Champions – Sniper of the Mandate

Things had always gone well for Arthur “Aces” McKenzie. Very little was ever a challenge, his stuff always worked perfectly, and he had few problems getting anything he wanted. As a patriot, despite those advantages, he volunteered to serve – and wound up as a sniper of astounding skill.

It wasn’t until Genocide showed up that he discovered that his talents were mutant powers. He could have figured it out of course – but not even a psionic power to make things go right, or his secondary ability to enhance his equipment, could help you look for information that you didn’t want to know.

As a member of the Mandate, Arthur learned a little magic – but never did quite get the hang of “non-lethal”. leading to his eventual retirement from the superhero business.

Sniper

 

Value Characteristic Points
18 STR 8
18 DEX 24
18 CON 16
12 BODY 4
10 INT 0
11 EGO 2
15 PRE 5
8 COM -1
6 PD 2
6 ED 2
4 SPD 12
8 REC 0
24 END -6
30 STUN 0
Total 68

 

Points Powers END
12 2d6 60-Point Equipment Allowance Aid (Fade/month, Max. 60); Range: 0; Affects: Single Power of Special Effect, +¼; Extra Time: 1 hour, -2½; Only activates in armories, labs, or between outings: -1½; Personal Only: -1; Difficult to Dispel: ×4, +½; Increased END: ×10, -4; Active Points: 119; This allows a character to haul along 60 CP worth of customized gear. 30
2 Running (+1″, 7″, NC: 14″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 3 1
13 Ambient Magic Sorcery (30-pt reserve); OAF (Medicine Pouch): -1; Variable Limitations: -½, -¼
u-1 15″ Teleportation (Long Range 15″); Increased Range: ×1, +0; Long Range: 15″; Long Range (miles): 0.02; Mass Multiplier: ×1, +0; Fixed Locations: 0; Floating Locations: 0; OAF (Medicine Pouch): -1; Variable Limitations: -½, -¼ 3
u-1 Invisibility (Detect, Sight); OAF (Medicine Pouch): -1; Variable Limitations: -½, -¼ 3
u-1 Hand-to-Hand Attack (6d6, Total 9½d6); Range: 0; Activation: 14-, -½; Reduced END: Zero, +½; OAF (Medicine Pouch): -1; Variable Limitations: -½, -¼ 0
u-1 Force Field (10 PD/10 ED); Trigger: Changeable, +½; OAF (Medicine Pouch): -1; Variable Limitations: -½, -¼ 3
u-1 Images (Normal Sight, 1″ radius); Range: 135; Observer PER Penalty: 0, +0; Usable Against Others: ×1 mass, 1; Uncontrolled: +½; Reduced END: Half, +¼; OAF (Medicine Pouch): -1; Variable Limitations: -½, -¼ 1
u-1 6d6 Healing; OAF (Medicine Pouch): -1; Variable Limitations: -½, -¼ 3
u-1 1d6 Produce Military Gear (Major, Limited Class); Range: 150; Cumulative: +½; Reduced END: Half, +¼; OAF (Medicine Pouch): -1; Variable Limitations: -½, -¼ 1
34 Total Powers  

 

Points Skills, Talents, Perks Roll
150 +15 level w/Overall Level
32 Commando Training
(4) Boxing Cross (OCV +0, DCV +2, 9½d6)
(3) Aikido Throw (OCV +0, DCV +1, 7½d6+v/5)
(4) Karate Chop (OCV -2, DCV +0, 2d6+1 HKA)
(5) Choke (OCV -2, DCV +0, Grab, 4d6 NND)
(4) Judo Disarm (OCV -1, DCV +1)
(4) Kung Fu Block (OCV +2, DCV +2)
(8) +4 DC for Martial Attacks; OAF: Tonfa: -1
36 Military Expert
(3) Climbing 13-
(3) Concealment 11-
(3) Demolitions 11-
(3) Fast Draw 13-
(3) Interrogation 12-
(3) Navigation 11-
(3) Paramedic 11-
(3) Stealth 13-
(3) Survival 11-
(3) Tactics 11-
(3) Tracking 11-
(3) Weaponsmith; Weapon Category: Slugthrowers 11-
1 Weapon Permit
8 Languages
(3) Linguist
(1) Croatian (Fluent Conv.); Literacy: Standard, 0
(1) Greek (Fluent Conv.); Literacy: Standard, 0
(1) Mandarin (Fluent Conv.); Literacy: Standard, 0
(1) Indonesian (Fluent Conv.); Literacy: Standard, 0
(1) Spanish (Fluent Conv.); Literacy: Standard, 0
3 Acrobatics 13-
3 Computer Programming 11-
3 Sorcery 11-
3 Lockpicking 13-
3 Seduction 12-
3 Sleight of Hand 13-
3 Streetwise 12-
248 Total Skills, Talents, Perks  

 

Cost Equipment
24 Weapons Multipower (90-pt reserve); Variable Limitations (Various OAF): -1, -½; Guns and Grenades Only: -1; “Realistic” items only: -½; Gestures: Instant Power, -¼; Attracts police, frightens people, often confused with criminals.: -½
u-2 16d6 Stun-Only Energy Blast (Concussion Shell) 0; Range: 400; Versus: ED; Charges: +16, +0.
u-4 3d6 RKA Sniping Rifle 0; Range: 505; Armor Piercing: 1, +½; No Range Penalty: +½; Extra Time: full phase, -½; Concentrate: 0 DCV, -½; Charges: +32, +¼.
u-2 10d6 Energy Blast Explosion (HE Grenade Launcher) 0; Range: 375; Versus: ED; Explosion (Extended Area +0″/DC): +0.5; Charges: +12, -¼.
u-2 9d6 Energy Blast Incendiary Grenade 0; Range: 450; Versus: ED; Area Effect (Radius): 5″ radius, +1; Charges: +12, -¼.
u-2 6d6 Energy Blast NND Gas Grenade 0; Range: 450; Versus: ED; No Normal Defense: +1; Area Effect (Radius): 6″ radius, +1; Charges: +8, -½.
u-2 2d6 RKA Assault Rifle 0; Range: 410; Autofire: 10 shots, 0.75; Charges: 250, +1.
u-2 2d6 RKA Heavy Pistol 0; Range: 300; Double Knockback: +1; Charges: +8, +0; Clips: 4.
u-2 3d6 Flash Grenades (Hearing, Sight) 0; Range: 450; Charges: +6, -¾; Area Effect (Radius): 8″ radius, +1; Increased Area: ×2, +0.25; Active Points: 90.
u-1 Darkness (Smoke Grenades) (Smell, Sight, 1″ radius) 0; Range: 250; Area Effect (Radius): 8″ radius, +1; Increased Area: ×4, +0.5; Charges: +8, -½.
4 Advanced Military Electronics Package
; Computer: Int 13, Dex 0, Spd 1 (-27 Points Base).
(1) Elemental Control: Electronics (3-pt reserve)
; All abilities Conventional Technology (-1)
a-3 Radio Listen and Transmit ; Usable By Others: Simultaneous Use, +½; Invisible (Scrambled: Detectable, but untranslatable.): One Sense Group, +½
b-2 Infrared Vision ; Usable By Others: Simultaneous Use, +½
c-3 Telescopic Vision (Sight, +4 to PER) ; Usable By Others: Simultaneous Use, +½
d-2 Flash Defense (Sight, 5 pts) ; Usable By Others: Simultaneous Use, +½
e-2 Flash Defense (Hearing, 5 pts) ; Usable By Others: Simultaneous Use, +½
f-2 Detect Health of User (+1 to PER) ; Time Required: Instant, +2; Range: Touch, +0
g-2 Enhanced Perception (all) (+2 to PER) ; Usable By Others: Power Lost, +¼
h-3 Eidetic Memory; Always On (Memory is either perfect or utterly gone): -½
i-2 Basic Computer Functions
(1) Absolute Time Sense
(1) Inertial Locator/Bump of Direction
(1) Lightning Calculator
j-2 Detect Environmental Hazards (+1 to PER) ; Time Required: Instant, +2; Range: Touch, +0
; Detects Chemical Weapons, High Radiation, Etc.
k-4 GPS/Heads-Up Map Display: Navigation 14-; Usable By Others: Power Lost, +¼
l-7 +3 level w/Rangefinder/Targeting System: Ranged Combat; Usable By Others: Power Lost, +¼; OCV Only: -½
m-4 2d6 Aid: Programs/Databases (Fade/week, Max. 12) 3; Range: 0; Affects: Single Power of Special Effect, +¼; Extra Time: 1 min., -1½; Activation: 11-, -1; Must have program available to load: -2
; This allows the user to load maps (area knowledge), mission information, and so on. All of it should be Usable By Others/Power Lost, so you can load a total of 10 points worth of information.
(3) Programs
; 1) Monitor instruments and transmit information to user and command systems. 2) Place call for emergency assistance if serious health issues are detected. 3) Refuse to activate without proper identification of authorized user. The first two programs normally run continiously after boot-up. The third runs at boot-up but shuts down once satisfied.
(1) English (Basic Conv.); Literacy: Standard, 0
(6) Easy Interface: Computer Programming 12-; Usable By Others: Power Lost, +¼
2 12-Point Combat Dress Elemental Control: (5-pt reserve)
; All abilities -.5 OIF (Uniform), -1 (Conventional Technology Only).
a-5 Armor (8 PD/4 ED) ; Hardened: ×1, ¼; Always On: -½; Activation: 14-, -½
b-2 Life Support Systems
(3) Need Not Breathe ; Relies on OAF Faceplate of OIF Uniform: -½; Charges: +2, -¼; Continuing Charges: 1 Hour, -5 lev
(1) Life Support: Intense Heat/Cold ; Short term and subject to upper limits: -1
c-2 +3 level w/Stealth (Camoflague)
58 Total Equipment

 

125+ Disadvantages
20 Normal Characteristic Maxima
20 Superpatriot (Common, Total)
15 Overconfidence (Very Common, Moderate)
15 No Code Versus Killing (Common, Strong)
10 Public Identity
20 Reputation: Lethal Sniper (14-, Extreme)
5 Rivalry: Ex-wife, Chinese Sniper; Situation: Professional, 5; Position: Equal, +0; Rival: NPC, +0
40 Vulnerability: Electrical Attacks (2× STUN and BODY); Attack: Common, +10
10 Vulnerability: Bullets (1½× BODY); Attack: Common, +10
10 Watched: CIA (11-); Capabilities: More Powerful, 15; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Only Watching: ×½; Punishment: Harsh, 0
5 Watched: Chinese Government (8-); Capabilities: More Powerful, 15; Non-combat Influence: None, +0; Geographical Area: Limited, -5; Only Watching: ×½; Punishment: Harsh, 0
20 Distinctive Features: ALWAYS carries weapons; Concealability: Not Concealable, 15; Reaction: Always noticed & major reaction, +5
190 Total Disadvantages

 

COSTS: Char. Powers Total Total Disadv. Base Exp.
68 + 282 = 350 350 = 190 + 125 + 35

 

OCV DCV ECV Mental Def. PD/rPD ED/rED Phases
6 6 4 0 24/18 20/14 3, 6, 9, 12

 

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3 Responses

  1. […] Sniper: Skilled marksman and “mutant” […]

  2. […] Sniper – Another psychic weaponsmaster, but not QUITE as insane as Ballistic. […]

  3. […] Sniper – Another psychic weaponsmaster, but not QUITE as insane as Ballistic. […]

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