| Cost |
Name |
| 2 |
AK: East LA 11- |
| 5 |
Acrobatics 16- |
| 5 |
Acting 14- |
| 5 |
Breakfall 16- |
| 3 |
Climbing 15- |
| 3 |
Combat Driving 15- |
| 3 |
Concealment 12- |
| 3 |
Conversation 13- |
| 3 |
Deduction 12- |
| 3 |
Demolitions 12- |
| 0 |
Language: English (Idiomatic) |
| 0 |
Language: Spanish (Idiomatic) |
| 2 |
Language: Japanese (basic conversation) |
| 2 |
Musical Instrument Familiarity (Chordophones) 11- |
| 3 |
PS: Stuntman 14- |
| 3 |
Paramedics 12- |
| 3 |
Persuasion 13- |
| 3 |
Riding 15- |
| 3 |
Scholar |
| 1 |
1) KS: Criminal Law 8- |
| 1 |
2) KS: Federal Law Enforcement Procedures 11- |
| 1 |
3) KS: Federal Meta-Human Regulations 8- |
| 1 |
4) KS: Fencing 11- |
| 3 |
5) KS: Freerunning 13- |
| 1 |
6) KS: Spanish Guitar Music 11- |
| 1 |
7) KS: Stunts/Action Design 11- |
| 3 |
Seduction 13- |
| 3 |
Shadowing 12- |
| 3 |
Sleight Of Hand 15- |
| 13 |
Speedster Tricks 20- |
| 3 |
Stealth 15- |
| 3 |
Streetwise 13- |
| 2 |
Survival (Urban) 12- |
| 1 |
TF: Bicycle, Equines, Small Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles |
| 3 |
Tactics 12- |
| 3 |
Teamwork 15- |
| 1 |
Trading 8- |
| 10 |
Two-Weapon Fighting (HTH) |
| 3 |
WF: Blades, Off Hand, Whips |
| 114 |
Total Skills Cost |
| Cost |
Name |
| 0 |
Contact: U.S. Minuteman Project (access to major institutions, has significant individual Contacts, Very Good relationship with Contact), Organization Contact (x3) 14- |
| 0 |
Law Enforcement Rank: U.S Marshall |
| 0 |
Police Powers: Federal |
| 0 |
Weapon Permit: Licensed Superpowers |
| 0 |
Total Perks Cost |
| Cost |
Name |
| 12 |
Combat Luck (6 PD/6 ED) |
| 6 |
Ambidexterity (-1 Off Hand penalty) |
| 18 |
Total Talents Cost |
|
|
| Cost |
Power |
END |
| 90 |
Super-Running: Running +30" (6"/36" total), Improved Noncombat Movement (x8), Reduced Endurance (1/2 END; +1/4) (90 Active Points)
Notes: Maximum Combatspeed is 94 mph / 151 kph. Maximum Non-combat speed is 752 mph / 1209 kph (just about MACH 1 depending on the weather). | 3 |
| 33 |
Speester Tricks: Multipower, 50-point reserve, all slots Requires A Speedster Tricks Skill Roll (-1/2) | |
| 2u |
1) Autofire Punch: Hand-To-Hand Attack +6d6, Autofire (5 shots; +1/2); Hand-To-Hand Attack (-1/2), All Attacks Must Be Directed At Same Target (-1/4) | 4 |
| 2u |
2) Battering Ram: (Total: 48 Active Cost, 22 Real Cost) Hand-To-Hand Attack +6d6 (30 Active Points); Only With Move-Throughs/Move-Bys (-1), Hand-To-Hand Attack (-1/2) (Real Cost: 10) plus +6 with Move-Throughs/Move-Bys (Real Cost: 18) | 3 |
| 2u |
3) Blown Away: Dispel Gas/Mist/Smoke Power 13d6, any Gas/Mist/Smoke power one at a time (+1/4) (49 Active Points); No Range (-1/2) | 5 |
| 3u |
4) Dizzying Spin: Drain DEX 5d6 | 5 |
| 2u |
5) Hyper Throwing: Blunt Objects: Energy Blast 10d6; OAF: Objects of Opportunity (-1)
Notes: Includes street debris, rocks, paper weights, bricks, pool balls, beer bottles, etc. | 5 |
| 2u |
6) Hyper Throwing: Gatling: Energy Blast 6d6+1, Autofire (5 shots; +1/2); OAF (Many Objects of Opportunity; -1)
Notes: Includes street debris, rocks, paper weights, bricks, pool balls, beer bottles, etc. but with a bunch of them handy. | 5 |
| 2u |
7) Hyper Throwing: Sharp Objects: Killing Attack - Ranged 3d6+1; OAF: Pointy Objects of Opportunity (-1)
Notes: Includes anything pointy, kitchen knives, letter openers, screwdrivers, railroad spikes, etc. | 5 |
| 1u |
8) Let's Wrap This Up: Entangle 5d6, 5 DEF; OIF (appropriate material of opportunity) (-1/2), No Range (-1/2), Extra Time (Full Phase, -1/2), Defense Depends On Material Used (-1/2), Cannot Form Barriers (-1/4) | 5 |
| 2u |
9) Moving Attack: Hand-To-Hand Attack +4d6+1, Area Of Effect (8" Line; +1 1/4); Hand-To-Hand Attack (-1/2), Linked To Running Or Other Movement Power (-1/2) | 5 |
| 2u |
10) Run-By Grabbing: (Total: 50 Active Cost, 23 Real Cost) +30 STR (30 Active Points); Only For Grab-Bys (-1), No Figured Characteristics (-1/2) (Real Cost: 12) plus +10 with Grab-Bys (Real Cost: 20) | 3 |
| 2u |
11) Tuck and Roll: +25 with Breakfall; Only To Recover From Being Tripped, Thrown or Knocked Back While Running (-1/2) | |
| 15 |
Rapid Healing: Damage Resistance (20 PD/10 ED) | 0 |
| 14 |
Rapid Healing: Healing 2 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2) | 0 |
| 3 |
No Skidding: Clinging (normal STR); Only To Prevent Skids (-2)
Notes: Even when he really loses control, he keeps his footing and doesn't go into a skid.- he always gets his feet back under him and keeps going. This was something learned from Kitsune after hundreds of falls at higher speed. | 0 |
| 22 |
Q Costuming Armor Mk 2.01: Armor (10 PD/10 ED); OIF (-1/2) plus Life Support (Safe in Intense Heat)
Notes: Provides insulation against heat such as friction from moving at near MACH speed. | 0 |
| 199 |
Total Powers Cost |
| Equipment |
END |
| Minuteman Earwig: Mind Link , Specific Group of Minds, Any distance, No LOS Needed, Number of Minds (x32); Subject to RF Frequency Limitations (-1/2), IIF (-1/4), Does Not Provide Mental Awareness (-1/4), Sense Affected As Radio Sense Group (-1/4)
Notes: Utilizes satellites to provide nearly world-wide coverage | 0 |
| Government Computer Network: Computer Link; OAF Fragile (Focus: Monocle Headset; -1 1/4), Subject to WIFI Limitations (-1/2) | |
| Cost |
Maneuver |
|
Speedster Martial Arts
Notes: Unfortunately, this style of Martial Arts is a dead giveaway that there is something more to Carlos the stuntman so he avoid letting anyone know. |
| 5 |
1) Flying Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove |
| 5 |
2) Flying Grab: 1/2 Phase, -2 OCV, -1 DCV, Grab Two Limbs, 25 STR for holding on; FMove |
| 5 |
3) Flying Throw: 1/2 Phase, -1 OCV, -2 DCV, Grab Two Limbs; STR + v/5; Target Falls; FMove |
| 5 |
4) Passing Disarm: 1/2 Phase, -1 OCV, -1 DCV, Disarm, 25 STR to Disarm; FMove |
| 5 |
5) Passing Strike: 1/2 Phase, +1 OCV, +0 DCV, 3d6 +v/5; FMove |
| 5 |
6) Passing Throw: 1/2 Phase, +0 OCV, +0 DCV, 3d6 +v/5; Target Falls; FMove |
| 4 |
7) Rapid Chop: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1 |
| 5 |
8) Rapid Punch: 1/2 Phase, +1 OCV, -2 DCV, 7d6 Strike |
| 4 |
9) Spinning Escape: 1/2 Phase, +0 OCV, +0 DCV, 30 STR vs. Grabs |
|
Fencing
Notes: Carlos is a superb fencer and swordsman. This makes him in very high demand for Martial Arts movies as a stunt double. |
| 5 |
1) Ballestra: 1/2 Phase, +2 OCV, -2 DCV, Weapon +4 DC, Weapon +4 DC Strike; Half Move Required |
| 3 |
2) Cut: 1/2 Phase, +2 OCV, +1 DCV, Weapon, Weapon Strike |
| 4 |
3) Ceduto: var Phase, +0 OCV, +0 DCV, Weapon +3 DC, 15 STR to escape Bind |
| 4 |
4) Double a Double: 1/2 Phase, +2 OCV, +2 DCV, Weapon +2 DC, Weapon +2 DC Strike, Must Follow Predefined Maneuver |
| 5 |
5) Fleche: 1/2 Phase, +1 OCV, +0 DCV, Weapon +v/5; FMove |
| 4 |
6) Froissement: 1/2 Phase, +2 OCV, -2 DCV, Disarm, 25 STR to Disarm roll |
| 3 |
7) Grypes: 1/2 Phase, -1 OCV, -2 DCV, Grab One Limb; 10 STR disarm |
| 5 |
8) Lunge: 1/2 Phase, +1 OCV, -2 DCV, Weapon +4 DC Strike |
| 4 |
9) Parry: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort |
| 3 |
10) Pasata Soto: 1/2 Phase, +2 OCV, +2 DCV, Weapon, Weapon +foe's v/5 Strike, You Fall, Response to Ballestra, Fleche, Lunge |
| 4 |
11) Prise de Fer: 1/2 Phase, +1 OCV, +0 DCV, Bind, 25 STR |
| 4 |
12) Riposte: 1/2 Phase, +2 OCV, +2 DCV, Weapon +2 DC Strike, Must Follow Block |
| 5 |
13) Slash: 1/2 Phase, -2 OCV, +1 DCV, Weapon +4 DC Strike |
| 5 |
14) Takeaway: 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, 25 STR to take weapon away |
| 5 |
15) Thrust: 1/2 Phase, +1 OCV, +3 DCV, Weapon Strike |
| 3 |
16) Trip: 1/2 Phase, +2 OCV, -1 DCV, 4d6 Strike, Target Falls |
| 4 |
17) Void: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort |
| 0 |
18) Weapon Element: Blades |
| 113 |
Total Martial Arts Cost |
|