Val CHA Cost Roll Notes 38 STR 23 17- 4800kg; 7 1/2d6 23 DEX 39 14- OCV: 8/DCV: 8 23 CON 26 14- 18 BODY 16 13- 13 INT 3 12- PER Roll 12- 13 EGO 6 12- ECV: 4 20 PRE 10 13- PRE Attack: 4d6 16 COM 3 12- 8 PD 0 Total: 18 PD/10 PDr 6 ED 0 Total: 16 ED/10 EDr 5 SPD 17 Phases: 3, 5, 8, 10, 12 12 REC 0 46 END 0 47 STUN 0 Total Characteristics Cost: 143 Movement: Running: 9"/18" Superleap: 20" Swimming: 0" Cost Powers & Skills Combat Training: 20 Combat Skill Levels: +4 with HTH 6 Combat Skill Levels: +2 with AMP Weapons 10 Combat Skill Levels: +4 OCV, Only to Reduce Hit Location Modifiers (-1) Megadyne Combat Cybergraft Body Powers: 9 Cyberlimbs: Hand Attack: +2d6, 0 END (+1/2) 7 Cybergraft Body: Density Increase, 1 Level, 0 End (+1/2), Persistent (+1/2), Always On (-1/2), +5 STR, +1 PD/ED, -1" KB, 400 lbs 14 Cybergraft Body: Armor +6 DEF, Locations 6-18 (-1/2) 15 Cybergraft Body: 50% Damage Reduction, Physical, Resistant, Linked to Armor Activation (-1/2), Only vs Stun (-1/2) 3 Cyberlegs: Running: +2" (8" Total), Cybersystem (-1/4) 14 Cyberlegs: Superleap: +14" (20" total), 0 END (-1/2), No Noncombat Leap (-1/4), Cybersystem (-1/4) -2 Cybergraft Body: Swimming: -2" (0" Total) 5 Internal Air Supply: Sealed Systems, 1 charge of 5 minutes (-3/4), Cybersystem (-1/4) 3 Coordinated Limbs: Talent: Ambidexterity AMP Equipment: 27 AMK-02 GW Graviton: 3 1/2d6 RKA, +1 Stun (+1/2), +2 RMod, 3 Shots (-1 1/4), OAF (-1) 27 A Second AMK-02 GW Graviton 19 HBG-35 Hi-Power Blaster Multipower: 48 Point Pool, 8 Shots (-1/2), OAF (-1) 2 u - Creature Setting: 2 1/2d6 RKA E, +1 OCV, +1 RMod, 6 Shots (-3/4) 1 u - Basic Setting: 1 1/2d6 RKA E, +1 OCV, +1 RMod, 12 Shots (-1/4) 17 Stunstick: EB 5d6, NND (Defense is being grounded or insulated or having a non-human nervous system) (+1), +1 OCV, No Range (-1/2), 6 charges (-3/4), OAF (-1) 9 Drain: 3d6 (vs DEX), Linked to NND (-1/2), 6 charges (-3/4), OAF (-1) 5 AMP Armored Jacket: Armor DEF 4 , Locations 8-14 (-1), OIF (-1/2) 6 AMP Boots/Shinguards: Armor DEF 5, Locations 15-18 (-1 1/4), OIF (-1/2) AMP and Skills 5 Coolness Under Fire: 10 PRE, Defensive only (-1) 3 Perk: AMP Police Powers 2 Perk: Weapon Permit 1 AK: Australia 8- 4 AK: Los Angeles 13- 2 AK: Mega-Tokyo 11- 3 Breakfall 13- 3 Bureaucratics 13- 3 Criminology 12- 0 English (native) 5 Fast Draw 14- 4 Japanese (fully/lit) 4 KS: Criminal Law & Procedure 13- 2 KS: Lucifer Folk 11- 2 KS: Magic and the Occult 11- 2 PS: Police Officer 11- 3 Shadowing 11- 3 Stealth 13- 3 Streetwise 13- 1 TF: Automobile, Spinner 5 Two Gun Fighting 2 WF: Pistols, Tonfa/Nightstick 307 Total Powers & Skills Cost 450 Total Character Cost 150+ Disadvantages Distinctive Features: 5 AMP Uniform 10 Cyborg Body 15 Hunted: Lucifer Folk (Mopow) 8- 3 Package Bonus: AMP 10 Physical Limitation: Requires Special Medical Attention Psychological Limitation: 20 Overconfident (VC, S) 15 Irritable & short tempered (C, S) 5 Dislikes own body (UC, M) 5 Reputation: AMP Officer 8- 13 Watched: AMP, Subject to Orders (Mopow, NCI) 11- 199 Experience 450 Total Disadvantage Points
Return to Silent Möbius Zeta