Templar

Urban Combat Specialist

Gender… Male
Height… 5'10"
Weight… 140lbs
Age… Classified
Blood Type… O-
Race… Native America/Caucasian

Stats- 160 points
Body 4; 40 points.
Mind 7; 70 points.
Soul 5; 50 points.
Total: 160

Abilities:
Special Movements- 10 points
…Special Movement: Balance 1; 2 points.
…Special Movement: Wall Crawling 2, Hands -1; 3 points.
…Special Movement: Fast 2; 4 points.
Total: 10/170

Special Defences- 8 points
…Special Defence: Poison 1, 2 points + level free;
…Special Defence: Disease 1, 2 points + level free;
…Special Defence: Falling 2, 4 points.
…Special Defence: Thirst 1, free;
…Special Defence: Hunger 1, free;
…Special Defence: Aging 1, free;
…Special Defence: Freezing Cold 1, free;
…Special Defence: Freezing Water 1, free;
…Special Defence: Lack of Air 1, free;
…Special Defence: Low Pressure 1, free;
…Special Defence: High Pressure 1, free;
…Special Defence: Overheating 1, free;
…Special Defence: Sleep 1, free;
Total: 18/178

Supersenses: 12 points.
…Supersense: Vibration 2 + Concentration -2; 2 points. (2xp)
…Supersense: Infrared 2; 4 points.
…Supersense: Radar 3; 6 points.
Total: 30/190

Heightened Awareness 3; 6 points.
Total: 36/196

Combat Styles- 14 points
Combat Style: Lightning Reflexes 4; 8 points.
Combat Style: Precise Aim; 2 points.
Combat Style: Steady Hand; 2 points.
Combat Style: Deadeye; 2 points.
Total: 50/210

Ranged Attack 2: Assault Rifles- 6 points.
Total: 56/216

Ranged Defence 5; 12 points.
Total: 71/222

Melee Defence 3; 9 points.
Total: 80/240

Armour 3: free;
Total: 80/240

Tough 4, free;
Total: 80/240

Organizational Ties(UN Fleet) 2, free;
Total: 80/240

Skills: 9 points.
…Navigation- Urban 1 > 2 points
…Military Sciences- Tactics 1 > 2 points
…Computers- Intrusion 1 > 2 points
…Architecture- Small buildings 1 > 1 point
…Demolition- Artificial Structures 2 > 2 points
…Acrobatics- Parkour 2 > 6 points (6xp)
Total: 89/249

Features: Radio Commlink; 1 point.
Total: 90/250

Item: Themoptic Device- 10 points.
-Invisibility: Sight 2, Area 1.
-Invisibility: Infra-red 1, Area 1.
Total: 100

Item: Body Armour - 18 points.
Armour 6: 12 points.
Shield 3 + Protection 7 + Area 1; 20 points.
Total: 118

[s]Item: Systematic Weapons Accuracy Enhancement Network[/s] - 30 points.
Item: Perceptually Interfaced Gravity Elevation Ordanance Network- 30 points.
Extra Action, Lightshow Only: 12 points.
Extra Action, Heavy Weapon Only: 12 points
[s]"Fireworks"[/s]"Fire power" Thermate Device- Weapon 6, Insidious (hot!), Indirect 1, Trap 1, Flare: Sight 2, Range 3, Area 1, Automatic (3), Innacurate -2, Spreading 4. 30 points.
[s]"Lightshow" - Weapon 0, Insidious (5), Flare: Sight 1, Area 3, Range 3, Accurate 5, Selective (1), Indirect (1), Automatic (3), Drain: DCV 2. 29 > 14 points.[/s]
"Heavy Weapon" - Weapon 0, Insidious (5), Flare: Sight 1, Area 6, Homing 5, Selective (1), Indirect (1), Special Trait: Slowing (5). 29 > 14 points.
EMRad Stunner- Weapon 0, Range 4, Accuracy 3, Insidious (5), Incapacitating 6, Toxin (Resisted by SpecialResistance: EMR) -1, 17 > 8 points
146/305

Weapons- 11 points.
Heavy Flamethrower- Weapon 6, Accurate 3, Spreading 3, Continuing 4, Range 1. 23 points > 11.
Total: 157/316

Skeleton in the Closet: -4.
Owned: -6
Wanted: -4
Animal Magnet: -1
Total: 142/301

Feature: Unfazeable: 1 point. (1XP)
Total: 302.

Companion: Fenris- 12 points. [220 points] (4 xp).
Total: 315.


Fenris

Bitch

Gender: Female
Height… 3'7"
Weight… 280lbs
Age… Unknown
Blood Type… DEA 1.1+ (4-)
Race… Bull Mastiff/Pit Bull

Stats- 80 points
Body 4; 40 points.
Mind 2; 20 points.
Soul 2; 20 points.
Total: 80/200.

Abilities:
Enhanced Mind 1 (10 points)
Total: 90/170.

Combat Styles- 10 points
Combat Style: Lightning Reflexes 3; 6 points.
Combat Style: Precise Aim; 2 points.
Combat Style: Leaping Attack; 2 points.
Total: 100/200

Superstrength 1- 8 points
Total: 108/200

Superstrength 1: Partial- Mouth- 2
Total: 110/200

Jumping 2- 4 points
Total: 114/200

Landspeed 2- 4 points
Total: 118/200

Armour 10- 20 points
Total: 138/200

Heightened Senses- 4 points
…Heightened Sense: smell 1; 2 points.
…Heightened Sense: hearing 1; 2 points.
Total: 142/200

Skills: Linguistics (English) 1;
Skills: Stealth 2 (Move Silently)
Skill: Wilderness Survival 2
Skill: Wilderness Tracking 2
Total: 153/200

Ranged combat defence 4- 12 points.
Total: 165/200

Melee combat defence 2- 6 points.
Total: 171/200.

Melee combat skill 2 (bite)- 6 points.
Total: 177/200

Tough 10- 20 points. (10xp)
Total: 187/200

Weapons: 28 points.
Monomol Bite: Rank 5, Penetrating 5, Flexible, Accuracy 3- 19 points.
?????????? 18 > 9 points.
Total: 215/200

Defects: -15
Impaired Speech: -6
Impaired Manipulation: -9
200/200

16xp unspent
( 3 more in Parkour)


Notes and Such

Templar

ACV: 5, 7 with Assault Rifles.
DCV: 8 or 11 melee, 10 or 13 ranged
DamX: 5
Init: +17
Health: 65
Armour: 18 or 34

TEMPLAR'S WEAPONS:
[s]Fireworks[/s] Firepower:
Hundreds of tiny thermate grenades burning hot enough to burn asbestos, steel, or stone. Burns fire. Makes a mockery of even heat resistant armour, and heat-"proof" armour has to be able to withstand suns.
56 damage on hit, IGNORES ALL ARMOUR, blinding.
To hit: 7 (ACV) - 2 (Innaccurate) + 2d6 to hit.
…Has four SPREADING and AUTOMATIC per turn:

  • Use one spreading to double number of enemies able to be hit;
  • Use one spreading to give all enemies able to be hit -1 to dodging it;
  • Use automatic to create three spreading OR to force every enemy hit to be hit one extra time for every three points the attack beats their dodge.

[s]Lightshow:
Beautiful, glowing, chaotic patterns erupt from grenades, flashing and blinding those too close. Feedsback targetting information- speed, distance, vector, etc., making it incredibly easy to track the enemy. The better the Lightshow hits, the harder it is to escape the grasp of the linked targetting sensors. Uses LASERS and RADAR and SONAR and more.
0 damage; Ignores armour; blinding. Every enemy hit gets -2 to their dodge value.
__To hit: 7 (ACV) + 5 (Accurate) + 2d6 to hit. __
Hits all targets in a 10 metre area.
…Choose one:

  • Every enemy in area is targetted 3 times (3 seperate rolls);
  • Every enemy in area is at -3 to hit;
  • Every enemy in area is hit one extra time for every three points the attack beats their dodge.[/s]

Heavy Weapon:
//Pulses of bright-blue smoke rings track down anyone who Templar's perception registers as a danger and pelts them with an extra few Gs of pure mass. While the extra weight is temporary, it's also very, very great. //
0 damage; Ignores armour; blinding. Every enemy hit gets -1 to their dodge value.
__To hit: 7 (ACV) + 5 (Accurate) + 2d6 to hit. __
Hits all chosen targets in a 300 metre area.
…Choose one:

  • Every enemy takes a -1 penalty to dodge until next turn for each point the Heavy Weapon hits by.

EMRad Stunner:
Shoot him with a bolt of K.O. power. Can be stopped with sufficient technology. Interrupts brainwaves, even knocks out humans and cyborgs.
0 damage; Ignores armour; disabling.
__To hit: 7 (ACV) + 3 (Accurate) + 2d6 to hit. __
Body roll at -6 if hit or knocked out.

Steady Hand: Reduce to-hit penalties due to moving one grade.
Precide Aim: Reduce to-hit penalties on trick and called shots one grade.
Deadeye: Reduce to-hit penalties against fast-movers one grade.

Heavy Flamer- Prime target get -3 to defence rolls. May target 4 additional targets. Anyone hit suffers 1/5th damage for 4 rounds.

Fenris

ACV: 3, 5 with bite
DCV: 3, 7 ranged, 5 melee
DamX: 5, 7 with bite
Init: +12
Health: 55
Armour: 20

Weapons:
Bite: +35 damage, +3 to hit. Armour loses 20 effectiveness. +5 damage on leap.

Leaping Attack: Adds one to DamX on a charge.
Precice Aim: Reduce to-hit penalties on trick and called shots one grade.

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