Kid Zero

 

Notes

Born in a poor family, on the death of his mother, Matthew (Matt) Henly was inducted into an educational program used covertly by Ares Corp as a cover for recruitment of children with measurable psychokinetic potential. Although he scored highly on initial tests, he never fulfilled his potential and was eventually discarded from the project. Abandoned, he was forced to make a living on the streets of the 'Zone, first as a ganger, later as a Street Samurai - a gun for hire. Unlike most street sams, he is not cybernetically augmented. He survives primarily because he augments his fairly limited psychokinetic powers with mind-altering drugs - giving him greater ability, but at the cost of addiction to the drugs he needs.

Despite the desperate way of life he has chosen, Zero has a fairly laid-back style. Rather than high-risk, high-paying combat jobs, he has been mostly content to live in the 'Zone, only working enough to keep himself in comfortable style. His early stint in the care of Ares has made him considerably better educated than most street sams, and he is also known on the street as being considerably less difficult to get along with (which is to say he's not downright psychotic). This has enabled him to pick up jobs working as a "minder" for the sort of people who couldn't or wouldn't hire normal street sams or gang muscle. Jobs like retrieving missing merchandise, or acting as "protection" for some areas in Bartertown. He will also do more conventional street sam's work, but is known to dislike outright contract work. This has given him a reputation of being "too soft for street work" - leading people to underestimate him, sometimes fatally. Moreover, he has a vengeful streak - in particular he loathes being lied to or misled. Kid Zero hates being pushed around and given his past, and his present skills, isn't going to take that from anyone.

CHA

VAL

COST

STR

18

8

DEX

20

30

CON

13

6

BOD

12

4

INT

13

3

EGO

18

16

PRE

14

4

COM

19

4

PD

5

1

ED

5

2

SPD

5

20

REC

7

END

26

STUN

29

Total cost

98

OCV:

DCV:

ECV:

7 +4 (autofire) ± 1 (overall level) ± 2 (martial arts)

7 ± 1 (overall level) ± 2 (martial arts)

6 ± 1 (overall level)

Run:

Jump:

Swim:

6"/12"

24"/48"

2"/4"

Powers and skills

4

FAM : common Melee weapons, Small arms

2

FAM : Ground Vehicles

6

KS : Street Sams (11-), KS: Street Gangs (11-) AK: The 'Zone (11-)

3

Weaponsmith (Slugthrowers, 11-)

15

Martial Arts (Dirty Infighting)

6

+2 CV with Martial Arts

15

Stealth, Breakfall, Fastdraw, Combat Driving, Climbing (all 13-)

12

Concealment, Tracking, Paramedic, Streetwise (all 12-)

3

Shadowing (11-)

10

Two weapon fighting, Rapid autofire

3

Ambidexterity

10

1 Overall Level

8

+4 OCV with autofire weapons

2

Contact (Angelkiller, streetsam, 11-)

18

Telekinetic powers (40 point reserve) all powers take : Jammed, 15- (-1/2), Side effect (migraine, -1/2), Requires psychokinetic drugs (-1/4)

2

(u) 1d6 Aid, +10 Max (all CHA +2), lasts 5 min (+1/2), self only (-1/2)

3

(m) Force field 12PD/8ED @ 0 END

3

(m) Force wall 6PD/4ED @ 0 END

2

(u) 4d6 Flash, explosive (+1/2) Requires loose material, dust, etc (-1/4)

2

(u) 1/2d6 RKA (no range mod,+1/2), penetrating (+1/2), Autofire (+1/2), Indirect (any, +3/4)

3

(m) Telekinesis 10 STR, Fine work (no range mod,+1/2)

2

(m) 1" Gliding linked (-1/2) to Superleap, +20"

2

(m) +8d6 HA

1

(u) Spacial awareness (telekinetic "feeling")

9

Armour - Long Coat worn over clamshell body armour

Def 8 in locations 9-14, Def 4 in loc 15, 16.

5

Helmet - Def 6 in locations 3-5

15

Martial Arts: Dirty infighting

Maneuver

OCV

DCV

Damage

Block

+2

+2

Block, Abort

Disarm

-1

+1

+10 STR to disarm

Strike

+0

+2

STR + 2d6

Takedown

+1

+1

STR; Target Falls

152

Powers total

250

Total Cost

150+

Disadvantages

10

Physical Limit., migraines (Infrequent, Greatly) -3 CV, PER rolls and Skill rolls

15

Physical Limit. Cyber rejection (affects psychic powers)

10

Psychological limit. - A soft touch - "helps the little guy" (uncommon, strong)

10

Psychological limit. - Suspicious (uncommon, strong)

10

Psychological limit. - Reacts badly to authority (uncommon, strong)

20

Hunted by Ares Corp. (8-, more powerful, extensive NCI)

10

Dependance (Psychokinetic drug, uncommon, 3d6 after 5 hours)

10

Psychokinetic powers are occasionally out of control

5

Reputation (8-, Street sam, but also a soft touch)

 

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