
Val Char Cost Roll Notes
15 STR 5 12- Lift 200.0kg; 3d6 [1]
18 DEX 24 13- OCV: 6/DCV: 6
15 CON 10 12-
10 BODY 0 11-
18 INT 8 13- PER Roll 13-
18 EGO 1 6 13- ECV: 6
20 PRE 10 13- PRE Attack: 4d6
12 COM 1 11-
3/13 PD 0 Total: 3/13 PD (0/10 rPD)
3/13 ED 0 Total: 3/13 ED (0/10 rED)
4 SPD 12 Phases: 3, 6, 9, 12
6 REC 0
30 END 0
26 STUN 0 Total Characteristic Cost: 89
Movement: R
Running: 7″/14″
Leaping: 3″/6″
Swimming: 3″/6″
Swinging: 0″/10″/0″/20″
Cost Powers END
21 FN P90: Killing Attack – Ranged 2d6, Autofire (5 shots; +1/2), 4 clips of 50 Charges (+3/4) (67 Active Points); STR Minimum (STR Min. Cannot Add/Subtract Damage; -1), OAF (-1), Beam (-1/4), Real Weapon (-1/4) plus +1 OCV (5 Active Points); OAF (-1), Real Weapon (-1/4) [50]
20 Utility Belt: Multipower, 30-point reserve, all slots OIF (-1/2)
1u 1) ASP Baton: HA +3d6, Reduced Endurance (0 END; +1/2) (22 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2)
1u 2) Bomb Defusing Kit: +2 with Demolitions (4 Active Points); OAF (-1), Only To Defuse Bombs (-1/4)
1u 3) Boomerang: EB 4d6, Reduced Endurance (0 END; +1/2) (30 Active Points); OAF (-1)
1u 4) Calculator: Lightning Calculator (3 Active Points); OAF (-1)
1u 5) Fake Bomb: Sight and Hearing Groups Images 1″ radius, +/-5 to PER Rolls (30 Active Points); 1 Charge (-2), OAF (-1), Set Effect (fake bomb; -1) [1]
1u 6) Fear Darts: Drain PRE 2d6, Range Based On STR (+1/4); OAF (-1), 6 Charges (-3/4), Must Target Non-Armored Hit Locations (-1/4) [6]
1u 7) Flashlight: Sight Group Images 1″ radius, +/-4 to PER Rolls, 1 Continuing Fuel Charge lasting 1 Hour (refueled by recharging, easy to obtain; +0) (22 Active Points); OAF (-1), Only To Create Light (-1), Limited Range (10″; -1/4) [1 cc]
1u 8) Flash Pellets: Sight Group Flash 2d6 (10 Active Points); OAF (-1), 6 Charges (-3/4), Range Based On STR (-1/4) [6]
1u 9) Freeze Gas: Minor Transform 3d6 (normal object to frozen stiff object, “heal” by thawing out at normal rate); OAF (-1), 4 Charges (-1), Limited Target (See notes; -1/4) [4]
Notes: Freeze Gas is for use against the working parts of an alarm, a bomb, and so forth, not against living creatures
1u 10) Laser Torch: RKA 1 point, Penetrating (x2; +1) (10 Active Points); OAF (-1), No Range (-1/2), 1 Continuing Fuel Charge lasting 5 Minutes (-1/2) 1
1u 11) Medkit: +2 with Paramedics (4 Active Points); OAF (-1), 4 Charges (-1)
1u 12) Miniature Climbing Rig: +2 with Climbing (4 Active Points); OAF (-1)
1u 13) Mini-bolos: Entangle 3d6, 3 DEF (30 Active Points); 3 Charges (-1 1/4), OAF (-1) [3]
1u 14) Mini-camera: Eidetic Memory (5 Active Points); OAF (-1), Visual Images Only (-1/2)
1u 15) Mini-recorder: Eidetic Memory (5 Active Points); OAF (-1), Sound Only (-1/2)
1u 16) Nightsight Monocular: (Total: 14 Active Cost, 6 Real Cost) IR Perception (Sight Group) (5 Active Points); OAF (-1) (Real Cost: 2) plus +6 versus Range Modifier for Sight Group (9 Active Points); OAF (-1) (Real Cost: 4)
1u 17) Painkillers: (Total: 30 Active Cost, 14 Real Cost) Physical Damage Reduction, Resistant, 25%, 2 Continuing Charges lasting 1 Hour each (+0) (15 Active Points); OAF (-1) (Real Cost: 7) plus Energy Damage Reduction, Resistant, 25%, 2 Continuing Charges lasting 1 Hour each (+0) (15 Active Points); OAF (-1) (Real Cost: 7) [2 cc]
1u 18) Parabolic Mini-Mike: +6 versus Range Modifier for Hearing Group (9 Active Points); OAF (-1)
1u 19) Rebreather: LS (Expanded Breathing: Breathe Underwater), 1 Continuing Fuel Charge lasting 1 Hour (refueled through recharging system, easy to obtain; +0) (5 Active Points); OAF (-1) [1 cc]
1u 20) Sleep Gas Pellets: EB 3d6, NND (defense is Life Support [Self-Contained Breathing or appropriate Immunity]; +1) (30 Active Points); OAF (-1), 6 Charges (-3/4), Range Based On STR (-1/4) [6]
1u 21) Smoke Pellets: Darkness to Sight Group 3″ radius, 8 Continuing Charges lasting 1 Turn each (removed by high winds or rain; +0) (30 Active Points); OAF (-1), Range Based On STR (-1/4) [8 cc]
1u 22) Swingline: Swinging 10″, Reduced Endurance (0 END; +1/2) (15 Active Points); OAF (-1)
1u 23) Thermite Pellets I: RKA 1d6, Armor Piercing (+1/2), Explosion (+1/2) (30 Active Points); OAF (-1), 6 Charges (-3/4), Range Based On STR (-1/4) [6]
1u 24) Thermite Pellets II: RKA 1d6, Continuous (+1) (30 Active Points); OAF (-1), Range Based On STR (-1/4), 6 Continuing Charges lasting 1 Turn each (-1/4) [6 cc]
1u 25) Throwing Blades: HKA 1/2d6 (1d6 w/STR), Autofire (3 shots; +1/4), Range Based On STR (+1/4), Armor Piercing (+1/2) (20 Active Points); OAF (-1), 6 Recoverable Charges (-1/4) [6 rc]
1u 26) Vertigo Darts: Drain DEX 2d6, Range Based On STR (+1/4) (25 Active Points); OAF (-1), 6 Charges (-3/4), Must Target Non-Armored Hit Locations (-1/4) [6]
1u 27) Weakness Darts: Drain STR 2d6, Range Based On STR (+1/4) (25 Active Points); OAF (-1), 6 Charges (-3/4), Must Target Non-Armored Hit Locations (-1/4) [6]
Kit
11 1) Level III-A: Armor (10 PD/10 ED); OIF (-1/2), Activation Roll 14- (-1/2), Half Mass (35; -1/2), Real Armor (-1/4)
7 2) Combat Knife: HKA 1d6 (2d6 w/STR); OAF (-1), Real Weapon (-1/4) 1
6 3) Helmet: Armor (8 PD/8 ED); Activation Roll 8- (protects Locations 3-4; -2), OIF (-1/2), Half Mass (-1/2), Real Armor (-1/4)
5 4) Combat Helmet Visor: Sight Group Flash Defense (8 points); OIF (-1/2)
5 5) Combat Helmet Sound Dampening Insulation: Hearing Group Flash Defense (8 points); OIF (-1/2)
1 6) Camouflage Clothing: +1 with Stealth; Only Works In Appropriate Settings (-1), OIF (-1/2)
Comm Pad, all slots 1 Continuing Charge lasting 6 Hours (+0); all slots OAF (-1)
5 1) AV Communications System: High Range Radio Perception (Radio Group); OAF (-1), Sense Affected As Sight And Hearing Group As Well As Radio Group (-1/2)
8 2) Encrypted: Cryptography 20- (25 Active Points); Only To Encrypt/Decrypt Its Own Transmissions (-1), OAF (-1)
3 3) On-Board Computer: Computer; OAF (-1)
Commando Training
Maneuver OCV DCV Notes
3 Akido Throw +0 +1 3d6 +v/5, Target Falls
4 Boxing Cross +0 +2 5d6 Strike
4 Choke -2 +0 Grab One Limb; 2d6 NND
4 Escape +0 +0 30 STR vs. Grabs
4 Hold -1 -1 Grab Three Limbs, 10 STR for holding on
4 Judo Disarm -1 +1 Disarm; 25 STR to Disarm roll
4 Karate “Chop” -2 +0 HKA 1d6 +1
4 Kung Fu Block +2 +2 Block, Abort
1 Weapon Element: Clubs
1 Weapon Element: Knives
Perks
40 Fan: Follower
6 Reputation: George Cross (Most U.K. Military members, Politicians and the Media) 14-, +3/+3d6
5 Fringe Benefit: Security Clearance
5 British Royal Family: Favor
4 Contacts (4 points’ worth)
4 Fringe Benefit: Major
Talents
3 Resistance (3 points)
Skills
Autofire Skills
5 1) Accurate Sprayfire
5 2) Concentrated Sprayfire
5 3) Deadly Sprayfire
5 4) Precise Sprayfire I
5 5) Skipover Sprayfire
3 Breakfall 13-
3 Climbing 13-
3 Combat Driving 13-
3 Concealment 13-
3 Conversation 13-
3 Deduction 13-
3 Fast Draw 13-
3 High Society 13-
3 Interrogation 13-
2 KS: SAS History And Traditions 11-
2 KS: The Terrorist World 11-
0 Language: English (idiomatic)
4 Language: Welsh (idiomatic)
3 Mechanics 13-
2 Navigation (Land) 13-
2 PS: Instructor 11-
2 PS: SAS 11-
3 Parachuting 13-
3 Paramedics
3 Persuasion 13-
5 Rapid Attack (Ranged)
3 Seduction 13-
3 Stealth 13-
3 Streetwise 13-
8 Survival (Arctic/Subarctic, Temperate/Subtropical, Tropical, Desert) 13-
2 Systems Operation (Communications Systems) 13-
17 TF: Common Motorized Ground Vehicles, Agricultural & Construction Vehicles, Bobsleds, Hanggliding, Parachuting, Advanced, Parachuting, Basic, SCUBA, Skiing (snow), Sleds, Small Motorized Boats, Small Rowed Boats, Small Wind-Powered Boats, Snowboarding, Snowmobiles, Tracked Military Vehicles, Two-Wheeled Motorized Ground Vehicles, Wheeled Military Vehicles
3 Tactics 13-
3 Teamwork 13-
8 WF: Small Arms, Blades, Clubs, Flamethrowers, General Purpose/Heavy Machine Guns, Grenade Launchers, Off Hand, Shoulder-Fired Weapons
6 +2 with Small Arms
Total Powers & Skill Cost: 358
Total Cost: 447
200+ Disadvantages
15 Hunted: Various Gangs/Criminal Organizations 8- (Mo Pow, Harshly Punish)
15 Hunted: The Suits 8- (Mo Pow, Harshly Punish)
20 Psychological Limitation: Code Of Vengeance (Common, Total)
20 Psychological Limitation: Protective Of Innocents (Very Common, Strong)
20 Psychological Limitation: In Love With Fan (Very Common, Strong)
5 Reputation: Holder of the George Cross, 11- (Known Only To Some British Citizens)
15 Social Limitation: Famous Frequently, Major
20 Social Limitation: Secret Identity Very Frequently, Major
20 Social Limitation: Subject To Orders (Very Frequently, Major)
97 Experience Points
Total Disadvantage Points: 447
Background/History:
Personality/Motivation:
Quote:
Powers/Tactics:
Campaign Use: Former professional ‘driver’ with SAS background. Saved the life of an heir to the English throne. Awarded the George Cross.
Appearance: