Krissy Killer Shrike 
BIOSIGNS
Val Char Base Points Total Roll Notes
25 STR 10 3 25 14- HTH Damage 5d6 END [1]
25 DEX 10 18 25 14- OCV 8 DCV 8
20 CON 10 8 20 13-
19 BODY 10 2 19 13-
9 INT 10 -1 9 11- PER Roll 11-
7 EGO 10 -6 7 10- ECV: 2
18 PRE 10 8 18 13- PRE Attack: 3 1/2d6
16 COM 10 3 16 12-
8 PD 5 3 8 8 PD (8 rPD)
8 ED 4 4 8 8 ED (8 rED)
6 SPD 3.0 10 6 Phases: 2, 4, 6, 8, 10, 12
17 REC 9 0 17
72 END 40 0 72
60 STUN 42 2 60
14" Running 6 2 14"
2" Swimming 2 0 2"
14"/7" Leaping 5 0 14" 56 Total Characteristics Points
PROFILE
FLEET
Type Total
Run (6) 14" [28" NC]
Swim (2) 2" [4" NC]
H. Leap (5") 14"
V. Leap (3") 7"
CRED
Total earned: 0
Spent: 0
Unspent: 0
Base Points: 125
Disad Points: 115
Total Points: 240
VIS
Hair Color:  Blonde
Eye Color:  Green
Height:  5' 6"
Weight:  130 lbs
Description:
Krissy has a blonde waifish look to her, coupled with an aura of not-quite-rightness. She is alternatingly up and down, hot and cold, friendly and sullen and it shows in every line of her face and body. She dresses oddly, with a very personal sense of style that is off-center but not so eccentric as to be comical or contemptable. She is naturally pretty and eshews makeup for the most part, though she does occasionally throw some on in a quirky slap-dash manner from time to time which oddly enough works for her and heightens her haphazard appeal. She has a pretty good warddrobe of silk steel bio-mesh outfits, so her attire is also often functional; she also always carries a handbag large enough to hold her favored gun (the sleek Jones & Strat Imperator -- which she calls her "Imp" and refers to almost as if it were a pet at times), and other necessities.
BAGGAGE
Cost  Disadvantage
Amper Origin
5
1) Starting Equipment Resource Pool Sell Back
5
2) Starting Vehicle Resource Pool Sell Back
Cybered Existence
Notes: Krissy has not yet suffered from any Psychological Effects from Cybernetics.
5
1) Distinctive Features: Cybernetically Enhanced (Not Concealable; Always Noticed and Causes Major Reaction; Detectable with Special Equipment; Not Distinctive In Some Cultures)
Juicer Total PharmiTech Doses: 3
Notes: Krissy has not yet suffered from any Long Term Side Effects of PharmiTech.
0
1) Acceleron (-2 PRE, -1 BODY, -2 INT, and -1EGO; FADE 1/Year)
0
2) Duranal (-2 INT, -1 DEX, and -1EGO; FADE 1/Year)
0
3) Mercurine (-6 EGO; FADE 1/Year)
5
4) Social Limitation: Juicer (Occasionally, Major, Not Limiting In Some Cultures)
Life On The Edge
20
1) DNPC: Always Picks The Wrong Guy 8- (Rarely Helpful; Variable)
Notes: Krissy has a gallery of ex-boyfriends and usually a current boyfriend; they vary in their nature, skill level, and competence but just about every one of them is a piece of work in their own special way. The net effect of current bf and reoccuring former bf's is periodic complications to her life.
5
2) Depressive: When Things Don't Go Her Way 8- (Uncommon)
Notes: Krissy becomes depressed, exhibiting low energy and poor spirits when something displeases her. This lasts for anywhere from 5 minutes to a week.
15
3) Manic Aggression: When In Combat (Uncommon), go 11-, recover 11-
5
4) Manic: When Things Do Go Her Way 8- (Uncommon)
Notes: Krissy becomes manic, exhibiting great energy and cheerfulness when something pleases her. This lasts for anywhere from 5 minutes to a week.
20
5) Psych. Lim.: Passionate And Emotional (Very Common, Strong)
10
6) Reputation: Unstable Personality, 11-
10
7) Rivalry: Professional (Other Scrappers; Rival is More Powerful; Rival is a Group; Seek to Outdo Rivals; Rival Unaware of Rivalry)
10
8) Unluck: 2d6
0 Normal Characteristic Maxima
115 Total Disadvantages Cost

 Krissy Killer Shrike 
MOVES
OCV: 8 DCV: 8
Combat Skill Levels:
+1 Overall
+1 with JKD
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
Block 1/2 +2 +2 Block, Abort
Escape 1/2 +0 +0 45 STR vs. Grabs
Dodge 1/2 -- +5 Dodge, Affects All Attacks, Abort
Kick / Knee 1/2 -2 +1 10d6 Strike
Punch / Elbow 1/2 +2 +0 8d6 Strike
Takedown 1/2 +1 +1 6d6 Strike; Target Falls
Defensive Shot 1/2 -1 +2 Strike
Far Shot 1/2 +1 -1 Strike
Ranged Disarm 1/2 +0 +0 Disarm, +3 DC to Disarm
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 8 Current BODY:
Res. Phys. Defense 8 (19)
Energy Defense 8 Current END:
Res. Energy Defense 8 (72)
Mental Defense 0 Current STUN:
Power Defense 0 (60)

 Krissy Killer Shrike 
METAPOWERS / ENHANCEMENTS / SUPERSKILLS / BIOTECH
Cost  Power END
Acceleron (PharmiTech FADE 1/Year)
0   1)   +12 STR
0   2)   +4 DEX
0   3)   +6 CON
0   4)   +1 SPD
Duranal (PharmiTech FADE 1/Year)
0   1)   +8 BODY
0   2)   +8 REC
0   3)   +16 STUN
0   4)   +32 END
Mercurine (PharmiTech FADE 1/Year)
0   1)   Running +7" (14" total)
0   2)   Leaping +9" (14" forward, 7" upward) (Accurate)
Stats Currently Reduced By PharmiTech Side Effects (Effects Applied Directly To Characteristics)
16   1)   +8 EGO:  True base EGO is 15 0
3   2)   +1 DEX:  True base DEX is 17 0
2   3)   +2 PRE:  True base PRE is 20 0
4   4)   +4 INT:  True base INT is 13 0
2   5)   +1 BODY:  True base BODY is 12 0
Cybernetics
10   1)   Revved Up:  +5 DEX (15 Active Points); No Figured Characteristics (-1/2)
10   2)   Overtwitched:  +1 SPD
8   3)   Lamelite Dermaline:  Damage Resistance (8 PD/8 ED) 0
55 Total Powers Cost
EXPERTISE
SKILLS
Cost  Name
10 +1 Overall
3 +1 with JKD
3 Jack of All Trades
1
1) PS: Computer Usage (PERSONAL COMPUTERS & NET TERMINALS) (2 Active Points) 11-
1
2) PS: Private Security Agent (2 Active Points) 11-
1
3) PS: Runner (2 Active Points) 11-
Runner
2
1) AK: SanSan 11-
3
2) Breakfall 14-
3
3) Combat Driving 14-
3
4) Fast Draw (FireArms) 14-
3
5) Persuasion 13-
3
6) Shadowing 11-
3
7) Stealth 14-
3
8) Streetwise 13-
1
9) TF: Small Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles
3
10) WF: Small Arms, Blades, Unarmed Combat
46 Total Skills Cost
PERKS
Cost  Name
3 Fringe Benefit: Improved Equipment Availability Street-Level equipment
1 Money: Well Off (3 Active Points); Only For Starting BodyTech (-1)
2 Reputation: Gutsy, Fearless, Hard-core Scrapper (A medium-sized group) 14-, +1/+1d6
6 Total Perks Cost
TALENTS
Cost  Name
20 Chronic: This custom Talent drastically reduces the likelyhood of suffering Long Term Side Effects from PharmiTech. When determining Long Term Side Effects for a character that has this Talent, mark the "Chronic" checkbox in the calculator.
8 Combat Shooting
3 Lightsleep
5 Rapid Healing
36 Total Talents Cost
FIGHTING SKILLS
Cost  Maneuver
JKD
4
1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4
2) Escape: 1/2 Phase, +0 OCV, +0 DCV, 45 STR vs. Grabs
4
3) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
5
4) Kick / Knee: 1/2 Phase, -2 OCV, +1 DCV, 10d6 Strike
4
5) Punch / Elbow: 1/2 Phase, +2 OCV, +0 DCV, 8d6 Strike
3
6) Takedown: 1/2 Phase, +1 OCV, +1 DCV, 6d6 Strike; Target Falls
1
7) Weapon Element: Pistol Butts
4
8) +1 HTH Damage Class(es)
Trick Shot
3
1) Defensive Shot: 1/2 Phase, -1 OCV, +2 DCV, Range +0, Strike
5
2) Far Shot: 1/2 Phase, +1 OCV, -1 DCV, Range +4, Strike
4
3) Ranged Disarm: 1/2 Phase, +0 OCV, +0 DCV, Range +0, Disarm, +3 DC to Disarm
41 Total Fighting Skills Cost

 Krissy Killer Shrike 
RESOURCES
Equpiment (45/45)
  *  Jones & Strat Imperator Heavy Pistol with Impact Load Bore:  Killing Attack - Ranged 2 1/2d6 (vs. PD), Does Knockback Not Knockdown (+1/4), +2 Increased STUN Multiplier (+1/2) (70 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: 16 points
[12]
  *  VR Goggles :  Computer Link (5 Active Points); OAF (-1)
Notes: Real Cost: 2 points
Personal Assistant
Notes: Real Cost: 11 points
  *  Alarm:  Lightsleep (3 Active Points); OAF (-1)
  *  Clock:  Absolute Time Sense (3 Active Points); OAF (-1)
  *  Nav:  Bump Of Direction (3 Active Points); OAF (-1)
  *  Onboard Calculator:  Lightning Calculator (3 Active Points); OAF (-1)
  *  Personal Data Assistant:  Eidetic Memory (5 Active Points); OAF (-1), Data / Facts Only (-1/2)
  *  Phone:  High Range Radio Perception (Radio Group), +2 to PER Roll, Concealed (-2 with High Range Radio Perception PER Rolls), Discriminatory (21 Active Points); Personal Calls Only (-2), OAF (-1) 0
Yoshi Contact Lenses
Notes: Real Cost: 8 points
  *  Polarized Filter:  Sight Group Flash Defense (5 points) (5 Active Points); IIF (Contact Lenses; -1/4)
Notes: Real Cost: 4 points
0
  *  Amplification Filter:  Nightvision (5 Active Points); IIF (Contact Lenses; -1/4)
Notes: Real Cost: 4 points
0
Armored Body Suit
Notes: Real Cost: 8 points
  *  Silksteel Bio-Mesh Armor (Body):  Armor (3 PD/3 ED), Hardened (+1/4) (11 Active Points); Activation Locations 9-13 (-3/4), OIF Durable (-1/2), Real Armor (-1/4)
Notes: Real Cost: 4 points
0
  *  Silksteel Bio-Mesh Armor (Leggings):  Armor (3 PD/3 ED), Hardened (+1/4) (11 Active Points); Activation Locations 14-17 (-1 1/4), OIF Durable (-1/2), Real Armor (-1/4)
Notes: Real Cost: 4 points
0
Contact Pool (5/5)
  *  Contact: Unger (Contact has useful Skills or resources, Very Good relationship with Contact) 11-

 Krissy Killer Shrike 
BI-OPS
APPEARANCE
Height: 5' 6" Hair: Blonde
Weight: 130 lbs Eyes: Green
Krissy has a blonde waifish look to her, coupled with an aura of not-quite-rightness. She is alternatingly up and down, hot and cold, friendly and sullen and it shows in every line of her face and body. She dresses oddly, with a very personal sense of style that is off-center but not so eccentric as to be comical or contemptable. She is naturally pretty and eshews makeup for the most part, though she does occasionally throw some on in a quirky slap-dash manner from time to time which oddly enough works for her and heightens her haphazard appeal. She has a pretty good warddrobe of silk steel bio-mesh outfits, so her attire is also often functional; she also always carries a handbag large enough to hold her favored gun (the sleek Jones & Strat Imperator -- which she calls her "Imp" and refers to almost as if it were a pet at times), and other necessities.
PSYCH EVAL
Krissy used to be a lot more of a "together" person than she is now. Once upon a time she was a disciplined and alert bonded private security agent. Sharp creases, snap and pop, crisp and professional. She had a notorious habit of falling for the wrong guys, but other than that she had her life 100% on track. But she wanted to join the "big leagues" as she thought of it and become a Runner. Make more money, pick her jobs, and most importantly not have to baby-sit paranoid execs and idle rich jerks.

But she needed an edge. Saving up her money she invested heavily in PharmiTech, getting not one, not two, but three of the most expensive long term mega-atheletic performance enhancers on the market -- Acceleron, Duranal, and Mercurine. The kind of stuff pro-ballers take one or two of, max. She got boosted up all right; as the drugs slowly took effect vast strength, durability, and speed were hers to command but it came with a price. Krissy's sense of self and mental fortitude were heavily eroded as well, which had a marked effect on her personality and emotional stability. Now she is mercurial, prone to mood swings, and hyper-sensitive. She's an emotional rollercoaster, constantly going up and down and all around. Her unstable personality makes others nervous around her, but her aggressive boldness when shes "up" makes her a frightening combatant and she has managed to do well as a Runner.
SOUND BITE
"...I'm telling you, pound for pound the Imp beats the G-CAT and the Mako. And it looks better too -- it's cute and sleek! See? And it fits in my purse! Anyway, I'm tired of arguing about this -- it's just better, end of story!!!!"
PIZZAZ
Krissy took an extremely expensive devils cocktail of Acceleron, Duranal, and Mercurine a couple of years ago when she decided to become a Runner and is still riding high on their effects. Combined they give her exceptional levels of physical resilience, strength, and speed but have had a deleterious effect on her mental stability and self control. She has racing thoughts, impaired judgment, somewhat impairing impatience with others, and significantly reduced impulse control.

Prior to juicing up, Krissy was already a very competent practitioner of Jeet Kune Do (JKD), an expert shot, a crack combat driver, and also has several useful Cybernetic enhancements thanks to her career as a bonded private security agent; she has continued to maintain her proficiency in these areas. She is also a canny professional and knows the streets of San-San and the ways of urban surveillance well.

Krissy takes advantage of the fact that she looks relatively innocuous -- in fact, she doesn't look like a Runner at all. She will sometimes pretend to be a non-combatant and take foes by surprise when she thinks she can get away with it. Otherwise she relies on speed and maneuverability, takes full advantage of cover and concealment, and gets out of the line of fire whenever prudent. However, her eroded impulse control does make her vulnerable to getting swept up in the moment with a feeling of invincibility or battle lust and going full bore aggressive in combat; she has survived so far (thanks in large part to her expensive Dermaline armor) and this has contributed heavily to her reputation as a psycho-brave Scrapper with no fear of death.

Krissy uses a Jones & Strat Imperator Heavy Pistol with an Impact Load Bore customization intended specifically for bodyguard and enforcement use, a legacy of her security agent days which she would have a difficult time of replacing these days since she allowed her bond to lapse for lack of paying the renewal fees. It has massive stopping power and can knock most people on their asses even with armor on. It's a serious weapon and her pride and joy.

Krissy is planning on undergoing surgery to gain a Reenforced Skeleton soon, after nearly loosing a limb to a Yak razorboy with a VibroKnife, but currently lacks the funds thanks to having to constantly repair her Dermaline.
M.O.
AMPER SCRAPPER (Pistolero / Fighter)
Character created with Hero Designer (version 2007121308)