| Cost |
Name |
| 0 |
Acting 8- |
| 2 |
AK: Ireland 11- |
| 2 |
AK: Northern Ireland 11- |
| 2 |
AK: Shannon 11- |
| 3 |
Breakfall 14- |
| 2 |
CK: Belfast 11- |
| 2 |
CK: Dublin 11- |
| 0 |
Climbing 8- |
| 3 |
Combat Driving 14- |
| 0 |
Concealment 8- |
| 3 |
Conversation 13- |
| 3 |
Deduction 11- |
| 3 |
Hoist 11- |
| 2 |
KS: Boxing 11- |
| 3 |
KS: Pubs of Ireland and the UK 11- |
| 0 |
Language: English (idiomatic; literate) (5 Active Points) |
| 0 |
Language: Irish (Gaelic) (idiomatic; literate) (5 Active Points) |
| 15 |
Mechanics 17- |
| 3 |
Paramedics 11- |
| 3 |
Persuasion 13- |
| 8 |
PS: Auto Mechanic 17- |
| 3 |
Seduction 13- |
| 0 |
Shadowing 8- |
| 0 |
Stealth 8- |
| 3 |
Teamwork 14- |
| 5 |
TF: Common Motorized Ground Vehicles, Small Motorized Ground Vehicles, Agricultural & Construction Vehicles, Tracked Military Vehicles, Two-Wheeled Motorized Ground Vehicles, Wheeled Military Vehicles |
| 6 |
+2 with Boxing |
| 10 |
: +5 vs. pulling a punch modifiers with Boxing |
| 86 |
Total Skills Cost |
| Cost |
Name |
| 1 |
False Identity |
| 1 |
Fringe Benefit: Passport |
| 2 |
Total Perks Cost |
|
|
| Cost |
Power |
END |
| 26 |
Protection of St. Patrick: Damage Resistance (26 PD/26 ED) | 0 |
| 25 |
The Luck o' the Irish: Luck 5d6 | 0 |
| 15 |
Tough: Power Defense (15 points) | 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 |
| 145 |
Total Powers Cost |
| Cost |
Maneuver |
|
Boxing, Modern |
| 4 |
1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort |
| 3 |
2) Clinch: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 90 STR for holding on |
| 4 |
3) Cross: 1/2 Phase, +0 OCV, +2 DCV, 18d6 Strike |
| 5 |
4) Hook: 1/2 Phase, -2 OCV, +1 DCV, 20d6 Strike |
| 3 |
5) Jab: 1/2 Phase, +2 OCV, +1 DCV, Strike |
| 19 |
Total Martial Arts Cost |
|