Redline Killer Shrike 
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
10 CON 10 0 10 11-
10 BODY 10 0 10 11-
13 INT 10 3 13 12- PER Roll 12-/13-
10 EGO 10 0 10 11- ECV: 3
15 PRE 10 5 15 12- PRE Attack: 3d6
14 COM 10 2 14 12-
3 PD 2 1 3 3 PD (0 rPD)
3 ED 2 1 3 3 ED (0 rED)
3 SPD 2.4 6 3 Phases: 4, 8, 12
8 REC 4 8 8
30 END 20 5 30
20 STUN 20 0 20
6" Running 6 0 6"
2" Swimming 2 0 2"
2"/1" Leaping 2 0 2" 43 Total Characteristics Points
Type Total
Run (6) 6" [12" NC]
Swim (2) 2" [4" NC]
H. Leap (2") 2"
V. Leap (1") 1"
Teleport 10" [20" NC]
Total earned: 0
Spent: 0
Unspent: 0
Base Points: 125
Disad Points: 100
Total Points: 225
Hair Color:  Auburn
Eye Color:  Black
Height:  5' 9"
Weight:  125 lbs
Redline is a waifish disaffected looking young woman with a startling bright red tattoo across her eyes. She dresses provocatively or at least skimpily, but has a rather scrawny and average physique that would benefit from a little more flattering attire. She probably even knows this and just doesn't care.
Cost  Disadvantage
10 DF: Redline Tattoo on Face (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
10 Distinctive Features: Meta (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Technology)
20 Hunted: BioCorps 8- (Mo Pow, NCI, Capture)
0 Normal Characteristic Maxima
10 Psych. Lim.: Agoraphobia (Common, Moderate)
20 Psych. Lim.: Disaffected & Paranoid (Very Common, Strong)
10 Reputation: Easily Spooked, 11-
15 Rivalry: Professional (Other Gunrunners; Rival is More Powerful; Rival is a Group; Seek to Compete; Rival Aware of Rivalry)
5 Soc. Lim.: Smoker (Frequently, Minor, Not Limiting In Some Cultures)
100 Total Disadvantages Cost

 Redline Killer Shrike 
OCV: 5 DCV: 5
Combat Skill Levels:
+1 Overall
+3 vs Range Modifier with Seahawk Heavy Caseless Autopistol
+3 with Seahawk Heavy Caseless Autopistol
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
Flying Dodge 1/2 -- +4 Dodge All Attacks, Abort; FMove
Defensive Block 1/2 +1 +3 Block, Abort
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10
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.
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  
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 (20)

 Redline Killer Shrike 
Cost  Power END
Dematerialization Elemental Control
24 Elemental Control, 60-point powers, (30 Active Points); all slots Must Pass Through Intervening Space (-1/4)
21   1)   Personal Teleportation:  Teleportation 10", x2 Increased Mass, Safe Blind Teleport (+1/4), Variable Advantage (+3/4 Advantages; Limited Group of Advantages (MegaScale 100km, MegaScale 1km + 0 END, MegaScale 10km + 1/2 END, 0 END + Position Shift); +1 1/4) (62 Active Points); Only On Self And Personal Equipment (-1/4), Must Pass Through Intervening Space (-1/4)
Notes: Redline is dematerialized while using this ability, but is visible as a red streak moving amazingly fast along the entire distance she travels. A clear path at least large enough to fit a golfball must exist between her and her location, but it doesn't have to be along a straight line, as many detours as are necessary can be taken up to her total maximum teleport distance.
30   2)   Fetch From Armory:  Summon 32 125-point Gear, Reduced Endurance (1/2 END; +1/4), Expanded Class of Beings Limited Group (Gear; +1/2), Slavishly Devoted (+1) (137 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), Only From Personal Armory (-1/2), Must Be Within 100km (-1/2), Must Pass Through Intervening Space (-1/4)
Notes: Redline can summon anything from her Armory list to herself as long as it is within 100km (approx 60 miles), and a clear path at least large enough to fit a golfball exists between her and the item. Once she has the item she can use it normally, distribute it to someone else, or whatever. The item does not "fade away" or otherwise dissipate -- its the actual item and its actually been translocated to her. She cannot send the item back. She must be familiar with the item and have handled it so as to attune herself to it; thus she can only use this ability on items on her armory list, not items belonging to others. Items being moved in this fashion are dematerialzed in transit, but are visible as a red streak moving extremely fast along the entire distance moved.
75 Total Powers Cost
Cost  Name
10 +1 Overall
3 Concealment 12-
3 Jack of All Trades
1) PS: Appraise Gear Market Value (INT-based) (3 Active Points) 12-
2) PS: Runner (INT-based) (3 Active Points) 12-
3) PS: Supplier (INT-based) (3 Active Points) 12-
3 KS: Guns (INT-based) 12-
3 Persuasion 12-
3 Stealth 12-
3 Streetwise 12-
4 Survival (Underground, Urban) 12-
3 Trading 12-
3 Traveler
1) AK: Central Valley & Inland Empire (2 Active Points) 11-
2) AK: San-San Rapid Transit Tunnels / Underground (INT-based) (3 Active Points) 12-
3) CK: San-San (INT-based) (3 Active Points) 12-
2 WF: Small Arms
51 Total Skills Cost
Cost  Name
10 Fringe Benefit: Improved Equipment Availability Advanced Equipment
4 Money: Wealthy (9 Active Points); Only For Starting Armory (-1)
9 Equipment Points: 77
11 Vehicle/Base Points: 33
7 Follower/Contact Points: 20
2 Reputation: Top-notch Supplier / Gunrunner (A medium-sized group) 11-, +2/+2d6
3 Well-Connected
46 Total Perks Cost
Cost  Maneuver
Non-combatant Survival Skills
1) Flying Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove
2) Defensive Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort
10 Total Fighting Skills Cost

 Redline Killer Shrike 
Bases (20 / 20)
  *  Boltholes (x4)
Contact Pool (20/20)
  *  Contact: Beckett (Contact has useful Skills or resources, Good relationship with Contact) (5 Active Points) 12-
  *  Contact: Hammer (Contact has useful Skills or resources, Very Good relationship with Contact) (5 Active Points) 11-
  *  Contact: Knockout (Contact has useful Skills or resources, Good relationship with Contact) (4 Active Points) 11-
  *  Contact: Todai (Contact has useful Skills or resources) (2 Active Points) 8-
  *  Contact: Various Customers (Contact has useful Skills or resources), Group Contact (x3) (9 Active Points) 11-
Vehicles (12/13)
  *  Street Van
Notes: Real Cost: 12 points
Equipment Pool (40/77)
  *  Secure Earbud Phone w/ Boosted Signal:  High Range Radio Perception (Radio Group), +6 to PER Roll, Concealed (-15 with High Range Radio Perception PER Rolls), Discriminatory (38 Active Points); Personal Calls Only (-2), IIF (Phone; -1/4)
Notes: Real Cost: 12 points
Yoshi Contact Lenses
Notes: Real Cost: 10 points
  *  Polarized Filter:  Sight Group Flash Defense (5 points) (5 Active Points); IIF (Contact Lenses; -1/4)
Notes: Real Cost: 4 points
  *  +1 PER with Sight Group; IIF (Contact Lenses; -1/4)
Notes: Real Cost: 2 points
  *  Amplification Filter:  Nightvision (5 Active Points); IIF (Contact Lenses; -1/4)
Notes: Real Cost: 4 points
Gallo Seahawk Heavy Caseless Autopistol
Notes: Military, 19,000 creds, Real Cost: 18 points
  *  +3 vs Range Modifier with Seahawk Heavy Caseless Autopistol
  *  +3 with Seahawk Heavy Caseless Autopistol
  *  Seahawk Heavy Caseless Autopistol:  Killing Attack - Ranged 3d6 (vs. PD) (45 Active Points); OAF (-1), STR Minimum 10 (STR Min. Cannot Add/Subtract Damage; -3/4), 5 Charges (-3/4), Beam (-1/4), Real Weapon (-1/4) [5]
Notes: 10 million credits worth of Gear

 Redline Killer Shrike 
Height: 5' 9" Hair: Auburn
Weight: 125 lbs Eyes: Black
Redline is a waifish disaffected looking young woman with a startling bright red tattoo across her eyes. She dresses provocatively or at least skimpily, but has a rather scrawny and average physique that would benefit from a little more flattering attire. She probably even knows this and just doesn't care.
Despite her success, Redline still retains a deep paranoia due to repeated attempts by BioCorps to capture her and does work via introductions and referrals only, never with complete strangers. And if anything smells fishy about a meet or a deal, she bails first and asks questions later.

Her years of living underground have also left her with a mild but increasingly strong fear of open spaces. Her seperation from friends, family, and a normal above-ground existence have also left her disaffected and unconcerned about above-ground life.

Redline picked up the habit of smoking from her crusty old mentor Garret Yi, and the expense of finding cigs to feed her old-timey habit is her main personal luxury.
"It's top of the line and priced to enough dickering around, you either want it at this price or you don't..."
Redline is a Meta with the impressive ability to dematerialize herself and inanimate objects to accomplish a form of teleportation. She is able to transport herself vast distances, and also to teleport her possessions to herself though her range for this ability is only approximately 60 miles. In both cases either herself or items she is moving are visible in transit along their route as a red streak moving at extremely high speed and this is the origin of her streetname. Redline needs an open channel with a girth of at least a golfball between points A and B for her teleportation, though any number of detours can be made to accomplish this requirement.

Redline uses this ability to excellent effect as a gunrunner, allowing her to keep her inventory safe and still close deals. She also takes work from time to time as a Runner, providing access to her vast arsenal, and functioning as a sort of Patcher in the field -- instead of repairing a busted gun she just teleports an equivalent weapon from her arsenal to replace it. Redline owns a street van that she usually doesn't use, leaving it in storage, but can load it up with inventory if she needs to and park it within 60 miles of where she plans to be so that she can pull gear from it.

In addition to her superhuman abilities, Redline also has an excellent knowledge of the technical specifications of firearms, and is a shrewd judge of fair market value and a canny barterer. She's also sneaky and knows how to survive on the street and in the underground. She's well connected, and has numerous sources allowing her access to all the best hardware. She's a useful person to know.

Redline usually weilds a brand spanking new Gallo Seahawk Heavy Pistol both because she likes the fact that its a heavy hitter she's actually strong enough to weild and because she has a crate of them and is both an advocate of it and trying to move the pieces for a tidy profit. She also uses a very expensive high-security earbud phone that has a signal booster allowing good reception even underground so long as she doesn't go too deep, and is heavily shielded and encrypted. Redline refuses to use a PDA of any sort as she believes (correctly) that it could be used to track her location; also Garret Yi was a big believer in never writing anything potentially incriminating down and he passed that habit on to his protege.

Otherwise Redline relies on her ability to "fetch" whatever gear she needs when she needs it. She rarely wears armor but owns a suit of composite body armor she can summon if she needs it. She owns a lot of gear (her armory is extensive), and the inventory shifts regularly as she makes sales and acquires new stock. Her specialty is guns, but she has a smattering of other gadgets of use to Runners.

Redline knows the San-San underground very well and always has three or four boltholes, hidden gear stashes, and safe areas scoped out and prepped. She has been on the run from BioCorps for over half a decade and knows the value of somewhere to hide out when necessary. Often her hidey holes are only reachable via her teleportation, without knocking down walls or removing machinery.

If being used as an NPC, assume that Redline has at least one of any type of firearm or gear available in her Armory using the following chart; however she never has gear that weighs more than around 400 lbs because she can't move it with her power:
Rare Runner Gear: 8-
Uncommon Runner Gear: 9-
Common Runner Gear: 10-
Advanced Military: 11-
Military: 12-
Enforcement: 13-
Street: 14-

 Redline Killer Shrike 
Nancy had a relatively normal youth in a humble but stable blue collar neighboorhood in Old Fresno, but when her powers manifested in her teens she found herself a target for BioCorps agents. Apparantly they knew she was different and had her under observation somehow (Project: PREDATOR), but when they made their move to acquire her she used her newfound teleportation powers to escape and went underground into the transit tunnels. She evaded capture for weeks, and after a series of misadventures came under the tutelage of a gruff old retired Runner called Garret Yi living in the underground as well.

Garret was once part of the premiere and long standing Runner team known as LIBRA, and had prices on his head from many MegaCorps; when Nancy accidentally led a pack of BioCorps agents into a series of side tunnels where Garret happened to be hiding out at the time he just assumed they were after him and took steps to neutralize the threat. After the confusion got sorted out Garret felt pity on the lost young girl and took her under his wing.

To supplement his retirement, such as it was, Garret had entered the gunrunning trade and used his contacts among Runners to excellent effect, and put his new young charge to work assisting him in this endeavor. Under Garret's expert tutelage she developed an excellent knowledge of firearms, met all the right people, and learned how to be a gunrunner catering to Runners and other operators. Through Garret she also formed useful relationships with current Librans Knockout and Hammer.

During this time Nancy also learned how to master her Meta powers of teleportation, and her ability to move inventory around served her and Garret's business venture well. She picked up the streetname Redline due to the visible signature of her abilities, and liking it better than Nancy she began using it almost exclusively.

Garret's cyber-ticker finally gave out on him and he passed away last year leaving Redline inheritor to a small but successful trade. She has continued to grow the business in his absence, and is building up a good reputation as a reliable gun supplier. She has also participated in a few Runs with the Librans when they needed close-in gear support and the infusion of fast money has made Redline open to pursuing more such opportunities in the future. Redline also has developed a crush on Hammer and fancies the big, gallant Boomer though she doesn't exactly know how to make that clear to him.
Character created with Hero Designer (version 2007121308)