Maxwell  
BIOSIGNS
Val Char Base Points Total Roll Notes
40 STR 10 10 40 17- HTH Damage 8d6 END [0]
14 DEX 10 12 14 12- OCV 5 DCV 5
18 CON 10 16 18 13-
18 BODY 10 16 18 13-
8 INT 10 -2 8 11- PER Roll 11-/17-
11 EGO 10 2 11 11- ECV: 4
18 PRE 10 8 18 13- PRE Attack: 3 1/2d6
10 COM 10 0 10 11-
10 PD 4 8 10 10 PD (0 rPD)
10 ED 4 8 10 10 ED (0 rED)
3 SPD 2.4 6 3 Phases: 4, 8, 12
10 REC 8 4 10
10 END 36 -13 10
40 STUN 37 3 40
12" Running 6 0 12"
0" Swimming 2 -2 0"
8"/4" Leaping 8 0 8"/16" 76 Total Characteristics Points
PROFILE
FLEET
Type Total
Run (6) 12" [24" NC]
Swim (2) 0" [ NC]
H. Leap (8") 8"/16"
V. Leap (4") 4"/8"
CRED
Total earned: 0
Spent: 0
Unspent: 0
Base Points: 125
Disad Points: 215
Total Points: 340
VIS
Hair Color:  Light Brown
Eye Color:  Brown
Height:  6' 7"
Weight:  380 lbs
Description:
Maxwell is a towering man with a metal skull cap, cybernetic eyes, arms, and legs, and heavy military grade dermal plating. He weighs close to 400 pounds and moves somewhat ponderously, but is capable of shocking bursts of speed thanks to his cybernetic legs.

He usually has a cigarette hanging from his lips, and has a bushy biker's beard which is pretty much the only hair left on his body. He usually dresses in black biker t-shirts and tattered hydraulic-stained jeans.
BAGGAGE
Cost  Disadvantage
Cybered Existence Issues
Notes: per the Cybernetic Existence guidelines, a character with extreme Cybernetics must make progressively harder EGO rolls when becoming more significantly enhanced or develop psychological issues (Psych Lims, Enraged's or similar). Points from these Disadvantages do not count against the character's Disadvantage Maximum but the character does not gain any points from them with which to buy more abilities. Maxwell has (amazingly) not yet failed such a roll.
15
1) Distinctive Features: Cybernetically Enhanced (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Virtually Everyone; Not Distinctive In Some Cultures)
Notes: per the Cybernetic Existence guidelines, this Distinctive Feature does not count against Disadvantage Maximum and any extra points gained are usable to buy more Cybernetics with.
Missing Body Parts
25
1) Physical Limitation: Deaf (All the Time, Fully Impairing)
25
2) Physical Limitation: No Arms (All the Time, Fully Impairing)
25
3) Physical Limitation: No Eyes (All the Time, Fully Impairing)
25
4) Physical Limitation: No Legs (All the Time, Fully Impairing)
Personal Issues
15
1) Enraged: When A Cybernetic Part Is Destroyed (Uncommon), go 11-, recover 11-
15
2) Hunted: FENRIS Security Consulting 8- (Mo Pow, NCI, Limited Geographical Area, Harshly Punish)
5
3) Money: Poor
15
4) Psychological Limitation: Cynical (Common, Strong)
15
5) Psychological Limitation: Smoker (Common, Strong)
10
6) Reputation: Cursed Runner , 14- (Known Only To A Small Group)
10
7) Social Limitation: Uneducated Trailer Trash (Frequently, Major, Not Limiting In Some Cultures)
15
8) Unluck: 3d6
0 Normal Characteristic Maxima
215 Total Disadvantages Cost

 Maxwell  
MOVES
OCV: 5 DCV: 5
Combat Skill Levels:
+1 with Machine Guns
+2 with Strike
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 10 Current BODY:
Res. Phys. Defense 0 (18)
Energy Defense 10 Current END:
Res. Energy Defense 0 (10)
Mental Defense 0 Current STUN:
Power Defense 0 (40)

 Maxwell  
METAPOWERS / ENHANCEMENTS / SUPERSKILLS / BIOTECH
Cost  Power END
CyberArms
17   1)   CyberArms:  No Arms Offset (25 Active Points); OIF (Cyber-eyes; -1/2) 0
6   2)   Strong Grip:  Clinging (normal STR) (10 Active Points); OIF Durable (-1/2), Cannot Resist Knockback (-1/4) 0
15   3)   Strong:  +20 STR, Reduced Endurance (0 END; +1/2) (30 Active Points); No Figured Characteristics (-1/2), OIF Durable (-1/2)
CyberEars
16   1)   Aural Targeting Assist:  Targeting with Hearing Group (20 Active Points); Restrainable (by EMPs; -1/4) 0
15   2)   CommScanner:  High Range Radio Perception (Radio Group), Concealed (-2 with High Range Radio Perception PER Rolls), Discriminatory (19 Active Points); Restrainable (by EMPs; -1/4) 0
17   3)   Cyber Ears:  Deaf Offset (25 Active Points); OIF (Cyber-eyes; -1/2) 0
3   4)   Gain Boosters:  +2 PER with Hearing Group (4 Active Points); Restrainable (by EMPs; -1/4) 0
4   5)   Receptor Scaler:  Hearing Group Flash Defense (5 points) (5 Active Points); Restrainable (by EMPs; -1/4) 0
4   6)   Voice Recognition:  Discriminatory with Hearing Group (10 Active Points); Voices Only (-1), Restrainable (by EMPs; -1/4) 0
CyberEyes
17   1)   Cyber Eyes:  Blind Offset (25 Active Points); OIF (Cyber-eyes; -1/2) 0
3   2)   IR Filter:  Infrared Perception (Sight Group) (5 Active Points); Visible (-1/4), IIF (Cyber-eyes; -1/4) 0
6   3)   Optics:  +4 PER with Sight Group (8 Active Points); IIF (Cyber-eyes; -1/4) 0
3   4)   Pan-optics:  Increased Arc Of Perception (240 Degrees) with Sight Group (5 Active Points); OIF (Cyber-eyes; -1/2) 0
4   5)   Polarizing Filter:  Sight Group Flash Defense (5 points) (5 Active Points); IIF (Cyber-eyes; -1/4) 0
3   6)   Processing Accelerator:  Rapid ( x10) with Sight Group (5 Active Points); OIF (Cyber-eyes; -1/2) 0
4   7)   Rangefinder:  Penalty Skill Levels: +2 vs. Range Modifier with All Attacks (6 Active Points); OIF (Cyber-eyes; -1/2)
CyberLegs
17   1)   CyberLegs:  No Legs Offset (25 Active Points); OIF (Cyber-eyes; -1/2) 0
12   2)   Leaping +8" (8"/16" forward, 4"/8" upward) (Accurate), Reduced Endurance (0 END; +1/2) (23 Active Points); OIF Durable (-1/2)
12   3)   Running +6" (12" total), Reduced Endurance (0 END; +1/2) (24 Active Points); OIF Durable (-1/2)
Misc Cybernetics
13   1)   Dermal Plating:  Armor (10 PD/10 ED), Hardened (+1/4) (37 Active Points); Hit Locations 10-13 (-1 1/2), Visible (-1/4) 0
10   2)   Servo-driven:  Reduced Endurance (0 END; +1/2) (10 Active Points) applied to STR
Reenforced Skeleton
2   1)   Heavy:  Knockback Resistance -1" 0
7   2)   Metal Skeleton:  +5 BODY, Only Applied To Appropriate Damage (Severing) (+0) (10 Active Points); No Figured Characteristics (-1/2)
4   3)   Metal Skeleton:  Armor (1 PD/1 ED), Hardened (+1/4) (4 Active Points) 0
7   4)   Skull Plate:  Armor (6 PD/6 ED), Hardened (+1/4) (22 Active Points); Locations (3-5) (-2 1/4) 0
15   5)   Weighted Body Parts:  Hand-To-Hand Attack +3d6, Reduced Endurance (0 END; +1/2) (22 Active Points); Hand-To-Hand Attack (-1/2) 0
236 Total Powers Cost
EXPERTISE
SKILLS
Cost  Name
3 +1 with Machine Guns
4 +2 with Strike
3 Fast Draw 12-
1 PS: Runner 8-
3 Streetwise 13-
2 TF: Common Motorized Ground Vehicles
5 WF: Small Arms, General Purpose/Heavy Machine Guns, Grenade Launchers, Vehicle Weapons
21 Total Skills Cost
PERKS
Cost  Name
2 Reputation: Hard To Kill Heavy Machine Gunner (A medium-sized group) 11-, +2/+2d6
5 Fringe Benefit: Improved Equipment Availability Military equipment
7 Total Perks Cost

 Maxwell  
RESOURCES
Equipment (55/60)
Norn-Tek 630-G-CAT "Hand Cannon":  Killing Attack - Ranged 3d6 (vs. PD), Semi-Armor Piercing (+1/4), +2 Increased STUN Multiplier (+1/2) (79 Active Points); STR Min 18+ Cannot Add Damage (-1 1/2), OAF (-1), 4 Charges (-1), Extra Time (Full Phase, -1/2), Beam (-1/4), Real Weapon (-1/4)
Notes: Street, 11,060 creds, Real Cost: 14 points
[4]
Jones & Strat Validator Minigun:  Killing Attack - Ranged 3d6+1 (vs. PD), 32 Charges (+1/4), Does Knockback Not Knockdown (+1/4), Semi-Armor Piercing (+1/4), Variable Advantage (+1 Advantages; Limited Group of Advantages (AoE: 34" Line, AoE: 17" Cone, AoE: 13" Half Circle); +1 3/4) (175 Active Points); STR Min 18+ Cannot Add Damage (-1 1/2), OIF (-1/2), Required Hands Two-Handed (-1/2), No Range (-1/2), Real Weapon (-1/4)
Notes: Military, 143,500 creds, Real Cost: 41
[32]
Vehicles (10/10)
  *  Street Bike
Contacts (5/5)
  *  Contact: Unger (Contact has very useful Skills or resources, Very Good relationship with Contact) 8-

 Maxwell  
BI-OPS
APPEARANCE
Height: 6' 7" Hair: Light Brown
Weight: 380 lbs Eyes: Brown
Maxwell is a towering man with a metal skull cap, cybernetic eyes, arms, and legs, and heavy military grade dermal plating. He weighs close to 400 pounds and moves somewhat ponderously, but is capable of shocking bursts of speed thanks to his cybernetic legs.

He usually has a cigarette hanging from his lips, and has a bushy biker's beard which is pretty much the only hair left on his body. He usually dresses in black biker t-shirts and tattered hydraulic-stained jeans.
PSYCH EVAL
Maxwell is a crusty veteran of the trade. He's seen it all before at least once, and is more than a little cynical. At this point in his career he's realized that he's peaking and unless he can do something exceptional in the next few years, he doesnt have much of a retirement to look forward to. He's not the brightest guy around, but he's smart enough to realize that what he's been doing hasn't gotten him where he needs to be so he's belatedly trying to branch out more and switch things up a bit.
SOUND BITE
"Git sum!"
PIZZAZ
Maxwell has extreme cybernetics and is capable of impressive physical feats. Very strong, able to punch through cinderblocks, run about 25 mph flat out, leap about five stories high, and with an array of sensory capabilities he is much more capable than he appears at first glance.

Maxwell specializes in heavy machine guns, and currently uses a Validator Minigun which is capable of putting a huge amount of lead downrange accurately for devastating effect. The sight of the physically imposing Maxwell striding out with a cigarette hanging from his lips and the Validator's barrels spinning with a sound like a buzzsaw is a memorable one. Maxwell's cybernetic strength is enough to weild the huge gun one armed, and he'll usually do that.

Maxwell usually also carries a Norn-Tek 630-G-CAT "Hand Cannon" as a backup weapon.

Maxwell sometimes rides around on cheap cruiser bikes, but he doesnt take them on runs since he can't fight from the back of one. He'd like to own a Charley Jamison, but they're too expensive for him.
M.O.
AMPER BOOMER

 Maxwell  
ORIGIN
Born in a trailer park in Alabama in 1998, Maxwell is starting to get on in years and is a crusty veteran with almost a 100 Runs under his belt and 18 years of experience. He's developed a well deserved rep as a hard to kill Runner, despite the best attempts of many a person to do him in. Of course, he's more machine now than man, basically just his armored torso, brain, and facial epidermus remain, the rest is cybernetic. His tendency to get shot up, blown up, chopped up, and otherwise fragged has also earned him a rep as having some kind of curse.

Growing up all Maxwell wanted to be was a Runner, and he ran with a Booster gang in his pre-teens. His first upgrade was cybereyes, and he was already turning jobs on minor Runs when he was 17. He moved to L.A. when he was 20 looking for lucrative tech Runs. When he was 22 he was almost killed for the first time and got a new cyber leg and hand out of the deal. By the time he was 27 he had lost the other leg and most of his left arm; he went ahead and got a reenforced skeleton and replaced all four limbs, and got dermal plated. Since then he's been almost killed a few more times, but most of the rest of his cyber work has been either replacement parts or elective in nature.

Maxwell has experience to spare, but his lack of education and haplessness have ensured that he's never hit it big and been on more than a few Runs that went really really poorly. He's got a very good repoire with a Fixer named Unger, but since all he's good at is shooting things up and not all jobs require that, and few other Fixers want to work with him due to his reputation for being unlucky, he's been finding it harder and harder to get jobs lately. He also has a small reprisal contract on him via the FENRIS Security Consulting firm that has proved to be disruptive on occasion.

Thus he's starting to rethink his habit of being an independent and has begun to look around for a Runner team that wants a Boomer in the hopes that he'll find a group that appreciates his tenacity and willingness to get shot up in pursuit of the mission enough to overlook his rough low class edges.
Character created with Hero Designer (version 2007121308)