
Code Name : Falcon
Pilot
Val Char Cost Roll Notes
13 STR 3 12- Lift 151.6kg; 2 1/2d6 [1]
21 DEX 33 13- OCV: 7/DCV: 7
13 CON 6 12-
10 BODY 0 11-
18 INT 8 13- PER Roll 13-
10 EGO 0 11- ECV: 3
13 PRE 3 12- PRE Attack: 2 1/2d6
10 COM 0 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 9 Phases: 3, 6, 9, 12
6 REC 0
26 END 0
24 STUN 0 Total Characteristic Cost: 62
Movement:
Running: 6″/12″
Leaping: 2″/4″
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]
67 Drone: Clairsentience (Sight Group And Normal Hearing), x16 Range (5,360″), Transmit, Requires A Combat Pilot roll (No Active Point penalty to Skill Roll; +0), Mobile (x2 rate of movement; +1 1/2); IAF (-1/2), 1 Continuing Charge lasting 1 Hour (-1/4) [1 cc]
Notes: This is Falcon’s primary drone. It is a small quad-copter with silent moters and is small enough to be easily overlooked (inobvious). It has a maximum range of about six and a half miles. It transmits audio and visual back to the control pad and can be shared on the team’s comm pad.
1 Drone Control Pad: +1 with Combat Piloting; OAF (-1)
28 Weak Bug: Radio Group Images Increased Size (32″ radius; +1 1/4), +/-2 to PER Rolls, Image Only Perceivable On Special Radio Frequencies (+0), Range Based On STR (+1/4), Usable As Attack (allows character to “stick” the Image to a target; +1), 1 Recoverable Continuing Charge lasting 1 Week (stops functioning if it gets wet or experiences severe radio interference; +1); Set Effect (detectable signal; -1), IAF Fragile (-3/4) [1 rc]
Notes: (x4 number of items)
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 (1 1/2d6 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)
3 1) Satellite Link (Penetrating IR Capability): N-Ray Perception (Sight Group); Activation Roll 11- (can only see target area if satellites are available; -1), OAF (-1)
Notes: Stopped by anything that would block powerful IR sensors
5 2) 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 3) Encrypted: Cryptography 20- (25 Active Points); Only To Encrypt/Decrypt Its Own Transmissions (-1), OAF (-1)
3 4) On-Board Computer: Computer; OAF (-1)
Boxing, Modern
Maneuver OCV DCV Notes
4 Block +2 +2 Block, Abort
3 Clinch -1 -1 Grab Two Limbs, 23 STR for holding on
4 Cross +0 +2 4 1/2d6 Strike
5 Hook -2 +1 6 1/2d6 Strike
3 Jab +2 +1 Strike
Skills
3 Acting 12-
3 Breakfall 13-
3 Bugging 13-
3 Climbing 13-
5 Combat Piloting 14-
8 Computer Programming (Computer Networks, Hacking and Computer Security, Personal Computers, Mainframes and Supercomputers) 13-
3 Concealment 13-
3 Conversation 12-
3 Deduction 13-
3 Electronics 13-
3 Language: English (completely fluent)
0 Language: Norwegian (idiomatic)
3 Mechanics 13-
2 Navigation (Air) 13-
3 PS: Pilot 13-
3 Parachuting 13-
3 Paramedics 13-
3 Persuasion 12-
3 Scholar
1 1) KS: Boxing 11-
2 2) KS: Drone Repair 13-
2 3) KS: Drones/Drone Technology 13-
1 4) KS: Light Aircraft Repair 11-
3 Seduction 12-
3 Shadowing 13-
3 Stealth 13-
3 Streetwise 12-
4 Survival (Desert, Mountain) 13-
6 Systems Operation (Communications Systems, Drone, Radar, Sensor Jamming Equipment, Sonar) 13-
8 TF: Balloons & Zeppelins, Combat Aircraft, Helicopters, Large Planes, Parachuting, Advanced, Parachuting, Basic, Small Motorized Ground Vehicles, Small Planes, Two-Wheeled Motorized Ground Vehicles
3 Tactics 13-
3 Teamwork 13-
3 WF: Small Arms, Drone Weapons
3 Small Arms Training: +1 with Small Arms
6 Trained Drone Pilot: +2 with Drone Launched Weapons
Total Powers & Skill Cost: 351
Total Cost: 413
200+ Disadvantages
10 Distinctive Features: Non-American Accent (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
15 Hunted: The Suits 8- (Mo Pow, Harshly Punish)
15 Hunted: Various Gangs/Criminal Organizations 8- (Mo Pow, Harshly Punish)
15 Psychological Limitation: No Qualms About Killing (Common, Strong)
20 Psychological Limitation: Protective Of Innocents (Very Common, Strong)
10 Psychological Limitation: Vengeful (Uncommon, Strong)
10 Reputation: Techno Geek Talker, 14- (Known Only To Other Techno Geeks)
20 Social Limitation: Secret Identity Very Frequently, Major
20 Social Limitation: Subject to Orders (Very Frequently, Major)
15 Social Limitation: Techno Geek Very Frequently, Minor
63 Experience Points
Total Disadvantage Points: 413
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