Zap Steve Svare 
BIOSIGNS
Val Char Base Points Total Roll Notes
15 STR 10 5 15/23 12- / 14- HTH Damage 3d6/4 1/2d6 END [1]
17 DEX 10 21 17/23 12- / 14- OCV 6/8 DCV 6/8
15 CON 10 10 15 12-
14 BODY 10 8 14 12-
23 INT 10 16 23 14- PER Roll 14-
15 EGO 10 10 15 12- ECV: 5
12 PRE 10 2 12 11- PRE Attack: 2d6
10 COM 10 0 10 11-
7 PD 3 4 7 7 PD (0 rPD)
3 ED 3 0 3 3 ED (0 rED)
4 SPD 2.7 13 4/5 Phases: 3, 6, 9, 12/3, 5, 8, 10, 12
10 REC 6 8 10
36 END 30 3 36
39 STUN 30 9 39
6" Running 6 0 6"/9"
2" Swimming 2 0 2"
6"/3" Leaping 3 0 6"/7 1/2" 109 Total Characteristics Points
PROFILE
FLEET
Type Total
Run (6) 6"/9" [12"/18" NC]
Swim (2) 2" [4" NC]
H. Leap (3") 6"/7 1/2"
V. Leap (2") 3"/4"
CRED
Total earned: 0
Spent: 0
Unspent: 0
Base Points: 125
Disad Points: 100
Total Points: 225
VIS
Hair Color:  Bald/Black
Eye Color:  Brown
Height:  5' 10"
Weight:  176 lbs
Description:
Zap is a well-built black man. He typically shaves his head, and sometimes wears a "soul patch" under his mouth.

When not on runs he tends to dress up a bit, expensive suits and the like, something he feels he missed out on while in the Legion. When on a run, he dons his SpecTec V-IV-V Auger Suit, covering his body in the form-fitting light powered armor, along with specialized goggles he has developed to assist his vision. He also has 2 fast-draw holsters under either arm, with Gyropistols at the ready. A backpack with his "tools" rounds out his work attire.
BAGGAGE
Cost  Disadvantage
0 Normal Characteristic Maxima
5 Phys. Lim.: Slightly Near Sighted (Infrequently, Slightly Impairing)
15 Psychological Limitation: Can't resist mechanical devices (Common, Strong)
10 Psychological Limitation: Likes To Mock/Fool/Annoy The Brass (Common, Moderate)
15 Psychological Limitation: Looks Out For Number One (Common, Strong)
15 Psychological Limitation: Thinks Results Are More Important Then Procedures (Common, Strong)
15 Psychological Limitation: Triggerhappy (Common, Strong)
5 Reputation: Experienced, But Green As A Runner, 11- (Limited Group [Runners])
5 Reputation: Maverick, 11- (Limited Group [Runners])
10 Rivalry: Professional (Other Techies; Rival is More Powerful; Rival is a Group; Seek to Outdo Rival; Rival Unaware of Rivalry)
5 Soc. Lim.: Prior Military Mentality (Frequently, Minor, Not Limiting In Some Cultures)
100 Total Disadvantages Cost

 Zap Steve Svare 
MOVES
OCV: 6/8 DCV: 6/8
Combat Skill Levels:
+1 Overall
+1 with Pistols
+1 with Ranged Combat
+2 with Sparhawk Caseless Autopistol 1
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 7 Current BODY:
Res. Phys. Defense 0 (14)
Energy Defense 3 Current END:
Res. Energy Defense 0 (36)
Mental Defense 0 Current STUN:
Power Defense 0 (39)

 Zap Steve Svare 
METAPOWERS / ENHANCEMENTS / SUPERSKILLS / BIOTECH
Cost  Power END
Superskills
12   1)   Able to repair almost anything:  Healing BODY 2d6, Reduced Endurance (0 END; +1/2), Decreased Re-use Duration (1 Minute; +1 1/4) (55 Active Points); Extra Time (1 Minute, Character May Take No Other Actions, -1 3/4), Inanimate Mechanical / Electronic Objects Only (-1), Requires A Mechanics or Electronics Skill Roll (Variable RSR; -1/4), Concentration (1/2 DCV; -1/4), Requires Appropriate Spare Parts And / Or Tools (-1/4) 0
6   2)   Combat Luck (3 PD/3 ED)
18 Total Powers Cost
EXPERTISE
SKILLS
Cost  Name
10 +1 Overall
3 +1 with Pistols
5 +1 with Ranged Combat
3 Concealment 14-
5 Electronics 15-
3 Fast Draw 12- (14-)
3 Inventor 14-
3 KS: Red Legion History And Traditions (INT-based) 14-
3 KS: Scrounging (INT-based) 14-
3 Lockpicking 12- (14-)
8 Martial Cramming
5 Mechanics 15-
5 Rapid Attack (Ranged)
4 SS: Electrical Engineering & Microelectronics (INT-based) 15-
3 Security Systems 14-
3 Stealth 12- (14-)
1 Streetwise 8-
10 Two-Weapon Fighting (Ranged)
2 WF: Small Arms
82 Total Skills Cost
PERKS
Cost  Name
0 Equipment Points: 116; ADEPT
0 Follower/Contact Points: 24; ADEPT, Vehicle Pool Redistribution (ADEPT)
5 Fringe Benefit: Improved Equipment Availability Military equipment
5 Fringe Benefit: Membership (Red Legion Security), Sergeant
3 Reputation: Red Legion Security Veteran (A large group) 14-, +1/+1d6
13 Total Perks Cost
TALENTS
Cost  Name
3 Absolute Range Sense
3 Total Talents Cost

 Zap Steve Svare 
RESOURCES
Equipment (116/116)
  *  Fast Draw Holster:  +1 with Fast Draw (Extra Holster For Second Gun) (3 Active Points); OIF (-1/2)
Notes: REAL COST: 2 points
Sparhawk Caseless Autopistol
Notes: REAL COST: 18 points
  *  Killing Attack - Ranged 2d6 (vs. PD) (30 Active Points); OAF (-1), STR Minimum 1-5 (STR Min. Cannot Add/Subtract Damage; -3/4), 7 Charges (-1/2), Beam (-1/4), Real Weapon (-1/4) [7]
  *  +2 with Sparhawk Caseless Autopistol 1
  *  Penalty Skill Levels: +2 vs. Range Modifier with a single attack
SpecTec V-IV-V Auger Suit
Notes: REAL COST: 77 points
  *  AugerArmor:  Armor (8 PD/8 ED), Hardened (+1/4) (30 Active Points); OIF (-1/2) 0
  *  AugerDexterity:  +6 DEX (18 Active Points); No Figured Characteristics (-1/2), OIF (-1/2)
  *  AugerSpeed:  +1 SPD (10 Active Points); OIF (-1/2)
  *  Auger Running:  (Total: 15 Active Cost, 10 Real Cost) Running +3" (6"/9" total), Reduced Endurance (0 END; +1/2) (9 Active Points); OIF (-1/2) (Real Cost: 6)
plus
Reduced Endurance (0 END; +1/2); OIF (-1/2) for up to 12 Active Points of Running (6 Active Points) (Real Cost: 6)
0
  *  AugerLeap:  Leaping +3" (6"/7 1/2" forward, 3"/3 1/2" upward), Reduced Endurance (0 END; +1/2) (5 Active Points); OIF (-1/2)
  *  AugerStrength:  (Total: 19 Active Cost, 11 Real Cost) +8 STR, Reduced Endurance (0 END; +1/2) (12 Active Points); No Figured Characteristics (-1/2), OIF (-1/2) (Real Cost: 6)
plus
Reduced Endurance (0 END; +1/2); OIF (-1/2) for up to 15 Active Points of Strength (7 Active Points) (Real Cost: 7)
0
  *  Darkskin:  +2 with Concealment (4 Active Points); OIF (-1/2)
  *  Quietskin:  +2 with Stealth (4 Active Points); OIF (-1/2)
  *  Computer Link (3 Active Points); OIF (-1/2)
  *  Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2) 0
  *  Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-1/2) 0
Auger Suit Goggles Multipower
Notes: REAL COST: 8 points
          Multipower, 10-point reserve, (10 Active Points); all slots OAF (-1)
  *  Ultraviolet Perception (Sight Group) (5 Active Points); OAF (-1) 0
  *  Infrared Perception (Sight Group) (5 Active Points); OAF (-1) 0
  *  Nightvision (5 Active Points); OAF (-1) 0
Specialized Toolkit Multipower
Notes: REAL COST: 11 points
          Multipower, 10-point reserve, (10 Active Points); all slots IAF (-1/2)
  *  Electronics Tools:  +2 with Electronics (4 Active Points); IAF (-1/2)
  *  Microelectronics Toolkit:  +2 with Microelectronics (4 Active Points); IAF (-1/2)
  *  Lockpick Set:  +1 with Lockpicking (2 Active Points); IAF (-1/2)
  *  Mechanics Toolkit:  +2 with Mechanics (4 Active Points); IAF (-1/2)
Vehicles (0/0)
Contacts (24/24)
  *  Equipment Specialist:  Contact: Mr. Parts (Contact has useful Skills or resources, Very Good relationship with Contact) 13-
  *  Contact: Chaz (Contact has useful Skills or resources, Good relationship with Contact) 12-
  *  Old Military Buddies:  Contact: Old Military Buddies (Contact has useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (12 Active Points) 11-

 Zap Steve Svare 
BI-OPS
APPEARANCE
Height: 5' 10" Hair: Bald/Black
Weight: 176 lbs Eyes: Brown
Zap is a well-built black man. He typically shaves his head, and sometimes wears a "soul patch" under his mouth.

When not on runs he tends to dress up a bit, expensive suits and the like, something he feels he missed out on while in the Legion. When on a run, he dons his SpecTec V-IV-V Auger Suit, covering his body in the form-fitting light powered armor, along with specialized goggles he has developed to assist his vision. He also has 2 fast-draw holsters under either arm, with Gyropistols at the ready. A backpack with his "tools" rounds out his work attire.
PSYCH EVAL
Zap is a bit of a loner, preferring to spend his down time working out, and fiddling with all manner of mechanical devices. He secretly harbors a desire to go into business for himself as a specialty inventor for Runners with special requirements, but hasn't found the motivation yet.

Zap tends to act like his specialist background trumps other considerations on a job, and after years of having to follow orders, now that he's a "free man" he does not like being told what to do. He shows no remorse when doing the dirty work on a Run, but has been known to get sidetracked over cool gear he can scrounge. Nevertheless he's made a reputation as a Runner you want around when you need some deadly firepower, and especially when things break.

Those who remember him from his Legionnaire days usually recall his shooting ability as an aside, but its his wrench skillz they will invariably identify him with. Because even in a crack elite group like the Red Legion where the best are the very best, his ability to keep gear functioning even in the middle of a firestorm that really stood out. It's that skill and notoriety that gets him hired as a Runner nine times out of ten, but its his ability to contribute to the bottom line of a Run that gets him rehired. He's not riding on his rep alone, in other words. He talks the talk, then proceeds directly to walking the walk.

People have joked behind his back that he cares more about devices than people but that's really not true. It's just that gizmos can be fixed, while most people are irreversably broken.
SOUND BITE
"You broke it again? Give it here."
PIZZAZ
Zap is an all around useful fellow to have around on a Run, able to chip in to both the "action" and the "set up" phases, not to mention on the lam where his skill at keeping important equipment serviceable is of key use.

Zap never goes anywhere without his tools and is a very skilled "combat engineer". If a team can provide him with a spare minute he can kitbash a piece of gear on the fritz back into serviceable condition even in the depths of a target corps' most security riddled enclave. He's also good at mechanical and electronic locks, allowing him to kind of fill in as a Slicer in an absolute pinch, though that is by no means his forte'.

In addition to his other talents, when the situation demands it Zap is also an excellent shot, sporting twin Gyropistols. What they lack in damage he makes up for with accuracy and dual weilding. He packs a lethal punch with his guns, and sometimes that alone is enough for him to pull contracts.

Though he's normally a friendly and easy going gearhead, when push comes to shove he shows no remorse when people are in the way of a smooth Run.

Zap is completely unaugmented, thus far eshewing BodyTech of all forms. He's all too familiar with the many ways mechanics and electronics can break down to be in any hurry to embed such devices into his own body, and BioWare has always been too expensive for him due to him providing for both himself and his mother. Now that his mother has passed and he's making good money, perhaps...
M.O.
Adept Shooter/Patcher

 Zap Steve Svare 
ORIGIN
Reggie Turner was born in 2008 to a middle-class family in Los Angeles. He enjoyed most of the perks of an average childhood for the times, with private schooling paid for by his father's company, the now world spanning but then struggling genetics firm Zionetix. His family life was stable, although his father was gone quite frequently due to his career with Zionetix as a research scientist and R&D team leader. Reggie excelled in sciences and anything mechanical.

Seemingly destined to have a content life ahead of him amongst the semi-elite, and possibly a career as a scientist at a corporation ramping up into the big leagues at the time, Reggie's life was shattered when his father was gunned down in an industrial espionage Run gone wrong.

While Zionetix lost critical data, and had to close some regional offices. Reggie and his mother quickly lost their privileges amongst the middle class. Reggie had no intention of going to public school, and knowing that he had to support his mother he cashed in the last favors he had from his old life and got an interview with the Red Legion Security Services. Not surprisingly, though he lacked anything in the way of military skills and was a bit sheltered, his mechanical aptitude and above average intelligence and education won him a provisional contract.

Soon Reggie was (unexpectedly) proving himself quite proficient with all manner of projectile equipment, and also refining his natural talent for fixing or modding all things mechanical. He rose quickly through the ranks, traveling the world over on various assignments, and acquiring the nickname Zap in reference to an incident with a shorted security lock that Reggie "does not want to talk about", but which is sure to be related in humorous detail around beers whenever he hangs with his old compadres.

Though typical of military / para-military service he did many things, was in many units, and wore many hats during his tours, Reggies primary roles was as part of crack "Direct Action" teams, which is a pretty much exact parrallel to the idea of a Runner team, just done in a military style and otherwise basically identical. As per Legion SOP, to allow him to hang with the boosted, augmented, and genetically advantaged folks that he frequently worked with on such teams Reggie was issued a custom fitted power armor suit, which was kept current as technology improved over the years.

After 10 years in the Legion, Reggie thought he would definitely be a career man, but again life had a way of intruding on his plans. While on assignment in Indonesia on a security detail, Reggie got word that his mother had died. Torn between leaving his company, and attending her funeral, he decided to stay on the job. Months went by, and the guilt ate at him. Finally he had had enough. He exercised an early out retirement option his meritorious service had earned him despite overtures from the Legion offering a promotion and a extention bonus if he stayed on. He was going to be his own man for once, even if just for a while. He needed more control over his own routine while he came to grips with himself. Typical mid-life crisis fare.

Reggie was given the usual Red Legion option to buy out his own kit and take it with him which he exercised. In addition to his matched pair of Gyropistols he bought out his most recent armor, a SpecTec Auger suit. Not the best or most feature rich suit he ever had while in, it has the advantage of being easy to power and maintain on a budget and is profiled for stealth missions, which Reggie figured would come in handy as a Runner.

His parting from the Legion was completely amicable and due to retiring he still has a relationship with the firm, can append "SGT, Ret." to the end of his name if he likes, and more importantly can always reapply to get picked up active again if he wants, assuming nothing too drastic changes with his life status.

As Zap Reggie has used his skills from his years in the Legion, as well as his natural abilities, to make a name for himself in the world of Runners in the SanSan region, particularly SanRico and SanAngelos. So far he's found that the life suits him. He still gets to travel a bit and is doing basically the same kind of work as he did before and getting to make his own decisions into the bargain. Life has been good for Reggie lately.

Unfortunately for him Reggie has not yet realized that the life of a Runner can be just as demanding and regimented as that of a Legionnaire, if not worse in its own way. He's been lucky enough to enter into the trade at an elevated level, skipping all of the dirty, uber-dangerous, High Risk Low Reward crap that most Runners cut their teeth on, and has walked from one ideal Run to the next since getting out. He's never had to develop a lot of the basics that more typical Runners live and breathe just to stay alive, and he's not 100% adjusted to the idea that his teammates might not have his back in a pinch since a situation that might test that theory hasnt come up yet.

That kind of a graced existance can't last forever.
Character created with Hero Designer (version 2007121308)