Pts. | Power/Skill/Perk/Talent | END |
46 | Inner Field: Force Field (8 PD/8 ED/2 Mental Defense/2 Power Defense/1 Flash Defense: Hearing Group/2 Flash Defense: Sight Group), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (46 Active Points) | 0 |
20 | Middle Field: Force Field (8 PD/8 ED/1 Power Defense), Reduced Endurance (0 END; +1/2) (25 Active Points); Linked (Inner Field; Greater Power is Constant or in use most or all of the time; -1/4) | 0 |
33 | Outer Field: Force Field (10 PD/10 ED/7 Mental Defense/7 Power Defense/2 Flash Defense: Hearing Group/5 Flash Defense: Sight Group) (41 Active Points); Linked (Inner Field; Greater Power is Constant or in use most or all of the time; -1/4) | 4 |
7 | Protective Field: Force Wall (2 PD/2 ED/1 Mental Defense/1 Power Defense; 2" long and 1" tall) (17 Active Points); No Range (-1/2), Enclosed Sphere Only (-1/2), Extra Time (Full Phase, Only to Activate, -1/4) | 2 |
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31 | Personal Biologic Barrier: Life Support (Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (39 Active Points); Linked (Inner Field; Greater Power is Constant or in use most or all of the time; -1/4) | 0 |
8 | Extended Biologic Barrier: Area Of Effect (up to One Hex; +1/2); Costs Endurance (-1/2), Linked (Protective Field; -1/2), Extra Time (Full Phase, Only to Activate, -1/4) for up to 39 Active Points of Personal Biologic Barrier (8 Active Points) | 1 |
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41 | Weapon Multipower: Multipower, 82-point reserve, (82 Active Points); all slots OAF (-1) [Notes: The Sharp's Sniper Rifle (SSR) includes a multi-selector that allows Shooter to select the ammo to be fired with the touch of a button. Mounted under the SSR is a Grenade Launcher, also with a built-in multiselector.] |  |
3u | 1) SSR - Normal Ammo: Killing Attack - Ranged 5d6+1, Increased Maximum Range (400"; +0), 16 Charges (+0) (80 Active Points); Beam (-1/4), Real Weapon (-1/4) | [16] |
3u | 2) SSR - AP Ammo: Killing Attack - Ranged 3 1/2d6, Increased Maximum Range (410"; +0), 16 Charges (+0), Armor Piercing (+1/2) (82 Active Points); Beam (-1/4), Real Weapon (-1/4) | [16] |
2u | 3) Colt Manhunter Combat Pistol: Killing Attack - Ranged 3d6, Penetrating (+1/2) (67 Active Points); 2 clips of 6 Charges (-1/2), Beam (-1/4), Real Weapon (-1/4) | [6] |
3u | 4) Monofilament Bayonet: Martial Arts Bayonet Attack 2 1/2d6 (3d6+1 w/STR), Penetrating (+1/2), Reduced Endurance (0 END; +1/2) (80 Active Points); Real Weapon (-1/4) | 0 |
3u | 5) Frag Grenades: Killing Attack - Ranged 3d6+1, Explosion (+1/2) (75 Active Points); 6 Charges (-3/4) | [6] |
2u | 6) Stun Grenades: Energy Blast 10d6, STUN Only (+0), Explosion (+1/2) (75 Active Points); 6 Charges (-3/4), No Knockback (-1/4) | [6] |
3u | 7) Flash Bang Grenades: Sight and Hearing Groups Flash 9d6, Explosion (+1/2) (75 Active Points); 6 Charges (-3/4) | [6] |
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| Rifle Scope, all slots OAF Fragile (-1 1/4), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2) |  |
5 | 1) Telescopic: +10 versus Range Modifier for Sight Group (15 Active Points) | 0 |
2 | 2) Infrared Sights: Infrared Perception (Sight Group) (5 Active Points) | 0 |
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11 | Special Forces Combat Armor: Armor (5 PD/5 ED), Hardened (+1/4) (19 Active Points); OIF (-1/2), Real Armor (-1/4) | 0 |
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-22 | Provided Equipment, Private Adder |  |
4 | 1) Handheld Communicator: Radio Perception/Transmission (Radio Group) (10 Active Points); OIF Fragile (-3/4), Extra Time (Full Phase, -1/2) | 0 |
3 | 2) Psionic Protection Helmet: Mental Defense (18 points total) (6 Active Points); Does not add to normal Mental Defense (-1), IIF (-1/4) | 0 |
15 | 3) Speldar Stunner: Energy Blast 9d6, STUN Only (+0) (45 Active Points); OAF (-1), Beam (-1/4), 12 Charges (-1/4), No Knockback (-1/4), Real Weapon (-1/4) | [12] |
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| Skill Levels | |
8 | 1) +1 with All Combat | |
12 | 2) +4 with guns | |
4 | 3) +2 with Bayonet | |
12 | 4) : +8 vs. Range Modifier with a sniper rifle | |
5 | 5) +1 with special forces skills | |
5 | 6) +1 with radio skills | |
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| Special Forces Skills | |
3 | 1) Climbing 13- | |
3 | 2) Concealment 13- | |
0 | 3) PS: Special Forces (Free Starting Skill) 11- | |
3 | 4) Paramedics 13- | |
3 | 5) Stealth 13- | |
3 | 6) Survival 13- | |
3 | 7) Tactics 13- | |
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| Radio Operator Skills | |
3 | 1) Cryptography 13- | |
4 | 2) Language: Imperial Radio Codes (idiomatic) | |
4 | 3) Language: Radio Operations (idiomatic) | |
5 | 4) Systems Operation (Communications Systems, Air/Space Traffic Control Systems, FTL Sensors, Radar) 13- | |
3 | 5) SS: Astronomy 13- | |
3 | 6) SS: Radio Theory 13- | |
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-4 | Everyman Skills, Private Adder | |
0 | 1) Language: Imperial (idiomatic) (4 Active Points) | |
1 | 2) Bureaucratics 8- | |
1 | 3) Combat Driving 8- | |
1 | 4) Computer Programming (Personal Computers) 8- | |
1 | 5) TF: Grav Vehicles/Hovercraft, Small Motorized Ground Vehicles | |
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| Misc Skills | |
2 | 1) TF: Science Fiction & Space Vehicles | |
2 | 2) Language: Zhodani (fluent conversation) | |
2 | 3) Language: Maginite (fluent conversation) | |
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0 | License - Senior Radio and Sensor Ops | |
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3 | Absolute Range Sense | |
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