Dex Zayden-WCG

Dex Zayden
Code Name: Vauban

 

 

 

 

 

 

 

CHARACTERISTICS
Val Char Base Points Total Roll Notes
15 STR 10 5 30 15- HTH Damage 6d6 END [1]
14 DEX 10 12 26 14- OCV 9 DCV 9
15 CON 10 10 23 14-
10 BODY 10 0 15 12-
29 INT 10 19 29 15- PER Roll 15-
14 EGO 10 8 14 12- ECV: 5
20 PRE 10 10 20 13- PRE Attack: 4d6
10 COM 10 0 10 11-
6 PD 6 0 6/21 6/21 PD (0/15 rPD)
9 ED 5 4 9/24 9/24 ED (0/15 rED)
4 SPD 3.6 4 5 Phases: 3, 5, 8, 10, 12
11 REC 11 0 11
46 END 46 0 46
43 STUN 43 0 43
6″ Running 6 0 13″
2″ Swimming 2 0 2″
6″ Leaping 6 0 6″ 72 Total Characteristics Points
COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
Fast Strike 1/2 +2 +0 8d6 Strike
Martial Dodge 1/2 +5 Dodge, Affects All Attacks, Abort
Basic Shot 1/2 +0 +0 Strike, +2 DC
POWERS
Cost  Power END
33 Cybornetic Combat System: Multipower, 67-point reserve, (67 Active Points); all slots Each time a power with Charges is used, it will cost 5 END on top of the charges used (-1/2), OIF (Combat Harness/Weapons; -1/2)

Notes: OIF in this case means for an enemy to remove it, the character must be incapacitated in some way and it requires an entire turn..
3u
1) Deployable Tonfas: Hand-To-Hand Attack +12d6 (60 Active Points); Hand-To-Hand Attack (-1/2), Each time a power with Charges is used, it will cost 5 END on top of the charges used (-1/2), OAF (-1/4)

Notes: (x2 number of items) OAF means each weapon subject to Disarm/Grab Maneuvers.
6
3u
2) Flashbang Grenade: Sight Group Flash 6d6, 16 Charges (+0), Area Of Effect (6″ Radius; +1 1/4) (67 Active Points); OAF (-1), Each time a power with Charges is used, it will cost 5 END on top of the charges used (-1/2)

Notes: OAF means each individual charge may be removed with a grab maneuver.
[16]
3u
3) Mantis Blades: Killing Attack – Hand-To-Hand 4d6 (6d6 w/STR) (60 Active Points); Each time a power with Charges is used, it will cost 5 END on top of the charges used (-1/2), OIF (Combat Harness/Weapons; -1/2)

Notes: (x2 number of items) These weapons are attached to the entire Combat Harness and cannot be removed with a Disarm/Grab maneuver.
6
3u
4) Plasma Rounds: Killing Attack – Ranged 4d6, 2 clips of 12 Charges (+0) (60 Active Points); Each time a power with Charges is used, it will cost 5 END on top of the charges used (-1/2), IIF (-1/4)

Notes: OAF means each CLIP charge may be removed with a grab maneuver
[12]
3u
5) Stasis Grenade: Entangle 3d6, 3 DEF, 16 Charges (+0), Area Of Effect (6″ Radius; +1 1/4) (67 Active Points); OAF (-1), Each time a power with Charges is used, it will cost 5 END on top of the charges used (-1/2)

Notes: OAF means each individual charge may be removed with a grab maneuver
[16]
3u
6) Taser Rounds: Energy Blast 13d6, 2 clips of 12 Charges (+0) (65 Active Points); OAF (-1), Each time a power with Charges is used, it will cost 5 END on top of the charges used (-1/2)

Notes: OAF means each individual charge may be removed with a grab maneuver.
[12]
2u
7) Vortex Grenade: Telekinesis (19 STR), Area Of Effect (6″ Radius; +1 1/4) (64 Active Points); OAF (-1), Only To Pull And Hold At The Center Of The AOE (-1/2), Each time a power with Charges is used, it will cost 5 END on top of the charges used (-1/2), 4 Continuing Charges lasting 1 Minute each (-1/4), Affects Whole Object (-1/4)

Notes: OAF means each individual charge may be removed with a grab maneuver.
[4 cc]
Cyborg Enhancements
30
1) Dermal Armor (15 PD/15 ED) (45 Active Points); Visible (-1/4), Real Armor (-1/4)

Notes: Requires Maintainance/Repair After Combat
0
24
2) Hardwired Nervous System: +12 DEX (36 Active Points); Visible (-1/4), Requires Recalibration After Combat (-1/4)
13
3) Nanite Bloodstream: +8 CON (16 Active Points); Requires Maintainance After Combat (-1/4)

Notes: Requires ‘Scrubbing’ After Combat
11
4) Superscaling: Running +7″ (13″ total) (14 Active Points); 1 Continuing Charge lasting 6 Hours (Requires Recharge; -1/4)

Notes: Requires Recharge Every 6 Hours
10
5) Life Support (Eating: Character only has to eat once per week; Self-Contained Breathing; Sleeping: Character only has to sleep 8 hours per week) (12 Active Points); Requires Weekly Maintainance (-1/4)
0
10
6) Nanofiber Musculation: +15 STR (15 Active Points); Visible (-1/4), 1 Continuing Charge lasting 6 Hours (Requires Recharge; -1/4)

Notes: Requires Recharge Every 6 Hours
7
7) Quick Sealant Skin: +5 BODY (10 Active Points); Visible (-1/4), Requires Maintainance After Combat (-1/4)
7
8) Hardwired Nervous System: +1 SPD (10 Active Points); Visible (-1/4), Requires Maintainance After Combat (-1/4)
7
9) Regeneration Nanites: Healing BODY 1d6, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (20 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), Self Only (-1/2), Requires Weekly Maintainance (-1/4)
0
17 Helios Drone: Clairsentience (Sight And Hearing Groups), Mobile Perception Point (can move up to 6″ per Phase) (35 Active Points); IAF Fragile (-3/4), 1 Continuing Fuel Charge lasting 20 Minutes (-1/4) [1 cc]
189 Total Powers Cost
MARTIAL ARTS MANEUVERS
Cost  Maneuver
4 Fast Strike: 1/2 Phase, +2 OCV, +0 DCV, 8d6 Strike
4 Martial Dodge: 1/2 Phase, — OCV, +5 DCV, Dodge, Affects All Attacks, Abort
4 Basic Shot: 1/2 Phase, +0 OCV, +0 DCV, Range +2, Strike, +2 DC
12 Total Martial Arts Cost
SKILLS
Cost  Name
0 AK: Sydney Australia 8-
3 Combat Driving 14-
3 Combat Piloting 14-
5 Computer Programming 16-
3 Concealment 15-
3 Conversation 13-
0 CuK: Aussie Culture 8-
3 Deduction 15-
3 Electronics 15-
3 Interrogation 13-
4 KS: Cybernetics 16-
1 KS: Mercenary World 8-
3 KS: Robotics 15-
3 Linguist
0
1) Language: English (idiomatic)
2
2) Language: Japanese (fluent conversation; literate)
2
3) Language: Mandarin (fluent conversation; literate)
1
4) Language: Spanish (fluent conversation)
3 Mechanics 15-
3 Paramedics 15-
3 Persuasion 13-
4 PS: Gadgeteer 16-
0 PS: Mercenary 11-
3 Shadowing 15-
3 Stealth 14-
3 Systems Operation 15-
3 Tactics 15-
3 Teamwork 14-
4 TF: Common Motorized Ground Vehicles, Bicycles, Combat Aircraft, Helicopters, Small Planes
3 WF: Small Arms, Blades, Clubs
77 Total Skills Cost
DISADVANTAGES
Cost  Disadvantage
10 Dependence: Recharge Powers Gain 8- Activation Roll (Common, 6 Hours)
20 Distinctive Features: Cybernetic Implants (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
10 Hunted: Detroit gang 11- (Less Pow, Limited Geographical Area, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
30 Hunted: Genocide 14- (Mo Pow, NCI, Harshly Punish)
10 Hunted: Other Detroit area gang 11- (Less Pow, Limited Geographical Area, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
10 Physical Limitation: Heavy (440 lbs) (Frequently, Slightly Impairing)
15 Reputation: Ex-Mercenary, 11- (Extreme)
15 Social Limitation: Constantly Scrutinized by the Media, Government, and the Public (Frequently, Major)
20 Social Limitation: Public Identity (Very Frequently, Major)
10 Vulnerability: 2 x STUN Magnetic 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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