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 |
|