CYBERPUNK SHEET
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Cyberpunk
Val Char Points Total Roll Notes
15 STR 5 15 12- HTH 3d6 END [1]
17 DEX 21 17 12- OCV 6 DCV 6
17 CON 14 17 12-  
10 BODY 0 10 11-  
18 INT 8 18 13- PER Roll 13-
17 EGO 34 17 12- ECV: 6
15 PRE 5 15 12- PRE Attack: 3d6
14 COM 2 14 12-  
           
           
3 PD 0 3/13   3/13 PD (0/10 rPD)
3 ED 0 3/13   3/13 ED (0/10 rED)
4 SPD 13 4   Phases: 3, 6, 9, 12
9 REC 6 9    
40 END 3 40    
33 STUN 6 33    
6" Running 0 6"    
2" Swimming 0 2"    
3" Leaping 0 3"   Characteristics Cost: 117
Cost Powers END
60 Cyberkinesis: Multi-power, 60-point reserve  
6u
1) Cyber-Control: Mind Control 12d6 (60 Active Points)
Notes: Cyberpunk can interface with computers and electrical machines overriding control over them
6
5u
2) Mental Illusions 12d6 (60 Active Points); Illusions can not cause harm (-1/4)
Notes: Cyberpunk can control what an electrical machine sees (Camera, Cyber-eye) or shows (Hologram, display)
6
6u
3) Cyberpathy: Telepathy 12d6 (60 Active Points)
Notes: Cyberpunk can interface with a computer and sift through its memory (Ram, Harddrive, buffer, ect.)
6
6u
4) Deactivate: Dispel Electrical Device 16d6, Expanded Effect One At A Time (+1/4) (60 Active Points)
Notes: Cyberpunk can shut down or deactivate an electrical device
6
2u
5) Cyber-Alteration: Transform 1d6: Add, remove, alter computer program, information (Major), Partial Transform (+1/2), Based On EGO Combat Value (Mental Defense; +1) (37 Active Points); Limited Target Computers (-1/2)
Notes: Cyberpunk can add, remove or alter information (Data, programs) in a computer with his mind
4
2u
6) Cyber-Sense: Clairsentience (Hearing And Sight Groups) (30 Active Points); Only Through The Senses Of Others (-1/2), Attack Roll Required (-1/4)
Notes: Cyberpunk can interface with monitoring devices (Cameras, Mikes)
3
33 Cyberkinesis Boost: Aid: Cyberkinesis 5d6 (50 Active Points); Increased Endurance Cost 2x END (-1/2)  
25 Cyber Arm: Multi-power, 50-point reserve, all slots: (50 Active Points); OIF (-1/2), Restrainable (-1/2)  
2u
1) Taser: Energy Blast 5d6 (vs. ED), No Normal Defense Standard (+1) (50 Active Points)
5
1u
2) Cyber Fist: Hand-To-Hand Attack +5d6 (25 Active Points); Hand-To-Hand Attack (-1/2)
2
20 Protective costume: Armor (10 PD/10 ED) (30 Active Points); OIF (-1/2)  
 
  Perks
5 Access (Hidden (-5 to Skill Rolls))
4 Computer Link
 
  Talents
3 Absolute Time Sense
5 Eidetic Memory
 
  Skills
15 Computer Programming 19-
2 CuK: Hackers 11-
5 Cryptography 14-
3 Electronics 13-
7 Security Systems 15-
7 Systems Operation 15-
9 +3 with Cyber Arm
Total Powers & Skills Cost: 233
 
Total Cost: 350
 
200+ Disadvantages
20 Dependent NPC: Family 8- (Infrequently), Incompetent (-20 points or lower), Unaware of character's adventuring career/Secret ID
5 Distinctive Features: Cyber arm (right arm) Easily Concealed, Noticed and Recognizable, Detectable By Commonly-Used Senses
15 Hunted: Tech based Villain 11- (Frequently), As Powerful, Mildly Punish, PC has a Public ID or is otherwise very easy to find
20 Psychological Limitation: Code vs Killing Very Common, Total
15 Physical Limitation: No sense of feel in right arm All the Time, Slightly Impairing
15 Psychological Limitation: Gets along better with machines than with people Very Common, Total
5 Reputation: Hacker Buster Frequently (11-), Known Only To A Small Group (Hackers)
5 Rivalry: Hackers Professional (; Rival is Less Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
15 Social Limitation: Public ID Frequently (11-), Major
10 Vulnerability: 2x STUN Magnetic Attacks Uncommon
5 Vulnerability: 1 1/2x BODY Magnetic Attacks Uncommon
20 Normal Characteristic Maxima
Total Disadvantages Points: 150