
Val Char Cost Roll Notes
15/25 STR 5 12- / 14- Lift 200.0kg/800.0kg; 3d6/5d6 [1/2]
28 DEX 54 15- OCV: 9/DCV: 9
23 CON 26 14-
11 BODY 2 11-
15 INT 5 12- PER Roll 12-
10 EGO 0 11- ECV: 3
13 PRE 3 12- PRE Attack: 2 1/2d6
14 COM 2 12-
3/23 PD 0 Total: 3/23 PD (0/20 rPD)
5/25 ED 0 Total: 5/25 ED (0/20 rED)
6 SPD 22 Phases: 2, 4, 6, 8, 10, 12
8 REC 0
46 END 0
31 STUN 0 Total Characteristic Cost: 117
Movement:
Running: 6″/12″
Flight: 15″/30″
Leaping: 3″/6″
Cost Powers END
37 Sniper Rifle: Killing Attack – Ranged 4d6, No Range Modifier (+1/2), Armor Piercing (+1/2); OAF (-1), Required Hands Two-Handed (-1/2), Beam (-1/4), 8 clips of 4 Charges (-1/4), Real Weapon (-1/4) [4]
Combat Armor, all slots OIF (-1/2)
20 1) Life Support (Immunity: All terrestrial poisons and chemical warfare agents; Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing); OIF (-1/2)
20 2) Armor (10 PD/10 ED); OIF (-1/2)
Notes: This is the basic physical structure of the armor and acts as such. It does not have to be activated and connot be deactivated without actually taking off the armor.
26 3) Flight 15″, Invisible to Sight Group (+1/2); OIF (-1/2), 1 Continuing Fuel Charge lasting 20 Minutes (-1/4) [1 cc]
Notes: This suit uses a ‘ducted fan’ propulsion system and so leave no visible trail of flame like ‘jet boots’ would. This enables her to fly while invisible. It has a fuel supply that will allow the wearer to flight for 20 minutes. This is total time in the air so if she is not flying, she is not using fuel.
10 4) Adaptive Camouflage: Invisibility to Sight Group ; 1 Continuing Charge lasting 20 Minutes (-1/2), OIF (-1/2) [1 cc]
10 5) Healing BODY 2d6, Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Full Phase to reset; +1/4); 4 Charges (-1), OIF (-1/2) [4]
Notes: This is an advanced drug that will be injected automatically if the wearer begtins to bleed, i.e. takes BODY. It can do this up to fourx times but must be reset after each use. WARNING – a charge can only be used on a specific wound once and will not activate again until the weaer takes BODY a second time.
10 6) Force Field (10 PD/10 ED); 1 Continuing Charge lasting 20 Minutes (-1/2), OIF (-1/2) [1 cc]
Notes: This ia a force field that acts as a back up to the primary defenses of Armor. It can run continously for 20 minutes.
7 7) Computer Security Interface: +4 with Computer Programming (Hacking and Computer Security); OIF (-1/2)
5 8) Strength Enhancing Servos: +10 STR; No Figured Characteristics (-1/2), OIF (-1/2) 1
5 9) Security System Override: +4 with Security Systems; OIF (-1/2)
5 10) Mechanical Lock Analyzer: +4 with Lockpicking; OIF (-1/2)
3 11) Hearing Group Flash Defense (5 points); OIF (-1/2)
Notes: This is insulation from sound within the helmet.
3 12) Sight Group Flash Defense (5 points); OIF (-1/2)
Notes: This is a polarized face plate on the hemlet that protects from sudden flashes of light.
Jeet Kune Do (Jun Fan Kung Fu)
Maneuver OCV DCV Notes
4 Block +2 +2 Block, Abort
4 Choke Hold -2 +0 Grab One Limb; 2d6 NND
4 Dodge — +5 Dodge, Affects All Attacks, Abort
3 Grab/Joint Lock -1 -1 Grab Two Limbs, 25 STR / 35 STR for holding on
5 Kick/Knee Strike -2 +1 7d6 / 9d6 Strike
4 Nerve Strike -1 +1 2d6 NND
3 Throw +0 +1 3d6 / 5d6 +v/5, Target Falls
1 Weapon Element: Blades
1 Weapon Element: Staffs
Skills
0 AK: Home Town Area 8-
3 Acrobatics 15-
0 Acting 8-
3 Breakfall 15-
3 Climbing 15-
8 Computer Programming (Computer Networks, Hacking and Computer Security, Personal Computers, Mainframes and Supercomputers) 12-
3 Concealment 12-
0 Conversation 8-
0 CuK: Oni Culture 8-
0 Deduction 8-
0 Language: English (Idiomatic)
3 Lockpicking 15-
0 PS: Player’s Choice 11-
0 Paramedics 8-
0 Persuasion 8-
3 Security Systems 12-
0 Shadowing 8-
3 Stealth 15-
3 Streetwise 12-
0 TF: Bicycles, Small Motorized Ground Vehicles
2 WF: Blades, Staffs
9 +3 with Sniper Rifle
Total Powers & Skill Cost: 233
Total Cost: 350
200+ Disadvantages
10 Physical Limitation: Sinks like a stone in water, cant swim or float (Infrequently, Greatly Impairing)
10 Psychological Limitation: Hunts Rogue Supersoldiers 8- (Common, Moderate)
15 Psychological Limitation: Soldier’s Code (Common, Strong)
20 Psychological Limitation: Torn Between Duty and Friendship (Very Common, Strong)
15 Psychological Limitation: Tries to Avoid Melee Combat (Common, Strong)
15 Social Limitation: Cool, calm and collected (Very Frequently, Minor)
20 Social Limitation: Secret ID (Very Frequently, Major)
20 Social Limitation: Subject to Orders (Very Frequently, Major)
25 Watched: The Government 14- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)
Total Disadvantage Points: 350
Background/History:
Personality/Motivation:
Quote:
Powers/Tactics: Get in position, invisible. Take shot, move, find new position while invisible, re-acquire target, shoot. Repeat.
Campaign Use:
Appearance:
I am a bit uncertain because of this post?
It is a NPC. The player used a name from a game.
Hi, I came across your blog and I like this post particularly. Where can I learn more?
She is an NPC so not much has been written about her.
CHeck out the page for my character called Kurt Ambrose. He and Naomi are linked as they where raised in the same super soldier program, the difference between the two is that he went rouge and she didnt. you can find him in Woodward Cruise under past players