
Code Name: Vauban
| CHARACTERISTICS | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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| COMBAT MANEUVERS | ||||||||||||||||||||
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| 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..
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| 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.
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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.
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[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.
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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
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[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
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[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.
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[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.
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[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
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0 |
| 24 |
2) Hardwired Nervous System: +12 DEX (36 Active Points); Visible (-1/4), Requires Recalibration After Combat (-1/4)
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| 13 |
3) Nanite Bloodstream: +8 CON (16 Active Points); Requires Maintainance After Combat (-1/4)
Notes: Requires ‘Scrubbing’ After Combat
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| 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
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| 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)
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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
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| 7 |
7) Quick Sealant Skin: +5 BODY (10 Active Points); Visible (-1/4), Requires Maintainance After Combat (-1/4)
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| 7 |
8) Hardwired Nervous System: +1 SPD (10 Active Points); Visible (-1/4), Requires Maintainance After Combat (-1/4)
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| 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)
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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)
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| 2 |
2) Language: Japanese (fluent conversation; literate)
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| 2 |
3) Language: Mandarin (fluent conversation; literate)
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| 1 |
4) Language: Spanish (fluent conversation)
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| 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 | ||||||||||||||||||||||||||||||||||||
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| EXPERIENCE POINTS | ||||||||||||
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