Serge Alexandre

Serge Alexandre

Stats

Stats:
Strength: 4
Dexterity: 2
Constitution: 3
Intelligence: 2
Willpower: 2
Perception: 2

Derived Stats:
Life Points: 62
Endurance Points: 40
Essence: 2

Skills

Guns[Dex](Pistols/Submachineguns): 5
Guns[Dex](Rifles/Shotguns): 5
Hand Weapons[Str](Knives): 5
Athletics[Str/Dex]: 3+4
Brawling[Dex]: 2
Dodge[Dex]: 3+4
Resistance[Con]: 2
Stealth[Dex]: 3-2
Throwing[Str]: 2

Qualities

Quickload Champion: Can spend 2 essence(5 for heavy weapons) to reload a weapon without expending an action(or turn, in the case of heavy weapons)
Fast Reaction Time: +3 Initiative, +1 to resist any psionic effect that tries to terrify you.
Nerves of Steel: +4 to resist any effect that tries to terrify or control you(psionics, being on fire, etc.).
Poor Focus: -3 to any Aim actions.
Recurring Nightmares: Start every day -1d10 Endurance Points and -1d4 Essence.
Pack Mule: Can carry three extra full reloads for any of their own weapons, or any of their teammates' weapons.

Cybernetics

Total Torso Augmentation: Replaces the spine and ribcage with upgraded cybernetic alternatives allowing for the mounting of more advanced cybernetic substitutes. Reduces maximum Essence by 10, increases maximum Life Points by 30, makes the augmented agent susceptible to Machine Empathy and Machine Control, grants the Pack Mule quality for free and increases armor for any Torso hits by 5.
Full-Replacement Cybernetic Legs: Completely replaces the legs with cybernetic alternatives, granting +4 to Athletics and Dodge, and increasing the total strength modifier for Kicks to +5 rather than the standard +1. Increases armor for any leg hits by 5. Penalizes Stealth by 2 due to the noisiness of the leg servos.
Full-Replacement Cybernetic Arms: Fully replaces the arms with cybernetic alternatives, increasing Strength by 3 for the purpose of anything that doesn't explicitly not use your arms. Adds +5 armor to resist any hits to the arms or hands.

Weapons

Punch: 1d4*9 [blunt weapon ignores half armor and has no multiplier]
Kick: 1d4*10 [blunt weapon ignores half armor and has no multiplier]
Alloy Knife: 1d6*9 [halve Conventional Armor, Multiply damage by 2 after armor]
Shrapnel Gun: 1d8*7, 8 Round Magazine [. For every shot, roll a d3. 1: Normal effect. 2: -1 damage(pre-multiplier, cannot become lower than 1), counts as a three-shot burst. 3: -2 damage(pre-multiplier, cannot become lower than 1), counts as a five-shot burst.]

Large Knife: 1d6*Str [Sharp Weapons multiply damage by 2 after armor]
.45 SMG: 1d8*4, 20 round magazine [Automatic]
Shotgun: 1d6*5 [2x Birdshot, +2 to Hit, no post armor multiplier] 1d8*6 [4x Buckshot, +1 to Hit, no Post armor multiplier], 1d8*5 [2x Slug], 8 Round Magazine

Equipment

Class IIa Armor: 15 Protection, 0 Encumbrance
Hearing Protection: Halves hearing penalty from Flashbangs
1x 20 round .45 Magazine
1 Shell pouch containing [8x Buckshot Shells, 4x Birdshot shells, 4x Slugs]

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