Deep6 Enforcer Agent
various
 
Cost

Characteristic

Value Roll Notes
5 STR 15 12- Lift 200kg; 3d6; [1]

12 DEX 14 12- OCV: 5  DCV: 5
0 CON 10 11-  
0 BODY 10 11-  
-2 INT 8 11- PER Roll 11-
2 EGO 11 11- ECV: 4
3 PRE 13 12- PRE Attack: 2½d6
-1 COM 8 11-  
0 PD 5   Total: 15 / 27 PD (10 rPD)
0 ED 3   Total: 13 / 25 ED (10 rED)
6 SPD 3   Total: 0 MD (0 rMD)
0 REC 7   Phases: 4, 8, 12
0 END 20   Running: 6" / 12"
0 STUN 27   Swimming: 2" / 4"
 

Cost

Powers

END

30 Enforcer Suit Weapons Systems: Multipower (45 point reserve); Battlesuit (-½)  
3u 1) Spike Gun: Energy Blast vs PD 9d6 - 16 Charges (+0) (45 Active Points) 0
1u 2) Torpedo: Energy Blast 6d6 - Indirect from Attacker (+½)(45 Active Points), Gradual Effect: 1 Turn (-¼), Limit: Entire Effect Is Resolved at the End (-½), Limit: Must Trace Path to Target that a Small Object Can Follow (-¼), Charges: 2 (-1½) 0
2u 3) Grenade: Energy Blast 6d6 - Explosion (+½)(45 Active Points), Charges: 4 (-1) 0
1u 4) Net: Entangle 3d6 3 DEF - Area Effect: 1 Hex (+½)(45 Active Points), Charges: 2 (-1½) 0
2u 5) Smoke/Ink Ejectors: Change Environment -6 Sight Group PER and -2 OCV for 8" Radius (45 Active Points) - Explosion (-¼), 4 Continuing Charges for 1 Minute Each (-¼) 0
10 Enforcer Suit Non-weapon Systems: Elemental Control (30 point powers); Battlesuit (-½)
7 1) Blast Buffering and Insulation: Physical Defense +12; and Energy Defense +12 - Hardened (+¼)(30 Active Points), Limit: Half Effect Against Attacks That Do Not Affect Entire Body (-½) 0
11 2) Jet Propulsion: Flight 10" 4x NCM - Usable Underwater (+¼)(31 Active Points), END from END Reserve (-0) 2
10 3) Stainless Steel: Armor 10 PD/10 ED (30 Active Points) 0
2 Deep Diving Suit: Life Support: Safe in High Pressure, Low Temperature - Battlesuit (-½) 0
4 Heavy Metal: Knockback Resistance -3" - Battlesuit (-½) 0
5 Hydraulic Lift: STR +8 - Battlesuit (-½) 0
3 Infrared Image Goggles: Enhanced Senses: Infrared - Battlesuit (-½) 0
8 Powerplant: Endurance Reserve 40 END, 8 REC - Battlesuit (-½) 0
8 Radio: Enhanced Senses: High Range Radio Perception - Battlesuit (-½) 0
3 Underwater Rebreather: Life Support: Expanded Breathing, Breathe Underwater - Battlesuit (-½) 0

Cost

Skills

3

+1 with Weapons System Multipower

0

Everyman Skills
Acting 8-
Area Knowledge: various French cities and territories 11-
Climbing 8-
Computer Programming 8-
Concealment 8-
Conversation 8-
Deduction 8-
Language Skill: French (idiomatic)
Paramedic 8-
Persuasion 8-
Professional Skill: Soldier 11-
Shadowing 8-
Stealth 8-
Transport Familiarity: Small Ground Vehicles

3

Power Skill: Enforcer Suit 12-

2

System Operation 11-

4

Weapon Familiarities: Small Arms, Shoulder-Fired Weapons, Grenade Launchers

Cost

Talents

3

Environmental Movement: No Penalties in Water
75+ Disadvantages
15 Hunted: Monitored by Deep6 14-
20 Hunted: S.A.G.E. 8-
15 Psychological Limitation: Greedy
15 Psychological Limitation: Grim and Humorless
10 Vulnerability: 1½x STUN from Electrical Attacks
0 Experience Points
 
Characteristics Cost 25 Base Points 75
Powers Cost 110 Disadvantages 75
Talents Cost 3 Experience Points 0
Perks Cost 0 Total Points 150
Martial Arts Cost 0
Skills Cost 12
Total Cost 150
 
Concept Agent Hair Colour various
Nationality various Eye Colour various
Place of Birth various Height various
Date of Birth various Weight various
 
Background

After having been caught by a super-hero in an attempt to heist Tutankhamen's Mummy and its accompanying treasures, Tresore Lalonde, a.k.a. Treasure, decided that someone as great and wealthy as herself just had to have some bodyguards. Some REALLY TOUGH bodyguards.

After a few minutes of pondering, she came upon a few possible solutions. The first, an attempt to recruit a superhuman failed miserably. So, she set about the more laborious route of flying to Cairns, Australia, to visit the laboratory of Dr. Reid Mack, a hydrodynamic engineer of some repute. She had previously purchased from him very sturdy high pressure suits that allowed a diver, free of connections to a surface ship, to work at great depths underwater. After charming him, she returned to his laboratory late at night and stole plans for a second generation pressure suit.

Taking the plans to Unger Munitions, Treasure paid nearly six million dollars for the production of eight such suits with a few improvements that Warren Unger himself suggested.

Personality

The Enforcers of Treasure's Hunters are all professional and very mercenary. They'd all be millionaires by now, but their greed is matched by their ability to spend the money that they get.

Quote
"Perimeter is secured, Mademoiselle. We'll take care of any problems that arise."
Powers
The Enforcer suits are upgrades of Dr. Mack's original pressure suit. Although nowhere near the armor strength of powersuits used by super-heroes and super-villains, the Enforcer suits can still take substantial damage. They have been augmented by a potent weapons system as well as infrared sensors to track targets at night or underwater..
Appearance

The Enforcer suits are metallic dark blue in color and otherwise look like most powersuits.

 

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