Val CHA Cost Roll Notes 40 STR 30 17- Lift 6400 kg; 8d6 HTH Damage  20 DEX 20 13- 25 CON 15 14- 13 INT 3 12- PER Roll 12- 14 EGO 4 12- 20 PRE 10 13- PRE Attack: 4d6 7 OCV 20 7 DCV 20 3 OMCV 0 5 DMCV 6 4 SPD 20 Phases: 3, 6, 9, 12 8+8 PD 6 Total: 8/16 PD (0/8 rPD) 8+8 ED 6 Total: 8/16 ED (0/8 rED) 11 REC 7 50 END 6 22 BODY 12 50 STUN 15 Total Characteristics Cost: 200 Movement: Running: 10m/20mm Leaping: 4m/8m Swimming: 0m 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) 15 Armored Limbs: HA +3d6, Reduced Endurance (0 END; +½); Hand-To-Hand Attack (-¼), Real Weapon (-¼) 24 Full Body Subdermal Damage-Diffusing Weave: Resistant Protection (8 PD/8 ED) 34 Combat Cybergraft: Physical and Energy Damage Reduction, Resistant, 50%; STUN Only (-½), Linked (Full Body Subdermal Damage-Diffusing Weave; -¼) 10 Fully Cybernetic Limbs: Does Not Bleed (15 Active Points); Requires A Roll (11- roll; or Hit Locations 6-8 and 14-18; -½) 6 Cranial Radio: HRRP (Radio Group); Sense Affected As Hearing Group As Well A Radio Group (-½), Cybersystem (-¼), Restrainable (EMP cut-off switch; -¼) 2 Video Recorder: Eidetic Memory; Video Only (-1), Cybersystem (-¼), Restrainable (EMP cut-off switch; -¼), 1 Continuing Fuel Charges (flash drive, easy to obtain) lasting 1 Hour (-0) Martial Arts: Boxing Maneuver OCV DCV Damage 4 Block +2 +2 Block, Abort 4 Cross +0 +2 10d6 Strike 5 Hook -2 +1 12d6 Strike 3 Jab +2 +1 8d6 Strike 2 Heavy: Knockback Resistance -2m -2 Stability Cyberlegs: Running -2m -1 Heavy: Swimming -4m Perks 2 Positive Reputation: tough cyborg bouncer (people of the Zero Zone, especially the Entertainment District) 11-, +2/+2d6 3 Well-Connected 1 1) Contact: a Bartertown cyberdoc 11- 1 2) Contact: bouncer at a swanky Neo York nightclub 11- 1 3) Contact: his former combat trainer 11- 1 4) Contact: old Maim TV agent 11- 1 5) Contact: old sparring partner/Maim TV fighter with underworld connections 11- 1 6) Favor (Dawn and the Razor's Edge) 1 7) Favor (Odin, a Zone gunsmith) 1 8) Favor (Shion Nys) 1 9) Favor (The Triple Puma Threat) 1 10) Favor (Zero Zone esper) 1 11) Favor (multinational executive) Skills 8 +1 with HTH Combat 10 +2 with Boxing 2 AK: The Entertainment District 11- 2 AK: The Neo York Zeo Zone 11- 3 Breakfall 13- 3 Concealment 12- 4 Can Spot Guns Anywhere: +4 with Concealment; Only For Spotting Hidden Handguns (-1) 3 KS: The Neo York Zero Zone 12- 3 KS: Who's Who In The Entertainment District/Zero Zone 12- 0 Language: English (idiomatic; literate) 1 Language: Japanese (basic conversation) 2 Language: Spanish (fluent conversation) 2 PS: Bouncer 11- 3 Streetwise 13- 4 WF: Common Melee Weapons, Small Arms Total Powers & Skill Cost: 195 Total Cost: 395 400+ Matching Complications (75) 10 Distinctive Features: Cyborg (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 15 Physical Complication: Cyborg (Infrequently; Greatly Impairing) 10 Physical Complication: Heavy (weights roughly 200 kg) (Infrequently; Slightly Impairing) 10 Psychological Complication: Reasonable Good-Natured, tough to rile and make angry (Common; Moderate) 10 Psychological Complication: Secretly In Love With Sasha (waitress at The Living End) (Common; Moderate) 20 Psychological Complication: Strong Sense Of Loyalty To Gordon And The People Of The Living End (Very Common; Strong) 10 Vulnerability: 2 x STUN from Electromagnetic Pulses (Uncommon) Total Complications Points: 75 Experience Points: 0
Background/History: Duke is the doorman and chief bouncer for The Living End, one of the hottest bars and nightclubs in the Neo York Zero Zone. He started out as a fighter and performer on Maim and Smash TV, but didn’t draw a lot of fan “pop” and eventually retired. He moved to the Zone to get away from the all-intrusive multinationals and has been the doorman for The Living End for the past five or six years (or so.)
Personality/Motivation: Generally good-natured, Duke ensures customers feel welcome and potential trouble-makers do not. He tends to meet everyone with a smile and tries to avoid starting trouble, but is more than willing to finish any problems that may crop up.
Quote: "Wouldn't you prefer to take this outside?"
Powers/Tactics: As mentioned, Duke prefers to avoid fights when possible and will use his reputation and presence to defuse a situation. If that’s not possible, he'll act fast and brutally. Against most opponents a single blow will be sufficient to end the fight, but if that doesn’t work, he can pound it with the best of them. Anything less than a combat cybergraft cyborg has little or no chance, and few combat cyborgs have as much experience as he does. On the other hand, Duke prefers to avoid firefights, where his skills are of less use, and tries to keep things close-in and personal. With his boxing skill and cyber limbs, he can usually take out his opponents very quickly. Which is good, because his old-model cyberlegs are designed for stability and strength, not fluid motion, and he rarely expects to be able to outrun an opponent.
Appearance: Duke is a large man, several inches over six feet, and barrel-chested. His cyborg body tops the scales at over 400 pounds. His face shows the marks of a thousand fights and looks a bit off due to the sub-dermal weave. He'd be ugly if he didn't smile so much; as it is he brings to mind a battered and scarred bulldog. He wears normal (for the Zone) casual clothing when off duty. One duty he tends to wear black pants, a white dress shirt, and a black vest.
Duke's walk is heavy and slow, as if his legs are a little too short for him.
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