Teleportation: Solo is able to teleport himself and his clothing and equipment to a maximum of CL3000 He can take along anything else he is touching with a total weight of no more than 400 pounds. Each time he teleports, Solo must succeed at a Green End. FEAT or be confused and unable to act on the following turn. Passengers must succeed at a Green End. FEAT or be disoriented for 1-10 turns.
It takes Solo’s metabolism time to realign after he teleports between locations. He must wait 1-10 turns to "recharge." In order to teleport before this time has elapsed, Solo must first succeed at a Red Power Rank FEAT. He can attempt this FEAT only once while recharging, and failure indicates that he must recharge for an additional 1-10 turns.
If Solo should accidentally rematerialize in a solid object, he must attempt a Power Rank FEAT. A Yellow result is required for success, meaning he instinctively teleports to another location and falls unconscious for 1-10 turns. Failure denotes that he suffers damage equal to twice the object’s Material Strength or actual Strength, if it is a living being. In the latter case, the creature takes an equivalent amount of damage.
Body Armor: Gd protection vs. Physical, Pr protection vs. Energy
Automatic Rifle: Ex Shooting, 7 areas
Climbing Claws: Fe Wall-Crawling
Combat Knives: Gd Edge, thrown or melee
Grenades: Solo carries 2 of each of the following types of grenades strapped to a bandolier worn across his chest and back:
-Concussion: In Blunt damage to 1 area.
-Flash: Am intensity flash of light. Those facing the flash are blinded for 1-10 turns if they fail an Agility FEAT roll.
-Frag: Rm Edge to 1 area.
-Knock-Out: Ex intensity knockout gas. All in the same area who fail an End FEAT fall unconscious for 1-10 turns.
-Smoke: Ex intensity smoke fills 1 area. All FEATs within the area are at -2CS.
Machine Pistol: Ex Shooting, 6 areas
Sub-Machine Gun: Rm Shooting, 8 areas
Solo’s teleportation is preceded at his destination by flashing globules of plasma (the phase of matter comprised of energy), which sometimes alert observers to his impending arrival.
Talents: Guns, Thrown Weapons, Martial Arts B, C, E