Profile
Player Name:Stephen Linn
Character Name:Shooter
Alternate Name (Secret ID):
Campaign:Black Moon
Updated:05/05/2009
Active PC File:

Name: Shooter
Player: 




Val
Char
Base
Cost
20
STR
10
10
20
DEX
10
30
20
CON
10
20
13
BODY
10
6
18
INT
10
8
15
EGO
10
10
18
PRE
10
8
12
COM
10
1
8/39
PD
4
4
8/39
ED
4
4
4
SPD
3.0
10
8
REC
8
0
40
END
40
0
33
STUN
33
0
7"
RUN
6
2
2"
SWIM
2
0
4"
LEAP
4
0




STR Roll: 13-Run: 7"
DEX Roll: 13-Swim: 2"
CON Roll: 13-Leap: 4"
INT Roll: 13-
EGO Roll: 12-
PER Roll 13-




Disadvantages
Pts
Normal Characteristic Maxima 
20
Psychological Limitation: Soldier's Code of Honor (Very Common, Strong) 
20
Psychological Limitation: Will not abandon his teammates (Very Common, Strong) 
20
Unluck: 2d6 
10
 

XP
11
Base Points : 350
Disads Total + 70
Experience Spent + 11
Total Cost = 431



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
  
 
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
  
 
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]
  
 
  
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
  
 
11  
Special Forces Combat Armor: Armor (5 PD/5 ED), Hardened (+1/4) (19 Active Points); OIF (-1/2), Real Armor (-1/4) 
0
  
 
-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]
 
 
 
 
 
 
  
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 
 
  
 
 
  
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- 
 
  
 
 
  
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- 
 
  
 
 
-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 
 
  
 
 
  
Misc Skills 
 
2  
1) TF: Science Fiction & Space Vehicles 
 
2  
2) Language: Zhodani (fluent conversation) 
 
2  
3) Language: Maginite (fluent conversation) 
 
 
 
 
0  
License - Senior Radio and Sensor Ops 
 
 
 
 
3  
Absolute Range Sense 
 
 
 
 
 
 
 

 223 : Powers Cost
 95 + Skills Cost
 113 + Characteristics Cost
 431 = Total Cost

Base OCV: 7Base DCV: 7
Adjustment+  Adjustment+  
Final OCV:  Final DCV:  
 
Levels: +1 with All Combat,+4 with guns,+2 with Bayonet




Combat Maneuvers
Name
Phase
OCV
DCV
Effect
Block
1/2
+0
+0
Block, Abort
Brace
0
+2
1/2
+2 vs. Range Mod.
Disarm
1/2
-2
+0
Can disarm
Dodge
1/2
---
+3
Abort, vs. all attacks
Grab
1/2
-1
-2
Grab two limbs
Grab By
1/2
-3
-4
Move and Grab
Haymaker
1/2*
+0
-5
+4DC to attack
Move By
1/2
-2
-2
STR/2 + v/5
Move Through
1/2
-v/5
-3
STR + v/3
Set
1
+1
+0
Ranged attacks only
Strike
1/2
+0
+0
STR or weapon




Range
0-4
5-8
9-16
17-32
33-64
65-128
RMod
0
-2
-4
-6
-8
-10




DEX: 20SPD: 4ECV: 5
Phases: 3, 6, 9, 12
8/39 PD (0/31 rPD)8/39 ED (0/31 rED)MD: 18
END: 40STUN: 33BODY: 13