Mercenaries of Menace

Mercs who work for the Merchant of Menace

Description:
Merc of Menace – Hero Designer</title> </head> <body> <font>Merc of Menace</font>
Player:

Val  Char   Cost
15  STR5
15  DEX15
14  CON8
12  BODY4
10  INT0
10  EGO0
15  PRE5
10  COM0
 
4/10  PD1
4/10  ED1
3  SPD5
6  REC0
28  END0
30  STUN3
 
6”  RUN0
2”  SWIM0
3”  LEAP0
Characteristics Cost: 47

Cost   Power END
27   MK Assault: Multipower, 45-point reserve, all slots 64 Charges (+1/2) (67 Active Points); all slots OIF Expendable (Difficult to obtain new Focus; Arrangement; -1), Beam (-1/4), Real Weapon (-1/4) 
1u   1) Single Shot Setting: Killing Attack – Ranged 2d6 (30 Active Points); OIF Expendable (Difficult to obtain new Focus; Arrangement; -1), Beam (-1/4), Real Weapon (-1/4)  0
2u   2) Killing Attack – Ranged 2d6, Autofire (5 shots; +1/2) (45 Active Points); OIF Expendable (Difficult to obtain new Focus; Arrangement; -1), Beam (-1/4), Real Weapon (-1/4)  0
6   Rifle-butt Club: Hand-To-Hand Attack +3d6 (15 Active Points); OIF Expendable (Difficult to obtain new Focus; -3/4), Hand-To-Hand Attack (-1/2), HtH attack (-1/4)  1
10   Sidearm: Killing Attack – Ranged 1d6+1, +1 Increased STUN Multiplier (+1/4) (25 Active Points); OAF (-1), Beam (-1/4), 12 Charges (-1/4)  [12]
11   Combat Knife: Killing Attack – Hand-To-Hand 1d6 (1 1/2d6 w/STR), Can be thrown (+1/4), Reduced Endurance (0 END; +1/2) (26 Active Points); OAF (-1), Real Weapon (-1/4)  0
9   Combat Body Armor: Armor (6 PD/6 ED) (18 Active Points); OIF (1/2), Activation Roll 14 (-1/2)  0
5   Radio Headset: Radio Perception/Transmission (Radio Group) (10 Active Points); IIF Fragile (Arrangement; -3/4), Sense Affected As Hearing (-1/4)  0
Powers Cost: 71

Cost   Martial Arts Maneuver
4   Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 5d6 Strike 
4   Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, 30 STR vs. Grabs 
4   Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 
4   Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND 
4   Reversal: var Phase, -1 OCV, -2 DCV, 30 STR to Escape; Grab Two Limbs 
3   Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 25 STR for holding on 
Martial Arts Cost: 23

Cost   Skill
6   +2 with any three maneuvers or a tight group of attacks 
1   KS: Military History 8- 
2   KS: The Military/Mercenary/Terrorist World 11- 
2   PS: Soldier 11- 
3   Stealth 12- 
3   Streetwise 12- 
3   Tactics 11- 
8   WF: Small Arms, Blades, General Purpose/Heavy Machine Guns, Grenade Launchers, Shoulder-Fired Weapons, Vehicle Weapons (group) 
3   Combat Driving 12- 
3   Combat Piloting 12- 
3   Parachuting 12- 

Skills Cost: 37

Cost   Perk
3   Fringe Benefit: Membership 
Perks Cost: 3

Total Character Cost: 181

Base Points: 181
Experience Required: 0
Total Experience Available: 0

Experience Unspent: 0

Bio:

Mercenaries of Menace

San Marquis Jacethered