KGBeast PL11

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KGBeast: PL 11;

Init +4 (Dex); Defense 22 (18 flat footed); Spd 30 ft; Atk +16 melee (+5L Bayonet), +12 ranged (+5L Gun Arm); SV Dmg +6, Fort +4, Ref +4, Will +2; Str 16, Dex 18, Con 18, Int 16, Wis 14, Cha 12

Skills: (synergies and super bonuses counted. +3 to intimidate with gun) Acrobatics 6, Computers 4, Demolitions 5, Diplomacy 3, Gather Information 5, Hide 8, Intimidate 6, Jump 8, Move Silently 8, Repair 4, Science (Ballistics, Political, Psychology) 4, Sense Motive 7, Survival 4

Feats: Assessment, Connected, Far Shot, Improved Critical, Point Blank Shot, Precise Shot, Suprise Strike, Toughness, Track

Powers: Weaponmaster +4 [Extra: Innate; Cost 6pp]

Equipment: Weaponized Limb: Ranged Weapon +5 [Features: Close Quarters, Daunting, Synaptic Integration; Extra: Weapon Link; Flaw: Inhuman Appearance; Source: Cybertech; Total Cost 17pp], Scientific Genius +3 [Stunt: Ranged Weapon Specialist; Extras: Clever Inventor, Utility Belt; Cost 3pp]

Weakness: Disturbing (Cold Russian efficiency)