LIZZ SHEET
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Lizz
Val Char Points Total Roll Notes
30 STR 20 30 15- HTH 6d6 END [3]
26 DEX 48 26 14- OCV 9 DCV 9
20 CON 20 20 13-  
14 BODY 8 14 12-  
13 INT 3 13 12- PER Roll 12-
11 EGO 2 11 11- ECV: 4
20 PRE 10 20 13- PRE Attack: 4d6
10 COM 0 10 11-  
           
           
12 PD 6 20   20 PD (8 rPD)
7 ED 3 15   15 ED (8 rED)
5 SPD 14 5   Phases: 3, 5, 8, 10, 12
10 REC 0 10    
40 END 0 40    
40 STUN 1 40    
6" Running 0 10"    
2" Swimming 0 6"    
6" Leaping 0 8"   Total Characteristics Cost: 135
Cost Powers END
24 Scaly Hide: Armor (8 PD/8 ED)
Notes: Lizz's body is covered in a protective layer of scales affording her better protection
 
15 Claws: Killing Attack - Hand-To-Hand 1d6 (plus STR) (vs. PD), Armor Piercing x1 (+1/2) (22 Active Points); Restrainable (-1/2)
Notes: Lizz possess razor sharp claws on her hands and feet
2
7 Expert Climber: Clinging (normal STR) (10 Active Points); Cannot Resist Knock-back (-1/4), Requires a Skill Roll (-1/4)
Notes: Lizz's claws make her a superb climber
 
5 Tail: Extra Limbs , Inherent (+1/4) (6 Active Points); Limited Manipulation (-1/4)
Notes: Like a normal lizard, Lizz has a tail. The tail occasionally responds to her state of mind and can be used with the Constricting Grab
 
5 Constricting Grab: +15 STR (15 Active Points); Only for Grab (-1), No Figured Characteristics (-1/2), Only with Extra Limbs (-1/2)
Notes: Lizz possess a strong tail giving her extra strength when performing a grab.
1
10 Sensitive tongue: Discriminatory Sense (Smell/Taste Group)
Notes: Lizz can get the same if not more information with her sense of smell/taste that some people can get with their eyes.
 
25 Enhanced Reptilian Regeneration: Healing 3d6 (max. Healed Points: 18) (Can Heal Limbs), Reduced Endurance 0 END (+1/2), Persistent (+1/2) (70 Active Points); Extra Time 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2)
Notes: No Healing Max (see FREd p. 120). And like most reptiles, Lizz posses a regenerating ability Augmented by the scientists at Chimera
 
20 Engineered Immune system: Life Support , Immunity: All terrestrial diseases and bio-warfare agents, Immunity: All terrestrial poisons and chemical warfare agents
Notes: Lizz's immune system has been augmented to a level where nothing terran or man made can effect her.
 
8 Strong Runner: +4" Running (10" total) 1
4 Excellent Swimmer: Swimming +4" (6" total) 1
2 Powerful Leaper: Leaping +2" (8" forward, 4" upward) 1
3 Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, STR +2d6 +v/5, Target Falls
4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, STR +4d6 Strike
4 Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 3d6 NND
4 Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, +25 STR vs. Grabs
4 Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; +20 STR to Disarm roll
4 Killing Strike: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6
4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
8 +2 HTH Damage Classes
 
  Perks
2 Contact: Control (Contact has access to major institutions) 8-
 
  Talents
3 Ambidexterity (Reduce Off Hand Penalty to -2)
4 Double Jointed
3 Simulate Death (Hibernate)
 
  Skills
3 Acrobatics 14-
3 Analyze: Combat 12-
3 Breakfall 14-
3 Climbing 14-
3 Combat Driving 14-
9 +3 with Commando Style
2 Language: Sign (Fluent Conversation)
2 Language: Military Sign (Fluent Conversation)
3 Security Systems 12-
3 Stealth 14-
3 Systems Operation 12-
3 Tactics 12-
3 Tracking 12-
Total Powers & Skills Cost: 215
 
Total Cost: 350
 
200+ Disadvantages
5 Dependent NPC: Control Agent 8- (Infrequently), Normal, Useful non-combat position or skills
20 Distinctive Features: Human/Reptile Hybrid Not Concealable, Always Noticed and Causes Major Reaction, Detectable By Commonly-Used Senses
10 Hunted: Army (Project Chimera) 8- (Occasionally), More Powerful, Watching, Extensive Non-Combat Influence
15 Physical Limitation: When not using tail for grab it responds to her emotional state All the Time, Slightly Impairing
15 Social Limitation: Public ID Frequently (11-), Major
15 Psychological Limitation: Embarrassed about her voice Common, Strong
15 Psychological Limitation: Wants to be taken seriously as a heroine Common, Strong
20 Psychological Limitation: Code vs. Killing Common, Total
15 Social Limitation: Subject to Orders Frequently (11-), Major
20 Susceptibility: COLD 1D6 Drain STR, 1D6 Drain Dex, 1D6 Drain Con, per Turn, Uncommon
Total Disadvantages Points: 150