Deep6 Enforcer Agent
Various
Cost Characteristic Value Roll Notes
5 STR 23 14- Lift: 606.3kg; HTH: 4 1/2d6; END: [2]
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; Mental Defense: 0
3 PRE 13 12- PRE Attack: 2 1/2d6
-1 COM 8 11-
0 PD 17   Total: 27 PD (10 rPD)
0 ED 14   Total: 24 ED (10 rED)
6 SPD 3   Phases: 4, 8, 12
0 REC 7   Running: 6" / 12"
0 END 20   Swimming: 2" / 4"
0 STUN 27   Flight: 10" / 40"
 
Deep6 Enforcer Agent | Summary
Real Name: Various Hair Color: Various
Concept: Agent Eye Color: Various
Affiliation: Deep6 Height & Weight: Various / Various
Played By: NPC Nationality: Various
Created By: Neil Ma Place of Birth: Various
GM: NPC Date of Birth: Various
Cost Powers END
30 Enforcer Suit Weapons Systems: Multipower, 45-point reserve, (45 Active Points); all slots Cyberware Battlesuit (-1/2)
2u 1) Grenade: Energy Blast 6d6, Explosion (+1/2) (45 Active Points); 4 Charges (-1), Cyberware Battlesuit (-1/2)
1u 2) Net: Entangle 3d6, 3 DEF, Area Of Effect (One Hex; +1/2) (45 Active Points); 2 Charges (-1 1/2), Cyberware Battlesuit (-1/2)
2u 3) Smoke/Ink Ejectors: Change Environment 4" radius, -4 to Sight Group PER Rolls, -2 : OCV, Multiple Combat Effects (39 Active Points); Cyberware Battlesuit (-1/2), 4 Continuing Charges lasting 1 Minute each (-1/4)
2u 4) Spike Gun: Energy Blast 7d6, 16 Charges (+0) (35 Active Points); Cyberware Battlesuit (-1/2)
1u 5) Torpedo: Energy Blast 6d6, Indirect ( Any origin, always fired away from attacker; +1/2) (45 Active Points); 2 Charges (-1 1/2), Entire Effect Is Resolved at the End (-1/2), Cyberware Battlesuit (-1/2), Gradual Effect (1 Turn (Post-Segment 12); -1/4), Must Trace Path to Target that a Small Object Can Follow (-1/4)
10 Enforcer Suit Non-weapon Systems: Elemental Control, 30-point powers, (15 Active Points); all slots Cyberware Battlesuit (-1/2)
8 1) Blast Buffering and Insulation: (Total: 30 Active Cost, 14 Real Cost) +12 PD, Hardened (+1/4) (15 Active Points); Half Effect Against Attacks That Do Not Affect Entire Body (-1/2), Cyberware Battlesuit (-1/2) (Real Cost: 7) plus +12 ED, Hardened (+1/4) (15 Active Points); Half Effect Against Attacks That Do Not Affect Entire Body (-1/2), Cyberware Battlesuit (-1/2) (Real Cost: 7)
11 2) Jet Propulsion: Flight 10", x4 Noncombat, Usable Underwater (+1/4) (31 Active Points); Cyberware Battlesuit (-1/2) 3
10 3) Stainless Steel: Armor (10 PD/10 ED) (30 Active Points); Cyberware Battlesuit (-1/2)
2 Deep Diving Suit: Life Support (Safe in High Pressure; Safe in Intense Cold) (3 Active Points); Cyberware Battlesuit (-1/2)
4 Heavy Metal: Knockback Resistance -3" (6 Active Points); Cyberware Battlesuit (-1/2)
5 Hydraulic Lift: +8 STR (8 Active Points); Cyberware Battlesuit (-1/2) 1
3 Infrared Image Goggles: Infrared Perception (Sight Group) (5 Active Points); Cyberware Battlesuit (-1/2)
8 Powerplant: Endurance Reserve (40 END, 8 REC) (12 Active Points); Cyberware Battlesuit (-1/2)
8 High Range Radio Perception (Radio Group) (12 Active Points); Cyberware Battlesuit (-1/2)
3 Underwater Rebreather: Life Support (Expanded Breathing) (5 Active Points); Cyberware Battlesuit (-1/2)
Cost Talents
3 Underwater Training: Environmental Movement (no penalties in Water)
Cost Skills
3 +1 with Weapons System Multipower
0 Everyman Skills
AK: various French cities and territories 11-
Acting 8-
Climbing 8-
Concealment 8-
Conversation 8-
Deduction 8-
Language: French (Idiomatic, native accent)
[Notes: Native Language]
PS: Soldier 11-
Paramedics 8-
Persuasion 8-
Shadowing 8-
Stealth 8-
TF: Small Motorized Ground Vehicles
[Notes: Custom Mod is Everyman Skill]
3 Power: Enforcer Suit 11-
2 Systems Operation 11-
4 WF: Small Arms, Grenade Launchers, Shoulder-Fired Weapons
75+ Disadvantages
20 Hunted: S.A.G.E. 8-
15 Monitored: Deep6 11-
15 Psychological Limitation: Greedy
15 Psychological Limitation: Grim and Humorless
10 Vulnerability: 1 1/2 x STUN Electrical Attacks
0 Experience Points
Deep6 Enforcer Agent | Points Summary
Characteristics Cost: 25 Base Points: 75
Powers Cost: 110 Disadvantages: 75
Talents Cost: 3 Total Experience: 0
Perks Cost: 0 Spent Experience: 0
Martial Arts Cost: 0 Unspent Experience: 0
Skills Cost: 12 Total Points: 150
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.