KAZEI 5

IC JAYNE

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

IC Jayne's Hero Designer File


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