| Cost |
Name |
| 2 |
AK: Bay Area 11- |
| 3 |
Acrobatics 15- |
| 0 |
Acting 8- |
| 3 |
Breakfall 15- |
| 2 |
CK: San Francisco 11- |
| 0 |
Climbing 8- |
| 3 |
Combat Driving 15- |
| 0 |
Concealment 8- |
| 0 |
Conversation 8- |
| 0 |
Deduction 8- |
| 0 |
Language: English (Idiomatic) |
| 0 |
PS: Genetics Researcher 11- |
| 3 |
Paramedics 13- |
| 0 |
Paramedics 8- |
| 0 |
Persuasion 8- |
| 2 |
SS: Genetics 11- |
| 0 |
Shadowing 8- |
| 0 |
Stealth 8- |
| 3 |
Streetwise 13- |
| 2 |
Survival (Desert) 13- |
| 0 |
TF: Small Motorized Ground Vehicles |
| 5 |
+1 with Cujo Cannon |
| 28 |
Total Skills Cost |
| Cost |
Name |
| 3 |
Fringe Benefit: Federal/National Police Powers |
| 10 |
Contact: Sid Waite, Cujo Battlesuit designer (Contact has extremely useful Skills or resources, Very Good relationship with Contact) 14- |
| 13 |
Total Perks Cost |
| Cost |
Name |
| 17 |
Danger Sense (self only, in combat, Function as a Sense) 13- |
| 17 |
Total Talents Cost |
|
|
| Cost |
Power |
END |
| 36 |
Cujo Cannon: Multipower, 90-point reserve, all slots OAF (-1), Does not work in water or when wet (-1/2) |
|
| 3u |
1) Arc Blast: Killing Attack - Ranged 4d6, Armor Piercing (+1/2); 6 Charges (-3/4) |
[6] |
| 3u |
2) Carbon String Netting: Entangle 6d6, 6 DEF, Takes No Damage From Attacks All Attacks (+1/2); 6 Charges (-3/4) |
[6] |
| 3u |
3) Shock Blast: Energy Blast 9d6, No Normal Defense ([Standard]; Being insulated or wearing non-metallic armor; +1); 6 Charges (-3/4) |
[6] |
| 3u |
4) Stun Blast: Energy Blast 18d6, Stun Only (+0); 6 Charges (-3/4), No Knockback (-1/4) |
[6] |
|
Cujo Battlesuit, all slots OIF (-1/2) |
|
| 36 |
1) Composite Body Armor: Armor (18 PD/18 ED) |
0 |
| 27 |
2) Sealed System: Life Support (Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents; Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) |
0 |
| 15 |
3) Adaptive Camouflage: Invisibility to Sight Group , Reduced Endurance (0 END; +1/2); Chameleon (-1/2) |
0 |
| 8 |
4) Multi-freq Comm System: High Range Radio Perception (Radio Group) |
0 |
| 7 |
5) Glare Dampers: Sight Group Flash Defense (10 points) |
0 |
| 3 |
6) Optical Enhancement: Ultraviolet Perception (Sight Group) |
0 |
| 3 |
7)
Precision Construction: Lack Of Weakness (-5) for Mental Defense |
0 |
| 2 |
8) External Amplifiers: +1 PER with all Sense Groups |
0 |
| 35 |
Mutant Teleport: Teleportation 15", x4 Noncombat |
3 |
| 184 |
Total Powers Cost |
| Cost |
Maneuver |
|
Karate |
| 4 |
1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort |
| 4 |
2) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 58 STR to Disarm roll |
| 4 |
3) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort |
| 4 |
4) Knifehand Strike ("Chop"): 1/2 Phase, -2 OCV, +0 DCV, HKA 2 1/2d6 |
| 3 |
5) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 10 1/2d6 Strike, Target Falls |
| 4 |
6) Punch/Snap Kick: 1/2 Phase, +0 OCV, +2 DCV, 11 1/2d6 Strike |
| 5 |
7) Side/Spin Kick: 1/2 Phase, -2 OCV, +1 DCV, 13 1/2d6 Strike |
| 16 |
8) +4 HTH Damage Class(es) |
| 44 |
Total Martial Arts Cost |
|