Criminology 13- |
0 |
CuK: Bow Hunter's Culture 8- |
3 |
Deduction 13- |
3 |
Demolitions 13- |
3 |
Electronics 13- |
3 |
Inventor 13- |
3 |
KS: Archery 13- |
0 |
Language: English (Idiomatic) |
0 |
Language: Welsh (Idiomatic) |
3 |
Lockpicking 15- |
2 |
Navigation (Land) 13- |
3 |
Paramedics 13- |
3 |
Persuasion 13- |
0 |
PS: Security Consultant 11- |
3 |
Security Systems 13- |
3 |
Seduction 13- |
3 |
Shadowing 13- |
3 |
Stealth 15- |
3 |
Streetwise 13- |
4 |
Survival (Temperate/Subtropical, Mountain) 13- |
3 |
Tactics 13- |
1 |
TF: Bicycles, Small Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles |
3 |
Tracking 13- |
3 |
Weaponsmith (Arrows, Bows) 13- |
12 |
+3 with Bows (MP) |
93 |
Total Skills Cost |
|
|
Cost |
Power |
END |
21 |
Bow and Arrows: Multipower, 60-point reserve, all slots Invisible to Hearing Group, Source Only (+1/4); all slots OAF Durable (-1), Required Hands Two-Handed (-1/2), Cannot be Bounced, Pushed or Spread. (-1/2), Real Weapon (-1/4), Martial Arts Maneuvers Do Not Add to DC (-1/4)
Notes: Maximum Range is 300" (-9 Range Mods). While she only carries 6 charges of each arrow, this is a 'normal' patrol load. If she is expecting a serious long term battle, she can increase her load to 12 of each. (Without a change in cost. I just felt 6 of each was more appropriate.) | |
1u |
1) Bolo Arrow: Entangle 4d6, 8 DEF; 6 Charges (-3/4), Cannot Form Barriers (-1/4)
Notes: This is made with Aircraft grade steel wire and is exceptionally tough, hence the 8 DEF. | [6] |
1u |
2) Bludgeon Tip Arrow: Energy Blast 12d6; 6 Charges (-3/4), No Knockback (-1/4)
Notes: This is a common arrowhead just a bit more powerful due to the delivery system (the bow is rather higher power than a normal bow.). | [6] |
1u |
3) Broadhead Arrows: Killing Attack - Ranged 4d6; 6 Charges (-3/4), No Knockback (-1/4)
Notes: This is a common arrowhead just a bit more powerful due to the delivery system (the bow is rather higher power than a normal bow.). | [6] |
1u |
4) EMP Arrow: Darkness to Radio Group 9" radius; 4 Continuing Charges lasting 5 Minutes each (-0) | [4 cc] |
1u |
5) Flash Arrow: Sight Group Flash 7d6, Explosion (+1/2); 6 Charges (-3/4)
Notes: More or less a standard type flare. | [6] |
1u |
6) HEAT Arrow: Killing Attack - Ranged 2 1/2d6, Armor Piercing (+1/2); 6 Charges (-3/4), No Knockback (-1/4)
Notes: HEAT is High Explosive, Anti-Tank. This would commonly be her goto for vehicles or walls she needs to take out. | [6] |
1u |
7) Smoke Arrow: Darkness to Sight Group 4" radius, Personal Immunity (+1/4); Dissipates In Moderate Wind 15+ mph (-1/2), 6 Continuing Charges lasting 1 Turn each (-1/4)
Notes: Creates a thick smoke that will last about 1 turn (12 seconds) before dissipating. When the wind exceeds about 15 mph, the smoke will disperse in about half that time. | [6 cc] |
1u |
8) TASER Arrow: Energy Blast 6d6, No Normal Defense (Force Field; +1); 6 Charges (-3/4)
Notes: A TASER attached to an arrow shaft. It is blocked by any Force Field as this does not allow the prongs to reach the body. | [6] |
|
Protective Equipment | |
25 |
1) Carbon Nanotube Armor Level III-A with IR Concealment: Armor (10 PD/10 ED); OIF (-1/2), ACT -14 with hood down, -3 Hearing Group PER roll with hood up (requires -1/2 worth of Limitations; -1/4) plus Invisibility to Sight Group , Reduced Endurance (0 END; +1/2); Only vs. IR Vision (-2), IIF (-1/4), ACT -14 with hood down (-1/4)
Notes: Her 'armor' has a hood which if up blocks her hearing somewhat (-3). When the hood is down, her hearing is not blocked but the armor activates on a 14-. The armor is also insulting to the point that is masks her Infrared heat signature. As with the armor, if her hood is down this gains an activation roll of 14-. | 0 |
3 |
2) Shooter's Goggles: Sight Group Flash Defense (6 points); OAF (-1) | 0 |
3 |
3) Camouflage Clothing: +2 with Concealment; OIF (-1/2)
Notes: The armor coloring is adapted to match the surrounding of her expected 'hunt' area. This allows her to blend in with the background. | |
2 |
4) Underarmor Armored Clothing: Damage Resistance (4 PD/4 ED); Activation Roll 14- (-1/2), IIF (-1/4)
Notes: This is a light-weight body suit she often wears under her street clothes. It does not cover her head, hands or feet. | 0 |
7 |
Utility Belt: Multipower, 10-point reserve, all slots OIF (-1/2)
Notes: While the Utiliy Belt itself is considered an OIF with all the limitations in removing it, the individual items in the various pockets can be removed as with any OAF. | |
1u |
1) Advanced Lockpick Set: +5 with Lockpicking; OAF (-1) | |
1u |
2) Crime Scene Kit: +5 with Criminology; OAF (-1) | |
1u |
3) Bomb Disarming Equipment: +5 with Demolitions | |
1u |
4) Hacking Thumb Drive: +5 with Computer Programming; OAF (-1) | |
1u |
5) Medkit: +5 with Paramedics; OAF (-1), 8 Charges (-1/2) | |
1u |
6) Miniature Climbing Rig: +5 with Climbing; OAF (-1) | |
1u |
7) Security Systems Analyzer: +5 with Security Systems; OAF (-1) | |
1u |
8) Zipline Grappling Hook: Gliding 10"; Must Follow Zipline (-1), OAF (-1), 6 Charges (-3/4), Coasting (-1/2), Requires Anchor At Both End (-1/2), Extra Time (Full Phase, Only to Activate, -1/4) | [6] |
8 |
Stubborn: Mental Defense (10 points total) | 0 |
6 |
Hawk-eyed: +6 versus Range Modifier for Normal Sight and Nightvision | 0 |
5 |
Eyes Like An Owl: Nightvision | 0 |
1 |
Meta-Human Lifespan: Life Support (Longevity: 200 Years) | 0 |
97 |
Total Powers Cost |
Cost |
Maneuver |
|
Archery |
4 |
1) Accurate Shot: 1/2 Phase, +2 OCV, -2 DCV, Range +2, Weapon, |
4 |
2) Basic Shot: 1/2 Phase, +0 OCV, +0 DCV, Range +2, Weapon +2 DC Strike |
4 |
3) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort |
5 |
4) Far Shot: 1/2 Phase, +1 OCV, -1 DCV, Range +4, Weapon Strike |
4 |
5) Offensive Shot: 1/2 Phase, -1 OCV, -1 DCV, Range +0, Weapon +4 DC Strike |
4 |
6) Quick Shot: 1/2 Phase, +1 OCV, +0 DCV, Range +0, Weapon +2 DC Strike |
4 |
7) Trained Shot: 1/2 Phase, +2 OCV, +0 DCV, Range +0, Weapon Strike |
0 |
8) Weapon Element: Bow |
29 |
Total Martial Arts Cost |
|