| Cost |
Name |
| 0 |
AK: Home Area 8- |
| 3 |
AK: The Junkyard 12- |
| 3 |
Acrobatics 15- |
| 0 |
Acting 8- |
| 3 |
Breakfall 15- |
| 3 |
Climbing 15- |
| 3 |
Concealment 12- |
| 0 |
Conversation 8- |
| 0 |
Deduction 8- |
| 3 |
Fast Draw Pistols 15- |
| 0 |
Language: English (Idiomatic) |
| 1 |
Mechanics 8- |
| 1 |
PS: Free-Runner 15- |
| 0 |
Paramedics 8- |
| 0 |
Persuasion 8- |
| 3 |
Shadowing 12- |
| 3 |
Stealth 15- |
| 3 |
Streetwise 12- |
| 3 |
Survival 12- |
| 0 |
TF: Bicycles, Small Motorized Ground Vehicles |
| 2 |
WF: Small Arms |
| 1 |
Weaponsmith (Firearms) 8- |
| 9 |
+3 with Martial Maneuvers |
| 44 |
Total Skills Cost |
| Cost |
Name |
| 9 |
Ambidexterity (no Off Hand penalty) |
| 12 |
Combat Luck (6 PD/6 ED) |
| 3 |
Environmental Movement (no penalties on any Balance-type Movement) |
| 24 |
Total Talents Cost |
|
|
| Cost |
Power |
END |
| 40 |
Regeneration: Healing 3 BODY, Can Heal Limbs, Resurrection, 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 |
| 15 |
Shared Mind: Mind Link , with Cerberus, Any distance, Psychic Bond | 0 |
| 15 |
Two-Gun Kid: Two-Weapon Fighting (Ranged) plus Rapid Attack (Ranged) | 0 |
| 11 |
Shared Mind: Mental Defense (20 points total); Only A Long As Cerebrus Is Conscious (-1/2) | 0 |
| 81 |
Total Powers Cost |
| Equipment |
END |
| Glock 21 .45 APC: Killing Attack - Ranged 2d6, 2 clips of 9 Charges (+0), +1 Increased STUN Multiplier (+1/4); STR Min (STR Min. Cannot Add/Subtract Damage; -1 1/2), OAF (-1), Beam (-1/4), Real Weapon (-1/4) Notes: (x2 number of items) | [9] |
| Cost |
Maneuver |
|
Gun Kata |
| 4 |
1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort |
| 4 |
2) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort |
| 4 |
3) Smash/Thrust: 1/2 Phase, +0 OCV, +2 DCV, Weapon +2 DC Strike |
| 5 |
4) Takeaway: 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, 20 STR to take weapon away |
| 4 |
5) Accurate Shot: 1/2 Phase, +2 OCV, -2 DCV, Range +2, Weapon +4 DC Strike |
| 4 |
6) Basic Shot: 1/2 Phase, +0 OCV, +0 DCV, Range +2, Weapon +6 DC Strike |
| 3 |
7) Defensive Shot: 1/2 Phase, -1 OCV, +2 DCV, Range +0, Weapon +4 DC Strike |
| 5 |
8) Distance Shot: 1+1 Phase, +0 OCV, -2 DCV, Range +6, Weapon +4 DC Strike, +1 Segment |
| 3 |
9) Diving Shot: 1/2 Phase, +0 OCV, +2 DCV, Range +1, Weapon +4 DC Strike, Half Move Required, You Fall |
| 5 |
10) Far Shot: 1/2 Phase, +1 OCV, -1 DCV, Range +4, Weapon +4 DC Strike |
| 3 |
11) Leg Shot: 1/2 Phase, +0 OCV, -1 DCV, Range +0, Weapon +6 DC Strike, Throw |
| 4 |
12) Offensive Shot: 1/2 Phase, -1 OCV, -1 DCV, Range +0, Weapon +8 DC Strike |
| 4 |
13) Quick Shot: 1/2 Phase, +1 OCV, +0 DCV, Range +0, Weapon +6 DC Strike |
| 4 |
14) Ranged Disarm: 1/2 Phase, +0 OCV, +0 DCV, Range +0, Disarm, 45 STR to roll |
| 4 |
15) Trained Shot: 1/2 Phase, +2 OCV, +0 DCV, Range +0, Weapon +4 DC Strike |
| 0 |
16) Weapon Element: Pistols (Ranged Maneuvers only) |
| 1 |
17) Weapon Element: Empty Hand (Takeaway Maneuver only) |
| 16 |
18) +4 Ranged Damage Class(es) |
| 77 |
Total Martial Arts Cost |
|