As a result of a nano-virus, your Strength has been permanently impared. Wild Die for Strength is reduced to d4
• Driven (Minor)
As a Human, you feel driven to prove that you are the equal of any of the more engineered members of your team
• Giri (Minor)
You borrowed $15,000 from the Bratva for upgrades. Now you owe them $30,000.
Edges and Racial Abilities:
• Alertness
+2 to Notice
• Danger Sense
Your hero can sense when something bad is about to happen. When rolling for Surprise (page 108), he adds +2 to his Notice roll to act in the first round. With a raise, he starts the encounter on Hold.
In other situations not covered by the Surprise rules (a sniper shot, pit trap, poisoned drink, etc.), Danger Sense gives him a Notice roll at −2 (or +2 if a Notice roll is usually allowed) to detect the hazard and take appropriate action. If this was an attack and the hero makes his Notice roll, the foe doesn’t get The Drop against him.
• Strong Willed
+2 when resisting tests with Smarts or Spirit
Last edited by Kat Novak on Sat May 16, 2020 11:19 pm, edited 11 times in total.
Description: A combination of biochemical treatments and muscle grafts increase muscle density without adversely affecting muscle elasticity.
Trapping: Biotech
Grade: Customware
Base/Total Cost: $1000; $4000
Base/Final Strain: 2/1
Abilities: +1 DT to Strength
Quirks: Can cause the Clumsy hinderance
• Underground Customs Muscle Enhancement (Speed)
Description: A combination of biochemical treatments and muscle grafts increase muscle elasticity without adversely affecting muscle bulk.
Trapping: Biotech
Grade: Customware
Base/Total Cost: $1000; $4000
Base/Final Strain: 2/1
Abilities: +1 DT to Agility
Quirks: Can cause the Impulsive hinderance
• Underground Customs Thalamic Accelerator
Description
Trapping: Biotech
Grade: Customware
Base/Total Cost: $1000; $4000
Base/Final Strain: 2/1
Abilities: +2 DT to Notice
Quirks: Can cause the Hesitant hinderance
• Underground Customs Bone Density Enhancement
• Description:
Trapping: Biotech
• Grade: Customware
• Base/Total Cost: $1000; $4000
• Base/Final Strain: 2/1
• Abilities: +2 Toughness
• Quirks: Can cause the Can't Swim hinderance
• Kenta Cyberdynamics Enhanced Smartgun System
• Description
• Grade: Streetware
• Base/Total Cost: $10000; $10000
• Base/Final Strain: 2/2
• Abilities: +2 to Shooting. Additional weapons can be linked to the system for $300
• Quirks: None
Last edited by Kat Novak on Thu May 14, 2020 9:37 am, edited 8 times in total.
Medium Calibre Rifle, Gel (150)
Medium Calibre Rifle, Standard (150)
Miscellaneous:
• Gas Mask
• Rad Band
• Tactical Radio R2
• Throat Mic
• Transportation:
Wasteland NOS Adventure X
Size: 1
Handling: +1
Top Speed: 150
Toughness: 8
Passengers: 1+1
Cost: 5000
Notes: Exposed Crew, Off Road (treat as AWD)
• Home:
Kat's Koreatown Krib
Placeholder
• TAP:
Tier II TAP
Active Memory Sectors (AMS): 4
Hacking Penalty: -1
PAN Range: 6” (36 feet)
Resilience: 6
Wounds: 3
Skill Die (IDS base skill die for Hacking and Notice rolls): d6
• Contacts
Constantin Vadim, Lieutenant, Ravenlocke Security
Mister Qu, Proprietor, Fu Qu's Restaurant and Repair
Last edited by Kat Novak on Sat May 16, 2020 12:59 am, edited 12 times in total.
*=Core skill starts at d4 for no skill point cost.
remaining to spend.
You have a couple minor gear issues to correct as well. Add the Shock Truncheon from your origin to your character sheet. Also copy the AGA Hand of God name/stats from calculations down to your actual list of weapons instead of generic Sniper Rifle placeholder.
You also made some minor
Vengeance is 255, not 225. 2 Clips = 50 + 255 = 305
Renegade: 425 (Base) + 125 (Foregrip) + 150 (Red Dot) + 50 (Sling) + 300 (Stacked Mag x3) + 100 (Tactical Rails) = 1150
Medium Cal Ammo ($20/50) as AP (x2) = $40/50 (not $30)
Shotgun Medium Slug ($20/25) as Fin Stabilized (x1.5) = $30/25 x2 = $60/50
Toughness = Vigor (d8)/2 = 4 + 2 (Always add two) = 6 + 2 (Augmetnation) = 8
With the origin armor (which I'll say is Min Str d4 being the "heavy" vest in the book is d6): 10(2)
With the Combat Fatigues: 12(4)
If you stacked them: 8 + 4 (Combat Fatigues [d4 -> d6 Min Str]) + 1 (Vest +2/2 = +1) = 13(5)
are off as far as I can tell.
If you feel like I made any errors above, let me know and I'll review.
Besides those things listed, I'd like to see your backstory too.
A brief description for the Thalamic Accelerator, Bone Density Enhancement, and Enhanced Smartgun System augmentations similar to the first two augments you listed.
Your skills look like they add up correctly now. Your base Toughness is written oddly, but it does come out to 10 if I understand how you wrote it.
Not sure where you're getting 14(4) for the fatigues and 15(5) for stacking the vest with the fatigues, though?
Am I missing something that gives you more?
Note on Toughness X(X), the first Number is total toughness modified by armor, the (X) is amount of armor included in the total.
So with your vest 10(2):
The 10 is your 8 base Toughness modified by your 2 points of armor from the vest.
The (2) is the amount of armor you're getting from the vest.
However you want to write it down is fine, but it's written the way above so its easy to determine how to apply AP (if at all). So, if you get shot with AP 4, I know your toughness is 8. (10[2]-4 = 8, because you only have two points of armor and AP doesn't affect Toughness)
Edit: Bumping your Fighting die to d6 will also increase your Parry from 4->5.
It's not necessary, but you could list your Pace as 6(d6) if you like. The d6 is the standard run die without any edges, hindrances, racial abilities or gear modifying it. It could be a handy thing to have listed if you end up modifying it with Augmentations or Edges later.
Starting Street Cred is d6, too.