Dex Zayden

Player: IsoSheepington

Dex Zayden
Code Name: Vauban

 

 

 

 

 

 

 

CHARACTERISTICS
Val Char Base Points Total Roll Notes
15 STR 10 5 30 15- HTH Damage 6d6 END [3]
20 DEX 10 30 20 13- OCV 7 DCV 7
15 CON 10 10 15 12-
10 BODY 10 0 10 11-
25 INT 10 15 25 14- PER Roll 14-
18 EGO 10 16 18 13- ECV: 6
25 PRE 10 15 25 14- PRE Attack: 5d6
10 COM 10 0 10 11-
3 PD 3 0 3/18 3/18 PD (0/15 rPD)
3 ED 3 0 3/19 3/19 ED (0/16 rED)
5 SPD 3.0 20 5 Phases: 3, 5, 8, 10, 12
6 REC 6 0 6
30 END 30 0 30
26 STUN 26 0 26
6″ Running 6 0 6″
2″ Swimming 2 0 2″
6″ Leaping 6 0 6″ 111 Total Characteristics Points
COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
Akido Throw 1/2 +0 +1 6d6 +v/5, Target Falls
Boxing Cross 1/2 +0 +2 8d6 Strike
Choke 1/2 -2 +0 Grab One Limb; 2d6 NND
Escape 1/2 +0 +0 45 STR vs. Grabs
Hold 1/2 -1 -1 Grab Three Limbs, 10 STR for holding on
Judo Disarm 1/2 -1 +1 Disarm; 40 STR to Disarm roll
Karate “Chop” 1/2 -2 +0 HKA 1d6 +1
Kung Fu Block 1/2 +2 +2 Block, Abort
Weapon Element: Clubs
Weapon Element: Knives
33 Total Martial Arts Cost
POWERS
Cost  Power END
37 Sub Dermal Armor: Armor (15 PD/16 ED) (47 Active Points); IIF (-1/4) 0
25 Combat System: Multipower, 50-point reserve, (50 Active Points); all slots OIF (-1/2), Each time a power with Charges is used, it will cost 5 END on top of the charges used: END is drawn from the END Reserve (-1/2)
2u
1) Baton Charge: Killing Attack – Hand-To-Hand 2 1/2d6 (4d6 w/STR), Power Can Draw END from Character or END Reserve (+1/4); OIF (-1/2), Each time a power with Charges is used, it will cost 5 END on top of the charges used: END is drawn from the END Reserve (-1/2)
5
2u
2) Cutting Disk: Killing Attack – Ranged 3d6+1, 16 Charges (+0); OIF (-1/2), Each time a power with Charges is used, it will cost 5 END on top of the charges used: END is drawn from the END Reserve (-1/2)
[16]
2u
3) Deployable Baton: Hand-To-Hand Attack +10d6 (50 Active Points); Hand-To-Hand Attack (-1/2), OIF (-1/2), Each time a power with Charges is used, it will cost 5 END on top of the charges used: END is drawn from the END Reserve (-1/2)
5
2u
4) Drone: Clairsentience (Sight Group And Normal Hearing), x2 Range (450″), +3 to PER Roll, Mobile Perception Point (can move up to 24″ per Phase), Transmit, 3 Continuing Charges lasting 20 Minutes each (+0); OIF (-1/2), Each time a power with Charges is used, it will cost 5 END on top of the charges used: END is drawn from the END Reserve (-1/2)
[3 cc]
2u
5) Energy Chackram: Energy Blast 10d6, 16 Charges (+0) (50 Active Points); OIF (-1/2), Each time a power with Charges is used, it will cost 5 END on top of the charges used: END is drawn from the END Reserve (-1/2)
[16]
2u
6) Energy Grenade: Energy Blast 6 1/2d6, 16 Charges (+0), Explosion (+1/2); OIF (-1/2), Each time a power with Charges is used, it will cost 5 END on top of the charges used: END is drawn from the END Reserve (-1/2)
[16]
2u
7) Flash Disk: Sight Group Flash 6 1/2d6, 16 Charges (+0), Explosion (+1/2); OIF (-1/2), Each time a power with Charges is used, it will cost 5 END on top of the charges used: END is drawn from the END Reserve (-1/2)
[16]
2u
8) Grapple disk: Swinging 20″, x4 Noncombat, 64 Charges (+1/2) (37 Active Points); OIF (-1/2), Each time a power with Charges is used, it will cost 5 END on top of the charges used: END is drawn from the END Reserve (-1/2)
[64]
2u
9) Trap Disk: Entangle 2d6, 3 DEF, 16 Charges (+0), Area Of Effect (3″ Radius; +1) (50 Active Points); OIF (-1/2), Each time a power with Charges is used, it will cost 5 END on top of the charges used: END is drawn from the END Reserve (-1/2)
[16]
25 Target Scanner: Find Weakness 13- with All Attacks, Power Can Draw END from Character or END Reserve (+1/4) (50 Active Points); OIF (-1/2), Costs Endurance (-1/2) 5
14 Internal Power Supply: Endurance Reserve (120 END, 10 REC) Reserve: IIF (-1/4); REC: Slow Recovery 5 Minutes (-1), Must Plug In A Power Source (-1/4) 0
16 Life Support (Eating: Character does not eat; Self-Contained Breathing; Sleeping: Character does not sleep) 0
11 Regeneration: Healing 1d6, Can Heal Limbs, Reduced Endurance (0 END; +1/2), Persistent (+1/2); Extra Time (1 Turn (Post-Segment 12), -1 1/4), Self Only (-1/2) 0
9 STR Augmentation: +15 STR, Power Can Draw END from Character or END Reserve (+1/4); OIF (-1/2), No Figured Characteristics (-1/2) 2
155 Total Powers Cost
SKILLS
Cost  Name
0 Acting 8-
0 Climbing 8-
3 Combat Driving 13-
3 Combat Piloting 13-
3 Computer Programming 14-
0 Concealment 8-
3 Conversation 14-
3 Deduction 14-
3 Electronics 14-
3 Interrogation 14-
0 AK: Sydney Australia 8-
0 CuK: Aussie Culture 8-
3 Linguist
2
1) Language: Japanese (fluent conversation; literate)
0
2) Language: English (idiomatic)
2
3) Language: Spanish (fluent conversation; literate)
2
4) Language: mandarin (fluent conversation; literate)
3 Paramedics 14-
0 Persuasion 8-
4 PS: Gadgeteer 13-
4 SS: Robotic enginerring 13-
3 Shadowing 14-
5 Stealth 14-
2 TF: Common Motorized Ground Vehicles, Combat Aircraft, Two-Wheeled Motorized Ground Vehicles
51 Total Skills Cost
DISADVANTAGES
Cost  Disadvantage
10 Dependence: Recharge All Powers Activate on 8- (Very Common, 6 Hours)
20 Distinctive Features: Cyborg Implants (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
15 Hunted: Geno Corp 11- (As Pow, Harshly Punish)
10 Psychological Limitation: Code Against Killing (Common, Moderate)
10 Physical Limitation: Heavy (Frequently, Slightly Impairing)
10 Physical Limitation: Sinks like a stone in water, cant swim or float (Infrequently, Greatly Impairing)
10 Reputation: Ex-Mercenary, 8- (Extreme)
15 Social Limitation: Constantly Scrutinized by the Media, Government, and the Public Very Frequently, Minor
20 Social Limitation: Public Identity Very Frequently, Major
20 Social Limitation: Seen As Sentient Machine (Very Frequently, Major)
10 Vulnerability: 2 x STUN Magnetic-based Powers (Uncommon)
150 Total Disadvantages Cost
EXPERIENCE POINTS
Total earned: 0
Spent: 0
Unspent: 0
Base Points: 200
Disad Points: 150
Total Points: 350

APPEARANCE
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