Real name: Vincent Barcus, goes by Locke when out in the field<br/>Age: 19<br/>Gender: Male<br/>Weight: 156 lbs<br/>Height: 5'11"<br/><br/>PCC: Zapper<br/>OCC: Special Forces<br/>Alignment: Scrupulous, loyal to the CS<br/>Experience/Level: 1st<br/>HP 23   Sdc: 39    I.S.P. 111     P.P.E.: 5<br/>IQ 14   ME 21   MA 20   PS 18   PP 19   PE 21   PB 10   Spd 20<br/><br/>HtH combat:<br/># Attacks: 3<br/>Damage+3   Strike+3   Parry+4   Dodge+4   Roll+4<br/>Leap:   Knock-out:   Stun:   Critical:   Death:   Initiative: +2<br/>Saving throws:<br/>Lethal poison: 14 or higher, +3   Non-lethal poison: 16 or higher, +3  Harmful drugs 15 or higher, +3<br/>Insanity: 12 or higher: +3  Psionics: 10 or higher, +3  Magic spell 12 or higher, +3:  Ritual 16 or higher, +3<br/>Horror Factor: +6    Possession: +1   60% to invoke trust   Coma/Death: +12%<br/><br/>Armour: T-11 Enhanced Body Armour<br/>MDC: 100  Weight: 40lbs  Prowl: -5% penalty  Speed: +6 to P.S., +10 to SPD, +10 feet to leaps, +10% to climb and reduces fatigue by 50%<br/><br/>Skills:<br/>Communications:                                               Pilot Related<br/>Radio: Basic: 60%                                              Navigation: 50%<br/>Radio: Scramblers: 45%                                      Read Sensory Equipment: 40%<br/>Electronic Countermeasures: 40%                      Rogue<br/>Electrical                                                            Robot Mechanics: 35%<br/>Basic Electronics: 55%                                        Streetwise: 36%<br/>Computer Repair: 40%                                     Science<br/>Electrical Engineer: 45%                                    Mathematics: Basic: 65%<br/>Espionage                                                         Mathematics: Advanced: 50%<br/>Detect Concealment: 40%                               Technical<br/>Wilderness Survival: 45%                                    Computer Operations: 55%<br/>Mechanical                                                        Computer Programming: 45%<br/>Locksmith: 45%                                                Language: American: 98%<br/>Mechanical Engineer: 40%                                  Language: Techno-can: 70%<br/>Weapons Engineer: 40%                                    Literacy: 45%<br/>Military                                                              Lore: Demon/Monsters: 35%<br/>Camouflage: 35%                                           W.P.<br/>Military Etiquette: 50%                                       Blunt<br/>Physical                                                             Chain<br/>Body Building                                                   Knife<br/>Boxing                                                            Automatic & Semi-Automatic Rifles<br/>Climbing: 55%                                                  Energy Pistol<br/>Running                                                          Energy Rifle<br/>Pilot<br/>Hover craft: 60%<br/>Horsemanship: 40%<br/>Robots and Power Armour: 66%<br/>Robot Combat Elite: Special Forces SAMAS<br/><br/>Secondary skills:<br/>Parachuting: 40%<br/>Trap Construction: 20%<br/>Trap/Mine Detection: 20%<br/>Military: Fortitication: 30%<br/>Sniper<br/>Tracking: 25%<br/>Lore: Magic: 25%<br/><br/>OCC abilities and powers:<br/>Impervious to Electricity: natural ability, no cost<br/>Sense Electricity: Range: 100 feet +10 feet per level, two minute duration, cost two I.S.P.<br/>Electrical Aura & Radiate Electricity: range: self, duration: two minutes per level, I.S.P. cost: 5,<br/>damage: 6d6 S.D.C. per strike<br/>2d6 S.D.C. Static Discharge: knock out systems for 1d4 minutes<br/>2d6 M.D.C. energy bolt added to normal attack strength, cost additional 8 ISP lasts one<br/>melee round per level, maximum range 30 feet.  Damage increases to 4d6 MDC at lay lines,<br/>6d6 at nexus points.  Range triples at lay lines and quadruples at nexus points.<br/>Electricity Absorption: drain energy to make mechines temporarily useless, reduce power<br/>level/power by one degree/ 8% per level, or rechage self: 1d6 MD makes self negates<br/>fatigue, every 2d6 MD restores 1d6 hp or 2d6 SDC.  Range: touch or 20 feet per level.<br/>Duration: varies: instant or 10 minutes per level.  Cost: 4 per activation.<br/>Electrokinesis (double normal range), Telekinesos (super), Telekinetic Force Field, Telekinetic Acceleration Attack, Telekinetic Punch, Brain Scan, Neuro-Touch and Neuro-Strike.<br/>Equipment:<br/>Choice of energy rifle and side arm plus four extra e-clips for each, four explosive grenades, two smoke grenades, two flares, survival knife, RMK robot medical kit, IRMSS system, utility belt, air filter & gas mask, canten and food rations for weeks.  Any other equipment up to GM discression.<br/>Weapons:<br/>weapon                                aim/bur    rate          rng          clip                                           damage<br/>Wilk's 557 VFALR Chameleon      +1         standard   2000 ft    long e-clip, 51 single or 17 burst    2d6 or 6d6 M.D.<br/>weapon                                aim/bur    rate          rng          clip                                           damage<br/>Cp-30Laser Pulse Pistol               +1         standard   600ft       21/7 per short clip, 30/10 per long  2d4 or 4d6 M.D.<br/>weapon    str/thr     rad      prry      --      damage<br/>Vibro Knife  +1                                       1d6 MD