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Jax Glider

Jax Glider

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Infiltrator / Mobility Specialist
Helix Corporation

Identity

Animal: Squirrel
Alignment: Anarchist
Disposition: Cocky, playful, makes everything a dare.
Age:
Gender: Male
Weight: 150 lbs
Height: 5ft 0in
Size Level: 8
Level: 4 (4600 XP)

Background & Personality

Jax is the speedster of Beta Team, known for moving unpredictably across the battlefield. He makes everything a competition or a dare, constantly trying to show off his agility. His light-furred frame is built for mobility, allowing him to leap from high points and strike from unexpected angles.

CLASSIFIED SECRET

Envies Alpha’s teamwork; might flip sides if given a real chance.

Vitality

Hit Points: 28
SDC: 60
Armor (AR): 10
Armor SDC: 40

Attributes

AttributeScoreBonus
I.Q. (Intelligence)11+0% to all skills
M.E. (Endurance)12+0 Save vs Psionics
M.A. (Affinity)13+0% Charisma & Trust
P.S. (Strength)20+5 Damage
P.P. (Prowess)18+2 Strike/Parry/Dodge
P.E. (Endurance)15+0% Save vs Coma/Toxin/Magic
P.B. (Beauty)11+0% Charm & Impress
Spd (Speed)1414 squares

Combat Stats

Actions/Attacks per Melee: 3
Initiative: +4
Strike: +3
Parry: +3
Dodge: +5
Roll: +5
Damage: +5
Critical: 20
Abilities:
Roll with Punch/Fall

Weapon Proficiencies

W.P. TypeLevelS/P/D Bonus
W.P. Automatic Pistol4+2 Strike
W.P. Knife4+2 Strike/Parry
W.P. SMG4+2 Strike

Equipment

Twin Helix 9mm Pistols (Damage: 2d6 each)
Tactical Jumpsuit (AR 10, SDC 40)
Combat Knife (Damage: 1d6)
Lockpicking Kit
Grappling Hook and Micro-Cord

Mutant Traits

Mutant Origin: Helix Spliced / Mobility Bio-Engineered
Attribute Bonuses: +4 Spd, +2 P.P.
Hands: Full
Biped: Full
Speech: Full
Looks: None
Natural Weapons: None
Animal Abilities: None

Skills

Professional Skills (%)
Prowl: 75%
This skill helps the character to move with stealth; quietly, slowly and carefully. Base Skill: 46% + 8% per level of experience.
Acrobatics: 70%
Aerial feats of agility and strength, such as walking a tightrope, high wire, trapeze, and stunts performed above the ground. Provides Sense of Balance (60% + 5% per level), Walk Tightrope or High Wire (60% + 5% per level), Climb Rope (80% + 2% per level), and Climbing (40% + 4% per level).
Climbing: 90%
Knowledge of the tools and techniques for climbing up sheer surfaces. Base Skill: 50% + 8% per level of experience. Includes Rappelling (30% + 5% per level).
Gymnastics: 65%
Learning to do falls, rolls, tumbles, cartwheels, and to work on rings and parallel bars. Provides Sense of Balance (50% + 5% per level), Climb Rope (70% + 2% per level), and Climbing (20% + 6% per level).
Amateur Skills (%)
Pick Locks: 50%
The character knows the methods, techniques and tools for picking/opening key, and basic, tumbler type locks. It takes 1D6 melee rounds for each attempt to pick a lock. Base Skill: 35% + 5% per level of experience.
Detect Concealment: 45%
This is a skill which enables the individual to spot and recognize camouflage, tricks, concealed huts, building and vehicles, as well as the ability to construct unobtrusive shelters that blend into the environment. Base Skill: 30% + 5% per level of experience.
First Aid: 40%
Rudimentary medical treatment which includes how to bandage wounds, stop bleeding, administer CPR/artificial respiration, and use antiseptics, and common anti-inflammatory drugs and pain killer. Base Skill: 50% + 5% per level of experience.