Occupation: Soldier ------------------- (-2 per level) Property: Crack Shot – Add +1 to your side's total in Body combat, as a main participant and as an ally, per level of Crack Shot. (-1) Attack: Bullet Hole (Body) - The target's base Body is reduced by one until healed (or until he/she has time to recover between sessions). If this reduces the target's base Body to zero, he/she is killed. (-2) Ability: Quick Reflexes [body] (No Challenge) – When your side of an Initiative challenge has declared Body Initiative, regardless of whether you are a main or assisting participant, you may activate this Ability once to add your base Body to your side's Initiative total instead of spending attribute points. If you are the main participant and your side wins the initiative challenge, however, you may only declare Body combat. (-1 per use) One Use: Sentry (Requires Mind vs. Security Challenge) - If you have challenged successfully (you may be assisted in this challenge), you are now guarding a Location. You may use its Security rating instead of your base attribute value in Notice and initiative challenges. Lasts until you use Sentry on a different Location, or until you stop using some of your between-session time patrolling. (-1) Recovery: Protector – You may use the Recoveries of any Location for which you are acting as a Sentry once per hour instead of once per session. (-1 per level) Influence: Weapons (-1 per level) Modifier: Weapons -> Specialist - For each level of Specialist, you may be specialized in an exotic kind of weapon (flamethrower, electrical gun, grenade launcher, etc). This gives you a special Attack that you can use when equipped with a weapon of this type. This may not be bought higher than your level of Influence: Weapons. (1*) Flaw: Keep It Simple - When you are assisting someone in Mind Combat, you may not offer up a Mind Attack for him/her to use. You may only buy this Flaw if you possess a Mind Attack. --- -1 CP or 1* to continue past this point --- (-2) Property: Stubborn – You may use any one attribute to defend in Ability challenges that target your Mind and Mind combat. Note that this does not change Mind combat into a different kind of combat for you. (-2) Attack: Don't Move (Body) – Hold your gun to the head of any one person on the opposing side of the combat. If anyone takes further hostile action against you or those with you, you may indicate that you are about to shoot this person dead; if they persist, you may do so. The person you are holding at gunpoint may not challenge you until you release him/her, which you must do when you leave the Location, but he/she may act (even initiate combat) to prevent someone from taking an action that would cause you to kill him/her. (-1) Ability: Iron Will [soul] (No Challenge) – When someone is using a Social Ability on you that might jeopardize your ability to pursue a Motivation, you may activate this Ability (once per challenge) to add your base Soul to your total in the challenge. This is in addition to any other expenditures that you may make. (-1 per use) One Use: I Know What My Orders Are (No Challenge) – If something psychological or emotional has happened to you that would prevent you from pursuing one of your Motivations, you may activate this Ability to cancel all such effects that are currently active. (-1 per level) Recovery: To The Point – Complete one of your Motivations and Recover a point of any attribute per level of To The Point. Once per Motivation. (-1 per level) Influence: Superiors (-1) Modifier: Superiors -> Resource Allocation - When your superiors have assigned you a mission, you may be able to expend points of Influence: Superiors as though they were points of one or more other types of Influence, depending on what kinds of resources have been allocated to you. (1*) Flaw: Obedience - You may only disobey the commands of your superior officers if you expend a point of Mind each time you wish to do so. --- -2 CP or 2* to continue past this point --- (-1) Property: Bodyguard - You may always opt to take a Body Attack that is being used on someone on your side of a combat in which you participated. (-2) Attack: Sniping (Body) - You may only use this Attack if you initiated combat after aiming your gun (visibly or otherwise) at the target for a full minute. He/she is Incapacitated, and may not move more quickly than a crawl under his/her own power until healed. Additionally, when he/she is using his/her Body in a challenge of any kind, he/she uses a base value of 0 instead of his/her base Body. (-1) Ability: The Final Word [body] (No Challenge) - After activating this Ability, you may spend Body attribute points to add to your total in a Body combat or Body initiative challenge after totals have been revealed instead of before. You must activate this Ability at the very beginning of the combat, however; you may not wait to decide whether to use it. (-1 per use) One Use: Right Between The Eyes (Requires Use Of Sniping) – You may only activate this Ability if you would otherwise have used Sniping on your target. He/she is killed. (-1, -2, -3, ...) Recovery: Victory - When you participated in Body or Soul combat and your side won, Recover one point of Body or Soul (whichever the combat was) per level of Victory. (-1 per level) Influence: Combat (-1) Modifier: Combat -> Hail Of Lead – When you have just defeated someone in Body combat as a main participant, you may expend a point of Influence: Combat to apply the same Attack you just used to someone who was aiding him/her in that combat. You may do this as many times as you are able to in a single combat. (1* per level) Flaw: A Weapon For The Wielding - Whenever someone wins a Social challenge against you, you must seek to protect and aid that person for the next (15 * level of A Weapon For The Wielding) minutes or until someone else wins a Social challenge against you, whichever comes first. This may be counteracted by effects that you use, such as I Know What My Orders Are. You may not buy this Flaw above level 4.