Todai  
BIOSIGNS
Val Char Base Points Total Roll Notes
23 STR 10 3 23 14- HTH Damage 4 1/2d6 END [0]
26 DEX 10 18 26 14- OCV 9 DCV 9
18 CON 10 16 18 13-
15 BODY 10 10 15 12-
10 INT 10 0 10 11- PER Roll 11-/15-
14 EGO 10 8 14 12- ECV: 5
15 PRE 10 5 15 12- PRE Attack: 3d6
12 COM 10 1 12 11-
4 PD 3 1 4 4 PD (0 rPD)
4 ED 4 0 4 4 ED (0 rED)
5 SPD 2.6 4 5 Phases: 3, 5, 8, 10, 12
8 REC 7 2 8
36 END 36 0 36
35 STUN 31 4 35
7" Running 6 2 7"
2" Swimming 2 0 2"
4 1/2"/2" Leaping 5 0 4 1/2" 74 Total Characteristics Points
PROFILE
FLEET
Type Total
Run (6) 7" [14" NC]
Swim (2) 2" [4" NC]
H. Leap (5") 4 1/2"
V. Leap (2") 2"
CRED
Total earned: 0
Spent: 0
Unspent: 0
Base Points: 125
Disad Points: 165
Total Points: 290
VIS
Hair Color:  Black
Eye Color:  Black
Height:  5' 9"
Weight:  210 lbs
Description:
Todai is an entirely average looking man of Japanese descent. He has a world weary but stubborn mein and a certain stoicism that suggests he'll get the job done, out of sheer grit if nothing else. He dresses nondescriptly in "pajamas" as some occidentals call them, simple linen, silk, or polyfiber outfits of unimpressive cut and appearance. And in this also his general attitude indicates he just doesn't care; clothes are clothes. Though he is heavily cybered, all of his upgrades are cosmetically hidden, though his eyes do glow red when he sees into the IR spectrum, so unless he's been damaged he looks entirely normal and physically unremarkable. This makes it all the more startling when he kicks his overtwitched reflexes into gear and moves with blazing alacrity. He used to have a full set of dazling Yakuza tattoos but he had them surgically removed years ago.
BAGGAGE
Cost  Disadvantage
5 Starting Vehicle Resource Pool Sell Back
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. Todai has failed one such roll at the Visibly Enhanced levels.
0
1) Psychological Limitation: Fears Losing More Body Parts And Becoming More Cybernetic (Common, Moderate, Custom Adder)
Missing Body Parts
10
1) Distinctive Features: Cybernetically Enhanced (Concealable; Always Noticed and Causes Major Reaction; Detectable By Virtually Everyone; 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.
25
2) Physical Limitation: No Arms (All the Time, Fully Impairing)
25
3) Physical Limitation: No Eyes (All the Time, Fully Impairing)
Personal Issues
20
1) Enraged: Children Harmed (Uncommon), go 11-, recover 8-
10
2) Hot Wired (Susceptibility): EMP 2d6 damage Instant (Uncommon)
10
3) Hunted: Yakuza 8- (Mo Pow, Group, Watching)
15
4) Psychological Limitation: Code of Honor -- Warrior Code (Common, Strong)
15
5) Psychological Limitation: Taciturn (Common, Strong)
15
6) Reputation: Wired, 11- (Extreme)
10
7) Rivalry: Professional (With Other Scrappers), Rival is As Powerful, Rival is a Group, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry
5
8) Soc. Lim.: Walked Away From Yakuza Family -- Disowned By Family (Occasionally, Major, Not Limiting In Some Cultures)
0 Normal Characteristic Maxima
165 Total Disadvantages Cost

 Todai  
MOVES
OCV: 9 DCV: 9
Combat Skill Levels:
+2 with All Combat; Restrainable (by EMP; -1/4)
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 4 Current BODY:
Res. Phys. Defense 0 (15)
Energy Defense 4 Current END:
Res. Energy Defense 0 (36)
Mental Defense 0 Current STUN:
Power Defense 0 (35)

 Todai  
METAPOWERS / ENHANCEMENTS / SUPERSKILLS / BIOTECH
Cost  Power END
CyberEyes
20   1)   Cyber Eyes:  Blind Offset (25 Active Points); IIF (CyberEyes; -1/4) 0
3   2)   IR Filter:  Infrared Perception (Sight Group) (5 Active Points); Visible (-1/4), IIF (CyberEyes; -1/4) 0
6   3)   Optics:  +4 PER with Sight Group (8 Active Points); IIF (CyberEyes; -1/4) 0
4   4)   Polarizing Filter:  Sight Group Flash Defense (5 points) (5 Active Points); IIF (CyberEyes; -1/4) 0
Computer Assisted Targeting
13   1)   +2 with All Combat; Restrainable (by EMP; -1/4)
5   2)   Penalty Skill Levels: +2 vs. Range Modifier with All Attacks (6 Active Points); Restrainable (by EMP; -1/4)
5   3)   Penalty Skill Levels: +2 vs. Hit Location modifiers with All Attacks (6 Active Points); Restrainable (by EMP; -1/4)
CyberArms
20   1)   CyberArms:  No Arms Offset (25 Active Points); IIF Durable (-1/4) 0
8   2)   Strong:  +10 STR, Reduced Endurance (0 END; +1/2) (15 Active Points); No Figured Characteristics (-1/2), IIF Durable (-1/4)
7   3)   Strong Grip:  Clinging (normal STR) (10 Active Points); Cannot Resist Knockback (-1/4), IIF Durable (-1/4) 0
Misc Cybernetics
17   1)   Tweaked Reflexes:  +10 DEX (30 Active Points); No Figured Characteristics (-1/2), Restrainable (by EMP; -1/4)
16   2)   Overtwitched:  +2 SPD (20 Active Points); Restrainable (by EMP; -1/4)
3   3)   Cybernetic Reserves & Filters:  Life Support (Eating: Character only has to eat once per week; Extended Breathing: 1 END per Minute) 0
6   4)   Tireless:  Reduced Endurance (0 END; +1/2) (6 Active Points) applied to STR
12   5)   Dermal Plating:  Armor (8 PD/8 ED), Hardened (+1/4) (30 Active Points); Hit Locations 10-13 (-1 1/2) 0
Reenforced Skeleton
2   1)   Heavy:  Knockback Resistance -1" 0
7   2)   Metal Skeleton:  +5 BODY, Only Applied To Appropriate Damage (Severing) (+0) (10 Active Points); No Figured Characteristics (-1/2)
4   3)   Metal Skeleton:  Armor (1 PD/1 ED), Hardened (+1/4) (4 Active Points) 0
7   4)   Skull Plate:  Armor (6 PD/6 ED), Hardened (+1/4) (22 Active Points); Locations (3-5) (-2 1/4) 0
15   5)   Weighted Body Parts:  Hand-To-Hand Attack +3d6, Reduced Endurance (0 END; +1/2) (22 Active Points); Hand-To-Hand Attack (-1/2) 0
180 Total Powers Cost
EXPERTISE
SKILLS
Cost  Name
Runner
2
1) KS: Yakuza 11-
2
2) CK: San-San 11-
4
3) Language: Japanese (idiomatic; literate)
2
4) PS: Runner 11-
3
5) Streetwise 12-
2
6) Survival (Urban) 11-
3
7) Fast Load (Firearms) 14-
5
8) WF: Assault Rifles/LMGs, Gauss Guns, Handguns, Liquid-Propellant Rifles, Missile Guns, Polymer Guns, Rifles, Rocket Pistols, Rocket Rifles, Shotguns, Small Arms, Sonic Stunners, Submachine Guns, Thrown Grenades, Tranquilizer Dart Guns, Off Hand, Blades, Clubs, Fist-Loads, General Purpose/Heavy Machine Guns, Unarmed Combat
23 Total Skills Cost
PERKS
Cost  Name
5 Fringe Benefit: Improved Equipment Availability Military equipment
4 Reputation: Skilled Scrapper (A medium-sized group) 14-, +2/+2d6
2 Follower/Contact Points: 10
2 Money: Well Off
13 Total Perks Cost

 Todai  
RESOURCES
Equipment Pool (58/60)
  *  Caltrop Grenades:  Change Environment 1" radius, +5 Points of Damage, Long-Lasting 1 Hour (35 Active Points); 3 Charges (-1 1/4), OAF (Grenade; -1), Only When In Contact With The Ground (-1/4), Can Be Missile Deflected (-1/4), Range Based On STR (-1/4)
Notes: Real Cost: 9 points
[3]
  *  Phone:  High Range Radio Perception (Radio Group), +2 to PER Roll, Concealed (-2 with High Range Radio Perception PER Rolls), Discriminatory (21 Active Points); Personal Calls Only (-2), OAF (Phone; -1)
Notes: Real Cost: 5 points
0
Corelli Mako (Heavy Automatic Pistol)
  *  Corelli Mako:  Killing Attack - Ranged 3d6-1 (vs. PD), AP (+1/2) (60 Active Points); STR Min 18+ Cannot Add Damage (-1 1/2), OAF (-1), Beam (-1/4), Real Weapon (-1/4), 12 Charges (-1/4)
Notes: Real Cost: 14 points
[12]
Gallo MPCS-450 (Multi-purpose Combat Shotgun) Multipower
Notes: Real Cost: 17 points
          Multipower, 45-point reserve, (45 Active Points); 1/2 Phase Action Or Fast Load Skill Roll To Load Each Cartridge (Charge) (-1/2); all slots STR Minimum 15 (STR Min. Cannot Add/Subtract Damage; -1 1/4), OAF (-1), Required Hands Two-Handed (-1/2), Real Weapon (-1/4)
  *  Buckshot:  RKA 2d6 (vs. PD), 15 Charges (+0), AOE (One Hex; +1/2) (45 Active Points); STR Minimum 15 (STR Min. Cannot Add/Subtract Damage; -1 1/4), OAF (-1), Required Hands Two-Handed (-1/2), Real Weapon (-1/4) [15]
  *  Scatter Shot:  RKA 2d6 (vs. PD), Explosion (Cone; -1 DC/2"; +1/2) (45 Active Points); STR Minimum 15 (STR Min. Cannot Add/Subtract Damage; -1 1/4), OAF (-1), No Range (-1/2), Required Hands Two-Handed (-1/2), 12 Charges (-1/4), Real Weapon (-1/4) [12]
  *  Slug:  RKA 2d6+1 (vs. PD), +1 Increased STUN Multiplier (+1/4) (44 Active Points); STR Minimum 15 (STR Min. Cannot Add/Subtract Damage; -1 1/4), OAF (-1), Required Hands Two-Handed (-1/2), 12 Charges (-1/4), Real Weapon (-1/4) [12]
  *  Flashbang Shell:  Sight and Hearing Groups Flash 5d6, Explosion (+1/2) (45 Active Points); STR Minimum 15 (STR Min. Cannot Add/Subtract Damage; -1 1/4), OAF (-1), 8 Charges (-1/2), Required Hands Two-Handed (-1/2), Real Weapon (-1/4) [8]
  *  Frag Shell:  RKA 2d6 (vs. ED), 16 Charges (+0), Explosion (+1/2) (45 Active Points); STR Minimum 15 (STR Min. Cannot Add/Subtract Damage; -1 1/4), OAF (-1), Required Hands Two-Handed (-1/2), Real Weapon (-1/4) [16]
  *  Smoke Cartridge:  Darkness to Sight Group 2" radius, 12 Continuing Charges lasting 5 Minutes each (+3/4) (35 Active Points); STR Minimum 15 (STR Min. Cannot Add/Subtract Damage; -1 1/4), OAF (-1), Required Hands Two-Handed (-1/2), Real Weapon (-1/4) [12 cc]
  *  Hardened Combat Stock with Inertial Magnifier:  HA +6d6, Reduced Endurance (0 END; +1/2) (45 Active Points); STR Minimum 15 (STR Min. Cannot Add/Subtract Damage; -1 1/4), OAF (-1), HA (-1/2), Required Hands Two-Handed (-1/2), Real Weapon (-1/4) 0
Fuchi-Karawa Rattler Machine Pistol
Notes: Real Cost: 13 points
  *  Machine Pistol:  Killing Attack - Ranged 2d6 (vs. PD), 32 Charges (+1/4), Autofire (3 shots; +1/4) (45 Active Points); OAF (-1), STR Min 14 Cannot Add Damage (-1), Beam (-1/4), Real Weapon (-1/4) [32]
Vehicle Pool (0/0)
Notes: Sold back 10 starting vehicle points for 5 points to buy more BodyTech with, per Amper starting option.
Contact Pool (10/10)
  *  Contact: Unger (Fixer) (Contact has useful Skills or resources, Very Good relationship with Contact) 11-
  *  Contact: Fixer du jour (Contact has useful Skills or resources) 11-
  *  Contact: Redline (Gunrunner) (Contact has useful Skills or resources) 8-

 Todai  
BI-OPS
APPEARANCE
Height: 5' 9" Hair: Black
Weight: 210 lbs Eyes: Black
Todai is an entirely average looking man of Japanese descent. He has a world weary but stubborn mein and a certain stoicism that suggests he'll get the job done, out of sheer grit if nothing else. He dresses nondescriptly in "pajamas" as some occidentals call them, simple linen, silk, or polyfiber outfits of unimpressive cut and appearance. And in this also his general attitude indicates he just doesn't care; clothes are clothes. Though he is heavily cybered, all of his upgrades are cosmetically hidden, though his eyes do glow red when he sees into the IR spectrum, so unless he's been damaged he looks entirely normal and physically unremarkable. This makes it all the more startling when he kicks his overtwitched reflexes into gear and moves with blazing alacrity. He used to have a full set of dazling Yakuza tattoos but he had them surgically removed years ago.
PSYCH EVAL
Todai is a professional, and he approaches Running in a very practical workman-like fashion. His lack of drama and quiet resolve to get the job done makes him extremely popular with Fixers and Facilitators alike and he never has problems getting work.
SOUND BITE
"A true warrior is not afraid to look their enemy in the eye and give them respect. And then kill them, of course."
PIZZAZ
Todai is a very capable close-in scrapper. Adept with shotguns and pistols and with highly revved up reaction times he is blindingly quick and dangerously accurate. Equipped with wired reflexes that were state of the art 10 years ago, he's still very competitive with most newly minted razorboys thanks to his skill and experience. Todai also has a Computer Assisted Targetting CAC, Cybernetic arms and eyes, and some dermal plating. Todai's cyber is not shielded and is vulnerable to EMP's, and like many with older wired reflexes his nervous system is directly coupled to the augments causing him to take feedback damage from EMP's as well. He has the money to have at least some of his cyber upgraded to sheilded versions but thus far has avoided doing so since it would cut heavily into his retirement nest egg.

In addition to his very respectable cyber augs, Todai is also very well equipped and likes to pack a lot of heat. He favors a breach loaded combat shotgun with a broad mix of shells, for both utility and lethality. He also packs a machine pistol for those times when a little suppressing fire seems to be in order, and a nasty heavy automatic pistol. He also, as a rule, carries some kind of grenades when on a job; he prefers the sort that cause confusion or otherwise buy time such as concussion, smoke, or caltrop grenades.

In combat he prefers to engage enemies at about 60 to a 100 feet, and he likes to deliberately either shoot high or low depending on whether his intent is to kill or to disable (he takes no penalty for declaring a high or low shot thanks to his CAC).
M.O.
AMPER SCRAPPER

 Todai  
ORIGIN
Morinagu Todai was born to a Yakuza family active in northern San San, to a midranked rengo oyabun, Morinagu Jomei. Raised to someday take his father's place, Todai was deliberately honed into a dangerous and capable killer, a man to instill the proper fear and respect in the kumi-in and marks. Training and cybernetic upgrades were gifted to him by his proud but stern father. However, despite his priveleged position Todai took no joy in his role, and pursued his lot in life with a dutiful attention to expectations rather than joy or enthusiasm. Unlike his father, who was as heartless and pragmatically merciless as they come, Todai was graced (or cursed) with a strong moral core and was secretly disgusted by many of the things the family business took part in and which he himself was forced to dirty himself with on occasion. In his heart the seed of discontent took root and started to grow.

Finally, his father ordered him to see to the murder of a rival oyabun's family including several small children and Todai reached his breaking point. He refused to be party to the murder of innocent children and his father in a rage disowned him and ordered him to depart. Todai was surprised his father didn't have him killed for his disobedience (which is what he had expected), and far from being dismayed by exile he happily took to his heels and moved to more southerly climes and made a new life for himself as a Runner. Jomei, for his part, later and secretly regretted his outburst of temper which cost him his only son, but Yakuza honor basically forbids him to lose face by admitting he was wrong, so for the last eight years the status quo has held. So long as Todai keeps his distance his father will pretend like he doesn't exist publically. However, Jomei secretly keeps an eye on his son and takes some limited pride in his successes as a Runner.

For his part, Todai finds Running to be only somewhat better than being a Yakuza razorboy, but on the other hand he doesn't have to answer to anyone and can follow what his own heart tells him. And besides, its not like he could get a job as an accountant or something; thanks to his father all he knows how to do is kill stuff and be scary. Unlike many Runners though, Todai is definitely eager to clock out and find a quiet place to retire to before he hits his 50's. Towards that end he is very economical with his money, squirreling away every tenth credit he can spare into low yeild long term and very secure investments. He keeps his augs and his gear serviced regularly, but otherwise eats, dresses, and lives frugally.

Due to his professional attitude and lack of bs, Todai is a favorite for Fixers and he always has relationships with multiple Fixers at any given time. In particular he has had a very successful relationship with a Fixer named Unger for the last 8 years and gets a good deal of work from him.
Character created with Hero Designer (version 2007121308)