Cost |
Name |
3 |
Breakfall 13- |
3 |
Concealment 12- |
20 |
+4 with HTH Combat |
10 |
Defense Maneuver I-IV |
3 |
Fast Draw 13- |
3 |
Paramedics 12- |
5 |
Rapid Attack (HTH) |
20 |
+2 Overall |
3 |
Stealth 13- |
2 |
Weaponsmith (Muscle-Powered HTH) 12- |
3 |
WF: Common Melee Weapons, Staffs |
75 |
Total Skills Cost |
Cost |
Name |
4 |
Money: Well Off |
4 |
Total Perks Cost |
Cost |
Name |
17 |
Combat Sense 14- |
15 |
Lightning Reflexes: +10 DEX to act first
with All Actions |
32 |
Total Talents
Cost | |
|
Cost |
Power |
END |
19 |
Armored Suit: Armor (9 PD/9 ED),
Hardened (+1/4) (34 Active Points); OIF Durable (-1/2), Activation
Roll 15- (-1/4) |
0 |
8 |
Armored suit: Energy Damage
Reduction, Resistant, 25% (15 Active Points); OIF Durable (-1/2),
Activation Roll 15- (-1/4) |
0 |
8 |
Armored suit: Physical Damage
Reduction, Resistant, 25% (15 Active Points); OIF Durable (-1/2),
Activation Roll 15- (-1/4) |
0 |
5 |
Reinforced armor: Lack Of Weakness
(-5) for Resistant Defenses |
0 |
3 |
LI goggles: Nightvision (5 Active
Points); OIF (-1/2) |
0 |
4 |
Radio headset: Radio
Perception/Transmission (Radio Group) (10 Active Points); OAF
Fragile (-1 1/4) |
0 |
4 |
Tinted visor: Sight Group Flash
Defense (9 points) (9 Active Points); OAF (-1) |
0 |
8 |
Standing firm: Knockback Resistance
-4" |
0 |
5 |
Air mask: Life Support
(Self-Contained Breathing) (10 Active Points); 1 Continuing Fuel
Charge lasting 5 Minutes (-1/2), OIF (-1/2) |
[1 cc] |
15 |
Claymore A-P mine: Killing Attack -
Ranged 4d6, Trigger (Activating the Trigger requires a Zero Phase
Action, Trigger requires a Turn or more to reset; +1/4), Explosion
(Cone; -1 DC/2"; +1/2) (105 Active Points); 1 Charge (-2),
Concentration, Must Concentrate throughout use of Constant Power (0
DCV; -1), IAF Expendable (Difficult to obtain new Focus; -3/4),
Arrangement (-1/4), Extra Time (Extra Phase, -3/4), No Range (-1/2),
Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per
20 Active Points, RSR Skill is subject to Skill vs. Skill contests;
-1/2) |
[1] |
22 |
He's got a Claymore...: Multipower,
45-point reserve, (45 Active Points); all slots OAF Durable (-1) |
|
2u |
1) Killing Attack - Hand-To-Hand 2d6 (3d6+1
w/STR), Reduced Endurance (0 END; +1/2) (45 Active Points); OAF
Durable (-1) |
0 |
2u |
2) Hand-To-Hand Attack +6d6, Reduced
Endurance (0 END; +1/2) (45 Active Points); OAF Durable (-1),
Hand-To-Hand Attack (-1/2) |
0 |
2u |
3) Missile Deflection (Any Ranged Attack),
Custom Adder, Adjacent Hex (+1/2) (45 Active Points); OAF Durable
(-1)
Notes: +5 OCV
modifier. |
0 |
17 |
...and he knows how to use it!:
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 |
124 |
Total Powers
Cost |
Cost |
Maneuver |
|
Weapons combat
maneuvers |
5 |
1) All-out: 1/2 Phase, +1 OCV, -2 DCV,
Weapon +8 DC Strike |
4 |
2) Attack: 1/2 Phase, +0 OCV, +2 DCV, Weapon
+6 DC Strike |
4 |
3) Charge: 1/2 Phase, +0 OCV, -2 DCV, Weapon
+6 DC +v/5 Strike, FMove |
4 |
4) Defend: 1/2 Phase, +2 OCV, +2 DCV, Block,
Abort |
5 |
5) Probe: 1/2 Phase, +1 OCV, +3 DCV, Weapon
+4 DC Strike |
16 |
6) +4 HTH Damage
Class(es) |
38 |
Total Martial Arts
Cost | |