Kristian Hvit

 

Kristian Hvit
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

Background/History:

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