Erwin Gunther Weiss

Erwin Weiss Code Name: Harpie
CFO

 

 

 

 

 

 

 

 

 

Val      Char               Cost    Roll     Notes
19        STR                 9          13-       Lift 348.2kg; 3 1/2d6 [2]
25        DEX                45        14-       OCV:  8/DCV:  8
20        CON               20        13-
13        BODY              6          12-
23        INT                 13        14-       PER Roll 14-
18        EGO                16        13-       ECV:  6
15        PRE                 5          12-       PRE Attack:  3d6
10        COM               0          11-
6/16     PD                   2          Total:  6/16 PD (0/10 rPD)
5/15     ED                   1          Total:  5/15 ED (0/10 rED)
4          SPD                 5          Phases:  3, 6, 9, 12
8          REC                0
40        END                0
33        STUN              0          Total Characteristic Cost:  124

Movement:
Running:         7″/14″
Leaping:          3″/6″
Swimming:      2″/4″
Swinging:        0″/10″/0″/20″
Cost    Powers            END

11        Tough Minded:  Mental Defense (15 points total)

20        ACR .450 (Bushmaster):  Killing Attack – Ranged 2d6, 4 clips of 30 Charges (+1/2), Autofire (5 shots; +1/2) (60 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) plus +1 vs Range (3 Active Points); OAF (-1)         [30]

20        Utility Belt:  Multipower, 30-point reserve, all slots OIF (-1/2)

1u        1)  Camouflage Clothing:  +1 with Stealth; Only Works In Appropriate Settings (-1), OIF (-1/2)

1u        2)  Combat Knife:  HKA 1d6 (2d6 w/STR); OAF (-1), Real Weapon (-1/4) 1

1u        3)  Advanced Lockpick Set:  +2 with Lockpicking (4 Active Points); OAF (-1)

1u        4)  Billy Club:  HA +3d6, Reduced Endurance (0 END; +1/2) (22 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2)

1u        5)  Bomb Defusing Kit:  +2 with Demolitions (4 Active Points); OAF (-1), Only To Defuse Bombs (-1/4)

1u        6)  Boomerang:  EB 4d6, Reduced Endurance (0 END; +1/2) (30 Active Points); OAF (-1)

1u        7)  Calculator:  Lightning Calculator (3 Active Points); OAF (-1)

1u        8)  Crime Scene Kit:  +2 with Criminology (4 Active Points); OAF (-1), 8 Charges (-1/2)

1u        9)  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        10) Fear Darts:  Drain PRE 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        11) 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        12) Flash Pellets:  Sight Group Flash 2d6 (10 Active Points); OAF (-1), 6 Charges (-3/4), Range Based On STR (-1/4)       [6]

1u        13) Freeze Gas:  Minor Transform 3d6 (normal object to frozen stiff object, “heal” by thawing out at normal rate) (30 Active Points); 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        14) 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        15) Medkit:  +2 with Paramedics (4 Active Points); OAF (-1), 4 Charges (-1)

1u        16) Miniature Climbing Rig:  +2 with Climbing (4 Active Points); OAF (-1)

1u        17) Mini-bolos:  Entangle 3d6, 3 DEF (30 Active Points); 3 Charges (-1 1/4), OAF (-1)     [3]

1u        18) Mini-camera:  Eidetic Memory (5 Active Points); OAF (-1), Visual Images Only (-1/2)

1u        19) Mini-recorder:  Eidetic Memory (5 Active Points); OAF (-1), Sound Only (-1/2)

1u        20) 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        21) 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        22) Paint Tag Bomb:  Cosmetic Transform 4d6 (normal person to person painted bright red, heal by washing with vinegar), Partial Transform (see Dark Champions; +1/2) (30 Active Points); OAF (-1), 4 Charges (-1), Range Based On STR (-1/4)  [4]

1u        23) Parabolic Mini-Mike:  +6 versus Range Modifier for Hearing Group (9 Active Points); OAF (-1)

1u        24) 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        25) Security Systems Analyzer:  +2 with Security Systems (4 Active Points); OAF (-1)

1u        26) 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        27) 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        28) Swingline:  Swinging 10″, Reduced Endurance (0 END; +1/2) (15 Active Points); OAF (-1)

1u        29) 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        30) 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        31) 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        32) 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        33) 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)

Krav Maga
            Maneuver                                 OCV   DCV   Notes
4          Block                                           +2        +2        Block, Abort
4          Choke Hold                                -2         +0        Grab One Limb; 3d6 NND
4          Disarm                                        -1         +1        Disarm; 39 STR to Disarm roll
4          Dodge                                        —          +5        Dodge, Affects All Attacks, Abort
4          Escape                                        +0        +0        44 STR vs. Grabs
3          Grab                                             -1         -1         Grab Two Limbs, 39 STR for holding on
5          Kick                                              -2         +1        9 1/2d6 Strike
4          Low Kick/Knee Strike/Punch   +0        +2        7 1/2d6 Strike
3          Throw                                          +0        +1        5 1/2d6 +v/5, Target Falls
1          Weapon Element:  Blades
1          Weapon Element:  Clubs
8          +2 HTH Damage Class(es)

 

            Perks
4          Contact:  Former Militärischer Abschirmdienst Boss (Contact has useful Skills or resources, Good relationship with Contact) 11-
3          Top German Intelligence Analyst:  Reputation (within the Intelligence Community) 11-, +3/+3d6
3          Fringe Benefit:  Espionage Rank (Senior Analyst)
3          Fringe Benefit:  Security Clearance (Top Secret)
2          Fringe Benefit:  Sergeant (ret)

            Skills
3          Acting 12-
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 14-
3          Bribery 12-
3          Bugging 14-
3          Bureaucratics 12-
3          Climbing 14-
3          Computer Programming 14-
3          Concealment 14-
3          Conversation 12-
3          Criminology 14-
3          Deduction 14-
3          Electronics 14-
3          Fast Draw 14-
2          Forgery (Documents) 14-
3          Interrogation 12-
3          Linguist
3          1)  Language:  Arabic (idiomatic)
1          2)  Language:  English (completely fluent)
1          3)  Language:  French (completely fluent)
0          4)  Language:  German (idiomatic)
2          5)  Language:  Italian (completely fluent)
3          PS: Analyst 14-
3          Paramedics 14-
3          Persuasion 12-
5          Rapid Attack (Ranged)
3          Research 14-
3          SS:  Ballistics 14-
3          SS:  Criminal Psychology 14-
3          Scholar
1          1)  KS: German Army History And Customs 11-
2          2)  KS: International Law 14-
2          3)  KS: Known Terrorists 14-
1          4)  KS: Krav Maga 11-
2          5)  KS: Organized Crime 14-
2          6)  KS: Terrorist Organizations 14-
1          7)  KS: The Terrorist World 11-
3          Security Systems 14-
3          Shadowing 14-
3          Stealth 14-
3          Streetwise 12-
3          Tactics 14-
3          Teamwork 14-
4          WF:  Small Arms, Clubs, Knives, Thrown Knives, Axes, and Darts
6          Assault Rifle Expert:  +3 with Assault Rifles
6          Highly Trained:  +3 with Krav Maga

Total Powers & Skill Cost:  345
Total Cost:  469
 
200+    Disadvantages
5          Distinctive Features:  Facial Scarring (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
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)
15        Psychological Limitation:  Hunts any considered a ‘terrorist’. (Common, Strong 11-)
25        Psychological Limitation:  Protective of Innocents (Very Common, Total)
20        Social Limitation:  Secret Identity Very Frequently, Major
15        Social Limitation:  Smoker (Very Frequently, Minor)
20        Social Limitation:  Subject To Orders (Very Frequently, Major)
119      Experience Points

Total Disadvantage Points:  469

Background/History:  Former German Militärischer Abschirmdienst(MAD)Agent.  Wife and son killed, he was injured and scarred, by a ‘rejected’ sub-Saharan African refugee.

Personality/Motivation:

Quote:

Powers/Tactics:

Campaign Use:  Criminologist: knows how to erase evidence and leave false clues.  Bat’s clean-up, usually last in, covers escape route. Deadly with an assault rifle.

Appearance:

One thought on “Erwin Gunther Weiss

  1. I think this is the first time I have encountered a discussion on such an exciting topic. It is very fitting for the current era, where so many people are discussing this topic. It is encouraging to come across a topic that aligns with our passions or hobbies, and it can be a source of new inspiration for us to share with our friends later. Have a great day.

Leave a Reply

Your email address will not be published. Required fields are marked *