6)
Tactical Disarm: 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, 28 STR to take weapon away
24
Total Fighting Skills Cost
PERKS
Cost
Name
0
Professional Pool (12) (plus Character Creation Resource Points)
0
Equipment Pool (50) (plus Character Creation Resource Points)
0
Vehicles Pool (3) (plus Character Creation Resource Points)
0
Total Perks Cost
TALENTS
Cost
Name
3
Lightning Reflexes (+3 DEX to act first with All Actions)
4
Heroic Recovery 1d6
7
Total Talents Cost
Joe Tactical
GM's Vault
RESOURCES
Professional Pool (12/12) -- Choose ONE of the following:
1)
Anti-personnel Grenades
:
RKA 3d6-1, Area Of Effect (4m Radius Explosion; +1/4); 3 Charges (-1 1/4), Cannot Use Targeting (-1/2), OIF (-1/2), Real Weapon (-1/4), Range Based On STR (-1/4), Can Be Deflected (-1/4)
[3]
2)
Joe Pro
:
+1 Overall
plus
Professional Edge (2) (, a character with this ability can force a re-roll once per session per level per segment. This can affect one of their own rolls, or the roll of an opponent in the same scene that would negatively impact the character. Any kind of dice roll, including 3d6 resolutions, damage, and effect rolls can be selected. If an opponent being forced to re-roll also has a level of Professional Edge available, they can expend a level to cancel the affect and thus avoid having to re-roll.)
2)
Tactical Xenon Flashlight Attachment
:
(Provides Sufficient Illumination To See A 1 hex Area Within 10m); OIF Arrangement (Under-barrel Mount; -3/4)
3)
Hi-Power Pistol Sights
:
+2 versus Range Modifier for Sight Group; OAF (Pistol Sights; -1)
0
4)
Concealed Pistol Holster
:
+4 with Concealment; Only for concealing a Pistol (-1 1/2), Only when wearing appropriate clothing (-1), IIF (Special harness; -1/4)