Echo
251 points spent.
3 CP available.
Attributes: ST 8 [-20]; DX 12 [40]; IQ 15 [100]; HT 11 [10]. [130]
Secondary Characteristics: Damage 1d-3/1d-2; BL 13 lbs.; HP 8 [0]; Will 15 [0]; Per 13 [-10]; FP 11 [0]; Basic Speed 6.00 [5]; Basic Move 6 [0]. [-5]
Advantages: [196]
Quick Gadgeteer (Haxxor) [25]
Born to Be Wired 4 [20]
Luck [15]
Gizmos 1 [5]
Absolute Timing [2]
Photographic Memory [10]
Less Sleep 1 [2]
Telecommunication - Radio (Reduced Range, x1/10, -30%; Secure, +20%; Sensie, +80%) [17]
Ally: Combat Droid (Freq. 15 or less, Minion, 100% of points) [15]
Ally: Bloopers (Freq. 15 or less, Minion, 50% of points, x2) [12]
Accessory: Electronic Tool Kit [1]
Accessory: Small Computer (right arm) [1]
Arm Storage (left arm) (1.3 lb) (Payload 1) [1]
Two Bionic Arms: Arm ST+2 (Both arms; Temporary Disadvantages, Electrical, -20%, and Maintenance, 1 person, weekly, -5%) [8]; DR 2 (Arms, -20%) [8]; No Fine Manipulators (Mitigator, -70%) [-9]. [7 total]
5) Two Bionic Eyes: Accessory (Video Display) [1]; Nictitating Membrane 2 [2]; Night Vision 2 (Temporary Disadvantage, Electrical, -20%) [2]; Protected Vision [5]; Telescopic Vision 1 (Temporary Disadvantage, Electrical, -20%) [4]; Blindness (Mitigator, -70%) [-15]. [-1 total]
Jack-In Cable: Telecommunications (Cable Jack (Sensie, +80%) [9]
Arm Taser: Affliction lvl 1 - HT roll to resist stun; Melee Attack (C range)) [7] + Innate Attack (Burning) lvl 2 (2d damage) with Surge (+20%) to fry electronics (Melee Attack C range -30%) [9] [16 total]
Perks: [8]
Codehead [1]: There isn’t a code language out there that you don’t know, and even if you don’t know it now, given enough time, you will. The GM should allow you to know just about any programming language in his setting. Furthermore, you only suffer unfamiliarity penalties for not knowing a programming language if (and only if) the code is so alien (or new) it couldn’t possibly be known by the general public. Even then, you become familiar with new computer code at twice the normal speed. This is similar to Cross-Trained (Computer Languages) (GURPS Power-Ups 2: Perks, p. 16), but is better in that you can learn entirely new code by studying it; this is balanced by the need for Quick Gadgeteer.
internal Firewall [1]: Maybe you’re stubborn, hardheaded, or you’ve been “brain burnt” so often that it just doesn’t bother you much anymore. You make HT rolls to resist Damage programs at +3, just as if you had a hardened deck. The GM may allow you to improve this to Resistant to Damage Programs (+8) [3] or Immunity to Damage Programs [5], though these are probably not available in all campaigns as they take much of the risk out of netrunning.
Console Monkey [1]: You’re a master of tab completion, argument expansion, piping, and other advanced command line techniques. You can control systems you are familiar with at an incredible speed and without needing a
GUI. This allows you to act much faster than others. When jacked in, you may calculate your order in the initiative based on (IQ + HT)/4 if better than your normal Basic Speed. Speed: 6.75.
Flatliner 2 [2]: You’ve seen the light at the end of the tunnel, and it’s fiber optic, baby! When incapacitated, you retain a semblance of consciousness in cyberspace and suffer less of a penalty than other netrunners. Your level of this perk (maximum five) offsets the -5 for resisting additional uses of the Damage program against you. You can never gain a net bonus.
Cyberspace Samurai 3 [3]: You’ve either toughened yourself against neural damage or someone already burnt out all the vital bits… Either way, when determining how much harm you suffer from someone using the Damage program (Pyramid #3/21, p. 8) against you, reduce it by your level of this perk. This is simply DR (Limited, Damage Programs, -80%).
Disadvantages: [-85]
Duty (Agency; Extremely Hazardous; 12 or less) [-15]
Sense of Duty (Team) [-5]
Greed† (12 or less) [-15*]
Duty (Triad, unwilling, 9 or less) [-10]
Social Stigma (Criminal Record) [-5]
Curious (12 or less) [-5]
Oblivious [-5]
Skinny [-5]
Squeamish [-10]
Overconfidence (12 or less) [-5]
Pacifist: Reluctant Killer [-5]
Skills: [54]
Computer Operation (E) IQ+4 [1]-19‡;
Electronics Repair (Computers) (A) IQ+3 [1]-18‡;
Computer Programming (H) IQ+2 [1]-17‡
Cryptography (H) IQ+2 [1]-17‡
Expert Skill (Computer Security) (H) IQ+2 [1]-17‡;
Computer Hacking (VH) IQ+3 [4]-18‡
Guns (Pistol) (E) DX [1]-12.
Stealth (A) DX+1 [4]-13
Scrounging (E) Per+2 [4]-15.
Forgery (H) IQ [4]-15
Electronics Operation (Communications) (A) IQ-1 [1]-14
Electronics Operation (Security) (A) IQ-1 [1]-14
Electronics Operation (Media) (A) IQ-1 [1]-14
Streetwise (A) IQ [2]-15
Savoir-Faire (Mafia) (E) IQ+1 [2]-16
Gambling (A) IQ+1 [4]-16
Urban Survival [2] [Per/A]-13
Lockpicking [2] [IQ/A]-15
Traps/TL10 [2] [IQ/A]-15
Electronics Repair (Security) [2] [IQ/A]-15
Holdout [2] [IQ/A]-15
Driving (Automobile) (A) DX-1 [1]-11
Observation [1] [Per/A]-12
Research (1) (IQ/A)-14
* Multiplied for self-control number; see p. B120.
‡ Includes +4 for Born to Be Wired.
Study Time
Karate: 8 hours
Hobby Skill (Space): 4 hours
Engineer (Electronics): 4 hours
Ally: Combat Droid [250]
ST 20 [100] DX 12 [40] IQ 8 [-40] HT 12 [20] [120]
Secondary Characteristics: Damage 2d-1/3d+2; BL 80 lbs.; HP 20 [0]; Will 8 [0]; Per 8 [0]; FP – [0]; Basic Speed 6.00 [0]; Basic Move 6 [0]. [0]
Metatraits: Machine [25]; Cybershell Body [-15], Nonsapient AI [29]. [39]
Advantages: Combat Reflexes [15], DR 10 (Cannot Wear Armor) [30]? [45]
204 points spent, 46 points remaining for Innate Attack, skills, extra limbs.
Extra Arms (Weapon Mounts, -80%) x 2 [4]
Payload 1 (8 lb) [1]
Accessory (Small Computer) [1]
Telecommunication - Radio (Reduced Range, x1/10, -30%; Secure, +20%; Sensie, +80%) [17]
Gauss Rifle
Grenade launcher
Skills:
Ally: Bloopers (Hack and Slash) [125]
ST 5 [-50] DX 12 [40] IQ 8 [-40] HT 12 [20] [-30]
Secondary Characteristics: Damage 1d-4/1d-3; BL 5 lbs.; HP 5 [0]; Will 8 [0]; Per 8 [0]; FP – [0]; Basic Speed 6.00 [0]; Basic Air Move 6×2 [0]. [0]
DR 2 (Cannot Wear Armor) [6]
Metatraits: Machine [25]; Cybershell Body [-15], Nonsapient AI [29]. [39]
Accessory (Tiny Computer) [1]
Flight [40]
Extra Arms (No Physical Attack; Short) [10 x ?]
No Legs (Aerial) [0]
Telecommunication - Radio (Reduced Range, x1/10, -30%; Secure, +20%; Sensie, +80%) [17]
Stun Tentacle (Affliction lvl 4 - HT-3 roll to resist stun; Melee Attack (C range)) [28]
Skills:
Lockpicking [IQ-A] [2]-8
Electrician [IQ-A] [2]-8
Variable Lockpick [+4 to mechanical locks]
Electronic Lockpick [+3 to electronic locks]
Sidequest: Barton Security
Echo has gotten a glimpse of Barton Security's flagship security products … and how to crack them. She temporarily receives a +2 complementary bonus against Barton Security.
Personal Equipment
Bioplas suit (DR 15/5 flexible armor)
Holdout pistol (7.5mmCLP, 2d pi-, Acc 1, Rng 100/1,200, Wt 1/0.2, RoF 3, Shots 18+1(3), ST 6, Bulk -1, Rcl 2)
Small computer (Complexity 6×2) built in arms
Alter: Default: Computer Hacking-3 (15) or Computer Programming-3 (14). Base Complexity: 4.
Analyze: Default: Computer Programming-3 (14) or Expert (Computer Security)-2 (15). Base Complexity: 3.
Breach: Default: Computer Hacking-2 (16). Base Complexity: 3.
Control: Default: Computer Hacking-2 (16) or Computer Operation-3 (16). Base Complexity: 4.
Damage: Default: Computer Hacking-3 (15) or Expert (Computer Security)-3 (14). Base Complexity: 5.
Jam: Default: Computer Hacking-2 (16). Base Complexity: 2.
Listen: Default: Computer Hacking-2 (16) or Expert (Computer Security) (17). Base Complexity: 2.
Search: Default: Computer Operation-2 (17) or Expert (Computer Security)-1 (16). Base Complexity: 3.
Spoof: Default: Computer Hacking-3 (15). Base Complexity: 4.
Stealth: Default: Computer Hacking-3 (15) or Expert (Computer Security)-3 (14). Base Complexity: 4.
Total VR Manager: Complexity 6 running on dedicated V-processor chip.
Skills increase 1 per Complexity level higher.
$5410 in personal funds
Uplink OS [-14 to Hack attempts; critical success]
Model space rover with camera and waldos
Space hoodie