Tom Freeman
POWER POINTS
Abilities | Defenses | Advantages | Skills | Powers | Total |
64 | 4 | 17 | 5 | 0 | 90 |
ABILITIES = 64 points
Strength | Stamina | Agility | Dexterity | Fighting | Intellect | Awareness | Presence |
STR | STA | AGL | DEX | FGT | INT | AWE | PRE |
2 | 5 | 4 | 4 | 7 | 4 | 5 | 1 |
DEFENSES = 4 points
Initiative | Dodge | Parry | Fortitude | Toughness | Will |
+4 | 7 | 7 | 5 | 5 | 6 |
OFFENSES
- Unarmed attack +10, Strength 2
- Heavy Pistol: attack +8, Ranged Damage 4
ADVANTAGES = 17 points
Chokehold, Close Attack 3, Equipment 7, Fast Grab, Improved Hold, Ranged Attack 4
EQUIPMENT = 10 +25 = 35 equipment points
- Binoculars: Standard binoculars allow the user to make visual Perception checks at a greater distance, or with a reduced penalty for distance, effectively providing a +5 equipment bonus that overcomes some or all of the distance penalty. • 1 point.
- Night Vision Goggles: Night vision goggles use passive light gathering to improve vision in near-dark conditions. They grant the user darkvision—but because of the restricted field of view and lack of depth perception these goggles provide, they impose a –2 circumstance penalty on Perception checks made while wearing them. Night vision goggles must have at least a little light to operate. A cloudy night provides sufficient ambient light, but a pitch black cave or a sealed room doesn’t. For situations of total darkness, the goggles come with an infrared illuminator that, when switched on, operates like a flashlight visible only to the wearer (or anyone else with IR vision). • 1 point.
- Flashlight: Flashlights negate penalties for darkness within their illuminated areas. The standard flashlight projects a beam 30 feet long and 15 feet across at its end. • 1 point.
- Rebreather: A small cylinder that fits over the mouth and provides two minutes (20 rounds) of oxygen, during which the character does not need to make suffocation checks. • 1 point.
- Lock Release Gun: This small, pistol-like device automatically disables and opens cheap and average mechanical locks operated by standard keys as a routine check. It does not affect other locks. • 1 point.
- iPhone: Cell phone • 2 points.
- Commlink: A tiny button-sized device for radio communication with an effective range of about a mile (longer if patched into the cellular network or a similar network). • 1 point.
- Urban Camo Clothing: Clothing in the right camouflage pattern for the environment grants a +5 equipment bonus on Stealth checks in that environment. • 1 point
- Computer: A computer includes keyboard, mouse, monitor, printer, modem, and other standard peripherals, and may include things like a scanner at the GM’s discretion. • 1 point
- Restraints: Similar to handcuffs are plastic restraints, used in cases where authorities need to restrain a large number of people and cuffs are impractical. They are generally Toughness 5 or so and DC 20 to escape with Sleight of Hand but cannot be removed except by cutting or breaking them. • 1 point
Utility Belt = 25 points
- Tear Gas Pellets: Ranged Cloud Area Affliction 4 (Resisted by Fortitude; Dazed and Vision Impaired, Stunned and Vision Disabled, Incapacitated) • 16 points.
- Explosives: Ranged Burst Area Damage 5 • 1 point.
- Sleep Gas Pellets: Ranged Cloud Area Affliction 4 (Resisted and Overcome by Fortitude; Fatigued, Exhausted, Asleep) • 1 point.
- Smoke Pellets: Ranged Cloud Area Visual Concealment Attack 4 • 1 point.
- Flash-Bangs: Ranged Burst Area Cumulative Affliction 4 (Resisted and Overcome by Will; Visually Impaired, Visually Disabled, Visually Unaware), Limited to Vision • 1 point.
- Cutting Torch: Damage 1 Linked to Weaken Toughness 1 • 1 point.
- Heavy Pistol: Ranged Damage 4 • 1 point.
- Taser: Ranged Affliction 5 (daze, stun, or incapacitate).• 1 point.
- Climbing Kit: Movement (Wall-crawling) • 1 point.
- Parachute: Movement (Safe Fall) • 1 point.
SKILLS = 5 points
Skill | Ability | Ranks | Other | Total |
Acrobatics | AGL | 1 | +5 | |
Athletics | STR | +2 | ||
Close Combat | FGT | 3 | +10 | |
Deception | PRE | 2 | +3 | |
Expertise (Freedom City streetwise) | INT | 1 | +5 | |
Expertise (Supervillain henchman) | INT | 1 | +5 | |
Insight | AWE | +5 | ||
Intimidation | PRE | +1 | ||
Investigation | INT | 1 | +5 | |
Perception | AWE | +5 | ||
Persuasion | PRE | +1 | ||
Ranged Combat | DEX | 4 | +8 | |
Stealth | AGL | 1 | +5 | |
Technology | INT | 1 | +5 | |
Treatment | INT | 1 | +5 | |
Vehicles | DEX | 1 | +5 |