| Cost |
Name |
| 3 |
Acrobatics 16- |
| 3 |
Acting 16- |
| 3 |
Breakfall 16- |
| 3 |
Bureaucratics 16- |
| 3 |
Combat Driving 16- |
| 4 |
Computer Programming (Computer Networks, Personal Computers) 16- |
| 3 |
Concealment 16- |
| 3 |
Conversation 16- |
| 3 |
Criminology 16- |
| 3 |
Deduction 16- |
| 3 |
Demolitions 16- |
| 3 |
Disguise 16- |
| 3 |
Electronics 16- |
| 3 |
Forensic Medicine 16- |
| 3 |
High Society 16- |
| 3 |
Interrogation 16- |
| 0 |
Language: English (idiomatic) |
| 2 |
Language: German (completely fluent) |
| 3 |
Language: Spanish (completely fluent) |
| 3 |
Lockpicking 16- |
| 3 |
Mechanics 16- |
| 3 |
Oratory 16- |
| 3 |
PS: Lawyer 16- |
| 3 |
Paramedics 16- |
| 3 |
Scholar |
| 2 |
1) KS: Aikido 16- |
| 1 |
2) KS: Chinese Tongs and Triads 11- |
| 2 |
3) KS: Criminal Law 16- |
| 1 |
4) KS: Genocide 11- |
| 2 |
5) KS: Mafia 16- |
| 1 |
6) KS: Military World 11- |
| 1 |
7) KS: Photography 11- |
| 2 |
8) KS: Research 16- |
| 2 |
9) KS: Street Gangs 16- |
| 2 |
10) KS: Superheroes 16- |
| 2 |
11) KS: Supervillians 16- |
| 2 |
12) KS: Tae Kwon Do 16- |
| 2 |
13) KS: Trial Proceedures 16- |
| 2 |
14) KS: Utility Subsystems 16- |
| 1 |
15) KS: Viper 11- |
| 2 |
16) KS: Wanted Criminals 16- |
| 1 |
17) KS: Yakuza 11- |
| 3 |
Scientist |
| 2 |
1) SS: Ballistics 16- |
| 1 |
2) SS: Botany 11- |
| 2 |
3) SS: Chemistry 16- |
| 2 |
4) SS: Criminal Psychology 16- |
| 1 |
5) SS: Mathematics 11- |
| 1 |
6) SS: Medicine 11- |
| 2 |
7) SS: Pharmacology 16- |
| 2 |
8) SS: Psychology 16- |
| 3 |
Security Systems 16- |
| 3 |
Shadowing 16- |
| 3 |
Sleight Of Hand 16- |
| 3 |
Streetwise 16- |
| 3 |
Systems Operation (Communications Systems, Radar) 16- |
| 2 |
TF: Common Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles |
| 3 |
Tactics 16- |
| 3 |
Teamwork 16- |
| 3 |
Tracking 16- |
| 3 |
Traveler |
| 2 |
1) AK: Bay Area 16- |
| 2 |
2) AK: Maine 16- |
| 2 |
3) AK: San Francisco's Chinatown 16- |
| 2 |
4) AK: West Coast 16- |
| 2 |
5) CK: San Francisco 16- |
| 2 |
6) CK: Seattle 16- |
| 6 |
WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Small Arms |
| 30 |
+3 Overall |
| 10 |
+2 with HTH Combat |
| 6 |
+6 with Eye Beam |
| 209 |
Total Skills Cost |
| Cost |
Name |
| 3 |
Well-Connected |
| 2 |
1) Favor |
| 1 |
2) Contact: "Switch" Lassitter, gang leader (Contact has significant Contacts of his own, Contact limited by identity) 11- |
| 2 |
3) Contact: Gail Kelso, Talk Radio DJ (Contact limited by identity, Very Good relationship with Contact) 11- |
| 9 |
4) Contact: Ghost Archer (Contact has extremely useful Skills or resources, Very Good relationship with Contact) 14- |
| 6 |
5) Contact: Golden Avenger, PRIMUS (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own) 11- |
| 9 |
6) Contact: James 'Icehawk' Hawkins (Contact has extremely useful Skills or resources, Very Good relationship with Contact) 14- |
| 3 |
7) Contact: Rex Kaspriwiczs, bartender (Contact has significant Contacts of his own, Contact limited by identity, Very Good relationship with Contact) 11- |
| 1 |
8) Contact: Roger Evans, Public Defender (Contact limited by identity, Good relationship with Contact) 11- |
| 4 |
9) Contact: Tricia Garrett (Contact has access to major institutions, Contact has significant Contacts of his own, Contact limited by identity, Very Good relationship with Contact) 11- |
| 2 |
Fringe Benefit: Local Police Powers |
| 1 |
Fringe Benefit: License to practice as a lawyer |
| 1 |
Fringe Benefit: License to practice as a Psychiatrist |
| 44 |
Total Perks Cost |
| Cost |
Name |
| 15 |
Combat Sense 16- |
| 27 |
Danger Sense (self only, any danger, Function as a Sense) 17-/16- |
| 8 |
Speed Reading (x1000) |
| 50 |
Total Talents Cost |
|
|
| Cost |
Power |
END |
| 50 |
Hyper Speed: Elemental Control, 100-point powers | |
| 53 |
1) Hyper Running: Running +25" (31" total), x128 Noncombat, Reduced Endurance (1/2 END; +1/4)Notes: Combat Speed: 80.92 mph/130.20 kph. Non-Combat Speed 10357.74 mph/ 16665.60 kph. Circumnavigation time: Not possible but based on land speed, 144.25 minutes. | 4 |
| 50 |
2) Hyper Healing: Force Field (20 PD/20 ED), Hardened (x2; +1/2), Reduced Endurance (0 END; +1/2), Persistent (+1/2) | 0 |
| 45 |
Light Manipulation: Multipower, 101-point reserve, all slots Reduced effect in rain or fog Power loses about half of its effectiveness (-1), No Knockback (-1/4) | |
| 4u |
1) Eye Beams: Energy Blast 16d6, Reduced Endurance (1/2 END; +1/4) | 4 |
| 3u |
2) Spreading Eye Beam: Energy Blast 9d6, Area Of Effect (10" Cone; +1), Selective (+1/4); Extra Time (Full Phase, -1/2), No Range (-1/2) | 10 |
| 15 |
Hyper Resistance: Power Defense (15 points) | 0 |
| 11 |
Strength of Will: Mental Defense (15 points total) | 0 |
| 10 |
Stick to It: Clinging (normal STR) | 0 |
| 10 |
Enhanced Eyes: Sight Group Flash Defense (10 points) | 0 |
| 10 |
Hyper Metabolism: Life Support (Immunity: All terrestrial diseases and biowarfare agents) | 0 |
| 10 |
Hold Your Breath Forever: Life Support (Self-Contained Breathing) | 0 |
| 10 |
Penetrating Gaze: N-Ray Perception (Sight Group) | 0 |
| 7 |
Instant Change (any clothing): Cosmetic Transform 2d6 (Clothing into costume and vice-versa); Clothing Only (-1/2) | 1 |
| 7 |
Regeneration: Healing 1d6, Reduced Endurance (0 END; +1/2), Persistent (+1/2); Extra Time (1 Turn (Post-Segment 12), -1 1/4), Self Only (-1/2) | 0 |
| 5 |
Immortal: Life Support (Longevity: Immortal) | 0 |
| 5 |
Strong Legs: Leaping +5" (19" forward, 9 1/2" upward) | 1 |
| 5 |
Perceive the Ultraviolet: Ultraviolet Perception (Sight Group) | 0 |
| 3 |
Strong Swimmer: Swimming +3" (5" total) | 1 |
| 3 |
Observant: +1 PER with all Sense Groups | 0 |
| 316 |
Total Powers Cost |
| Cost |
Maneuver |
|
Tae Kwon Do |
| 4 |
1) Arm Sweep Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort |
| 5 |
2) Crescent Kick Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort |
| 4 |
3) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 80 STR to Disarm roll |
| 5 |
4) Flying Side Kick: 1/2 Phase, +1 OCV, -2 DCV, 18d6 Strike |
| 4 |
5) Front Kick: 1/2 Phase, +0 OCV, +2 DCV, 16d6 Strike |
| 4 |
6) Knifehand Spearhand: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1 |
| 4 |
7) Punch/Elbow Strike: 1/2 Phase, +2 OCV, +0 DCV, 16d6 Strike |
| 5 |
8) Side or Roundhouse Kick: 1/2 Phase, -2 OCV, +1 DCV, 18d6 Strike |
| 3 |
9) Takedown: 1/2 Phase, +1 OCV, +1 DCV, 14d6 Strike; Target Falls |
| 1 |
10) Weapon Element: Clubs |
|
Akido |
| 4 |
1) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort |
| 4 |
2) Escape: 1/2 Phase, +0 OCV, +0 DCV, 85 STR vs. Grabs |
| 4 |
3) Extend Ki: 1/2 Phase, +0 OCV, +0 DCV, 85 STR to resist Shove; Block, Abort |
| 3 |
4) Hold: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 80 STR for holding on |
| 5 |
5) Joint Break: 1/2 Phase, -1 OCV, -2 DCV, Grab One Limb; HKA 1d6 +1 , Disable |
| 4 |
6) Joint Lock/Throw: 1/2 Phase, +1 OCV, +0 DCV, Grab One Limb; 1d6 NND ; Target Falls |
| 5 |
7) Redirect: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort |
| 5 |
8) Strike: 1/2 Phase, +1 OCV, +3 DCV, 14d6 Strike |
| 3 |
9) Takedown: 1/2 Phase, +1 OCV, +1 DCV, 14d6 Strike; Target Falls |
| 3 |
10) Throw: 1/2 Phase, +0 OCV, +1 DCV, 14d6 +v/5, Target Falls |
| 1 |
11) Weapon Element: Clubs |
| 80 |
Total Martial Arts Cost |
|