Val CHA Cost Roll Notes 15 STR 5 12- Lift 200 kg; 3d6 HTH Damage [1] 18+6 DEX 16 13-/14- 18 CON 8 13- 13 INT 3 12- PER Roll 12- 11 EGO 1 11- 13 PRE 3 12- PRE Attack: 2 ½d6 6+2 OCV 15 6+2 DCV 15 3 OMCV 0 4 DMCV 3 4+1 SPD 20 Phases: 3, 6, 9, 12/3, 5, 8, 10, 12 6+8 PD 4 Total: 6/14 PD (0/8 rPD) 4+8 ED 2 Total: 4/12 ED (0/8 rED) 7 REC 3 36 END 4 15 BODY 5 32 STUN 6 Total Characteristics Cost: 113 Movement: Running: 14m/28m Leaping: 4m/8m Swimming: 4m/8m Cost Powers & Skills 19 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) 22 Reflex Enchancement: +6 DEX, +2 OCV, +2 DCV; Cybersystem (-¼), Restrainable (EMP cut-off switch; -¼) 5 Synaptic Accelerator: +1 SPD; Costs Endurance (-½), Cybersystem (-¼), Restrainable (EMP cut-off switch; -¼), END 1 36 Fabrique Nationale Special Forces Combat Assault Rifle-H: RKA 2d6+1, +1 Increased STUN Multiplier (+¼), Autofire (5 shots; +½); OAF (-1), Beam (-¼), Real Weapon (-¼), STR Minimum 4-8 (-¼), 30 Charges (+¼) plus +1 OCV; OAF (-1), Real Weapon (-¼) plus +2 vs. Range Modifier; OAF (-1), Real Weapon (-¼) plus Invisible Power Effects (Inobvious to Sight Group; +¼) for up to 70 Active Points of RKA; OAF (-1), Real Weapon (-¼) 15 Concussive Grenades: Blast 8d6, Area Of Effect (18m Radius Explosion; +½); 2 Charges (-1 ½), OAF (-1), Real Weapon (-¼), Range Based On Strength (-¼), [2] 12 Level II Biosteel Bodysuit: Resistant Protection (8 PD/8 ED); Requires A Roll (13- roll; Hit Locations 7-17; -½), IIF (-¼), Real Armor (-¼) 2 Move Soldier!: Running +2m (14m total), END 1 Martial Arts: Commando Training Maneuver OCV DCV Notes 3 Aikido Throw +0 +1 3d6 +v/10, Target Falls 4 Boxing Cross +0 +2 5d6 Strike 4 Judo Disarm -1 +1 Disarm; 25 STR to Disarm 4 Kung Fu Block +2 +2 Block, Abort 3 Weapon Element: Blades, Clubs, Karate Weapons Perks 1 Fringe Benefit: Corporal 1 Fringe Benefit: Weapon Permit (where appropriate) 4 Contacts (4 points' worth) Skills 3 Combat Driving 13- (14-) 2 KS: The Military/Mercenary/Terrorist World 11- 2 KS: [Unit] History And Customs 11- 3 Mechanics 12- 2 PS: [member of military] 11- 5 Rapid Autofire 3 Stealth 13- (14-) 4 TF: Common Motorized Ground Vehicles, Mecha 3 Tactics 12- 7 WF: Common Melee Weapons, Emplaced Weapons, Small Arms, General Purpose/Heavy Machine Guns 2 Weaponsmith (Firearms) 12- Total Powers & Skill Cost: 179 Total Cost: 291 300+ Matching Complications (60) 5 Distinctive Features: uniform (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 10 Hunted: [military the character belongs to] Infrequently (Mo Pow; NCI; Watching) 20 Social Complication: Subject To Orders (Very Frequently, Major) Total Complications Points: 60 Experience Points: 0
Mercenary 2's Hero Designer File
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