Character Sheet
Player Name: John Adams
Google Handle: Jsa34
Toshiro “Cybermonk” Hashada
Rank: Veteran
Experience: 54
Advances Left: 2
Race: Human
Iconic Framework: MARS Personal concept
Attributes: Agility d8 (1HJ) (1 Cyber), Smarts d8 (2), Spirit d12 (2) (2 Adv), Strength d6 / d10 (1 HJ), Vigor d10 (1 HJ) (1) (1 adv)
Charisma: 2;
Pace: 6;
Parry: 5;
Toughness: 23 (12 MDC);
Strain: 16 (16 Max)
Skills:
- Repair d8 (3)
- Shooting d8 / d10 (½ adv) (2)
- Fighting d8 / d12 / d12+3 (2) (½ adv)
- Driving d8+2 / d12+3 (2) (½ adv)
- Notice d8+2 (3) (+4 on sight)
- Persuasion d6 (2)
- Stealth d8 (1) (2 x ½ adv) +2 in woods
- Streetwise d8 (HJ bonus) +2 in NA (HJ Bonus)
- Survival d8+2 / d10+2 (1 DT HJ) (1) (½ adv) +2 in NA (HJ Bonus)
- Tracking d6+2 (1 DT HJ) (1)
- Swimming d4 (1)
- Knowledge (Politics) d6 (2)
Hindrances
- Vow (Major): He has taken a Vow of Silence. He doesn’t like to talk about it.
- Phobia (Minor): Fear of Spiders
- Death Wish (Minor): Revenge is a dish best served cold...and usually eaten as a last meal
Edges
- Charismatic (F&G): +2 Charisma
- I Know a Guy (F&G): 1 Connection per session
- Woodsman (HJ): +2 Tracking, Survival and Stealth
- Brawny (F&G): +1 Toughness, Load limit is 8 x Str
- Quick (FG): Discard Draw of 5 or less
- Rich (HJ): 2 Rolls on HJ tables and 5000 credits
- Filthy Rich: 3 more rolls and 15000 more credits
- Nerves of Steel (F&G): Ignore 1 wound penalty
- Danger Sense (Cybernetics): Notice at -2 to avoid surprises
- Arcane Resistance: Armor 2 vs magic, +2 to resist powers
- Improved Arcan Resistance: 4 Armor vs Magic, +4 to resist powers
- Ace: +2 Boating, Driving and Piloting. May make soak rolls at -2 for Equip
- Combat Ace: Ignore Multi action Penalty for driving and firing
- Elan: +2 with a Bennie
- Assassin (HJ Bonus roll): +2 damage against unaware foes. Also +2 to offset called shots
- Dirty Fighter (GM Bonus): +2 to Tricks
- Giant Killer (Vet 3 Adv): +1d6 damage when attacking large creatures
Cybernetics Total Strain: 13 (16 Max)
Reinforced Frame (1) - Strain : 1 (Upgrade Adv)
- Metals, ceramics, and other tough substances cover the cyborg head-to-toe and are laced through his skeleton and musculature. Each application is +2 Toughness. (Strain 1; 150,000 credits)
Cyber Wired Reflexes(1) - Strain: 1 (Upgrade Adv)
- The cyborg’s Agility is increased one step for each application of these artificial nervous system enhancements and hard-wired celerity systems. Each step past d12 adds a +1. This particular enhancement is a requirement for many other upgrades.
Armor Plating (3) - Strain: 3 (HJ and Filthy Rich HJ)
Nano-Repair System (1) - Strain: 2 (Filthy Rich HJ)
- This system for releasing nanobots can heal biological damage and repair synthetic systems as well. One wound is healed per day, and the cyborg gains a +4 to resist Bleeding Out. They also grant a 50% chance to reject any poison or disease in the system (though Internal Life Support negates the need for this
Expanded Detection and Security Array (1) - Strain 2 (Filthy Rich HJ)
- This combination of radar, sonar, and motion detectors grants the cyborg 360 degree awareness of his surroundings. This grants a +2 to Notice checks and the Danger Sense Edge.
Optics Package – Strain 1 (HJ)
- One of the Cyborgs eyes are replaced, granting +2 to all sight based notice checks, Thermal imaging and night vision, 50x magnification for distance, 20x macro lens, +2 to avoid blinding flashes and related light burst effects, and the ability to record images and store them for later viewing or display
Wire Skill Port – Strain 1
(Purchased)
- Can use chips to improve agility linked skills. Changing chips is a free action, but take a full round before new info is available. 3k for 1DT, 7.5K for 2DT, 15K for 3DT, 40K for 4DT
Subject Matter Expert Port – Strain 1 (Purchased)
- Can use chips to improve smarts linked (non arcane) skill. Changing chips is a free action, but take a full round before new info is available. 2k for 1DT, 5K for 2DT, 10K for 3DT, 25K for 4DT
Core Electronics Package – Strain 1 (Upgrade)
- This set of electronic and data systems grants the following—a mini-computer; a computer interface jack for direct linking to other systems, which grants a +4 to appropriate Repair checks and Common Knowledge rolls; a radio with a 20-mile range.
Extra set of Arms - Strain 3 (GM “Loot” Bonus)
- Grants -1- additional action