Oso
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Oso
Player: Scott
Val | Char | Cost |
25 | STR | 15 |
15 | DEX | 10 |
18 | CON | 8 |
15 | BODY | 5 |
18 | INT | 8 |
10 | EGO | 0 |
20 | PRE | 10 |
8/18 | PD | 6 |
6/16 | ED | 4 |
3 | SPD | 10 |
4 | REC | 0 |
30 | END | 2 |
31 | STUN | 6 |
12m | RUN | 0 |
4m | SWIM | 0 |
11m | LEAP | 4 |
Characteristics Cost: 107
Cost | Power | END |
10 | Cybernetically Enhanced Blarad Claws : Killing Attack - Hand-To-Hand 1/2d6 (1 1/2d6 w/STR), Tech Level 8 (Any SFX; Vibro Claws; +1/2) (15 Active Points); Restrainable (-1/2) | 1 |
2 | Huge Size: Knockback Resistance -2m | 0 |
2 | Long Arms: Stretching 1m, Persistent (+1/4), Inherent (+1/4), Reduced Endurance (0 END; +1/2) (2 Active Points); Always Direct (-1/4) | 0 |
Powers Cost: 14
Cost | Skill |
Engineering Skills | |
3 | 1) Systems Operation; TISA 13- |
3 | 2) Systems Operation; FTL 13- |
3 | 3) Systems Operation: Fission Engineering 13- |
3 | 4) Systems Operation: Fusion Engineering 13- |
3 | 5) Systems Operation: AMC Engineering 13- |
4 | 6) PS 14- |
3 | Systems Operation: Sensors 13- |
3 | Systems Operation: Starship Weapons 13- |
3 | Systems Operation: Communications 13- |
3 | Climbing 12- |
3 | Mechanics 13- |
3 | Electronics 13- |
10 | WF: Beam Weapons, Common Melee Weapons, Energy Weapons, Small Arms, Heavy Weapons, Vibro Weapons |
3 | TF: Common Motorized Ground Vehicles, Everyman Skills, Shuttles, Zero G Group |
3 | +1 with a small group of attacks |
Everyman Skills | |
0 | 1) Acting 8- |
0 | 2) Concealment 8- |
0 | 3) Conversation 8- |
0 | 4) Deduction 8- |
0 | 5) Computer Programming 8- |
0 | 6) Paramedics 8- |
0 | 7) Persuasion 8- |
Skills Cost: 53
Cost | Perk |
0 | Positive Reputation (A medium-sized group) 14-, +1/+1d6 (Custom Adder) |
Perks Cost: 0
Cost | Talent |
6 | Combat Luck (3 PD/3 ED) |
Talents Cost: 6
Cost | Equipment (Equipment Costs do not actually figure in Total Cost. They are included here for reference only.) | END |
Beltscreen, all slots 32 Continuing Fuel Charges lasting 5 Minutes each (Recovers Under Limited Circumstances; -0); all slots OIF (-1/2) [Notes: Tech Level 9] | ||
1) Resistant Protection (10 PD) (Protect Carried Items) (25 Active Points); Conditional Power Power does not work in Very Common Circumstances (Not versus melee attacks; -1), OIF (-1/2) | 0 | |
2) Resistant Protection (15 ED) (Protect Carried Items) (34 Active Points); OIF (-1/2) | 0 | |
Laser Pistol, all slots OAF (-1) [Notes: Tech Level 7] | ||
1) Blast 1 1/2d6, Autofire (3 shots; +1/4), Invisible Power Effects (Inobvious to sight and hearing; +1/2) (14 Active Points); 20 Charges (Recovers Under Limited Circumstances; -2), OAF (-1), Real Weapon (-1/4), Limited Power Power loses about a fourth of its effectiveness (-1 Range Mod; -1/4) | [20] | |
CBA 5, all slots OIF (-1/2) [Notes: Tech Level 9] | ||
1) Resistant Protection (10 PD/10 ED) (30 Active Points); OIF (-1/2), Real Armor (-1/4) | 0 | |
2) Life Support (Safe in High Pressure; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (13 Active Points); OIF (-1/2) | 0 | |
Laser HMG, all slots OIF (-1/2) [Notes: Tech Level 7 (8 for penetration)] | ||
1) Blast 2 1/2d6, Autofire (10 shots; +1) (26 Active Points); 100 Charges (Recovers Under Limited Circumstances; -2), Extra Time (Full Phase, -1/2), OIF (-1/2), Real Weapon (-1/4) | [100] |
Total Character Cost: 180
Val | Disadvantages |
25 | Physical Complication: Hearing loss, missing left ear. Was shot off in an altercation (All the Time; Slightly Impairing) |
10 | Social Complication: Rude and cocky to new ppl Frequently, Minor |
5 | Distinctive Features: Race (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures) |
Disadvantage Points: 40
Base Points: 180
Experience Required: 0
Total Experience Available: 0
Experience Unspent: 0