Name: Archetype:

Call Sign: Race:

Nationality: Age:

Rank: Sex:

Agency: Size:

Vision: Height:

Nature: Weight:

Demeanor: Eyes:

Cash Carried: Hair:

Cash Stored: Skin:

Attributes

Body: Charisma:

Agility: Intuition:

Reaction: Logic:

Strength: Willpower:

Inherent Limitations

Mental [(Logic x 2) + Intuition + Willpower]/3

Physical [(Strength x 2) + Body + Reaction]/3

Social [(Charisma x 2) + Willpower + Essence]/3

Calculated Values

Initiative (REA+INT):

Composure {CHA + WIL):

Judge Intentions (CHA + INT):

Lifting/Carrying (BOD + STR):

Memory (LOG + WIL):

Defend (REA+INT):

Heritage [c 0]

Magic: None Walk Speed: 10m

Edge: 1 Run Speed: 25m

Current Edge: O Swim Speed: 0

Essence: 6 Climb Speed: 0

Contacts Loyalty Connection

Active Skills b [36/5] Rank ATT Total

Perception [INT]

Knowledge Skills Rank ATT Total

Karma

Karma Currently Available:

Karma Spent:

Karma Total:

Street Cred:

Notoriety:

Public Awareness:

Date Earned Karma Spent

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Karma Awards

Situation Karma

Surviving the Mission 2*

Group Completes All Objectives 2*

Group Completes Most Objectives 1*

Overall Adventure Challenge Variable

Regaling Edge

[I will be using some Hollywood Terms]

Situation Edge Regained

Acting within your Nature All

Acting within your Demeanor 1

Saving multiple Extras at risk to self All

Saving a Principle Player at risk to self 1


Damage Track

Stun 10 OOO OOO OOO O

-1 -2

Physical 10 OOO OOO OOO O

  Physical Damage Overflow [4]: OOOO

Armor Armor With Body

Lined Coat/Armored Vest 9

Combat

Initiative (REA+INT):

Defend (REA+INT):

Block (REA+INT + Unarmed) [-5 Initiative]:

Dodge (REA+INT + Gymnastics) [-5 Initiative]:

Parry (REA+INT + (Melee) [-5 Initiative]:

N  Blades

N  Clubs

Full Defence (REA + INT + Will) [-10 Initiative]:

Walk Speed: AGLx2 Run Speed: AGL x4

Sprint Speed (Running+ STR} {+2m per Hit}

Melee Combat

Weapon Dice ACC Dam Pen Reach

Unarmed Strike 8d6 PHY +0S 0 0

Club 8d6 4 +3P - 1

Combat Knife 8d6 6 +2P -3 0

Ranged Combat

Weapon Dice ACC Dam Pen ROF Mag

Colt M1911A1 9d 4 [5] 7P -1 SA 7c

·  Silver 9d 4 [5] 7P +1

Recoil Compensation: 3 [5]

Range: 12/24/48/96

Weapon Dice ACC Dam Pen ROF Mag

Sig-Saur 226 9d 6 [7] 7P -1 SA 13c

Recoil Compensation: 3 [5]

Range: 12/24/48/96

Weapon Dice ACC Dam Pen ROF Mag

Taser 9d 5 9P (e) -5 SA 4ml

Range: 10m

Weapon Dice ACC Dam Pen ROF Mag

M4 Carbine d6 5 [6] 9P -2 SA 30c

·  Burst d6 5 [6] 9P -2 [3]

·  Full Auto d6 5 [6] 9P -2 [10]

·  Suppressive d6

Recoil Compensation: 3 [5]

Range: 12/24/48/96

Positive Qualities [21]

Negative Qualities

Nature & Demeanor


Basic Kit

UNIT Field Glasses: These are modified Shooting Glasses, compleat with Flair Compensation.

Flashlight: You have a either a basic Pen Flashlight or a Multi-Cell MAG Light ©. The MAG Light © counts as a club in Melee.

NEST Colt: In concealed shoulder holster loaded with 1x 7 round magazine of Silver Ammunition.

®  2x 7 round Magazines of Silver Ammunition

SIG 228: In Quickdraw holster laded with 1x 13 round Magazine of Standard Ammunition.

®  2x 13 round Magazines of Standard Ammunition.

Taser: In Tactical Quickdraw holster loaded with 1x 4 shot magazine

®  2x 4 shot Magazines

Knives: You have 2-5 knives on you. They count as with Knives, Combat Knives.

Crash Kit

NEST Colt Ammunition

o  10x 7 round Magazines of Standard Ammo [1.0] [1.0]

Sig-Saur Ammunition

o  10x 13 round Magazines of Standard Ammo [1.0] [2.0]

M-4 Carbine: Loaded 1x 30 round Magazine of Standard Ammunition

o  8x 30 round Magazines of Standard Ammo [2.0] [4.0]

Camel-Back [5lt]: This backpacking system holds 5 liter bladder of water. It has tube that can be used to drink from the bladder without having to get to it.

Filtration Canteen: A Filtration Canteen can filter 1 Liter of Water per hour from normal water.

Gas Mask [Rating-6]: A respirator is a filtering device worn over the mouth and nose that protects against inhalation-vector toxins (Using Toxic Substances, p. 254). The respirator adds its ratings to toxin resistance tests.

Goggles: Blowing sand and intense sunlight are threats that any desert traveler needs to take seriously. These goggles protect the eyes from flying grit and bright sunlight and eliminate glare modifiers.

MRE (Meal, Ready to Eat) {3 Days}: Although other armies have their own variants. Over the years, prepackaged rations of this type have become rare and are highly prized for their light weight, ease of preparation (they are precooked), and long storage life.

Personal Medkit [Rating-2 OO]: The Medkit includes drug supplies, bandages, and tools, to handle most typical medical emergencies (including fractures, gunshot wounds, chemical wounds, and poisoning, as well as offering advice for the treating of shock, handling blood loss, and of course performing resuscitations). The Medkit’s rating adds to the dice pool of all First Aid Tests, and replaces the character’s skill if the character doesn’t possess the skill (Medkits and Autodocs, p. 253). It must be refilled regularly (usually after every mission, Gamemaster’s discretion).

Spare Clothing {x3}: These include boots, socks, undergarments, gloves, and so on.

Basic Load [Physical]

I am trying to keep the encumbrance rules simple. Each character can carry a basic load plus armor with out encumbrance weapons are not included in this. The maximum number of weapons you can carry at one time is 6 not including Hold-Out Weapons.

This is:

o  One Long Arm [Assault Rifle, Shotgun, SMG, Sword, ect.] in your hands.

o  One Long Arm [Assault Rifle, Shotgun, SMG, Sword, ect.] on your back.

o  One Pistol plus two Magazines for them on each hip.

o  Two Pistols plus two Magazines for them in Shoulder Holsters.

o  8 Grenades

o  A Grenadier Vest Holds 40x 40mm Grenades, but haves your number of Magazines Carried [Round Down]

Each Character can also carry Body + Strength of Extra Magazines of extra Ammunition. The Ammunition/Magazine/Drum/Belt in the Weapon does not count towards this limitation.

Extra Ammunition:

o  1 Grenade counts as 0.50

o  10 rounds of Loose Pistol Ammunition counts as 0.10

o  10 rounds of Loose Rifle Ammunition counts as 0.25

o  10 rounds of Loose Heavy Ammunition [12 Gage or .50 Cal] counts as 0.50

o  Pistol Magazines count as 0.10

o  Small or Stick round Magazine count as 0.25

o  Large or Box Magazines count as 0.50

o  Small Drums Count as 1.0

o  Large Drums and Small 100 round Belts count as 2.0

o  X-Large Drums and Large 200 Round Belts count as 3.0

NEST Colt: Left Shoulder Holster with 1x 7 round Magazine of Standard Ammunition

o  2x 7 round Magazines of Silver Ammunition


Personal Defense Weapons

Colt M1911A1 [NEST Colt]: This is basically a refurbished WWII Era Colt M1911A1. It comes standard with a Concealed Holster 1 clip of Silver Ammunition and 2 Clips of Silver Ammo, all in a Cherry Wood Box suitable for Framing. You also get a spare box of 50 rounds of Silver Ammunition

Type: Semi-Automatic Pistol

Caliber .45 ACP

Weight: 1.5kg

Magazine Weight: 0.3kg

ACC: 4

Damage 7P

AP -1

Mode SA

RC -

Con +0

Ammo 7c {Pistol Magazine}

Range: 12/24/48/96

Options: Laser Sight [Bottom], Silencer [barrel]

SIG-Sauer P228: The Standard pistol of a lot of Government Agencies. It is a well constructed weapon that looks like you could hang Dry-Wall with. This is the Default UNIT Personal Weapon

Type: Semi-Automatic Pistol

Caliber .45 ACP

Weight: 1.25kg

Magazine Weight: 0.5kg

ACC: 6

Damage 7P

AP -1

Mode SA

RC -

Con +0

Ammo 13c {Pistol Magazine}

Range: 12/24/48/96

Options: Laser Sight [Bottom], Silencer [barrel]

Taser: Tasers deliver an electric charge that inflicts Electricity Damage to incapacitate a target. Tasers are resisted with half Impact armor (round up). Use the Pistols skill when firing a Taser.

It may be used as a Stand alone Weapon or attacked to any Lower Rail System. It can be fitted with a laser sight.

Type: Taser Weight:

Magazine Weight: 1kg ACC: 5

Damage 9S (e) AP -5

Mode SS Con +10

Ammo: 4ml Range: 10m

Electricity Damage: A wide variety of nonlethal weapons are designed to incapacitate targets with electrical shock attacks, including stun batons, Tasers, Cyberware shock hands, and similar electrically charged weapons. These weapons rely on a contact discharge of electricity rather than kinetic energy. Spells and critter powers such as Lightning Bolt and Energy Aura cause similar effects. Electrical damage is treated as Stun or Physical damage depending on the source and/or target. The Non-conductivity armor upgrade (p. 438) adds its full rating to the Armor value. The Gamemaster can also decide which (if any) other factors may modify the target’s damage, such as extra conductivity for a character covered in water.

An Electricity attack that does damage can stun and incapacitate the target as well, though if there is no damage, there is no secondary effect at all. Secondary effects for characters injured by Electricity damage include a –1 dice pool penalty on all actions and Defense Tests, but not Damage Resistance Tests, for 1 Combat Turn and an immediate Initiative Score reduction of 5. The dice pool penalty and Initiative Score reduction do not accumulate with multiple attacks, but the length of the penalty is extended by 1 Combat Turn for each successful damaging attack while a character is affected. If the character’s Initiative Score is reduced to 0 or below, they lose their last action. If they have no Initiative Score left the reduction comes on the start of the next Combat Turn.

Electronic equipment and drones can also be affected by Electricity damage. They never suffer Stun damage so Electricity damage is Physical when used against electronics and drones. They resist damage as usual and suffer a secondary effect if they take even a single box of damage.

The secondary effect for electronics and drones damaged by Electricity damage is shorting out or overloading. In game terms this is reflected as secondary Matrix damage equal to half the Physical damage rounded down.

Vehicles can be damaged by Electricity attacks but do not suffer any secondary effects. Specific systems of vehicles can be targeted by a Called Shots (p. 195).

M-4 Carbine System: The M4 Carbine System is based on the M16 rifles that can be fitted with five rails [2 Top, 1 Bottom & 2 Sides] for personal customization.

One of the most common weapon of both NEST and UNIT Teams. For NEST Teams this is the Standard Issue Weapon for the field. For UNIT Teams it is usually found in the Armory of and UNIT Field Investigation Van.

The M4 can also use the .50 Beowulf, .300 Whisper and M6 receivers. Comes Standard with Internal Gas Vent-3 and Rigid Stock.

This is the Default Rifle for both NEST and UNIT

Other Models: M16, AR-15, HK M416, HK G33, HK G36, Galil, L85

Type: Assault Rifle

Caliber 5.56mm NATO [.223 Remington]

Weight: 2.00kg

Magazine Weight: 0.5kg/0.75kg/1.0kg

ACC: 5

Damage 9P

AP -2

Mode SA/FB/FA

RC 3 [4]

Con +6

Ammo:

o  20 Round {Small Magazine}

o  30Round {Large Magazine}

Range: 50/100/200/400

Options:

·  Bi-Pod [Lower Rail]

·  Carrying Handle

·  Flashlight [Rail]

·  Forgrip [Lower Rail]

·  Gas Vent-3 [Barrel]

·  Heavy Barrel

·  Imaging Scope [Upper Rail]

·  Laser Sight [Rail]

·  Long Barrel [Range: 55/110/220/440]

·  Lowlight Optics [Upper Rail]

·  Multi-Optics Imaging Scope [Upper Rail-2]

·  Red Dot System

·  Short Barrel [40/80/160/320]

·  Sling

·  Suppressor [barrel]

·  Telescoping Stock

·  Thermographic Optics [Upper Rail]

·  Under Barrel Weight

·  Very Long Barrel [60/120/240/480]

·  Very Short Barrel [30/60/120/240]

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