Dylan Gwyn

Dylan Gwyn Code Name: Goshawk Transportation

 

 

 

 

 

 

 

 

 

Val      Char          Cost    Roll     Notes
15        STR                 5          12-       Lift 200.0kg; 3d6 [1]
18        DEX                24        13-       OCV:  6/DCV:  6
15        CON               10        12-
10        BODY             0          11-
18        INT                 8          13-       PER Roll 13-
18        EGO                1          6          13-       ECV:  6
20        PRE                10        13-       PRE Attack:  4d6
12        COM               1          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                 12        Phases:  3, 6, 9, 12
6          REC                 0
30        END                0
26        STUN              0          Total Characteristic Cost:  89
Movement:     R

Running:         7″/14″
Leaping:          3″/6″
Swimming:      3″/6″
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)

Commando Training

            Maneuver               OCV   DCV   Notes
3          Akido Throw              +0        +1        3d6 +v/5, Target Falls
4          Boxing Cross              +0        +2        5d6 Strike
4          Choke                          -2         +0        Grab One Limb; 2d6 NND
4          Escape                         +0        +0        30 STR vs. Grabs
4          Hold                            -1         -1         Grab Three Limbs, 10 STR for holding on
4          Judo Disarm                -1         +1        Disarm; 25 STR to Disarm roll
4          Karate “Chop”             -2         +0        HKA 1d6 +1
4          Kung Fu Block           +2        +2        Block, Abort
1          Weapon Element:  Clubs
1          Weapon Element:  Knives
            Perks
40        Fan:  Follower
6          Reputation:  George Cross (Most U.K. Military members, Politicians and the Media) 14-, +3/+3d6
5          Fringe Benefit:  Security Clearance
5          British Royal Family:  Favor
4          Contacts (4 points’ worth)
4          Fringe Benefit:  Major
            Talents

3          Resistance (3 points)
            Skills

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 13-
3          Climbing 13-
3          Combat Driving 13-
3          Concealment 13-
3          Conversation 13-
3          Deduction 13-
3          Fast Draw 13-
3          High Society 13-
3          Interrogation 13-
2          KS: SAS History And Traditions 11-
2          KS: The Terrorist World 11-
0          Language:  English (idiomatic)
4          Language:  Welsh (idiomatic)
3          Mechanics 13-
2          Navigation (Land) 13-
2          PS: Instructor 11-
2          PS: SAS 11-
3          Parachuting 13-
3          Paramedics
3          Persuasion 13-
5          Rapid Attack (Ranged)
3          Seduction 13-
3          Stealth 13-
3          Streetwise 13-
8          Survival (Arctic/Subarctic, Temperate/Subtropical, Tropical, Desert) 13-
2          Systems Operation (Communications Systems) 13-
17        TF:  Common Motorized Ground Vehicles, Agricultural & Construction Vehicles, Bobsleds, Hanggliding, Parachuting, Advanced, Parachuting, Basic, SCUBA, Skiing (snow), Sleds, Small Motorized Boats, Small Rowed Boats, Small Wind-Powered Boats, Snowboarding, Snowmobiles, Tracked Military Vehicles, Two-Wheeled Motorized Ground Vehicles, Wheeled Military Vehicles
3          Tactics 13-
3          Teamwork 13-
8          WF:  Small Arms, Blades, Clubs, Flamethrowers, General Purpose/Heavy Machine Guns, Grenade Launchers, Off Hand, Shoulder-Fired Weapons
6          +2 with Small Arms

Total Powers & Skill Cost:  358
Total Cost:  447
 
200+    Disadvantages
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)
20        Psychological Limitation:  Protective Of Innocents (Very Common, Strong)
20        Psychological Limitation:  In Love With Fan (Very Common, Strong)
5          Reputation:  Holder of the George Cross, 11- (Known Only To Some British Citizens)
15        Social Limitation:  Famous Frequently, Major
20        Social Limitation:  Secret Identity Very Frequently, Major
20        Social Limitation:  Subject To Orders (Very Frequently, Major)
97        Experience Points
Total Disadvantage Points:  447

Background/History:

Personality/Motivation:

Quote:

Powers/Tactics:

Campaign Use:  Former professional ‘driver’ with SAS background.  Saved the life of an heir to the English throne.  Awarded the George Cross.

Appearance:

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