Characters - Security Staff
Alcatraz Foundation
Alcatraz Foundation Security Force - Hazardous Duty |
|
|
Value |
CHA |
Cost |
Total |
Roll |
Notes |
13 |
STR |
3 |
13 |
12- |
HTH Damage 2 1/2d6 END [1] |
13 |
DEX |
6 |
13 |
12- |
|
13 |
CON |
3 |
13 |
12- |
|
13 |
INT |
3 |
13 |
12- |
PER Roll 12-/16- |
11 |
EGO |
1 |
11 |
11- |
|
13 |
PRE |
3 |
13 |
12- |
PRE Attack: 2 1/2d6 |
4 |
OCV |
5 |
4 |
|
|
4 |
DCV |
5 |
4 |
|
|
4 |
OMCV |
3 |
4 |
|
|
4 |
DMCV |
3 |
4 |
|
|
3 |
SPD |
10 |
3 |
|
Phases: 4, 8, 12 |
3/27 |
PD |
1 |
3/27 |
|
3/27 PD (0/24 rPD) |
3/27 |
ED |
1 |
3/27 |
|
3/27 ED (0/24 rED) |
6 |
REC |
2 |
6 |
|
|
13 |
BODY |
3 |
13 |
|
|
30 |
END |
2 |
30 |
|
|
30 |
STUN |
5 |
30 |
|
|
18m |
RUN |
6 |
18m |
|
END [2] |
6m |
SWIM |
1 |
6m |
|
END [1] |
6m |
LEAP |
1 |
6m |
|
6m forward, 3m upward |
 |
 |
 |
 |
 |
 |
CHA Cost: |
67 |
|
Cost |
MARTIAL ARTS |
|
Hand-to-Hand Combat Training
|
3 |
1)
Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, 6 1/2d6 Strike
|
5 |
2)
Defensive Strike: 1/2 Phase, +1 OCV, +3 DCV, 4 1/2d6 Strike
|
4 |
3)
Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
|
3 |
4)
Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 33 STR for holding on
|
2 |
5)
Weapon Element: Clubs, Empty Hand, Hardened Striking Surfaces (Gauntlets and Boots)
|
8 |
6)
Hardened Striking Surfaces (Gauntlets and Boots) and/or Tonfa: +2 HTH Damage Classes
|
25 |
MARTIAL ARTS Cost |
|
Cost |
SKILLS |
8 |
Weapons Training:
+1 with Ranged Combat
|
16 |
Various Other Skills:
Skills
|
2 |
AK: Alcatraz Island 10-
|
0 |
AK: Home Country, Region, Area, City 8-
|
0 |
Acting 8-
|
0 |
Climbing 8-
|
0 |
Concealment 8-
|
0 |
Conversation 8-
|
0 |
Deduction 8-
|
2 |
KS: Alcatraz History 10-
|
1 |
KS: Basic Science 8-
|
1 |
KS: General Knowledge and World Events 8-
|
1 |
KS: Geography 8-
|
1 |
KS: History 8-
|
1 |
KS: Mathematics 8-
|
2 |
KS: Psychology: Groups/Crowds 10-
|
0 |
Language, Native (idiomatic; literate) (5 Active Points)
|
2 |
Oratory 10-
|
0 |
PS: Security Staff Member (Everyman Skill) 11-
|
0 |
Paramedics 8-
|
0 |
Persuasion 8-
|
2 |
Security Systems 10-
|
0 |
Shadowing 8-
|
0 |
Stealth 8-
|
2 |
Systems Operation (Wardens' Base Systems) 10-
|
0 |
TF: Small Motorized Ground Vehicles (Everyman Skill)
|
2 |
Tactics 10-
|
2 |
Teamwork 10-
|
5 |
WF: Beam Weapons, Small Arms, Grenade Launchers
|
50 |
SKILLS Cost |
|
Cost |
PERKS |
24 |
AFSF Equipment:
Equipment Points: 120
|
3 |
Alcatraz Foundation Security Staff Member:
Fringe Benefit: Membership
|
3 |
Wardens' Base:
Access
|
3 |
Wardens' Computer:
Computer Link
|
33 |
PERKS Cost |
|
Cost |
EQUIPMENT |
|
Hazardous Duty Uniform
[Notes: Armor Determination: Roll activation for Uniform, Gloves and Boots
1. Miss: Indicates a 'head' shot
- Without Combat Helmet: No armor applies
- With Combat Helmet: Combat Helmet armor applies
2. Success: Roll activation for Combat Vest
- Miss: Indicates a 'limb' shot, Uniform, Gloves and Boots armor applies
- Success: Indicates a 'torso' shot, both Combat Vest and Uniform, Gloves and Boots armor applies]
|
|
1)
Armalar ArmorWeave, Type 2 - Uniform, Gloves and Boots:
Resistant Protection (6 PD/6 ED) (18 Active Points); OIAID (Only when on Hazardous Duty; -1/4), Requires A Roll (14- roll; Does Not Protect Head; -1/4)
|
|
2)
Armalar ArmorWeave, Type 3 - Combat Vest:
Resistant Protection (6 PD/6 ED) (18 Active Points); Requires A Roll (11- roll; Torso Armor - Neck to Groin Coverage; -1/2), OIAID (Only when on Hazardous Duty; -1/4)
|
|
3)
Insulated Uniform, Hood, Gloves and Boots:
LS (Safe in Intense Cold; Safe in Intense Heat) (4 Active Points); OIAID (Only when on Duty; -1/4)
|
|
4)
Advanced Ear Buds and Throat Mike:
HRRP (Radio Group), +3 to PER Roll, Concealed (-5 with HRRP PER Rolls), Rapid: x100 (26 Active Points); Sense Affected As More Than One Sense: Hearing Group (-1/2), IAF (Small and Flesh Colored; -1/2), OIAID (Only when on Hazardous Duty; -1/4)
|
|
|
|
Combat Helmet
|
|
1)
Armalar ArmorCast, Type 2 - Helmet and Faceplate:
Resistant Protection (12 PD/12 ED) (36 Active Points); Requires A Roll (8- roll; Only Protects Head and Face; -1 1/4), OIAID (Only when on Hazardous Duty; -1/4)
|
|
2)
Helmet Air Filitration System:
LS (Self-Contained Breathing) (10 Active Points); Limited: Not Underwater or in Vaccum (-1/2), OIAID (Only when on Hazardous Duty; -1/4)
|
|
3)
Tinted Visor:
Sight Group Flash Defense (5 points) (5 Active Points); OIAID (Only when on Hazardous Duty; -1/4)
|
|
4)
Shielded Hearing:
Hearing Group Flash Defense (5 points) (5 Active Points); OIAID (Only when on Hazardous Duty; -1/4)
|
|
5)
Thermal Sights:
IR Perception (Sight Group) (5 Active Points); OIAID (Only when on Hazardous Duty; -1/4)
|
|
6)
Nightvision Sights:
Nightvision (5 Active Points); OIAID (Only when on Hazardous Duty; -1/4)
|
|
7)
Computer-Aided Hearing:
+4 PER with Normal Hearing (4 Active Points); OIAID (Only when on Hazardous Duty; -1/4)
|
|
|
|
Weapons
[Notes: Combat Load: 2 Pistols or 1 Rifle or 1 Grenade Launcher]
|
|
1)
Pulse Blaster Pistol:
Blast 6d6+1 (standard effect: 19 STUN, 7 BODY) (vs. PD), 2 clips of 10 Charges (-0), AP (+1/4) (40 Active Points); OAF (-1)
|
|
2)
Pulse Blaster Rifle:
Blast 9d6 (standard effect: 27 STUN, 9 BODY) (vs. PD), AP (+1/4), 4 clips of 30 Charges (+1/2) (79 Active Points); OAF (-1)
|
|
3)
Sonic Stunner Pistol:
Blast 4d6 (standard effect: 12 STUN), 2 clips of 10 Charges (-0), AVAD (Flash Defense (Hearing); NND; +1) (40 Active Points); OAF (-1)
|
|
4)
Sonic Stunner Rifle:
Blast 6d6+1 (standard effect: 19 STUN), 4 clips of 30 Charges (+1/2), AVAD (Flash Defense (Hearing); NND; +1) (80 Active Points); OAF (-1)
|
|
5)
Tangleweb Grenade Launcher:
Entangle 5d6, 4 PD/4 ED (standard effect: 5 BODY, 4 PD/4 ED), AOE (2m Radius; +1/4), 4 clips of 30 Charges (+1/2) (79 Active Points); OAF (-1)
|
|
COMPLICATIONS |
 Value
|
|
Social Complication: Subject to Orders (Frequently; Major)
|
15 |
|
Hunted: Wardens (Very Frequently; Mo Pow; Limited Geographical Area; Very Easy to Find; Watching)
|
15 |
COMPLICATIONS Points |
30 |
|
|
Points: 175
Experience Spent: 0
Total Character Cost: 175
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Copyright ©1990-2012
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