Cost |
Name |
|
Everyman Skills |
0 |
1)
Acting 8- |
0 |
2)
AK: Native Country 8- |
0 |
3)
Climbing 8- |
0 |
4)
Concealment 8- |
0 |
5)
Conversation 8- |
0 |
6)
Deduction 8- |
0 |
7)
Language: English (Idiomatic, native accent;
Custom Adder)
Notes:
Native Language |
0 |
8)
Paramedics 8- |
0 |
9)
Persuasion 8- |
0 |
10)
PS: Player's Choice 8- |
2 |
11)
Shadowing 12- |
2 |
12)
Stealth 12- |
0 |
13)
TF: Ornithopter |
7 |
Combat Driving 14- |
3 |
WF: Blades, Handguns, Rifles |
2 |
KS: Hunting 11- |
2 |
KS: Fencing 11- |
1 |
Trading 8- |
3 |
Bribery 12- |
3 |
Bureaucratics 12- |
1 |
High Society 8- |
3 |
Seduction 12- |
3 |
Sleight of Hand 11- |
5 |
Combat Skill Level: +1 OCV with
Ranged attacks |
3 |
Combat Skill Level: +1 OCV with
Swords |
40 |
Total Skills Cost |
Cost |
Name |
15 |
Follower (75 Base, 75 Disad) |
6 |
Money: Wealthy |
5 |
Contact (Contact has access to
major institutions, Contact has significant Contacts of his own, Contact has:
useful Skills or resources, Good relationship with Contact) 8- |
24 |
Total Perks Cost |
Cost |
Name |
15 |
Combat Sense 12- |
6 |
Combat Luck (3PD/3ED) |
21 |
Total Talents Cost |
|
|
Cost |
Power |
END |
|
Cybereye |
|
2 |
1)
Telescopic +2 to PER Rolls (only to offset
the Range Modifier) (Sight Group) (3 Active Points); OIF
(-1/2) |
|
3 |
2)
Enhanced Perception (+1 to PER Rolls for All
Sense Groups) |
|
5 |
Rapid Attack (HTH) |
|
|
|
|
10 |
Total Powers
Cost |
Equipment |
END |
13mm Sniper Rife whith
High Power Sights |
|
1)
Killing Attack - Ranged 3d6 (vs. PD), +1 STUN
Multiplier (+1/4) (56 Active Points); STR Minimum 17 (-1/4), STR Min. Cannot
Add/Subtract Damage (-1/2), 2 Clips of 6 Charges (-1/2), Beam (-1/4), Real
Weapon (-1/4) |
|
2)
Accurate: +3 with single
Characteristic Roll |
|
3)
Sights: +4 vs. Range OCV modifier on a
single attack |
|
Fine Monofilament
Sword |
|
1)
Fine Craftsmanship: +1
OCV/DCV |
|
2)
Sword Edge: Killing Attack -
Hand-To-Hand 1 1/2d6 (plus STR) (vs. PD), Required Hands One-Handed (+0),
Penetrating (+1/2) (37 Active Points); Real Weapon (-1/4), STR Minimum 1-5
(-1/4) |
4 |
Blaster Pistol:
(Total: 61 Active Cost, 18 Real Cost) Energy Blast 9d6 (vs. ED), 32 Charges
(+1/4) (56 Active Points); STR Minimum 8 (-1/2), STR Min. Cannot Add/Subtract
Damage (-1/2), OAF (-1), Beam (-1/4), Real Weapon (-1/4) (Real Cost: 16) plus
+1 OCV (5 Active Points); OAF (-1), Real Weapon (-1/4) (Real Cost: 2) |
|
|
|
|
|
|
|
|
|
Comm Badge:
Radio Perception/Transmission (10 Active Points); IAF (-1/2) |
|
Spacesuit |
|
1)
Environment Protection: Life Support ,
Safe in Intense Cold, Safe in Low Pressure/Vacuum (4 Active Points); OIF
(-1/2) |
|
2)
Breathing Gases: Life Support ,
Self-Contained Breathing, 1 Continuing Fuel Charges lasting 6 Hours each (+0)
(10 Active Points); OIF (-1/2) |
|
3)
Protection: Armor (2 PD/2 ED) (6
Active Points); Activation Roll 11- (-1), OIF (-1/2), Real Armor
(-1/4) |
|
Cost |
Maneuver |
1 |
Weapon
Element: Blades |
|
Fencing |
5 |
1)
Thrust: 1/2 Phase, +1 OCV, +3 DCV, Weapon
Strike |
4 |
2)
Lunge: 1/2 Phase, +0 OCV, +2 DCV, Weapon +2
DC Strike |
4 |
3)
Slash: 1/2 Phase, -2 OCV, +0 DCV, HKA 2
DC |
4 |
4)
Parry: 1/2 Phase, +2 OCV, +2 DCV, Block,
Abort |
4 |
5)
Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm;
+10 STR to Disarm roll |
22 |
Total Martial Arts
Cost |
|