KAZEI 5

COTTON

Val	CHA	Cost	Roll	Notes
15	STR	5	12-	Lift 200 kg; 3d6 HTH Damage [1]
20	DEX	20	13-
13	CON	3	12-
13	INT	3	12-	PER Roll 12-
13	EGO	3	12-
13	PRE	3	12-	PRE Attack:  2 ½d6

7	OCV	20	
7	DCV	20	
3	OMCV	0	
4	DMCV	3	
3+1	SPD	10		Phases:  4, 8, 12/3, 6, 9, 12

7+10	PD	5		Total:  7/17 PD (0/10 rPD)
5+10	ED	3		Total:  5/15 ED (0/10 rED)
6	REC	2
30	END	2
13+2	BODY	3
30	STUN	5		Total Characteristics Cost:  110

Movement:	Running:	24m/48m 
		Leaping:	14m/8m
		Swimming:	4m/8m

Cost	Powers & Skills
19	Basic Cyberbrain:  +10 EGO, +3 OMCV,+3 DMCV; Cybersystem (-¼), Restrainable (EMP cut-off switch; -¼)
7	Attack Barrier:  Mental Defense (10 points total); Software (-½)
13	Dual Strength Legs:  +5 STR; Cybersystem (-¼), Only When Using Legs (-0) plus +2 BODY plus Resistant 
	Protection (5 PD/5 ED); Requires A Roll (11- roll; Hit Locations 14-18; -1), END 1
4	Hydralic Jack:  Leaping +10m (14m forward, 7m upward), Reduced Endurance (0 END; +½); Cybersystem (-¼), 
	Restrainable (EMP cut-off switch; -¼), No Noncombat Movement (-¼)	
8	Speed Legs:  Running +12m (24m total); Cybersystem (-¼), Restrainable (EMP cut-off switch; -¼), END 1
5	Synaptic Accelerator:  +1 SPD; Costs Endurance (-½), Cybersystem (-¼), Restrainable (EMP cut-off 	
	switch; -¼), END 1
	 	
16	KPB Instrument Design Bureau PP-2000 (extended magazine used as a stock:  RKA 1d6+1, Autofire 
	(5 shots; +½); OAF (-1), Beam (-¼), Real Weapon (-¼), STR Minimum (-¼), Limited Range (100m; -¼), 
	4 clips of 44 Charges (extra magazine used as a stock; +¾) plus +1 vs. Range Modifier; 
	OAF (-1), Real Weapon (-¼), [44]
7	Combat Knife:  HKA 1d6-1, Range Based On STR (+¼), Reduced Endurance (0 END; +½); OAF (-1), Real 
	Weapon (-¼), STR Minimum (-¼)
8	Manriki-Gusari:  HA +3d6, Ranged Based On STR (+¼), Reduced Endurance (0 END; +½); OAF (-1), 
	Hand-To-Hand Attack (-¼), Real Weapon (-¼), STR Minimum (-¼)
11	Level I Ceramic Clamshell:  Resistant Protection (10 PD/10 ED); Requires A Roll (11- roll; Hit 
	Locations 9-12; -1), OIF (-½), Real Armor (-¼)
	
	Martial Arts:  Street Fighting
	Maneuver		OCV	DCV	Notes
4	Block			+2	+2	Block, Abort
4	Dodge			--	+5	Dodge, Affects All Attacks, Abort
3	Legsweep		+2	-1	4d6 Strike, Target Falls
4	Punch/Snapkick		+0	+2	5d6 Strike
5	Side/Roundhouse Kick	-2	+1	7d6 Strike
2	Weapon Element:  Blades (knives), Chain & Rope Weapons

	Skills
15	+3 with Street Fighting

2	AK: Home Turf 11-
3	Analyze:  Style 12-
3	Breakfall 13-
2	CK: city of character's choice 11-
3	Streetwise 12-
6	WF:  Common Martial Arts Melee Weapons, Common Melee Weapons, Small Arms
3	Scholar
1	1)  KS: Cyber Technology 11-
1	2)  KS: Gang Colors and Customs 11-
1	3)  KS: Local Street Samurai 11-
1	4)  KS: Street Fighting Styles and Techniques 11-
1	5)  KS: [local city] Underworld 11-

Total Powers & Skill Cost:  162
Total Cost:  272

175+	Matching Complications (50)
5	Distinctive Features:  Gang Colors (Easily Concealed; Noticed and Recognizable; Detectable By 
	Commonly-Used Senses)
20	Enraged:  if legs are damaged (i.e. takes BODY) (Uncommon), go 14-, recover 11-
0	Hunted:  other gang members Infrequently (Mo Pow; Limited Geographical Area; Watching)
0	Negative Reputation:  street samurai hunter, Infrequently (Known Only To Gangers)
15	Psychological Complication:  Despises Heavily Chromed Street Samurai (Common; Strong)
15	Psychological Complication:  Gunslinger Mentality, wants to see if you're as tough as you claim 
	(Common; Strong)

Total Complications Points:  50
Experience Points:  97

Cotton's Hero Designer File


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