Jean Rene Blanc

Jean Blanc
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:

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