Tamashii Character Sheet

Name: HAZMAT
Player: JonH
Role: Technical

Black rat humanoid
Height: 4'8"
Mass: 70 lbs.
Sex: Male

STATS:			Cost
==================================================
Body			1	6
Mind			1	9
Soul			1	6
ACV [(B+M+S)/3]			7
DCV [ACV-2]			5
Health [(B+S)x5]+10(DH!)	70
Energy [(M+S)x5]		75
Total: 21

ATTRIBUTES
===================================================
Normal			Cost:7	Levels
======
Damn Healthy!		1	1
Highly Skilled		2	2
Mechanical Genius	4	4

Special			Cost:6	Levels	Specialties
=======
Heightened Senses	2	2	Scent, Hearing
Jumping			1	1
Natural Weapons		1	1	Teeth
Special Movement	1	1	Balance
Speed			1	1
Total: 34

SKILLS			Cost	Levels	Specialties
===================================================
Acrobatics		4	1	Climbing
Computers		5	1	Intrusion/Security
Cooking			1	1	Fast Food
Driving			3	1	Small Trucks
Electronics		8	2	Computers
Gun Combat		5	1	Pistols
Linguistics		6	3	English, German, Russian, Japanese, Combat Sign Language
Mechanics		6	2	Automotive
Medical			4	1	Emergency
Navigation		2	1	Urban
Piloting		3	1	Vectored Thrust Vehicle
Stealth			4	1	
Total: 51

DEFECTS		Points
===================================================
Marked		-2
Owned by Corp	-2

CYBERSYSTEMS
===================================================
Body Modifications

Biomonitor: This implant monitors all important vital functions and
includes a small display on the body showing the readouts. If accessible
to a medic by sight, description, or through an interface jack, he can
more easily attend to the cyborg's injuries. This gives a medic a -1
bonus to all medical rolls involving the cyborg.

Integral Computer: This is the equivalent of having a high-end laptop
computer built into a body cavity, surrounded by an inert polymer
shell. It requires a bionic eye with optical readout to be really useful;
counts as Special Equipment Level 3.

Sense Organs

Bionic Eye: A normal bionic eye provides no additional benefits, but
can be used as a reason to buy off a previous Sensory Impairment Defect.

	Infravision: The eye can pick up and detect various levels of
	heat, allowing for a degree of nightvision and other potential
	uses. It halves darkness penalties and may provide bonuses
	in other environments. However, a sudden flash of heat acts
	as a Flare attack, unless the eyes have been enhanced with
	Polarization, above.

	Night Sight: The eye projects and picks up on UV light. This
	allows perfect night vision with no darkness penalties. However,
	any UV detector will pinpoint the character's eyes glowing
	brightly. Anyone using such a detector or a UV scope gains a -2
	bonus to hit the character using this feature.

	Video Reception: The cybereye can pick up television and
	holovision signals and display them straight to the optic
	nerve. This does not include an audio pickup.

Bionic Ear: Similar to a bionic eye, a base model simply allows normal
human hearing and costs no points, but can be used to buy off a Sensory
Impairment Defect.

	Radio Reception: The cyberear can pick up radio signals and
	transmit them directly to the audio nerve. Weak signals may need
	an antenna of some sort for reception.

	Volume Cutout: The cyberear automatically shuts off potentially
	damaging noise before it hurts the nerves of the ear. This grants
	Special Equipment Level 1, giving a -5 bonus to resisting audio
	Flare attacks.

Other Senses

Radar: The cyborg has a network of microtransmitters and receivers
providing a full radar picture around the cyborg. This is the Sensors
Attribute Level 1.

Communications

Broadcast: The cyborg possesses a full radio transmitter, allowing
broadcasts on any frequency.

Cellular Link: The cyborg possesses an internal cellular phone, with
the voice being transmitted directly to the audio nerves and responses
being made either normally or sub-vocally.

Remote Datalink: This is a broad-band high-frequency computer link and
can allow the cyborg to connect to any standard neural or data interface
without physical plugs, provided it has a transmitter. This is purchased
as Special Equipment Level 2, with a 100 meter range.

Mental Implants

Chip Slots (6): 'Chips' are computer programs that can be run through a
neural socket to provide information, alter the mind, or do any number
of things by working directly through the nervous system. Each chip slot
counts as a separate Feature and a character may only have a number
of slots total equal to their Mind. Each chip has a separate cost,
as listed below.

Interface Jack: A neural-interface jack allows the user to send and
receive information with a piece of hardware that has been modified to
accept an interface, anything from a TV to a cyberdeck. This is done
through a fiber-optic cable from the skull socket to the equipment's
jack-in port. This allows direct mental control of the equipment, giving
a +2 bonus to use the gear. This counts as Special Equipment Level 1.

Chips

Attribute Chip: Some mental Attributes can be encoded onto a chip
for use. The cost is the same as purchasing the Attribute. Mechanical
genius +1.

Math Chip: This chip acts like a complete mental calculator capable of
all scientific functions, as well as a math processor that can aid in
higher math functions. It grants a -1 bonus in any situation difficult
math is involved.

Occupational Chips: These are special 'package chips' that include a
variety of other chip options on one chip, all slanted for use in a
specific possession. It may include Skills, Attributes, and Defects
as needed to fill the roll. The cost is based on the total options
included. -1 Situation Bonus to ALL Drive/Pilot Skills.