| Cost |
Name |
| 3 |
Acrobatics 14- |
| 3 |
Breakfall 14- |
| 10 |
Defense Maneuver I-IV Notes: This type of Defensive Maneuvering is typified by Jackie Chan. It is the ability to move around and over and under the existing terrain, making it very difficult to hit or target. |
| 2 |
Computer Programming (Personal Computers) 12- |
| 3 |
Combat Driving 14- |
| 3 |
Electronics 12- |
| 3 |
KS: Military World 12- |
| 1 |
TF: Small Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles |
| 2 |
WF: Small Arms |
| 2 |
Weaponsmith (Firearms) 12- |
| 5 |
+1 with DCV |
| 5 |
+1 with HTH Combat |
| 42 |
Total Skills Cost |
| Cost |
Name |
| 11 |
Contact: Ghost Archer (Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Very Good relationship with Contact) 14- |
| 10 |
Contact: Daimon (Contact has access to major institutions, Contact has very useful Skills or resources, Very Good relationship with Contact) 14- |
| 21 |
Total Perks Cost |
| Cost |
Name |
| 2 |
Environmental Movement (no penalties when running of slippery surfaces like wet grass) |
| 2 |
Total Talents Cost |
|
|
| Cost |
Power |
END |
| 38 |
Pass Route: Running +24" (30" total); Only In Heroic Identity (-1/4) |
5 |
| 36 |
Jumbo Package: Density Increase (5,800 kg mass, +30 STR, +6 PD/ED, -6" KB), Reduced Endurance (0 END; +1/2); Only In Heroic Identity (-1/4) |
0 |
| 13 |
Passing Attack: Energy Blast 10d6; 1 Recoverable Charge (-1 1/4), OAF (Focus: Football; -1), Beam (-1/4), Range Based On Strength (-1/4) |
[1 rc] |
| 12 |
Pass Defense: Missile Deflection (Bullets & Shrapnel); Only In Heroic Identity (-1/4) |
0 |
| 7 |
Running Up A Wall: Clinging (normal STR); Not On Totally Smooth Surfaces (-1/4), Only In Heroic Identity (-1/4) |
0 |
| 8 |
Toughen UP!: Damage Resistance (10 PD/10 ED); Only In Heroic Identity (-1/4) |
0 |
| 7 |
Instant Change (one set of clothing): Cosmetic Transform 2d6 (Clothing into costume and vice-versa); Limited Target Limited (-1/2) |
1 |
|
Training Camp, all slots Only In Heroic Identity (-1/4) |
|
| 32 |
1) +20 CON |
|
| 14 |
2) +17 PD |
|
| 10 |
3) +12 ED |
|
| 177 |
Total Powers Cost |
| Cost |
Maneuver |
|
Football! |
| 4 |
1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort |
| 3 |
2) Clipping: 1/2 Phase, +2 OCV, +1 DCV, 2d6 Strike; You Fall, Target Falls |
| 5 |
3) Clothesline: 1/2 Phase, +0 OCV, +0 DCV, 2d6 +v/5; Target Falls; FMove |
| 3 |
4) Holding: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 20 STR for holding on |
| 4 |
5) Juke: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort |
| 3 |
6) Leg Whip: 1/2 Phase, +2 OCV, -1 DCV, 3d6 Strike, Target Falls |
| 3 |
7) Pass Interference: 1/2 Phase, +0 OCV, +2 DCV, 4d6 Strike; Target Falls; Must Follow Grab |
| 4 |
8) Set!: 1/2 Phase, +0 OCV, +0 DCV, 25 STR to resist Shove; Block, Abort |
| 5 |
9) Spearing: 1/2 Phase, -2 OCV, +1 DCV, 6d6 Strike |
| 5 |
10) Stiff Arm: 1/2 Phase, +1 OCV, +0 DCV, 2d6 +v/5; FMove |
| 3 |
11) Tackle: 1/2 Phase, +0 OCV, -1 DCV, 2d6 +v/5 Strike; You Fall, Target Falls; FMove |
| 42 |
Total Martial Arts Cost |
|