
Code Name: Kestral
Engineering
Val Char Cost Roll Notes
20 STR 10 13- Lift 400.0kg; 4d6 [2]
15 DEX 15 12- OCV: 5/DCV: 5
25 CON 30 14-
12 BODY 4 11-
13 INT 3 12- PER Roll 12-/14-
15 EGO 10 12- ECV: 5
20 PRE 10 13- PRE Attack: 4d6
10 COM 0 11-
4/14 PD 0 Total: 4/14 PD (0/10 rPD)
6/16 ED 1 Total: 6/16 ED (0/10 rED)
4 SPD 15 Phases: 3, 6, 9, 12
9 REC 0
50 END 0
35 STUN 0 Total Characteristic Cost: 99
Movement:
Running: 6″/12″
Leaping: 4″/8″
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) 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 5) 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 6) 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 7) Flash Pellets: Sight Group Flash 2d6 (10 Active Points); OAF (-1), 6 Charges (-3/4), Range Based On STR (-1/4) [6]
1u 8) 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 9) 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 10) Medkit: +2 with Paramedics (4 Active Points); OAF (-1), 4 Charges (-1)
1u 11) Miniature Climbing Rig: +2 with Climbing (4 Active Points); OAF (-1)
1u 12) Mini-bolos: Entangle 3d6, 3 DEF (30 Active Points); 3 Charges (-1 1/4), OAF (-1) [3]
1u 13) Mini-camera: Eidetic Memory (5 Active Points); OAF (-1), Visual Images Only (-1/2)
1u 14) Mini-recorder: Eidetic Memory (5 Active Points); OAF (-1), Sound Only (-1/2)
1u 15) 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 16) 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 17) Parabolic Mini-Mike: +6 versus Range Modifier for Hearing Group (9 Active Points); OAF (-1)
1u 18) 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 19) 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 20) 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 21) Swingline: Swinging 10″, Reduced Endurance (0 END; +1/2) (15 Active Points); OAF (-1)
1u 22) 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 23) 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 24) Throwing Blades: HKA 1/2d6 (1d6+1 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 25) 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 26) 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)
10 Excellent Hearing: Tracking with Hearing Group
4 Excellent Hearing: +2 PER with Hearing Group
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; 30 STR to Disarm roll
4 Dodge — +5 Dodge, Affects All Attacks, Abort
4 Escape +0 +0 35 STR vs. Grabs
3 Grab -1 -1 Grab Two Limbs, 30 STR for holding on
5 Kick -2 +1 8d6 Strike
4 Low Kick/Knee Strike/Punch +0 +2 6d6 Strike
3 Throw +0 +1 4d6 +v/5, Target Falls
1 Weapon Element: Blades
1 Weapon Element: Clubs
Perks
41 Gurkha Armored Combat Vehicle: Vehicles
Talents
27 Sense Things In The Dark: Combat Sense (Discriminatory, Sense, Tracking) 12-
Skills
3 Acrobatics 12-
3 Acting 13-
3 Breakfall 12-
3 Climbing 12-
11 Combat Driving 16-
3 Concealment 12-
3 Contortionist 12-
3 Conversation 13-
3 Deduction 12-
3 Demolitions 12-
0 Language: Dutch (idiomatic)
2 Language: English (completely fluent)
2 Language: German (completely fluent)
3 Lipreading 12-
3 Mechanics 12-
6 Navigation (Underground) 14-
3 PS: Geologist 14-
3 Parachuting 12-
3 Paramedics 12-
3 Persuasion 13-
5 SS: Geological Engineering 14-
5 SS: Geology 14-
3 Scholar
4 1) KS: Cave Diving 14-
1 2) KS: Krav Maga 11-
4 3) KS: Spelunking 14-
3 Seduction 13-
3 Shadowing 12-
3 Stealth 12-
6 Survival (Underground) 14-
6 TF: Agricultural & Construction Vehicles, Large Motorized Ground Vehicles, SCUBA, Small Motorized Ground Vehicles, Tracked Military Vehicles, Two-Wheeled Motorized Ground Vehicles, Wheeled Military Vehicles
3 Tactics 12-
3 Teamwork 12-
3 Tracking 12-
4 WF: Common Melee Weapons, Small Arms
6 Practiced: +2 with Small Arms
Total Powers & Skill Cost: 365
Total Cost: 464
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: Hates Victimizers (Common, Strong)
15 Psychological Limitation: Loves to explore anything underground, caves, catacomb, etc. (Common, Strong)
15 Psychological Limitation: Loyal to Henry White and the Team (Common, Strong)
15 Psychological Limitation: Will Not Turn Down A Request For Help In the Event of any Underground Rescue (Uncommon, Total)
10 Reputation: Renowned Cave Rescue Diver, 14-, Known Only To A Small Group (cavers, geologists, cataphiles, etc.)
10 Social Limitation: On Call Infrequently, Major
20 Social Limitation: Secret Identity Very Frequently, Major
20 Social Limitation: Subject To Orders (Very Frequently, Major)
114 Experience Points
Total Disadvantage Points: 464
Background/History:
Personality/Motivation:
Quote:
Powers/Tactics:
Campaign Use: Spelunker, cave-diver, underground explorer. Jewish. Ex-SAMOOR (Israeli combat engineer) aka Weasel or Tunnel Rat. Renowned cave rescue expert.
Appearance: Though small in stature, Jan is exceptionally fit and can squeeze though very small openings.