BOA


Boa

 

 

 

 

 

 

 

 

Val      Char   Cost    Roll     Notes
15        STR     5          12-       Lift 200.0kg; 3d6 [1]
21        DEX    33        13-       OCV:  7/DCV:  7
20        CON   20        13-
11        BODY  2          11-
13        INT     3          12-       PER Roll 12-
10        EGO   0          11-       ECV:  3
20        PRE    10        13-       PRE Attack:  4d6
12        COM    1          11-
8/20     PD     5          Total:  8/20 PD (0/12 rPD)
8/20     ED     4          Total:  8/20 ED (0/12 rED)
4          SPD     9          Phases:  3, 6, 9, 12
10        REC    6
39        END    0
30        STUN  1          Total Characteristic Cost:  99

Movement:
Running:         6″/12″
Leaping:          3″/6″
Swimming:      2″/4″

Cost    Powers            END

45        Heavily Modified .50 Auto-Mag Pistol:  Killing Attack – Ranged 3d6, +1 Increased STUN Multiplier (+1/4), 8 clips of 10 Charges (+1/4), Armor Piercing (+1/2); OAF (-1), Beam (-1/4)            [10]
                        Notes:  (x2 number of items)

22        Kevlar Outfit:  Armor (9 PD/9 ED); IIF (-1/4)

15        Combat Knife:  Killing Attack – Hand-To-Hand 2d6 (3d6 w/STR); OAF (-1)         3

3          Armored Chestplate:  Armor (3 PD/3 ED); Activation Roll 11- (-1), Ablative BODY Only (-1/2), IIF (-1/4)

85        Weapons Locker:  Variable Power Pool, 73 base + 12 control cost, OAF (-1), Can Only Be Changed Between Adventures (-1/2), Firearms Only Limited (-1/2)

0          1) 7.62 R (AK-47/AKM):  (Total: 73 Active Cost, 21 Real Cost) Killing Attack – Ranged 2d6, +1 STUN Multiplier (+1/4), 30 Charges (+1/4), Autofire (5 shots; +1/2) (60 Active Points); STR Minimum (STR Min. Cannot Add/Subtract Damage; -1 1/4), OAF (-1), Beam (-1/4), Real Weapon (-1/4) (Real Cost: 16) plus +2 OCV (10 Active Points); OAF (-1), Real Weapon (-1/4) (Real Cost: 4) plus +1 vs Range (3 Active Points); OAF (-1) (Real Cost: 1) Real Cost: 21  [30]

0          2) .223/5.56mm (Colt M16A1):  (Total: 73 Active Cost, 22 Real Cost) Killing Attack – Ranged 2d6, +1 STUN Multiplier (+1/4), 30 Charges (+1/4), 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) (Real Cost: 17) plus +2 OCV (10 Active Points); OAF (-1), Real Weapon (-1/4) (Real Cost: 4) plus +1 vs Range (3 Active Points); OAF (-1) (Real Cost: 1) Real Cost: 22 [30]

0          3) 12 gauge sawed off:  (Total: 68 Active Cost, 17 Real Cost) Killing Attack – Ranged 2 1/2d6, +1 STUN Multiplier (+1/4) (50 Active Points); STR Minimum (STR Min. Cannot Add/Subtract Damage; -1), OAF (-1), 5 Charges (-3/4), Required Hands Two-Handed (-1/2), Beam (-1/4), Real Weapon (-1/4), Reduced Penetration (-1/4), Reduced By Range (-1/4) (Real Cost: 9) plus +3 OCV (15 Active Points); OAF (-1), Real Weapon (-1/4) (Real Cost: 7) plus +1 vs Range (3 Active Points); OAF (-1) (Real Cost: 1) Real Cost: 17         [5]

0          4) .450 M Nitro (H&H African):  (Total: 56 Active Cost, 12 Real Cost) Killing Attack – Ranged 2 1/2d6, +1 STUN Multiplier (+1/4) (50 Active Points); 2 Charges (-1 1/2), STR Minimum (STR Min. Cannot Add/Subtract Damage; -1 1/4), OAF (-1), Required Hands Two-Handed (-1/2), Beam (-1/4), Real Weapon (-1/4) (Real Cost: 9) plus +2 vs Range (6 Active Points); OAF (-1) (Real Cost: 3) Real Cost: 12 [2]

0          5) 7.62 RL (SVD Druganov Sniper Rifle):  (Total: 55 Active Cost, 15 Real Cost) Killing Attack – Ranged 2d6+1, +1 STUN Multiplier (+1/4) (44 Active Points); STR Minimum (STR Min. Cannot Add/Subtract Damage; -1 1/4), OAF (-1), Required Hands Two-Handed (-1/2), Beam (-1/4), Real Weapon (-1/4), 10 Charges (-1/4) (Real Cost: 10) plus +1 OCV (5 Active Points); OAF (-1), Real Weapon (-1/4) (Real Cost: 2) plus +2 vs Range (6 Active Points); OAF (-1) (Real Cost: 3) Real Cost: 15          [10]

0          6) .45 ACP (Ingram MAC 10):  (Total: 55 Active Cost, 16 Real Cost) Killing Attack – Ranged 2d6-1, +1 STUN Multiplier (+1/4), 32 Charges (+1/4), Autofire (5 shots; +1/2) (50 Active Points); STR Minimum (STR Min. Cannot Add/Subtract Damage; -1), OAF (-1), Beam (-1/4), Real Weapon (-1/4) (Real Cost: 14) plus +1 OCV (5 Active Points); OAF (-1), Real Weapon (-1/4) (Real Cost: 2) Real Cost: 16 [32]

0          7) 9mm (Uzi):  (Total: 50 Active Cost, 15 Real Cost) Killing Attack – Ranged 1d6+1, 40 Charges (+1/2), Autofire (5 shots; +1/2) (40 Active Points); STR Minimum (STR Min. Cannot Add/Subtract Damage; -1), OAF (-1), Beam (-1/4), Real Weapon (-1/4) (Real Cost: 11) plus +2 OCV (10 Active Points); OAF (-1), Real Weapon (-1/4) (Real Cost: 4) Real Cost: 15   [40]

0          8) .50 (Desert Eagle):  (Total: 49 Active Cost, 13 Real Cost) Killing Attack – Ranged 2d6+1, +1 STUN Multiplier (+1/4) (44 Active Points); STR Minimum (STR Min. Cannot Add/Subtract Damage; -1 1/4), OAF (-1), Beam (-1/4), Real Weapon (-1/4), 9 Charges (-1/4) (Real Cost: 11) plus +1 OCV (5 Active Points); OAF (-1), Real Weapon (-1/4) (Real Cost: 2) Real Cost: 13   [9]

0          9) .45 ACP (M1911A1):  (Total: 36 Active Cost, 10 Real Cost) Killing Attack – Ranged 2d6-1, +1 STUN Multiplier (+1/4) (31 Active Points); STR Minimum (STR Min. Cannot Add/Subtract Damage; -1), OAF (-1), 7 Charges (-1/2), Beam (-1/4), Real Weapon (-1/4) (Real Cost: 8) plus +1 OCV (5 Active Points); OAF (-1), Real Weapon (-1/4) (Real Cost: 2) Real Cost: 10   [7]

0          10) .45 (Colt Peacemaker):  Killing Attack – Ranged 2d6-1, +1 STUN Multiplier (+1/4) (31 Active Points); STR Minimum (STR Min. Cannot Add/Subtract Damage; -1), OAF (-1), 6 Charges (-3/4), Beam (-1/4), Real Weapon (-1/4) Real Cost: 7    [6]

0          11) .44 Magnum (Automag):  Killing Attack – Ranged 2d6 (30 Active Points); OAF (-1), STR Minimum (STR Min. Cannot Add/Subtract Damage; -1), 7 Charges (-1/2), Real Weapon (-1/4), Beam (-1/4) Real Cost: 7    [7]

Combat Training
            Maneuver       OCV   DCV   Notes
4          Killing Strike       -2         +0        HKA 2 DC
3          Legsweep            +2        -1         4d6 Strike, Target Falls
4          Martial Block     +2        +2        Block, Abort
4          Martial Escape  +0        +0        30 STR vs. Grabs
3          Martial Grab       -1         -1         Grab Two Limbs, 25 STR for holding on
5          Offensive Strike  -2         +1        Weapon +4 DC Strike
5          Passing Strike    +1        +0        Weapon  +v/5; FMove
5          Takeaway            +0        +0        Grab Weapon, 25 STR to take weapon away
4          Weapon Bind     +1        +0        Bind, 25 STR
2          Weapon Element:  Blades, Clubs
            Perks
3          Fringe Benefit:  Mid-level organized crime leader

            Skills
0          AK: Detroit Area 8-
3          Acrobatics 13-
0          Acting 8-
3          Breakfall 13-
3          Climbing 13-
3          Combat Driving 13-
0          Concealment 8-
0          Conversation 8-
0          CuK: Home Culture 8-
0          Deduction 8-
5          Defense Maneuver I-II
3          Demolitions 12-
3          Fast Draw 13-
3          Interrogation 13-
0          Language:  English (Idiomatic)
3          Lockpicking 13-
0          PS: Player’s Choice 11-
0          Paramedics 8-
0          Persuasion 8-
0          Shadowing 8-
0          Stealth 8-
0          TF:  Bicycles, Small Motorized Ground Vehicles
10        Two-Weapon Fighting (Ranged)
3          WF:  Small Arms, Blades

Total Powers & Skill Cost:  255
Total Cost:  353
 
200+    Disadvantages
15        Hunted:  Local Police 11- (As Pow, NCI, Limited Geographical Area, Capture)
10        Hunted:  Rival Gang 8- (Mo Pow, Limited Geographical Area, Harshly Punish)
20        Hunted:  State Police 11- (As Pow, NCI, Capture)
15        Psychological Limitation:  Clod-blooded Killer (Common, Strong)
10        Psychological Limitation:  Cruel Streak (Common, Moderate)
15        Psychological Limitation:  Gunslinger Mentality (Common, Strong)
10        Psychological Limitation:  Vengeful (Uncommon, Strong)
10        Reputation:  Cold-Blooded Killer, 11- (Extreme;  Known Only To A Small Group)
10        Rivalry:  Professional, Rival Gang, Rival is As Powerful, Seek to Harm , Rival Aware of Rivalry
5          Social Limitation:  Criminal Conviction Infrequently, Minor
10        Social Limitation:  Seen as a Hothead (Frequently, Minor)
20        Social Limitation:  Subject to Orders (Very Frequently, Major)
3          Experience Points

Total Disadvantage Points:  353

Background/History:

Personality/Motivation:

Quote:

Powers/Tactics:

Campaign Use:

Appearance:

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