Val CHA Cost Roll Notes 15+5 STR 5 12-/13- Lift 200 kg/400 kg; 3d6/4d6 HTH Damage [½] 18+6 DEX 16 13-/14- 20 CON 10 13- 15 INT 5 12- PER Roll 12- 13 EGO 3 12- 15 PRE 5 12- PRE Attack: 3d6 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 8+4 PD 6 Total: 8/12 PD (0/4 rPD) 8+4 ED 6 Total: 8/12 ED (0/4 rED) 7 REC 3 40 END 4 13 BODY 3 30 STUN 5 Total Characteristics Cost: 124 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) 22 Cyber Blade: HKA 2d6 (3d6/3d6+1 w/STR), Reduced Endurance (0 END; +½); Cybersystem (-¼), Real Weapon (-¼), No Knockback (-¼), Reduced Penetration (-¼) 4 Muscle Augmentation: +5 STR; Cybersystem (-¼), END 1 22 Reflex Enchancement: +6 DEX, +2 OCV, +2 DCV; Cybersystem (-¼), Restrainable (EMP cut-off switch; -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) 5 Synaptic Accelerator: +1 SPD; Costs Endurance (-½), Cybersystem (-¼), Restrainable (EMP cut-off switch; -¼), END 1 22 H&K MP2030: RKA 1d6+1, Autofire (5 shots; +½); OAF (-1), STR Minimum (-½), Real Weapon (-¼), Beam (-¼), 30 Charges (+¼) plus +1 OCV; OAF (-1), Real Weapon (-¼) plus +1 versus Range Modifer; OAF (-1), Real Weapon (-¼) plus Change Environment (-5 to Hearing Group PER Rolls), Reduced Endurance (0 END; +½); OAF (-1), No Range (-½), Real Weapon (-¼) [30] 5 Level I Spectracloth Lined Long Coat: Resistant Protection (4 PD/4 ED); Requires A Roll (12- roll; Hit Locations 7-16; -¾), OIF (-½), Real Armor (-¼) 3 Carbon Nanotube Inserts: Resistant Protection (3 PD/3 ED); Requires A Roll (10- roll; Hit Locations 10-13; -1 ¼), OIF (-½), Real Armor (-¼) Notes: Total DEF 7 in locations 10-13. Martial Arts: Street Fighting Maneuver OCV DCV Notes 4 Block +2 +2 Block, Abort 4 Disarm -1 +1 Disarm; 25 STR /30 STR to Disarm 4 Elbow/Knee Smash +2 +0 5d6/6d6 Strike 3 Legsweep +2 -1 4d6/5d6 Strike, Target Falls 4 Punch/Snap Kick +0 +2 5d6/6d6 Strike 5 Side/Roundhouse Kick -2 +1 7d6/8d6 Strike 3 Weapon Element: Blades, Cyber Blades, Karate Weapons Talents 6 +2/+2d6 Striking Appearance (vs. all characters) Skills 10 +1 with All Attacks 2 AK: Home Turf 11- 3 Breakfall 13- (14-) 2 CK: city of character's choice 11- 3 Climbing 13- (14-) 3 Combat Driving 13- (14-) 2 KS: Cyber Technology 11- 2 KS: Gang Colors and Customs 11- 3 Stealth 13- (14-) 5 Streetwise 13- 5 WF: Common Melee Weapons, Small Arms, Karate Weapons 0 TF: Two-Wheeled Motorized Ground Vehicles Total Powers & Skill Cost: 190 Total Cost: 314 175+ Matching Complications (50) 5 Distinctive Features: Gang Colors (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 5 Distinctive Features: Strong Southern Drawl (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 0 Hunted: other gang members Infrequently (Mo Pow; Limited Geographical Area; Watching) 15 Psychological Complication: Likes To Play One Gang Member Off Another For Her Affections (Common; Strong) Total Complications Points: 50 Experience Points: 139
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