
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:
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.