Kasper Valkoinen

Kasper Valkoinen
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:

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