Cost |
Name |
3 |
Breakfall 13- |
12 |
+4 with any three maneuvers or tight group
of attacks |
15 |
+3 with DCV |
3 |
Concealment 12- |
3 |
Contortionist 13- |
10 |
Defense Maneuver I-IV |
3 |
Fast Draw 13- |
2 |
KS: Knifefighting 11- |
2 |
KS: Knife-throwing 11- |
8 |
Penalty Skill Levels: +4 vs. Range
Modifier with a tight group of attacks |
3 |
Shadowing 12- |
10 |
+1 Overall |
3 |
Sleight Of Hand 13- |
3 |
Stealth 13- |
3 |
Streetwise 12- |
1 |
WF: Blades |
84 |
Total Skills Cost |
Cost |
Name |
6 |
Lightning Reflexes: +4 DEX to act first
with All Actions |
6 |
Total Talents
Cost | |
|
Cost |
Power |
END |
10 |
Body armor: Armor (7 PD/7 ED) (21
Active Points); Activation Roll 14- (-1/2), IAF (-1/2) |
0 |
4 |
Radio headset: Radio
Perception/Transmission (Radio Group) (10 Active Points); OAF
Fragile (-1 1/4) |
0 |
3 |
Fashion victim shades: Sight Group
Flash Defense (7 points) (7 Active Points); OAF (-1) |
0 |
17 |
Go for an artery!: Find Weakness
14- with Related Group of Attacks (35 Active Points); Does Not Apply
Against Certain Types Of Defenses Affects Two Types Of Defense
(-1/2), Sense Affected As More Than One Sense sight (-1/2) |
0 |
10 |
Run like hell!: Missile Deflection
(Any Ranged Attack) (20 Active Points); Limited Power Power loses
about half of its effectiveness (half move required; -1) |
0 |
7 |
Run like hell II: +3 with DCV (15
Active Points); Limited Power Power loses about half of its
effectiveness (half move required; -1) |
|
9 |
Run like hell III: Running +9"
(9"/18" total) (18 Active Points); Limited Power Power loses about
half of its effectiveness (only for half moves; -1) |
2 |
12 |
Bladed weapons: Multipower,
34-point reserve, (34 Active Points); all slots Limited Power Power
loses about half of its effectiveness (-1), OAF (-1), Requires
Multiple Foci or functions at reduced effectiveness (+1/4)
Notes: Beam
(-1/4); No knockback (-1/4); Real weapon (-1/4); STR min
(-1/4). |
|
1u |
1) Meat cleavers: Killing Attack -
Hand-To-Hand 1d6 (1 1/2d6 w/STR), Autofire (2 shots; +1/4), Reduced
Endurance (0 END; +1) (34 Active Points); Limited Power Power loses
about half of its effectiveness (-1), OAF (-1), Requires Multiple
Foci or functions at reduced effectiveness (+1/4) |
0 |
1u |
2) Throwing knives: Killing Attack -
Hand-To-Hand 1d6 (1d6+1 w/STR), Autofire (3 shots; +1/4), 16
Recoverable Charges (+1/2), Ranged (+1/2) (34 Active Points);
Limited Power Power loses about half of its effectiveness (-1), OAF
(-1), Requires Multiple Foci or functions at reduced effectiveness
(+1/4) |
[16 rc] |
8 |
Off-hand sneak-attack: Indirect
(Same origin, always fired away from attacker; +1/4), Invisible to
Sight Group, Source Only (+1/4) for up to 34 Active Points of any
bladed weapon, Reduced Endurance (0 END; +1/2) (25 Active Points);
Limited Power Power loses about half of its effectiveness (Beam, No
KB, Real weapon, STR min.; -1), IAF (-1/2), Requires A Sleight of
hand v. sight perception Roll (Active Point penalty to Skill Roll is
-1 per 20 Active Points, RSR Skill is subject to Skill vs. Skill
contests; -1/2) |
0 |
9 |
Knife's stuck!: Killing Attack -
Ranged 1d6-1, No Normal Defense ([May be pulled out]; +1/2), Reduced
Endurance (0 END; +1/2), Uncontrolled (+1/2), Continuous (+1), Does
BODY (+1) (45 Active Points); OAF (-1), Custom Modifier (STR min,
doesn't add damage; -3/4), Linked (Throwing knives; Lesser Power can
only be used when character uses greater Power at full value; -1/2),
Limited Power Power loses about a third of its effectiveness
(Throwing knife must do Body damage; -1/2), Beam (-1/4), Limited
Range (-1/4), No Knockback (-1/4), Real Weapon (-1/4) |
0 |
91 |
Total Powers
Cost |
Cost |
Maneuver |
|
Knife-throwing
maneuvers |
4 |
1) Quick Shot: 1/2 Phase, +1 OCV, +0 DCV,
Range +0, Strike, +2 DC |
3 |
2) Defensive Shot: 1/2 Phase, -1 OCV, +2
DCV, Range +0, Strike |
4 |
3) Offensive Shot: 1/2 Phase, -1 OCV, -1
DCV, Range +0, Strike, +4 DC |
0 |
4) Weapon Element: Default
Element |
11 |
Total Martial Arts
Cost | |