This Mecha is actualy for a supers game, the owner is a character who uses robots to assist her crimefighting endevers, and it is one of two vehicles she owns (the other is a flying fortress type of thing, heavy on the computers, sensors, but not so heavy on combat ability, this is the opposite)
It can divide into five smaller ships (this power is actualy possesed by the vehicle it can Multiform into) that the character and her four Robotic assistants use. It is also not that quick (the smaller ships all have Megascale movement however), the ship is designed as a Nova Power, so its attacks are a little over the top, as is its Defences
For its weapon systems it has two shoulder mounted Rocket Launchers, each with 12 Shots showing, and the ability to reload, further more it carries a sidearm weapon that can switch from projecting a sword like energy beam to a rifle
Player:
Val Char Cost
45 STR 0
20 DEX 30
17 BODY 0
4 SPD 10
15" RUN 18
0" SWIM -2
0" LEAP 0
Characteristics Cost: 100
Cost Power
4 Mecha (2 Arms, 2 Legs): Extra Limbs (5 Active Points); Limited Manipulation (-1/4)
25 Boot Jets: Flight 10", Usable Underwater (+1/4) (25 Active Points)
41 Armored Plating: +10 DEF, Hardened (+1/4) (41 Active Points) (Modifiers affect Base Characteristic) (added to Secondary Value)
30 Rocket Packs I: Killing Attack - Ranged 2d6 (vs. PD), 8 Clips of 12 Charges (+1/4), Variable Advantage (+1/2 Advantages Limited Group of Advantages; +3/4) (60 Active Points); OIF Bulky (-1) [Notes: Variable Advantages: Explosion, Armor Piercing, No Range Modifier, Autofire-5]
30 Rocket Pack II: Energy Blast 6d6 (vs. ED), 8 Clips of 12 Charges (+1/4), Variable Advantage (+1/2 Advantages Limited Group of Advantages; +3/4) (60 Active Points); OIF Bulky (-1) [Notes: Variable Advantages: Explosion, Armor Piercing, No Range Modifier, Autofire-5]
18 Combat Fighter And Auxilery Vehicles Mode: Multiform (250 Character Points in the most expensive form) (50 Active Points); Extra Time (1 Turn (Post-Segment 12); -1 1/4), Concentration (0 DCV; -1/2)
Comm Systems & Sensors, all slots: OIF Bulky (-1)
6 1) Basic Radio: High Range Radio Perception (12 Active Points)
10 2) Advanced Radio: Mind Link (Any Willing Target; Number of Minds (x8)) (30 Active Points); Only With Others Who Have Mind Link (-1)
3 3) Energy Meters: Detect Energy Signatures A Class Of Things 9- (Sense) (7 Active Points)
2 4) UV Scopes: Ultraviolet Perception (5 Active Points)
15 5) Radar Systems: Radar (Increased Arc of Perception: 360-Degree), Variable Advantage (+1/4 Advantages Limited Group of Advantages; +1/2) (30 Active Points) [Notes: Variable Advantages: Megascale, Invisible Power Effect (to radio sense group), or Difficult to dispell]
3 6) Computer assisted scanners : Enhanced Perception (+2 to PER Rolls for All Sense Groups) (6 Active Points)
24 Weapons Array: Multipower, 60-point reserve, all slots: (60 Active Points); OAF Bulky (-1 1/2)
2u 1) Energy Saber: Killing Attack - Hand-To-Hand 2d6 (plus STR) (vs. ED), Armor Piercing x1 (+1/2), Reduced Endurance (0 END; +1/2) (60 Active Points)
2u 2) Energy Blaster: Killing Attack - Ranged 1d6 +1 (vs. ED), Autofire (5 shots; +1/2), Penetrating (+1/2), Reduced Endurance (0 END; +1) (60 Active Points)
Powers Cost: 215
Total Character Cost: 315
Pts. Disadvantage
15 Distinctive Features: Giant Robotic Vehicle, Not Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses
20 Enraged: Electrical Attacks, Common, go 8-, recover 14-, Berserk
10 Hunted: Giant Monsters, As Powerful, 8- (Occasionally), Harshly Punish
10 Hunted: Japenese Goverment, More Powerful, 8- (Occasionally), Watching, Extensive Non-Combat Influence
20 Hunted: The World Hostility Implementation Party, More Powerful, 8- (Occasionally), Harshly Punish, Extensive Non-Combat Influence
10 Hunted: Centurians, More Powerful, 8- (Occasionally), Watching, Extensive Non-Combat Influence
10 Physical Limitation: Specilised Maintnance, Infrequently, Greatly Impairing
15 Reputation: Heroic Vehicle that tends to destroy cities in huge battles, Frequently (11-), Extreme
20 Vulnerability: Electrical Attacks, Common, Vulnerability Multiplier (2x BODY)
Disadvantage Points: 130
Base Points: 200
Experience Required: 0
Total Experience Available: 0
Experience Unspent: 0
I have not finished it, and I have 15 points left, 5 are dog eared for the computer, leaving 10, any suggestions?



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