Acroyear
Mar 8th, '03, 12:35 PM
<table cellpadding="0" border="0"><tr><td align="right"><font size=2><b>Val  </b></font></td><td><font size=2><b>Char   </b></font></td><td><font size=2><b>Cost</b></font></td></tr><tr><td align="right"><font size=2>15/45  </font></td><td><font size=2><b>STR</b></font></td><td><font size=2>5</font></td></tr><tr><td align="right"><font size=2>18  </font></td><td><font size=2><b>DEX</b></font></td><td><font size=2>24</font></td></tr><tr><td align="right"><font size=2>15  </font></td><td><font size=2><b>CON</b></font></td><td><font size=2>10</font></td></tr><tr><td align="right"><font size=2>13  </font></td><td><font size=2><b>BODY</b></font></td><td><font size=2>6</font></td></tr><tr><td align="right"><font size=2>23  </font></td><td><font size=2><b>INT</b></font></td><td><font size=2>13</font></td></tr><tr><td align="right"><font size=2>10  </font></td><td><font size=2><b>EGO</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>15  </font></td><td><font size=2><b>PRE</b></font></td><td><font size=2>5</font></td></tr><tr><td align="right"><font size=2>12  </font></td><td><font size=2><b>COM</b></font></td><td><font size=2>1</font></td></tr><tr><td><font size=2></font></td><td><font size=2> </font></td><td><font size=2></font></td></tr><tr><td align="right"><font size=2>3/18  </font></td><td><font size=2><b>PD</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>3/18  </font></td><td><font size=2><b>ED</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>5  </font></td><td><font size=2><b>SPD</b></font></td><td><font size=2>22</font></td></tr><tr><td align="right"><font size=2>6  </font></td><td><font size=2><b>REC</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>30  </font></td><td><font size=2><b>END</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>29  </font></td><td><font size=2><b>STUN</b></font></td><td><font size=2>0</font></td></tr><td><font size=2></font></td><td><font size=2> </font></td><td><font size=2></font></td></tr><tr><td align="right"><font size=2>6"  </font></td><td><font size=2><b>RUN</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>2"  </font></td><td><font size=2><b>SWIM</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>3"/9"  </font></td><td><font size=2><b>LEAP</b></font></td><td><font size=2>0</font></td></tr></table><b>Characteristics Cost:</b> 86
<table border="0" cellpadding="0"><tr><td align="right"><b>Cost  </b></td><td><b>Power</b></td><td align="right"><b>END</b></td></tr><tr><td align="right" valign="top">35  </td><td><b><i>Weapons Array: </i></b>Multipower, 52-point reserve, all slots: (52 Active Points); OIF (-1/2) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">3u  </td><td>1) <b><i>Beam Guns: </i></b>Energy Blast 10d6 (vs. ED) (50 Active Points) (uses END Reserve) </td><td valign="top" align="right">5</td></tr><tr><td align="right" valign="top">3u  </td><td>2) <b><i>Focused Beam: </i></b>Energy Blast 7d6 (vs. ED), Armor Piercing x1 (+1/2) (52 Active Points) (uses END Reserve) </td><td valign="top" align="right">5</td></tr><tr><td align="right" valign="top">3u  </td><td>3) <b><i>Scatter Beam: </i></b>Energy Blast 7d6 (vs. ED), Explosion (Normal (Radius) -1 DC/1"; +1/2) (52 Active Points); Reduced Penetration (-1/4) (uses END Reserve) </td><td valign="top" align="right">5</td></tr><tr><td align="right" valign="top">3u  </td><td>4) <b><i>Fluctuating Wavelength Beam: </i></b>Energy Blast 7d6 (vs. ED), Affects Desolidified (Any form of Desolidification; +1/2) (52 Active Points) (uses END Reserve) </td><td valign="top" align="right">5</td></tr><tr><td align="right" valign="top">3u  </td><td>5) <b><i>Beam Cutter: </i></b>Killing Attack - Ranged 1d6 (vs. ED), Penetrating (x2; +1), Armor Piercing x2 (+1) (45 Active Points) (uses END Reserve) </td><td valign="top" align="right">4</td></tr><tr><td align="right" valign="top">3u  </td><td>6) <b><i>Anti-Photon Field Projector: </i></b>Darkness to Sight Group 4" radius, 12 Continuing Charges lasting 1 Turn each (+1/4) (50 Active Points) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">  </td><td> </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">  </td><td>Battlesuit, all slots: OIF (-1/2) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">30  </td><td>1) <b><i>Armored Frame: </i></b>Armor (15 PD / 15 ED) (45 Active Points) (added to Secondary Value) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">10  </td><td>2) <b><i>Adaptable Armor Shielding: </i></b>Armor (0 PD / 15 ED) (23 Active Points); Var Lim must = "Only vs X" with X being last attack type struck by (Power loses about a third of its effectiveness; -1/2), Variable Limitations (requires -1/4 worth of Limitations -1/4) (not added to totals) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">15  </td><td>3) <b><i>Servomotors: </i></b>+30 STR (30 Active Points); No Figured Characteristics (-1/2) (uses END Reserve) (added to Secondary Value) </td><td valign="top" align="right">3</td></tr><tr><td align="right" valign="top">13  </td><td>4) <b><i>Gravitic Propulsion: </i></b>Flight 10" (20 Active Points) (uses END Reserve) </td><td valign="top" align="right">2</td></tr><tr><td align="right" valign="top">3  </td><td>5) <b><i>Infrared Sensors: </i></b>Infrared Perception (5 Active Points); Extra Time, Only to Activate Constant or Persistent Power (Delayed Phase; -1/4) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">4  </td><td>6) <b><i>Ultrasound Sensors: </i></b>N-Ray Perception (10 Active Points); Flashed as Sight, Hearing & Unusual (-1/2), Extra Time, Only to Activate Constant or Persistent Power (Delayed Phase; -1/4) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">6  </td><td>7) <b><i>Commlink: </i></b>Radio Perception/Transmission (10 Active Points); Flashed as Hearing and Radio (-1/4) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">3  </td><td>8) <b><i>Ultraviolet Sensors: </i></b>Ultraviolet Perception (5 Active Points); Extra Time, Only to Activate Constant or Persistent Power (Delayed Phase; -1/4) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">3  </td><td>9) <b><i>Autopolarizing Lens: </i></b>Flash Defense (5 points) (Sight Group) (5 Active Points) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">20  </td><td>10) <b><i>Power Cells: </i></b>Endurance Reserve (150 END, 15 REC) (30 Active Points) </td><td valign="top" align="right"></td></tr></table><b>Powers Cost:</b> 160
<table cellpadding="0" border="0"><tr><td align="right"><b>Cost  </b></td><td><b>Skill</b></td></tr><tr><td valign="top" align="right">3  </td><td>Combat Piloting 13- </td></tr><tr><td valign="top" align="right">3  </td><td>Computer Programming 14- </td></tr><tr><td valign="top" align="right">3  </td><td>Electronics 14- </td></tr><tr><td valign="top" align="right">3  </td><td>Inventor 14- </td></tr><tr><td valign="top" align="right">3  </td><td>Mechanics 14- </td></tr><tr><td valign="top" align="right">3  </td><td>Systems Operation 14- </td></tr><tr><td valign="top" align="right">9  </td><td>+3 with Weapons Array </td></tr><tr><td valign="top" align="right">3  </td><td>Scientist </td></tr><tr><td valign="top" align="right">1  </td><td>1) SS: Aeronautics (2 Active Points) 11- </td></tr><tr><td valign="top" align="right">1  </td><td>2) SS: Chemistry (2 Active Points) 11- </td></tr><tr><td valign="top" align="right">1  </td><td>3) SS: Computer Science (2 Active Points) 11- </td></tr><tr><td valign="top" align="right">1  </td><td>4) SS: Electronics Engineering (2 Active Points) 11- </td></tr><tr><td valign="top" align="right">1  </td><td>5) SS: Mechanical Engineering (2 Active Points) 11- </td></tr><tr><td valign="top" align="right">1  </td><td>6) SS: Metallurgy (2 Active Points) 11- </td></tr><tr><td valign="top" align="right">1  </td><td>7) SS: Physics (2 Active Points) 11- </td></tr><tr><td valign="top" align="right">1  </td><td>8) SS: Robotics (2 Active Points) 11- </td></tr></table><b>Skills Cost: </b>38
<table cellpadding="0" border="0"><tr><td align="right"><b>Cost  </b></td><td><b>Perk</b></td></tr><tr><td valign="top" align="right">37  </td><td>Wingpack (185 Base, 0 Disad) </td></tr><tr><td valign="top" align="right">16  </td><td>Wingpack Computer (80 Base, 0 Disad) </td></tr></table><b>Perks Cost:</b> 53
<table cellpadding="0" border="0"><tr><td align="right"><b>Cost  </b></td><td><b>Talent</b></td></tr><tr><td valign="top" align="right">  </td><td>Battlesuit Computer, all slots: OIF (-1/2) </td></tr><tr><td valign="top" align="right">2  </td><td>1) Rangefinder: Absolute Range Sense (3 Active Points); Flashed as Sight (Power loses about a fourth of its effectiveness; -1/4) </td></tr><tr><td valign="top" align="right">2  </td><td>2) Clock: Absolute Time Sense (3 Active Points); Flashed as Sight (Power loses about a fourth of its effectiveness; -1/4) </td></tr><tr><td valign="top" align="right">2  </td><td>3) GPS/Compass: Bump Of Direction (3 Active Points); Flashed as Sight (Power loses about a fourth of its effectiveness; -1/4) </td></tr><tr><td valign="top" align="right">7  </td><td>4) Translation & Pattern Recognition Computer: Universal Translator (20 Active Points); Extra Time, Only to Activate Constant or Persistent Power (1 Turn (Post-Segment 12); -3/4), Flashed as Sight & Hearing (Power loses about a third of its effectiveness; -1/2) 14- </td></tr></table><b>Talents Cost:</b> 13
<b>Total Character Cost:</b> 350
<table cellpadding="0" border="0"><tr><td align="right"><b>Val  </b></td><td><b>Disadvantages</b></td></tr><tr><td valign="top" align="right">15  </td><td>Social Limitation: Secret Identity, Frequently (11-), Major </td></tr><tr><td valign="top" align="right">5  </td><td>Social Limitation: Famous Scientist, Occasionally (8-), Minor </td></tr><tr><td valign="top" align="right">15  </td><td>Hunted: Mechanon, More Powerful, 8- (Occasionally), Harshly Punish </td></tr><tr><td valign="top" align="right">15  </td><td>Hunted: Viper, More Powerful, 8- (Occasionally), Harshly Punish </td></tr><tr><td valign="top" align="right">20  </td><td>Psychological Limitation: Protects Innocents, Very Common, Strong </td></tr><tr><td valign="top" align="right">15  </td><td>Psychological Limitation: Overconfident, Very Common, Moderate </td></tr><tr><td valign="top" align="right">10  </td><td>Psychological Limitation: Fearful People Will Learn Source of His Technology, Uncommon, Strong </td></tr><tr><td valign="top" align="right">5  </td><td>Physical Limitation: Poor Vision, +1 Level on Range Chart Without Corrective Lenses, Infrequently, Slightly Impairing </td></tr><tr><td valign="top" align="right">5  </td><td>Susceptibility: When Battlesuit Damaged, Uncommon, 1d6 damage, Instant </td></tr><tr><td valign="top" align="right">20  </td><td>Dependent NPC, Incompetent (-20 points or lower), 8- (Infrequently), Unaware of character's adventuring career/Secret ID </td></tr><tr><td valign="top" align="right">15  </td><td>Dependent NPC, Normal, 8- (Infrequently), Unaware of character's adventuring career/Secret ID </td></tr><tr><td valign="top" align="right">10  </td><td>Dependent NPC, Slightly Less Powerful than the PC, 14- (Frequently), Useful noncombat position or skills </td></tr></table>
<b>Disadvantage Points:</b> 150
<table border="0" cellpadding="0"><tr><td align="right"><b>Cost  </b></td><td><b>Power</b></td><td align="right"><b>END</b></td></tr><tr><td align="right" valign="top">35  </td><td><b><i>Weapons Array: </i></b>Multipower, 52-point reserve, all slots: (52 Active Points); OIF (-1/2) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">3u  </td><td>1) <b><i>Beam Guns: </i></b>Energy Blast 10d6 (vs. ED) (50 Active Points) (uses END Reserve) </td><td valign="top" align="right">5</td></tr><tr><td align="right" valign="top">3u  </td><td>2) <b><i>Focused Beam: </i></b>Energy Blast 7d6 (vs. ED), Armor Piercing x1 (+1/2) (52 Active Points) (uses END Reserve) </td><td valign="top" align="right">5</td></tr><tr><td align="right" valign="top">3u  </td><td>3) <b><i>Scatter Beam: </i></b>Energy Blast 7d6 (vs. ED), Explosion (Normal (Radius) -1 DC/1"; +1/2) (52 Active Points); Reduced Penetration (-1/4) (uses END Reserve) </td><td valign="top" align="right">5</td></tr><tr><td align="right" valign="top">3u  </td><td>4) <b><i>Fluctuating Wavelength Beam: </i></b>Energy Blast 7d6 (vs. ED), Affects Desolidified (Any form of Desolidification; +1/2) (52 Active Points) (uses END Reserve) </td><td valign="top" align="right">5</td></tr><tr><td align="right" valign="top">3u  </td><td>5) <b><i>Beam Cutter: </i></b>Killing Attack - Ranged 1d6 (vs. ED), Penetrating (x2; +1), Armor Piercing x2 (+1) (45 Active Points) (uses END Reserve) </td><td valign="top" align="right">4</td></tr><tr><td align="right" valign="top">3u  </td><td>6) <b><i>Anti-Photon Field Projector: </i></b>Darkness to Sight Group 4" radius, 12 Continuing Charges lasting 1 Turn each (+1/4) (50 Active Points) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">  </td><td> </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">  </td><td>Battlesuit, all slots: OIF (-1/2) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">30  </td><td>1) <b><i>Armored Frame: </i></b>Armor (15 PD / 15 ED) (45 Active Points) (added to Secondary Value) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">10  </td><td>2) <b><i>Adaptable Armor Shielding: </i></b>Armor (0 PD / 15 ED) (23 Active Points); Var Lim must = "Only vs X" with X being last attack type struck by (Power loses about a third of its effectiveness; -1/2), Variable Limitations (requires -1/4 worth of Limitations -1/4) (not added to totals) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">15  </td><td>3) <b><i>Servomotors: </i></b>+30 STR (30 Active Points); No Figured Characteristics (-1/2) (uses END Reserve) (added to Secondary Value) </td><td valign="top" align="right">3</td></tr><tr><td align="right" valign="top">13  </td><td>4) <b><i>Gravitic Propulsion: </i></b>Flight 10" (20 Active Points) (uses END Reserve) </td><td valign="top" align="right">2</td></tr><tr><td align="right" valign="top">3  </td><td>5) <b><i>Infrared Sensors: </i></b>Infrared Perception (5 Active Points); Extra Time, Only to Activate Constant or Persistent Power (Delayed Phase; -1/4) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">4  </td><td>6) <b><i>Ultrasound Sensors: </i></b>N-Ray Perception (10 Active Points); Flashed as Sight, Hearing & Unusual (-1/2), Extra Time, Only to Activate Constant or Persistent Power (Delayed Phase; -1/4) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">6  </td><td>7) <b><i>Commlink: </i></b>Radio Perception/Transmission (10 Active Points); Flashed as Hearing and Radio (-1/4) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">3  </td><td>8) <b><i>Ultraviolet Sensors: </i></b>Ultraviolet Perception (5 Active Points); Extra Time, Only to Activate Constant or Persistent Power (Delayed Phase; -1/4) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">3  </td><td>9) <b><i>Autopolarizing Lens: </i></b>Flash Defense (5 points) (Sight Group) (5 Active Points) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">20  </td><td>10) <b><i>Power Cells: </i></b>Endurance Reserve (150 END, 15 REC) (30 Active Points) </td><td valign="top" align="right"></td></tr></table><b>Powers Cost:</b> 160
<table cellpadding="0" border="0"><tr><td align="right"><b>Cost  </b></td><td><b>Skill</b></td></tr><tr><td valign="top" align="right">3  </td><td>Combat Piloting 13- </td></tr><tr><td valign="top" align="right">3  </td><td>Computer Programming 14- </td></tr><tr><td valign="top" align="right">3  </td><td>Electronics 14- </td></tr><tr><td valign="top" align="right">3  </td><td>Inventor 14- </td></tr><tr><td valign="top" align="right">3  </td><td>Mechanics 14- </td></tr><tr><td valign="top" align="right">3  </td><td>Systems Operation 14- </td></tr><tr><td valign="top" align="right">9  </td><td>+3 with Weapons Array </td></tr><tr><td valign="top" align="right">3  </td><td>Scientist </td></tr><tr><td valign="top" align="right">1  </td><td>1) SS: Aeronautics (2 Active Points) 11- </td></tr><tr><td valign="top" align="right">1  </td><td>2) SS: Chemistry (2 Active Points) 11- </td></tr><tr><td valign="top" align="right">1  </td><td>3) SS: Computer Science (2 Active Points) 11- </td></tr><tr><td valign="top" align="right">1  </td><td>4) SS: Electronics Engineering (2 Active Points) 11- </td></tr><tr><td valign="top" align="right">1  </td><td>5) SS: Mechanical Engineering (2 Active Points) 11- </td></tr><tr><td valign="top" align="right">1  </td><td>6) SS: Metallurgy (2 Active Points) 11- </td></tr><tr><td valign="top" align="right">1  </td><td>7) SS: Physics (2 Active Points) 11- </td></tr><tr><td valign="top" align="right">1  </td><td>8) SS: Robotics (2 Active Points) 11- </td></tr></table><b>Skills Cost: </b>38
<table cellpadding="0" border="0"><tr><td align="right"><b>Cost  </b></td><td><b>Perk</b></td></tr><tr><td valign="top" align="right">37  </td><td>Wingpack (185 Base, 0 Disad) </td></tr><tr><td valign="top" align="right">16  </td><td>Wingpack Computer (80 Base, 0 Disad) </td></tr></table><b>Perks Cost:</b> 53
<table cellpadding="0" border="0"><tr><td align="right"><b>Cost  </b></td><td><b>Talent</b></td></tr><tr><td valign="top" align="right">  </td><td>Battlesuit Computer, all slots: OIF (-1/2) </td></tr><tr><td valign="top" align="right">2  </td><td>1) Rangefinder: Absolute Range Sense (3 Active Points); Flashed as Sight (Power loses about a fourth of its effectiveness; -1/4) </td></tr><tr><td valign="top" align="right">2  </td><td>2) Clock: Absolute Time Sense (3 Active Points); Flashed as Sight (Power loses about a fourth of its effectiveness; -1/4) </td></tr><tr><td valign="top" align="right">2  </td><td>3) GPS/Compass: Bump Of Direction (3 Active Points); Flashed as Sight (Power loses about a fourth of its effectiveness; -1/4) </td></tr><tr><td valign="top" align="right">7  </td><td>4) Translation & Pattern Recognition Computer: Universal Translator (20 Active Points); Extra Time, Only to Activate Constant or Persistent Power (1 Turn (Post-Segment 12); -3/4), Flashed as Sight & Hearing (Power loses about a third of its effectiveness; -1/2) 14- </td></tr></table><b>Talents Cost:</b> 13
<b>Total Character Cost:</b> 350
<table cellpadding="0" border="0"><tr><td align="right"><b>Val  </b></td><td><b>Disadvantages</b></td></tr><tr><td valign="top" align="right">15  </td><td>Social Limitation: Secret Identity, Frequently (11-), Major </td></tr><tr><td valign="top" align="right">5  </td><td>Social Limitation: Famous Scientist, Occasionally (8-), Minor </td></tr><tr><td valign="top" align="right">15  </td><td>Hunted: Mechanon, More Powerful, 8- (Occasionally), Harshly Punish </td></tr><tr><td valign="top" align="right">15  </td><td>Hunted: Viper, More Powerful, 8- (Occasionally), Harshly Punish </td></tr><tr><td valign="top" align="right">20  </td><td>Psychological Limitation: Protects Innocents, Very Common, Strong </td></tr><tr><td valign="top" align="right">15  </td><td>Psychological Limitation: Overconfident, Very Common, Moderate </td></tr><tr><td valign="top" align="right">10  </td><td>Psychological Limitation: Fearful People Will Learn Source of His Technology, Uncommon, Strong </td></tr><tr><td valign="top" align="right">5  </td><td>Physical Limitation: Poor Vision, +1 Level on Range Chart Without Corrective Lenses, Infrequently, Slightly Impairing </td></tr><tr><td valign="top" align="right">5  </td><td>Susceptibility: When Battlesuit Damaged, Uncommon, 1d6 damage, Instant </td></tr><tr><td valign="top" align="right">20  </td><td>Dependent NPC, Incompetent (-20 points or lower), 8- (Infrequently), Unaware of character's adventuring career/Secret ID </td></tr><tr><td valign="top" align="right">15  </td><td>Dependent NPC, Normal, 8- (Infrequently), Unaware of character's adventuring career/Secret ID </td></tr><tr><td valign="top" align="right">10  </td><td>Dependent NPC, Slightly Less Powerful than the PC, 14- (Frequently), Useful noncombat position or skills </td></tr></table>
<b>Disadvantage Points:</b> 150