Stenka Timofeyevitch Razin
Cost Characteristic Value Roll Notes
15 STR 25 14- Lift: 800.0kg; HTH: 5d6; END: [2]
30 DEX 20 13- OCV: 7  DCV: 7
30 CON 25 14-
6 BODY 13 12-
3 INT 13 12- PER Roll: 14-
0 EGO 10 11- ECV: 3; Mental Defense: 5
8 PRE 18 13- PRE Attack: 3 1/2d6
0 COM 10 11-
5 PD 10   Total: 18 PD (8 rPD)
5 ED 10   Total: 18 ED (8 rED)
20 SPD 5   Phases: 3, 5, 8, 10, 12
0 REC 10   Running: 10" / 20"
3 END 55   Swimming: 4" / 8"
6 STUN 45  
GRUber | Summary
Real Name: Stenka Timofeyevitch Razin Hair Color: Black
Concept: Weapon Master Eye Color: Brown
Affiliation: Solo Height & Weight: 6' 7" (2.01 m) / 220 lbs (99.79 kg)
Played By: NPC Nationality: Russian
Created By: Noah Thorp Place of Birth: Astrakhan, Russia
GM: NPC Date of Birth: June 16, 1961
Cost Powers END
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)
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)
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)
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)
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)
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)
6 Alert: +2 PER with all Sense Groups
8 Athletic Training I: Running +4" (10" total) 1
2 Athletic Training II: Swimming +2" (4" total) 1
14 Body Armor: Armor (8 PD/8 ED) (24 Active Points); OIF (-1/2), Real Armor (-1/4)
3 Mental Conditioning: Mental Defense (5 points total)
3 Mask I: Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2)
7 Mask II: Life Support (Self-Contained Breathing) (10 Active Points); OIF (-1/2)
3 Mask III: Nightvision (5 Active Points); OIF (-1/2)
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)
Cost Talents
3 Intense Training: Lightsleep
Cost Perquisites
6 Contact: GRU (Glavnoe Razvedyvatel'noe Upravlenie-Main Intelligence Directorate), Organization Contact (x3) (6 Active Points) 11-
6 Contact: Russian Organizatsiya, Organization Contact (x3) (6 Active Points) 11-
Cost Martial Arts
Maneuver Phase OCV DCV Notes
41 Commando Training
Aikido Throw 1/2 +0 +1 7d6 +v/5, Target Falls
Boxing Cross 1/2 +0 +2 9d6 Strike
Choke 1/2 -2 +0 Grab One Limb; 3d6 NND
Escape 1/2 +0 +0 50 STR vs. Grabs
Hold 1/2 -1 -1 Grab Three Limbs, 45 STR for holding on
Judo Disarm 1/2 -1 +1 Disarm; 45 STR to Disarm
Karate "Chop" 1/2 -2 +0 HKA 1d6
Kung Fu Block 1/2 +2 +2 Block, Abort
+2 HTH Damage Class(es)
Weapon Element: Clubs
Weapon Element: Blades
Cost Skills
9 +3 with Commando Training
3 Analyze: Combat 12-
3 Computer Programming 12-
3 Electronics 12-
3 Disguise 12-
0 Everyman Skills
AK: Astrakhan, Russia 11-
Acting 8-
Climbing 8-
Concealment 8-
Conversation 8-
Deduction 8-
Language: Russian (Idiomatic, native accent)
[Notes: Native Language]
PS: Mercenary 11-
Paramedics 8-
Persuasion 8-
Shadowing 8-
Stealth 8-
TF: Small Motorized Ground Vehicles
[Notes: Custom Mod is Everyman Skill]
2 Gambling (Card Games) 12-
7 Interrogation 15-
3 Language: English (completely fluent)
3 Lockpicking 13-
3 Mechanics 12-
11 Military Package
Breakfall 11-
Climbing 11-
Demolitions 11-
KS: Customs and History of the Spetzna 11-
KS: Drill and Ceremony 11-
KS: Military Lifestyle 12-
Navigation (Orienteering) 12-
PS: Soldier 12-
Paramedic 11-
Psychological Limitation: Patriotic Regarding Homeland
Stealth 11-
WF: Blades
WF: Small Arms
WF: Thrown Grenades
2 SS: Cybernetics 11-
3 Security Systems 12-
3 Shadowing 12-
-4 Spetzna Training Package
+1 with Small Arms
Breakfall 13-
Climbing 13-
Demolitions 12-
Interrogation 11-
KS: Military Intelligence 12-
KS: Military Counter-Intelligence 12-
Navigation (Orienteering) 12-
Psychological Limitation: Doesn't Scare Easily
Psychological Limitation: Elite Attitude
Social Limitation: Sees Any Strangers as A Potential Opponent
Stealth 13-
Survival (Desert, Temperate/Subtropical Forests) 12-
TF: Parachuting, Basic
TF: Small Motorized Boats
Tracking 12-
3 Streetwise 13-
3 Tactics 12-
4 Weaponsmith (Firearms, Incendiary Weapons, Missiles & Rockets) 12-
200+ Disadvantages
5 Distinctive Features: Cybernetic Right Arm
20 Hunted: Europol 8-
20 Hunted: Russian Dawn 8-
10 Monitored: Russian Organizatsiya 8-
15 Psychological Limitation: Antagonistic And Mean
15 Psychological Limitation: Mercenary Mentality
15 Psychological Limitation: Ruthless
10 Reputation: Rogue GRU Agent, 11-
15 Rivalry: Professional, Other Mercenaries
15 Social Limitation: Secret Identity
5 Social Limitation: Smoker
5 Vulnerability: 1 1/2 x STUN Electrical Attacks
8 Experience Points
GRUber | Points Summary
Characteristics Cost: 131 Base Points: 200
Powers Cost: 101 Disadvantages: 150
Talents Cost: 3 Total Experience: 8
Perks Cost: 12 Spent Experience: 8
Martial Arts Cost: 41 Unspent Experience: 0
Skills Cost: 70 Total Points: 358

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.


There are some who've said (the ones who've actually survived saying it to Stenka), that Stenka is a heartless bastard, and while Stenka always takes offense to such comments about his character, he does know it's true. For Stenka the only way to survive is to be the biggest and the baddest. Anything else is for wimps, and wimps derserve what they get.

In all his years Stenka has lived by a code. Always follow the direction of whoever is paying, unless someone is offering more. Always collect your pay, and never take no for an answer. Only wimps don't pay their bills, and wimps derserve what they get.

Stenka is a survivor. He didn't get where he is today by turning the other cheek. Stenka leaves the aftermath of any battle to the medics and the undertakers. He doesn't concern himself with the nicieties of combat. Stenka likes to get down and dirt. Only wimps don't do what much be done, and wimps derserve what they get.


"You ain't a wimp are you? I eat wimps for breakfast. Buck up you son of a b*tch!"


GRUber wears an advanced cybernetic arm (actually it's probably more advanced than what the Russians should be capable of). The arm is sheathed in titanium and is quite durable. Through hidden electrodes GRUber can make the arm malleable reforming it into a variety of different weapons, such as sprouting claws from the finger tips, to reforming it into a miniature sub-machine gun. GRUber doesn't know where the scientist got the arm, but he certainly enjoys using it.

GRUber always wears a mask that covers the upper half of his face. The mask can act as a gas mask, and also allows its wearer to see at night. The mask also protects him from some flash attacks. In addition to his mask, GRUber wears a reinforced costume that protects him from a variety of attacks.

The drug treatments that the scientists performed on Stenka have granted him the ability to heal from almost any wound. However, Stenka has never been able to regenerate his lost arm.

GRUber has also received a lot of training while at Depot 9. A lot of it was physical conditioning which allows him to run and swim faster than more. However, the scientists also gave him a lot of psychological conditioning that allows him to resist mental attacks to a degree.


Stenka is a large beefy individual. Years of intense training has given him a muscle builders physique. Stenka keeps his hair cut extremely short, but always seems to have five o'clock shadow on his face. At time Stenka likes to shave with his titanium claws. A cigarette is usually clinched tightly in his jaws.

The most striking feature of GRUber is his right arm. It's a shiny piece of metal, but it's completely flexible just like a real human arm. When GRUber moulds his arm, it takes on the vague appearance of a weapon, such as a sub-machine gun, or a flamer. When GRUber is trying to be secretive he can cover the arm with a Mylar coating to make it look normal.

GRUber wears a reinforced costume that is mostly blood red, and covers his entire body, except for his head and right arm. Over the chest is a bat-like emblem, which is the symbol for the GRU. Over his face Stenka wears a mask that cover his upper face. Lenses in his mask make his eyes appear soulless black holes. The mask is held in place by a black strip of cloth. When not in costume, Stenka tends to blend in.