| Cost |
Name |
| 0 |
AK: Newark NJ Area 8- |
| 0 |
Acting 8- |
| 3 |
Breakfall 14- |
| 3 |
Climbing 14- |
| 3 |
Combat Driving 14- |
| 8 |
Computer Programming (Computer Networks, Hacking and Computer Security, Personal Computers, Mainframes and Supercomputers) 13- |
| 3 |
Concealment 13- |
| 0 |
Conversation 8- |
| 0 |
Deduction 8- |
| 3 |
Demolitions 13- |
| 3 |
Disguise 13- |
| 3 |
Gadgeteering 13- |
| 3 |
Inventor 13- |
| 0 |
Language: English (Idiomatic) |
| 2 |
Navigation (Land) 13- |
| 0 |
PS: Mercenary 11- |
| 3 |
Paramedics 13- |
| 0 |
Persuasion 8- |
| 3 |
Scholar |
| 2 |
1) KS: Explosives 13- |
| 2 |
2) KS: Mercenary World 13- |
| 2 |
3) KS: Military Organization 13- |
| 2 |
4) KS: Paranormals 13- |
| 2 |
5) KS: Terrorist World 13- |
| 2 |
6) KS: UNTIL 13- |
| 3 |
Scientist |
| 2 |
1) SS: Chemistry 13- |
| 2 |
2) SS: Mechanical Engineering 13- |
| 2 |
3) SS: Metallurgy 13- |
| 3 |
Shadowing 13- |
| 3 |
Stealth 14- |
| 3 |
Streetwise 15- |
| 2 |
Survival (Urban) 13- |
| 1 |
TF: Bicycle, Small Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles |
| 3 |
Tactics 13- |
| 3 |
Weaponsmith (Energy Weapons, Firearms) 13- |
| 13 |
WF: Beam Weapons, Common Melee Weapons, Energy Weapons, Small Arms, Flamethrowers, General Purpose/Heavy Machine Guns, Grenade Launchers, Shoulder-Fired Weapons, Thrown Knives, Axes, and Darts |
| 24 |
+3 with all Combat |
| 20 |
+4 with Ranged Combat |
| 18 |
Penalty Skill Levels: +6 vs. Hit Location modifiers with All Attacks |
| 12 |
+4 with Gadgeteering, Weaponsmith, Demolitions |
| 166 |
Total Skills Cost |
| Cost |
Name |
| 18 |
Contact: Merc Guild (Contact has useful Skills or resources), Organization Contact (x3) 14- |
| 7 |
Money: Wealthy: High Priced Mercenary Assassin |
| 1 |
False Identity: Herb Welling |
| 26 |
Total Perks Cost |
|
|
| Cost |
Power |
END |
| 20 |
Find Weakness 11- with All Ranged Attacks | 0 |
| 132 |
Combat Weapons Pool: Variable Power Pool, 110 base + 22 control cost, Powers Can Only Be Changed Between Adventures (-1/2); all slots OAF (Various Weapons; -1) | |
| |
Anti-Air Load Out:
Real Cost: 104 |
|
| 0 |
1) AA Rocket: Energy Blast 10d6, Explosion (+1/2), No Range Modifier (+1/2) (100 Active Points); 2 clips of 1 Charge (-1 1/2) Real Cost: 28 | [1] |
| 0 |
2) Heavy Machinegun: Killing Attack - Ranged 3d6, Autofire (5 shots; +1/2), 4 clips of 100 Charges (+3/4) (101 Active Points) Real Cost: 50 | [100] |
| 0 |
3) .50 (Desert Eagle): (Total: 49 Active Cost, 14 Real Cost) Killing Attack - Ranged 2d6+1, 2 clips of 9 Charges (+0), +1 STUN Multiplier (+1/4) (44 Active Points); STR Minimum (STR Min. Cannot Add/Subtract Damage; -1 1/4), OAF (-1), Beam (-1/4), Real Weapon (-1/4) (Real Cost: 12) plus +1 OCV (5 Active Points); OAF (-1), Real Weapon (-1/4) (Real Cost: 2) Real Cost: 14 | [9] |
| 0 |
4) ASP Collapsible Baton: Hand-To-Hand Attack +4d6 (20 Active Points); OAF (ASP Baton; -1), (-1/2) Real Cost: 8 | 2 |
| |
Close-In Weapons Load Out:
Real Cost: 93 |
|
| 0 |
1) Auto Shotgun: Killing Attack - Ranged 3d6-1, +2 Increased STUN Multiplier (+1/2), Autofire (5 shots; +1/2), 60 Charges (+1/2) (100 Active Points); Reduced Penetration (-1/4), Limited Range (-1/4), Reduced By Range (-1/4) Real Cost: 36 | [60] |
| 0 |
2) Smoke Grenade: Darkness to Sight Group 4" radius, Personal Immunity (+1/4); 4 Continuing Charges lasting 1 Turn each (-1/2), Range Based On Strength (-1/4) Real Cost: 18 | [4 cc] |
| 0 |
3) Pulse Grenade: Energy Blast 10d6, Explosion (+1/2); 4 Charges (-1), Side Effects (always occurs whenever activation roll fails; Explodes in user's hex; -3/4), Activation Roll 14- (-1/2), No Knockback (-1/4) Real Cost: 17 | [4] |
| 0 |
4) .50 (Desert Eagle): (Total: 49 Active Cost, 14 Real Cost) Killing Attack - Ranged 2d6+1, 2 clips of 9 Charges (+0), +1 STUN Multiplier (+1/4) (44 Active Points); STR Minimum (STR Min. Cannot Add/Subtract Damage; -1 1/4), OAF (-1), Beam (-1/4), Real Weapon (-1/4) (Real Cost: 12) plus +1 OCV (5 Active Points); OAF (-1), Real Weapon (-1/4) (Real Cost: 2) Real Cost: 14 | [9] |
| 0 |
5) ASP Collapsible Baton: Hand-To-Hand Attack +4d6 (20 Active Points); OAF (ASP Baton; -1), (-1/2) Real Cost: 8 | 2 |
| |
Machinegun Load Out:
Real Cost:107 |
|
| 0 |
1) Heavy Machinegun: Killing Attack - Ranged 3d6, Autofire (5 shots; +1/2), 4 clips of 100 Charges (+3/4) (101 Active Points) Real Cost: 50 | [100] |
| 0 |
2) Smoke Grenade: Darkness to Sight Group 4" radius, Personal Immunity (+1/4); 4 Continuing Charges lasting 1 Turn each (-1/2), Range Based On Strength (-1/4) Real Cost: 18 | [4 cc] |
| 0 |
3) Pulse Grenade: Energy Blast 10d6, Explosion (+1/2); 4 Charges (-1), Side Effects (always occurs whenever activation roll fails; Explodes in user's hex; -3/4), Activation Roll 14- (-1/2), No Knockback (-1/4) Real Cost: 17 | [4] |
| 0 |
4) .50 (Desert Eagle): (Total: 49 Active Cost, 14 Real Cost) Killing Attack - Ranged 2d6+1, 2 clips of 9 Charges (+0), +1 STUN Multiplier (+1/4) (44 Active Points); STR Minimum (STR Min. Cannot Add/Subtract Damage; -1 1/4), OAF (-1), Beam (-1/4), Real Weapon (-1/4) (Real Cost: 12) plus +1 OCV (5 Active Points); OAF (-1), Real Weapon (-1/4) (Real Cost: 2) Real Cost: 14 | [9] |
| 0 |
5) ASP Collapsible Baton: Hand-To-Hand Attack +4d6 (20 Active Points); OAF (ASP Baton; -1), (-1/2) Real Cost: 8 | 2 |
| |
Sniper Load Out:
Real Cost: 98 |
|
| 0 |
1) GOD Sniper Rifle: Killing Attack - Ranged 4d6+1, +1 Increased STUN Multiplier (+1/4), Invisible to Hearing Group (Suppressor; +1/4) (97 Active Points); 4 clips of 4 Charges (-1/2) Real Cost: 39 | [4] |
| 0 |
2) Smoke Grenade: Darkness to Sight Group 4" radius, Personal Immunity (+1/4); 4 Continuing Charges lasting 1 Turn each (-1/2) Real Cost: 20 | [4 cc] |
| 0 |
3) Pulse Grenade: Energy Blast 10d6, Explosion (+1/2); 4 Charges (-1), Side Effects (always occurs whenever activation roll fails; Explodes in user's hex; -3/4), Activation Roll 14- (-1/2), No Knockback (-1/4) Real Cost: 17 | [4] |
| 0 |
4) .50 (Desert Eagle): (Total: 49 Active Cost, 14 Real Cost) Killing Attack - Ranged 2d6+1, 2 clips of 9 Charges (+0), +1 STUN Multiplier (+1/4) (44 Active Points); STR Minimum (STR Min. Cannot Add/Subtract Damage; -1 1/4), OAF (-1), Beam (-1/4), Real Weapon (-1/4) (Real Cost: 12) plus +1 OCV (5 Active Points); OAF (-1), Real Weapon (-1/4) (Real Cost: 2) Real Cost: 14 | [9] |
| 0 |
5) ASP Collapsible Baton: Hand-To-Hand Attack +4d6 (20 Active Points); OAF (ASP Baton; -1), (-1/2) Real Cost: 8 | 2 |
|
Costume, all slots OIF (-1/2) | |
| 37 |
1) Titanium Body Armor: Armor (15 PD/15 ED), Hardened (+1/4) | 0 |
| 17 |
2) Anti-Grav Generator: Leaping +12" (3"/15" forward, 1 1/2"/7 1/2" upward) (Accurate), No Gravity Penalty (+1/2) | 2 |
| 15 |
3) Adaptive Camoflage: Invisibility to Sight Group , Reduced Endurance (0 END; +1/2); Chameleon (-1/2) | 0 |
|
Helmet, all slots OIF (-1/2) | |
| 7 |
1) Transceiver: Radio Perception/Transmission (Radio Group) | 0 |
| 3 |
2) Binocular Visor: +8 versus Range Modifier for Normal Sight | 0 |
| 7 |
3) Internal O2 System: Life Support (Self-Contained Breathing), 1 Continuing Fuel Charge lasting 6 Hours (+0) | [1 cc] |
| 238 |
Total Powers Cost |
| Cost |
Maneuver |
|
Commando Training |
| 3 |
1) Akido Throw: 1/2 Phase, +0 OCV, +1 DCV, 3d6 +v/5, Target Falls |
| 4 |
2) Boxing Cross: 1/2 Phase, +0 OCV, +2 DCV, 5d6 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, 30 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; 25 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 |
|