Measure Twice
Also Known As: Ghurkatroid Cyborg
Player Name: Andrew
This version: Mon, 24 May 2004 08:33:42
|
Total | Char | Roll | Val | Base | Points | Notes |
10 | STR | 11- | 10 |
10 | 0 | Lift: 100.0kg HTH Damage 2d6 END [1] |
15 | DEX | 12- | 15 |
10 | 15 | OCV 5 DCV 5 |
10 | CON | 11- | 10 | 10 | 0 |
|
10 | BODY | 11- | 10 | 10 | 0 | |
18 | INT | 13- | 18 | 10 | 8 | PER Roll 13- |
13 | EGO | 12- | 13 | 10 | 6 | ECV: 4 Mental DEF: 0 |
10 | PRE | 11- | 10 | 10 | 0 | PRE Attack: 2d6 |
10 | COM | 11- | 10 | 10 | 0 | |
|
2 | PD | | 2 | 2 | 0 | 2 PD (0 rPD) |
2 | ED | | 2 | 2 | 0 | 2 ED (0 rED) |
3 | SPD | | 3 | 2.5 | 5 | Phases: 4, 8, 12 |
4 | REC | | 4 | 4 | 0 | |
20 | END | | 20 | 20 | 0 | |
20 | STUN | | 20 | 20 | 0 | |
|
6" | Running | | 6 | 6 | 0 | 12" Non-combat Running |
2" | Swimming | | 2 | 2 | 0 | 4" Non-combat Swimming |
2" | Leaping | | 2 | 2 | 0 | 2" Horizontal, 1" Vertical |
11" | Flight | | | | | 22" Non-combat Flight |
Total Characteristics Points: 34 |
|
OCV: | 5 |
Combat Skill Levels:
-
+1 Overall
-
+2 with cyborg arm attacks
|
DCV: | 5 |
ECV: | 4 |
Maneuver | Phase | OCV | DCV | Effect |
Block | ½ | +0 | +0 | Block, abort |
Brace | 0 | +2 | ½ | +2 vs. Range Mod. |
Disarm | ½ | -2 | +0 | Can disarm |
Dodge | ½ | -- | +3 | Abort, vs. all attacks |
Grab | ½ | -1 | -2 | Grab two limbs |
Grab By | ½ | -3 | -4 | Move and Grab |
Haymaker | ½* | +0 | -5 | +4 DC attack damage |
Move By | ½ | -2 | -2 | STR/2 + v/5 |
Move Through | ½ | -v/5 | -3 | STR + v/3 |
Set | 1 | +1 | +0 | Ranged Attacks only |
Strike | ½ | +0 | +0 | STR or weapon |
Range | 0-4 | 5-8 | 9-16 | 17-32 | 33-64 | 65-128 |
RMOD | 0 | -2 | -4 | -6 | -8 | -10 |
Target Area | OCV | Hit Location |
Head shot (Head to Shoulders) | -4 | 1d6+3 |
High shot (Head to Vitals) | -2 | 2d6+1 |
Body shot (Hands to Legs) | -1 | 2d6+4 |
Low shot (Shoulders to Feet) | -2 | 2d6+7 |
Leg shot (Vitals to Feet) | -4 | 1d6+12 |
3d6 | HitLoc | StunX | NStun | BodyX | OCV | Armour |
3-5 | Head | x5 | x2 | x2 | -8 | |
6 | Hands | x1 | x½ | x½ | -6 | |
7-8 | Arms | x2 | x½ | x½ | -5 | |
9 | Shoulders | x3 | x1 | x1 | -5 | |
10-11 | Chest | x3 | x1 | x1 | -3 | |
12 | Stomach | x4 | x1½ | x1 | -7 | |
13 | Vitals | x4 | x1½ | x2 | -8 | |
14 | Thighs | x2 | x1 | x1 | -4 | |
15-16 | Legs | x2 | x½ | x½ | -6 | |
17-18 | Feet | x1 | x½ | x½ | -8 | |
PD | 2 | rPD | 0 | Mental DEF | 0 |
ED | 2 | rED | 0 | Power DEF | 0 |
Type | Total |
Run (6) | 6" (12" NC)
|
Swim (2) | 2" (4" NC) |
Leap - horizontal (2") | 2" |
Leap - vertical (1") | 1" |
Flight | 11" (22" NC) |
|
Cost | Disadvantage |
0 | Normal Characteristic Maxima |
10 | Psychological Limitation: Enthusiastic (Overconfident) (Common, Moderate) |
20 | Psychological Limitation: Honour Code (Common, Total) |
5 | Distinctive Features: Cyborg arm (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) |
10 | Psychological Limitation: Hatred and fear of Xenovores (Xenovorophobia) (Uncommon, Strong) |
5 | Social Limitation: Subject to orders: awaiting call-up (Occasionally, Minor) |
50 | Total Disadvantages Cost |
|
SKILLS |
Cost | Description |
|
Everyman Skills
|
0 |
1)
Acting 8-
|
0 |
2)
Climbing 8-
|
3 |
3)
Concealment 13-
|
0 |
4)
Conversation 8-
|
0 |
5)
Deduction 8-
|
3 |
6)
Paramedics 13-
|
0 |
7)
Persuasion 8-
|
0 |
8)
PS: Electronics 8-
|
0 |
9)
Shadowing 8-
|
0 |
10)
Sleight Of Hand 8-
|
3 |
11)
Stealth 12-
|
0 |
12)
TF: Everyman Skill, Small Motorized Wheeled Vehicles
|
|
|
10 |
+1 Overall
|
5 |
+1 with INT-based skills
|
6 |
+2 with cyborg arm attacks
|
|
|
3 |
PS: Honour Code (INT-based) 13-
|
3 |
PS: Cybernetics (INT-based) 13-
|
2 |
PS: Biomechanics 11-
|
1 |
PS: Pharmaceuticals 8-
|
3 |
Inventor (Cybernetics) 13-
|
5 |
Cramming
|
3 |
PS: Zero-G Operations (DEX-based) 12-
|
2 |
TF: Common Motorized Ground Vehicles
|
3 |
Tactics 13-
|
3 |
Security Systems 13-
|
7 |
Weaponsmith (Implanted Cybernetic Weapon Systems, Ion Weapons, Laser Weapons) 13-
|
5 |
WF: Advanced Small Arms (Terran), EMP Grenade (Terran), EMP Rifle (Terran), Shoulder-Fired Weapons (Terran)
|
3 |
Demolitions 13-
|
POWERS |
Cost | END | Description |
12 |
|
Cyborg Arm
Multipower, 40-point reserve, (40 Active Points); Extra Time (1 Turn (Post-Segment 12), Only to Activate, Character May Take No Other Actions, It takes a full Turn to swap between clip-on modules (i.e. to change slots); -¾); all slots Cybernetic (vulnerable to electrical attacks, strong magnetic fields etc.; -½), OIF (Clip-on modules; -½), Increased Endurance Cost (x2 END; -½)
|
1u |
4 |
1)
Club Hand
Hand-To-Hand Attack +5d6 (25 Active Points); Hand-To-Hand Attack (-½) (uses END Reserve)
|
2u |
8 |
2)
Tangle Spray
Entangle 4d6, 4 DEF (40 Active Points) (uses END Reserve)
|
1u |
6 |
3)
Electronic Suppression
Suppress 6d6 (30 Active Points) (uses END Reserve)
|
1u |
2 |
4)
Extensor Unit
Stretching 3" (15 Active Points); no Noncombat Stretching (-¼), Limited Body Parts (One arm only; -¼) (uses END Reserve)
|
8 |
0 |
Catalytic Alcohol Battery
Endurance Reserve (120 END, 1 REC) Reserve: (13 Active Points); Limited Power Only to recharge personal cyborg systems (-½), IIF (-¼); REC: Limited Recovery (Must be charged with pure ethanol; -2), Slow Recovery 5 Minutes (-1)
|
3 |
1 |
Muscle Enhancement
+6 STR (6 Active Points); No Figured Characteristics (-½), Restrainable (-¼) (uses Personal END)
|
Terran EVA Suit (ATRI 10)
|
|
18.00kg |
$5000.00 |
1)
Enviromental Protection:
Life Support (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (19 Active Points); OIF (-½), Costs Endurance (-½) (uses END Reserve)
|
2 |
|
|
2)
Magnetic Boots:
Clinging (25 STR) (15 Active Points); OIF (-½), Costs Endurance (-½), Only On Metal Surfaces (-¼) (uses END Reserve)
|
1 |
|
|
3)
Thrusters:
Flight 5" (10 Active Points); Only Works In A Vacuum (-1), OIF (-½) (uses END Reserve)
|
1 |
|
|
4)
Personal Antigrav Pack:
Flight 6" (12 Active Points); Only Within 1" Of Surface (-¾) (uses END Reserve)
|
1 |
|
|
5)
Wristlight:
Sight Group Images 1" radius (10 Active Points); Only To Create Light (-1), OIF (-½), No Range (-½) (uses END Reserve)
|
1 |
|
|
6)
Communications System (ATRI 6):
High Range Radio Perception (Radio Group) (12 Active Points); OIF (-½)
|
0 |
|
|
7)
Protection:
Armor (4 PD/4 ED) (12 Active Points); OIF (-½)
|
0 |
|
|
8)
Power Pack:
Endurance Reserve (10 END, 10 REC) (11 Active Points); OAF (-1)
|
0 |
|
|
|
|
|
|
Heavy duty custom-tailored coverall:
Armour (4 PD/4 ED) (12 Active Points); Activation Roll 14- (-½), OIF (-½)
|
0 |
1.50kg |
$500.00 |
Cybernetics tools and spares:
+2 Cybernetics Roll (4 Active Points); OAF (-1)
|
0 |
3.00kg |
$2350.00 |
Electronics toolkit:
+2 Electronics Roll (4 Active Points); OAF (-1)
|
0 |
1.00kg |
$200.00 |
Anti-Glare Goggles (ATRI 6):
Sight Group Flash Defense (10 points), Hardened (+¼) (12 Active Points); OAF (-1)
|
0 |
0.50kg |
$50.00 |
CommTab:
(Total: 17 Active Cost, 9 Real Cost) Radio Perception/Transmission (Radio Group) (10 Active Points); IAF (-½), Affected As Hearing Group As Well As Radio Group (-¼) (Real Cost: 6) plus Megascale (1,000 km per Active Point) (7 Active Points); IAF (-½), Requires Access To Planetary Communications Grid (-½) (Real Cost: 3)
|
0 |
0.01kg |
$10.00 |
Translator (Wearable):
Universal Translator 14- (21 Active Points); OIF (-½), Extra Time (Full Phase, -½)
|
|
0.01kg |
$100.00 |
Clip-on HelmetCam:
Eidetic Memory, 1 Continuing Fuel Charge lasting 1 Hour (+0) (5 Active Points); OAF (-1)
|
|
0.50kg |
$350.00 |
GalactoMagLite:
Sight Group Images Increased Size (8" radius; +¾) (16" Line; +0), 1 Continuing Fuel Charge lasting 6 Hours (+¼) (20 Active Points); OAF (-1), Only To Create Light (-1), No Range (-½)
|
[1 cc] |
1.50kg |
$150.00 |
Personal Shield Generator Mk II:
(Total: 35 Active Cost, 13 Real Cost) Force Field (9 PD/15 ED) (24 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (-1 to user's Sight and Hearing PER; -½), Side Effects, Side Effect occurs automatically whenever Power is used (-5 to user's Stealth and Concealment (self) rolls; -½), Side Effects (Drain END Reserve by 1 END per 1 BODY deflected; -½), OIF Expendable (Easy to obtain new Focus; -½) (uses END Reserve) (Real Cost: 8) plus Endurance Reserve (100 END, 1 REC) Reserve: (11 Active Points); Limited Power Only to power personal force field (-1), IIF Expendable (Easy to obtain new Focus; -¼); REC: Limited Recovery (Requires access to Terran-compatible mains power supply; -2) (Real Cost: 5)
Notes: This force field is very obvious when it is active; it glows and hums perceptibly. It has an irridescent oily appearance which is not perfectly transparent. In combination, these features make it more difficult for the user to see or hear through it, and much more difficult to hide (-1 to sight and hearing PER, -5 to Stealth or Concealment)
The force field uses power as long as it is active, at the rate of 4 END from its battery per Turn, but it also draws extra power to deflect some or all of the force of an attack. When an attack hits, it uses 1 more END per 1 BODY deflected.
|
2 |
3.00kg |
$10000.00 |
MI-31 Ion Rifle:
Multipower, 75-point reserve, all slots 36 Charges (+½) (112 Active Points); all slots OAF (-1), Required Hands Two-Handed (-½), Real Weapon (-¼)
|
|
5.00kg |
$3000.00 |
1)
Lethal Setting:
Killing Attack - Ranged 3d6 (vs. ED), Autofire (5 shots; +½) (67 Active Points)
|
0 |
|
|
2)
Non-Lethal Setting:
Energy Blast 10d6 (vs. ED), Autofire (5 shots; +½) (75 Active Points)
|
0 |
|
|
Energy packs for MI-31 Ion Rifle:
36 charges each: X X X X X X X X X X
|
0 |
2.50kg |
$500.00 |
Military academy graduate from Semple's World, currently on leave for a year before being called up to the Regiment.
Very honest, truthful and law-abiding, with a strict honour code.
Cybernetic arm with multiple uses.