Azarra
Player: Alex
Campaign: Renegades
Characteristics
Value Characteristic Base     Roll Notes Cost
10 STR 10 11- HTH Damage 2d6 END [1] 0
23 DEX 10 14- OCV 8 DCV 8 39
10 CON 10 11- 0
10 BODY 10 11- 0
18 INT 10 13- PER Roll 13-/18- 8
10 EGO 10 11- ECV: 3 0
10 PRE 10 11- PRE Attack: 2d6 0
10 COM 10 11- 0
6 / 16 PD 2 6/16 PD (0/10 rPD) 4
6 / 16 ED 2 6/16 ED (0/10 rED) 4
4 SPD 3.3 Phases: 3, 6, 9, 12 7
8 REC 4 8
30 END 20 5
30 STUN 20 10
12 Running 6 END [2] 0
2 Swimming 2 END [1] 0
6"/3" Leaping 2 6" forward, 3" upward 0
Total Characteristic Points 85
Skills
Roll Description Cost
+4 with DCV (20 Active Points); OIF (suit; -½)   13
+2 with any three maneuvers or a tight group of attacks (grapnel)   6
Penalty Skill Levels: +4 vs. Range Modifier with a tight group of attacks (grapnel)   8
14- Acrobatics   3
14- Breakfall   3
14- Climbing   3
13- Concealment   3
13- Demolitions   3
13- Disguise   3
13- Electronics   3
14- Lockpicking   3
11- Persuasion   3
13- Security Systems   3
13- Shadowing   3
14- Stealth   3
13- Systems Operation   3
Total Skill Points 66
Perks
Description Cost
Miranda Fawkes: False Identity   1
Total Perk Points 1
Talents
Description Cost
Combat Luck (3 PD/3 ED) (6 Active Points); Requires A DEX Roll (-½)   4
Lightsleep   3
Total Talent Points 7
Powers
End Power Cost
FSH Combat Suit  
0 Armor (10 PD/10 ED), Hardened (+¼) (37 Active Points); OIF (suit; -½)   25
0 Endurance Reserve (100 END, 10 REC) Reserve: (20 Active Points); IIF (suit, detectable by localized electrical activity; -¼); REC: (10 Active Points); Limited Recovery (standard electrical socket; -2)   11
1 Running +6" (12" total) (12 Active Points); IIF (suit, detectable by localized electrical activity; -¼)   10
1 Leaping +4" (6" forward, 3" upward) (4 Active Points); IIF (suit, detectable by localized electrical activity; -¼)   3
8 nanowire grapnel: Stretching 16" (80 Active Points); OIF (grapnel; -½), Restrainable (-½), Always Direct (-¼), no Noncombat Stretching (-¼), Limited Power Power loses about a fourth of its effectiveness (no fine manipulation; -¼)   29
2 extra grapnel power: +23 STR (23 Active Points); Limited Power Power loses about half of its effectiveness (only applies to grapnel; -1), IIF (suit, detectable by localized electrical activity; -¼)   10
1 gecko gloves: Clinging (25 STR) (15 Active Points); Costs Endurance (-½), IIF (gloves & boots, detectable by localized electrical activity; -¼)   8
1 chameleon cloak: Invisibility to Sight Group , Reduced Endurance (½ END; +¼) (25 Active Points); IIF (suit, detectable by localized electrical activity; -¼), Bright Fringe (-¼)   17
1 wingsuit: Gliding 10" (10 Active Points); OIF (wingsuit; -½), Restrainable (-½), Costs Endurance (Only Costs END to Activate; -¼)   4
1 grapnel swing: Swinging 15" (15 Active Points); OIF (grapnel; -½), Restrainable (-½)   7
1 voice modulator: Mimicry 17- (11 Active Points); Costs Endurance (-½), Only In Heroic Identity (-¼)   6
2 Life Support (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (19 Active Points); Costs Endurance (-½), IIF (suit, detectable by localized electrical activity; -¼)   11
Grenades  
[4] net grenade: Entangle 8d6, 8 DEF (80 Active Points); 4 Charges (-1), OAF (-1), Cannot Form Barriers (-¼), Limited Range (-¼), Can Be Missile Deflected (-¼)   21
[4] flashbang grenade: Sight and Hearing Groups Flash 8d6, Explosion (+½) (67 Active Points); OAF (-1), 4 Charges (-1), Can Be Missile Deflected (-¼), Limited Range (-¼)   19
[4 cc] smoke grenade: Darkness to Sight Group 3" radius (30 Active Points); OAF (-1), 4 Continuing Charges lasting 1 Minute each (-¼), Limited Range (-¼)   12
[4 cc] sticky rocket: Flight 10", Limited Range (+¼), Usable As Attack (+1) (45 Active Points); OAF (sticky rocket; -1), 4 Continuing Charges lasting 1 Turn each (-½)   18
Ancestry  
0 +5 PER with Normal Hearing   5
0 Discriminatory with Normal Smell   5
0 Invisibility to Smell/Taste Group , Reduced Endurance (0 END; +½), Persistent (+½) (20 Active Points); Always On (-½)   13
0 Life Support (Safe Environment: Zero Gravity)   1
Total Power Points 235
Combat Info
OCV 8 DCV 8 ECV 3
Defenses
Type Total Resistant
PD 6/16 0/10
ED 6/16 0/10
Mental 0
Power 0
Combat Skill Levels
+4 with DCV (20 Active Points); OIF (suit; -½)  
+2 with any three maneuvers or a tight group of attacks (grapnel)  
Range Modifiers
Range 0-4 5-8 9-16 17-32 33-64 65-128
Modifier 0 -2 -4 -6 -8 -10
Targeting Modifiers
Targeting Shot OCV Hit Location
Head shot (Head to Shoulders) -4 1d6 + 3
High shot (Head to Vitals) -2 2d6 + 1
Body shot (Hands to Legs) -1 2d6 + 4
Low shot (Shoulders to Feet) -2 2d6 + 7
Leg shot (Vitals to Feet) -4 1d6 + 12
Martial Maneuvers
Maneuver Phase OCV DCV Effect
Legsweep ½ +2 -1 3d6 Strike, Target Falls
Martial Disarm ½ -1 +1 Disarm; 20 STR to Disarm
Standard Maneuvers
Maneuver Phase OCV DCV Effect
Block ½ +0 +0 Block, abort.
Brace 0 +2 ½ +2 vs. Range Mod.
Disarm ½ -2 +0 Can disarm
Dodge ½ - +3 Abort, vs. all attacks
Grab ½ -1 -2 Grab two limbs
Grab By ½ -3 -4 Move and Grab
Haymaker ½* +0 +5 +4 Damage Classes
Move By ½ -2 -2 STR/2 + v/5
Move Through ½ -v/5 -3 STR + v/3
Set 1 +1 +0 Ranged attacks only
Strike ½ +0 +0 STR or weapon
Hit Locations
3d6 Roll Location STUNx N STUN BODYx To Hit
3 - 5 Head x5 x2 x2 -8 OCV
6 Hands x1 -6 OCV
7 - 8 Arms x2 -5 OCV
9 Shoulders x3 x1 x1 -5 OCV
10 - 11 Chest x3 x1 x1 -3 OCV
12 Stomach x4 x1½ x1 -7 OCV
13 Vitals x4 x1½ x2 -8 OCV
14 Thighs x2 x1 x1 -4 OCV
15 - 16 Legs x2 -6 OCV
17 - 18 Feet x1 -8 OCV
Disads
Name Cost
Distinctive Features  
Distinctive Features: Kayzon (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)   10
Distinctive Features: raspy voice, the result of an old injury (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)   10
Hunted  
Hunted: FSH wants their suit back 8- (Mo Pow; NCI; Capture)   20
Hunted: Kay local law enforcement 8- (Mo Pow; Capture)   15
Psych Limits  
Psychological Limitation: be mindful of all races/systems/traditions (Common; Moderate)   10
Psychological Limitation: don't take advantage of anyone (Common; Strong)   15
Psychological Limitation: no indiscriminate violence (Common; Strong)   15
Psychological Limitation: hatred: FSH (Common; Total)   20
Money: Poor   5
Reputation: The Kay Chameleon, 11-   10
Vulnerability: 2 x Effect sonic (Common)   20
Total Disad Points 150
Background / History
I've seen too many of my friends die at the muzzle of a FSH blaster. We've been walking on eggshells with our heads down, trying not to attract attention. Still they paid the ultimate price, usually for the simplest of infractions. If living in fear, cowering under a table still gets you killed, then what's the point? I'm no longer content to just survive. I'm gonna make 'em pay. So shoot me or don't. I ain't hidin' no more.
Quote
I ain't hidin'.
Powers / Tactics
Azarra is an infiltrator and saboteur. She understands that most of the rank and file FSH soldiers are just dumb kids who think they're maintaining law and order, so she tries to avoid unneeded violence whenever possible and instead focuses on destroying the Fleet's infrastructure.
Appearance
The foremost characteristic of Azarra's appearance is the unquestionably FSH tech battle suit she's wearing.
Portrait