Val CHA Cost Roll Notes 20 STR 10 13- Lift 400 kg; 4d6 HTH Damage [2] 23 DEX 26 14- 18 CON 8 13- 13 INT 3 12- PER Roll 12- 28 EGO 3 15- 18 PRE 8 13- PRE Attack: 3 ½d6 8 OCV 25 8 DCV 25 3 OMCV 0 4 DMCV 3 4+1 SPD 20 Phases: 3, 6, 9, 12/3, 5, 8, 10, 12 7+8 PD 5 Total: 7/15 PD (0/8 rPD) 7+8 ED 5 Total: 7/15 ED (0/8 rED) 8 REC 4 40 END 4 13 BODY 3 34 STUN 7 Total Characteristics Cost: 159 Movement: Running: 14m/28m Leaping: 4m/8m Swimming: 6m/12m Cost Powers & Skills 30 Advanced Cyberbrain: +15 EGO, +5 OMCV, +5 DMCV; Cybersystem (-¼), Restrainable (EMP cut-off switch; -¼) 10 Attack Barrier: Mental Defense (15 points total); Software (-½) 5 Flare Filter: Sight Group Flash Defense (6 points); Cybersystem (-¼) 6 Internal Respirator: LS (Self-Contained Breathing); 1 Continuing Fuel Charge lasting 5 Minutes (-½), Cybersystem (-¼), [1 cc] 8 Smartgun Link: +2 with Ranged Combat; Requires Smartlinked Weapon (-½), Cybersystem (-¼), Restrainable (EMP cut-off switch; -¼), Limited Range (64m; -¼) plus +1 versus Range Modifiers with all attacks; Requires Smartlinked Weapon (-½), Cybersystem (-¼), Restrainable (EMP cut-off switch; -¼), Limited Range (64m; -¼) 3 Thermographic Filter: IR Perception (Sight Group); Cybersystem (-¼), Restrainable (EMP cut-off switch; -¼) 3 Ultraviolet Filter: UV Perception (Sight Group); 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 Martial Arts: Mixed Martial Arts Maneuver OCV DCV Damage 5 Circle Kick +1 -2 8d6 Strike 4 Evade -- +5 Dodge, Affects All Attacks, Abort 4 Groin Kick -1 +1 2d6 NND Notes: Rigid rPD in vitals (Hit Location 13) protects. 4 Kidney Punch -2 +0 HKA 2d6 4 Punch/Snap Kick +0 +2 6d6 Strike 18 Jinsei Hoshoku Zeta With Smartgun Link: RKA 2d6, +1 Increased STUN Multiplier (+¼); OAF (-1), Beam (-¼), Real Weapon (-¼), STR Minimum 4-8 (-¼), 4 clips of 15 Charges (+¼) plus +1 OCV; OAF (-1), Real Weapon (-¼) plus +1 versus Range Modifiers; OAF (-1), Real Weapon (-¼), [15] 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) 4 Swift Of Foot: Running +4m (16m total) 1 3 Hyper Immune System: LS (Immunity: All terrestrial diseases); Not versus Bioweapons (-½) 1 Improved Longevity: LS (Longevity: 200 Years) Perks 2 Fringe Benefit: Concealed Weapon Permit (where appropriate) Talents 5 Optimized DNA: Bioware Compatible 4 Speed Reading (x10) 3 +1/+1d6 Striking Appearance (vs. all characters) Skills 20 +2 with All Attacks 3 Acrobatics 14- 3 Acting 13- 3 Breakfall 14- 3 Bugging 12- 3 Combat Driving 14- 3 Disguise 12- 5 Fast Draw: handguns 15- 3 Interrogation 13- 2 PS: Mercenary/Retriever 11- 3 Security Systems 12- 3 Shadowing 12- 3 Stealth 14- 3 Streetwise 13- 2 TF: Common Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles 3 WF: Small Arms, Blades 3 Scientist 2 KS: The Corporate World 11- 2 KS: The Mercenary/Military/Terrorist World 11- 2 KS: The Neo York Underworld 11- 2 KS: The Rumor Mill 11- 2 KS: The Neo York Zero Zone 11- Total Powers & Skill Cost: 221 Total Cost: 380 300+ Matching Complications (60) 5 Distinctive Features: Aluminum-colored cybereyes (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 5 Distinctive Features: Genetic Upgrade (Not Concealable; Noticed and Recognizable; Detectable Only By Technology Or Major Effort) 10 Distinctive Features: Style (Not Concealable; Noticed and Recognizable; Detectable By Large Group) 20 Hunted: a former employer Infrequently (Mo Pow; NCI; Harshly Punish) 15 Hunted: her current employer Frequently (Mo Pow; NCI; Watching) 10 Negative Reputation: a cold-blooded killer, Frequently (Extreme; Known Only To Those In The Business) 15 Psychological Complication: Fairly Apathetic About The Needs Of Others (Common; Strong) 20 Psychological Complication: Her Word Is Her Bond, Once She Gives It, She'll Keep Until Death (Common; Total) Total Complications Points: 60 Experience Points: 80
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