Name: Shark
Player: 

Val Char Base Cost
50 STR 10 0
23 DEX 10 0
20 CON 10 0
15 BODY 10 10
17 INT 10 7
11 EGO 10 2
15 PRE 10 5
10 COM 10 0
6/26 PD 2 4
4/24 ED 2 2
5 SPD 2.0 0
9 REC 4 10
20 END 20 0
45 STUN 25 0
6" RUN 6 0
12" SWIM 2 0
10" LEAP 10 0

STR Roll: 19- Run:  6"
DEX Roll: 14- Swim:  12"
CON Roll: 13- Leap:  10"
INT Roll: 12-
EGO Roll: 11-
PER Roll 12-

Disadvantages Pts
Vulnerability: 2 x STUN Ego Attacks (Common)  20
Vulnerability: 2 x STUN Magnetic Attacks (Uncommon)  10
 
XP
0
Base Points : 245
Disads Total + 30
Experience Spent + 117
Total Cost = 392

Pts.  Power/Skill/Perk/Talent END
20   +40 STR (40 Active Points); No Figured Characteristics (-1/2), OIF (-1/2)  4
19   +13 DEX (39 Active Points); No Figured Characteristics (-1/2), OIF (-1/2) 
11   +10 CON (20 Active Points); No Figured Characteristics (-1/2), IIF (-1/4) 
20   +3 SPD (30 Active Points); OIF (-1/2) 
10   Life Support (Safe in High Pressure; Safe in Intense Cold; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (15 Active Points); OIF (-1/2)  0
13   +20 STUN (20 Active Points); OIF (-1/2) 
40   Armor (20 PD/20 ED) (60 Active Points); OIF (-1/2)  0
31   Endurance Reserve (160 END, 20 REC) Reserve: (36 Active Points); OIF (-1/2)  0
44   Tunneling 15" through 18 DEF material, x4 Noncombat (89 Active Points); Gestures (Requires both hands; -1/2), OIF (-1/2)  9
15   Swimming +10" (12" total) (x4 Noncombat)  1
8   High Range Radio Perception (Radio Group) (12 Active Points); OIF (-1/2)  0
13   Active Sonar (Hearing Group), Increased Arc Of Perception (360 Degrees) (20 Active Points); OIF (-1/2)  0
5   Infrared Perception (Sight Group), Increased Arc Of Perception (240 Degrees) (7 Active Points); OIF (-1/2)  0
13   Tactical Computer: Find Weakness 11- with Related Group of Attacks (Suit) (20 Active Points); OIF (-1/2)  0
5   Knockback Resistance -4" (8 Active Points); OIF (-1/2)  0
40   Shark Suit: Multipower, 60-point reserve, (60 Active Points); all slots OIF (-1/2) 
1u   1) Hand-To-Hand Attack +6d6 (30 Active Points); Hand-To-Hand Attack (-1/2), OIF (-1/2)  3
4u   2) Laser Viser: Killing Attack - Ranged 3d6-1, Penetrating (+1/2) (60 Active Points); OIF (-1/2)  6
3u   3) Depth Charge: Energy Blast 8d6, Explosion (+1/2) (60 Active Points); 6 Charges (-3/4), OIF (-1/2)  [6]
     
     
3   Combat Piloting 14-   
9   +3 with any three maneuvers or a tight group of attacks   
3   Paramedics 12-   
3   Streetwise 12-   
2   Survival (Marine) 12-   
3   Teamwork 14-   
3   Tactics 12-   
3   Security Systems 12-   
3   Mechanics 12-   
2   Navigation (Marine) 12-   
3   Demolitions 12-   
     
     
     
     
 315 : Powers Cost
 37 + Skills Cost
 40 + Characteristics Cost
 392 = Total Cost
Base OCV:  8 Base DCV:  8
Adjustment+    Adjustment+   
Final OCV:    Final DCV:   
 
Levels: +3 with any three maneuvers or a tight group of attacks

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: 23 SPD: 5 ECV: 4
Phases: 3, 5, 8, 10, 12
6/26 PD (0/20 rPD) 4/24 ED (0/20 rED) MD: 0
END: 20 STUN: 45 BODY: 15