Cost |
Name |
3 |
Breakfall 13- |
3 |
Climbing 13- |
15 |
+5 with any three maneuvers or a tight
group of attacks |
3 |
Concealment 13- |
3 |
Demolitions 13- |
3 |
Electronics 13- |
3 |
Fast Draw 13- |
3 |
Inventor 13- |
3 |
Lockpicking 13- |
3 |
Mechanics 13- |
12 |
+6 vs. Range mods with Multipower |
20 |
+2 Overall |
5 |
Rapid Attack (Ranged) |
3 |
Security Systems 13- |
3 |
Stealth 13- |
3 |
Streetwise 13- |
3 |
Survival (Temperate/Subtropical Forests,
Urban) 13- |
1 |
WF: Crossbows |
6 |
Weaponsmith (Chemical Weapons, Incendiary
Weapons, Missiles & Rockets, Muscle-Powered Ranged, Other)
13- |
98 |
Total Skills Cost |
Cost |
Name |
3 |
Absolute Range Sense |
6 |
Lightning Reflexes: +4 DEX to act first
with All Actions |
9 |
Total Talents
Cost | |
|
Cost |
Power |
END |
40 |
Crossbow from hell: Multipower,
105-point reserve, 32 Charges (+1/4) (131 Active Points); all slots
OAF Bulky (-1 1/2), Required Hands Two-Handed (-1/2), Real Weapon
(-1/4) |
|
2u |
1) Mag flare: Sight Group Flash 9d6,
Armor Piercing (+1/2), Explosion (-1 DC/2"; +3/4) (101 Active
Points); OAF Bulky (-1 1/2), 4 Charges (-1), Required Hands
Two-Handed (-1/2), Real Weapon (-1/4) |
[4] |
2u |
2) Knock-out gas: Killing Attack -
Ranged 2d6-1, Area Of Effect (One Hex; +1/2), No Normal Defense
(Standard; +1), +6 STUN Multiplier (+1 1/2) (100 Active Points); OAF
Bulky (-1 1/2), 4 Charges (-1), Required Hands Two-Handed (-1/2),
Real Weapon (-1/4) |
[4] |
2u |
3) Net launcher: Entangle 4d6, 8 DEF,
Entangle And Character Both Take Damage (+1/4), Area Of Effect (One
Hex; +1/2) (105 Active Points); OAF Bulky (-1 1/2), 4 Charges (-1),
Required Hands Two-Handed (-1/2), Cannot Form Barriers (-1/4), Real
Weapon (-1/4) |
[4] |
2u |
4) High explosive: Energy Blast 14d6,
Explosion (+1/2) (105 Active Points); OAF Bulky (-1 1/2), 4 Charges
(-1), Required Hands Two-Handed (-1/2), Real Weapon
(-1/4) |
[4] |
2u |
5) Shaped-charge explosive: Energy
Blast 9d6, Explosion (Cone; -1 DC/2"; +1/2), Double Knockback (+3/4)
(101 Active Points); OAF Bulky (-1 1/2), 4 Charges (-1), Required
Hands Two-Handed (-1/2), Real Weapon (-1/4) |
[4] |
2u |
6) Limpet mine: Killing Attack -
Ranged 3d6, Trigger (Activating the Trigger requires a Zero Phase
Action, Trigger requires a Turn or more to reset; +1/4), Armor
Piercing (+1/2), Area Of Effect (One Hex; +1/2) (101 Active Points);
OAF Bulky (-1 1/2), 4 Charges (-1), Required Hands Two-Handed
(-1/2), Real Weapon (-1/4) |
[4] |
2u |
7) Paralytic poison: (Total: 105
Active Cost, 23 Real Cost) Killing Attack - Ranged 1d6, Invisible to
Hearing Group (+1/4), Penetrating (+1/2) (26 Active Points); OAF
Bulky (-1 1/2), 4 Charges (-1), Required Hands Two-Handed (-1/2),
Real Weapon (-1/4) (Real Cost: 6) plus Drain 4 1/2d6, Delayed
Return Rate (5 Points per Minute; +1/4), Ranged (+1/2) (79 Active
Points); OAF Bulky (-1 1/2), 4 Charges (-1), Limited Power Power
loses about a third of its effectiveness (-1/2), Required Hands
Two-Handed (-1/2), Real Weapon (-1/4) (Real Cost:
17) |
[4] |
2u |
8) Barbed quarrel: (Total: 100 Active
Cost, 24 Real Cost) Killing Attack - Ranged 1d6+1, Invisible to
Hearing Group (+1/4), Armor Piercing (+1/2) (35 Active Points); OAF
Bulky (-1 1/2), 8 Charges (-1/2), Required Hands Two-Handed (-1/2),
Real Weapon (-1/4) (Real Cost: 9) plus Killing Attack -
Ranged 1d6+1, Trigger (Activating the Trigger requires a Zero Phase
Action, Trigger requires a Turn or more to reset; +1/4), No Normal
Defense (Standard; +1), Does BODY (+1) (65 Active Points); OAF Bulky
(-1 1/2), 8 Charges (-1/2), Limited Power Power loses about a third
of its effectiveness (-1/2), Required Hands Two-Handed (-1/2), Real
Weapon (-1/4) (Real Cost: 15) |
[8] |
10 |
Body armor: Armor (7 PD/7 ED) (21
Active Points); Activation Roll 14- (-1/2), OIF (-1/2) |
0 |
4 |
Radio headset: Radio
Perception/Transmission (Radio Group) (10 Active Points); OAF
Fragile (-1 1/4) |
0 |
3 |
LI goggles: Nightvision (5 Active
Points); OIF (-1/2) |
0 |
22 |
Hit 'em where it hurts: Find
Weakness 14- with All Attacks (45 Active Points); Sense Affected As
More Than One Sense sight (-1/2), Does Not Apply Against Certain
Types Of Defenses Affects Two Types Of Defense (-1/2) |
0 |
3 |
Dark shades: Sight Group Flash
Defense (7 points) (7 Active Points); OAF (-1) |
0 |
22 |
Sneaky wench: Invisibility to Sight
and Hearing Groups , Reduced Endurance (0 END; +1/2) (45 Active
Points); Chameleon (-1/2), Requires A Skill Roll (-1/2) |
0 |
6 |
Climbing gear: Clinging (normal
STR), Persistent (+1/2) (15 Active Points); OAF (-1), Requires A
Skill Roll (-1/2) |
0 |
11 |
Bag of tricks: Multipower, 22-point
reserve, (22 Active Points); all slots OAF (-1) |
|
1u |
1) Grapnel launcher: Swinging 10",
Invisible to Hearing Group (+1/4), Reduced Endurance (0 END; +1/2),
Usable Simultaneously (up to 2 people at once; +1/2) (22 Active
Points); OAF (-1), Requires A Skill Roll (-1/2) |
0 |
1u |
2) Crossbow stock used as club:
Hand-To-Hand Attack +3d6, Reduced Endurance (0 END; +1/2) (22
Active Points); OAF (-1), Hand-To-Hand Attack (-1/2) |
0 |
1u |
3) Quarrel used in-hand: Killing
Attack - Hand-To-Hand 1d6 (2d6 w/STR), Reduced Endurance (0 END;
+1/2) (22 Active Points); OAF (-1) |
0 |
140 |
Total Powers
Cost |
Cost |
Maneuver |
|
Dirty infighting
maneuvers |
2 |
1) Weapon Element: Blades,
Clubs |
4 |
2) Block: 1/2 Phase, +2 OCV, +2 DCV, Block,
Abort |
4 |
3) Kidney blow: 1/2 Phase, -2 OCV, +0 DCV,
HKA 2d6 |
4 |
4) Low blow: 1/2 Phase, -1 OCV, +1 DCV, 3d6
NND |
4 |
5) Backhand: 1/2 Phase, +0 OCV, +2 DCV, 7d6
Strike |
5 |
6) Roundhouse: 1/2 Phase, -2 OCV, +1 DCV,
9d6 Strike |
8 |
7) +2 HTH Damage
Class(es) |
31 |
Total Martial Arts
Cost | |