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Centurian: FALCON


JmOz

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Okay, I'm not satisfied with this characters name (Changed it from HAVOC) and this is character sheet 1 of 4 for this character.

 

Essentialy the five characters will be:

 

Base Form, has both Multiform x2 and Duplication

FALCON Suited Character

FALCON Robot (This is both the duplicate and one of the multiforms)

Computer

 

This is the FALCON Suited character

FALCON

 

Player:

 

Val Char Cost
15/45 STR 5
23 DEX 39
20 CON 20
11 BODY 2
18 INT 8
11 EGO 2
15 PRE 5
16 COM 3
5/25 PD 2
5/25 ED 1
5 SPD 17
7 REC 0
30 END -5
30 STUN 1
6" RUN02" SWIM03"/9" LEAP0Characteristics Cost: 100

 

Cost Power END
Basic Systems, all slots: Extra Time 1 Turn (Post-Segment 12), Only to Activate Constant or Persistent Power (-3/4), OIF (-1/2), Concentration 0 DCV (-1/2)
11 1) Protective Armor: Armor (10 PD/10 ED) (30 Active Points)
4 2) Enviromental Systems: Life Support , Eating: Character only has to eat once per week, Self-Contained Breathing (11 Active Points)
12 3) Radar System: Radar (Increased Arc of Perception: 360-Degree, Telescopic (+3)), Variable Advantage (+1/4 Advantages +1/2) (34 Active Points)
4 4) Radio System: High Range Radio Perception (12 Active Points)
2 5) IR Scopes: Infrared Perception (5 Active Points)
2 6) Polorised Lenses: Flash Defense (5 points) (Hearing Group) (5 Active Points)
7 7) Fission Power Battery: Endurance Reserve (100 END, 10 REC) (20 Active Points)
8 Fission Powered Systems: Elemental Control, 30-point powers, all slots: (15 Active Points); OIF (-1/2), Incantations (-1/4)
18 1) Fissioned Powered Force Field: (Total: 54 Active Cost, 25 Real Cost) Force Field (10 PD/10 ED), Hardened (+1/4) (25 Active Points); Linked to Life Support (-1/2) (uses END Reserve) (Real Cost: 17) plus Life Support , Immunity: All terrestrial diseases and biowarfare agents, Immunity: All terrestrial poisons and chemical warfare agents, Safe in High Pressure, Safe in High Radiation, Safe in Intense Cold, Safe in Intense Heat, Safe in Low Pressure/Vacuum (29 Active Points); Linked to Force Field (-1/4) (Real Cost: 23) 2
8 2) Fission Powered Flight: Flight 10", Variable Advantage (+1/4 Advantages +1/2) (30 Active Points) (uses END Reserve) 3
7 3) Fissioned Powered Strength Augmentation: +30 STR (30 Active Points); No Figured Characteristics (-1/2) (uses END Reserve) 3
34 Weapon Systems: Multipower, 60-point reserve, all slots: (60 Active Points); OIF (-1/2), Incantations (-1/4)
3u 1) Fission Blast: Energy Blast 12d6 (vs. ED) (60 Active Points) (uses END Reserve) 6
3u 2) Bolas: Entangle 3d6, 5 DEF, Takes No Damage From Attacks All Attacks (+1/2) (60 Active Points); 12 Charges (-1/4), Power must be used at full power (-1/4)
2u 3) Net mssile: Entangle 3d6, 5 DEF, Area Of Effect (One Hex; +1/2) (60 Active Points); 6 Charges (-3/4), Power must be used at full power (-1/4)
2u 4) Gas Missile: Energy Blast 3d6 (vs. ED), Explosion (+1/2), No Normal Defense Standard (+1), Continuous (+1) (52 Active Points); 6 Continuing Charges lasting 1 Turn each (-1/4), Power must be used at full power (-1/4)
2u 5) Micro Missiles: Killing Attack - Ranged 2d6 (vs. ED), Explosion (+1/2), Penetrating (+1/2) (60 Active Points); 6 Charges (-3/4), Power must be used at full power (-1/4)
2u 6) Concussion Blast Missiles: Flash 10d6 (Touch Group), Does Knockback (+1/4), Double Knockback 2x KB (+3/4) (60 Active Points); 6 Charges (-3/4)
2u 7) Guass Rounds: Killing Attack - Ranged 4d6 (vs. PD) (60 Active Points); 6 Charges (-3/4)
Targeting Computer, all slots: OIF (-1/2)
5 1) +4 vs. Range on Weapon Systems (8 Active Points)
3 2) +2 vs. Targeting on Weapon Systems (4 Active Points)
2 3) Absolute Range Sense (3 Active Points)
7 Centurion Radio Link: Mind Link (Specific Group of Minds), Number of Minds (x2), Radio not Mental (+0) (15 Active Points); Only With Others Who Have Mind Link (-1), IIF (-1/4)
Powers Cost: 150

 

Cost Martial Arts Maneuver
4 Punch: 1/2 Phase, +0 OCV, +2 DCV, STR +2d6 Strike
4 Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; +10 STR to Disarm roll
4 Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
3 Throw: 1/2 Phase, +0 OCV, +1 DCV, STR +v/5, Target Falls
4 Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND
4 Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
2 Weapon Element: Blades, Clubs
Martial Arts Cost: 25

 

Cost Skill
2 TF: Balloons & Zeppelins, Centurion Vehicles, Equines, Two-Wheeled Motorized Ground Vehicles
3 Breakfall 14-
3 Bureaucratics 12-
3 Combat Driving 14-
3 Combat Piloting 14-
1 Computer Programming 8-
3 Conversation 12-
3 Criminology 13-
3 Deduction 13-
1 Forensic Medicine 8-
2 Language: French (fluent conversation)
3 Mimicry 13-
3 Navigation (Air, Land) 13-
3 Paramedics 13-
3 PS: RCMP (INT-based) 13-
1 Riding 8-
3 Shadowing 13-
3 Tactics 13-
3 Teamwork 14-
3 Tracking 13-
2 WF: Small Arms
3 Scholar
2 1) KS: Criminal Law (INT-based) (3 Active Points) 13-
2 2) KS: Canadian Law (INT-based) (3 Active Points) 13-
1 3) KS: Canadian History (2 Active Points) 11-
1 4) KS: RCMP Procedures and Regulations (2 Active Points) 11-
4 5) KS: Trivia (INT-based) (5 Active Points) 15-
2 6) KS: Super Heroes & Villains (INT-based) (3 Active Points) 13-
3 Traveler
1 1) AK: Vancoover (2 Active Points) 11-
1 2) AK: New York (2 Active Points) 11-
1 3) AK: Canada (2 Active Points) 11-
Skills Cost: 75

 

Cost Perk
8 Fringe Benefit: International Police Powers, Member of the Centurions
3 Fringe Benefit: Federal/National Police Powers
4 Computer Link
10 Follower (50 Base, 0 Disad)
Perks Cost: 25

 

 

 

Total Character Cost: 375

 

Val Disadvantages
10 Accidental Change: When KO'd 11- (Uncommon)
15 Social Limitation: Public Identity Frequently (11-), Major
15 Social Limitation: Subject to Orders (Frequently; Major)
10 Hunted: Centurians 8- (Occasionally), More Powerful, Watching, Extensive Non-Combat Influence
25 Hunted: The World Hostility Implementation Party 8- (Occasionally), More Powerful, Harshly Punish, Extensive Non-Combat Influence, PC has a Public ID or is otherwise very easy to find
15 Hunted: Lasher 8- (As Pow; Harshly Punish; PC has a Public ID or is otherwise very easy to find)
25 Psychological Limitation: True Blue Hero (Very Common; Total)
20 Psychological Limitation: Protective of Innocents (Very Common; Strong)
10 Dependent NPC: Pamila Fairchild, Schoolteacher 8- (Normal)
5 Reputation: Hero Sometimes (8-)

Disadvantage Points: 150

 

Base Points: 200

Experience Required: 25

Total Experience Available: 25

Experience Unspent: 0

 

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Guest WhammeWhamme

Re: Confused

 

Originally posted by Diashan

I'm not trying to be a jerk, but I was wondering what use there is for vairiable advantage on flight. Ican really only think of one. It's also 4 am so maybe I'm overlooking something very obvious.

 

 

 

Diashan

 

A) Megascale, with precision.

B) 1/2 END

C) No turn mode.

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Okay did some revising, and here we go, total of 4 character sheets

 

Sheet 1 is the base character, I realise Duplication should not be in an MP, but it was the best was to represent the nature of the two powers being one power

 

A quick sketch of the characters background is that he was raised by his grandfather on his mothers side, his mom died in child birth, his dad was a mountie that died in the line of duty.

 

He grew up and followed in dad's footprints where he \excelled to the point of being asked to test run a new piece of equipment, the suit of armor, when the UN requested a Canadian Super Hero for the New York Centurians they chose him

 

FALCON

 

Player:

 

Val Char Cost
15 STR 5
23 DEX 39
20 CON 20
11 BODY 2
18 INT 8
11 EGO 2
15 PRE 5
16 COM 3
5/10 PD 2
5/10 ED 1
5 SPD 17
7 REC 0
30 END -5
30 STUN 1
6" RUN02" SWIM03" LEAP0Characteristics Cost: 100

 

Cost Power END
7 Centurion Radio Link: Mind Link (Specific Group of Minds), Number of Minds (x2), Radio not Mental (+0) (15 Active Points); Only With Others Who Have Mind Link (-1), IIF (-1/4)
Excellent Combat Luck, all slots: Luck based (-1/2), Nonpersistent (-1/4)
11 1) Armor (5 PD/5 ED), Hardened (+1/4) (19 Active Points)
8 2) Energy Damage Reduction, Resistant, 25% (15 Active Points)
8 3) Physical Damage Reduction, Resistant, 25% (15 Active Points)
100 Battlesuit: Multipower, 150-point reserve, all slots: (150 Active Points); OIF (-1/2)
5u 1) Multiform (375 Character Points in the most expensive form) (x2 Number Of Forms) (80 Active Points)
9u 2) Duplication (creates 375-point form), Altered Duplicates (100%; +1) (150 Active Points); Extra Time Full Phase, Only to Activate Constant or Persistent Power (-1/4)
Wristwatch, all slots: OIF (-1/2)
2 1) Radio: Mind Link (One Specific Mind) (5 Active Points); Only With Others Who Have Mind Link (-1)
2 2) Absolute Time Sense (3 Active Points)
8 3) High Range Radio Perception (12 Active Points)
Powers Cost: 160

 

Cost Martial Arts Maneuver
4 Punch: 1/2 Phase, +0 OCV, +2 DCV, STR +2d6 Strike
4 Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; +10 STR to Disarm roll
4 Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
3 Throw: 1/2 Phase, +0 OCV, +1 DCV, STR +v/5, Target Falls
4 Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND
4 Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
2 Weapon Element: Blades, Clubs
Martial Arts Cost: 25

 

Cost Skill
2 TF: Balloons & Zeppelins, Centurion Vehicles, Equines, Two-Wheeled Motorized Ground Vehicles
3 Breakfall 14-
3 Bureaucratics 12-
3 Combat Driving 14-
3 Combat Piloting 14-
1 Computer Programming 8-
3 Conversation 12-
3 Criminology 13-
3 Deduction 13-
1 Forensic Medicine 8-
2 Language: French (fluent conversation)
3 Mimicry 13-
3 Navigation (Air, Land) 13-
3 Paramedics 13-
3 PS: RCMP (INT-based) 13-
1 Riding 8-
3 Shadowing 13-
3 Tactics 13-
3 Teamwork 14-
3 Tracking 13-
2 WF: Small Arms
3 Scholar
2 1) KS: Criminal Law (INT-based) (3 Active Points) 13-
2 2) KS: Canadian Law (INT-based) (3 Active Points) 13-
1 3) KS: Canadian History (2 Active Points) 11-
1 4) KS: RCMP Procedures and Regulations (2 Active Points) 11-
4 5) KS: Trivia (INT-based) (5 Active Points) 15-
2 6) KS: Super Heroes & Villains (INT-based) (3 Active Points) 13-
3 Traveler
1 1) AK: Vancoover (2 Active Points) 11-
1 2) AK: New York (2 Active Points) 11-
1 3) AK: Canada (2 Active Points) 11-
Skills Cost: 75

 

Cost Perk
8 Fringe Benefit: International Police Powers, Member of the Centurions
3 Fringe Benefit: Federal/National Police Powers
4 Computer Link
Perks Cost: 15

 

 

 

Total Character Cost: 375

 

Val Disadvantages
10 Accidental Change: When KO'd 11- (Uncommon)
15 Social Limitation: Public Identity Frequently (11-), Major
15 Social Limitation: Subject to Orders (Frequently; Major)
10 Hunted: Centurians 8- (Occasionally), More Powerful, Watching, Extensive Non-Combat Influence
25 Hunted: The World Hostility Implementation Party 8- (Occasionally), More Powerful, Harshly Punish, Extensive Non-Combat Influence, PC has a Public ID or is otherwise very easy to find
15 Hunted: RCMP 8- (Mo Pow; Watching; PC has a Public ID or is otherwise very easy to find; Extensive Non-Combat Influence)
25 Psychological Limitation: True Blue Hero (Very Common; Total)
20 Psychological Limitation: Protective of Innocents (Very Common; Strong)
10 Dependent NPC: Pamila Fairchild, Schoolteacher 8- (Normal)
5 Reputation: Hero Sometimes (8-)

Disadvantage Points: 150

 

Base Points: 200

Experience Required: 25

Total Experience Available: 25

Experience Unspent: 0

 

 

Normaly I do not require points to be spent oin things like the watch, this represents one that is a LOT more resiliant than the normal (Shielded from a lot of the stuff that would interfeare with "Normal" gear)

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Sheet 2

 

FALCON

 

Player:

 

Val Char Cost
15/45 STR 5
23 DEX 39
20 CON 20
11 BODY 2
18 INT 8
11 EGO 2
15 PRE 5
16 COM 3
5/25 PD 2
5/25 ED 1
5 SPD 17
7 REC 0
30 END -5
30 STUN 1
6" RUN02" SWIM03"/9" LEAP0Characteristics Cost: 100

 

Cost Power END
Basic Systems, all slots: Extra Time 1 Turn (Post-Segment 12), Only to Activate Constant or Persistent Power (-3/4), OIF (-1/2), Concentration 0 DCV (-1/2)
11 1) Protective Armor: Armor (10 PD/10 ED) (30 Active Points)
6 2) Enviromental Systems: Life Support , Eating: Character only has to eat once per week, Safe in High Pressure, Safe in Intense Cold, Safe in Intense Heat, Safe in Low Pressure/Vacuum, Self-Contained Breathing (18 Active Points)
12 3) Radar System: Radar (Increased Arc of Perception: 360-Degree, Telescopic (+3)), Variable Advantage (+1/4 Advantages +1/2) (34 Active Points)
4 4) Radio System: High Range Radio Perception (12 Active Points)
2 5) IR Scopes: Infrared Perception (5 Active Points)
2 6) Polorised Lenses: Flash Defense (5 points) (Hearing Group) (5 Active Points)
9 7) Fission Power Battery: Endurance Reserve (100 END, 15 REC) (25 Active Points)
8 Fission Powered Systems: Elemental Control, 30-point powers, all slots: (15 Active Points); OIF (-1/2), Incantations (-1/4)
14 1) Fissioned Powered Force Field: (Total: 47 Active Cost, 21 Real Cost) Force Field (10 PD/10 ED), Hardened (+1/4) (25 Active Points); Linked to Life Support (-1/4) (uses Personal END) (Real Cost: 20) plus Life Support , Immunity: All terrestrial diseases and biowarfare agents, Immunity: All terrestrial poisons and chemical warfare agents, Safe in High Radiation (22 Active Points); Linked to Force Field (-1/2), Costs Endurance to Activate (2 Endurance) (-1/4) (Real Cost: 12) 2
8 2) Fission Powered Flight: Flight 10", Variable Advantage (+1/4 Advantages +1/2) (30 Active Points) (uses Personal END) 3
7 3) Fissioned Powered Strength Augmentation: +30 STR (30 Active Points); No Figured Characteristics (-1/2) (uses Personal END) 3
34 Weapon Systems: Multipower, 60-point reserve, all slots: (60 Active Points); OIF (-1/2), Incantations (-1/4)
3u 1) Fission Blast: Energy Blast 12d6 (vs. ED) (60 Active Points) (uses Personal END) 6
3u 2) Bolas: Entangle 3d6, 5 DEF, Takes No Damage From Attacks All Attacks (+1/2) (60 Active Points); 12 Charges (-1/4), Power must be used at full power (-1/4)
2u 3) Net mssile: Entangle 3d6, 5 DEF, Area Of Effect (One Hex; +1/2) (60 Active Points); 6 Charges (-3/4), Power must be used at full power (-1/4)
2u 4) Gas Missile: Energy Blast 3d6 (vs. ED), Explosion (+1/2), No Normal Defense Standard (+1), Continuous (+1) (52 Active Points); 6 Continuing Charges lasting 1 Turn each (-1/4), Power must be used at full power (-1/4)
2u 5) Micro Missiles: Killing Attack - Ranged 2d6 (vs. ED), Explosion (+1/2), Penetrating (+1/2) (60 Active Points); 6 Charges (-3/4), Power must be used at full power (-1/4)
2u 6) Concussion Blast Missiles: Flash 10d6 (Touch Group), Does Knockback (+1/4), Double Knockback 2x KB (+3/4) (60 Active Points); 6 Charges (-3/4)
2u 7) Guass Rounds: Killing Attack - Ranged 4d6 (vs. PD) (60 Active Points); 6 Charges (-3/4)
Targeting Computer, all slots: OIF (-1/2)
5 1) +4 vs. Range on Weapon Systems (8 Active Points)
3 2) +2 vs. Targeting on Weapon Systems (4 Active Points)
2 3) Absolute Range Sense (3 Active Points)
7 Centurion Radio Link: Mind Link (Specific Group of Minds), Number of Minds (x2), Radio not Mental (+0) (15 Active Points); Only With Others Who Have Mind Link (-1), IIF (-1/4)
Powers Cost: 150

 

Cost Martial Arts Maneuver
4 Punch: 1/2 Phase, +0 OCV, +2 DCV, STR +2d6 Strike
4 Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; +10 STR to Disarm roll
4 Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
3 Throw: 1/2 Phase, +0 OCV, +1 DCV, STR +v/5, Target Falls
4 Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND
4 Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
2 Weapon Element: Blades, Clubs
Martial Arts Cost: 25

 

Cost Skill
2 TF: Balloons & Zeppelins, Centurion Vehicles, Equines, Two-Wheeled Motorized Ground Vehicles
3 Breakfall 14-
3 Bureaucratics 12-
3 Combat Driving 14-
3 Combat Piloting 14-
1 Computer Programming 8-
3 Conversation 12-
3 Criminology 13-
3 Deduction 13-
1 Forensic Medicine 8-
2 Language: French (fluent conversation)
3 Mimicry 13-
3 Navigation (Air, Land) 13-
3 Paramedics 13-
3 PS: RCMP (INT-based) 13-
1 Riding 8-
3 Shadowing 13-
3 Tactics 13-
3 Teamwork 14-
3 Tracking 13-
2 WF: Small Arms
3 Scholar
2 1) KS: Criminal Law (INT-based) (3 Active Points) 13-
2 2) KS: Canadian Law (INT-based) (3 Active Points) 13-
1 3) KS: Canadian History (2 Active Points) 11-
1 4) KS: RCMP Procedures and Regulations (2 Active Points) 11-
4 5) KS: Trivia (INT-based) (5 Active Points) 15-
2 6) KS: Super Heroes & Villains (INT-based) (3 Active Points) 13-
3 Traveler
1 1) AK: Vancoover (2 Active Points) 11-
1 2) AK: New York (2 Active Points) 11-
1 3) AK: Canada (2 Active Points) 11-
Skills Cost: 75

 

Cost Perk
8 Fringe Benefit: International Police Powers, Member of the Centurions
3 Fringe Benefit: Federal/National Police Powers
4 Computer Link
10 Follower (50 Base, 0 Disad)
Perks Cost: 25

 

 

 

Total Character Cost: 375

 

Val Disadvantages
10 Accidental Change: When KO'd 11- (Uncommon)
15 Social Limitation: Public Identity Frequently (11-), Major
15 Social Limitation: Subject to Orders (Frequently; Major)
10 Hunted: Centurians 8- (Occasionally), More Powerful, Watching, Extensive Non-Combat Influence
25 Hunted: The World Hostility Implementation Party 8- (Occasionally), More Powerful, Harshly Punish, Extensive Non-Combat Influence, PC has a Public ID or is otherwise very easy to find
15 Hunted: Lasher 8- (As Pow; Harshly Punish; PC has a Public ID or is otherwise very easy to find)
25 Psychological Limitation: True Blue Hero (Very Common; Total)
20 Psychological Limitation: Protective of Innocents (Very Common; Strong)
10 Dependent NPC: Pamila Fairchild, Schoolteacher 8- (Normal)
5 Reputation: Hero Sometimes (8-)

Disadvantage Points: 150

 

Base Points: 200

Experience Required: 25

Total Experience Available: 25

Experience Unspent: 0

 

Okay this one represents him armored up, as you can see he has a computer built into the armor, the reason for not giving a lim as some would is that I feal it is abusive (Plus he is already saving for having it be on a multiform)

 

FALCON Computer

 

Player:

 

Val Char Cost
15 DEX 15
28 INT 18
11 EGO 2
4 SPD 15
Characteristics Cost: 50

 

Cost Power END
2 Mind Link (One Specific Mind) (5 Active Points); Only With Others Who Have Mind Link (-1)
Powers Cost: 2

 

 

Cost Skill
2 Navigation (Air) 15-
2 Language: French (fluent conversation)
2 Language: English (fluent conversation)
3 AK: Vancoover (INT-based) 15-
8 AK: Canada (INT-based) 20-
3 Deduction 15-
3 SS: Criminology (INT-based) 15-
3 Forensic Medicine 15-
3 SS: Robotics & Cybernetics (INT-based) 15-
3 AK: New York (INT-based) 15-
3 KS: RCMP Procedures (INT-based) 15-
3 KS: Criminal Law (INT-based) 15-
6 KS: Super Heroes & Villains (INT-based) 18-
3 Computer Programming (5 Active Points); Defense Only (-1/2) 16-
3 Electronics 15-
3 Combat Piloting 12-
Skills Cost: 53

 

 

Cost Talent
3 Absolute Time Sense
3 Bump Of Direction
5 Eidetic Memory
3 Lightning Calculator
4 Speed Reading (x10)
1 Program
1 Program
1 Program
1 Program
1 Program
1 Program
1 Program
Talents Cost: 25

 

 

Total Character Cost: 130

 

Val Disadvantages
gf
20 1) Psychological Limitation: Protective of Innocents (Very Common; Strong)
20 2) Psychological Limitation: Must follow orders of certain people (Common; Total)
10 3) Psychological Limitation: To Perserve Life (Common; Moderate)
15 4) Physical Limitation: Emotionless (All the Time; Slightly Impairing)
15 5) Hunted: Canadian Goverment-RCMP 8- (Mo Pow; Watching; Extensive Non-Combat Influence; PC has a Public ID or is otherwise very easy to find)

Disadvantage Points: 80

 

Base Points: 50

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

 

You'll notice that the computer has some really high skill rolls, this is to help with severe penalties

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FALCON Android

 

Player:

 

Val Char Cost
30 STR 20
15 DEX 15
20 CON 20
11 BODY 2
28 INT 18
11 EGO 2
10 PRE 0
10 COM 0
20/30 PD 4
20/30 ED 6
4 SPD 15
10/20 REC 0
40 END 0
30 STUN -6
6" RUN02" SWIM06" LEAP0Characteristics Cost: 96

 

Cost Power END
Robotic Body, all slots: Visible (-1/4)
24 1) Robotic Form: Armor (10 PD/10 ED) (30 Active Points)
30 2) Robotic Form: Life Support , Eating: Character only has to eat once per week, Immunity: All terrestrial diseases and biowarfare agents, Immunity: All terrestrial poisons and chemical warfare agents, Safe in High Pressure, Safe in Intense Cold, Safe in Intense Heat, Safe in Low Pressure/Vacuum, Self-Contained Breathing (38 Active Points)
Basic Systems, all slots: OIF (-1/2)
23 1) Radar System: Radar (Increased Arc of Perception: 360-Degree, Telescopic (+3)), Variable Advantage (+1/4 Advantages +1/2) (34 Active Points)
8 2) Radio System: High Range Radio Perception (12 Active Points)
3 3) IR Scopes: Infrared Perception (5 Active Points)
3 4) Polorised Lenses: Flash Defense (5 points) (Hearing Group) (5 Active Points)
2 Microwave Link: Mind Link (One Specific Mind) (5 Active Points); Only With Others Who Have Mind Link (-1)
13 Self Righting Systems: +10 REC (20 Active Points); Stun Only (-1/2)
22 Fission Power Battery: Endurance Reserve (100 END, 15 REC) Reserve: (25 Active Points); OIF (-1/2)
7 Fission Powered Systems: Elemental Control, 26-point powers, all slots: (13 Active Points); OIF (-1/2), Incantations (-1/4)
7 1) Fissioned Powered Force Field: (Total: 27 Active Cost, 13 Real Cost) Force Field (10 PD/10 ED), Hardened (+1/4) (25 Active Points); Linked to Life Support (-1/4) (uses END Reserve) (Real Cost: 20) plus Life Support , Safe in High Radiation (2 Active Points); Linked to Force Field (-1/2) (Real Cost: 1) 2
10 2) Fission Powered Flight: Flight 10", Variable Advantage (+1/4 Advantages +1/2) (30 Active Points) (uses END Reserve) 3
34 Weapon Systems: Multipower, 60-point reserve, all slots: (60 Active Points); Restrainable (-1/2), Incantations (-1/4)
3u 1) Fission Blast: Energy Blast 12d6 (vs. ED) (60 Active Points) (uses END Reserve) 6
3u 2) Bolas: Entangle 3d6, 5 DEF, Takes No Damage From Attacks All Attacks (+1/2) (60 Active Points); 12 Charges (-1/4), Power must be used at full power (-1/4)
2u 3) Net mssile: Entangle 3d6, 5 DEF, Area Of Effect (One Hex; +1/2) (60 Active Points); 6 Charges (-3/4), Power must be used at full power (-1/4)
2u 4) Gas Missile: Energy Blast 3d6 (vs. ED), Explosion (+1/2), No Normal Defense Standard (+1), Continuous (+1) (52 Active Points); 6 Continuing Charges lasting 1 Turn each (-1/4), Power must be used at full power (-1/4)
2u 5) Micro Missiles: Killing Attack - Ranged 2d6 (vs. ED), Explosion (+1/2), Penetrating (+1/2) (60 Active Points); 6 Charges (-3/4), Power must be used at full power (-1/4)
2u 6) Concussion Blast Missiles: Flash 10d6 (Touch Group), Does Knockback (+1/4), Double Knockback 2x KB (+3/4) (60 Active Points); 6 Charges (-3/4)
2u 7) Guass Rounds: Killing Attack - Ranged 4d6 (vs. PD) (60 Active Points); 6 Charges (-3/4)
Targeting Computer, all slots: IIF (-1/4)
6 1) +4 vs. Range on Weapon Systems (8 Active Points)
3 2) +2 vs. Targeting on Weapon Systems (4 Active Points)
2 3) Absolute Range Sense (3 Active Points)
Powers Cost: 213

 

 

Cost Skill
2 Navigation (Air) 15-
2 Language: French (fluent conversation)
3 Deduction 15-
3 Forensic Medicine 15-
3 SS: Criminology (INT-based) 15-
3 SS: Robotics & Cybernetics (INT-based) 15-
3 Electronics 15-
3 Combat Piloting 12-
3 Scholar
2 1) KS: RCMP Procedures (INT-based) (3 Active Points) 15-
2 2) KS: Criminal Law (INT-based) (3 Active Points) 15-
5 3) KS: Super Heroes & Villains (INT-based) (6 Active Points) 18-
3 Traveler
2 1) AK: Vancoover (INT-based) (3 Active Points) 15-
7 2) AK: Canada (INT-based) (8 Active Points) 20-
2 3) AK: New York (INT-based) (3 Active Points) 15-
Skills Cost: 48

 

 

Cost Talent
3 Absolute Time Sense
3 Bump Of Direction
5 Eidetic Memory
4 Speed Reading (x10)
3 Lightning Calculator
Talents Cost: 18

 

 

Total Character Cost: 375

 

Val Disadvantages
15 Social Limitation: Public Identity Frequently (11-), Major
10 Hunted: Centurians 8- (Occasionally), More Powerful, Watching, Extensive Non-Combat Influence
25 Hunted: The World Hostility Implementation Party 8- (Occasionally), More Powerful, Harshly Punish, Extensive Non-Combat Influence, PC has a Public ID or is otherwise very easy to find
15 Hunted: Canadian Goverment-RCMP 8- (Mo Pow; Watching; Extensive Non-Combat Influence; PC has a Public ID or is otherwise very easy to find)
5 Reputation: Hero Sometimes (8-)
15 Physical Limitation: Emotionless (All the Time; Slightly Impairing)
5 Physical Limitation: Limited Leaping (3") (Infrequently; Slightly Impairing)
10 Psychological Limitation: To Perserve Life (Common; Moderate)
20 Psychological Limitation: Must follow orders of certain people (Common; Total)
20 Psychological Limitation: Protective of Innocents (Very Common; Strong)
10 Dependent NPC: Pamila Fairchild, Schoolteacher 8- (Normal)

Disadvantage Points: 150

 

Base Points: 200

Experience Required: 25

Total Experience Available: 25

Experience Unspent: 0

 

 

Okay this represents the computer controling the suit, on the first character this could be because of the duplication effect, if there is no pilot or the Multiform if the character is KO'd

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