
Code Name: Owl
Head of Acquisitions
Val Char Cost Roll Notes
18 STR 8 13- Lift 303.1kg; 3 1/2d6 [2]
25 DEX 45 14- OCV: 8/DCV: 8
13 CON 6 12-
10 BODY 0 11-
21 INT 11 13- PER Roll 13-
15 EGO 10 12- ECV: 5
18 PRE 8 13- PRE Attack: 3 1/2d6
8 COM -1 11-
7/17 PD 3 Total: 7/17 PD (0/10 rPD)
4/14 ED 1 Total: 4/14 ED (0/10 rED)
5 SPD 15 Phases: 3, 5, 8, 10, 12
7 REC 0
26 END 0
26 STUN 0 Total Characteristic Cost: 109
Movement:
Running: 7″/14″
Leaping: 4″/8″
Swimming: 2″/4″
Swinging: 0″/10″/0″/20″
Cost Powers END
39 Long Range Sniper Rifle, Calibur .50, M107: Killing Attack – Ranged 3d6, +1 STUN Multiplier (+1/4), 8 clips of 10 Charges (+1/4) (67 Active Points); OAF (-1), Real Weapon (-1/4) plus +2 OCV (10 Active Points); OAF (-1), Real Weapon (-1/4) plus +4 vs Range (12 Active Points); OAF Bulky (-1 1/2) [10]
8 Leupold 4.5-14×50 Mark 4 Scope: +1 with Ranged Combat; OAF (-1) plus +2 vs. Range Modifier
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 Dodge — +5 Dodge, Affects All Attacks, Abort
4 Escape +0 +0 33 STR vs. Grabs
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
Sniper Training
Maneuver OCV DCV Notes
4 Accurate Shot +2 -2 Weapon Strike
4 Basic Shot +0 +0 Strike, +2 DC
3 Defensive Shot -1 +2 Strike
5 Distance Shot +0 -2 Strike , +1 Segment
3 Diving Shot +0 +2 Weapon Strike, Half Move Required, You Fall
5 Far Shot +1 -1 Strike
3 Leg Shot +0 -1 Weapon +2 DC Strike, Throw
4 Offensive Shot -1 -1 Strike, +4 DC
4 Quick Shot +1 +0 Strike, +2 DC
4 Ranged Disarm +0 +0 Disarm, 33 STR to Disarm
4 Trained Shot +2 +0 Weapon Strike
2 Weapon Element: Assault Rifles/LMGs, Rifles
Perks
3 Well-Connected
4 1) Contact (Contact has access to major institutions, Contact has useful Skills or resources, Good relationship with Contact) 11-
4 2) Contact (Contact has useful Skills or resources, Very Good relationship with Contact) 11-
Talents
3 Absolute Range Sense
Skills
0 AK: Home Town Area 8-
0 Acting 8-
3 Breakfall 14-
3 Camouflage 13-
Notes: This is based on Disguise but for the surrounding area.
3 Climbing 14-
3 Concealment 13-
0 Conversation 8-
0 CuK: Home Culture 8-
3 Deduction 13-
3 KS: Gun Accessories 13-
2 KS: Krav Maga 11-
3 KS: Sniper Training 13-
0 Language: French (Idiomatic)
1 Language: English (fluent conversation)
2 Language: German (fluent conversation)
3 Lipreading 13-
3 Lockpicking 14-
2 PS: Sniper 11-
0 PS: Soldier 11-
3 Parachuting 14-
3 Paramedics 13-
0 Persuasion 8-
5 Rapid Attack (Ranged)
2 SS: Ballistics 11-
3 Security Systems 13-
3 Shadowing 13-
3 Stealth 14-
4 TF: Common Motorized Ground Vehicles, Bicycles, Parachuting, Advanced, Parachuting, Basic, Two-Wheeled Motorized Ground Vehicles
3 Tactics 13-
3 Teamwork 14-
2 WF: Common Melee Weapons
2 WF: Small Arms
2 Weaponsmith (Firearms) 13-
Total Powers & Skill Cost: 300
Total Cost: 409
200+ Disadvantages
5 Distinctive Features: Facial Scarring (Easily Concealed; 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: Casual Killer (Common, Strong)
15 Psychological Limitation: Code Of Vengeance (Common, Strong)
20 Psychological Limitation: Over-protective of Alba Jones (Common, Total)
10 Reputation: That Ugly French/Foreign Guy, 11-
10 Social Limitation: Scary Looking Guy (Frequently, Minor)
20 Social Limitation: Secret Identity Very Frequently, Major
5 Social Limitation: Smoker (Occasionally, Minor)
20 Social Limitation: Subject To Orders (Very Frequently, Major)
59 Experience Points
Total Disadvantage Points: 409
Background/History: Former member of the Commandement des Opérations Spéciales, French Speical Forces. Family killed in terrorist bombing in Paris in which he was seriously injured. Muslim extremists suspected.
Personality/Motivation:
Quote:
Powers/Tactics:
Campaign Use: Sniper: Looks at Alba as a daughter.
Appearance: