Val CHA Cost Roll Notes 15 STR 5 12- Lift 200 kg; 3d6 HTH Damage [1] 18 DEX 16 13- 17 CON 7 12- 13 INT 3 12- PER Roll 12- 15 EGO 5 12- 15 PRE 5 12- PRE Attack: 3d6 6 OCV 15 6 DCV 15 3 OMCV 0 5 DMCV 6 4+2 SPD 20 Phases: 3, 6, 9, 12/2, 4, 6, 8, 10, 12 8+7 PD 6 Total: 8/15 PD (0/7 rPD) 6+7 ED 4 Total: 6/13 ED (0/7 rED) 6 REC 2 34 END 3 13 BODY 3 30 STUN 5 Total Characteristics Cost: 120 Movement: Running: 12m/24m Leaping: 4m/8m Swimming: 4m/8m Cost Powers & Skills 19 Basic Cyberbrain: +10 EGO, +3 OMCV,+3 DMCV; Cybersystem (-¼), Restrainable (EMP cut-off switch; -¼) 7 Attack Barrier: Mental Defense (10 points total); Software (-½) 6 Cranial Radio: HRRP (Radio Group); Sense Affected As Hearing Group As Well A Radio Group (-½), Cybersystem (-¼), Restrainable (EMP cut-off switch; -¼) 0 4 Sub-Dermal Plating: Resistant Protection (3 PD/3 ED); Requires A Roll (10- roll; or Hit Locations 9-12; -¾), Cybersystem (-¼) 8 Smartgun Link: +2 with Ranged Combat, +1 versus Range Modifiers; Requires Smartlinked Weapon (-½), Cybersystem (-¼), Restrainable (EMP cut-off switch; -¼), Limited Range (64m; -¼) 10 Synaptic Accelerator: +2 SPD; Costs Endurance (-½), Cybersystem (-¼), Restrainable (EMP cut-off switch; -¼), END 2 19 Knights Armament Personal Defense Weapon: RKA 2d6, Autofire (5 shots; +½); OAF (-1), Beam (-¼), Limited Range (200m; -¼), Real Weapon (-¼), STR Minimum (-¼), 30 Charges (+¼) plus +1 OCV; OAF (-1), Real Weapon (-¼) plus +2 vs. Range Modifer; OAF (-1), Real Weapon (-¼) [30] 11 Knuck-Knife: HKA ½d6, Reduced Endurance (0 END; +½); OAF (-1), Real Weapon (-¼), STR Minimum (-¼) plus Resistant Protection (6 PD/6 ED); OAF (-1), Hands Only (-1), Real Armor (-¼) 5 Smoke Grenade: Change Environment (-3 to Sight Group PER Rolls), Area Of Effect (8m Radius; +½); OAF (-1), Range Based On Strength (-¼), Real Weapon (-¼), 4 Continuing Charges lasting 3 Turns each (-¼), [4 cc] 12 Stun Grenade: Blast 3d6, NND (Resistant PD), Area Of Effect (8m Radius Explosion; +¼); OAF (-1), 4 Charges (-1), Range Based On Strength (-¼), Real Weapon (-¼) plus Sight and Hearing Groups Flash 3d6, Area Of Effect (8m Radius Explosion; +¼); OAF (-1), 4 Charges (-1), Linked (Blast; -¼), Real Weapon (-¼), Range Based On Strength (-¼) [4] 4 Level I Spectracloth Jacket: Resistant Protection (4 PD/4 ED); Requires A Roll (11- roll; Hit Locations 7-12; -1), OIF (-½), Real Armor (-¼) Martial Arts: Street Fighting Maneuver OCV DCV Notes 4 Block +2 +2 Block, Abort 4 Disarm -1 +1 Disarm; 25 STR to Disarm 4 Dodge -- +5 Dodge, Affects All Attacks, Abort 4 Punch/Snapkick +0 +2 5d6 Strike 5 Side/Spin Kick -2 +1 7d6 Strike 1 Weapon Element: Blades (knives) Skills 20 +2 with All Attacks 10 +2 with Street Fighting 2 AK: Home Turf 11- 3 Breakfall 13- 2 CK: city of character's choice 11- 5 Defense Maneuver I-II 3 Paramedics 12- 3 Streetwise 12- 3 Trading 12- 4 WF: Small Arms, Blades, Karate Weapons 3 Scholar 1 1) KS: Cyber Technology 11- 1 2) KS: Gang Colors and Customs 11- 1 3) KS: Street Fighting Styles and Techniques 11- 1 4) KS: The Corporate World 11- 1 5) KS: [local city] Underworld 11- Total Powers & Skill Cost: 191 Total Cost: 310 175+ Matching Complications (50) 5 Distinctive Features: Air-Headed Bimbo (it's an act) (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 5 Distinctive Features: Gang Colors (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 10 Hunted: assorted old enemies Infrequently (As Pow; Harshly Punish) 0 Hunted: other gang members Infrequently (Mo Pow; Limited Geographical Area; Watching) 15 Psychological Complication: Fairly Apathetic About The Needs Of Others (Common; Strong) 15 Psychological Complication: Remains 'Bought' (i.e. loyal) Until The Mission Is Complete (Common; Strong) Total Complications Points: 50 Experience Points: 135
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