Basic Sec Force I Killer Shrike 
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]
13 DEX 10 9 13/18 12- / 13- OCV 4/6 DCV 4/6
13 CON 10 6 13 12-
10 BODY 10 0 10 11-
13 INT 10 3 13 12- PER Roll 12-
13 EGO 10 6 13 12- ECV: 4
15 PRE 10 5 15 12- PRE Attack: 3d6
15 COM 10 3 15 12-
6 PD 3 3 6 6 PD (0 rPD)
6 ED 3 3 6 6 ED (0 rED)
3 SPD 2.3 7 3/4 Phases: 4, 8, 12/3, 6, 9, 12
8 REC 6 4 8
26 END 26 0 26
35 STUN 24 11 35
7" Running 6 2 7"/9"
2" Swimming 2 0 2"
2 1/2"/1" Leaping 3 0 2 1/2"/7 1/2" 65 Total Characteristics Points
PROFILE
FLEET
Type Total
Run (6) 7"/9" [14"/18" NC]
Swim (2) 2" [4" NC]
H. Leap (3") 2 1/2"/7 1/2"
V. Leap (1") 1"/3 1/2"
CRED
Total earned: 0
Spent: 0
Unspent: 0
Base Points: 75
Disad Points: 100
Total Points: 175
VIS
Hair Color:  Varies
Eye Color:  Varies
Height:  6' 0"
Weight:  200 lbs
Description:
Each MegaCorps outfits their Sec-Forces, and even units within their Sec-Forces, differently. In addition to gear differences each Sec-Force has its own distinctive look and regalia.
BAGGAGE
Cost  Disadvantage
10 DF: Sec-Force Regalia (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
25 Hunted: Employing MegaCorps 14- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)
0 Normal Characteristic Maxima
20 Reputation: Jack-booted Minions Of The Establishment, 14- (Extreme)
20 Rivalry: Professional (Runners; Rival is More Powerful; Rival is a Group; Seek to Harm or Kill Rival; Rival Aware of Rivalry)
25 Social Limitation: Subject to orders (Very Frequently, Severe)
100 Total Disadvantages Cost

 Basic Sec Force I Killer Shrike 
MOVES
OCV: 4/6 DCV: 4/6
Combat Skill Levels:
+1 Overall
+1 with All Combat
+2 with Autofire
+2 OCV w/ J&S Enforcer Assault Rifle
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 6 Current BODY:
Res. Phys. Defense 0 (10)
Energy Defense 6 Current END:
Res. Energy Defense 0 (26)
Mental Defense 0 Current STUN:
Power Defense 0 (35)

 Basic Sec Force I Killer Shrike 
EXPERTISE
SKILLS
Cost  Name
10 +1 Overall
8 +1 with All Combat
6 +2 with Autofire
3 Breakfall 12- (13-)
3 Bureaucratics 12-
3 Combat Driving 12- (13-)
3 Combat Piloting 12- (13-)
3 Concealment 12-
3 Cryptography 12-
3 Fast Draw: Melee 12- (13-)
3 Fast Draw: Pistols 12- (13-)
4 KS: MegaCorps Employer (INT-based) (Culture) 12-
3 PS: Sec-Forces (INT-based) 12-
3 Security Systems 12-
3 Shadowing 12-
3 Stealth 12- (13-)
3 Streetwise 12-
3 Systems Operation 12-
2 TF: Common Motorized Ground Vehicles, Grav Vehicles/Hovercraft, Two-Wheeled Motorized Ground Vehicles
3 Tactics 12-
3 Teamwork 12- (13-)
11 WF: Common Melee Weapons, Energy Weapons, Small Arms, General Purpose/Heavy Machine Guns, Grenade Launchers, Shoulder-Fired Weapons, Tech Blades, Vehicle Weapons
-5 Chose One Autofire Skill, Pick One
5
1) Accurate Sprayfire
5
2) Skipover Sprayfire
94 Total Skills Cost
PERKS
Cost  Name
2 Equipment Points: 153; Adept, Contacts Sellback
4 Vehicle/Base Points: 19
0 Follower/Contact Points: 5
10 Fringe Benefit: Corporate Employee, Improved Equipment Availability Military equipment, Membership (Corporate Sec Forces), Security Clearance
16 Total Perks Cost

 Basic Sec Force I Killer Shrike 
RESOURCES
Equipment (153 / 172)
Jones & Strat Imperator Heavy Pistol:  Killing Attack - Ranged 2 1/2d6 (vs. PD), +1 Increased STUN Multiplier (+1/4) (50 Active Points); STR Min 18+ Cannot Add Damage (-1 1/2), OAF (-1), Beam (-1/4), Real Weapon (-1/4), 12 Charges (-1/4)
Notes: Real Cost: 12 points
[12]
VR Goggles:  Computer Link (5 Active Points); OAF (-1)
Notes: Real Cost: 2 points
Varstucker Hoplite Armor System
Notes: REAL COST: 80 points
  *  Servos:  +5 STR, Reduced Endurance (0 END; +1/2) (7 Active Points); No Figured Characteristics (-1/2), OIF (-1/2)
Notes: Real Cost: 3 points
  *  Armor Plating:  Armor (10 PD/10 ED) (30 Active Points); OIF (-1/2)
Notes: Real Cost: 20 points
0
  *  Servos:  +5 DEX (15 Active Points); No Figured Characteristics (-1/2), OIF (-1/2)
Notes: Real Cost: 7 points
  *  Servos:  +1 SPD (10 Active Points); OIF (-1/2)
Notes: Real Cost: 7 points
  *  Servos:  Running +2" (7"/9" total), Reduced Endurance (0 END; +1/2); OIF (-1/2)
Notes: Real Cost: 8 points
  *  Servos:  Leaping +4" (2 1/2"/7 1/2" forward, 1"/3 1/2" upward) (Accurate), Reduced Endurance (0 END; +1/2) (14 Active Points); OIF (-1/2)
Notes: Real Cost: 8 points
  *  Polarized Visor:  Sight Group Flash Defense (7 points) (7 Active Points); OIF (-1/2)
Notes: Real Cost: 3 points
0
  *  Visor:  Nightvision (5 Active Points); OIF (-1/2)
Notes: Real Cost: 3 points
0
  *  Visor Low-Light:  UV Perception (Sight Group) (5 Active Points); OIF (-1/2) 0
  *  HUD:  +2 with Teamwork (4 Active Points); OIF (-1/2)
Notes: Real Cost: 3 points
  *  HUD:  +2 with Tactics (4 Active Points); OIF (-1/2)
Notes: Real Cost: 3 points
  *  Comms:  Radio Perception/Transmission (Radio Group), +2 to PER Roll, Concealed (-6 with Radio Perception/Transmission PER Rolls) (18 Active Points); OIF (-1/2)
Notes: Real Cost: 12 points
0
JONES & STRAT Enforcer Assault Rifle
Notes: Real Cost: 59
  *  Accurate:  +2 OCV w/ J&S Enforcer Assault Rifle
  *  J&S Enforcer Assault Rifle:  Killing Attack - Ranged 2 1/2d6 (vs. PD), Semi-Armor Piercing (+1/4), 64 Charges (+1/2) (70 Active Points); OAF (-1), STR Minimum 13 (STR Min. Cannot Add/Subtract Damage; -1), Beam (-1/4), Real Weapon (-1/4) [64]
  *  Burst Mode:  Autofire (5 shots; +1/2) for up to 70 Active Points of J&S Enforcer Assault Rifle, Reduced Endurance (0 END; +1); OAF (-1) 0
Vehicle (19/19)
  *  Impressario Flying-V Basic Attack Bike

 Basic Sec Force I Killer Shrike 
BI-OPS
APPEARANCE
Height: 6' 0" Hair: Varies
Weight: 200 lbs Eyes: Varies
Each MegaCorps outfits their Sec-Forces, and even units within their Sec-Forces, differently. In addition to gear differences each Sec-Force has its own distinctive look and regalia.
PSYCH EVAL
Agents run the gamut of personality types and motivations.
SOUND BITE
"Identify yourselves!"
PIZZAZ
This write up represents a basic power-armored Sec-Force agent that is very well armed and dangerous. It is suitable for use as is or with desired alterations as a minion of just about any MegaCorps Sec-Force armed response, guard / sentry, or patrol unit.

Armored and augmented with a respectable suit of servo-assisted powered armor, and armed with a creditable assault rifle and a pistol, this write up is ready for just about any sort of engagement.

To make them tougher, consider making the armor hardened. To make them weaker drop the DEX boost from the armor.
M.O.
MegaCorps Security Force Agents (ADEPTS)
Character created with Hero Designer (version 2007121308)