SPECIAL AGENT
various
 
Cost

Characteristic

Value Roll Notes
3 STR 13 12- Lift: 150kg;  2½d6; [3]

12 DEX 14 12- OCV: 5   DCV: 5
6 CON 13 12-
2 BODY 11 11-
3 INT 13 12- PER Roll 12-
2 EGO 11 11- ECV: 4
3 PRE 13 12- PRE Attack: 2½d6
0 COM 10 11-
1 PD 17   Total: 17 PD (7 rPD)
1 ED 17   Total: 17 ED (7 rED)
6 SPD 3   Total: 0 MD (0 rMD)
0 REC 6   Phases: 4, 8, 12
2 END 30   Running: 7" / 14"
0 STUN 25   Swimming: 3" / 6"
 

Cost

Powers

END

19 Weapons Pool: Multipower, 75-point reserve, (75 Active Points); all slots Independent (-2), OAF (-1)
1u 1) Concussion Grenade: Energy Blast 9d6, Explosion (+1/2) (67 Active Points); 4 Charges (-1), Range Based On Strength (-1/4)
1u 2) Duronium/Plasteel Cuffs: Entangle 6d6, 6 DEF, Hardened (+1/4) (75 Active Points); 2 Charges (-1 1/2), Set Effect (Hands Only/Feet Only) (-1), No Range (-1/2), Cannot Form Barriers (-1/4)
1u 3) Electrified Baton Electrified: Hand-To-Hand Attack +6d6, 12 Boostable Charges (+0) (30 Active Points); Hand-To-Hand Attack (-1/2)
1u 4) Electrified Baton: Hand-To-Hand Attack +4d6, Reduced Endurance (1/2 END; +1/4) (25 Active Points); Hand-To-Hand Attack (-1/2) 1
1u 5) Smoke Grenade: Change Environment 4" radius, -8 to Sight Group PER Rolls, -4 to Smell/Taste Group PER Rolls, -4 : OCV, Multiple Combat Effects (73 Active Points); 4 Charges (-1), Explosion (-1/4), Range Based On Strength (-1/4)
2u 6) Submachine Gun: Killing Attack - Ranged 2d6, +1 Increased STUN Multiplier (+1/4), Autofire (5 shots; +1/2), 16 clips of 32 Charges (+3/4) (75 Active Points); Real Weapon (-1/4)
1u 7) Tear Gas Grenade: Energy Blast 6d6, Explosion (+1/2), No Normal Defense (+1) (75 Active Points); 2 Charges (-1 1/2), Range Based On Strength (-1/4)
6 Tactical Armor Concussive Buffering: +6 PD
6 Tactical Armor Insulation: +6 ED
6 Tactical Armor: Armor (7 PD/7 ED) (21 Active Points); Independent (-2), OIF (-1/2), Real Armor (-1/4)
1 Tactical Helmet Infrared HUD: Infrared Perception (Sight Group) (5 Active Points); Independent (-2), IIF (-1/4)
1 Tactical Helmet Polarized Lenses: Sight Group Flash Defense (5 points) (5 Active Points); Independent (-2), OIF (-1/2), Real Armor (-1/4)
3 Tactical Helmet Radio: High Range Radio Perception (Radio Group) (12 Active Points); Independent (-2), Sense Affected As Hearing [very common Sense] (-1/2), IIF (-1/4)
7 Tactical Helmet Rebreather: Life Support (Self-Contained Breathing) (10 Active Points); 1 Continuing Fuel Charge lasting 5 Minutes (-1/2)
1 Tactical Helmet Sound Buffering: Hearing Group Flash Defense (3 points) (3 Active Points); Independent (-2), IIF (-1/4), Real Armor (-1/4)
 

Cost

Perks

6

Fringe Benefit: Local Police Powers, Membership, Weapon Permit (where appropriate)

9

Contact: Police Department or Agency (Contact has: useful Skills or resources), Organization Contact (x3) (9 Active Points) 11-

Cost

Martial Arts
Maneuver Phase OCV DCV Notes
Choke Hold 1/2 -2 +0 Grab One Limb; 2d6 NND
Flying Tackle 1/2 +0 -1 2 1/2d6 +v/5 Strike; You Fall, Target Falls; FMove
Martial Block 1/2 +2 +2 Block, Abort
Martial Disarm 1/2 -1 +1 Disarm; 23 STR to Disarm
Martial Grab 1/2 -1 -1 Grab Two Limbs, 23 STR for holding on
Martial Strike 1/2 +0 +2 4 1/2d6 Strike

Cost

Skills

10

+1 Overall

16

+2 with All Combat

2

AK: (jurisdiction) 11-

3

Breakfall 12-

3

Bureaucratics 12-

3

Interrogation 12-

2

KS: Criminals or Enemies of State 11-

2

KS: (Police or Agency) Protocol 11-

2

KS: Superhumans 11-

1

Forensic Medicine 8-

2

PS: Police 11-

3

Teamwork 12-

2

WF: Small Arms, Clubs

9

choice of 3 (Bribery, Bugging, Combat Driving, Combat Pilot, Computer Programming, Criminology, Cryptography, Demolitions, Electronics, Forgery, High Society, Mechanics, Language, Lockpicking, Paramedics, Persuasion, Security Systems, Survival, Streetwise) 12-
140+ Disadvantages

15

Monitored: Government 14-

15

Monitored: Media 11-

15

Psychological Limitation: Committed to the Goals of the Police or Agency

15

Social Limitation: Subject to Orders
0 Experience Points
 
Characteristics Cost 44 Base Points 140
Powers Cost 58 Disadvantages 60
Talents Cost 0 Experience Points 0
Perks Cost 15 Total Points 200
Martial Arts Cost 23
Skills Cost 60
Total Cost 200
 
Concept varies Hair Colour varies
Nationality varies Eye Colour varies
Place of Birth varies Height 1.70 m/5' 7"
Date of Birth varies Weight 80.00 kg/176 lbs
 
Background

Special Agents are the precursors to Superhuman Task Force Agents (who are actually considered a subset of the former in most places). These agents are found in most state and higher government security agencies (state police, national law enforcement) as well as in national intelligence agencies. Because they are expensive to equip and train, only developed countries (and a few who would divert critical resources) will have them and even then only for agencies that regularly deal with superhuman threats or significant terrorist activity.

Personality
These guys live for danger. Many of them would be superheroes if they had any powers. A few are merely thugs that like to beat up people. As this is a generic, there is a wide range of personality.
Quote
This is a situation 1-A. Tell us what's going on and then we'll take it from there.
Powers

In addition to their conventional personal armor, the Special Police use radios to coordinate their movement. They carry a number of grenades for tactical use. For general firepower, they use standard issue submachine guns. Up close, they use batons that can be electrified. And, after a superhuman is captured, they slap on the Duronium/Plasteel cuffs.

Appearance

The layered armor used by Special Agents look like something out of a science fiction movie. Made of a durable, but slightly flexible plastic-ceramic compound, the actual appearance and coloration differs from agency to agency, but is generally a variant of dark blue or urban gray/black camouflage. Personal appearance including complexion, hairstyle, and facial features will vary from person to person.