| Cost |
Name |
| 3 |
Acrobatics 13- |
| 3 |
Breakfall 13- |
| 3 |
Bribery 13- |
| 3 |
Climbing 13- |
| 3 |
Criminology 14- |
| 3 |
Deduction 14- |
| 3 |
Expert: Gun Combat |
| 4 |
1) Accurate Sprayfire (5 Active Points) |
| 4 |
2) Rapid Autofire (5 Active Points) |
| 4 |
3) Concentrated Sprayfire |
| 4 |
4) Skipover Sprayfire (5 Active Points) |
| 4 |
5) Rapid Attack (Ranged) |
| 9 |
6) Two-Weapon Fighting (Ranged) (10 Active Points) |
| 3 |
Fast Draw: MAC11/PPK S 13- |
| 3 |
Interrogation 13- |
| 0 |
Language: English (idiomatic; Native) |
| 0 |
Language: Japanese (idiomatic; Native) |
| 3 |
Paramedics 14- |
| 3 |
Scholar |
| 1 |
1) KS: Code Of Bushido (2 Active Points) 11- |
| 1 |
2) KS: The Criminal Underworld (2 Active Points) 11- |
| 1 |
3) KS: Yakuza (2 Active Points) 11- |
| 1 |
4) KS: Zen Riflery (2 Active Points) 11- |
| 3 |
Shadowing 14- |
| 3 |
Stealth 13- |
| 3 |
Streetwise 13- |
| 3 |
WF: Small Arms, Blades |
| 2 |
Weaponsmith (Firearms) 14- |
| 21 |
+7 with Zen Riflery |
| 12 |
Skill Levels: +6 vs. Hit Location modifiers with hand guns |
| 113 |
Total Skills Cost |
| Cost |
Name |
| 9 |
Ambidexterity (no Off Hand penalty) |
| 14 |
Deadly Blow: +2d6 (with Firearms) |
| 23 |
Total Talents Cost |
|
|
| Cost |
Power |
END |
| 3 |
Eyes in the Back of His Head: Increased Arc Of Perception (360 Degrees) with Normal Sight; Requires An INT Roll (-1/2) |
0 |
| 3 |
Total Powers Cost |
| Equipment |
END |
| 380 ACP (Ingram MAC 11): (Total: 55 Active Cost, 16 Real Cost) Killing Attack - Ranged 1 1/2d6, Autofire (5 shots; +1/2), 4 clips of 32 Charges (+1/2) (50 Active Points); STR Minimum 12 (STR Min. Cannot Add/Subtract Damage; -1), OAF (-1), Beam (-1/4), Real Weapon (-1/4) (Real Cost: 14) plus +1 OCV (5 Active Points); OAF (-1), Real Weapon (-1/4) (Real Cost: 2) Notes: Carries two in underarm holsters |
[32] |
| .380A (Walther PPK S): (Total: 23 Active Cost, 7 Real Cost) Killing Attack - Ranged 1d6 (15 Active Points); STR Minimum 6 (STR Min. Cannot Add/Subtract Damage; -1), OAF (-1), 7 Charges (-1/2), Beam (-1/4), Real Weapon (-1/4) (Real Cost: 4) plus +1 OCV (5 Active Points); OAF (-1), Real Weapon (-1/4) (Real Cost: 2) plus +1 vs Range (3 Active Points); OAF (-1) (Real Cost: 1) Notes: Carries two in hip holsters in combat situations. |
[7] |
| Ballistic Cloth Costume: Damage Resistance (8 PD/4 ED) (6 Active Points); Activation Roll 14- (-1/2), IIF (-1/4) |
0 |
| Dagger: Killing Attack - Hand-To-Hand 1d6-1, Reduced Endurance (0 END; +1/2), Ranged (+1/2); OAF (-1), Real Weapon (-1/4), STR Minimum 1-5 (-1/4) Notes: Can Be Thrown |
0 |
| Cost |
Maneuver |
|
Gun Fu |
| 4 |
1) Accurate Shot: 1/2 Phase, +2 OCV, -2 DCV, Range +2, Weapon |
| 4 |
2) Basic Shot: 1/2 Phase, +0 OCV, +0 DCV, Range +2, Strike, +2 DC |
| 3 |
3) Defensive Shot: 1/2 Phase, -1 OCV, +2 DCV, Range +0, Strike |
| 3 |
4) Diving Shot: 1/2 Phase, +0 OCV, +2 DCV, Range +0, Strike, HMove Required, You Fall |
| 4 |
5) Offensive Shot: 1/2 Phase, -1 OCV, -1 DCV, Range +0, Strike, +4 DC |
| 4 |
6) Quick Shot: 1/2 Phase, +1 OCV, +0 DCV, Range +0, Strike, +2 DC |
| 1 |
7) Weapon Element: Handguns,
Submachine guns |
|
Kenjutsu |
| 4 |
1) Evade: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort |
| 5 |
2) Slashing Stroke: 1/2 Phase, -2 OCV, +1 DCV, Weapon +4 DC Strike |
| 0 |
3) Weapon Element: Blades |
| 1 |
4) Weapon Element: Empty Hand (Bind, Block, Disarm, Evade, Takeaway maneuvers only) |
| 33 |
Total Martial Arts Cost |
|