Chaz Wily Quixote 
BIOSIGNS
Val Char Base Points Total Roll Notes
10 STR 10 0 10 11- HTH Damage 2d6 END [1]
14 DEX 10 12 14 12- OCV 5 DCV 5
16 CON 10 12 16 12-
15 BODY 10 10 15 12-
15 INT 10 5 15 12- PER Roll 15-
15 EGO 10 10 15 12- ECV: 5
20 PRE 10 10 20 13- PRE Attack: 4d6
15 COM 10 3 15 12-
5 PD 2 3 5 5 PD (0 rPD)
5 ED 3 2 5 5 ED (0 rED)
3 SPD 2.4 6 3 Phases: 4, 8, 12
5 REC 5 0 5
32 END 32 0 32
28 STUN 28 0 28
8" Running 6 4 8"
2" Swimming 2 0 2"
2"/1" Leaping 2 0 2" 77 Total Characteristics Points
PROFILE
FLEET
Type Total
Run (6) 8" [16" NC]
Swim (2) 2" [4" NC]
H. Leap (2") 2"
V. Leap (1") 1"
CRED
Total earned: 0
Spent: 0
Unspent: 0
Base Points: 125
Disad Points: 100
Total Points: 225
VIS
Hair Color:  Brown
Eye Color:  Brown
Height:  5' 11"
Weight:  175 lbs
Description:
Chaz is a wholsomely attractive but not stunningly handsome white man in his early thirties. He typically dresses in fashionable business casual corporate wear, which makes him look out of place in some of the environs his job requires him to frequent. However, he is a professional and is more than capable of donning whatever attire is appropriate to the situation, whether that be a full suit for a meeting at a corporate facility, or unmarked utilities for a job, or anything in between. Regardless of what he's wearing, Chaz has a prediliction to neckware for no discernable reason, whether that be a spiffy tie, a nice scarf, a turtleneck, or something similar -- just an odd personality quirk.
BAGGAGE
Cost  Disadvantage
20 Dependent NPC: Mother (June) & Sister (Haley) 8- (Incompetent; Group DNPC: x2 DNPCs)
20 Hunted: BioCorps 14- (Mo Pow, NCI, Limited Geographical Area, PC has a Public ID or is otherwise very easy to find, Watching)
0 Normal Characteristic Maxima
15 Psychological Limitation: Non-confrontational, Only brave when he has the upper hand, Prefers to flee if possible (Common, Strong)
20 Psychological Limitation: Loyal to the company (Very Common, Strong)
25 Social Limitation: Subject to orders (Very Frequently, Severe)
100 Total Disadvantages Cost

 Chaz Wily Quixote 
MOVES
OCV: 5 DCV: 5
Combat Skill Levels:
+1 with any Pistol
+2 Overall
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 5 Current BODY:
Res. Phys. Defense 0 (15)
Energy Defense 5 Current END:
Res. Energy Defense 0 (32)
Mental Defense 10 Current STUN:
Power Defense 0 (28)

 Chaz Wily Quixote 
METAPOWERS / ENHANCEMENTS / SUPERSKILLS / BIOTECH
Cost  Power END
11 Know When To Run:  Lightning Reflexes: +11 DEX to flee
Super Skills
3   1)   Company loyalty:  Mental Defense (10 points total) (7 Active Points); Only To Protect Company Interests (-1) 0
6   2)   Danger Pay Training:  Combat Luck (3 PD/3 ED)
9   3)   Know When To Hold Em:  +3 PER with all Sense Groups 0
29 Total Powers Cost
EXPERTISE
SKILLS
Cost  Name
2 Gun range pistoleer: +1 with any Pistol
5 Has People Skills: +1 with all PRE skills
20 Well trained: +2 Overall
3 Acting 13-
3 Bribery 13-
3 Bureaucratics 13-
3 Conversation 13-
3 Deduction 12-
3 High Society 13-
2 KS: Campaign city 11-
2 KS: Corporate employer 11-
2 KS: Runners & reps 11-
3 PS: Computer Usage (PERSONAL COMPUTERS & NET TERMINALS, PROPRIETARY CORPORATE COMPUTERS (BioCorps)) 11-
2 PS: Corporate Fixer 11-
3 Persuasion 13-
3 Seduction 13-
3 Streetwise 13-
2 TF: Common Motorized Ground Vehicles
1 WF: Handguns
68 Total Skills Cost
PERKS
Cost  Name
6 BioCorps Employee: Fringe Benefit: Corporate Employee, Membership, Security Clearance
2 Corporate Expense account: Money: Well Off (5 Active Points); Only to wine & dine prospective runners (-1)
2 Corporate Facilitator: Reputation: Straight Shooter (A medium-sized group) 11-, +2/+2d6
10 Advanced Gear Access
7 Equipment Points: 95
0 Vehicle/Base Points: 0
21 Follower/Contact Points: 88; Adept, Vehicle Pool Sellback
3 Well-Connected
51 Total Perks Cost

 Chaz Wily Quixote 
RESOURCES
GEAR (95/95)
  *  Kickass Custom Laptop:  Computer
Notes: Real Cost: 24 Points
  *  VR Goggles:  Computer Link (5 Active Points); OAF (-1)
Notes: Real Cost: 2 points
  *  Yamamoto Executive Assurance (EA 1000c) Force Field Harness:  Force Field (15 PD/15 ED), Reduced Endurance (0 END; +1/2) (45 Active Points); IIF (-1/4)
Notes: Real Cost: 36 points
0
Gallo Fisherhawk Gyropistol
Notes: 21 Real Cost
  *  Gallo Fisherhawk Gyropistol:  Killing Attack - Ranged 2d6+1 (vs. PD) (35 Active Points); OAF (-1), STR Min 1-5 Cannot Add Damage (-3/4), 7 Charges (-1/2), Beam (-1/4), Real Weapon (-1/4) [7]
  *  Excellent Range:  Penalty Skill Levels: +6 vs. Range Modifier with a tight group of attacks
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), Concealed (-2 with High Range Radio Perception PER Rolls), Discriminatory (19 Active Points); Personal Calls Only (-2), OAF (-1) 0
VEHICLES / BASES (0)
CONTACTS / FOLLOWERS (88/88)
  *  Contact: BioCorps (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Very Good relationship with Contact), Organization Contact (x3) 13-
Notes: Chaz has considerable authority to make things happen internally in the execution of his job. Real Cost: 32 points
  *  Contact: Runners (Contact has extremely useful Skills or resources, Good relationship with Contact), Group Contact (x3) 12-
Notes: Chaz has developed working relationships with many Runners and can usually get some talent together quickly. Real Cost: 20 points
  *  Contact: Livery Service (Contact has useful Skills or resources, Very Good relationship with Contact) 13-
Notes: Standing contract with a Livery service for armored limo or equivalent. Real Cost: 7 points
  *  Corporate Security (125 Base / 100 Max Disads / x2 Followers):  Followers
Notes: Chaz has a couple of SecForce bodyguards pretty much at all times; Real Cost: 30 points

 Chaz Wily Quixote 
BI-OPS
APPEARANCE
Height: 5' 11" Hair: Brown
Weight: 175 lbs Eyes: Brown
Chaz is a wholsomely attractive but not stunningly handsome white man in his early thirties. He typically dresses in fashionable business casual corporate wear, which makes him look out of place in some of the environs his job requires him to frequent. However, he is a professional and is more than capable of donning whatever attire is appropriate to the situation, whether that be a full suit for a meeting at a corporate facility, or unmarked utilities for a job, or anything in between. Regardless of what he's wearing, Chaz has a prediliction to neckware for no discernable reason, whether that be a spiffy tie, a nice scarf, a turtleneck, or something similar -- just an odd personality quirk.
PSYCH EVAL
Chaz has many good qualities. He's loyal, friendly, competant, and a positive thinker. However, he's also not terribly brave in the face of danger, and he's completely indoctrinated to the service of a huge, impersonal, and unethical MegaCorps.

Chaz is friendly and very likable in an annoyingly priveleged WASP sort of way. His very wholesomeness can be offensive to those that have come up the hard way though, and this is something that Chaz is really incapable of understanding. He's often left completely baffled and a little hurt when some hard case spurns his friendly overtures.

Chaz's motivation is simple, a kind of optimisticly unspecific ambition to rise as high in the company as possible while giving the best service he can to the MegaCorps that has nurtured him from birth.
SOUND BITE
"Look, friend, don't worry about it being a job for BioCorps. All you've got to worry about is if we can pay off, and last time I checked the Corporate Index our buck was still high -- know what I mean?"
PIZZAZ
Chaz has a lot of people skills. He's good at talking his way in and out of things, greasing palms, getting info, and keeping his ear to the ground. He's also extremely perceptive and alert, though he maintains sufficient composure that people are sometimes taken off guard when it becomes clear that he picked up on things that he never let on to. He's particularly good at knowing when to get the hell out of Dodge, and while some might deplore his tendency to beat feet when something fishy is going down, its a survival skill that is directly attributable to his continued existance.

Chaz is also a decent shot with a pistol, a skill learned from the Urban Survival 101 elective he took in corporate college. He favors Gyropistols because he's not very strong and the lack of recoil suits him.

Chaz is very well equipped, and has vast resources to call upon should he need them via his favored relationship with his massive corporation. He also is accompanied by two corporate bodyguards drawn from BioCorps SecForce grunts. Due to the sensitive nature of many of the Runs Chaz arranges for BioCorps these guards are cycled frequently to prevent any one of them from seeing too much. As a sideeffect of this Chaz is pretty well known by a lot of BioCorps SecForces and he rarely has problems getting immediate assistance from them if needed.
M.O.
Chaz is a Facilitator that contracts and manages extremely murky, and even completely black jobs for BioCorps. In many cases he goes on the Runs directly, or participates in them as remote command and control. There are endless plot threads that could be either hung directly off of Chaz or intersect with him at some point.

 Chaz Wily Quixote 
ORIGIN
Charles Jefferson Rodham Meier, aka “Chaz”, is practically a cookie cutter product of corporate sponsored family living. Chaz’s dad was a loyal and hard working wage slave for BioCorps, working himself up the ladder to finish his career as an upper level manager before finding permanent retirement via a stress induced massive heart attack when Chaz was 23. Despite moving around several times to both exotic and mundane locales, the family resided in BioCorps corporate communities, the children went to BioCorps corporate schooling, and as a group they rarely left BioCorps corporate zones.

Chaz ate, slept, and breathed BioCorps corporate culture from birth to graduation with a degree in Business Administration at age 24. With his father gone Chaz felt the burden of being the head of the household and though he is not a brave man, he felt compelled by financial realities to pass up the opportunity to enter service in any one of the many diverse offices of the global behemoth that is BioCorps, slaving away the time increments and being duly promoted according to the normal (slow) corporate advancement time table.

Instead he took the road that while dangerous and less traveled, is all but guaranteed faster results. He volunteered for “field” work in the Department of External Liaison. He started off as a recruiter for outside “talent”, i.e. Runners and other contract employees with useful and deniable skills. After cutting his teeth and learning the ropes, Chaz’s ambition drove him to volunteer to work more on the other side of the fence, actually participating in the murkiest sort of Runs where BioCorps wants one of their own on the scene to manage their best interests. In short, Chaz became the sort of Facilitator known as a Company Man.

This is a line of work arcology kids like Chaz usually aren’t good at -- dealing with “undesirable elements” outside of the sanitary and well ordered life of corporate burbs is just too much for those who have been sheltered all of their lives from cold hard reality. Chaz on the other hand dove right in; his native people skills and managerial training made him a natural at getting people to trust him and turn their efforts to a goal beneficial to the company.

In a very short time he has proven his skill & determination for not only succeeding in this challenging field but also coming in under budget. As a reward for his efforts Chaz has received some big company perks in the form of early promotions, a pair of personal bodyguards, a high end top of line laptop and force field belt, and most important of all respect.

The secret to his success is that unlike many corporate types that deal with Runners, Chaz is basically straight forward and honest. He shares the information he can, doesn’t frag over the people that work for him, and really seems to care about those who he develops relationships with. He remembers personal details about his favorite assets, and goes out of his way to provide that extra personalized touch like acquiring a hot and hard to get piece of tech he knows a particular Runner wants and offering that as payment instead of credits, or “fixing” situations to get people out from under things in return for service. He’s also been known to scramble a second team to bail out a Runner team that got in over its head on a job, which is virtually unheard of – particularly for a bottom line oriented company man.

Due to this Chaz never has problems getting Runners to trust and work for him despite his corporate taint, and has a cadre of Runners he’s developed relationships with over time and successful contracts. This enables him to contract talent at going rates rather than have to overpay to overcome distrust, and he doesn’t have to attempt complicated machinations to orchestrate a massive smoke and mirrors game. The bottom line looks good, and his success ratio is high. To Chaz though, it’s just good business.

However, it is important to understand that Chaz is a company man through and through, and his loyalty is unquestioned. He would do anything to protect BioCorps’ interests, whatever the cost. And thus there are limits to Chaz’s honesty; if it comes down to taking a side Chaz chooses BioCorps’ side every time. Not only does he love his job, BioCorps is his world and the only idea of something akin to nationality that he can identify with.
Character created with Hero Designer (version 2007121308)