Beckett Killer Shrike 
BIOSIGNS
Val Char Base Points Total Roll Notes
25 STR 10 10 25 14- HTH Damage 5d6 END [3]
17 DEX 10 6 17 12- OCV 6 DCV 6
25 CON 10 20 25 14-
14 BODY 10 8 14 12-
20 INT 10 5 20 13- PER Roll 13-
15 EGO 10 0 15 12- ECV: 5
20 PRE 10 5 20 13- PRE Attack: 4d6
16 COM 10 3 16 12-
12 PD 5 6 12 12 PD (12 rPD)
12 ED 5 6 12 12 ED (12 rED)
3 SPD 2.7 3 3 Phases: 4, 8, 12
11 REC 10 0 11
50 END 50 0 50
40 STUN 40 0 40
6" Running 6 0 6"
2" Swimming 2 0 2"
5"/2 1/2" Leaping 5 0 5" 72 Total Characteristics Points
PROFILE
FLEET
Type Total
Run (6) 6" [12" NC]
Swim (2) 2" [4" NC]
H. Leap (5") 5"
V. Leap (3") 2 1/2"
CRED
Total earned: 0
Spent: 0
Unspent: 0
Base Points: 125
Disad Points: 100
Total Points: 225
VIS
Hair Color:  Dark Brown
Eye Color:  Brown
Height:  6' 4"
Weight:  220 lbs
Description:
Beckett is a good looking guy. Stocky and muscular, but lithe with minimal body fat. He's got mesermizing eyes, and typically wears a mustache and goatee but will shave it off and grow it back seemingly on a whim. He has a smooth, confident bearing and always seems to have his finger on the pulse of whatever is currently going on. There's also just something about his smirk that says maybe he knows some secret that no one else is privy to.

He wears decent designer clothes, but is not a clothes horse. His demeanor seems to say he doesn't need expensive clothes to look good, and he's above worrying about what happens to be in fashion this week. While there are plenty of more beautiful people in the circles he moves in, his attitude clearly suggests otherwise. He favors earth tones, solids, and clean lines, and he seems to have a liking for rattlesnake and lizard hide low-sider shoes. He generally avoids jewelry, but will occasionally wear a thick, heavy school ring when he's feeling nostalgic.
BAGGAGE
Cost  Disadvantage
5 Distinctive Features: Tuber (Not Concealable; Noticed and Recognizable; Detectable Only By Technology Or Major Effort)
15 Enemies: People Beckett Has Screwed Over In The Past 8- (As Pow, Group, Harshly Punish)
0 Normal Characteristic Maxima
10 Psychological Limitation: Grudgebearer (Uncommon, Strong)
20 Psychological Limitation: Overconfident (Very Common, Strong)
25 Psychological Limitation: Superiority Complex (Very Common, Total)
15 Reputation: Cocky Bastard, 14-
10 Rivalry: Professional (Other Runner Gang Leaders; Rival is a Group; Seek to Outdo, Embarrass, or Undercut Rivals; Rival Unaware of Rivalry)
100 Total Disadvantages Cost

 Beckett Killer Shrike 
MOVES
OCV: 6 DCV: 6
Combat Skill Levels:
+1 with Gallo .50 AE
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 12 Current BODY:
Res. Phys. Defense 12 (14)
Energy Defense 12 Current END:
Res. Energy Defense 12 (50)
Mental Defense 0 Current STUN:
Power Defense 0 (40)

 Beckett Killer Shrike 
METAPOWERS / ENHANCEMENTS / SUPERSKILLS / BIOTECH
Cost  Power END
TUBER
5   1)   Corneal Acuity:  IR Perception (Sight Group) 0
5   2)   Corneal Acuity:  Sight Group Flash Defense (5 points) 0
10   3)   Empathic:  Telepathy 3d6, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (30 Active Points); Empathy All Emotions (-1/2), Receive Only (-1/2), Always On (-1/2), Does Not Provide Mental Awareness (-1/4), Normal Range (-1/4) 0
10   4)   Enhanced:  +5 CON
15   5)   Enhanced:  +5 DEX
10   6)   Enhanced:  +5 EGO
5   7)   Enhanced:  +5 INT
5   8)   Enhanced:  +5 PRE
5   9)   Enhanced:  +5 STR 1
10   10)   Immune to Disease:  LS (Immunity: All terrestrial diseases and biowarfare agents) 0
2   11)   Rugged:  +1 REC
2   12)   Rugged:  +2 ED
2   13)   Rugged:  +2 PD
4   14)   Rugged:  Damage Resistance (4 PD/4 ED) 0
10   15)   Tough:  Damage Resistance (8 PD/8 ED), Hardened (+1/4) (10 Active Points) 0
100 Total Powers Cost
EXPERTISE
SKILLS
Cost  Name
3 AK: San-San (INT-based) 13-
3 Bribery 13-
5 Combat Driving 13-
3 High Society 13-
3 Mechanics 13-
3 Persuasion 13-
3 Seduction 13-
3 Streetwise 13-
3 Tactics 13-
3 WF: Small Arms, Clubs, Fist-Loads, Unarmed Combat, Vehicle Weapons
32 Total Skills Cost
PERKS
Cost  Name
3 Street Equipment Access
1 Reputation: Up & Coming Facilitator (A small to medium sized group) 11-, +1/+1d6
16 Vehicle/Base Points: 43
1 Follower/Contact Points: 8
21 Total Perks Cost

 Beckett Killer Shrike 
RESOURCES
57/60 Equipment Points
Level III BioSteel Helmet:  Armor (8 PD/8 ED) (24 Active Points); Helmet (Protects Locations 3-5) (-2), Real Armor (-1/4)
Notes: Real Cost: 7 points
0
VR Goggles:  Computer Link (5 Active Points); OAF (-1)
Notes: Real Cost: 2 points
Personal Assistant
Notes: Real Cost: 20 points
  *  Cracker:  Computer Programming (Infiltration) 14- (11 Active Points); OAF (-1)
  *  Slicer:  Lockpicking 14- (15 Active Points); Electronic Locks Only (-1), OAF (-1)
  *  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), Concealed (-2 with High Range Radio Perception PER Rolls), Discriminatory (19 Active Points); Personal Calls Only (-2), OAF (-1) 0
Gallo .50 AE
Notes: Real Cost: 25 points + 5 points x2
  *  Gallo .50 AE:  Killing Attack - Ranged 2d6+1 (vs. PD), +1 Increased STUN Multiplier (+1/4) (44 Active Points); OAF (-1), STR Minimum 6-14 (-1), Beam (-1/4), Real Weapon (-1/4), 9 Charges (-1/4) [9]
  *  Silencer:  Naked Modifier: Invisible to Hearing Group (+1/4) for up to 44 Active Points, Reduced Endurance (0 END; +1/2) (16 Active Points); OIF (-1/2) 0
  *  Accurate:  +1 with Gallo .50 AE
43/43 Vehicle Points
  *  Modified Urban Assualt Vehicle
8/8 Contact Points
  *  Contact: Apex Outsourcing (Contact has significant Contacts of his own, Contact has very useful Skills or resources) 11-
  *  Contact: Redline (Contact has useful Skills or resources) 11-

 Beckett Killer Shrike 
BI-OPS
APPEARANCE
Height: 6' 4" Hair: Dark Brown
Weight: 220 lbs Eyes: Brown
Beckett is a good looking guy. Stocky and muscular, but lithe with minimal body fat. He's got mesermizing eyes, and typically wears a mustache and goatee but will shave it off and grow it back seemingly on a whim. He has a smooth, confident bearing and always seems to have his finger on the pulse of whatever is currently going on. There's also just something about his smirk that says maybe he knows some secret that no one else is privy to.

He wears decent designer clothes, but is not a clothes horse. His demeanor seems to say he doesn't need expensive clothes to look good, and he's above worrying about what happens to be in fashion this week. While there are plenty of more beautiful people in the circles he moves in, his attitude clearly suggests otherwise. He favors earth tones, solids, and clean lines, and he seems to have a liking for rattlesnake and lizard hide low-sider shoes. He generally avoids jewelry, but will occasionally wear a thick, heavy school ring when he's feeling nostalgic.
PSYCH EVAL
Arrogant, charming, magnetic, infuriating, overconfident, daring, generous to those he likes, implacable to those he does not...in short, Beckett is a man's man. He exudes the kind of self confidence that only a genetically superior guy with a bulletproof body can muster. Perhaps the best sentence to sum him up is: there are few better friends, and few worse enemies to have in life than Beckett.
SOUND BITE
"You look like a Scotch man to me; have one on me and lets talk about better days to come..."
PIZZAZ
Thanks to his genetic engineering, Beckett is naturally uber. Effortlessly stronger and tougher than a normal human could even aspire to be with dedicated training and constant perseverence, he is also incredibly resistant to harm. In addition to being nearly unbreakable, he can also see into the infrared and is immune to disease, and perhaps most remarkably can sporadically sense the emotions of those around him (though more complex or stronger willed people are a blank slate to him) which makes him a pretty shrewd manipulator of the weak willed when he wants to be.

In addition to his natural gifts, he is also very personable and socially adept, able to shmooze, broker deals, make power plays, and read the way the wind is blowing with equal ease. He is almost always comfortable and on his game in all sorts of interaction, from formal affairs to street raves, and can usually manage to embed himself into "the scene". He's also no slouch with the ladies, though as a gentleman he never kisses and tells; a smug leonine smirk says everything that needs to be said anyway. His social skills and wits make him a pretty effective Facilitator, though thanks mostly to his self-centeredness, fundamental superiority complex, and brash arrogance he's nowhere near as connected as he should be with long-term contacts. Rather than relying on a proven network he flies by the seat of his pants and makes it happen as he goes along, which is risky. However, unlike some Facilitators who prefer to handle the people side and avoid putting themselves in harms way as much as possible, Beckett loves the manly challenge of the "ugly" side of the business and very much involves himself in all aspects of the job from the theoretical to the practical making him a great resource for smaller, grittier, more tactical teams.

Becket is also a competant, but by no means exceptional, Driver. He has a stripped down but respectable urban assault vehicle that he makes available as part of his contract slice if the job would benefit from it, and it's his primary mode of transportation. He acquired it in a somewhat bloody fashion as "payment"...or payback as you prefer. It's previous owner was a more serious Driver, and it's well kitted out, including hookups for gear that Beckett does not currently have such as a targetting computer, autopilot computer, and a Vehicle Link.

Beckett generally doesn't bother with body armor since his body is so naturally tough, but after a near-death experience vs. a sniper shot to the head (and the bundle it cost to have the scar removed afterward) he does wear a helmet for extra head protection. For firepower he favors a silenced Gallo .50 pistol. Other than that he travels light, with a VR headset and a PDA. He doesn't have any BioTech; afterall he's so naturally aweome, why would he need any? However, Beckett has been giving serious thought into getting a ControlLink implanted in his head, which is practically required to be taken seriously as a Driver these days.
M.O.
Tuber Facilitator / Driver

 Beckett Killer Shrike 
ORIGIN
A child of independently wealthy parents of old blood and older money, James Overland Steuben Beckett IV's parents invested well in his genetic future. An early "Tuber", Beckett's genetic poker came up aces. Gifted with categorically superior mental and particularly physical advantages, Beckett had a life of advantaged luxury to look forward to.

Unfortunately for him however his father was an aggressive investor and got caught in the disastrous gene-tek crash in '26 when Bio-Corps stock dipped 30 points and took the market down with it for months. Beckett's parents were overextended and compounded the difficulty by first trying to weather it out and then panicing into a late share-dumpt at a huge loss. Of course, the Big-C recovered but the damage to the family finances had been done. Just as Beckett was entering his early twenties, the money train had gone off the rails. Unsuited to a boring life in the corporate sector, and with an adventurous streak a mile wide, Beckett decided to make big money as a Runner and restore himself to luxury.

Several years later he's made a name for himself as an up and coming Facilitator, but he's also earned a rep as a takes-no-prisoners cocky bastard. He's lead several teams of Runners to success on Runs ranging from minor to respectable but he's made enemies along the way, who occasionally take the opportunity to cause him problems when the opportunity presents itself. Beckett is also one to hold a grudge, making for a vicious circle of payback all around.

As arrogant and overconfident as he can be, Beckett still knows which side of his bread is buttered and takes care of "his people", whatever team he happens to be on and any allies he's made along the way. He's also a charming son of a gun when he wants to be, with a magnetic personality and infinite confidence. But friendly does not mean friends, necessarily; he's capable of smiling, drinking it up, and partying with a mortal enemy, and going head to head with them later that same night.
Character created with Hero Designer (version 2007121308)