Katja Nero: Difference between revisions
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: 1+3 x AP Clip 200$ Ignores 2 points of AV. 30 Rounds/6 machine bursts per | : 1+3 x AP Clip 200$ Ignores 2 points of AV. 30 Rounds/6 machine bursts per | ||
: 1 x Exceptional Black Cougar Handgun (Kinetic Pistol) D8 Damage (critically passes on 1/1 nad 2/2) | : 1 x Exceptional Black Cougar Handgun (Kinetic Pistol) D8 Damage (critically passes on 1/1 nad 2/2) | ||
: | : 4 x Frags and 5 Flashbangs | ||
: 1 x Shotgun (Dual ammo bays, grenade launcher, holosight, silencer and flashlight) Medium: 3d10 Damage, Ranged: 2d10 Mashing. +4 to attack action total within 5m. (Attack d13) | : 1 x Shotgun (Dual ammo bays, grenade launcher, holosight, silencer and flashlight) Medium: 3d10 Damage, Ranged: 2d10 Mashing. +4 to attack action total within 5m. (Attack d13) | ||
Latest revision as of 17:54, 23 January 2010
Name: Katja Nero
Player: Rex 290/Andronicus
Concept: Leather clad gunslinger
Profession: Mercenary/Agent
Corporation: Comoros
- Telepathic Training (Free)
- Retain TE points at twice the normal rate.
- Can Sacrifice 1 HP for 2 TE points, full action.
- +10 to TE total at Creation.
- Pay 1XP less when increasing telepathic powers to a min of 1 XP.
Background:
Born in some polluted hellhole that Katja has never returned too since she joined a mercenary group (i.e. somewhat glorified criminals) straight out of high school, Katja Nero eventually wound up in Africa jobless after a encounter involving UIG clean up squads, and a pile of perforated corpses. After her extensive experience, some of which involved working for or with Comoros, Katja was eventually brought into the fold and much to her amusment and Comoros' it turned out she had telepathic potential.
Character Info/Stats
Rank 1
Level 2
- Hit Points (= Str+Endur+20+10Skeleton) = 43HP
- Hit Points (Current) = 14
- Shield Hit Points = 20 / 24 HP Mind-Shield
- Telepathic Energy (= Presences + Perceptions + Intelligence + 10 +10[CorpBonus]) = 40
- Telepathic Energy (Current): 1
- *-6 For Shield (24 HP shield) (down)
- *-4 Prescience (+4 Reflex)
- *-8 Prescience Action Totals
- *-15 Healing
- *-6 For Shield (24 HP shield)
- Move Speed (= Str + Endurances + Agility) = 21
- Internal A.I. 1
- Armour Value: (+1 Catsuit, +2 Light Combat Armor, +1 Combat Helmet, +1 Bodyplate, +1 Skeleton) 6 AV
- Defence (= Close Combat) = 5
- Initiative: REFLEXES (8) + D10
XP 6 + 5+2+6
- -2XP Support Weapons to 1
- -2XP Tac Weapons to 3 via training
Rank Points 11+3
Conviction Points 2
Attack Pools
- Light Firearms d17
Stats (Min of 5 max of 10) 49 total
- Agility 8
- Endurance 7
- Intelligence 5
- Perception 9+1 (1 PSE)
- Presence 6
- Reflexes 8
- Strength 6
Skills / Telepathic Abilities
- Athletics Level 3
- Attitude Level 1
- Close Combat Level 5
- Corporate Knowledge Level 4
- Crime Level 2
- Cybernetics and Robotics
- Drive Level 3
- Heavy Firearms Level 1
- Light Firearms Level 8
- Looking Good Level 3
- Lying/Acting Level 5
- Observation Level 1
- Pilot Level 2
- Stealth Level 7
- Street Culture Level 2
- Support Weapons Level 1
- Tactical Firearms Level 1+2 (3)
- Biokenesis Level 5
- Psi Blade Level 4 (roll d8+10)
- Shield Level 6
- Prescience Level 4
Languages
- Swahili/Hindi + English
Trainings
- Telepathic Training (Free)
- Dual Weapon Fighting (Light Firearms)
- Mastered Weapon (Magnum Yaeger and Stanton M55 Kinetic Hand Cannon) Page 25 Add XS (amount exceeded after hitting via the roll) to the first dice of damage.
Licenses
- 8 points. Page 25.
- Law Enforcement License (Default)
- Light Firearms License (Default)
- License to use Non-Powered Melee Weapons (Default)
- Telepathics License 6
- Vehicle License 1
- Bounty Hunters License 1 (Page 177)
Equipment/Bought (Page 29)
- Comoros 6000 +1500
- 400 Credits Leftover + 1900 Income
- Bought a Field Shield for 1000
- Skeleton 3000 from Division Funds to install PSE.
- 100 Credits left
- +12000 Credits Bounty/Pay
- Paid 2400 for Cybernetics Repair/Main.
- 400 for medpacks
Armour
- Customized Reinforced Catsuit (-1200, +1AV)
- Light Combat Armour (1000) +2 AV
- Flack Jacket (+1 Armour value) (Default)
- Combat Helmet (300) + 1 AV
- Field Shield (20HP/20EMPS)
Cybernetics
- 1 x Reaver Bodyplates (1000 ea) +1 AV
- 1 x PSE (+1 Perception)
- 1 x Reaver Cybertech Alloy Skeleton (+10 HP, + 1 AV)
- 1 x Rating 2 Toughskin (Not in use)
Weapons
- 1 x Magnum Yaeger and Stanton M55 Kinetic Hand Cannon d10 600 Medium Range Rate 2 EMP Immune (Attack: 18)
- 1 x Magnum Yaeger and Stanton M55 d10 600 Medium Range Rate 2 EMP Immune (Attack: 18)
- w/Laser Sight (When aiming the user gains +4 to hit and damage on the first round and another +2 on the second rounds. Cannot gain more than +6 with a non-sniper weapon.)
- 1 x AMS Havoc M-4K Machine Pistol 3D6 Rate 1 (-1500) (Attack: 18)
- 1 x AMS Havoc M-4K Machine Pistol 3D6 Rate 1 (-1500) (Attack: 18)
- 10+8 x SMART* Clip 500$ 30 Rounds/6 machine bursts per
- 1+3 x AP Clip 200$ Ignores 2 points of AV. 30 Rounds/6 machine bursts per
- 1 x Exceptional Black Cougar Handgun (Kinetic Pistol) D8 Damage (critically passes on 1/1 nad 2/2)
- 4 x Frags and 5 Flashbangs
- 1 x Shotgun (Dual ammo bays, grenade launcher, holosight, silencer and flashlight) Medium: 3d10 Damage, Ranged: 2d10 Mashing. +4 to attack action total within 5m. (Attack d13)
Misc
- Tex-Tape 100 for a 20-M roll (Page 69 MoW)
- 1 x Bounty Bags 100$ for a roll of 10
- 2 x Intravenous Medpacks
- External Comm Device
- Handcuffs
- ID Chip Scanner (normal)
- PDA
- ID Badge