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Vilo Shield Sheet
Vilo Shield Sheet
Vilo Shield Sheet
Intelligence Ego Presence Comliness Physical Defence (PD) Energy Defence (ED) Speed Recovery Endurance Stun Base 10 10 10 10 10 10 10 10
Str/5
AGENT _____________________
COST Cost 0 SKILL/TALENT/PERK/POWER S.H.I.E.L.D. Agent Package KS: SHIELD (Int) 24 KS: Superhuman World (Int) KS: Law Enforcement World (Int) KS: Criminal Law and Procedures (Int) 15 5 5 PS: SHIELD Agent (Int) Criminology (Int) Streetwise (Pre) WF: Small Arms and Knives Perk: International Police Powers 6 30 3 12 Perk: Weapon Permit SHIELD Combat Training Rank 6 Special Leader, Red guard Leader Security Clearance 5 17171717171712ROLL
BASE COMBAT VALUES OCV (Dex / 3) ECV (Ego / 3) 6+2 8/14 COMBAT MANEUVERS Maneuver Block Brace Disarm SHIELD Dodge Grab Haymaker Move By Move Through Set Strike SHIELD Escape SHIELD Kick P h 1 OCV -+2 -2 --1 0 -2 -v/5 +1 0 0 -2 +2 +1 DCV 0 0 +5 -2 -5 -2 -3 0 0 0 +1 0 0 Effect Stops Attacks, Abort +2 Vs Range Penalties Strength __ Disarm Vs All Attacks, Abort Grab, Damage (Str * 1.5) Before Pushing Dam + v/5 Damage Dam+ v/3 Damage -Damage or By Weapon Str +15 vs Grabs Damage (+4d) Damage (+2d) Dam +v/5, Target Falls DCV (Dex / 3) 6
Acting (Fam) 6 2 2 Running Swimming Leaping Characteristics Total 6 2 Str/5 3 105 3 3 Ak Home Region Analyze (magic) (int) Climbing(Fam) Computer Programming (Int) Concealment (Int) Conversation (Fam) CHAR. ROLLS Strength Dexterity Intelligence Ego Perception BASE 11 13 14 14 14 9+ (Stat/5) 3 3 CHARACTER DISADVANTAGES (5) (10) (15) (20) 5 20 15, 20 15 DF: SHIELD Uniform (ECON) Hunted: SHIELD, Mo Pow, NCI, Watching) Hunted: Enemies of SHIELD, Mo Pow, NCI Kill Social: Subject To Orders, VF, Major DF: Tatto on cheek, Econ,N&R Hunted by DEMON, As pow,NCi,11Psych,Overconfident,Common,strong Psych, Devoted To Talion, Common, Strong Rep: Member of Demon, Extreme, Ltd, 146 0 CSL Pistols +3 OCV only 5 Point Contact 15 9 5 1 Calculating: +3 with all int based skills Riding (Dex) +3 L Demonic (5) Literacy Demonic (1) 3 3 LVLS
TOTAL
RANGE MODIFIERS Rang e Mod 04 0 58 -2 9 16 -4 COMBAT STATISTICS Dex Phases PD End rPD Stun ED Body rED 18 Speed 5 17 32 -6 33 64 -8 65 128 -10
3 19 3
Deduction (int) Demonology (Int) (+9) (+13) Gambling (Int) L English Paramedics (int) Persuasion (Fam) PS Researcher Security systems (int) Tactics (int) Teamwork (Dex) Tf: small motorized ground vehicals
HIT LOCATIONS 3d6 35 6 Location Head Hands Arms Shoulder s Chest Stomach Vitals Thighs Legs Feet Stun X x5 x1 x2 x3 x3 x4 x4 x2 x2 x1 NStu n x2 x x x1 x1 x1 x1 x1 x x Body X x2 x x x1 x1 x1 x2 x1 x x CV -8 -6 -5 -5 -3 -7 -8 -4 -6 -8 DEF
15-
78 9 10 11 12 13 14 15 16 17 18
CHARACTER POINTS AND EXPERIENCE Base Points: Disadvantages: Experience Points: Characteristics Cost: Powers/Skills/Talents/Perks: Total: Difference 75 75 --
EXPERIENCE POINTS:
15 left
S.H.I.E.L.D. Agent Equipment Item Game Stats Uniform 7/7 Armour; OIF, IND, Real Armour, Mass, Mass, Locations 6 to 18 (-) EC: Helmet Systems (4) All OIF, IND Protection 8/8 Armour; Real Armour, Mass, Mass, Locations 4&5 (-1) Optional Helmet Visor (Nightvision) +4 PER; (Only to counteract Darkness Penalties) Visor (Polarising) 8pts Visual Flare Compensation Time: Absolute Time Sense, OIF Compass: Bump Of Direction, OIF Temperature Gauge: Absolute Temperature Sense, OIF Chronometer Calculator: Lightning Calculator OIF Rad Detector: Sense Radiation, Discriminatory, OIF 20 Garotte: +2d6HA, NND, Continuous, IIF, Str Min (5), Real Weapon, 2H, Must be Aimed at Head High Range Radio Perception : Detect Broadcast Spectrum Transmissions, Increased Arc Of Perception [360 Degrees], Transmit; Passive, 6 Hour Fuel Pocket Radio Charge (Battery), OIF Variable Power Pool (8), Control Cost (2) Only for Intelligence or Knowledge-Based Skills -2 Pocket Computer (Takes 1 Phase to change Skills (Download from internet) 0 (No Skill Roll Required to change Skills) +1 Internet-Equivalent (or Wi-Fi) Access Required to Change Skills (-1) Colt M1911sv 2d6-1 RKA, +1 OCV, +1 Stun Multiplier .45ACP Automatic OAF, Real Weapon, Str Min (9), 2 Clips of (8) Charges 2d6-1 RKA, +1 OCV, Armour Piercing Plasma Projector OAF, Real Weapon, Str Min (9), 2 Clips of (8) Charges Bootknife Multipower (7 pts) Bootknife - 1d6 HKA, Endurance, OAF, Str Min (6), Real Weapon (7) - 1d6 HKA, Ranged, Range Based on Strength, OAF, Real Weapon, Str Min (6), Lockout, 1 Recoverable Charge (5) Flexible Saw (Belt) 1d6 RKA, Continuous, No Range, Real Weapon, 2H, IIF, Utility Belt (Pouches) - Bomb Disposal Kit - Bug Detector - Climb Grips - Code Book - Crime Scene Kit - Disguise Kit Multipower (30 Pt) OIF:Webbing +4 to Demolitions, OAF Detect Bug, 360 Degrees, Ranged, Limited Range (4), 1 Hour Fuel Charge, OAF +4 to Climbing, OAF +4 to Cryptography OAF +4 to Criminology, OAF
Pts Cost 5 4 0 0 0 2 2 2 2 7 11 8
10
15 15 7 1u 1u 12 20 1u (4) 1u (6) 1u (4) 1u (4) 1u (4) 1u (4) 1u (7) 1u (9) 1u (7) 1u (11) 1u (10) 1u (4) 1u (4) 1u (3) 1u (2) 1u (2) 1u (3) 1u (4) 1u (5) 1u (14) 1u (10)
+4 to Disguise, OAF Mind Link, specific group of up to any 8 minds, No LOS Needed; IIF, IND, Affected As Radio And Hearing Groups, Not Mental Group, Does Not Provide - Earwig Communicator Mental Awareness, Only Can Be Maintained With Others Who Have Mind Link, 1 Continuing Fuel Charge (6 Hour Battery). 4d6 Flash Sight Group; Range Based on Strength, OAF, Real Weapon, 1 Charge, Does Not Work Underwater or In Vacuum, Linked to: 4 Images to Sight - Flare Group, +3 Sight Group PER; Only to Create Light, Range Based on Strength, OAF, Real Weapon, Not Underwater or In Vacuum, 1 Turn Cont Charge - Flashlight Images to Sight, 1, +4 PER Rolls, 22 Only To Create Light, Limited Range (10), 1 Hour Fuel Charge, OAF - Frag Grenade - Handcuffs - Lockpick Set - Med Kit - Mini Binoculars - Mini Camera - Mini Recorder - Oxygen Rebreather - Security Analyser - Smoke Bomb - Tear Gas Grenade - Thermite Pellet
Demonic coat
2d6 RKA Explosive; OAF, Range Based on Strength, Real Weapon, 2 Charges Entangle 3 Body, 6 DEF, Takes No Damage From Attacks, OAF , Cannot Form Barriers, Set Effect (hands or feet only), Does Not Prevent Use Of Foci, No Range, Must Follow Grab Or Target Must Be Willing, 2 Recoverable Charges, Can Be Escaped With Modified Lockpicking Or Contortionist Roll. +4 to Lockpicking, OAF +4 to Paramedics, OAF +12 vs Range Penalties for Normal Sight, OAF Eidetic Memory, Visual Images Only, OAF Eidetic Memory, Audio Only, OAF LS: Breathe Underwater, 1 Hour Fuel Charge, OAF +4 to Security Systems, OAF Change Environment (4R), -3 Sight Group PER Rolls; Range Based on Strength, OAF, Real Weapon, Does Not Work Underwater or In Vacuum, 1 Turn Cont Charge 6d6 EB, Explosive, NND; OAF, Real Weapon, Range Based on Strength, Does Not Work Underwater or In Vacuum, 1 Turn Cont Charge 1d6 RKA, Penetrating, Continuous; OAF, 1 Min Cont Charge, Real Weapon, Range Based on Strength, No KB
22/PD/ED, 22 body, 33 Stun, Gliding 12 Hex, OIF, IND