Name: Grey Gremlin
Player: 

Val Char Base Cost
12 STR 10 4
18 DEX 10 24
16 CON 10 24
10 BODY 10 0
20 INT 10 10
17 EGO 10 14
20 PRE 10 10
10 COM 10 0
2/17 PD 2 0
3/18 ED 3 0
5 SPD 2.8 32
5 REC 5 0
32 END 32 0
45 STUN 24 36
6" RUN 6 0
2" SWIM 2 0
2" LEAP 2 0

STR Roll: 11- Run:  6"
DEX Roll: 13- Swim:  2"
CON Roll: 12- Leap:  2"
INT Roll: 13-
EGO Roll: 12-
PER Roll 13-

Disadvantages Pts
Normal Characteristic Maxima  20
Age: 60+  10
 
XP
0
Base Points : 200
Disads Total + 30
Experience Spent + 176
Total Cost = 406

Pts.  Power/Skill/Perk/Talent END
18   Armored Costume: Armor (9 PD/9 ED) (27 Active Points); OIF (-1/2)  0
6   Glider Wings: Gliding 12" (12 Active Points); Gestures, Requires Gestures throughout (-1/2), OIF (-1/2)  0
5   Gas Mask: Life Support (Self-Contained Breathing) (10 Active Points); OAF (-1)  0
4   Goggles: Infrared Perception (Sight Group), Telescopic: +5 (8 Active Points); OAF (-1)  0
9   Defensive Cape: Armor (6 PD/6 ED) (18 Active Points); Activation Roll 11- (-1)  0
10   Pain Killers: Energy Damage Reduction, 25%, 2 Continuing Charges lasting 6 Hours each (+0)  [2 cc]
7   Pain Killers: Physical Damage Reduction, 25%, 2 Continuing Charges lasting 6 Hours each (+0) (10 Active Points); Linked (Pain Killers; -1/2)  [2 cc]
37   Gremlin Devices: Multipower, 75-point reserve, (75 Active Points); all slots OAF (-1) 
3u   1) Knockout Grenade: Energy Blast 6d6, Explosion (+1/2), No Normal Defense ([Standard]; +1) (75 Active Points); OAF (-1), 8 Charges (-1/2)  [8]
2u   2) Concussive Grenade: Energy Blast 10d6, Explosion (+1/2) (75 Active Points); 4 Charges (-1), OAF (-1)  [4]
3u   3) Smoke Grenade: Darkness to Sight Group 5" radius, Limited Power Power loses less than a fourth of its effectiveness (Removed by high winds or rain; +0), 6 Continuing Charges lasting 20 Minutes each (+1/2) (75 Active Points); OAF (-1), Limited Power Power loses about a fourth of its effectiveness (Visible to Infrared; -1/4)  [6 cc]
2u   4) Incendiary: Killing Attack - Ranged 2d6+1, Armor Piercing (+1/2), Explosion (+1/2) (70 Active Points); OAF (-1), 6 Charges (-3/4)  [6]
3u   5) Adhesive Grenade: Entangle 5d6, 5 DEF, Explosion (+1/2) (75 Active Points); OAF (-1), 6 Charges (-3/4)  [6]
50   Gremlin Gauntlets: Multipower, 75-point reserve, all slots Limited Range (10") Power loses less than a fourth of its effectiveness (+0) (75 Active Points); all slots OIF (-1/2) 
3u   1) Lethal Gas: Killing Attack - Ranged 1d6+1, Area Of Effect (One Hex; +1/2), No Normal Defense (Force Field; +1), Does BODY (+1) (70 Active Points); 8 Charges (-1/2), OIF (-1/2)  [8]
4u   2) Knockout Gas: Energy Blast 6d6, Area Of Effect (One Hex; +1/2), No Normal Defense ([Standard]; +1) (75 Active Points); 8 Charges (-1/2), OIF (-1/2)  [8]
3u   3) Fear Gas: Drain PRE 5d6, Area Of Effect (One Hex; +1/2) (75 Active Points); 4 Charges (-1), OIF (-1/2)  [4]
1u   4) Hallucination Gas: Mental Illusions 10d6, Area Of Effect (One Hex; +1/2) (75 Active Points); No Conscious Control (-2), 3 Charges (-1 1/4), Based on CON (Defense: PD; -1), OIF (-1/2)  [3]
3u   5) Paralysis Gas: Entangle 4d6, 4 DEF, Takes No Damage From Attacks Limited Group (+1/4), Area Of Effect (One Hex; +1/2) (70 Active Points); 8 Charges (-1/2), OIF (-1/2), Cannot Form Barriers (-1/4)  [8]
33   Suicide Bomb: Killing Attack - Ranged 7d6 (standard effect: 21 BODY, 42 STUN), Explosion (+1/2) (157 Active Points); 1 Charge (-2), No Range (-1/2), OIF (-1/2), Restrainable (-1/2), Gestures (-1/4)  [1]
     
3   Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, 4d6 Strike   
5   Defensive Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort   
4   Fast Strike: 1/2 Phase, +2 OCV, +0 DCV, 4d6 Strike   
5   Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, 6d6 Strike   
     
4   Weaponsmith (Chemical Weapons, Incendiary Weapons, Missiles & Rockets) 13-   
3   Bureaucratics 13-   
3   Concealment 13-   
3   Demolitions 13-   
1   Forgery 8-   
3   Mechanics 13-   
4   SS: Chemistry 14-   
3   Stealth 13-   
1   Streetwise 8-   
4   WF: Assault Rifles/LMGs, Flamethrowers, Grenade Launchers, Handguns, Rifles, Unarmed Combat   
     
     
     
     
 206 : Powers Cost
 46 + Skills Cost
 154 + Characteristics Cost
 406 = Total Cost
Base OCV:  6 Base DCV:  6
Adjustment+    Adjustment+   
Final OCV:    Final DCV:   
 
Levels: 

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
Basic Strike 1/2 +1 +0 4d6 Strike
Defensive Block 1/2 +1 +3 Block, Abort
Fast Strike 1/2 +2 +0 4d6 Strike
Offensive Strike 1/2 -2 +1 6d6 Strike

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

DEX: 18 SPD: 5 ECV: 6
Phases: 3, 5, 8, 10, 12
2/17 PD (0/15 rPD) 3/18 ED (0/15 rED) MD: 0
END: 32 STUN: 45 BODY: 10