Kappo
Also Known As: No such person, nothing to see here
Player Name: Andrew Robins
This version: Sun, 23 May 2004 16:09:16
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Total | Char | Roll | Val | Base | Points | Notes |
10/16 | STR | 11- / 12- | 10 |
10 | 0 | Lift: 100.0kg/229.7kg HTH Damage 2d6/3d6 END [½] |
18 | DEX | 13- | 18 |
10 | 24 | OCV 6 DCV 6 |
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 |
13 | PRE | 12- | 13 | 10 | 3 | PRE Attack: 2 ½d6 |
10 | COM | 11- | 10 | 10 | 0 | |
|
2/6 | PD | | 2 | 2 | 0 | 2/6 PD (0/4 rPD) |
2/6 | ED | | 2 | 2 | 0 | 2/6 ED (0/4 rED) |
3 | SPD | | 3 | 2.8 | 2 | 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"/3" | Leaping | | 2 | 2 | 0 | 2"/3" Horizontal, 1"/1 ½" Vertical |
Total Characteristics Points: 43 |
|
OCV: | 6 |
Combat Skill Levels:
|
DCV: | 6 |
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 | 2/6 | rPD | 0/4 | Mental DEF | 0 |
ED | 2/6 | rED | 0/4 | Power DEF | 0 |
Type | Total |
Run (6) | 6" (12" NC)
|
Swim (2) | 2" (4" NC) |
Leap - horizontal (2") | 2"/3" |
Leap - vertical (1") | 1"/1 ½" |
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Cost | Disadvantage |
0 | Normal Characteristic Maxima |
10 | Social Limitation: Subject to orders (Occasionally, Major) |
15 | Social Limitation: Harmful Secret (Occasionally, Severe) |
10 | Hunted: TIC 8- (Mo Pow, NCI, Watching) |
5 | Psych. Lim.: Superstitious (Uncommon, Moderate) |
10 | Psych. Lim.: Obsessivley clean (Uncommon, Strong) |
50 | Total Disadvantages Cost |
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SKILLS |
Cost | Description |
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-
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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
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POWERS |
Cost | END | Description |
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)
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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)
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[8] |
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Armored Clothing (improved):
Armor (4 PD/4 ED) (12 Active Points); Activation Roll 13- (-¾), OIF (-½), Real Armor (-¼)
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0 |
|
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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
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|
|
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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)
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[6] |
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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)
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[6] |
|
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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)
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[30] |
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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.
Kappo is liberally salted with cybernetic sensory enhancements and bioware, as well as having a wide array of skills.