| Cost |
Name |
| 3 |
Acrobatics 16- |
| 9 |
Acting 16-
Notes: While Acting is typical 'acting' Hua is specifically trained to alter his body language, way of walking and mannerism to the point that it is sometime possible to change 'character' before someone's very eye. |
| 3 |
Breakfall 16- |
| 3 |
Climbing 16- |
| 11 |
Concealment 16- |
| 3 |
Conversation 13- |
| 0 |
Deduction 8- |
| 10 |
Defense Maneuver I-IV |
| 11 |
Disguise 16-
Notes: With enough preparation, Hua is able to alter his appearance to a remarkable degree. |
| 3 |
Linguist |
| 4 |
1) Language: Cantonese (imitate dialects) |
| 0 |
2) Language: English (Idiomatic) |
| 1 |
3) Language: French (fluent conversation) |
| 2 |
4) Language: Fukienese (Min) (completely fluent) |
| 0 |
5) Language: Mandarin (imitate dialects) |
| 2 |
6) Language: Wu (completely fluent) |
| 9 |
PS: Martial Artist 18- |
| 3 |
Paramedics 12- |
| 3 |
Persuasion 13- |
| 3 |
Scholar |
| 7 |
1) KS: Analyze Style 17- |
| 2 |
2) KS: Chinese Underworld 12- |
| 1 |
3) KS: Eastern Philosophy 11- |
| 4 |
4) KS: Fishing 14- |
| 3 |
5) KS: Martial Arts World 13- |
| 7 |
6) KS: Xiao-Ryu Karate 17- |
| 3 |
Shadowing 12- |
| 3 |
Sleight Of Hand 16- |
| 3 |
Stealth 16- |
| 9 |
Streetwise 16- |
| 1 |
TF: Small Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles |
| 3 |
Traveler |
| 1 |
1) AK: China Town, San Francisco 11- |
| 1 |
2) AK: The New Territories 11- |
| 1 |
3) CK: Hong Kong 11- |
| 1 |
4) CK: San Francisco 11- |
| 1 |
5) CuK: Japanese Yakuza 11- |
| 9 |
+3 with Xiao-Ryu Karate |
| 143 |
Total Skills Cost |
| Cost |
Name |
| 3 |
Well-Connected |
| 5 |
1) Contact: Chinese Underworld Boss (Contact has significant Contacts of his own, Contact has useful Skills or resources) 13- |
| 3 |
2) Contact: Head of Taiwanese Security Forces (Contact has access to major institutions, Contact has significant Contacts of his own) 11- |
| 2 |
3) Contact: Japanese Yakuza Boss (Contact has significant Contacts of his own) 11- |
| 3 |
4) Contact: South Korean President (Contact has access to major institutions, Contact has significant Contacts of his own) 11- |
| 1 |
False Identity |
| 1 |
Fringe Benefit: Passport |
| 18 |
Total Perks Cost |
| Cost |
Name |
| 9 |
Ambidexterity (no Off Hand penalty) |
| 30 |
Combat Luck (15 PD/15 ED) |
| 26 |
Combat Sense (Discriminatory, Sense) 16- |
| 3 |
Environmental Movement (no penalties on Balance maneuvers) |
| 68 |
Total Talents Cost |
|
|
| Cost |
Power |
END |
| 15 |
Fast Hands: Missile Deflection (Bullets & Shrapnel) | 0 |
| 12 |
Fast Hands: +6 with Missile Deflection | |
| 11 |
Quick Change: Cosmetic Transform 2d6 (various outfits), Improved Target Group (+1/4), Reduced Endurance (0 END; +1/2) (17 Active Points); Limited Target Limited (-1/2)
Notes: By wearing multiple layers of clothing, reversible clothing and such things as folding hats, glasses, and fake facial hair Hua is able to alter his appearance by merely passing out of sight of his target for a moment. | 0 |
| 10 |
Pain Resistance Training: Damage Resistance (10 PD/10 ED) | 0 |
| 7 |
SAAT Comm Unit: Radio Perception/Transmission (Radio Group); IIF (-1/4), Does not work in Water (-1/4) | 0 |
|
Nanobots
Notes: These nanobots provide the listed 'powers' and will function for about six months before going inert. They must be reset by the Time Ship if this happens. | |
| 25 |
1) Regeneration: Healing 1d6, Can Heal Limbs, Resurrection, Reduced Endurance (0 END; +1/2), Persistent (+1/2); Extra Time (1 Turn (Post-Segment 12), -1 1/4), Self Only (-1/2)
Notes: Nanobots repair damage including regrowing limbs and reviving the subject from death. It will not, however, work if the subjects body is totally destroyed. | 0 |
| 12 |
2) Protected Sight: Sight Group Flash Defense (10 points), Hardened (+1/4) | 0 |
| 10 |
3) Chemical Resistance: Life Support (Immunity: All terrestrial poisons and chemical warfare agents)
Notes: Nanobots accelerated tissue regeneration will instantly repair any chemical type damage. | 0 |
| 10 |
4) Disease Resistance: Life Support (Immunity: All terrestrial diseases and biowarfare agents)
Notes: Nanobots function as super white cells and will instantly combat any disease, infection or biological intrusion such as parasites and biological poisons, i.e venom. | 0 |
| 8 |
5) Keen Eyed: +4 PER with Sight Group | 0 |
| 5 |
6) Dim Light Vision: Ultraviolet Perception (Sight Group) | 0 |
| 2 |
7) Stopped Aging: Life Support (Longevity: 400 Years)
Notes: Nanobots actually stop aging but can only do this for about 400 years, after that, the subject begins to age normally. | 0 |
| 127 |
Total Powers Cost |
| Cost |
Maneuver |
|
Xiao-Ryu Karate |
| 3 |
1) Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, 14d6 Strike |
| 5 |
2) Defensive Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort |
| 5 |
3) Defensive Strike: 1/2 Phase, +1 OCV, +3 DCV, 12d6 Strike |
| 4 |
4) Fast Strike: 1/2 Phase, +2 OCV, +0 DCV, 14d6 Strike |
| 4 |
5) Killing Strike: 1/2 Phase, -2 OCV, +0 DCV, HKA 3d6 +1 |
| 3 |
6) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 13d6 Strike, Target Falls |
| 4 |
7) Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort |
| 4 |
8) Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 70 STR to Disarm |
| 4 |
9) Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort |
| 4 |
10) Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, 75 STR vs. Grabs |
| 4 |
11) Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 14d6 Strike |
| 3 |
12) Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, 12d6 +v/5, Target Falls |
| 4 |
13) Nerve Strike: 1/2 Phase, -1 OCV, +1 DCV, 6d6 NND |
| 5 |
14) Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, 16d6 Strike |
| 5 |
15) Passing Strike: 1/2 Phase, +1 OCV, +0 DCV, 12d6 +v/5; FMove |
| 4 |
16) Sacrifice Lunge: 1/2 Phase, +2 OCV, -2 DCV, 12d6 +v/5; FMove |
| 5 |
17) Sacrifice Strike: 1/2 Phase, +1 OCV, -2 DCV, 16d6 Strike |
| 5 |
18) Takeaway: 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, 70 STR to take weapon away |
| 32 |
19) +8 HTH Damage Class(es) |
| 107 |
Total Martial Arts Cost |
|