| 30 |
Cybernetic Right Arm:
Multipower, 60-point reserve, (60 Active Points); all slots Extra Time (Full Phase to Change Slots, -1/2), Cyberware Cybernetics, Components Are Very Difficult to Repair or Replace (-1/2)
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| 2u |
1)
Flamer:
Killing Attack - Ranged 2d6, Area Of Effect (7" Cone; +1) (60 Active Points); 6 Charges (-3/4), No Range (-1/2), Extra Time (Full Phase to Change Slots, -1/2), Cyberware Cybernetics, Components Are Very Difficult to Repair or Replace (-1/2), No Knockback (-1/4)
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| 2u |
2)
Grenade Launcher:
Killing Attack - Ranged 1 1/2d6, Explosion (-1 DC/2"; +3/4) (44 Active Points); 8 Charges (-1/2), Extra Time (Full Phase to Change Slots, -1/2), Cyberware Cybernetics, Components Are Very Difficult to Repair or Replace (-1/2)
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| 3u |
3)
Miniature Submachine Gun:
Killing Attack - Ranged 2d6, Autofire (3 shots; +1/4), 32 Charges (+1/4), Penetrating (+1/2) (60 Active Points); Extra Time (Full Phase to Change Slots, -1/2), Cyberware Cybernetics, Components Are Very Difficult to Repair or Replace (-1/2)
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| 3u |
4)
Titanium Claws:
Killing Attack - Hand-To-Hand 2d6 (3d6 w/STR), Reduced Endurance (0 END; +1/2), Armor Piercing (+1/2) (60 Active Points); Extra Time (Full Phase to Change Slots, -1/2), Cyberware Cybernetics, Components Are Very Difficult to Repair or Replace (-1/2)
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| 1u |
5)
Titanium Fist:
Hand-To-Hand Attack +4d6, Reduced Endurance (0 END; +1/2) (30 Active Points); Hand-To-Hand Attack (-1/2), Extra Time (Full Phase to Change Slots, -1/2), Cyberware Cybernetics, Components Are Very Difficult to Repair or Replace (-1/2)
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| 6 |
Alert:
+2 PER with all Sense Groups
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| 8 |
Athletic Training I:
Running +4" (10" total)
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1 |
| 2 |
Athletic Training II:
Swimming +2" (4" total)
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1 |
| 14 |
Body Armor:
Armor (8 PD/8 ED) (24 Active Points); OIF (-1/2), Real Armor (-1/4)
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| 3 |
Mental Conditioning:
Mental Defense (5 points total)
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| 3 |
Mask I:
Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2)
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| 7 |
Mask II:
Life Support (Self-Contained Breathing) (10 Active Points); OIF (-1/2)
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| 3 |
Mask III:
Nightvision (5 Active Points); OIF (-1/2)
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| 14 |
Regeneration:
Healing 2d6, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (40 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), Self Only (-1/2)
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9
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+3 with Commando Training |
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3
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Analyze: Combat 12- |
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3
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Computer Programming 12- |
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3
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Electronics 12- |
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3
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Disguise 12- |
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0
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Everyman Skills |
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AK: Astrakhan, Russia 11-
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Acting 8-
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Climbing 8-
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Concealment 8-
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Conversation 8-
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Deduction 8-
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Language: Russian (Idiomatic, native accent)
[Notes: Native Language] |
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PS: Mercenary 11-
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Paramedics 8-
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Persuasion 8-
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Shadowing 8-
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Stealth 8-
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TF: Small Motorized Ground Vehicles
[Notes: Custom Mod is Everyman Skill] |
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2
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Gambling (Card Games) 12- |
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7
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Interrogation 15- |
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3
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Language: English (completely fluent) |
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3
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Lockpicking 13- |
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3
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Mechanics 12- |
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11
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Military Package |
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Breakfall 11-
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Climbing 11-
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Demolitions 11-
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KS: Customs and History of the Spetzna 11-
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KS: Drill and Ceremony 11-
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KS: Military Lifestyle 12-
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Navigation (Orienteering) 12-
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PS: Soldier 12-
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Paramedic 11-
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Psychological Limitation: Patriotic Regarding Homeland
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Stealth 11-
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WF: Blades
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WF: Small Arms
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WF: Thrown Grenades
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2
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SS: Cybernetics 11- |
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3
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Security Systems 12- |
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3
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Shadowing 12- |
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-4
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Spetzna Training Package |
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+1 with Small Arms
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Breakfall 13-
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Climbing 13-
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Demolitions 12-
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Interrogation 11-
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KS: Military Intelligence 12-
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KS: Military Counter-Intelligence 12-
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Navigation (Orienteering) 12-
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Psychological Limitation: Doesn't Scare Easily
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Psychological Limitation: Elite Attitude
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Social Limitation: Sees Any Strangers as A Potential Opponent
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Stealth 13-
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Survival (Desert, Temperate/Subtropical Forests) 12-
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TF: Parachuting, Basic
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TF: Small Motorized Boats
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Tracking 12-
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3
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Streetwise 13- |
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3
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Tactics 12- |
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4
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Weaponsmith (Firearms, Incendiary Weapons, Missiles & Rockets) 12- |
| 5 |
Distinctive Features: Cybernetic Right Arm
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| 20 |
Hunted: Europol 8-
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| 20 |
Hunted: Russian Dawn 8-
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| 10 |
Monitored: Russian Organizatsiya 8-
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| 15 |
Psychological Limitation: Antagonistic And Mean
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| 15 |
Psychological Limitation: Mercenary Mentality
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| 15 |
Psychological Limitation: Ruthless
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| 10 |
Reputation: Rogue GRU Agent, 11-
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| 15 |
Rivalry: Professional, Other Mercenaries
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| 15 |
Social Limitation: Secret Identity
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| 5 |
Social Limitation: Smoker
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| 5 |
Vulnerability: 1 1/2 x STUN Electrical Attacks
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| 8 |
Experience Points |
Stenka Timofeyevitch Razin was a Spetzna commando during the Soviet invasion of Afghanistan under the command of Major Alexi Ivanov. Ivanov's commandos were known for their lightning like attacks that often caught their enemies completely off guard. Stenka was the heavy weapons operator, and always carried the heaviest and most dangerous weapons. Even though the commandos were causing massive damage, the Soviets were slowly loosing to the mujaheddin. On their last mission the commandos were to take out a warlord near Kandahar, but unfortunately they were betrayed by a rival Spetzna commander and the commandos walked into an ambush. Screaming mujaheddin fighters attacked with wild abandon. Stenka and the others fought back valiantly but it was a loosing cause. Major Ivanov and Stenka were the only ones to survive the ambush, all the other were killed. It was just by pure chance that a Soviet gunboat spotted them and effected a rescue. Stenka was seriously wounded. Very little remained of his right arm, and his whole right side had been ravaged by scrapnel. Doctors eventually amputated the limb, and a desperate bid to save his live injected Stenka with an experimental chemical provided by the GRU that was said to increase a bodies ability to heal itself. Miraculously the drug worked, and Stenka's body quickly healed itself, except for the arm. However, Stenka was officially listed as killed in action. In a drug induced coma, Stenka was driven deep into Sibera and taken to a place only known as Depot 9. The depot was a secret GRU facility for the testing of new weapons for the army. At the time the scientists had made great advances in cybernetics, and had designed a cybernetic arm that could mold itself into different sorts of weapons from simple clawed hands to a miniature machine gun. The scientists were excited to have a volunteer like Stenka to work with.The operation to graft the new arm on was quite painful, but a liberal dosing of their new drugs helped out some. Stenka's body was able to incorporate the drug into his system and now his body actually heals itself faster than a normal human could.Stenka was to stay at Depot 9 for several years training in the use of his arm. The GRU trained him well, possibly too well. Stenka was to be their ultimate solider, but one loyal to the GRU.Stenka was provided with an armored costume, a mask, and a mission. GRU sent Stenka into Europe, where he executed several rogue Soviet agents, and a few western agents as well. The GRU code named their assassin GRUber, even though Stenka really wasn't an Uber.Stenka performed his duties for years, but eventually his masters grew lax, and Stenka started taking side jobs for the Russian Mob. For them he usually killed off rival mob bosses and upstart lieutenants. Stenka grew fairly wealthy on these contracts.Stenka broke with the GRU when the Soviet Union crashed. There was so much chaos at the time, so it was easy for GRUber to slip his lease. He never really did feel much loyalty to the GRU any way. GRUber has since made of career of being a hired criminal mercenary. He still has contact with the GRU and will do jobs for them, but GRUber has gone freelance. |