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Val CHA Cost Roll Notes 15+15 STR 5 12-/15- Lift 200 kg/1600 kg; 3d6/6d6 HTH Damage [½] 20+1 DEX 20 13- 15+5 CON 5 12-/13- 13 INT 3 12- PER Roll 12- 11 EGO 1 11- 15+5 PRE 5 12-/13- PRE Attack: 3d6/4d6 5+2 OCV 10 5+2 DCV 10 3 OMCV 0 4 DMCV 3 3+2 SPD 10 Phases: 4, 8, 12/3, 5, 8, 10, 12 6+12 PD 4 Total: 6/18 PD (0/12 rPD) 4+12 ED 2 Total: 4/16 ED (0/12 rED) 6 REC 2 30 END 2 11 BODY 1 30 STUN 5 Total Characteristic Cost: 88 Movement: Running: 14m/28m Leaping: 4m/24m/8m/48m Swimming: 4m/8m Cost Powers & Skills XSWEAT APEX Suit, all slots Powered Armor (-½) 10 1) Strength Augementation: +15 STR; Powered Armor (-½), END 1 15 2) Reflex Augmentation: +1 DEX, +2 OCV, +2 DCV; Powered Armor (-½) 3 3) Inherent Durability: +5 CON; Powered Armor (-½) 3 4) Inherent Impressiveness: +5 PRE; Powered Armor (-½) 13 5) Reflex Augementation: +2 SPD; Powered Armor (-½) 1 6) Heavy: Knockback Resistance -2m; Powered Armor (-½) 24 7) Armored Shell: Resistant Protection (12 PD/12 ED); Powered Armor (-½) 10 8) Jump Jets: Leaping +20m (24m forward, 12m upward) (Accurate); Powered Armor (-½), END 1 4 9) Visual Zoom: +4 versus Range Modifier for Sight Group (6 Active Points); Powered Armor (-½) 3 10) Thermographic Filter: IR Perception (Sight Group); Powered Armor (-½) 3 11) Low-Light Filter: UV Perception (Sight Group); Powered Armor (-½) 8 12) Full-Spectrum Radio: HRRP (Radio Group); Powered Armor (-½) 11 13) Heads-Up Display: +2 with Ranged Combat; Powered Armor (-½) 13 14) High-Yield Electrical Batteries: Endurance Reserve (52 END, 9 REC); Powered Armor (-½) 19 Basic Cyberbrain: 10 EGO, 3 OMCV, 3 DMCV; Cybersystem (-¼), Restrainable (EMP cut-off switch; -¼) 8 Attack Barrier: Mental Defense (12 points total); Software (-½) 2 Level One Datajack: +1 with all computer-related Skills; Requires DNI-Capable Computer And Accessible Datacable (-½), Cybersystem (-¼), Restrainable (Only by means other than Grabs and Entangles; -¼) 2 Movie Soldier!: Running +2m (14m total), END 1 24 C-60 Variable Maser Pistol Mark II: Multipower, 53-point reserve, all slots 18 Charges (+¼); all slots OAF (-1), STR Minimum (-¼), Beam (-¼), Real Weapon (-¼) 1f 1) Basic Setting: RKA 1 ½d6; OAF (-1), Beam (-¼), Real Weapon (-¼), STR Minimum (-¼) 1f 2) Creature Setting: RKA 3d6; Requires 3 Charges Per Use (-1 ½), OAF (-1), Beam (-¼), Real Weapon (-¼), STR Minimum (-¼) 0 2 C-60 Variable Maser Gun Inherent Accuracy: +1 OCV; OAF (-1), Real Weapon (-¼) plus +1 versus Range Modifer; OAF (-1), Real Weapon (-¼) 25 C-95 "Naga" Variable Yield Heavy Maser: Multipower, 62-point reserve, all slots OAF (-1), 9 Charges (-¼), STR Minimum (-¼) 3f 1) Standard Shot: RKA 4d6; OAF (-1), STR Minimum (-¼) 0 3f 2) Wide-Angle Shot: RKA 3d6+1, Area Of Effect (1m Radius; +¼); OAF (-1), STR Minimum (-¼) 3f 3) Tight-Beam Shot: RKA 3d6+1, Armor Piercing (+¼); OAF (-1), STR Minimum (-¼) 3f 4) Pulsed Shot: RKA 3d6+1, Autofire (3 shots; +¼); OAF (-1), STR Minimum (-¼) 1 C-95 Variable Maser Inherent Accuracy: +2 versus Range Modifier; OAF (-1), Real Weapon (-¼) 13 XSWAT Restraints: Entangle 4d6, 8 PD/8 ED, Takes No Damage From Attacks (+½); 1 Recoverable Charge (-1 ¼), OAF (-1), Set Effect (Hands Only) (-1), Doesn't Prevent Use Of Accessible Foci (-1), No Range (-½), Must Follow Grab Or Target Must Be Willing (-½), Can Be Escaped Automatically With Modified Lockpicking Or Contortionist Roll (-½), [1 rc] 8 Flashlight: Sight Group Images, +3 to PER Rolls; OAF (-1), Only To Create Light (-1), 1 Continuing Fuel Charge lasting 6 Hours (+¼), [1 cc] Martial Arts: Commando Training Maneuver OCV DCV Notes 4 Block +2 +2 Block, Abort 4 Cross +0 +2 5d6 / 8d6 Strike 4 Disarm -1 +1 Disarm; 25 STR / 40 STR to Disarm 3 Throw +0 +1 3d6 / 6d6 +v/5, Target Falls 2 Weapon Element: Blades, Clubs Perks 5 XSWAT Officer: Fringe Benefit: Concealed Weapon Permit (where appropriate), Federal/National Police Powers Skills 20 Survived The Friday Night Firefights: +2 with All Attacks 5 +1 with Small Arms 3 +1 with Maser Weapons 8 Amazingly Persuasive: +2 all Interaction Skills 4 Extensive Combat Experience: +1 with Breakfall, Demoltions, Security Systems, Stealth, Tactics, Teamwork 2 AK: Angelus 11- 3 Breakfall 13- 3 Bribery 12- (13-) 1 Bureaucratics 8- 3 Charm 12- (13-) 5 Criminology 13- 2 CuK: Angelus 11- 3 Defense Maneuver I 9 Demolitions 15- 3 Fast Draw: Beam/Energy Weapons (XSWAT Heavy Maser) 13- 3 Interrogation 12- (13-) 2 PS: Police Officer 11- 3 Security Systems 12- 3 Stealth 13- 3 Streetwise 12- (13-) 3 Tactics 12- 3 Teamwork 13- 1 TF: Spinner 10 WF: Beam Weapons, Energy Weapons, Small Arms, Blades (knives), Clubs (Nightstick/Stunstick/ Tonfa), General Purpose/Heavy Machine Guns, Grenade Launchers, Shoulder-Fired Weapons 3 Scholar 1 1) KS: Criminal Law And Procedure 11- 1 2) KS: Entities 8- 2 3) KS: The Corporate World And Underworld 12- 2 4) KS: The Criminal Underworld 12- 2 5) KS: The Law Enforcement World 12- 2 6) KS: The Military/Mercenary/Terrorist World 12- 1 7) KS: The Occult World 8- 2 8) KS: The Smuggling World 12- Total Powers & Skill Cost: 382 Total Cost: 470 400+ Matching Complications (75) 10 Distinctive Features: XSWAT APEX Suit (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 10 Hunted: Unnamed Corporate Sponser Infrequently (Mo Pow; NCI; Watching) 10 Hunted: XSWAT Infrequently (Mo Pow; NCI; Watching) 5 Negative Reputation: XSWAT Officer (a.k.a. not "normal," heavily involved with bizarre cases and monsters), Infrequently 15 Psychological Complication: A Strong Dislike For Authority, Authority Figures, And Those In Positions Of Power (Common; Strong) 15 Psychological Complication: You're Going To Go Down And Stay Down (Common; Strong) 10 Social Complication: Criminal Record (in North America) (Infrequently, Major) 20 Social Complication: Subject To Orders (Very Frequently; Major) Total Complications Points: 75
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