| Cost |
Name |
| 3 |
Breakfall 12- |
| 2 |
CK: St. Petersburg 11- |
| 3 |
Climbing 12- |
| 3 |
Combat Driving 12- |
| 3 |
Concealment 12- |
| 3 |
Demolitions 12- |
| 3 |
Disguise 12- |
| 3 |
Electronics 12- |
| 3 |
Fast Draw 12- |
| 3 |
Linguist |
| 2 |
1) Language: English (completely fluent) |
| 1 |
2) Language: French (completely fluent) |
| 0 |
3) Language: Russian (idiomatic) |
| 1 |
4) Language: Spanish (fluent conversation) |
| 3 |
Lockpicking 12- |
| 3 |
Mechanics 12- |
| 2 |
PS: Instructor 11- |
| 2 |
PS: Soldier 11- |
| 3 |
Paramedics 12- |
| 3 |
Scholar |
| 1 |
1) KS: Hand To Hand Combat 11- |
| 1 |
2) KS: Ice Hockey 11- |
| 1 |
3) KS: Ice Hockey Players 11- |
| 1 |
4) KS: Internal Combustion Engines 11- |
| 1 |
5) KS: Military Equipment 11- |
| 1 |
6) KS: Military History and Customs 11- |
| 3 |
Scientist |
| 1 |
1) SS: Electrical Engineering 11- |
| 1 |
2) SS: Mathematics 11- |
| 1 |
3) SS: Mechanical Engineering 11- |
| 1 |
4) SS: Metallurgy 11- |
| 1 |
5) SS: Robotics 11- |
| 3 |
Security Systems 12- |
| 3 |
Shadowing 12- |
| 6 |
Survival (Temperate/Subtropical, Tropical, Desert) 12- |
| 5 |
TF: Common Motorized Ground Vehicles, Parachuting, Advanced, Parachuting, Basic, SCUBA, Skiing (snow) |
| 5 |
WF: Small Arms, Blades, Clubs, Fist-Loads, General Purpose/Heavy Machine Guns, Grenade Launchers |
| 5 |
+1 with Ranged Combat |
| 6 |
+2 with Pistols |
| 96 |
Total Skills Cost |
| Cost |
Name |
| 1 |
Fringe Benefit: International Driver's License |
| 1 |
Fringe Benefit: Passport |
| 2 |
Total Perks Cost |
| Cost |
Name |
| 3 |
Ambidexterity (-2 Off Hand penalty) |
| 3 |
Total Talents Cost |
|
|
| Cost |
Power |
END |
| 3 |
Observant: +1 PER with all Sense Groups |
0 |
| 3 |
Total Powers Cost |
| Equipment |
END |
| .50 (Desert Eagle): Killing Attack - Ranged 2d6+1, +1 STUN Multiplier (+1/4), 8 clips of 9 Charges (+1/4) (52 Active Points); STR Minimum 15 (STR Min. Cannot Add/Subtract Damage; -1 1/4), OAF (-1), Beam (-1/4), Real Weapon (-1/4) plus +1 OCV (5 Active Points); OAF (-1), Real Weapon (-1/4) |
[9] |
| Cost |
Maneuver |
|
Commando Training |
| 3 |
1) Akido Throw: 1/2 Phase, +0 OCV, +1 DCV, 4 1/2d6 +v/5, Target Falls |
| 4 |
2) Boxing Cross: 1/2 Phase, +0 OCV, +2 DCV, 6 1/2d6 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, 38 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; 33 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 |
|