Kappo Also Known As: No such person, nothing to see here
Player Name: Andrew Robins
This version: Sun, 23 May 2004 16:09:16
CHARACTERISTICS
TotalCharRollValBasePointsNotes
10/16STR11- / 12-10 100Lift: 100.0kg/229.7kg HTH Damage 2d6/3d6 END [½]
18DEX13-18 1024OCV 6 DCV 6
10CON11-10100
10BODY11-10100
18INT13-18108PER Roll 13-
13EGO12-13106ECV: 4 Mental DEF: 0
13PRE12-13103PRE Attack: 2 ½d6
10COM11-10100
2/6PD2202/6 PD (0/4 rPD)
2/6ED2202/6 ED (0/4 rED)
3SPD32.82Phases: 4, 8, 12
4REC440
20END20200
20STUN20200
6"Running66012" Non-combat Running
2"Swimming2204" Non-combat Swimming
2"/3"Leaping2202"/3" Horizontal, 1"/1 ½" Vertical
Total Characteristics Points: 43
COMBAT INFORMATION
OCV:6 Combat Skill Levels:
  • +1 Overall
DCV:6
ECV:4
COMBAT MANEUVERS
ManeuverPhaseOCVDCVEffect
Block½+0+0Block, abort
Brace0+2½+2 vs. Range Mod.
Disarm½-2+0Can disarm
Dodge½--+3Abort, vs. all attacks
Grab½-1-2Grab two limbs
Grab By½-3-4Move and Grab
Haymaker½*+0-5+4 DC attack damage
Move By½-2-2STR/2 + v/5
Move Through½-v/5-3STR + v/3
Set1+1+0Ranged Attacks only
Strike½+0+0STR or weapon
RANGE MODIFIERS
Range0-45-89-1617-3233-6465-128
RMOD0-2-4-6-8-10
Hit Location Areas
Target AreaOCVHit Location
Head shot (Head to Shoulders)-41d6+3
High shot (Head to Vitals)-22d6+1
Body shot (Hands to Legs)-12d6+4
Low shot (Shoulders to Feet)-22d6+7
Leg shot (Vitals to Feet)-41d6+12
Hit Locations: Specific
3d6HitLocStunXNStunBodyXOCVArmour
3-5Headx5x2x2-8
6Handsx1-6
7-8Armsx2-5
9Shouldersx3x1x1-5
10-11Chestx3x1x1-3
12Stomachx4x1½x1-7
13Vitalsx4x1½x2-8
14Thighsx2x1x1-4
15-16Legsx2-6
17-18Feetx1-8
DEFENSES
PD2/6rPD0/4Mental DEF0
ED2/6rED0/4Power DEF0
MOVEMENT
TypeTotal
Run (6)6" (12" NC)
Swim (2)2" (4" NC)
Leap - horizontal (2")2"/3"
Leap - vertical (1")1"/1 ½"
DISADVANTAGES
CostDisadvantage
0Normal Characteristic Maxima
10Social Limitation: Subject to orders (Occasionally, Major)
15Social Limitation: Harmful Secret (Occasionally, Severe)
10Hunted: TIC 8- (Mo Pow, NCI, Watching)
5Psych. Lim.: Superstitious (Uncommon, Moderate)
10Psych. Lim.: Obsessivley clean (Uncommon, Strong)
50Total Disadvantages Cost

SKILLS
CostDescription
10 +1 Overall
5 +1 with INT-based skills
4 Mental Disguise +2 with Mental Disguise EGO roll
1 Bureaucratics 8-
3 Interrogation 12-
3 Bugging 13-
3 Bribery 12-
3 Concealment 13-
3 Disguise 13-
3 Mimicry 13-
3 Persuasion 12-
3 Security Systems 13-
3 Lockpicking 13-
3 Demolitions 13-
1 Electronics 8-
2 Forgery (Documents) 13-
1 Criminology 8-
3 Streetwise 12-
2 KS: Military Intelligence 11-
1 CuK: Criminals 8-
1 Fast Draw 8-
4 WF: Electroknucks, Gauss Guns, Terran Advanced Small Arms
3 Stealth 13-
2 Systems Operation (Communications Systems) 13-
Everyman Skills
0 1) General Knowledge AK: The Terran Empire 8-
0 2) Home Planet AK: Your home planet 8-
0 3) Old job PS: Cryptographer 8-
0 4) Climbing 8-
0 5) Conversation 8-
0 6) Deduction 8-
0 7) Language: Terran InterLingua (idiomatic; literate) (5 Active Points)
0 8) Sleight Of Hand 8-
0 9) Driving TF: Small Motorized Ground Vehicles
PERKS
CostDescription
12 Old Boys Network Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources), Organization Contact (x3) (12 Active Points) 8-
2 Deep Cover
8 Fringe Benefit: Interstellar Police Powers
POWERS
CostENDDescription
9 Implants Multipower, 15-point reserve, (15 Active Points); Requires An EGO Roll to change slots (-¾)
1u 1 1) Amphetamine Glands +1 SPD (10 Active Points); Costs Endurance (-½)
1u 0 2) Low-light Vision Nightvision (5 Active Points); Cybernetic (-½)
1u 0 3) Telescopic Eyes +6 versus Range Modifier for Sight Group (9 Active Points); Cybernetic (-½)
1u 0 4) Pattern Matching Module Discriminatory with Sight Group (10 Active Points); Cybernetic (-½)
1u 0 5) Pattern Matching Module Analyze with Sight Group (10 Active Points); Cybernetic (-½)
1 Ego Sublimation Mental Disguise (3 Active Points); Requires An EGO Roll (RSR Skill is subject to Skill vs. Skill contests; -1)
Notes: This skill allows Kappo to assume a false personality by self-hypnosis in the face of possible psionic scanning.
3 1 Muscle Enhancement +6 STR (6 Active Points); No Figured Characteristics (-½), Cybernetic (-½)

EQUIPMENTENDWeightValue
Mark II-D Laser Pistol: (Total: 28 Active Cost, 6 Real Cost) Killing Attack - Ranged 1 ½d6 (vs. ED) (25 Active Points); OAF Fragile (-1 ¼), STR Minimum 10 (STR Min. Cannot Add/Subtract Damage; -1), 8 Charges (-½), Activation Roll 14- (-½), Real Weapon (-¼), Beam (-¼), Blocked By Smoke Or Steam (-¼) (Real Cost: 5)
plus +1 versus Range Modifiers (3 Active Points); OAF (-1), Two-Handed (-½) (Real Cost: 1)
[8]
Armored Clothing (improved): Armor (4 PD/4 ED) (12 Active Points); Activation Roll 13- (-¾), OIF (-½), Real Armor (-¼) 0
Mk.1 Personal Force Field belt: (Total: 30 Active Cost, 16 Real Cost) Force Field (6 PD/12 ED) (18 Active Points); OIF (-½), Side Effects, Side Effect occurs automatically whenever Power is used (-½), Side Effects (Drain END from reserve, 1 END per 1 BODY deflected by force field; -¼) (Real Cost: 8)
plus Endurance Reserve (100 END, 2 REC) Reserve: (12 Active Points); OIF Expendable (Easy to obtain new Focus; -½); REC: (2 Active Points); Limited Recovery (Must be plugged into Terran-compatible mains power outlet; -2), Slow Recovery 1 Minute (-½) (Real Cost: 8)
2 3.00kg $4400.00
MA-7 Field Medkit
1) Wide-Spectrum Poison Antidote: Healing 7d6, Four Poison Related Characteristics (+1) (140 Active Points); Only Counteracts Upcoming Poison Damage (-2), OAF (-1), 6 Charges (-¾) [6]
2) Pain Killers: Aid STUN 4d6, Delayed Return Rate (points return at the rate of 5 per 5 Minutes; +½) (60 Active Points); OAF (-1), 6 Charges (-¾) [6]
3) Basic Medical Supplies: Healing 2 BODY, 30 Charges (+¼) (25 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 ¼), OAF (-1), Requires A Paramedic Roll (-½) [30]

Kappo

APPEARANCE
Hair Colour:Brown
Eye Colour:Brown
Height:2.00 m
Weight:100.00 kg
CHARACTER POINTS
Base Points:100
Disad Points:50
XP earned:5
XP spent:3
XP unspent:2
Characteristics43
Skills70
Perks22
Talents0
Powers18
Martial Arts0
Total Points:153

Background

Kappo was publicly (or reasonably publicly) reported KIA on a mission for Terran Intelligence Command. The reports were incorrect, but were nevertheless widely circulated through the various intelligence communities. TIC became aware that he was alive when he reappeared, and chose not to publicly correct the report but to take advantage of the situation to transfer him to deep cover, for use as a sleeper.

Powers/Tactics

Kappo is liberally salted with cybernetic sensory enhancements and bioware, as well as having a wide array of skills.

Journal
  • After being grievously injured on the planet Ierisiou, Kappo was rebuilt by the cyborg curator of an underground stasis installation. Regrettably, Gort (the curator) was considerably more adept at building the cyb- bits, and the -org parts (the biological bits left over) weren't properly integrated. As a result, Kappo's fleshy bits began to die slowly and odorously. When the team returned to rendezvous with a navy frigate for debriefing after the Ierisiou mission, Kappo was put into stasis and transferred back to the base hospital where his consciousness would (eventually) be transferred into a clone body.
  • Every cloud has a silver lining though; Gort's work did get rid of Kappo's many neuroses and obsessions, so when he's revived in 18 or 20 years, he'll be a much happier person.