Linda Lotus

Linda Lotus
Lab Tech

 

 

 

 

 

 

 

CHARACTERISTICS
Val Char Base Points Total Roll Notes
13 STR 10 3 13 12- HTH Damage 2 1/2d6 END [1]
20 DEX 10 30 20 13- OCV 7 DCV 7
16 CON 10 12 16 12-
10 BODY 10 0 10 11-
21 INT 10 11 21 13- PER Roll 15-
14 EGO 10 8 14 12- ECV: 5
15 PRE 10 5 15 12- PRE Attack: 3d6
18 COM 10 4 18 13-
10 PD 3 7 10/16 10/16 PD (0/6 rPD)
10 ED 3 7 10/16 10/16 ED (0/6 rED)
6 SPD 3.0 30 6 Phases: 2, 4, 6, 8, 10, 12
6 REC 6 0 6
45 END 32 7 45
25 STUN 25 0 25
10″ Running 6 8 10″
5″ Swimming 2 3 5″
4″ Leaping 3 2 4 1/2″ 137 Total Characteristics Points
Combat Skill Levels: +2 OCV with firearm of choice , +6 with any single attack with one specific weapon
COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
Akido Throw 1/2 +0 +1 2 1/2d6 +v/5, Target Falls
Choke 1/2 -2 +0 Grab One Limb; 2d6 NND
Escape 1/2 +0 +0 28 STR vs. Grabs
Hold 1/2 -1 -1 Grab Three Limbs, 10 STR for holding on
Weapon Element: Clubs
Weapon Element: Knives
17 Total Martial Arts Cost
POWERS
Cost  Power END
Goggles
4
1) Night sight Goggles: Sight Group Flash Defense (6 points) (6 Active Points); OIF (-1/2)
0
3
2) Nightsight Goggles: Nightvision (5 Active Points); OIF (-1/2)
0
12 Armored Combat Uniform: Armor (6 PD/6 ED) (18 Active Points); OIF (-1/2) 0
6 Projectial Control (OCV vs range and cover modafires): +6 with any single attack with one specific weapon
6 Accute Senses: +2 PER with all Sense Groups 0
5 Life Support (Extended Breathing: 1 END per Minute; Immunity: Alcohol) 0
15 Missile Deflection (Bullets & Shrapnel) 0
4 +4 with Stealth (8 Active Points); OIF (Costume; -1/2), Only in darkness, shadows (-1/2)
55 Total Powers Cost
SKILLS
Cost  Name
0 AK: Metro Detroit 8-
2 AK: Miami Floridia 11-
3 Acrobatics 13-
3 Breakfall 13-
3 Bureaucratics 12-
3 Climbing 13-
3 Combat Driving 13-
6 Computer Programming (Computer Networks, Hacking and Computer Security, Personal Computers) 13-
3 Concealment 13-
3 Conversation 12-
2 CuK: Home Culture 11-
3 Deduction 13-
2 KS: Ranger History And Traditions 11-
2 KS: The Military/Mercenary/Terrorist World 11-
2 KS: [Military Force] History And Customs 11-
0 Language: English (Idiomatic)
2 Navigation (Land) 13-
3 PS: Forensic Tech 13-
2 PS: Ranger 11-
2 PS: Solder 11-
3 Paramedics 13-
3 Persuasion 12-
3 Scientist
2
1) SS: Analytic Chemistry 13-
2
2) SS: Ballistics 13-
2
3) SS: Biochemistry 13-
2
4) SS: Inorganic Chemisrty 13-
2
5) SS: Mineralogy 13-
2
6) SS: Organic Chemistry 13-
2
7) SS: Pharmacology 13-
3 Seduction 12-
3 Shadowing 13-
3 Stealth 13-
8 Survival (Temperate/Subtropical, Tropical, Desert, Mountain) 13-
4 TF: Bicycles, Parachuting, Advanced, Parachuting, Basic, Small Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles
3 Tactics 13-
3 Tracking 13-
2 WF: Common Melee Weapons
7 WF: Small Arms, Blades, General Purpose/Heavy Machine Guns, Grenade Launchers, Off Hand, Shoulder-Fired Weapons
4 +2 OCV with firearm of choice
112 Total Skills Cost
PERKS
Cost  Name
4 Contact (Contact has extremely useful Skills or resources) 8-
5 Fringe Benefit: Security Clearance
3 Fringe Benefit: Military Rank
12 Total Perks Cost
DISADVANTAGES
Cost  Disadvantage
10 Psychological Limitation: Code Vs. Killing: Will Kill If Situation Demands (Common, Moderate)
20 Psychological Limitation: Devoted To Justice (Very Common, Strong)
15 Psychological Limitation: Honorable (Common, Strong)
20 Psychological Limitation: Need To Prove Self (Very Common, Strong)
10 Social Limitation: Jerk Magnet Frequently, Minor
10 Social Limitation: On Call Frequently, Minor
15 Social Limitation: Secret Identity Very Frequently, Minor
20 Social Limitation: Subject to Orders (Very Frequently, Major)
10 Watched: Government 8- (Mo Pow, NCI, Watching)
10 Reputation : Proving others wrong: , 14- (Known Only To A Small Group)
10 Physical Limitation: Colorblind (Frequently, Slightly Impairing)
150 Total Disadvantages Cost
EXPERIENCE POINTS
Total earned: 0
Spent: 0
Unspent: 0
Base Points: 200
Disad Points: 150
Total Points: 333

Background/History:

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