Val CHA Cost Roll Notes 18 STR 8 13- Lift 303.1 kg; 3 1/2d6 HTH Damage  16 DEX 18 12- OCV: 5/DCV: 5 16 CON 12 12- 14 BODY 8 12- 15 INT 5 12- PER Roll 12- 16 EGO 12 12- ECV: 5 18 PRE 8 13- PRE Attack: 3 1/2d6 10 COM 0 11- 7 PD 3 Total: 7 PD (0 rPD) 7 ED 4 Total: 7 ED (0 rED) 4 SPD 14 Phases: 3, 6, 9, 12 7 REC 0 32 END 0 32 STUN 1 Total Characteristic Cost: 93 Movement: Running: 6"/12" Leaping: 3"/6" Swimming: 2"/4" Cost Powers & Skills 3 Cyberarm: +5 STR, Reduced Endurance (0 END; +1/2); No Figured Characteristics (-1/2), STR Only Affects Use With Left Arm (-1/2) 11 Walther P99: RKA 1d6+1, 15 Charges (+0); OAF (-1), Real Weapon (-1/4) plus +1 OCV; OAF (-1), Real Weapon (-1/4),  5 Cyberarm: Armor (5 PD/5 ED); Activation Roll 10- (Locations 6-9; -1 1/4), Left Arm Only (-1/2) 34 Cyberarm: Physical Damage Reduction, Resistant, 75%; Activation Roll 10- (Locations 6-9; -1 1/4), STUN Only (-1/2), Left Arm Only (-1/2), Linked (Armor; -1/4) plus Energy Damage Reduction, Resistant, 75%; Activation Roll 10- (Locations 6-9; -1 1/4), STUN Only (-1/2), Left Arm Only (-1/2), Linked (Armor; -1/4) 9 Armor-Plated Boots: Armor (8 PD/8 ED); Activation Roll 10- (Locations 15-18; -1 1/4), OIF (-1/2) Perks 15 Contact: The Inter Solar System Police, Organization Contact (x3) 14- 1 Fringe Benefit: Licensed Bounty Hunter 6 Reputation: The "Black Dog" (with the ISSP and other police) 14-, +2/+2d6 0 Vehicle (Bebop, Hammerhead) Skills 16 +2 with All Combat 3 Acting 13- 2 AK: Solar System 11- 3 Bureaucratics 13- 3 Climbing 12- 7 Combat Piloting (Hammerhead) 14- 1 Criminology 8- 3 Cryptography 12- 3 Deduction 12- 3 Interrogation 13- 3 KS: Bonsai 12- 5 KS: Bounty Hunter and Criminal World 14- 2 KS: Criminal Law and Procedure 11- 1 KS: Fairy Tales 8- 2 KS: Microtechnology 11- 1 Language: Mandarin (basic conversation) 0 Language: English (idiomatic; literate) 3 Mechanics 12- 2 Navigation (Space) 12- 3 Paramedics 12- 2 PS: Bounty Hunter 11- 1 PS: Cooking 8- 1 PS: Police Officer 8- 3 Streetwise 13- 4 Systems Operation (Communications Systems, Environmental Systems) 12- 2 TF: Commercial Spacecraft & Space Yachts, Personal Use Spacecraft, Small MotorizedGround Vehicles 4 WF: Small Arms, Netgun, Vehicle Weapons (Hammerhead) 167 Total Powers & Skills Cost 260 Total Character Cost 100+ Disadvantages 10 Distinctive Features: Left Cyberarm, Scar Over Right Eye, Plate Along Right Eye (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 10 Psychological Limitation: A Touch Softhearted (Common, Moderate) 15 Psychological Limitation: Sense of Duty To Law And Justice (Common, Strong) 15 Psychological Limitation: Stubborn (Common, Strong) 110 Black Dog Bonus 260 Total Disadvantage Points
Background/History: Jet Black is a former member of the ISSP (Inter Solar System Police). A top detective, he was known as the "Black Dog" for the way he refused to let things go once he'd sunk his teeth into them. Eight years ago he lost his left arm in a encounter with Udai Taxim, a major syndicate figure. Having suffered the loss of his longtime lover Alisa some six to eight months beforehand, Jet found he no longer wanted to stay on his homeworld of Ganymede and left. At some point he received a cybernetic implant to replace his damaged (or missing) arm, and purchased an old Ganymede fishing vessel, which he named the Bebop (Jet is a big fan of jazz music.).
After five years of working solo, Jet teamed up with Spike Spiegel, and the two became bounty hunters, drifting about the solar system and living a fairly simple existence. To bad it wouldn't last...
Jet is in every episode of Cowboy Bebop, from the first (Asteroid Blues) to the last (The Real Folk Blues Part 2). Episode 10, Ganymede Elegy, and Episode 16, Black Dog Serenade, both reveal portions of his past, and are important in understanding who Jet is, and where he's come from. He's last seen in Episode 26, The Real Folk Blues Part 2, polishing fittings on the Bebop, calmly watching as Spike flies off in the Swordfish II, to what will most likely be a final and fatal encounter with Vicious.
Personality/Motivation: As a former cop, Jet still has a strong sense of duty and justice. However, as he is no longer a police officer, Jet is free to ignore the niceties of the law and get straight to the justice part. Still, he isn't as carefree and reckless as either Faye or Spike, and unlike either of them, doesn't engage in needless properly destruction while in pursuit of a bounty.
Although gruff in appearances and mannerisms, Jet is a bit softhearted, often seen by his interactions with Edward. He talks to her, rather than at her, and treats he much like he might treat his daughter. Jet's also treats Ein with kindness as well (unlike Faye who dislikes him quite a bit). He will feed Ein regularly for example, whereas Faye has eaten Ein's own food right in front of him (Yes, she was that hungry...). Jet isn't a total pushover, however. As he tells Faye at one point, "This ship is my ship, and this arm is my arm." He is, to an extent, set in his ways, and any pressure to change will probably result in Jet digging in and resisting.
Quote: "I'm the Black Dog... Once I bite, I never let go."
Powers/Tactics: Jet's main power is his wealth of contacts in the ISSP. Although an ex-cop, Jet is still well known by the Ganymede police, and his reputation is known among the police of Mars and other systems. He often can call one someone in the local area to get a little bit of extra information when needed. In addition, Jet is an excellent mechanic, a skilled pilot, a good cook, and adept at running the Bebop's systems. He tends to stay in reserve, working behind the scenes, while Spike (and Faye) are the front men, working in direct contact with the target.
Appearance: Jet is 6'3" tall, with a broad and well-muscled build. He has black hair (mostly gone from the top of his head), and a carefully trimmed full beard. A scar runs vertically over his right eye, which is also marked by an L-shaped strip of metal that looks to have been riveted under his eye. Jet's let arm, shoulder, and some of his upper chest is artificial, replaced by a bionic/cybernetic limb.
Jet normally dresses in a simple blue jumpsuit over a red undershirt. He wears armor-plated boots. When "dressed up" Jet will wear a tan suit, a fedora, and wraparound sunglasses.
Designer's Notes: Although his artificial arm pretty much makes him a cyberpunk character, Jet can be used as a model for any ex-cop character. Of course, his 260 point total is a bit high for the average ex-cop NPC. Game Masters can easily alter this by dropping Jet's gun, his cyberarm, and many of Jet's minor skills.
(Jet Black created by Sunnrise Inc.; character sheet created by Michael Surbrook)
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