Val CHA Cost Roll Notes 15 STR 5 12- Lift 200 kg; 3d6 HTH Damage [1] 20 DEX 20 13- 13 CON 3 12- 13 INT 3 12- PER Roll 12- 13 EGO 3 12- 13 PRE 3 12- PRE Attack: 2 ½d6 7 OCV 20 7 DCV 20 3 OMCV 0 4 DMCV 3 3+1 SPD 10 Phases: 4, 8, 12/3, 6, 9, 12 7+10 PD 5 Total: 7/17 PD (0/10 rPD) 5+10 ED 3 Total: 5/15 ED (0/10 rED) 6 REC 2 30 END 2 13+2 BODY 3 30 STUN 5 Total Characteristics Cost: 110 Movement: Running: 24m/48m Leaping: 14m/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) 13 Dual Strength Legs: +5 STR; Cybersystem (-¼), Only When Using Legs (-0) plus +2 BODY plus Resistant Protection (5 PD/5 ED); Requires A Roll (11- roll; Hit Locations 14-18; -1), END 1 4 Hydralic Jack: Leaping +10m (14m forward, 7m upward), Reduced Endurance (0 END; +½); Cybersystem (-¼), Restrainable (EMP cut-off switch; -¼), No Noncombat Movement (-¼) 8 Speed Legs: Running +12m (24m total); Cybersystem (-¼), Restrainable (EMP cut-off switch; -¼), END 1 5 Synaptic Accelerator: +1 SPD; Costs Endurance (-½), Cybersystem (-¼), Restrainable (EMP cut-off switch; -¼), END 1 16 KPB Instrument Design Bureau PP-2000 (extended magazine used as a stock: RKA 1d6+1, Autofire (5 shots; +½); OAF (-1), Beam (-¼), Real Weapon (-¼), STR Minimum (-¼), Limited Range (100m; -¼), 4 clips of 44 Charges (extra magazine used as a stock; +¾) plus +1 vs. Range Modifier; OAF (-1), Real Weapon (-¼), [44] 7 Combat Knife: HKA 1d6-1, Range Based On STR (+¼), Reduced Endurance (0 END; +½); OAF (-1), Real Weapon (-¼), STR Minimum (-¼) 8 Manriki-Gusari: HA +3d6, Ranged Based On STR (+¼), Reduced Endurance (0 END; +½); OAF (-1), Hand-To-Hand Attack (-¼), Real Weapon (-¼), STR Minimum (-¼) 11 Level I Ceramic Clamshell: Resistant Protection (10 PD/10 ED); Requires A Roll (11- roll; Hit Locations 9-12; -1), OIF (-½), Real Armor (-¼) Martial Arts: Street Fighting Maneuver OCV DCV Notes 4 Block +2 +2 Block, Abort 4 Dodge -- +5 Dodge, Affects All Attacks, Abort 3 Legsweep +2 -1 4d6 Strike, Target Falls 4 Punch/Snapkick +0 +2 5d6 Strike 5 Side/Roundhouse Kick -2 +1 7d6 Strike 2 Weapon Element: Blades (knives), Chain & Rope Weapons Skills 15 +3 with Street Fighting 2 AK: Home Turf 11- 3 Analyze: Style 12- 3 Breakfall 13- 2 CK: city of character's choice 11- 3 Streetwise 12- 6 WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Small Arms 3 Scholar 1 1) KS: Cyber Technology 11- 1 2) KS: Gang Colors and Customs 11- 1 3) KS: Local Street Samurai 11- 1 4) KS: Street Fighting Styles and Techniques 11- 1 5) KS: [local city] Underworld 11- Total Powers & Skill Cost: 162 Total Cost: 272 175+ Matching Complications (50) 5 Distinctive Features: Gang Colors (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 20 Enraged: if legs are damaged (i.e. takes BODY) (Uncommon), go 14-, recover 11- 0 Hunted: other gang members Infrequently (Mo Pow; Limited Geographical Area; Watching) 0 Negative Reputation: street samurai hunter, Infrequently (Known Only To Gangers) 15 Psychological Complication: Despises Heavily Chromed Street Samurai (Common; Strong) 15 Psychological Complication: Gunslinger Mentality, wants to see if you're as tough as you claim (Common; Strong) Total Complications Points: 50 Experience Points: 97
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