| Cost |
Name |
| 2 |
AK: West Coast 11- |
| 3 |
Acrobatics 13- |
| 0 |
Acting 8- |
| 3 |
Breakfall 13- |
| 3 |
Climbing 13- |
| 3 |
Combat Driving 13- |
| 3 |
Combat Piloting 13- |
| 3 |
Concealment 13- |
| 0 |
Conversation 8- |
| 0 |
Deduction 8- |
| 3 |
Disguise 13- |
| 3 |
Inventor 13- |
| 0 |
Language: English (Idiomatic) |
| 0 |
PS: Player's Choice 11- |
| 3 |
Paramedics 13- |
| 0 |
Persuasion 8- |
| 3 |
Scientist |
| 1 |
1) SS: Chemistry 11- |
| 1 |
2) SS: Metallurgy 11- |
| 1 |
3) SS: Toxicology 11- |
| 3 |
Security Systems 13- |
| 3 |
Shadowing 13- |
| 3 |
Stealth 13- |
| 3 |
Streetwise 13- |
| 2 |
Survival (Urban) 13- |
| 1 |
TF: Small Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles |
| 3 |
Tracking 13- |
| 5 |
WF: Small Arms, General Purpose/Heavy Machine Guns, Grenade Launchers, Shoulder-Fired Weapons |
| 2 |
Weaponsmith (Firearms) 13- |
| 9 |
Penalty Skill Levels: +3 vs. Range Modifier with All Attacks |
| 3 |
+1 with Grenade Launchers |
| 72 |
Total Skills Cost |
|
|
| Cost |
Power |
END |
|
Armored Duster, all slots OIF (-1/2) |
|
| 5 |
1) Ballistic Cloth: Damage Resistance (8 PD/8 ED) |
0 |
| 20 |
2) Ballistic Cloth: Energy Damage Reduction, Resistant, 50% |
0 |
| 20 |
3) Ballistic Cloth: Physical Damage Reduction, Resistant, 50% |
0 |
| 20 |
4) Camouflage Cloth: Invisibility to Sight Group , Reduced Endurance (0 END; +1/2), Persistent (+1/2); Chameleon (-1/2) |
0 |
| 37 |
Prototype M210
Multi-pistol: Multipower, 75-point reserve, all slots OAF (-1) |
|
| 2u |
1) DUC Round: Killing Attack - Ranged 2d6+1, Armor Piercing (+1/2), Penetrating (+1/2); 4 clips of 1 Charge (-1 1/4) |
[1] |
| 2u |
2) Explosive Round: Killing Attack - Ranged 3d6+1, Explosion (+1/2); 4 clips of 1 Charge (-1 1/4) |
[1] |
| 2u |
3)
Poison Round Killing Attack - Ranged 1 1/2d6, No Normal Defense (Immunity to poison; +1), Does BODY (+1); 4 clips of 1 Charge (-1 1/4) |
[1] |
| 2u |
4) Sabot Round: Killing Attack - Ranged 3d6+1, Armor Piercing (+1/2); 4 clips of 1 Charge (-1 1/4) |
[1] |
| 2u |
5) Standard Round: Killing Attack - Ranged 5d6; 4 clips of 1 Charge (-1 1/4) |
[1] |
| 112 |
Total Powers Cost |
| Cost |
Maneuver |
|
Commando Training |
| 3 |
1) Akido Throw: 1/2 Phase, +0 OCV, +1 DCV, 4d6 +v/5, Target Falls |
| 4 |
2) Boxing Cross: 1/2 Phase, +0 OCV, +2 DCV, 6d6 Strike |
| 4 |
3) Choke: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND |
| 4 |
4) Escape: 1/2 Phase, +0 OCV, +0 DCV, 35 STR vs. Grabs |
| 4 |
5) Hold: 1/2 Phase, -1 OCV, -1 DCV, Grab Three Limbs, 10 STR for holding on |
| 4 |
6) Judo Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 30 STR to Disarm roll |
| 4 |
7) Karate "Chop": 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1 |
| 4 |
8) Kung Fu Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort |
| 1 |
9) Weapon Element: Clubs |
| 1 |
10) Weapon Element: Knives |
| 33 |
Total Martial Arts Cost |
|