CyberPunkforTheHolidays2012 - Herbert Build 2012
Name: Herbert Combs
SIN: Fake SIN only.
Manitou Algonquin Council
Herbert grew up in Quebec as a poor orc kid, growing up in a racially divided neighborhood and became a cop. He and a buddy who was human were the white and black cop of the day. They worked every case involving both metatypes and made a name for themselves. He worked hard, was basically honest, but also vengeful. He worked for a special vice squad that reported to a Captain who was crooked. He became the Captain's gunfighter and executioner who would work crooked cases, plant evidence, and eliminate threats; all in the name of justice. Well one mission led him to a cult leader. At age 29 he confronted him, a hardened detective of 10 years on the force. The cult leader won, and when he woke up his partner was dead, eaten by rats and he was being feasted on. He got up, killed the rats, and realized he was a Wendigo. He's been after the Wendigo since. He then moved out to the sticks in the Manitou Algonquin Council lands, and became a local small town sheriff. He trideo journaled his life while cleaning up the town. He used magic and his initiations from his days as a detective to cover up the fact he was a Wendigo and ate, not buried the bodies. The town is now clean, he's world famous for his videos and merchandise. He's still after that Wendigo. Every morning he wipes himself of tags, reloads his magazines, does a quick workout, and recasts the two spells he always has up: Combat Sense and Physical Mask. He casts Increase Reflexes when he needs it. His illusion is of a 7' tall Orc with Cyberware, usually claws (since he physically has claws). He uses his metamagic (Flexible Signature and Masking) powers to make himself look non-magical, and slightly cybered. At heart he is a good man, torn by his need to feed on the flesh of metahumans. He tries to keep the feeding to the bad ones, and tries to hold on to his sanity. He is a protector and a buffer, he counterspells and puts Combat Sense on his allies.
Character Sheet
Street Cred: 55 (4)
|
Notoriety: 1
|
Public Awareness: 18
|
Total Karma: 553
|
Current Karma: 0
|
Current Edge: 3 of 3 |
Attributes
Physical |
|
|
Mental |
|
|
Special |
|
|
Derived |
|
|
Derived |
|
Agility |
5 |
|
Charisma |
5 |
|
Edge |
3 |
|
Initiative |
9 |
|
Composure (CHA+WIL) |
10
|
Body |
8
|
|
Intuition |
5 |
|
Esence |
5 |
|
Astral Init |
|
|
Judge Intent (INT+CHA) |
10 |
Reaction |
4
|
|
Logic |
2 |
|
Magic |
7 |
|
Matrix Init |
|
|
Lift/Carry (STR+BOD) |
12
|
Strength |
5
|
|
Willpower |
5 |
|
Resonance |
0 |
|
Init Passes |
1 |
|
Memory (LOG+WIL) |
7
|
Damage Boxes: 12
Damage Overflow: 8
Stun Boxes: 11
Qualities
Wendigo |
100 |
RC 81 |
Infertile Infected |
10 |
|
Day Job |
-10 |
20 hrs / week, 2500 NY, Sheriff Small Town |
Wanted |
-10 |
Wendigo Bounty in Quebec |
Astral Beacon |
-5 |
|
Sensitive Neural Structure |
-5 |
|
Vendetta |
-5 |
Against his Wendigo Creator |
Initiate |
|
Grade 4 |
Feats
Walking Rate (m/turn) |
10 |
|
Running Rate (m/turn) |
25 |
|
Swimming Rate (m/turn) |
5 |
|
Lift w/o test (kg) (15 *ST) |
60 |
|
Overhead Lift w/o test (kg) (5* ST) |
20 |
|
Lift and Carry (ST*10) (kg) |
40 |
|
Weight (kg) |
113 |
250# |
Height (m) (masked) |
~2.5 |
7'-6" |
Sex |
Male |
|
Age (yr) |
29 Eternal |
|
Lifestyle |
Low |
|
Metatype |
Wendigo |
|
Skills
Active Skills |
|
|
|
|
|
Group |
Att |
Skill |
Stat |
Rank |
Total |
|
AGI |
Archery |
5 |
|
|
|
LOG |
Armorer |
2 |
|
|
|
INT |
Artisan |
5 |
|
|
Firearms 3 |
AGI |
Automatics |
5 |
|
|
Close Combat 3 |
AGI |
Blade |
5 |
|
|
Athletics 4 |
STR |
Climbing |
4 |
2 |
|
Close Combat 3 |
AGI |
Clubs |
5 |
|
|
Electronics 4 |
LOG |
Computer |
2 |
|
|
Influence 4 |
CHA |
Con |
5 |
3 |
8 |
|
MAG |
Counterspelling (Manipulation) |
7 |
5 |
16 (18) +4 Shielding |
Cracking 3 |
LOG |
Cybercombat |
2 |
|
|
Electronics 4 |
LOG |
Data Search |
2 |
2 |
4 |
|
LOG |
Demolitions |
2 |
|
|
Stealth 4 |
INT |
Disguise |
5 |
3 |
8 |
|
BOD |
Diving |
8 |
|
|
|
REA |
Dodge |
4 |
|
|
Cracking 3 |
LOG * |
Electronic Warfare (Sniffer)
|
2 |
2 |
4 (6) |
|
AGI |
Escape Artist |
5 |
|
|
Influence 4 |
CHA |
Etiquette |
5 |
3 |
8 |
Biotech 3 |
LOG |
First Aid (Combat Wounds)
|
2 |
2 |
10 (12) +R6 kit |
|
AGI |
Forgery |
5 |
|
|
|
AGI |
Gunnery |
5 |
|
|
Athletics 4 |
AGI |
Gymnastics |
5 |
2 |
7 |
Cracking 3 |
LOG |
Hacking (Exploit)
|
2 |
2 |
4 (7) Customized +1 |
Electronics 4 |
LOG * |
Hardware |
2 |
|
|
|
AGI |
Heavy Weapons |
5 |
|
|
Stealth 4 |
AGI |
Infiltration |
5 |
3 |
8 |
|
CHA |
Instruction |
5 |
|
|
|
CHA |
Intimidation (Physical) |
5 |
2 |
7 (9) |
Influence 4 |
CHA |
Leadership
|
5 |
3 |
8 |
|
AGI |
Locksmith (Cars) |
5 |
1 |
12 (14) +Autopicker R6 |
Firearms 3 |
AGI |
Longarms |
5 |
2 |
7 (9 Smartlink) |
Outdoors 3 |
INT |
Navigation |
5 |
3 |
8 |
Influence 4 |
CHA |
Negotiation |
5 |
3 |
8 |
Stealth 4 |
AGI |
Palming |
5 |
3 |
8 |
|
BOD |
Parachuting |
8 |
|
|
|
INT |
Perception (Visual)
|
5 |
5 |
10 (13) (15) +3 Visual/Audio |
|
REA |
Pilot Ground Vehicle (Wheeled) |
4 |
1 |
5 (7) |
|
REA |
Pilot Watercraft |
4 |
|
|
Firearms 3 |
AGI |
Pistols (Heavy Pistols) |
5 |
4 |
9 (11) (11/13 w/ Smartlink) |
Athletics 4 |
STR |
Running |
4 |
2 |
6 |
Stealth 4 |
INT |
Shadowing
|
5 |
3 |
8 |
|
MAG |
Spellcasting (Illusion) |
7 |
6 |
13 (15) |
Outdoors 3 |
WIL |
Survival |
5 |
3 |
8 |
Athletics 4 |
STR |
Swimming |
4 |
2 |
6 |
|
AGI |
Thrown Weapon |
4 |
1 |
5 |
Outdoor 3 |
INT |
Tracking |
5 |
3 |
8 |
Close Combat 3 |
AGI |
Unarmed Combat (Boxing) |
5 |
2 |
7 (9) |
Skills marked * cannot be defaulted on.
Knowledge Skills |
|
|
|
|
|
|
Att |
Skill |
Stat |
Rank |
Total |
|
LOG |
Suspect Files |
2 |
5 |
7 |
|
INT |
Cop Lore |
5 |
5 |
10 |
|
LOG |
Justice System Problems |
2 |
5 |
7 |
|
INT |
Sleezy Bars |
5 |
1 |
6 |
|
INT |
Car Guy |
5 |
1 |
6 |
Language Skills |
|
|
|
|
|
|
Att |
Skill |
Stat |
Rank |
Total |
|
INT |
English |
5 |
N |
N |
|
INT |
Spanish |
5 |
3 |
8 |
|
INT |
Algonquin |
5 |
1 |
6 |
Melee
Weapon |
Reach |
Damage |
AP |
Fists |
1 |
2P |
|
Claw |
2 |
4P |
|
Bite |
1 |
4P |
|
Knife |
1 |
3P |
|
Club/Mace |
1 |
3P |
|
Pistol |
- |
2P |
|
Rifle Butt |
1 |
3P |
|
Contacts
Name |
Loyalty / Connections |
Notes** |
Bob the Banker |
3 / 2 |
Money Laundering and Accounts Guy |
Larry the Bondsman |
3 / 2 |
Criminal Underworld guy |
Hottie the Forensic Examiner |
3 / 2 |
Forensics Contact, types ENHANCE |
Algonquin Manitou ABBI (Buerea of Investigation) |
10 |
Group: National Law Enforcement +4 Members 100-1000, +6 Global |
Chip the Computer Geek |
4 / 2 |
Hacker - papers, money, licenses, hacks |
Jane the Author |
1 / 3 |
Ghost Author of his book/trid/trix presence |
Chuck |
3 / 2 |
Old Private Investigator Budy in Toronto Underworld |
Street Armor (Soak: 28 / 24) (w/helmet+mask: 31 / 27)
Bod Resist Dam: 8
Type Worn |
Ballistic / Impact |
Encumberance: |
Camouflage Suit, Softweave |
8 / 6 |
Mods: Chemical Prot R6, Fire Resist R6, Thermal Damp R6, Ruth Poly Coating |
-- Adds: |
+3 / +3 |
Gel Packs, Vitals Protectors, Leg and Arm Casings. |
Half Suit Form Fitting Suit |
6 / 2 |
Mods: Non Conduct R6, Biomonitor, Skinlink |
-- Adds: |
+3 / +5 |
Gel Packs, Vitals Protectors, Shin Guards, Forearm Guards, Leg and Arm Casings. |
Helmet (in pack) |
+1 / +2 |
|
Ballistic Facemask (in pack) |
+2 / +1 |
|
Weapons
Weapon |
DMG |
AP |
Modes |
RC |
Ammo |
Ranges |
Accessories |
Ares Predator IV BF |
5P |
-1 |
SA/BF |
4 |
15c |
5 20 40 60 |
RC: 4 (3 Vent, 1 Pers Grip)
Inc: Smartgun; Acc: Skinlink, Lo/Norm Flashlight
Mod: GV3, Suppressor (only 1 active at a time-Suppressor
Currently), Personalized Grip, Extreme Enviro (Desert),
Extreme Enviro (Cold), ROF Mod
|
T-250 Shorty Shotgun
|
5P
|
-1 |
SA |
1 |
5m |
Flch: 5 10 15 20
Other: 5 20 40 60
|
RC 0 (+2 Concealability)
Inc: Short Barrel
Acc: Sling, Skinlink
Mod: Internal Smartlink
|
Ammo |
Effect |
CPS |
FLCH |
+2 DMG |
10 |
EX-EX |
+1 DMG, -1 AP, |
10 |
Shock |
+1 DMG, halve barrier rating |
7 |
Gel |
-1 (stun) DMG, +2 AP impact |
3 |
Ammo
Cal |
Type |
Qty |
Hvy Pistol |
GEL |
8 mags (120 rds) total, 1 mag empty |
Hvy Pistol |
EX-EX |
8 mags (120 rds) total |
Shotgun |
FLCH |
20 (5 loaded) |
Shotgun |
SHOK |
25 |
Carried Gear
Camouflage Suit (undershirt, longsleeve t-shirt, cargo pants, tall socks, utility boots, fatigue jacket) - Street Armor Table
Left Ankle: Certified Credstick (800 NY)
Right Ankle: Ceramic knife, Concealed Holster
Belt: EOD Leatherman
Pants Pockets: Biomonitor, 10 Datachips, 10 Stealth RFID, 20 RFID, Main Commlink, Empty Certified Credstick
Cargo Pockets: (1) Trauma Patch, (1) Tranq patch, Permenant Marker, Street Chalk, Gloves, Balaclava, Flashlight, Autopicker R6,
Neck: Subvocal Mic
Small of Back: AMAD Hand Jammer R3, Concealed Holster
Right Hip: BF Predator, 2 mag EXEX, 1 mag GEL (loaded), Concealed Holster
Earbuds R3 - L3 Audio Enhance, Spatial Recognition, Sound Filter R3
Contacts R3 - Smartlink, Flare Comp, Vision Enhancement L3
Glasses R4 - Flare Comp, Ultrasound, Thermographic
Hermes Ikon (Response 6, Signal 5 (4km)); Firewall 6, System 6) {in passive}
Analyze 6, Browse 6, Encrypt 6, Exploit 6, Stealth 6, ECCM 6, Reality Filter 6, Tacnet 1 (+1, 3 contributors, 4 channels)
Satellite Link, Armor R6, Hardened R6, Biometric Lock, Optimized (Exploit), Skinlink, Directional Antenna R6 (+2 Signal in cone).
Mapsoft: North America R6, Wikipedia R6.
Running: Reality Filter, Analyze, ECCM, Browse, Exploit.
Liscenses (Magician R6, CCW R6, Security R6), SIN (Fake R6) "Herbert Combs".
(2) MCT Fly-Spy Minidrone (3 passes)
Init: Pilot + Response (7).
Pilot 3, Response 4, Firewall 3, System 3, Signal 4 (1km).
Handling +1, Accel 3/15, Speed 15, Body 1, Armor 0, Sensor 2.
Autosofts: Clearsight R4, Maneuverability R2, Covert Ops R4, ECCM R4
Sensors: Laser Microphone R6, Camera R4 (Smartlink, Low Light, Thermographic, Ultrasound)
Mods: Reuth Poly Coating (-4 Per to spot it)
(2) bare MCT Fly-Spy with Pilot 3, Sensors 2, Body 1, Handling 1, Accel 3/15, Speed 15. Armor 0. Maneuverability 2 Autosoft.
Load Bearing Vest
Carries: (6) Mags EX-EX, 7 Mags GEL, 15 rounds FLCH, 5 rounds SHOK.
Gasmask, Respirator R6, Gill, Duct Tape, (10) Zip ties.
Rations Camelback 2L, Survival Kit, Medkit R6, Trauma Patch (1)
Large Day Pack (R3 MDS Sheathed)
Helmet and Ballistic Facemask
Wirecutter, Axe-Hammer Demo Tool, Chisel, Duct Tape, Miniwelder.
Plastic Restraints (10).
Tag Eraser, Endoscope, White Noise Generator R6, Camera Neutralizer R4.
Maglock Sequencer R5, Micro Camera (5).
Handheld Radio Finder R6.
Medkit Supplies (5)
Climbing Gear, Gecko Gloves/Shoes, Rapelling Gloves, Microwire (300m)
Small drawstring backpacks (3)
Zip Top Duffle Bag (R3 MDS Sheathed)
(2) Small Nanopaste Disguises.
Vacuum Sealer R10, Low Intensity Laser.
LBE (when traveling)
T-250 (when traveling)
Cash on Commlink: 7277 NY
Actions
Shooting Ares Predator |
Roll: Heavy Pistols 13 dice |
Damage: net hits (GM tells you) + 6 (-2 AP) |
Shooting a wide burst from Ares Predator (Aim+Burst) |
Roll: Heavy Pistols 14 |
Damage: net hits (GM) + 6 (-2 AP)(Enemy dodges at -3) |
Shooting a narrow burst from Ares Predator (Aim+Burst) |
Roll: Heavy Pistols 14 |
Damage: net hits (GM) + 8 (-2 AP) |
Shooting 2 narrow burst from Ares Predator (2x Burst) |
Roll: Heavy Pistols 12 |
Damage: net hits (GM) + 8 (-2 AP) (x2) |
To punch someone |
Roll: Unarmed 9 dice |
Damage: net this (GM) + 2 if punching (stun),
+4 if claw or bit (physical)
|
To call a shot (i.e. in the face) |
subract 1 to 4 dice here |
add a like number of dice here |
Spells
Analyze Truth (Mana)(Active, Directional) |
Detection |
Range: T |
Force x Magic (meters) |
Duration: Sustained |
Drain Value (DV): Force / 2 dice |
Resist DV with CHR + WIL + 4 (Shielding) |
Can detect whether the target's statements are false. Half truths and statements they believe to be true are not detected.
Needs 1 net hit to succeed. Verbal only. Target must be in range. Does not work through tech or other medium.
Detect Object (Gun) |
Detection |
Range: T |
Force x Magic (meters) |
Duration: Sustained |
Drain Value (DV): (Force / 2) -1 |
Resist DV with CHR + WIL + 4 (Shielding) |
Caster detects all of a specified object in range, and knows number and relative location.
Since most people carry guns, this effectively finds people, and threats. Combining detect life, and threats.
Combat Sense (Mana)(Active, Psychic) |
Detection |
Range: T |
Force x Magic (meters) |
Duration: Sustained |
Drain Value (DV): (Force / 2) +2 |
Resist DV with CHR + WIL + 4 (Shielding) |
Analyze threats within range. Each hit on spellcasting adds 1 die for Reaction on Surprise and defense.
Clairvoyance (Mana)(Passive Directional) |
Detection |
Range: T |
Force x Magic (meters) |
Duration: Sustained |
Drain Value (DV): (Force / 2) -1
|
Resist DV with CHR + WIL + 4 (Shielding)
|
Caster can see distant scenes as if physically present at a chosen point within range.
Caster does not use normal or astral vision while using it at their body location.
Cannot use Augmentation. Cannot be used to target.
Increase Reflexes (Pysical) |
Health |
Range: T |
Duration: Sustained |
Drain Value (DV): (Force / 2) +2 |
Resist DV with CHR + WIL + 4 (Shielding) |
Hits add Hits-1 Init Passes and Initiative, to max of +3/+3. Max IP's is 4.
(e.g. Each hit after the first adds 1 IP and Init to max addition of 3.
Physical Mask (Phys)(Realistic, Multi-sense) |
Illusion |
Range: T |
Duration:
Sustained
|
Drain Value( DV): (Force/2)+1 |
Resist DV with CHR + WIL + 4 (Shielding) |
Different physical appearance in mind of viewers and of tech sensors as well.
Hits are threshold to resist the spell with Will. This alters the subjects voice, scent, and other physicals.
When casting, Force is chosen by caster. If Force is greater than Magic Attribute, drain is physical. Otherwise drain is stun.
Drain is damage you take when casting.
Reference: |
Wendigo page 63 Runner's Companion |
Dietary Requirements page 61 Runner's Companion |
Building Infected page 77 Runner's Companion |
Wendigo page 81 Runner's Companion |
|
Notes |
Omnivorous but Canibalistic and prefer raw meat |
Powerfully built 2.5m tall white furred humanoid |
|
Powers |
Low Light Vision |
Enhanced Senses (Hearing, Smell, Vision Mag) (1) |
Essence Drain (Physical, Complex Action, Touch, Perm) |
Adds Essence to critter's own. Can only drain sentients. Cannot drain from resisting. Must be willing, subdued, helpless, or unconscious. Only in strong emotions. |
Takes Charisma + Magic (10 - target essence, 1 minute) Extended test. Can only increase Essence to 2x natural max. |
Can siphon drained Essence to other attributes (and magic) for up to 12 hours after the drain. 2:1, only 1 at a time. |
Core p 294 |
Fear (Mana, Complex, LOS, Special) |
Fill victims with terror. Caster makes Will + Magic opposed by target's will. Duration 1 combat turn per net hit. |
After that, target must succeed Wil + Charisma (caster's net hits) Test to return to face the caster. |
Core . 295 |
Immunity (Age, Pathogens, Toxins) |
Gains armor rating of 2x Magic against the damage. Age: neigther age, nor suffer the effects of age. |
Core . 295 |
Infection (Phys, Auto, Touch, Perm) |
Not applicable. |
Influence (Mana, Complex, LOS, Instant) |
Insinuate suggestions into the target's mind. Opposed Magic + Charisma and targets Will. If successful, target will carry out the suggestion. |
If faced with the wrongness of the action, Willpower test to overcome. Under Mental Manipulation. Core p. 210. |
Core p 296 |
Natural Weapon (Bite/Claw, Str/2+2P AP0) |
May still make normal unarmed attack, of DV Str/2. |
Regeneration (Phys, Auto, Self, Always) |
Heals damage, at end of each combat turn, Magic + Body. Each hit regens 1 physical or stun. |
Always make 1 Regen test on last round in overflow. If still in overflow, then dead. |
Does not regen damage to brain or spine. Magic damage not regend, magic foci, critter/adept powers not Regeneration. |
If has an allergy, cannot regen until alergan is removed. |
core p 296-297 |
|
|
Weaknesses |
Dietary Requirement (5% of body weight per week) (Metahuman Flesh) |
Allergy (Ferrous Metals, Moderate) - Contact is intense pain, -4 die pool modifier while in symptoms. DV +2 for weapons made of it. |
Allergy (Sunlight, Moderate) - Contact is intense pain, -4 die pool modifier while in symptoms. DV +2 for weapons made of it. |
Essence Loss |
Lose 1 essence every Lunar cycle (1 month). As essence decreases, magic also decreases. |
|
|
Initiate Powers |
1) Centering (Add Initiate Grade to Drain Resistance Tests) |
2) Shielding (Add initiate grade to Counterspelling) |
3) Flexible Signature (p 198 core) |
-alter signature at will. |
-Fake signature, add Initiate grade to Assensing Threshold. |
-Reduce longevity by hours = to Initiate grade |
4) Masking (p 198 core) |
- change aura/astral form: look mundane, |
- look as if Magic is +/- Initiate grade, |
- or as though diff type of creature. |
- Assense + Intuition resisted by Intuition + Magic + Grade |
CyberPunkforTheHolidays2012 - Herbert Build 2012
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