Andre  
BIOSIGNS
Val Char Base Points Total Roll Notes
13 STR 10 3 13/18 12- / 13- HTH Damage 2 1/2d6/3 1/2d6 END [1]
18 DEX 10 24 18/23 13- / 14- OCV 6/8 DCV 6/8
18 CON 10 16 18 13-
13 BODY 10 6 13 12-
18 INT 10 8 18 13- PER Roll 13-
14 EGO 10 8 14 12- ECV: 5
20 PRE 10 10 20 13- PRE Attack: 4d6
18 COM 10 4 18 13-
4 PD 3 1 4 4 PD (0 rPD)
4 ED 4 0 4 4 ED (0 rED)
4 SPD 2.8 12 4 Phases: 3, 6, 9, 12
8 REC 7 2 8
40 END 36 2 40
40 STUN 29 11 40
8" Running 6 4 8"
2" Swimming 2 0 2"
3 1/2"/1 1/2" Leaping 3 1 3 1/2"/4 1/2" 112 Total Characteristics Points
PROFILE
FLEET
Type Total
Run (6) 8" [16" NC]
Swim (2) 2" [4" NC]
H. Leap (3") 3 1/2"/4 1/2"
V. Leap (1") 1 1/2"/2"
Swinging 10" [10" NC]
CRED
Total earned: 0
Spent: 0
Unspent: 0
Base Points: 125
Disad Points: 100
Total Points: 225
VIS
Hair Color:  Blonde
Eye Color:  Blue
Height:  5' 11"
Weight:  190 lbs
Description:
Andre is unquestionably a very good looking man, and he carries himself with an unshakeable confidence, exuding "coolness". He also dresses well, having a sort of innate alamodality that makes whatever he puts on look hip.

When on the job he wears a simple form-fitting matte charcoal suit of light powered armor that covers everything from the neck down, and a featureless helmet.
BAGGAGE
Cost  Disadvantage
10 Hunted: Corporate Sec Forces 8- (Mo Pow, NCI, Watching)
5 Imp of the Perverse: Unluck: 1d6
0 Normal Characteristic Maxima
20 Psychological Limitation: Adrenaline Junky (Very Common, Strong)
20 Psychological Limitation: Likes To Live The High Life; Spends Money Like Its Water (Very Common, Strong)
15 Psychological Limitation: Narcissistic (Common, Strong)
5 Reputation: Daredevil, 11- (Known Only To A Small Group)
15 Reputation: Thief, 14- (Extreme; Known Only To A Small Group)
10 Rivalry: Professional (Breakers; Rival is a Group; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Unaware of Rivalry)
100 Total Disadvantages Cost

 Andre  
MOVES
OCV: 6/8 DCV: 6/8
Combat Skill Levels:
+1 Overall
+2 with Barracuda VA29 Variable Automatic Pistol
Maneuver Phase OCV DCV Effect
Block 1/2 +0 +0 Block, abort
Brace 0 +2 1/2 +2 vs. Range Mod.
Disarm 1/2 -2 +0 Can disarm
Dodge 1/2 -- +3 Abort, vs. all attacks
Grab 1/2 -1 -2 Grab two limbs
Grab By 1/2 -3 -4 Move and Grab
Haymaker 1/2* +0 -5 +4 DC attack damage
Move By 1/2 -2 -2 STR/2 + v/5
Move Through 1/2 -v/5 -3 STR + v/3
Set 1 +1 +0 Ranged Attacks only
Strike 1/2 +0 +0 STR or weapon
MODS
LONG DISTANCE MISS FACTOR
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10
CYBERNETICS CLOSE QUARTERS COMBAT
Type of Cybernetics

DEX Penalty*

Cyberarms -1
Cyberlegs -1
Dermal Plating -1
Heavy Dermal Plating -2
Exo-skeleton -2
Hard Points -1 each
* This penalty applies only for purposes of determining when a character's Phase occurs.
HIT LOCATIONS
3d6 Roll Location STUNx N STUN BODYx To Hit rDEF
3 CROWN x5 x2 x2 -8  
4 TEMPLE x5 x2 x2 -8  
5 FACE x5 x2 x2 -8  
6 HANDS x1 x1/2 x1/2 -6  
7 RIGHT ARM x2 x1/2 x1/2 -5  
8 LEFT ARM x2 x1/2 x1/2 -5  
9 SHOULDERS x3 x1 x1 -5  
10 HI CHEST x3 x1 x1 -3  
11 LO CHEST x3 x1 x1 -3  
12 STOMACH x4 x1 1/2 x1 -7  
13 VITALS x4 x1 1/2 x2 -8  
14 THIGHS x2 x1 x1 -4  
15 HI LEGS x2 x1/2 x1/2 -6  
16 MID LEGS x2 x1/2 x1/2 -6  
17 LO LEGS x1 x1/2 x1/2 -8  
18 FEET x1 x1/2 x1/2 -8  
CYA
Type Amount Notes
Physical Defense 4 Current BODY:
Res. Phys. Defense 0 (13)
Energy Defense 4 Current END:
Res. Energy Defense 0 (40)
Mental Defense 0 Current STUN:
Power Defense 0 (40)

 Andre  
METAPOWERS / ENHANCEMENTS / SUPERSKILLS / BIOTECH
Cost  Power END
Super Skills
19   1)   Security Ghost:  (Total: 90 Active Cost, 19 Real Cost) Invisibility to Sight Group , Reduced Endurance (0 END; +1/2) (30 Active Points); Extra Time (1 Minute, -1 1/2), Only To Not Be Observed By Security Devices (-1), Requires A Security Systems Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4) (Real Cost: 8)
plus
Desolidification (affected by Any Attack), Reduced Endurance (0 END; +1/2) (60 Active Points); Extra Time (1 Minute, -1 1/2), Does Not Protect Against Damage (-1), Only To Pass Through / Not Be Perceived By Security Devices (-1), Cannot Pass Through Solid Objects (-1/2), Requires A Security Systems Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4) (Real Cost: 11)
0
19 Total Powers Cost
EXPERTISE
SKILLS
Cost  Name
10 +1 Overall
3 CK: SanSan (INT-based) 13-
3 Combat Driving 13- (14-)
3 Combat Piloting 13- (14-)
3 Conversation 13-
Master Breaker
3
1) Acrobatics 13- (14-)
3
2) Breakfall 13- (14-)
3
3) Bribery 13-
3
4) PS: Computer Usage (INT-based) (PERSONAL COMPUTERS & NET TERMINALS) 13-
3
5) Concealment 13-
3
6) Contortionist 13- (14-)
3
7) Electronics 13-
3
8) Fast Draw 13- (14-)
3
9) Lockpicking 13- (14-)
3
10) PS: Appraise (INT-based) 13-
3
11) PS: Thief (INT-based) 13-
5
12) Security Systems 14-
3
13) Shadowing 13-
3
14) Sleight Of Hand 13- (14-)
3
15) Stealth 13- (14-)
3
16) Streetwise 13-
2 TF: Common Motorized Ground Vehicles, Grav Vehicles/Hovercraft
4 WF: Small Arms, Pulson Blasters, Vehicle Weapons
78 Total Skills Cost
PERKS
Cost  Name
10 Equipment Points: 127; Adept
0 Follower/Contact Points: 0
5 Fringe Benefit: Improved Equipment Availability Improved equipment
1 Reputation: Skilled Breaker (A small to medium sized group) 14-, +1/+1d6
0 Vehicle/Base Points: 34; Adept
16 Total Perks Cost

 Andre  
RESOURCES
Gear (127/127)
  *  VR Goggles :  Computer Link (5 Active Points); OAF (-1)
Notes: Real Cost: 2 points
Barracuda VA29 Variable Automatic Pistol
Notes: Real Cost: 38 points
  *  Barracuda VA29 Variable Automatic Pistol:  Killing Attack - Ranged 2d6+1 (vs. PD), Semi-Armor Piercing (+1/4) (44 Active Points); OAF (-1), STR Minimum 14 (-1), Beam (-1/4), Real Weapon (-1/4), 12 Charges (-1/4) [12]
  *  Burst Mode:  Autofire (3 shots; +1/4) for up to 44 Active Points of Barracuda VA29 Variable Automatic Pistol, Reduced Endurance (0 END; +1) (22 Active Points); OAF (-1) 0
  *  Silencer:  Invisible to Hearing Group (+1/4) for up to 44 Active Points of Barracuda VA29 Variable Automatic Pistol, Reduced Endurance (0 END; +1/2) (16 Active Points); OIF (-1/2) 0
  *  Accurate:  +2 with Barracuda VA29 Variable Automatic Pistol
Breaker Suit
Notes: Real Cost: 46 points
  *  Matteskin:  +1 with Stealth (2 Active Points); OIF (-1/2)
  *  Matteskin:  +2 with Concealment (4 Active Points); OIF (-1/2)
  *  Armored Suit:  Armor (8 PD/8 ED), Hardened (+1/4) (30 Active Points); OIF (-1/2), Hit Locations (6-18) (-1/4) 0
  *  Microsuction Adhesion:  Clinging (normal STR) (10 Active Points); OIF (-1/2) 0
  *  Swingline / Rigger Harness:  Swinging 10", Reduced Endurance (0 END; +1/2) (15 Active Points); OIF (-1/2), no Noncombat movement (-1/4) 0
  *  Strength Augmentation:  +5 STR, Reduced Endurance (0 END; +1/2) (7 Active Points); No Figured Characteristics (-1/2), OIF (-1/2)
  *  Reaction Augmentation:  +5 DEX (15 Active Points); No Figured Characteristics (-1/2), OIF (-1/2)
Pulson Helmet
Notes: Real Cost: 41 points
  *  Pulson Blaster:  Energy Blast 8d6 (vs. ED) (40 Active Points); OIF (-1/2), 12 Charges (-1/4) [12]
  *  Helmet:  Armor (6 PD/6 ED), Hardened (+1/4) (22 Active Points); Hit Locations (3-5) (-2), OIF (-1/2) 0
  *  Optic Filters:  Nightvision (5 Active Points); OIF (-1/2) 0
  *  Optic Filters:  Ultraviolet Perception (Sight Group) (5 Active Points); OIF (-1/2) 0
  *  Optic Filters:  Infrared Perception (Sight Group) (5 Active Points); OIF (-1/2) 0
  *  Optic Filters:  Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2) 0
Vehicle (33/34)
  *  Strahlluft - 101B JetCar
Contacts (5/5)
  *  Contact: Fixer / Fence (Contact has useful Skills or resources, Good relationship with Contact) 12-

 Andre  
BI-OPS
APPEARANCE
Height: 5' 11" Hair: Blonde
Weight: 190 lbs Eyes: Blue
Andre is unquestionably a very good looking man, and he carries himself with an unshakeable confidence, exuding "coolness". He also dresses well, having a sort of innate alamodality that makes whatever he puts on look hip.

When on the job he wears a simple form-fitting matte charcoal suit of light powered armor that covers everything from the neck down, and a featureless helmet.
PSYCH EVAL
Andre has an over-inflated sense of his own self worth and is also very vain. On the plus side he's not shy and takes initiative, but on the other hand he has a distorted sense of his own limits and is constantly pushing the envelope. So far he's managed to ride things out and come out mostly on top, but it wont last forever.

Andre is very rep and appearance conscious, and when taking jobs considers how much it would boost his rep if he pulled it off, which leads him to take on jobs that are perhaps a bit much for him. Where many other Runners look for the easy jobs that have a good risk to reward ratio, Andre looks for jobs that are tough and will make him look good when he pulls them off.
SOUND BITE
"Yeah man, I can do it. In and out like a ghost. They won't even know I was there"
PIZZAZ
Andre is a skilled and well equipped Breaker. His most impressive ability is a almost preternatural ability to evade security through a variety of tricks, timing, and luck.

Andre likes toys and puts some money from each haul into gear, which is the closest he comes to making wise investments. Perhaps his most important (and most expensive) piece of gear is a custom built Breaker Suit he had made for him by a street engineer. It has several very useful capabilities to a man in Andre's line of work, and it's been a big boost to his ability to take on higher-end jobs. It's armored, has augmentation servos, microsuction adhesion capabilities allowing Andre to stick to walls and ceilings, a built in swing line / rapelling rig, and a specialized matte synth-fiber skin that helps him blend in and escape notice. The helmet also has several optical filters.

Andre prefers to avoid combat, but has a Pulson blaster with 12 Charges in the helmet of the Breaker Suit he wears just in case, and has been known to pack a hand gun from time to time; recently he acquired a Corelli Barracuda machine pistol. He'll fight if he has to, but will always opt for evasion and escape if he can. It's not that he's cowardly because he is actually pretty close to fearless, he's just not a violent or confrontational person.

Andre has no BodyTech at all, relying completely on equipment and skill. He'll get BodyTech if he has to, if he were to lose a limb for instance, but a combination of his narcisism and a suspicion that he'd be easier to detect by security devices if he had BodyTech have lead him to eshew augmentation of that nature. Also, he derives a certain amount of ego-stroking pride from the idea that he's able to pull off jobs 100% au natural.
M.O.
Adept Breaker

 Andre  
ORIGIN
Born in 2005 in what was then still Los Angelos to a semi-affluent family in the tech sector that lived as if it were very affluent, Andre had a life of excess and splendor until his parents couldn't hold their mounting debts together any longer and ended up losing everything about the time Andre was 16. Forced to move into a decidedly less priveledged neighborhood, Andre was plunged into the company of the sort of low class people he had been taught all of his life to sneer down upon.

His good looks and poise ensured that he was more than accepted by the girls and equally as detested by the boys at his new and very lower echelon school, and after a few scrapes Andre figured out he needed some friends of his own to hang with. With a good grounding in technology gained from his years in preperatory schools, he fell in easily enough with a small clique of techno-geeks. Lacking the money to support their expensive gear habit, the geeks would from time to time use their skills to gain funds illicitly, and after he had won their trust Andre was allowed in on the racket. The other kids stole as a means to an end, but used to a better lifestyle Andre stole purely for the money and after learning all the tricks his newfound friends could teach him thru the remainder of school, Andre struck out on his own.

Andre committed more and more daring thefts for a couple of years, but still petty domestic level stuff, until one day when he was 22 he burgled the home of a person that turned out to be a Runner of some skill named Marius, who managed to track Andre down to get his stuff back. However, impressed with the skill Andre had demonstrated getting past his security measures, Marius pressed the young man into service and used him on several Runs over the next couple of years whenever he needed a good inside man.

After cutting his teeth on these Runs, which were much more dangerous but also payed off larger than his usual fare, Andre became a full time Runner. He's been independent for about 4 years now and has earned enough of a Rep to get steady work. Which is a good thing since the way he spends money he's never very solvent. Fortunately he's smart enough to keep putting money into his gear so he can keep the money train rolling, so he possesses some nice equipment including his latest purchase, a Strahlluft - 101B JetCar of his very own.

Andre is a little flashy and though he has somehow managed to escape being observed directly in his jobs vs Corporations, his over the top spending soon after big jobs has skylined him and several Sec Force analysts keep an eye on him. However Andre is clever enough to realize when he's too hot for Corporate jobs and will lay low for a bit, pulling domestic jobs to keep himself in spending money. This also provides him with a semi-plausible alternate explanation for where he gets his credits from.
Character created with Hero Designer (version 2007121308)