Bureau Noir: Alejandra Peixoto
Alejandra Peixoto
Faction: Mercenary
Heritage: PanOceania
Homeworld: Varuna
Lifestyle: Upper Class
Earnings: 4 (Assets = 13)
Languages: English, Malay, Maori, Portuguese
Character Traits
- Hero Worship: Alejandra has an idealized view of special forces, especially mercenary ones.
- Known Troublemaker: Alejandra is infamous for her days in a merc outfit who'd drink to excess and start brawls in the bar or on the streets.
- Red Flag: She disobeyed orders once to save civilians.
Statistics
Infinity Points: 3/3
STRESS | Current |
Max | Soak |
Harm | ||
---|---|---|---|---|---|---|
Vigour |
15 | (14+1) |
Armour | ~ | Wound | [ ] [ ] [ ] [ ] [ ] |
Resolve | 10 | (8+2) | Morale | 0 | Metanoia | [ ] [ ] [ ] [ ] [ ] |
Firewall | 9 | (18+1) | Security | 0 | Breach | [ ] [ ] [ ] [ ] [ ] |
Cashflow | 10 | (5+4+1) | Earnings | 4 | Shortfall | [ ] [ ] [ ] [ ] [ ] |
ARMOUR | Head | Chest | Arms | Legs | BTS |
---|---|---|---|---|---|
Medium Combat Armour | 2 | 3 | 2 | 2 | 2 |
Powered Combat Armour | 4 | 5 | 3 | 3 | 3 |
Armored Clothing | 0 | 1 | 1 | 1 | 0 |
Attributes and Skills
AGILITY (12) | AWARENESS (8) | BRAWN (14) | COORDINATION (9) | INTELLIGENCE (8) | PERSONALITY (8) | WILLPOWER (8) | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Acrobatics | 2/1 | Analysis | 0/0 | Athletics | 3/1 | Ballistics | 1/1 | Education | 1/0 | Animal Handling | 0/0 | Discipline | 2/1 |
Close Combat | 5/2 | Extraplanetary | 1/1 | Resistance | 1/1 | Pilot | 1/0 | Hacking | 1/0 | Command | 1/0 | ||
Stealth | 1/0 | Observation | 1/1 | Spacecraft | 1/0 | Medicine | 1/0 | Lifestyle | 1/0 | ||||
Survival | 1/1 | Psychology | 0/0 | Persuade |
1/0 | ||||||||
Thievery | 1/0 | Science | 0/0 | ||||||||||
Tech | 1/1 |
Bonus Damage | |
---|---|
Infowar (Intelligence) | +0 |
Psywar (Personality) | +0 |
Melee (Brawn) | +4 |
Ranged (Awareness) | +0 |
Gear
WEAPONS | ||||||
---|---|---|---|---|---|---|
Name | Range | Damage | Burst | Size | Qualities | Ammo |
Tenkai Nokogiri Benkei |
Melee | 1+8CD | Unb | Parry 3, Piercing 2, Vicious 1 | ||
Naraka Gushblade |
Melee | 2+8CD | 2H | Grievous, Improvised 1, Toxic 2, Unforgiving 1, Vicious 2 (illegal) | ||
Combi Rifle | C/M | 1+5CD | 2 | 2H | Expert 1, Vicious 1 (MULTI Light Mod) | Standard |
AP Rifle | M | 1+5CD | 2 | 2H | Piercing 2, Vicious 1 (MULTI Light Mod) | AP |
Pistols (2) | R/C | 1+4CD | 1 | 1H | Vicious 1 | Standard |
Garrotte | Melee | 1+8CD | 1H | Concealed 2, Non-Hackable, Subtle 2, Unforgiving 2 |
AMMUNITION | |||
---|---|---|---|
Name | Reloads | Type | Qualities |
Normal | 9 | Standard | |
AP | 4 | Standard | Piercing 2 |
Smoke Grenade | 2 | Grenade | Disposable, Indiscriminate (Close), Non-lethal, Speculative Fire, Smoke 2, Thrown |
ARMOUR | ||||||||
---|---|---|---|---|---|---|---|---|
Name | Type | Armour Soak | BTS | Maint. | Qualities | |||
Head | Torso | Arm | Leg | |||||
Armoured Clothing | Civilian | 0 | 1 | 1 | 1 | 0 | ||
Medium Combat Armour | Combat | 2 | 3 | 2 | 2 | 2 | 2 | |
Powered Combat Armour | Powered | 4 | 5 | 3 | 3 | 3 | 4 | Comms, Exoskeleton 3, Kinematika, Self-Repairing |
XO Suit | Civilian | 2 | 3 | 2 | 2 | 1 | 2 | Adapted (space), Exoskeleton 1, Heavy Armour |
Other
- Climbing Kit
- Climbing Plus
- Multispectral Visor 1
- Powered Multitool
Talents
Athletics
Rigorous Training
RANK 1: For each rank, gain 1 bonus Momentum on any Athletics test.
Close Combat
Martial Artist
When making a melee attack, you may reroll a number of damage dice equal to the number of Close Combat talents you have (5).
Combat Specialist
Each point of Momentum or Heat you pay to gain additional dice for a Close Combat test provides two dice instead of one.
Weapon Master
When making an attack using the Close Combat skill, each point of Momentum spent for bonus damage adds two damage instead of one.
Quick Draw
The character is always prepared for melee combat. They can draw a weapon or other item as a Free Action (instead of a Minor Action) and do not need to have a weapon in their hand in order to respond to attacks. As long as they have a free hand and a weapon within Reach, they can always make a Close Combat test as part of a Defence or Guard Reaction. This can only be done once per turn, although when the Quick Draw action is taken the character can draw a different item into each hand (in order to dual wield sabres, for example).
Reflexive Block
The character has become so attuned to his melee expertise that he can use it to defend against ranged attacks. The character may substitute their Close Combat skill for their Acrobatics skill any time they attempt a Defence or Guard Reaction with a melee weapon in hand.
Extraplanetary
Meteorhead The character may reroll one d20 when making an Extraplanetary result.
Hacking
HACKING DEVICES | ||||||
---|---|---|---|---|---|---|
Device | Claw | Sword | Shield | Gadget | IC | Upgrades |
Hacking Device Plus | 2 | 1 | 2 | 3 | 2 | Cybermask, Sucker Punch, White Noise |
PROGRAMMES | |||
---|---|---|---|
Type | Programme | Damage | Qualities |
CLAW-2 | Oblivion | 1+5CD | BE |
SWORD-2 | Trinity | 2+8CD | Area (Close), Vicious 3, Stun (vs. Neural) |
SHIELD-2 | Breakwater | - | Special |
GADGET-1 | Lockpicker | - | Supportwear (personal) |
CLAW
- CLAW-2 Oblivion: on a successful attack, 2 momentum can be spent to create a special Breach Effect which forces all of the target's equipment into dumb mode (disabling Comms gear and inflicting +1 difficulty to tests using all other non-hackable equipment).
SWORD
- SWORD-2 Trinity: Trinity's Stun quality only affects targets using Neural equipment.
SHIELD
- SHIELD-2 Breakwater: when the user of Breakwater makes a Defence or Guard Reaction using their Hacking skill, they inflict +2 difficulty to the opponent's attack test.
GADGET
- GADGET-1 Lockpicker: when hacking a non-mobile target within Reach in a combat zone, Hacking tests are made at -1 difficulty.
UPGRADES
- Cybermask: This program proactively subverts enemy identification protocols, sensors, and visualisation systems, creating a multi-layered quantronic illusion of falsified data and feeds, along with a holographic projection that matches the user’s movements. Activating the Cybermask is a Standard Action requiring a Hacking (D1) test. Once activated, anyone who looks at the user, or any system that checks the character’s comlog for identity—including the friend-or-foe systems used by military and security forces, access gateways, and IC—sees the false holographic image and data halo instead. A more thorough check (by another character, or by an AI system) requires a face- to-face Analysis (D1) or Observation (D3) test, though the difficulty can increase depending on the false imprint’s quality. Success exposes the imprint as a fake.
- Sucker Punch: Using EI-derived viral memetics and stimuli libraries from aquatic species beyond the Human Sphere, this software payload can cripple enemy infowarriors. On a successful attack against a character using equipment with the Neural quality, 1 Momentum can be spent to inflict physical damage instead of quantronic damage. If a Defence or Guard Reaction is used against an attack made with Sucker Punch, the defence tests are made at +1 difficulty.
- White Noise: This upgrade adds the White Noise zone effect to the hacker’s current zone. As a Standard Action, the hacker can attempt a Simple (D0) Hacking test to expand the range of the White Noise, adding one additional zone per Momentum spent.
Host
Standard Lhost
Base adjustments: -1 Brawn|Willpower, +1 Agility|Coordination
Augmentations
- Cube 2.0
- Multithreaded Consciousness Adaptation
- Neural Comlog [+1 momentum on tests using Neural feature]
- Nannie-Pump (cyberwear) [+1 BTS, +1 Resolve] - Aug, Comms | Maintenance: 1
Proxy Mk.0 (x2)
Augmentations
- Cube 2.0
- Nanopulser
- Immune to Disease and Pain
- Internal Armour (1 all locations)
- BTS 2
- Gecko Pads
- Kinematika
XP
0/0