SUPERHUMAN TASK FORCE 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 4   Total: 17 PD (7 rPD)
1 ED 4   Total: 17 ED (7 rED)
6 SPD 3   Total: 7* MD (0 rMD)
0 REC 6   Phases: 4, 8, 12
2 END 30   Running: 7" / 14"
1 STUN 26   Swimming: 3" / 6"
 

Cost

Powers

END

90 Weapons Pool: Variable Power Pool, 75 base + 15 control cost, (113 Active Points); VPP Powers Can Be Changed Only At An Armory (-1/2), Limited Class Of Powers Available Limited (-1/2); all slots OIF (-1/2)
0 1) Active Camouflage Reflectors: Invisibility to Sight Group , Modified Fringe (PER-1 at 2-3", PER-2 at 4-5", PER-3 at 6-7", PER-4 at 8-9") (+0) (20 Active Points); OIF (-1/2), 1 Continuing Fuel Charge lasting 20 Minutes (-1/4) Real Cost: 11
0 2) Anti-Air Missile: Killing Attack - Ranged 2d6, +1 Increased STUN Multiplier (+1/4), Explosion (+1/2), Line Of Sight (+1/2) (67 Active Points); 4 clips of 1 Charge (-1 1/4), OAF (-1), Concentration (1/2 DCV; -1/4) Real Cost: 19
0 3) Concussion Grenade: Energy Blast 9d6, Explosion (+1/2) (67 Active Points); Independent (-2), 4 Charges (-1), OIF (-1/2), Range Based On Strength (-1/4) Real Cost: 14
0 4) Duronium/Plasteel Cuffs: Entangle 6d6, 6 DEF, Hardened (+1/4) (75 Active Points); Independent (-2), 2 Charges (-1 1/2), Set Effect (Hands Only/Feet Only) (-1), OAF (-1), No Range (-1/2), Cannot Form Barriers (-1/4) Real Cost: 10
0 5) Electrified Baton: (Total: 65 Active Cost, 13 Real Cost) Hand-To-Hand Attack +4d6, Reduced Endurance (1/2 END; +1/4) (25 Active Points); Independent (-2), OAF (-1), Hand-To-Hand Attack (-1/2) (Real Cost: 5) plus Hand-To-Hand Attack +8d6 (40 Active Points); Independent (-2), OAF (-1), Hand-To-Hand Attack (-1/2), 8 Boostable Charges (-1/4) (Real Cost: 8) Real Cost: 13 1
0 6) Electro-magnetic Pulse Rocket Launcher: Dispel 6d6, Cumulative (108 points; +1), Variable Effect (All Electronic or Electronically Controlled Powers Simultaneously) (+2) (72 Active Points); 3 Charges (-1 1/4), OAF (-1), Concentration (1/2 DCV; -1/4) Real Cost: 20
0 7) Minijet Pack: Flight 10", x8 Noncombat, Usable Underwater (+1/4) (37 Active Points); OIF (-1/2), 1 Continuing Fuel Charge lasting 20 Minutes (-1/4) Real Cost: 21
0 8) Neural Stun Gun: Energy Blast 7d6, No Normal Defense (+1) (70 Active Points); OAF (-1), 6 Charges (-3/4), Beam (-1/4) Real Cost: 23
0 9) N-Stablexa Patch: Mental Defense (7 points total) (5 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), IAF (-1/2), 2 Continuing Charges lasting 5 Minutes each (-1/2) Real Cost: 1
0 10) Reactive Armor: Force Field (8 PD/6 ED) (14 Active Points); OIF (-1/2), 8 Charges (-1/2), Activation Roll 15- (-1/4), Activation Roll Decreases by 1 Each Time Force Field Is Struck (-1/4) Real Cost: 6
0 11) 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); Independent (-2), 4 Charges (-1), OIF (-1/2), Explosion (-1/4), Range Based On Strength (-1/4) Real Cost: 15
0 12) 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); Independent (-2), OIF (-1/2), Real Weapon (-1/4) Real Cost: 20
0 13) Tear Gas Grenade: Energy Blast 6d6, Explosion (+1/2), No Normal Defense (Life Support: Self-Contained Breathing and Flash Defense for Sight; or Hardened, Sealed Defense) (+1) (75 Active Points); Independent (-2), 2 Charges (-1 1/2), OIF (-1/2), Range Based On Strength (-1/4) Real Cost: 14
0 14) Tranq Gun: Energy Blast 5d6, No Normal Defense (Rigid Armor or Life Support: Immune to Toxins) (+1/2), Continuous (+1) (62 Active Points); OAF (-1), 2 clips of 2 Continuing Charges lasting 1 Turn each (-3/4) Real Cost: 22
0 15) Ubergene Paralyzer: Drain Any Ubergene-Enhanced Power or Characteristic 2d6, Ranged (+1/2), all [special effect] powers simultaneously (+2) (70 Active Points); OAF (-1), 8 clips of 1 Charge (-1) Real Cost: 23
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

Area Knowledge: (jurisdiction) 11-

3

Breakfall 12-

3

Bureaucratics 12-

0

Everyman Skills

Acting 8-

Area Knowledge: (hometown), (home country) 11-

Climbing 8-

Computer Programming 8-

Concealment 8-

Deduction 8-

Language: (native language) (idiomatic)

Paramedics 8-

Persuasion 8-

Professional Skill: (job) 11-

Shadowing 8-

Stealth 8-

Transportation Familiarity: Small Motorized Ground Vehicles

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-

3

PS: Police or Agent 12-

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-
195+ Disadvantages

15

Monitored: Government 14-

15

Monitored: Media 11-

15

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

20

Social Limitation: Subject to Orders
5 Experience Points
 
Characteristics Cost 45 Base Points 195
Powers Cost 121 Disadvantages 65
Talents Cost 0 Experience Points 5
Perks Cost 15 Total Points 265
Martial Arts Cost 23
Skills Cost 61
Total Cost 265
 
Concept Agent Hair Colour varies
Nationality varies Eye Colour varies
Place of Birth varies Height varies
Date of Birth varies Weight varies
 
Background

For agencies with a good budget, the Superhuman Task Force Agents represents the next best thing to having a superteam. While an individual STF Agent could represent a threat, a team of four will usually be able to stop a superhuman. Larger groups of STF Agents will still be needed to take care of superteams.

Personality
STF Agents are nearly superhumans themselves and occasionally act as such. As this is a generic, there is a wide range of personality.
Quote
Bagged another one. Have the police bring in their paddy wagon.
Powers

Their special weaponry are designed to be able to deal with threats ranging from bricks to mentalists. In addition to their conventional personal armor, the STF Agents use radios to coordinate their movement.

Appearance

The layered armor used by STF 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.