
Code Name: Shrike
Head of Publicity
Val Char Cost Roll Notes
18 STR 8 13- Lift 303.1kg; 3 1/2d6 [2]
25 DEX 45 14- OCV: 8/DCV: 8
20 CON 20 13-
10 BODY 0 11-
18 INT 8 13- PER Roll 13-
15 EGO 10 12- ECV: 5
25 PRE 15 14- PRE Attack: 5d6
14 COM 2 12-
4/14 PD 0 Total: 4/14 PD (0/10 rPD)
4/14 ED 0 Total: 4/14 ED (0/10 rED)
5 SPD 15 Phases: 3, 5, 8, 10, 12
8 REC 0
40 END 0
29 STUN 0 Total Characteristic Cost: 125
Movement:
Running: 7″/14″
Leaping: 3″/6″
Swimming: 2″/4″
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)
Krav Maga
Maneuver OCV DCV Notes
4 Block +2 +2 Block, Abort
4 Choke Hold -2 +0 Grab One Limb; 2d6 NND
4 Disarm -1 +1 Disarm; 28 STR to Disarm roll
4 Dodge — +5 Dodge, Affects All Attacks, Abort
4 Escape +0 +0 33 STR vs. Grabs
3 Grab -1 -1 Grab Two Limbs, 28 STR for holding on
5 Kick -2 +1 7 1/2d6 Strike
4 Low Kick/Knee Strike/Punch +0 +2 5 1/2d6 Strike
3 Throw +0 +1 3 1/2d6 +v/5, Target Falls
1 Weapon Element: Blades
1 Weapon Element: Clubs
Perks
3 Fringe Benefit: Espionage Rank: Senior Intelligence Agent, SUPO
3 Fringe Benefit: Security Clearance: Top Secret
1 Fringe Benefit: International Driver’s License
1 Fringe Benefit: Passport
1 Reputation: Guy who’s girl-friend was raped and murdered in Sweden (A small to medium sized group) 8-, +1/+1d6
3 Well-Connected
1 1) Finnish Priminister: Favor
5 2) Contact: Interpol Department Head, Scandinavian Division (Contact has access to major institutions, Contact has useful Skills or resources, Very Good relationship with Contact) 11-
1 3) Contact: Russian GRU Agent (Contact has useful Skills or resources) 8-
5 4) Contact: Supo Director (Contact has access to major institutions, Contact has useful Skills or resources, Very Good relationship with Contact) 11-
Talents
8 Combat Shooting
Skills
0 AK: Helsinki Area 8-
3 Acting 14-
3 Breakfall 14-
3 Bribery 14-
3 Bugging 13-
3 Bureaucratics 14-
3 Climbing 14-
3 Combat Driving 14-
3 Concealment 13-
3 Conversation 14-
0 CuK: Finnish Culture 8-
3 CuK: World Pop Culture 13-
3 Deduction 13-
3 Disguise 13-
4 Gambling (Card Games, Sports Betting) 13-
3 High Society 14-
3 Interrogation 14-
3 Linguist
1 1) Language: Danish (completely fluent)
1 2) Language: English (completely fluent)
2 3) Language: Estonian (completely fluent)
0 4) Language: Finnish (Idiomatic)
2 5) Language: German (completely fluent)
1 6) Language: Latvian (completely fluent)
2 7) Language: Lithuanian (completely fluent)
1 8) Language: Norwegian (completely fluent)
2 9) Language: Russian (completely fluent)
1 10) Language: Swedish (completely fluent)
3 Lipreading 13-
3 Mimicry 13-
3 Paramedics 13-
3 Persuasion 14-
0 PS: SUPO Agent 11-
3 PS: Tradecraft 13-
3 Research 13-
3 Scholar
2 1) KS: Krav Maga 13-
2 2) KS: World Entertainment Scene 13-
2 3) KS: World Events 13-
2 4) KS: World Politics 13-
2 5) KS: World Sports 13-
3 Seduction 14-
3 Shadowing 13-
5 Skipover Sprayfire
3 Sleight Of Hand 14-
3 Stealth 14-
3 Streetwise 14-
2 TF: Common Motorized Ground Vehicles, Bicycles, Two-Wheeled Motorized Ground Vehicles
3 Tactics 13-
3 Teamwork 14-
3 Tracking 13-
3 Trading 14-
2 WF: Common Melee Weapons
2 WF: Small Arms
16 Deadly Shot: Penalty Skill Levels: +8 vs. Hit Location modifiers with Small Arms
8 Combat Shooting: +5 OCV with Firearms; Only To Prevent Hitting Non-Enemies When Firing Into a Crowd (-2)
Total Powers & Skill Cost: 343
Total Cost: 468
200+ Disadvantages
15 Hunted: The Suits 8- (Mo Pow, Harshly Punish)
15 Hunted: Various Gangs/Criminal Organizations 8- (Mo Pow, Harshly Punish)
15 Psychological Limitation: Actually IS Friendly and Sociable (Common, Strong)
15 Psychological Limitation: Code Of Vengeance (Common, Strong)
10 Psychological Limitation: Dispises Rapists (Uncommon, Strong)
25 Psychological Limitation: Protective of Innocents (Very Common, Total)
5 Reputation: Friendly, soft-spoken Swedish/Norwegen/German/Swiss, maybe Latvian Guy, 8-
20 Social Limitation: Secret Identity Very Frequently, Major
10 Social Limitation: Seen as Friendly and Sociable, Good for a Drink (Frequently, Minor)
20 Social Limitation: Subject To Orders (Very Frequently, Major)
118 Experience Points
Total Disadvantage Points: 468
Background/History: Former Suojelupoliisi (Supo)agent specializing in social engineering. Girl friend raped and murdered on a trip to Sweden. Suspects, muslim refugees, deported.
Personality/Motivation:
Quote:
Powers/Tactics:
Campaign Use: Social Engineer. Targeting specialist. Close-in combat specialist. Usually first in. Expert at firing into a crowd and missing all the innocents. This is the guy that will go into a bar and shoot a dozen gangbangers and never wound a bystander.
Appearance: