Knockout  
BIOSIGNS
Val Char Base Points Total Roll Notes
15 STR 10 0 15 12- HTH Damage 3d6 END [2]
23 DEX 10 15 23 14- OCV 8 DCV 8
15 CON 10 10 15/20 12- / 13-
10 BODY 10 0 10 11-
20 INT 10 10 20 13- PER Roll 13-
11 EGO 10 2 11 11- ECV: 4
20 PRE 10 10 20 13- PRE Attack: 4d6
20 COM 10 5 20 13-
3 PD 2 1 3 3 PD (0 rPD)
3 ED 3 0 3 3 ED (0 rED)
4 SPD 2.5 5 4 Phases: 3, 6, 9, 12
5 REC 5 0 5
30 END 30 0 30
25 STUN 23 2 25
6" Running 6 0 6"
1" Swimming 2 -1 1"
3"/1 1/2" Leaping 3 0 3" 59 Total Characteristics Points
PROFILE
FLEET
Type Total
Run (6) 6" [12" NC]
Swim (2) 1" [2" NC]
H. Leap (3") 3"
V. Leap (2") 1 1/2"
CRED
Total earned: 0
Spent: 0
Unspent: 0
Base Points: 125
Disad Points: 105
Total Points: 230
VIS
Hair Color:  Black
Eye Color:  Blue
Height:  5' 6"
Weight:  125 lbs
Description:
Knockout is a gorgeous woman with the most beautiful eyes nature has ever bestowed on a human being. They are so perfect, people automatically assume they are fakes. Aside from her eyes, great features, amazing skin, fetching smile, and feminine grace, she's also sexy as hell and can turn on faux chaleur at will to twist a mark around her little finger. She's a past master of cosmetic technology and changes her hair color, style, and length as well as her makeup, clothes, eye color, and general appearance seemingly at will and so well that she can easily pass as several different women without close scrutiny.

When "Running" she buttons up in a suit of serious no-nonsense Level III BioSteel armor with a full concealing helmet and even though she has some pain receptor blockers going for her she does not mess around at all - she always errs on the side of evasion, taking cover, and knowing when to jump out of the way. She knows she can't take the same kind of punishment some of her more brawny teammates can and doesn't even try.
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. Knockout has failed one such roll at the Enhanced levels.
5
1) Distinctive Features: Cybernetically Enhanced (Concealable; Always Noticed and Causes Major Reaction; Detectable With Special Equipment, Scanners, If Damaged; 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.
0
2) Psychological Limitation: Feels "Invaded" And Made "Ugly" By Implants (Uncommon, Moderate)
20 Hunted: MiniWare 8- (Mo Pow, NCI, Capture)
25 Hunted: Various Mega-Corps Sec Forces 8- (Mo Pow, NCI, Group, Kill)
0 Normal Characteristic Maxima
5 Phys. Lim.: Drug Nightmares / Killing Daddy (Infrequently, Slightly Impairing)
5 Phys. Lim.: Former Drug Addict (Infrequently, Slightly Impairing)
10 Psych. Lim.: Overconfident (Common, Moderate)
20 Psychological Limitation: Passive Aggressive (Very Common, Strong)
10 Reputation: Barbara Cox -- MiniWare VP / Daddy Killer Scandal, 8- (Extreme)
5 Unluck: 1d6
105 Total Disadvantages Cost

 Knockout  
MOVES
OCV: 8 DCV: 8
Combat Skill Levels:
+2 Overall
+2 with Barracuda VA29 Variable Automatic Pistol
+2 Range Levels with Barracuda VA29 Variable Automatic Pistol
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
Dodge 1/2 -- +5 Dodge, Affects All Attacks, Abort
Escape 1/2 +0 +0 35 STR vs. Grabs
Hold 1/2 -1 -1 Grab Two Limbs, 30 STR for holding on
Joint Lock/Throw 1/2 +1 +0 Grab One Limb; 1 1/2d6 NND ; Target Falls
Redirect 1/2 +1 +3 Block, Abort
Takedown 1/2 +1 +1 4d6 Strike; Target Falls
Throw 1/2 +0 +1 4d6 +v/5, Target Falls
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 3 Current BODY:
Res. Phys. Defense 0 (10)
Energy Defense 3 Current END:
Res. Energy Defense 0 (30)
Mental Defense 0 Current STUN:
Power Defense 0 (25)

 Knockout  
METAPOWERS / ENHANCEMENTS / SUPERSKILLS / BIOTECH
Cost  Power END
Misc Cybernetics
4   1)   Cybernetic Pain Receptor Dampening:  +5 CON (10 Active Points); Only To Determine If Stunned (-1), No Figured Characteristics (-1/2)
3   2)   Micro-server joint enhancers:  +5 STR (5 Active Points); No Figured Characteristics (-1/2) 1
10   3)   Overtwitched:  +1 SPD
16   4)   Tweaked Reflexes:  +8 DEX (24 Active Points); No Figured Characteristics (-1/2)
Super Skills
15   1)   Golden Touch:  Luck 3d6 (Roll 3d6 at the begginning of each session; Knockout has that many points to allocate to any 3d6 roll under die roll(s) she makes during the course of the game to succeed at a task.)
48 Total Powers Cost
EXPERTISE
SKILLS
Cost  Name
20 +2 Overall
3 CK: San-San (INT-based) 13-
3 Combat Piloting 14-
3 Computer Usage (INT) 13-
3 Concealment 13-
3 Disguise 13-
3 High Society 13-
3 KS: The Runner World (INT-based) 13-
3 PS: Runner (INT-based) 13-
3 Persuasion 13-
5 Seduction 14-
3 Stealth 14-
3 Streetwise 13-
3 WF: Small Arms, Vehicle Weapons
61 Total Skills Cost
PERKS
Cost  Name
12 Equipment Points: 122
3 Follower/Contact Points: 18; Adept
0 Vehicle/Base Points: 34; Adept
5 Improved Equipment Availability: Military Equipment
5 Money: Well Off
4 Reputation: Experienced Runner, long time LIBRAn (A large group) 11-, +2/+2d6
3 Well-Connected
32 Total Perks Cost
FIGHTING SKILLS
Cost  Maneuver
Martial Arts: Aikido
4
1) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
4
2) Escape: 1/2 Phase, +0 OCV, +0 DCV, 35 STR vs. Grabs
3
3) Hold: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 30 STR for holding on
4
4) Joint Lock/Throw: 1/2 Phase, +1 OCV, +0 DCV, Grab One Limb; 1 1/2d6 NND ; Target Falls
5
5) Redirect: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort
3
6) Takedown: 1/2 Phase, +1 OCV, +1 DCV, 4d6 Strike; Target Falls
3
7) Throw: 1/2 Phase, +0 OCV, +1 DCV, 4d6 +v/5, Target Falls
4
8) +1 HTH Damage Class(es)
30 Total Fighting Skills Cost

 Knockout  
RESOURCES
Equipment Pool (121/122)
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
VR Goggles :  Computer Link (5 Active Points); OAF (-1)
Notes: Real Cost: 2 points
Level III BioSteel Armored Suit:  Armor (10 PD/10 ED), Hardened (+1/4) (37 Active Points); Hit Locations (6-18) (-1/4), Real Armor (-1/4)
Notes: Real Cost: 25 points
0
Level III BioSteel Armored Helmet
Notes: Real Cost: 14 points
  *  Level III BioSteel:  Armor (8 PD/8 ED), Hardened (+1/4) (30 Active Points); Helmet (Protects Locations 3-5) (-2), OIF (-1/2), Real Armor (-1/4) 0
  *  Optic Filters:  IR Perception (Sight Group) (5 Active Points); OIF (-1/2) 0
  *  Polarizing Filters:  Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2) 0
Norn-Tek 503-A-BFS (Belt Fed Shotgun) Multipower
Notes: Real Cost: 25 points
          Multipower, 70-point reserve, (70 Active Points); 1/2 Phase To Change Ammo Type (-1/4); all slots STR Minimum 15 (STR Min. Cannot Add/Subtract Damage; -1 1/4), OAF (-1), Real Weapon (-1/4)
  *  Cartridges:  RKA 2d6-1 (vs. PD), 15 Charges (+0), AOE (One Hex; +1/2), Autofire (3 shots; +1 1/4) (69 Active Points); STR Minimum 15 (STR Min. Cannot Add/Subtract Damage; -1 1/4), OAF (-1), Real Weapon (-1/4) [15]
  *  Scatter Shot:  RKA 3d6-1 (vs. PD), Explosion (Cone; -1 DC/3"; +3/4) (70 Active Points); STR Minimum 15 (STR Min. Cannot Add/Subtract Damage; -1 1/4), OAF (-1), No Range (-1/2), 12 Charges (-1/4), Real Weapon (-1/4) [12]
  *  Slug:  RKA 3d6-1 (vs. PD), +1 Increased STUN Multiplier (+1/4), Penetrating (+1/2) (70 Active Points); STR Minimum 15 (STR Min. Cannot Add/Subtract Damage; -1 1/4), OAF (-1), 12 Charges (-1/4), Real Weapon (-1/4) [12]
Barracuda VA29 Variable Automatic Pistol
Notes: Real Cost: 29 points
  *  Barracuda VA29 Variable Automatic Pistol:  Killing Attack - Ranged 2d6+1 (vs. PD), Semi-Armor Piercing (+1/4) (44 Active Points); OAF (-1), STR Minimum 14 (-1), Beam (-1/4), Real Weapon (-1/4), 12 Charges (-1/4) [12]
  *  Burst Mode:  Autofire (3 shots; +1/4) for up to 44 Active Points of Barracuda VA29 Variable Automatic Pistol, Reduced Endurance (0 END; +1) (22 Active Points); OAF (-1) 0
  *  Accurate:  +2 with Barracuda VA29 Variable Automatic Pistol
  *  Custom Targeter:  +2 Range Levels with Barracuda VA29 Variable Automatic Pistol
Personal Assistant
Notes: Real Cost: 20 points
  *  Cracker:  Computer Programming (Infiltration) 14- (11 Active Points); OAF (-1)
  *  Slicer:  Lockpicking 14- (13 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
Contacts (18/18)
  *  Contact: Unger (Fixer) (Contact has useful Skills or resources, Good relationship with Contact) (4 Active Points) 11-
  *  Contact: Kpn Krcka (Hacker) (Contact has useful Skills or resources, Good relationship with Contact) (4 Active Points) 11-
  *  Contact: Fat Turk (Fixer) (Contact has useful Skills or resources, Good relationship with Contact) (4 Active Points) 11-
  *  Contact: Redline (Gunrunner) (Contact has useful Skills or resources, Good relationship with Contact) (4 Active Points) 11-
  *  Contact: Dutch Chuck (Gunsmith) (Contact has useful Skills or resources, Good relationship with Contact) (4 Active Points) 11-
  *  Contact: Lucy Trips (Black Marketeer) (Contact has useful Skills or resources, Good relationship with Contact) (4 Active Points) 11-
Vehicles (34/34)
  *  Knockouts Strahlluft - 101M DragonFly JetCar Vehicle

 Knockout  
BI-OPS
APPEARANCE
Height: 5' 6" Hair: Black
Weight: 125 lbs Eyes: Blue
Knockout is a gorgeous woman with the most beautiful eyes nature has ever bestowed on a human being. They are so perfect, people automatically assume they are fakes. Aside from her eyes, great features, amazing skin, fetching smile, and feminine grace, she's also sexy as hell and can turn on faux chaleur at will to twist a mark around her little finger. She's a past master of cosmetic technology and changes her hair color, style, and length as well as her makeup, clothes, eye color, and general appearance seemingly at will and so well that she can easily pass as several different women without close scrutiny.

When "Running" she buttons up in a suit of serious no-nonsense Level III BioSteel armor with a full concealing helmet and even though she has some pain receptor blockers going for her she does not mess around at all - she always errs on the side of evasion, taking cover, and knowing when to jump out of the way. She knows she can't take the same kind of punishment some of her more brawny teammates can and doesn't even try.
PSYCH EVAL
Knockout is a top professional in her field, and she's had a very successful career. And that's how she sees it. For her, Running is not any different than working as a corp exec save that she gets to work for herself instead of a uncaring company. She's been in and out of many a tight place, and by all rights should be dead by now, but she's never lost her edge, never gotten sloppy or cocky or tired and has used her every iota of ability to keep on the cutting edge of the business for a decade. Knockout has accrued a lot of money and gear and has enough to get out of the biz if she wanted to, but the way she sees it she has five or six years left in her and then its retirement to a nice island somewhere to enjoy her early fourties.

Knockout sees herself as the true leader of the current era of LIBRA, though she defers to Sarge's greater combat experience and tactical acumen. But while she'll be the first to admit that he is just outright better than she is at executing the tactical aspects of a Run, she also knows shes better at pretty much every other aspect of leading the team. She's content to let Sarge be the big swinging rooster and isn't above stroking his ego or whatever else to keep things moving smoothly, and she usually gets her way in the end via some indirect or subtle means if she wants to. Meanwhile, she takes care of all the things she is so good at free of interference.
SOUND BITE
"You wouldn't hit a GIRL, would ya?"
PIZZAZ
While she's not remarkable for any particular thing, Knockout is an exceptionally skilled and broadly talented Runner with a decade of experience under her belt. She's done almost 100 Runs of some kind, and at least 20 of those were big deals. She's made enemies of many a MegaCorps and is still walking around to tell of it. With the assistance of her teammates over the years she's avoided hits on her by all sorts of interested parties, including a run in with Fenris. She's a survivor, and very careful to remain so.

Knockout's nervous system was severely injured years ago and she needed cybernetic assitance to repair it and some cybernetic pain receptor blockers to make the "noise" her damaged nervous system was generating bearable. She later had the system overhauled and replaced with a tactical version that gives her enhanced reflexes and also had micro-server joint enhancers installed (a mild form of cybernetic strength boosters).

Knockout is decent at a lot of things; she's a pretty good shot, she's a master of Aikido and can scrap a bit, she can pilot an attack craft and blow stuff up. In this regard she is quite good in the context of a Runner team like LIBRA where she has experts to lean on but can also step up and be useful in a lot of different ways. Her speciality however is in the social arena where her beauty and people skills really shine. Further, over her many years of experience, Knockout has built connections with a lot of different folks in many different walks of life and knows all the right kinds of people to get the stuff Runners need for success. Using her hookups she's almost always able to pull a contract, get gear, offload stuff, and hire talent as needed to make the LIBRA team a well oiled machine.

Knockout is a respectable combat pilot and owns a nasty little military attack craft, a Strahlluft - 101M DragonFly JetCar. It's a stripped down fast attack flyer with few amenities, but its decently armored, slightly stealthy, and packs a fixed mount breach loaded cannon that can put a dent in just about anything. It does require a second person to load the cannon, however. She could theoretically fit 5 people counting herself, but only four comfortably and Hammer is too heavy besides, so the LIBRAN's rarely use it as a transport. However its maneuverability and nasty gun make it useful for many different sorts of missions and Knockout will sometimes take on the role of a Driver if needed even though its not her forte.

All in all, while she is far from as dangerous as some of her teammates in a toe to toe fight, she is extremely capable and her contributions are a very large factor in the continued success of the LIBRA team.
M.O.
ADEPT FACILITATOR

 Knockout  
ORIGIN
The daughter of Terrence Cox, a high ranked MiniWare executive v.p., Barbara wanted for nothing as a child. Well, other than some love and attention from her jet setting dad. But other than that...nothing. In her teens she was quite the debutante and was famous for being famous, her beautiful face and figure gracing the pages of webzines, her love life real or mythical providing grist for digitrazzi, her fashion choices driving the sale of merchadise to wannabes. She was every where. She was perfect.

Then she started having dizzy spells, and even passed out a few times. Going to see a doctor and undergoing a battery of invasive tests the docs eventually determined that she had a rare congenital neurolgical disease and that her nervous system was slowly shutting down. Daddy's billions finally came in handy as more than just a lifestyle accessory; he funded the research and development of a custom cybernetic system to effectively replace or augment Barbara's entire nervous system. After months of work, the system was finished and Barbara underwent surgery. The good news was that when she came to the constant gnawing pain was gone and she suffered no ill effects...physically.

Mentally however was another matter. Even though her implants where completely invisible to the naked eye, she began to imagine that she could see the circuitry beneath her skin...in her eyes, everywhere she looked at herself in the mirror. She got to where she couldn't stand to look at a mirror and was convinced that she was hideous, refusing to pose for pictures any more. Even the sight of her old self in past photos upset her with the feeling of being mocked. Her effects were purely psychosomatic and the doctors said they would go away, but they didn't.

She soon turned to drugs to make herself feel better, even for just a little while. Her habit became increasingly worse, along with a fast tumble from grace. In the end her habit consumed her to the point where she would lose days at a stretch and come to someplace with no idea of how she got there. The tabloids were full of it of course. Huge scandal. Daddy tried to help her but it all came to a head when he tried to physically intervene and actually take away her drugs one night. In a rage Barbara beat him to death. Realizing what she had done afterwards she fled the MiniWare creche compound and took to the streets. The profundity of what she had done gave her the strength to get clean and get her strange compulsive disorder under control but it took a while and it wasn't a pretty trip to get there.

Penniless and on the streets with nothing other than herself to sell and with no other real skills to speak of, Barbara nevertheless managed to get her act together. She used her looks to became a flunky for a Fixer called Fat Turk to manage to feed herself, and incidentally learned the ins and outs of being a Fixer by observation. Later on she had earned enough trust and demonstrated enough confidence for Fat Turk to use her as a liason with some Runner teams, eventually she ended up liasoning with a group called LIBRA, ended up in a relationship with one of its key members called Boone, and was eventually invited to the team to help plan and facilitate missions. She had a fiery relationship with Boone, and also learned a lot from both him and other members of the group; she even learned Aikido from the feared fighter Garett Yi which became a life long passion. Life was good for Barbara, dubbed Knockout by her teammates, and she blossomed into a very capable Runner in her own right. She even earned enough money to get her cyber upgraded to something combat-useful.

Then Boone got whacked on a Run against Yukio that went bad along with Rabbit and Venga. Hasker lost two legs and his...well, you know. Yi and Just Larry managed to escape, but Knockout got captured by a Tripod cop of all things. Tripod negotiated a fat pay off from Yukio to "extradite" her and she was headed for the grave but she managed to use all her wiles on the cop that had nabbed her (he was obviously smitten with her),and escaped against all odds. Her unlikely benefactor joined what was left of LIBRA and soon became infamous under his new handle Shade. Hasker got cybered up and Ran for awhile longer but got blown up on a later mission and this time it took.

Then a new guy called Sarge from out of the Red Legion came on board and quickly started running things, or at least seeming to. Just Larry got popped in the head a few Runs later, and Garret Yi retired a couple more after that. Sarge brought in an old military buddy, a superstrong meta called Hammer, and the group tried out a Hacker called Kpn Krcka for a while but he soon found that field work was not his cup of tea and quit. Short handed again the four extant LIBRAN's agreed to allow a ganger that had been hanging around with them from a few missions back formally join bringing them to five again. Knockout wants to expand up to seven or nine, but Sarge has resisted preferring that they hire on specialized talent when they need it. Knockout is not happy with not having a full time Hacker on board and also thinks the group could benefit from an expert Breaker. However, the groups' reputation as hardcore door-kickers and killers makes it difficult for them to attract most Hackers and Breakers, who tend to be less confrontational sorts. Knockout is also keen on the idea of bringing the gunrunner Redline into the group in some capacity, and has gotten Hammer half talked into it as well.
Character created with Hero Designer (version 2007121308)