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Kid

Page history last edited by PBworks 4 years, 5 months ago

Beati Mites

 

Kidd Stealth

 

690 pts

Assassin - Bodyguard

Domingo Ramirez. Male hispanic, age 32, 6'-8" 355# of cybernetics and badass. Fully synthetic from waist down after he blew his own legs off to escape "concrete shoes".

Dark straight hair, black eyes. Dark skin. "Raptor" legs. AB- blood. Ambidexterious. 20/20 vision. B 2/20/2014. Culture: Western. Home TL9 1G.

 

Attributes:

ST 12 20 pts
DX 14 40 pts
IQ 12 40 pts
HT 14 40 pts

 

HP 35
WILL 15
PER 16
FP 20

 

Advantages:

Ally: Shark 75% <15 9 pts
Dependent: Shark 75%, Friend <9 -1 pts
Alternate Identity 15 pts
Ambidexterity 5 pts
Attractive 4 pts
Contact Group: Assassin Ntwk, mil 15 <12 usu 18 pts
Contact: Aristotle (Intel) Police 15 <9 usu 4 pts
Contact: Gomez (Gang Bos) Street 15 <9 usu 4 pts
Contact: Leo (Corp) Buisness 15 <9 usu 4 pts
Contact: Archy (Crime) Runner 15 <9 usu 4 pts
Contact: Mech (Tech) Dealer 15 <9 usu 4 pts
Cyber: Absolute Timing 2 pts
Cyber: Accute Vision 3 6 pts
Cyber: Arm ST 22 77 pts
Cyber: Basic Move (.25) 8 28 pts
Cyber: Claws, Huge (dmg to cut or imp),ret 6 pts
Cyber: Darkvision 18 pts
Cyber: Doesn't Breathe (Oxy Stor -50%) 4 pts
Cyber: DR Flexible 10 25 pts
Cyber: DR Rigid, torso only 10 30 pts
Cyber: DX 2 28 pts
Cyber: Enh Move (Gr) CF 2 16 pts
Cyber: Enhanced Time Sense (C. Ref) 32 pts
Cyber: Extra Attack CF 2 20 pts
Cyber: Extra Fatigue 6 13 pts
Cyber: Extra HP 18 26 pts
Cyber: Fearlessness 1 2 pts
Cyber: Filter Lungs IC 3 pts
Cyber: Hard to Kill 5 7 pts
Cyber: Hard to Subdue 5 7 pts
Cyber: High Pain Threshold 7 pts
Cyber: Infravision 7 pts
Cyber: Lifting ST 8 17 pts
Cyber: Nightvision 5 4 pts
Cyber: Parabolic Hearing 5 14 pts
Cyber: Payload (Internal) 2# 6 6 pts
Cyber: Protect Sense (Vision/Hearing) 7 pts
Cyber: Radio Telecom, Shortwave 11 pts
Cyber: Resistant (Disease, Poision, 13 pts
Altitude sickness, and Seasickness) +8 pts
Cyber: Subsonic Hearing 4 pts
Cyber: Super JumpTT 2 8 pts
Cyber: Telescopic Vision 5 18 pts
all Cyber: Temp Disads -% pts
Dependency (Electricity)Very Com, Weekly. -20 pts
Maintenance (Eng(Robotics)) 12 man hrs, Monthly. -10 pts
CF = Costs Fatigue 6 / min. -30 pts
IC = Increased Consumption 1 -10 pts
TT = Takes Extra Time -20 and Accessability (Requires pts
Concentrate Action) -10 for 4 sec activation pts
Eidetic Memory 5 pts
Enhanced Dodge 15 pts
Enhanced Parry 10 pts
Extra Hit Points 5 10 pts
Fearlessness 2 4 pts
Gunslinger 25 pts
Indomitable 10 pts
Patron: Raven, ext pow, <9 16 pts
Perception 4 20 pts
Rapid Healing 5 pts
Reputation: SOD (needy-lg class) <10 1 2 pts
Reputation: pro (johnsons-sm cls) <10 2 3 pts
Social Regard (Runner/Solo-feared) 3 15 pts
Strong Will 3 15 pts
Very Fit 15 pts
Very Wealthy 20 30 pts
Zeroed 10 pts

Total: 746 pts

 

Disadvantages:

Bad Temper (15) -5 pts
Bloodlust (15) -5 pts
Bully (15) -2 rcn -5 pts
Callous -10 pts
Code of Honor (Pirates) -5 pts
Duty (Runs/Raven) Extremely Haz <15 -20 pts
Enemy (Mafia) med supers, rival <12 -30 pts
Fanaticism (Freedom) -5 pts
No Sense of Humor -5 pts
Reputation: Assassin (law/cops) <19 -4 -10 pts
Social Stigma: SINless (minority group -2) -10 pts
SOD: Raven's runners +2 rcn -5 pts
Unnatural Feature (Raptor Legs) -5 pts

Total: -120 pts

 

Languages

English (Native) 0 pts
Spanish (Accent) 6 pts
Street (Native) 6 pts

 

Quirks

Cultivates the Psycho reputation -1 pts
Patient -1 pts
Lone Wolf -1 pts
-1 pts
-1 pts

 

Skills: 383 pts

Ads, Lang, and Attribs 898 pts

Disads and Quirks -125 pts

Bought Points (all Cyber): -466 pts

Total Points: 690 pts

 

Skills (Basic):

AK (MSP) IQ/E 4 pts 14
AK (World) IQ/E 2 pts 13
Armory (Ammunition) / TL9 IQ/A 8 pts 14
Armory (Small Arms) / TL9 IQ/A 8 pts 14
Brawling DX/E 12 pts 18
Climbing DX/A 8 pts 16
Criminology / TL9 IQ/A 8 pts 14
Current Affairs (Politics) / TL9 IQ/E 1 pts 12
Detect Lies Per/H 4 pts 16
Diplomacy IQ/H 8 pts 13
Drive (Automobile) / TL9 DX/A 2 pts 14
Drive (Motorcycle) / TL9 DX/A 2 pts 14
Elec Op (Comm) / TL9 IQ/A 2 pts 12
Elec Op (Security) / TL9 IQ/A 8 pts 14
Elec Op (Sensors) / TL9 IQ/A 1 pts 11
Escape DX/H 8 pts 15
Explosives (Demolitions) / TL9 IQ/A 2 pts 12
Fast Draw (Bullet) DX/E 2 pts 16
Fast Draw (Grenade) DX/E 2 pts 16
Fast Draw (Knife) DX/E 2 pts 16
Fast Draw (Magazine) DX/E 2 pts 16
Fast Draw (Pistols) DX/E 12 pts 19
Fast Draw (Rifle) DX/E 2 pts 16
Fast Draw (SMG) DX/E 2 pts 16
Fast Talk IQ/A 2 pts 12
First Aid / TL9 IQ/E 1 pts 12
Gesture IQ/E 1 pts 12
Guns (Light Auto) / TL9 DX/E 16 pts 20
Guns (Pistol) / TL9 DX/E 16 pts 20
Guns (Rifle) / TL9 DX/E 16 pts 20
Hiking HT/A 2 pts 14
Holdout IQ/A 8 pts 14
Inteligence Analysis / TL9 IQ/H 8 pts 13
Interrogation IQ/A 12 pts 15
Intimidation Will/A 8 pts 16
Judo DX/H 20 pts 18
Jumping DX/E 1 pts 14
Karate DX/H 20 pts 18
Knife DX/E 12 pts 18
Lockpicking / TL9 IQ/A 8 pts 14
Navigation (Land) / TL9 IQ/A 2 pts 12
Observation Per/A 8 pts 18
Parry Missile Weapons DX/H 1 pts 12
Photography / TL9 IQ/A 1 pts 11
Running HT/A 8 pts 16
Savoir Faire (Gang) IQ/E 8 pts 15
Scrounging Per/E 1 pts 16
Search Per/A 1 pts 15
Shadowing IQ/A 24 pts 18
Stealth DX/A 20 pts 19
Streetwise IQ/A 20 pts 17
Swimming HT/E 2 pts 15
Tactics (Police.SWAT) IQ/A 8 pts 14
Throwing DX/A 4 pts 15
Thrown Weapon (Knife) DX/E 1 pts 14
Tracking Per/A 1 pts 15
Traps / TL9 IQ/A 4 pts 13
Urban Survival Per/A 2 pts 16

 

Maneuvers:

Arm Lock Avg 1 pts 17 not ex Judo+4
Neck Snap Hrd d pts 26 not ex ST+3
Scaling Hrd 2 pts 13 not ex Climb
Rope Up Avg 1 pts 14 not ex Climb
Wrench Limb Hrd d pts 26 not ex ST+3

Total: 383 pts

 

FEATS

Basic Lift 80 lbs

Standing high jump 88 in.

Running high jump 106 in.

Standing broad jump 30 ft.

Running broad jump 48 ft.

Climb p. 349

One hand lift in 2 sec 160 lbs

Two hand lift in 4 sec 640 lbs

Shove/knock over 960 lbs

Above w/ running start 1920 lbs

Carry on back 1200 lbs

If carrying over 10 x BL, costs 1 FP / sec.

Shift slightly… 4000 lbs

Pulling / dragging p. 353

Throw (up to 4# object) 119 yds

Throw (up to 8# object) 85 yds

Throw (up to 12# object) 68 yds

Throw (up to 16# object) 51 yds

Throw (up to 20# object) 40.8 yds

Throw (up to 40# object) 27.2 yds

Throw (up to 80# object) 20.4 yds

Throw (up to 120# object) 13.6 yds

Throw (up to 160# object) 10.2 yds

Throw (max weight 640#) 2.72 yds

Dig ordinary soil 80 cf / hr

Pick ordinary soil 320 cf / hr

Dig loose soil 160 cf / hr

Pick or shovel hard soil 160 cf / hr

Pick or shovel hard rock 80 cf / hr

Above digging assumes steel or iron tools.

Hold breath - low exertion 140 sec

Hold breath - med exertion 56 sec

Hold breath - high exertion 14 sec

Hold breath - Oxy Stor x 25

Hiking = Basic Move - enc - inj - exh mi / hr

Hiking skill increases +20%, Inc Move (Gr) applies

Hiking in ideal conditions: Move mi / day

Sprint 9 yds / sec

Sprint after 1 second 18 yds / sec

Encumberance penalty -1

Sprint (loaded) 17 yds / sec

Paced running 9 yds / sec

Paced running (loaded) 8.5 yds / sec

100 yds sprint 5.6 sec

100 yds (loaded) spr 5.9 sec

100 yds jog 11.2 sec

100 yds jog (loaded) 11.8 sec

1 mi 3.3 min

1 mi (loaded) 3.5 min

7.7 mi 25.1 min

7.7 mi (loaded) 26.6 min

Speed swim 1 yds / sec

Long distance swim 10 yds / sec

 

HP Taken
Head 35
Body 35
Leg 17
Arm 17
Hand 11
Foot 11

 

MOVE
Basic Move 9
Move 9
Move (Ground) 18 Straight line
Dodge 14

 

ENCUMBERANCE
None (0) = 80 BL
Light (1) = 160 BL x 2
Medium (2) = 240 BL x 3
Heavy (3) = 480 BL x 6
X-Heavy (4) = 800 BL x 10

 

DAMAGE Arm ST 34
Thrust 3d+2
Swing 6d
Brawling 4d+2 basic thr +1/die

 

PARRY
Knife 14
Brawl 14 2 parries/rd
Judo 14 2 parries/rd
Missile Weapons 11

 

Protection DR
(Body Armor) 9-11, 17-18 34 Rigid
(Body Armor) 9-11, 17-18 18/7 Flexible
(Cyber) 9-11, 17-18 10 Rigid
(Cyber) All <> eyes 10 Flexible
(Helmet) 3-4, 5(50%) 18 Rigid
(Gloves) 8/2
(Feet) 12/6

 

Sense Rolls
Vision 19
Hearing 16
Touch 16
Taste/Smell 16
All 16

 

COL: 3000
Avg. Mo. Income: 40000

 

Flesh Pocket:

Earplug Cell, Lockpicks, Garrote (< 1#)

 

Gear Worn: 18.75#

Kinematic Watch, Cred Stick (in pocket), Bank Stick (in boot)

Street Clothes & Balaclava (3#), Assault Boots & Gloves (3#), Helmet (4#), Leather belt, First aid pack (1#)

On suit: Lighter, Pack of gum, pocketlight, pocketknife, syrup of ipicac vial, Leathernam (2#), handcuffkey behind belt buckle.

Sig Sauer 570 {L. Shoulder} (2 mags) (3.75#)

Monofilament Trench Spike (1#)

 

Vest Worn: 96.5#

Custom Load Bearing Vest (3#), Tactical Vest and Insert (18#), Elbowpads & Kneepads (2#),

On vest: Electronic Lockpicks (1#), mini climb kit (2#)

Sig Sauer 570 {R. Hip} (2 mags) (3.75#)

White Noise Gen (1#), Radio Encrypter (1#), Cell Phone + Group Encrypting (2) (1#)

7 day tube ration (1#), Canteens (2)(8#)

Sig Mags {Belt}(8 mags)(4#)

Armscorp Storm (5 50-mags Ball, 5 50-mags APHC, 5 5-mags PC) (31.75#)

UBGL Armscorp 40mm {under storm} (10 rds Tangle, 10 rds HEMP, 10 rds TB) (13#)

Mini Grenades Concussion (4)(1#), Mini Frag Grenades (12)(3#), Mini Smoke Grenades (4)(1#), Mini Flash Bang Grenades (4)(1#)

 

Pack: 60#

Hiking Tube Sac (3#):

Long underwear (1#), Camo BDUs (4#)

Ghille Suit (12#)

Duct Tape Roll (1#)

Drag Bag, McMillian M701 Anti-Material Rifle, Cleaning Kit, 45 rds ball, 5 5-mags Ball, 5 5-mags APEP, 5 5-mags APHEXI (39#)

 

Space Gear: 76#

Skinsuit TL9 DR2 all (4#), Space Armor Suit DR50/30 all (2 Large Tanks Extra)(65#), Space Combat Helmet DR40/30 (7#)

 

Weapon Ammo Damage Type Acc. Range Weight ROF Shots ST Bulk Rcl Malf Notes Accoustic
11mm CPE Sig Sauer 570 Hvy. Pistol HP 4d+1 (0.5) pi++ 4 270 / 3000 2.75 / 0.5 3 12+1 (3) 11 -1 2 18 1,3 +20
11mm CPE Armscorp Storm UAW Carbine Ball 10d+1 pi++ 6+1 700 / 2100 8.0 / 2.0 10 50+1 (3) 12 -4 2 18 2.3 +21
APHC 10d+1 (2) pi+
18.5mm Switch Shotgun PC 1d1+1 pi 4+1 50 / 250 / 0.75 2x9 5+1 (3)
McMillian M701 15mmCLE AM Bolt Rifle Ball 22d pi++ 11+6 2000 / 9000 18 / 0.75 1 5i (3) 12B -7 4 18 3,4 +21
APEP Match 22d (3) pi+ 12+6 4000 / 16000
APHEXI 22d (2) 1d4-4 1d-2 pi++ 9+4
40mm UGL HEMP 6dx5 (10) 4d{2d} cr inc 2 75 / 450 3 / 2 3 5 (5) 10 - 1 17 5 +19
Thermobaric 8dx2
Tangler ST24(+2/ea) pp 155 UT

 

1.) Taclight/Lasersight, Push Bar, Custom Grip, Bbl Port, Night Sights, VF, Smartgun HUD

2.) 2x Coliminating Sight, 4-10x optic scope, Taclight/lasersight, suppresor, bipod, VF, muzzle brake, -4 w/Suppressor, Smartgun HUD

3.) All weapons above have a Smartgun (IFF saver, electronic access, smart electronics (+1 repair), video link to HUD, and laser sight (eff to 1/2D, +1 to hit if aiming)).

4.) Accoustic Sig +25, -6 w/Suppressor, Smartgun, VF, Trigger job, sling, adjustable folding bipod, custom polymer stock, free floating barrel (2-pt threads), Polished action, 43 Db suppressor (2-pt), Mil Spec 4-20x Scope Mil Dots, Laser Ranger. Match Ammo (+1 Acc) Damage

 

 

Weapon Damage Reach Parry
Garrote spec. C No
Claws sw 1 0
Monowire Stilleto sw / thr+2 (10) C,1 -1
Punch thr-1 C 0
Kick w/ boots thr+1 C,1 No

 

Grenades Fail Dam Wgt Fuse Notes
Mini Flash Bang Grenade Crit 0.25 lb Imp - 3s 10yd rad HT-3 or stun, unmodified HT if wearing ear + eye prot; HT-2 for just one. Roll each turn recov.
Mini Frag Grenade Crit 1d+2 {2d} 0.25 lb Imp - 3s
Mini Conc Grenade Crit 1d+2 0.25 lb Imp - 3s
Mini Smoke Grenade Crit 6 yd r 0.25 lb 2 sec Hot

 

Kidd Stealth is the right hand man of Richard Raven. He is his confidant, bodyguard, enforcer, extra set of eyes, proxy, and probably friend. No one is sure of where Kidd came from, he was born without a SIN, but they know he got his start as a Sam from a man named Kras.

 

Kras Hanson was a fixer and black market dealer in MSP going back to the early teens. Kidd started with him as a number boy, then bag man, then disposal merchant, and worked his way up through the underworld ranks until he was a made man. Being a made man for Kidd was a dream come true, he was made before he was 20 years old. At that age, he chose to become an assassin after killing a few people on a job, and a couple more people that showed up. He showed he had a natural aptitude for it, though it might have just been luck.

 

In the end it didn’t matter, because Kidd applied himself with a dedication and gumption that is rarely seen. In a few short years he was taking contracts around the world, and succeeding despite a lack in professional training.

 

Things changed in 2040, when Kras decided that Kidd was stealing from him. Whether or not he was it doesn’t matter. What mattered is that Kidd found himself with concrete shoes on, sinking to the bottom of the Mississippi off the Hennepin Avenue Bridge. Along the way Kidd had picked up some cybernetics, and one thing included flesh pockets in his thighs. Opening the pressure cavity, Kidd removed the C4 he kept in there, set a tourniquet on each leg, and timed them to detonate. The blast alone nearly killed him, the water intensified the blast, bursting his kidneys, cracking most of his ribs, of course removing his legs, and bursting capillaries in his eyes and ears.

 

Kidd floated to the surface, and was crawling to shore where Raven found him. Kidd’s last job before Kras accused him of stealing was to kill Raven. It was one of the very few jobs that Kidd ever failed at, and here was the man he had been sent to kill, fishing him out of the mighty Miss. Taken to a black market doctor that Raven knew, Kidd was nursed back to health, and when he recovered Raven helped him design and build the signature Raptor legs that are Kidd’s calling card. Kidd has worked for Raven ever since without a word about his past work, or about why he pledged to the man his loyalty, or why he’s circulated threats around the underworld that anyone who touches Raven or his people will have to deal with Kidd first.

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