Protects an Exec in dangerous situations.
Cover Jobs: Escort, Personal Trainer
Skills
Athletics (4), Drive (1), Endurance (4), Evasion (4), Handgun (6), Influence (2), Martial Arts (6), Medicine (2), Perception (2), Tactics (4)
Components
Brawling (5), Interrogation (2), Karate (1), Land Vehicles (1), Paramedics (2)
Attacks
- VH Pistol ( 4d6 ; +11 to hit)
- Brawling ( 2d6) ; +12 to hit; RoF 2)
- Strong Punch( 2d6) ; +12 to hit; RoF 2; Ignore ½ SP but no ablation)
- Armor Breaking (After both Melee and Marial Arts strikes on the same target on the same turn, DV17 RFLX + Martial Arts (Karate) to ablate 1 more)
- Bone Breaking ( 2d6) ; +4 to hit; RoF 1; Cause Cracked Ribs)
- Improvised Weapon (+1 damage; Martial Arts (Brawling) to throw)
Cyberware
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- Cyberaudio Suite
- Installed invisibly in the inner skull. You can only have one Cyberaudio Suite installed.
Full: Cyberaudio Suite
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- Homing Tracer
- Able to follow a linked tracer up to 2 km away. Comes with a linked button-sized tracer. Replacement or additional tracers are €$50 (costly) each.
Full: Homing Tracer
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- Internal Agent
- Performs exactly like an Agent, but is placed along the spine. It can connect to other installed cyberware to be more efficent. A cyberaudio suite (instead of an external earpiece), a cybereye (providing visuals without an external screen), or a neural link (to give mental instead of sub-vocalized commands). Cyberware that provides the user with informaiton can optionally also feed that directly to the agent.
Full: Internal Agent
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- Enhanced Antibodies
- After being stabilized, the user regains BODY×2 HP per day of rest or very light activity instead of the normal rate.
Full: Enhanced Antibodies
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- Subdermal Armor
- Users skin has SP11 (Doesn’t stack with other armor) that ablates. It heals 1 SP per day of rest.
Full: Subdermal Armor
Equipment
Basic VH Pistol ammunition ×50