Tag MacTavish, Son of Brutus MacTavish
A 16 year old Ork.
Quotes: "Tag! You're it!"
Race: Ork
Body | Agility | Reaction | Strength | Charisma | Intuition | Logic | Willpower | Edge | Magic |
---|---|---|---|---|---|---|---|---|---|
6 | 5 | 3 | 5 | 1 | 4 | 2 | 3 | 1 | 3 |
Essence: 5.4
Initiative: 7
Initiative Passes: 1
Physical Damage Track: 11
Stun Damage Track: 10
Armor Ballistic/Impact: 6/4 Lined Coat + 6 (Physical) or +3 (Stun) {+1 To resist damage, Toughness}
(To resist a shotgun blast, physical damage which hits the coat, Tag gets 13 dice in his pool)
Languages: English N, Or'Zet 2
Perception: 7 visual (10 with contacts), 7 audio (Spatial recognizer and Select Sound Filter)
Lifestyle: Low 2 months paid up.
Karma: 0
Nuyen 4d6 + 15 x 50Y =
Skills
Active Skill | Final Modifier | Ranks | Ability |
---|---|---|---|
Close Combat Skill Group | 1 | ||
Blades | 6 | 1 | Agility 5 |
Clubs | 6 | 1 | Agility 5 |
Unarmed Combat | 6 | 1 | Agility 5 |
Firearms Skill Group | 2 | ||
Automatics | 7 | 2 | Agility 5 |
Longarms | 7 | 2 | Agility 5 |
Pistols | 9 (+2 Semi-Auto) | 4 | Agility 5 |
Heavy Weapons | 6 | 1 | Agility 5 |
Throwing Weapons | 6 | 1 | Agility 5 |
Dodge | 5 | 2 | Reaction 3 |
Demolitions | 3 | 1 | Logic 2 |
Armorer | 4 | 2 | Logic 2 |
Intimidate | 4 | 2 | Charisma 2 |
Negotiation | 4 | 2 | Charisma 2 |
Perception | 6 (+10) | 2 | Intuition 4 |
Knowledge Skills (18 BP Free) | |||
Active Skill | Final Modifier | Ranks | Ability |
Denver Street Gangs | 6 | 2 | Intuition 4 |
Ares Macrotechnology | 6 | 2 | Intuition 4 |
Security Companies | 3 | 1 | Logic 2 |
Military | 3 | 1 | Logic 2 |
Security Procedures | 3 | 1 | Logic 2 |
Security Design | 3 | 1 | Logic 2 |
Or'Zet | 2 | ||
Qualities | Effect | ||
Adept | Gain Magic Attribute and 2 power points of spells | ||
Ambidextrous | No penalty for using an off-hand weapon | ||
Human Looking | Passes for human in most scenarios | ||
Toughness | +1 dice pool mod to body to resist damage | ||
Bad Luck | Whenever trying to use edge, roll a d6, on roll of 1 it goes very badly | ||
Sensitive System | Double essence cost for Cyberware | ||
GEAR | |||
Melee Weapons | Damage | Armor Penetration | Notes |
Survival Knife | 5 (Str/2+1)P | -1 | Retractable GPS monitor, micro-lighter, and a compartment in the handle that will hold one small item. The flat sides of the blade are covered with a non-toxic chemical that can be activated to provide 2 hours of phosphorescent light. |
Extendable Baton | 5 (Str/2+1)P | (-) | Easier to conceal, (-2) |
Throwing Knifex10 | 5 (str/2+1)P | (-) | Can ready 3 (Agility/2) throwing knives per Ready Weapon action |
Colt America L36 | 4P | (-) | SA, RC (-), Ammo 11(c);Under mounted Laser Sight (+1 to hit), Detachable Thermographic Scope, Hidden Arm Slide |
Speed Loader+Spare Clips x 2 for the Colt, 5 spare clips kept loose, 2 clips of Gel Rounds | |||
Ruger Super Warhawk | 6P | (-2) | SS, RC (-), 6 (cy); (For when he absolutely needs to demolish someone), Under mounted Laser sight, |
Lined Coat (Fire resistance 2, Insulation 2); 6(Ballistic)/4(Impact), +2 vs Fire/Cold | |||
Commlink (CMT Clip): Response 1, Signal 3 | |||
Sim Module (Legal) | |||
Flare Compensation Glasses, Contact Lenses (Vison Enhancement 3) (Adds +3 to Perception), Micro Video Camera (Vision magnification) | |||
Implanted Datajack: .1 Essence; Cyberears: (Ear Recording Unit, Sound Link, Spatial recognizer, Select Sound Filter 2) .2 Essence; Fibreoptic Hair: | |||
Low Lifestyle (Lives in an apartment above the bar): 2000Y/Month |
Contacts:
Connection 3, Loyalty 1 (Regular);
Adept Powers: 3 Power Points from Magic
Agility Boost 2: To gain the boost, make a Magic (3)+ (Attribute Boost {2}) Test. Each hit on this test boosts the attribute by 1. The boost lasts for a number of Combat Turns equal to the twice the number of hits generated. No attribute may be boosted past its maximum augmented value.
Attribute Boost requires a Simple Action to activate. When the boost runs out, you must resist Drain equal to the Attribute Boost rating using Willpower + Body (9); each hit reduces the Drain Value by one. Attribute Boost Drain is Stun damage.
Enhanced Perception 1: +1 to perception checks
Improved Reflexes 1: 1 Extra Initiative Pass and +1 reaction
Combat Sense 1:+ 1 die for Reaction on Surprise Tests and when defending against ranged and melee attacks.
Improved Scent: Can identify scents in the same way as a bloodhound. Tag can identify individuals by scent alone, and can tell if someone whose scent you know has been in an area recently with a successful Perception Test. The strong smells of most sprawls impose modifiers on the use of this sense.
Notes:
When using the Colt Tag gets a 12 base dice pool to attack, it then deals 4 physical damage on hit, plus any net hits extra damage.
His Ruger has a 10 to attack but deals 6 physical damage, and reduces enemy armor by 2. Obviously used for slow heavy targets, isn't taken out often, or visibly.
Combat Options
Defending Melee: Block (Unarmed Combat +Reaction)