| Cost |
Name |
| 0 |
AK: Miami, FL 8- |
| 3 |
Acrobatics 15- |
| 5 |
Acting 14- |
| 3 |
Analyze: Combat 13- |
| 3 |
Breakfall 15- |
| 3 |
Bribery 13- |
| 3 |
CuK: Drug Cartels 13- |
| 3 |
Climbing 15- |
| 3 |
Concealment 13- |
| 3 |
Contortionist 15- |
| 3 |
Conversation 13- |
| 5 |
Cramming |
| 3 |
Deduction 13- |
| 3 |
Disguise 13- |
| 3 |
Fast Draw: ASP Batons 15- |
| 3 |
Interrogation 13- |
| 0 |
Language: English (Idiomatic) |
| 1 |
Language: Japanese (basic conversation) |
| 2 |
Language: Spanish (fluent conversation) |
| 5 |
Oratory 14- |
| 4 |
PS: Drama Student 14- |
| 4 |
PS: Actor 14- |
| 3 |
Paramedics 13- |
| 5 |
Persuasion 14- |
| 3 |
Scholar |
| 1 |
1) KS: Criminal Law 11- |
| 2 |
2) KS: Drug Cartel Persons of Interest 13- |
| 2 |
3) KS: Drug Laws 13- |
| 1 |
4) KS: Federal Law Enforcement Procedures 11- |
| 1 |
5) KS: Federal Meta-Human Regulations 11- |
| 2 |
6) KS: Kung Fu 13- |
| 2 |
7) KS: Western Hemisphere Drug Cartels 13- |
| 3 |
Shadowing 13- |
| 3 |
Sleight Of Hand 15- |
| 3 |
Stealth 15- |
| 3 |
Streetwise 13- |
| 0 |
TF: Bicycles, Small Motorized Ground Vehicles |
| 3 |
Tactics 13- |
| 3 |
Teamwork 15- |
| 5 |
WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Off Hand |
| 110 |
Total Skills Cost |
| Cost |
Name |
| 10 |
Contact: Jon Russel Thomas, father (Contact has access to major institutions, Contact has useful Skills or resources, Father/Daughter Loyalty) 14- |
| 0 |
Contact: U.S. Minuteman Project (access to major institutions, has significant individual Contacts, Very Good relationship with Contact), Organization Contact (x3) 14- |
| 2 |
Deep Cover: Varies
Notes: This Identity can vary with the assignment and is created by the NSA making it almost impossible to crack. |
| 1 |
False Identity: Varies
Notes: This identity is created by the DEA as required by the current assignment. It is possible to break if one digs enough. |
| 1 |
Fringe Benefit: Black Belt |
| 1 |
Fringe Benefit: Passport |
| 0 |
Law Enforcement Rank: U.S Marshall |
| 0 |
Police Powers: Federal |
| 0 |
Weapon Permit: Licensed Superpowers |
| 15 |
Total Perks Cost |
| Cost |
Name |
| 3 |
Lightsleep |
| 24 |
Combat Sense (Discriminatory, Sense) 15- |
| 51 |
Danger Sense (general area, out of combat, Discriminatory, Function as a Sense, Targeting Sense) 17-
Notes: Rachel's sense for Danger has expanded not only in area (@10 mile radius) but it allow her to note a specific threat source and where the threat is coming from. This must be an active threat, not just someone thinking about mayhem. It also works on impending disasters, building collapses, fires, flooding, and such. Bomb warning and gunfights are also being detected which keeps her busy calling the police at all hours. |
| 24 |
Combat Luck (12 PD/12 ED) |
| 102 |
Total Talents Cost |
|
|
| Cost |
Power |
END |
| 35 |
Finding the Chinks in the Armor: Find Weakness 14- with with Kung Fu | 0 |
| 11 |
Rapid Healing: Healing 2 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2); Extra Time (Regeneration-Only) 1 Hour (-2 1/4), Self Only (-1/2) | 0 |
| 7 |
Knock it out of the air: Missile Deflection (Bullets & Shrapnel); OAF (Focus: ASP Batons; -1) | 0 |
| 7 |
Tough Skin: Damage Resistance (7 PD/7 ED) | 0 |
| 2 |
Meta-Human Lifespan: Life Support (Longevity: 400 Years) | 0 |
|
Equipment | |
| 22 |
1) Q Costuming Armor Mk 2.0: Armor (10 PD/10 ED); OIF (-1/2) plus Life Support (Safe in Intense Cold)
Notes: Provides insulation against cold. | 0 |
| 12 |
2) ASP Baton: Energy Blast 3d6; OAF (-1)
Notes: (x2 number of items) | 1 |
| 96 |
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 |
|
Kung Fu (Wu Shu) |
| 5 |
1) Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort |
| 4 |
2) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 60 STR to Disarm roll |
| 4 |
3) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort |
| 4 |
4) Escape: 1/2 Phase, +0 OCV, +0 DCV, 65 STR vs. Grabs |
| 5 |
5) Flying Kick: 1/2 Phase, +1 OCV, -2 DCV, 14d6 Strike |
| 3 |
6) Joint Lock: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 60 STR for holding on |
| 5 |
7) Kick: 1/2 Phase, -2 OCV, +1 DCV, 14d6 Strike |
| 4 |
8) Knife Hand: 1/2 Phase, -2 OCV, +0 DCV, HKA 3d6 |
| 3 |
9) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 11d6 Strike, Target Falls |
| 4 |
10) Punch: 1/2 Phase, +0 OCV, +2 DCV, 12d6 Strike |
| 3 |
11) Throw: 1/2 Phase, +0 OCV, +1 DCV, 10d6 +v/5, Target Falls |
| 4 |
12) Tien-hsueh Strike: 1/2 Phase, -1 OCV, +1 DCV, 4 1/2d6 NND |
| 4 |
13) Tiger Claw: 1/2 Phase, +0 OCV, +0 DCV, 14d6 Crush, Must Follow Grab |
| 4 |
14) Uproot: 1/2 Phase, +0 OCV, +0 DCV, 65 STR to Shove |
| 1 |
15) Weapon Element: Blades |
| 1 |
16) Weapon Element: Clubs |
| 1 |
17) Weapon Element: Improvised Weapons |
| 1 |
18) Weapon Element: Staffs |
| 20 |
19) +5 HTH Damage Class(es) |
| 80 |
Total Martial Arts Cost |
|