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Trained Combatants

Militant PL5

Strength 1, Agility 1, Fighting 1, Dexterity 1, Stamina 1, Intellect 1, Awareness 1, Presence 1 Equipment: Light pistol, 9 points of equipment as needed. Advantages: Equipment 3. Skills: Close Combat: Unarmed 4 (+5), Deception 4 (+5), Expertise: (Choose One) 3 (+4), Expertise: Demolitions 6 (+7), Intimidation 3 (+4), Ranged Combat: Pistols 4 (+5), Technology 4 (+5), Vehicles 4 (+5). Offense: Init +1, Unarmed +5 (Damage 1), Light Pistol +5 (Ranged Damage 3). Defense: Dodge 1+3=4, Parry 1+3=4, Will 1+1=2, Fortitude 1+3=4, Toughness 1. Totals: Abilities 16 + Powers 0 + Advantages 3 + Skills 16 + Defenses 10 = 45. Unspent points: 30 character points (Pistol +5 requires power level 5+).

This archetype represents any sort of militant from militia members to terrorists--anyone who's trained and ready to kill or die for their cause. More capable militant leaders are supervillains in their own right, often possessing advanced equipment or powers.

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Soldier PL5

Strength 1, Agility 1, Fighting 5, Dexterity 1, Stamina 2, Intellect 0, Awareness 0, Presence 0 Equipment: Assault rifle, body armor (Protection 3 for 3 equipment points), 17 points of other equipment. Advantages: Equipment 7. Skills: Ranged Combat: Rifles 4 (+5), Athletics 4 (+5), Expertise: Soldier 4 (+4), Strategy: Military 4 (+4), Intimidation 2 (+2), Perception 2 (+2), Vehicles 2 (+3). Offense: Init +1, Unarmed +5 (Damage 1), Assault Rifle +5 (Ranged Damage 5, Multiattack). Defense: Dodge 1+4=5, Parry 5+0=5, Will 0+1=1, Fortitude 2+3=5, Toughness 3. Totals: Abilities 20 + Powers 0 + Advantages 7 + Skills 11 + Defenses 8 = 46. Unspent points: 29 character points (Rifle +5 and defenses require power level 5+).

This archetype covers the typical infantryman or enlisted soldier. Specialists and officers have appropriate additional training (and skills).

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