Shade  
BIOSIGNS
Val Char Base Points Total Roll Notes
15 STR 10 5 15 12- HTH Damage 3d6 END [1]
18 DEX 10 24 18/26 13- / 14- OCV 6/9 DCV 6/9
18 CON 10 16 18 13-
13 BODY 10 6 13 12-
15 INT 10 5 15 12- PER Roll 12-/13-
10 EGO 10 0 10 11- ECV: 3
20 PRE 10 10 20 13- PRE Attack: 4d6
10 COM 10 0 10 11-
6 PD 3 3 6 6 PD (0 rPD)
5 ED 4 1 5 5 ED (0 rED)
4 SPD 2.8 12 4 Phases: 3, 6, 9, 12
7 REC 7 0 7
36 END 36 0 36
30 STUN 30 0 30
9" Running 6 6 9"
2" Swimming 2 0 2"
3"/1 1/2" Leaping 3 0 3"/6" 88 Total Characteristics Points
PROFILE
FLEET
Type Total
Run (6) 9" [18" NC]
Swim (2) 2" [4" NC]
H. Leap (3") 3"/6"
V. Leap (2") 1 1/2"/3"
Swinging 0"/20" [0"/20" NC]
CRED
Total earned: 0
Spent: 0
Unspent: 0
Base Points: 125
Disad Points: 100
Total Points: 225
VIS
Hair Color:  Black
Eye Color:  Grey
Height:  5' 11"
Weight:  175 lbs
Description:
A slimly atheletic man of medium height and a lean broad shouldered but wasp-wasted build, he wears a very expensive and custom-built suit of shadowy grey stealth armor at all times when moving in Runner society, and he's always fully geared up.

Very few people can recall actually seeing Shade's face since he wears a rebreather mask at all times around other people, even his own LIBRA teammates (of them all only Knockout knows his real name and even she only knows his last name). He even goes so far as to eat and drink in private so that he never has to take his rebreather off in public.

He moves with a kind of seemingly slow and graceful easy slink, with no sudden movements or jerkiness, and its very easy for people to subconsciously dismiss him as not a threat and forget to keep track of him.
BAGGAGE
Cost  Disadvantage
5 Distinctive Features: Scar On Lower Right Jaw (Easily Concealed; Noticed and Recognizable)
15 Hunted: Tripod Security Services 8- (Mo Pow, NCI, Limited Geographical Area, Harshly Punish)
25 Hunted: Various Mega-Corps Sec Forces 8- (Mo Pow, NCI, Group, Kill)
0 Normal Characteristic Maxima
10 Psychological Limitation: Paranoid Of Sec-Force Reprisals (Common, Moderate)
15 Psychological Limitation: Secretive Overacheiving Loner (Common, Strong)
15 Reputation: Scary, Sneaky, MoFo, 11- (Extreme)
15 Social Limitation: Secret Identity (Jerry Manowitz) (Frequently, Major)
100 Total Disadvantages Cost

 Shade  
MOVES
OCV: 6/9 DCV: 6/9
Combat Skill Levels:
+3 with Ranged Combat
+2 with Norn-Tek 150-FAPR
+4 vs Range Penalties with Norn-Tek 150-FAPR
+4 vs Hit Locations with Norn-Tek 150-FAPR
+2 with Corelli Mako
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 (13)
Energy Defense 5 Current END:
Res. Energy Defense 0 (36)
Mental Defense 0 Current STUN:
Power Defense 0 (30)

 Shade  
METAPOWERS / ENHANCEMENTS / SUPERSKILLS / BIOTECH
Cost  Power END
Super Skills
9   1)   Combat Running:  Running 9" (18 Active Points); Only To Make Half Moves In Combat (-1) 2
6   2)   Disappearing Act:  Teleportation 9" (18 Active Points); Can Only Teleport To Places Character Could Normally Go (-1/2), Only To "Vanish" When No One Is Looking (-1/2), Must Cross Intervening Space (-1/4), no Noncombat movement (-1/4), Requires A Stealth Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4) 2
15   3)   Ultimate Stealth:  Invisibility to Sight Group , Reduced Endurance (0 END; +1/2) (30 Active Points); Only When Not Attacking (-1/2), Requires A Stealth Roll (-1/2) 0
2 Observant:  +1 PER with Sight Group 0
32 Total Powers Cost
EXPERTISE
SKILLS
Cost  Name
15 +3 with Ranged Combat
5 Bugging 13-
3 Bureaucratics 13-
3 CK: San-San (INT-based) 12-
3 Climbing 13- (14-)
1 Combat Driving 8-
3 Concealment 12-
3 Criminology 12-
1 Demolitions 8-
1 Electronics 8-
3 Fast Draw (Firearms) 13- (14-)
1 Forensic Medicine 8-
3 Interrogation 13-
3 KS: MegaCorps (INT-based) 12-
3 KS: The Runner World (INT-based) 12-
7 Lockpicking 15- (16-)
3 PS: Runner (INT-based) 12-
7 Security Systems 14-
3 Shadowing 12-
7 Stealth 15- (16-)
3 Streetwise 13-
10 Two-Weapon Fighting (Ranged)
2 WF: Small Arms
2 Weaponsmith (Firearms) 12-
95 Total Skills Cost
PERKS
Cost  Name
1 Equipment Points: 167; Adept, Vehicle Pool Sell Back
5 Improved Equipment Availability: Military Equipment
4 Reputation: Very Dangerous Shooter (A medium-sized group) 14-, +2/+2d6
10 Total Perks Cost

 Shade  
RESOURCES
Equipment Pool (166/167)
Handsfree Secure Phone:  High Range Radio Perception (Radio Group), +2 to PER Roll, Concealed (-7 with High Range Radio Perception PER Rolls), Discriminatory (26 Active Points); Personal Calls Only (-2), OAF (Phone; -1)
Notes: Real Cost: 6 points
0
Norn-Tek 150-FAPR Light Sniper Rifle
Notes: Military, 86,100 creds, Real Cost: 41 points
  *  Accurate:  +2 with Norn-Tek 150-FAPR
  *  Integrated Scope:  +4 vs Range Penalties with Norn-Tek 150-FAPR
  *  Integrated Targetting System:  +4 vs Hit Locations with Norn-Tek 150-FAPR
  *  Light Sniper Rifle:  Killing Attack - Ranged 3d6+1 (vs. PD), 32 Charges (+1/4), AP (+1/2) (87 Active Points); OAF (-1), STR Minimum 14 (STR Min. Cannot Add/Subtract Damage; -1), Beam (-1/4), Real Weapon (-1/4), Required Hands One-And-A-Half-Handed (-1/4) [32]
Custom Spyrigger Stealth Suit (Light Powered Armor Suit)
Notes: Real Cost: 111 points
  *  Armored Suit:  Armor (8 PD/8 ED), Hardened (+1/4) (30 Active Points); OIF (-1/2), Hit Locations (6-18) (-1/4) 0
  *  Balance Assistance:  Knockback / Knockdown Resistance -1" (2 Active Points); OIF (-1/2) 0
  *  Hardpoint Targetter:  Ambidexterity (no Off Hand penalty) (9 Active Points); Attached Hardpoint Only (-2), OIF (-1/2)
  *  Hardpoint:  Extra Limb (1) (5 Active Points); Not An Actual Limb; Only Usable to Hold / Fire Properly Fitted Guns (-1 1/2), 1 Limb Only (-1), OIF (-1/2) 0
  *  Hermetic and Sealable:  LS (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) (9 Active Points); OIF (-1/2) 0
  *  Hydraulic Support:  Leaping +3" (3"/6" forward, 1 1/2"/3" upward) (Accurate) (8 Active Points); OIF (-1/2) 1
  *  Microsuction Adhesion:  Clinging (normal STR) (10 Active Points); OIF (-1/2) 0
  *  Reaction Augmentation:  +8 DEX (24 Active Points); No Figured Characteristics (-1/2), OIF (-1/2)
  *  Rebreather:  LS (Self-Contained Breathing) (10 Active Points); OIF (-1/2) 0
  *  Silenced:  CE 2" radius, -2 to Hearing Group PER Rolls, Personal Immunity (+1/4), Reduced Endurance (0 END; +1/2) (23 Active Points); No Range (-1/2), Only To Hear Wearer Moving (-1/2), OIF (-1/2) 0
  *  Stealthed:  CE 2" radius, -2 to Radio Group PER Rolls, Personal Immunity (+1/4), Reduced Endurance (0 END; +1/2) (23 Active Points); No Range (-1/2), Only To Scan Wearer Moving (-1/2), OIF (-1/2) 0
  *  Swingline / Rigger Harness:  Swinging 20", Reduced Endurance (0 END; +1/2) (30 Active Points); OIF (-1/2), no Noncombat movement (-1/4) 0
  *  Well Made:  LoW (-3) for Resistant Defenses (3 Active Points); OIF (-1/2) 0
Custom Spyrigger Stealth Suit Helmet
Notes: Real Cost: 20 points
  *  Helmet:  Armor (8 PD/8 ED), Hardened (+1/4) (30 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
Corelli Mako (Heavy Automatic Pistol) I
Notes: Enforcement, 25,200 creds, Real Cost: 21 points
  *  Corelli Mako with Integral Noise Suppressor:  Killing Attack - Ranged 3d6-1 (vs. PD), Invisible to Hearing Group (+1/4), AP (+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]
  *  Recoil Compensators:  +4 STR, Reduced Endurance (0 END; +1/2) (6 Active Points); Only To Offset Str Minima Of Corelli Mako (-2), No Figured Characteristics (-1/2), OIF (Gun; -1/2)
Notes: Real Cost: 1 point
  *  Custom Sights:  +2 with Corelli Mako
Notes: Real Cost: 4 points
Corelli Mako (Heavy Automatic Pistol) II
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
Vehicles (0/0) --> +25 Equipment Pool (Adept)
Contacts (0/5)

 Shade  
BI-OPS
APPEARANCE
Height: 5' 11" Hair: Black
Weight: 175 lbs Eyes: Grey
A slimly atheletic man of medium height and a lean broad shouldered but wasp-wasted build, he wears a very expensive and custom-built suit of shadowy grey stealth armor at all times when moving in Runner society, and he's always fully geared up.

Very few people can recall actually seeing Shade's face since he wears a rebreather mask at all times around other people, even his own LIBRA teammates (of them all only Knockout knows his real name and even she only knows his last name). He even goes so far as to eat and drink in private so that he never has to take his rebreather off in public.

He moves with a kind of seemingly slow and graceful easy slink, with no sudden movements or jerkiness, and its very easy for people to subconsciously dismiss him as not a threat and forget to keep track of him.
PSYCH EVAL
Shade used to be pissed at the world and angry all the time. He liked to do violence because, well, it made the hate go away for a while. His teens and twentys are a red soaked blur of violence and hatred for him. But, for whatever reason, he just kind of mellowed with age. Or perhaps it would be better to say that he burned so hot his anger eventually transmuted into something cold and steely hard instead. Now he's driven by icy professionalism.

In the process he has become death on two legs, a lead raining beat stick of dominance, an invisible streaking lighting bolt from beyond the blue. Nitrogen blooded and freon cooled, he is the best, none are better, to cross him is to be doomed. That's the word on the street, anyway. Seemingly everyone in the scene has heard of him; his weird secret identity, his fabled stealth suit, his reputedly insane-o confirmed kills.

The reality is, as always, a little different. In truth, Jerry just doesn't really have anything else other than being good at what he does, and he basically is so good he does it on autopilot. He has an empty hole in his heart, and nothing ever seems to fill it. He's carried it for so long, he has simply gone numb and ghosts through life, detached and alone. He once had a deep love for Knockout, but ultimately she didn't return his feelings and he has long gotten over it, though he does feel some connection with her even still. Maybe one day he'll find something that fulfills him and who knows what would happen then.
SOUND BITE
"I'm over here..."
PIZZAZ
Shade is an extremely dangerous killer. A master of stealth, highly mobile, and very accurate, he is an expert at getting into excellent positions and taking people out before they even know he's there. He moves rapidly in combat situations but is so adept at moving gracefully that he escapes and evades detection, and if people take their eye off him for more than a second, he has an uncanny knack for getting out of line of sight and finding cover.

He is also extremely well equipped, with a lot of highly customized gear designed specifically to his preferences. His most useful (and expensive) piece of gear is a custom power armored stealth suit that he had built to his own exacting specifications. This is the third version of such a suit, and it is a well honed design offering a broad array of features. It's cost was astronomical and represents several years worth of hard earned Run money, but Shade considers it money well spent. In addition to providing comprehensive protection from harm and power assisted reaction times, the suit also has mildly power assisted legs allowing prodigious leaps and improved stability. It has a full set of microsuction adhesion surfaces allowing the wearer to climb like a gecko. It has a very efficient rebreather that provides the wearer with clean air to breathe almost indefinitely. It has an integrated powered swingline / spyrigger apparatus with over a 100 feet of microfiber cable. It has sophisticated noise bafflers making it very difficult to hear the wearer, and integrated anti-radar stealth technology that interferes with wave-based detection mechanisms. It even has a special purpose integrated hardpoint installed (see below). The suit complements Shade's natural skills very well and he is very formidable while wearing it.

Shade is also well armed. He sports a pair of Corelli Mako heavy pistols that Shade has personally customized with integrated sound suppressors and improved sights. Not only can he drive nails with them, its almost soundless.

And as if that wasn't intimidating enough, he also totes a very nasty Norn-Tek 150-FAPR, which is a scary piece of work. A highpowered, extremely accurate precision light sniper rifle, this weapon has a relatively compact form factor, and is deadly lethal. Shade has heavily modified a hardpoint adaptor and positioned a hardpoint on his suit for an unusual mounting style, where by he keeps the FAPR on a U-hinged reverse fold back over his right shoulder articulated in such a way that when the rifle is not in use its stowed and secured across his back, and when it is in use it folds up and over the shoulder, engaging the hardpoint for the triggering, and allowing his right or left arm to be the forward stabilizing hand as necessary. It takes a 1/2 Phase with a Fast Draw roll or a Full Phase otherwise to engage and seat the rifle; it also takes about 4 feet of clearance so its not possible to do in very tight quarters. However, this seemingly somewhat awkward and unusual arrangement has allowed Shade to pull off some crazy shots in the past, like capping people at a 1000 feet while hanging upside down by one arm from a helicopter and other such awe-inspiring stunts.
M.O.
ADEPT SHOOTER

 Shade  
ORIGIN
Jerry Manowitz was an enthusiastic second generation patrol officer employee of Tripod Security Services, the major Enforcement corporation resposible for policing actions (by contract) with many mid and upscale creches, communities, and collectives in the Pacific Rim. He loved interdicting perps and potential perps and exerting the full lawful authority invested in him....and then some. Struggling with a vicious and short temper since his teens, perhaps a result of the emotional and sporadic physical abuse he sustained at his father's hands if you want to believe the shrinks, Jerry often went maybe a little too far in executing his duties.

However, Tripod was glad to place him in rougher neighborhoods with real crime where his overzealousness found a positive outlet. Proving himself an able man in this regard he was later promoted to Corprorate Security Response Assistance, an elite SWAT-like unit that basically assisted corporate Sec-Forces hunting down perps (often Runners) in areas under the protection of Tripod. The units purpose was two-fold, a) provide superior local knowledge and extra manpower, and b) exercise restraint and avoid collateral damage, which Sec-Forces sometimes tend to forget to do. Jerry proved to be really good at this too, and was doing very well in his new role, drawing the right kind of attention for once.

Then on one call in Jerry's unit moved in to assist a Runner reprisal being conducted by Yukio on a team that had hit a key facility hours before...a group called LIBRA. The combined sec forces and CSRA ended up getting entangled with each other and LIBRA managed to get away, but Jerry succesfully captured the one called Knockout on his own and took her into custody. However there was a slight problem...she was the most beautiful thing he had ever seen and he fell immediately head over heels for her. While a Tripod exec team bartered with Yukio to get as much payola out of them as they could prior to turning Knockout over, Jerry traded favors to be her guard in the meantime and they talked quite a bit. Knockout convinced Jerry that when Yukio finally settled on a price and Tripod turned her over, she would be executed by Yukio.

Finding himself torn by a passion he had never felt before, Jerry could not countenance the idea of her being executed, and he made the momentous decision to do something about it if it came to that. And after two days of negotiations it did come to that; Yukio finally ponyed up some creds and Tripod started the wheels moving to turn her over. Using his position and some raw intimidation to the max, Jerry got posted as the driver of the transport van for Knockout, KO'd the guards by surprise, and simply took a detour after leaving the Tripod lockup rather than heading straight to the Yukio regional offices as he was supposed to do.

Now out of a job and with Tripod very not happy with him to say the least, Jerry went with Knockout and started his new life as a Runner, though he kept his identity secret since he had crossed paths and swords with many Runners on the other side of the fence and wisely opted for discretion. Six years later he has a killer rep and is widely regarded on the street as the scariest of all the LIBRA Runners. Many other teams would love to recruit his services, but for undisclosed reasons he prefers to stay exclusive with LIBRA (actually, its because they already know he used to be a cop).

Shade is justifiably paranoid and even goes so far as to keep his true identity a secret as much as possible; the sense of mystery and his distinctive MO combine to give him a rep that is somewhat inflated by mystique, but he is very competent and there is a strong foundation of truth to it as well.
Character created with Hero Designer (version 2007121308)