Jan Wit

Jan Wit
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.

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