QB

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Adept power R PP Notes
Improved Reflexes 2 +2 Reaction, +2D6 Initiative
Facial Sculpt 2 24 +2 DP for Disguise
Linguistics 14 1st Ranks free
Enhanced Accuracy (Thrown) 14 +1 to Thrown Accuracy
Missile Mastery 12 Throw anything, +1 DP & DV for Throwing
Missile Parry 2 24 +2 DP vs throw attacks
Counterstrike 1 12 Channel block/parry into a counter attack
Missile Deflector 10ᴋ Throw parried item as an interrupt action
Precision Throw 3 34 +6 Str for Thrown ranges
Killing Hands 14 Unarmed attacks may do Physical or Astral damage.
Total   6

Strength: 7 / 8 / 13

Defense Action Init. Dice Pool
Standard Free REA+INT
Parry (Club) Inter. −5 REA+INT+Clubs [P]
Parry (Blade) Inter. −5 REA+INT+Blades [P]
Block Inter. −5 REA+INT+Unarmed [P]
Dodge Inter. −5 REA+INT+Gymnast [P]
Full Def. Inter. −10 REA+INT+WIL
Full (Agile) Inter. −10 REA+INT+AGL
Full (Acro.) Inter. −10 REA+INT+Gymnast [P]
Stat Formula
Mental (LOG×2+INT+WIL)/3
Physical (STR×2+BOD+REA)/3
Social (CHA×2+WIL+ESS)/3
Physical 8+BOD/2
Stun 8+WIL/2
Initiative INT+REA+1d6
Weapons
Throwing weapons Accuracy Damage AP Avail. Cost Source
improvised 4 8ᴘ/s SG p.172
Chakram P.L.+1 8ᴘ 8r 750¥ R&G errata
Thrown knife P.L.+1 9ᴘ −1 4r 25¥ SR5 p.424
Shuriken P.L.+1 9ᴘ −1 4r 25¥ SR5 p.424
Boomerang P.L.+0 10ᴘ 4 50¥ R&G p.25
Tomahawk P.L.+2 10ᴘ −1 4 200¥ R&G p.25
Harpoon/Javelin P.L.+1 11ᴘ −1 6 125¥ R&G p.25
Bolas P.L.+1 11s +4 6 75¥ R&G p.26
monofilament P.L.+1 11s/12ᴘ +4/−8 18f 4,000¥ R&G p.26
Grenades Blast          
High-explosive −2/m 16ᴘ −2 11f 100¥ SR5 p.434
Fragmentation −1/m 18ᴘ(f) +5 11f 100¥ SR5 p.434
Flash-pak special special 4 125¥ SR5 p.434
Flash-bang 10m 𝒓 10s −4 6r 100¥ SR5 p.434
Gas 10m 𝒓 chemical +2 +40¥ SR5 p.434
Smoke 10m 𝒓 4r 40¥ SR5 p.434
thermal 10m 𝒓 6r 60¥ SR5 p.434
Range in meters
Dice Pool
modifier
Short
+0
Medium
−1
Long
−3
Extreme
−6
Heavy Pistol 5 20 40 60
SMG 10 40 80 150
Impact projectiles        
improvised ? ? ? ?
Thrown knife 13 26 39 65
Tomahawk 13 26 39 65
Shuriken 13 26 65 91
Bolas 13 26 65 91
Boomerang 26 52 104 195
Harpoon/Javelin 26 52 104 195
Thrown grenades        
Standard 26 52 78 130
Aerodynamic 26 52 104 195
SR4 Throwing Weapons(SR4A-316)(Arsenal-18,19,40)
Weapon Dam. AP Av. Cost Ref. Range
Boomerang (S/2+1)P 4 50¥ AR-18 aerodynamic
Harpoon (S/2+2)P 6 125¥ AR-19 standard
Javelin (S/2+2)P 6 125¥ AR-19 aerodynamic
Net 6 350¥ AR-19 ½ throw. k. (rnd up)
Shuriken (S/2)P 2 30¥ SR4A-316 shuriken
Throwing knife (S/2+1)P 2 20¥ SR4A-316 throw. knife
Bolas 6 75¥ AR-40 shuriken
monofilament 8P −4 16F 2,500¥ AR-40 shuriken
SR4 Throwing Ranges(SR4-151)(Arsenal-20)
Short Med. Long Ext. Damage AP
Throwing knife ×1 ×2 ×3 ×5 (S/2+1)P
Shuriken ×1 ×2 ×5 ×7 (S/2)P
Grenades
Standard ×2 ×4 ×6 ×10
Aerodynamic ×2 ×4 ×8 ×15
Improvised
Baseball/Billiard Ball ×2 ×4 ×6 ×10 (S/2)P
Bowling Ball ×½ ×1 ×1½ ×2 (S/2+2)P
Brick/Paving Stone ×2 ×3 ×4 ×6 (S/2+1)P
Chair ×1 ×1½ ×2 ×2½ (S/2)S
Combat Axe ×1 ×2 ×3 ×4 (S/2+3)P
Knife (any) ×1 ×2 ×3 ×4 (S/2)P
Metahuman Body (SB)/2 (B)S
Molotov Cocktail ×2 ×3 ×4 ×5 5P† −half
Pistol ×2 ×3 ×4 ×6 (S/2+1)S
Potted Plant ×½ ×1 ×1½ ×2 (S/2+1)P
Sword ×1 ×2 ×3 ×5 (S/2+2)P

† Starts fire.(SR4-155)

martial arts

Pin (R&G-112)
Throw Person (R&G-123)
Touch-Only Attack (SR5-187, R&G-124)
Martial Arts Style (2 karma)
Each Technique (5 karma)
52 Blocks
Called Shot (Disarm)
Kick Attack
Multiple Opponent Defense (Defender has Defended)
Pouncing Dragon
Randori (Dirty Trick)
Rooted Tree
Capoeira
Bending of the Reed
Called Shot (Feint)
Kick Attack
Kip-up
Sweep
Tricking
Chakram fighting
Called Shot (Pin)
  • Close Quarter Firearms (Thrown Weapons) [−1 to in-melee penalty]
Knucklebreaker (Blast Out of Hands) [disarm and damage]
Multiple Opponent Defense (Friends in Melee) [foes get −1 bonus]
Opposing Force (Block) [+1 to Block]
Ti Khao [+1 DV in a Clinch]
Parkour
  • Bending of the Reed [+1 die on Dodge Interrupt]
Kip-up [get up and attack]
Leaping Mantis [jump farther]
Monkey Climb [climb faster]
Rolling Clouds [less fall damage]
  • Shadow Block [mess with targets Dodge]

knives/shuriken

Throwing knives/shuriken: A wide variety of shapes and sizes of aerodynamically balanced, specially weighted, muscle-powered throwing weapons are available, from throwing spikes to darts to kunai and shuriken. A character can ready (Agility ÷ 2) of these knives with one Ready Weapon action.

Wireless: If all the throwing knives or shuriken you throw in a single Combat Turn are wireless and you have a smartlink system, each knife you throw receives a +1 dice pool bonus per knife thrown that Combat Turn at your current target, as the knives inform and adjust for wind and other atmospheric conditions. So you’d get no bonus on the first throw, a +1 bonus on the second throw, a +2 bonus on the third throw, etc. (assuming you aimed all three knives at the same target).

Bolas

Bolas can do one of two types of damage based on their use. When thrown to hit a target, make an Exotic Ranged Weapon (Bolas) Attack Test (use the DV and AP stats on the left side of the slash for monofilament bolas).

When thrown with the intent of wrapping around a specific location on an opponent use the appropriate Called Shot Location modifier to determine success. A standard bola requires the target to make an immediate Agility + Gymnastics [Physical] Test with a threshold of the attacker’s net hits; if they fail, they fall prone.

Removing wrapped bolas requires an Agility + Escape Artist [Physical](6, 1 Action Phase) Extended Test or a sharp knife (taking a Complex Action to cut it off).

A monofilament bola requires the target to make an immediate Damage Resistance Test using the stats on the right side of the slash along with the Agility + Gymnastics Test. Once wrapped up with a monofilament bola, any character trying to get themselves loose with the above Escape Artist Test or move must make a Damage Resistance Test for each attempt.

Boom-bolas: One or two grenades of any fashion bound together. They suffer a –2 Accuracy, and misses are determined much like scatter, except that it is always the maximum distance in the 7 direction. A successful bola attack means the grenades are at 0 distance to the target when they explode, and Multiple Simultaneous Blast rules (p. 183, SR5) apply.

Other

K Quality Notes
20 The Warrior’s Way ½ PP cost for three powers
8 Blandness +1 threshold to be remembered
7 Catlike +2 DP Sneaking
6 Celerity ×3/×6/+1 to movement
−15 Ex-Con Still on parole
3 Hawk Eye +1 DP Perception, −1 Range penalty
7 Natural Athlete +2 DP Running & Gymnastics
5 Observant Observe In Detail as a Free Action
4 Sharpshooter +2 DP on Called Shots, −1 DP on other ranged attacks
3 Agile Defender Agility instead of Willpower on Full Defense
4 Acrobatic Defender Gymnastics instead of Willpower on Full Defense
4 Perceptive Defender Perception instead of Willpower on Full Defense
12 Lucky (+1 Edge cap)
14 Aptitude (+1 skill cap)
14 Exceptional Attribute (+1 Attrib. cap)
15 Metagenic (Attribute) Imp. (+1 Attrib. cap)
Armor
Mortimer Greatcoat
VI Steampunk Vest
ST Forearm Guards
Bike Racing Helmet
Thrown
Improvised…
Throwing knife
Brick / Rock
Shuriken
Baseball, etc.
Grenade, Stand…
Boomerang
Grenade, Aero…
Contacts
Rick (fixer)
Kham (ork leader)
Doc Tico (street doc)
Fo-Shizz (healer)
Tony Mangini (cop)
Lydia Davies (socialite)
Roger Davies (free spirit)
Eddie (merc.)

Background

UCAS Details

Primary Language
English (N)
Secondary Languages
(choose one language with 1 rank)
Spanish, German, Italian, French, Mandarin, Polish, Yiddish
Universal Skills
Computer +1, Knowledge: History +1, Knowledge: UCAS +1
Regions
 
General: Logic +1, Etiquette +1, Knowledge: [City] +2, Language +2, SINner (5)
Canada: Body +1, Navigation +1, Survival +1, Etiquette +1, SINner (5)
Denver: Intuition +1, Knowledge: Denver +2, Negotiation +1, Etiquette +1, SINner (5)
Seattle: Reaction +1, Perception +1, Intimidation +1, Knowledge: Seattle +2, SINner (5)
SINless: Agility +1, Knowledge: [City] +1

CAS Details

Primary Language
English (N)
Secondary Languages
(choose one language with 1 rank)
Spanish, German, Polish, Yiddish
Universal Skills
Etiquette +1, Knowledge: History +1, Knowledge: CAS +1
Regions
 
General: CAS Charisma +1, Computer +2, SINner (5)
Denver: Intuition +1, Knowledge: Denver 2, Negotiation +1, Computer +1, SINner (5)
SINless: Body +1, Knowledge: [City] +1

NAN Details

Primary Language
Choose one of the languages listed in the Regions section.
Secondary Languages
See Regions; when available, select one Secondary Language with 1 rank. English may also be selected with 1 rank.
Universal Skills
Archery +2, Knowledge: History +1, Knowledge: NAN +1
Regions
 
Algonkian-Manitou Council: Languages: Athabaskan, Anishinaabe, Iroquoian; Outdoor skill group +1, Perception +1, Blades +1, Unarmed Combat +1, Street Knowledge: [Tribe] +1, SINner (5)
Athabaskan Council: Languages: Athabaskan, Eskimo-Aleut; Body +1, Survival +1, SINner (5)
Pueblo Corporate Council: Languages: Uto-Aztecan, Zuni; Electronics skill group +1, Etiquette +2, Professional Knowledge: Business Practices +1, SINner (5)
Salish-Shidhe Council: Secondary Languages: Salish, Siouan, Or’zet; Logic +1, Survival +1, SINner (5)
Sioux Nation: Languages: Anishinaabe, Athabaskan, Iroquoian, Siouan; Outdoor skill group +1, Blades +2, Street Knowledge: Sioux Culture +1, SINner (5)
Trans-Polar Aleut Nation: Languages: Eskimo-Aleut; Exotic Melee Weapon (Harpoon) +2, Perception +1, Survival +1, Professional Knowledge: Polar Critters +2, SINner (5)
Tsimshian Nation: Languages: Athabaskan, Tlingit, Tsimshianic, Siouan; Strength +1, Blades +1, Allergy (Uncommon/Mild) (5)
Denver: Languages: English, Hopi, Siouan, Spanish, Zuni; Intuition +1, Computer +1, SINner (5)
Las Vegas: Languages: any Native American Tribal; Perception +1, Con +2, Etiquette +1, Street Knowledge: Gambling Games +2, SINner (5)
Salt Lake City: Languages: English, Hopi, Spanish, Zuni; Artisan +1, Computer +1, Etiquette +1, Negotiation +1, Perception +1, Street Knowledge: Mormons +2, SINner (5)

Armor

Item Armor Cap. Avail Price S.Lim. Con. Notes Brand
Armor Clothing 6 6 2 450¥
Armor Jacket 12 12 2 1,000¥
Actioneer Business 8 8 8 1,500¥ Hol.(con.) Actioneer
Form-Fitting BA 8 3 8 1,300¥ C.Fit, Conceal. −6
Lined Coat 9 9 4 900¥ −2
Padded Leather 7 2 8 600¥ +1/−1 C.Fit, Padded
Bike Racing helm +2 6 6 200¥
Bike Racing 8 8 6 500¥
Bike Racing (CF) 8 8 6 625¥ C.Fit
Clothing, Armor (CF) 6 6 2 563¥ C.Fit
Suit, Actioneer (CF) 8 8 9 1,875¥ C.Fit, Hol.(con.) Actioneer
Suit, Tenor 8 5 8 2,400¥ +1 C.Fit Franzinger
Suit, CrimsonSky 8 5 6 2,400¥ +1 −2 C.Fit, W:+1 S.DP Mortimer
Suit, Summit 8 6 7 2,500¥ +1 −2 C.Fit, W:+1 S.DP Mortimer
Suit, ProTec+ 9 5 8 2,700¥ C.Fit Rheingold
Suit, Synergist 9 5 8 1,500¥ +1 C.Fit, Hol.(con.) Vashon Island
Suit, Berwick 9 5 9 2,600¥ +1 −2 C.Fit, W:+1 S.DP Mortimer
Coat, Synergist 10/+3 6 8 2,300¥ CF(stack), Hol.(con.) Vashon Island
Jacket, Armor (CF) 12/+4 12 2 1,250¥ CF(stack)
Coat, Lined (CF) 9/+2 9 4 1,125¥ −2 CF(stack)
Coat, Tenor 10/+2 8 8 3,200¥ +1 −3 CF(stack), C.Prot. (3) Franzinger
Coat, Greatcoat 10/+3 10 8 3,000¥ +1 −3 CF(stack), W:+1 S.DP Mortimer
Coat, Ulyssess 10/+3 12 8 3,100¥ +1 −3 CF(stack), W:+1 S.DP Mortimer
Coat, ProTec+ 10/+3 10 10 3,500¥ −3 CF(stack), Hol., G.Acc. Rheingold
Coat, Argentium 12/+4 14 10 3,600¥ +1 −3 CF(stack), W:+1 S.DP Mortimer
Forearm Guards +1 3 6 300¥
Holster [3] Hol.[tactical] −1 Con.
Holster (Con.) [4] 2 150¥ Hol.(Con.) −1/−2 Con.
Holster (QD) [4] 4 175¥ Hol.(QD) −1 QD Th., −1 Con.
Holster (Con.QD) [4] 6 275¥ Hol.(Con.QD) −1 QD Th., −1/−2 Con.
Custom Fit +25% C.Fit inner layer
Custom Fit (stack) +25% CF(stack) outer layer