Cost |
Name |
3 |
Acrobatics 16- |
0 |
Acting 8- |
0 |
AK: Home Town Area 8- |
3 |
Breakfall 16- |
0 |
Climbing 8- |
3 |
Concealment 13- |
0 |
Conversation 8- |
0 |
CuK: Home Culture 8- |
0 |
Deduction 8- |
0 |
Language: English (Idiomatic) |
3 |
Paramedics 13- |
0 |
Persuasion 8- |
0 |
PS: Appraiser, Small Arms 11- |
5 |
Rapid Attack (Ranged) |
3 |
Shadowing 13- |
3 |
Stealth 16- |
0 |
TF: Bicycles, Small Motorized Ground Vehicles |
8 |
Two-Weapon Fighting (Ranged) ; Only with Pistols (-1/4) |
2 |
WF: Small Arms |
2 |
Weaponsmith (Firearms) 13- |
12 |
Penalty Skill Levels: +6 vs. Hit Location modifiers with small arms |
6 |
+2 with small arms |
4 |
+2 with Rapid Fire |
57 |
Total Skills Cost |
|
|
Cost |
Power |
END |
27 |
Sniper Rifle: Killing Attack - Ranged 3d6+1, No Range Modifier (+1/2), Invisible Power Effects, Source Only (Fully Invisible; +1/2); OAF (-1), Required Hands Two-Handed (-1/2), Real Weapon (-1/4), Limited Power Power Cannot Be Pushed (-1/4), Limited Power Power Cannot Be Spread (-1/4), Limited Power Power Cannot Be Bounced (-1/4), 8 clips of 4 Charges (-1/4) | [4] |
18 |
Backup Pistols: Killing Attack - Ranged 1d6+1, 16 Charges (+0), Penetrating (+1/2); OAF (-1), Real Weapon (-1/4) Notes: (x2 number of items) | [16] |
3 |
Shooter's Glasses: Sight Group Flash Defense (5 points); OIF (Visor; -1/2) | 0 |
31 |
Molecular Shifting: Elemental Control, 62-point powers | |
32 |
4) Invisibility to Sight, Hearing, Mental and Radio Groups and Danger Sense , No Fringe, Costs END Only To Activate (+1/4) | 5 |
31 |
5) Teleportation 17", No Relative Velocity, Position Shift, Reduced Endurance (1/2 END; +1/4) | 2 |
30 |
Find Weakness 15- with Sniper Rifle | 0 |
1 |
+1 PER with Normal Sight | 0 |
173 |
Total Powers Cost |
|