Jump to content

LCSB Publishing Presents: Inceptum Terminus Gifted Team Digital Age


The_Patriot

Recommended Posts

CYBERNIGHTMARE

 

Val Char Cost Roll Notes

10+20 STR 0 11- / 15- Lift 100.0kg/1600.0kg; 2d6/6d6

23 DEX 39 14- OCV: 8/DCV: 8

18 CON 16 13-

13 BODY 6 12-

20 INT 10 13- PER Roll 17-

15 EGO 10 12- ECV: 5

15 PRE 5 12- PRE Attack: 3d6

10 COM 0 11-

 

8+12 PD 6 Total: 8/20 PD (0/8 rPD)

8+12 ED 4 Total: 8/20 ED (0/8 rED)

5 SPD 17 Phases: 3, 5, 8, 10, 12

6 REC 0

35 END 0

27 STUN 0 Total Characteristic Cost: 113

 

Movement: Running: 18"/72"

Flight: 12"/48"

Leaping: 21"/84"

Swimming: 26"/104"

Swinging: 14"/56"

 

Cost Powers END

34 Cybernetic Weapon Pool: Multipower, 60-point reserve, (60 Active Points); all slots OIF (-½), Real Weapon (-¼)

3u 1) Cybernetic Laser Stun Setting: Energy Blast 8d6, No Range Modifier (+½) (60 Active Points); OIF (-½), Real Weapon (-¼) 6

3u 2) Cybernetic Flamethrower Nozzle: Energy Blast 4d6, Area Of Effect (16" Line; +1), Continuous (+1) (60 Active Points); OIF (-½), 12 Charges (-¼), Real Weapon (-¼) [12]

3u 3) Cybernetic Laser Lethal Setting: Killing Attack - Ranged 4d6 (60 Active Points); OIF (-½), Real Weapon (-¼) 6

3u 4) Cybernetic Fists: Hand-To-Hand Attack +12d6 (60 Active Points); Hand-To-Hand Attack (-½), OIF (-½), Real Weapon (-¼) 6

3u 5) Cybernetic Sword Arm: Killing Attack - Hand-To-Hand 4d6 (4 ½d6 / 6d6 w/STR) (60 Active Points); OIF (-½), Real Weapon (-¼) 6

1u 6) Flash Grenades: Sight and Hearing Groups Flash 4d6 (25 Active Points); 8 Charges (-½), OIF (-½), Real Weapon (-¼) [8]

3u 7) Smoke Grenades: Darkness to Sight and Hearing Groups 4" radius, 8 Continuing Charges lasting 1 Minute each (+¼) (56 Active Points); OIF (-½), Real Weapon (-¼) [8 cc]

14 Cybernetic Movement Systems: Multipower, 29-point reserve, (29 Active Points); all slots OIF Durable (-½), Increased Endurance Cost (x2 END; -½)

1u 1) Cybernetic Anti-Gravity Thrusters: Flight 12", x4 Noncombat (29 Active Points); OIF Durable (-½), Increased Endurance Cost (x2 END; -½) 6

1u 2) Cybernetic Legs Leaping: Leaping +19" (21"/25" forward, 10 ½"/12 ½" upward) (Accurate, x4 Noncombat) (29 Active Points); OIF Durable (-½), Increased Endurance Cost (x2 END; -½) 6

1u 3) Cybernetic Legs Running: Running +12" (18" total), x4 Noncombat (29 Active Points); OIF Durable (-½), Increased Endurance Cost (x2 END; -½) 6

1u 4) Cybernetic Arm Swingline: Swinging 14", x4 Noncombat, No Gravity Penalty (+½) (28 Active Points); OIF Durable (-½), Increased Endurance Cost (x2 END; -½) 6

1u 5) Underwater Thrusters: Swimming +24" (26" total) (x4 Noncombat) (29 Active Points); OIF Durable (-½), Increased Endurance Cost (x2 END; -½) 6

8 Cybernetic Sensor Suite: Multipower, 20-point reserve, (20 Active Points); all slots Increased Endurance Cost (x2 END; -½), OIF Durable (-½), Conditional Power Power Does Not Work In Intense Magnetic Fields (-¼), Costs Endurance (Only Costs END to Activate; -¼)

1u 1) Active Sonar (Hearing Group), Increased Arc Of Perception (360 Degrees) (20 Active Points); Increased Endurance Cost (x2 END; -½), OIF Durable (-½), Conditional Power Power Does Not Work In Intense Magnetic Fields (-¼), Costs Endurance (Only Costs END to Activate; -¼) 4

1u 2) Telescopic Subsystem+4 PER with all Sense Groups (12 Active Points); Increased Endurance Cost (x2 END; -½), OIF Durable (-½), Conditional Power Power Does Not Work In Intense Magnetic Fields (-¼), Costs Endurance (Only Costs END to Activate; -¼) 2

1u 3) Nightvision (5 Active Points); Increased Endurance Cost (x2 END; -½), OIF Durable (-½), Conditional Power Power Does Not Work In Intense Magnetic Fields (-¼), Costs Endurance (Only Costs END to Activate; -¼) 2

1u 4) Radar (Radio Group), Increased Arc Of Perception (360 Degrees) (20 Active Points); Increased Endurance Cost (x2 END; -½), OIF Durable (-½), Conditional Power Power Does Not Work In Intense Magnetic Fields (-¼), Costs Endurance (Only Costs END to Activate; -¼) 4

1u 5) Radio Communication: Radio Perception/Transmission (Radio Group), Concealed (-2 with Radio Perception/Transmission PER Rolls) (12 Active Points); Increased Endurance Cost (x2 END; -½), OIF Durable (-½), Conditional Power Power Does Not Work In Intense Magnetic Fields (-¼), Costs Endurance (Only Costs END to Activate; -¼) 2

1u 6) Ultraviolet Perception (Sight Group) (5 Active Points); Increased Endurance Cost (x2 END; -½), OIF Durable (-½), Conditional Power Power Does Not Work In Intense Magnetic Fields (-¼), Costs Endurance (Only Costs END to Activate; -¼) 2

1u 7) Ultrasonic Perception (Hearing Group), Increased Arc Of Perception (360 Degrees) (8 Active Points); Increased Endurance Cost (x2 END; -½), OIF Durable (-½), Conditional Power Power Does Not Work In Intense Magnetic Fields (-¼), Costs Endurance (Only Costs END to Activate; -¼) 2

14 Armored Body: Armor (8 PD/8 ED) (24 Active Points); Always On (-½), Visible (-¼)

6 Brain and Spinal Column Nutrient Bath: Life Support (Eating: Character only has to eat once per week; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat) (8 Active Points); IIF (-¼)

4 Polarized Lenses: Sight Group Flash Defense (8 points) (8 Active Points); OIF Durable (-½), Costs Endurance (-½) 1

4 Audio Dampers: Hearing Group Flash Defense (8 points) (8 Active Points); OIF Durable (-½), Costs Endurance (-½) 1

27 Cybernetic Body: Density Increase (25,600 kg mass, +20 STR, +4 PD/ED, -4" KB), Reduced Endurance (0 END; +½), Persistent (+½) (40 Active Points); Always On (-½)

32 Micro-Nuclear Power Plant: Endurance Reserve (100 END, 30 REC) (40 Active Points); IIF Durable (-¼)

 

Skills

Scientist

3 1) Armorsmith 14-

3 2) Computer Programming 13-

3 3) Deduction 13-

3 4) Inventor 13-

4 5) WF: Axes, Maces, Hammers, and Picks, Blades, Clubs, Laser Pistols, Laser Rifles, Unarmed Combat

3 Weaponsmith 13-

3 Scientist

2 1) Science Skill: Anatomy 13- (3 Active Points)

2 2) Science Skill: Biology 13- (3 Active Points)

2 3) Science Skill: Cybernetics 13- (3 Active Points)

2 4) Science Skill: Engine Design 13- (3 Active Points)

2 5) Science Skill: Metallurgy 13- (3 Active Points)

2 6) Science Skill: Neurology 13- (3 Active Points)

2 7) Science Skill: Nuclear Engineering 13- (3 Active Points)

2 8) Science Skill: Optronics 13- (3 Active Points)

2 9) Science Skill: Surgery 13- (3 Active Points)

3 Scholar

2 1) KS: Anatomy (3 Active Points) 13-

2 2) KS: Biology (3 Active Points) 13-

2 3) KS: Cybernetics (3 Active Points) 13-

2 4) KS: Engine Design (3 Active Points) 13-

2 5) KS: Medicine (3 Active Points) 13-

2 6) KS: Metallurgy (3 Active Points) 13-

2 7) KS: Neurology (3 Active Points) 13-

2 8) KS: Nuclear Engineering (3 Active Points) 13-

2 9) KS: Optronics (3 Active Points) 13-

2 10) KS: Surgery (3 Active Points) 13-

 

Total Powers & Skill Cost: 238

Total Cost: 350

 

200+ Disadvantages

20 Distinctive Features: Cybernetic Body (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)

20 Enraged: Whenever an innocent is threatened with harm (Uncommon), go 14-, recover 11-

20 Hunted: Wetware 8- (Mo Pow; NCI; Capture)

20 Hunted: Cyberware 14- (Mo Pow; NCI; Watching)

15 Psychological Limitation: Implanted 10mt nuclear bomb that will go off if Cybernightmare goes rogue (Uncommon; Total)

20 Psychological Limitation: Will not harm innocents (Common; Total)

15 Psychological Limitation: Mourns her adopted father's death (Common; Strong)

20 Social Limitation: Subject to Orders from Cyberware (Very Frequently; Major)

 

Total Disadvantage Points: 350

Earned Experience: 0

Spent Experience: 0

Unspent Experience: 0

 

Background/History: Maria De La Rosa was born on September 25, 2220 in the vast metropolis that is Neuvo San Deigo. When she was 5, both of her parents were killed in a gang war shooting because her father was a member of a rival gang. A young man that was a cyberneticist happened to be nearby where the shooting took place and adopted the young girl. She grew up in one of the corporate gated communities and loved her adopted father very much. She was given the best education that he could afford and she went to college to become a cyberneticist. After completing her degrees she went to work for Cyberware and worked alongside her adopted father. On March 12, 2248, her adopted father was killed by a drunk driver and her life became unhinged. She began experimenting on herself and over the next few years she had replaced everything except for her spinal column and brain with cybernetic replacements. One night, her mind snapped and she went rogue. She escaped from the cybernetic research facility killing many military personnel. During the huge firefight several innocents were caught in the crossfire and to prevent them from being harmed Maria gave up. She was taken back into custody and implanted with a 10 megaton nuclear warhead as a safety measure. She was eventually transferred to the team Digital Age and works with them.

 

Personality/Motivation: Maria misses her adoptive father very much and has went insane with grief. She is unpredictable and moody. She doesn't acknowledge her team mates and spends most of her time performing research. Maria is distant and detached often speaking in the third person. She doesn't want innocents to be harmed so she will do anything to protect them.

Maria has a death wish, but will not risk innocents to accomplish it. She is kept under control due to the nuclear warhead implanted inside of her.

 

Quote: "She will protect you from harm!"

 

Powers/Tactics: All of Maria's powers stem from her cybernetically enchanced body. She is equipped with state of the art weapons and the latest composite armor to protect her spinal column and brain.

She will fight up close as much as possible to prevent the possibility of an innocent person from getting harmed. If an innocent is harmed she will go beserk and attempt to kill the person that did it.

 

Campaign Use: If the heroes harm an innocent Maria will go all out to kill them. She isn't interested in politics and will stay out of it as much as possible. She will not be much help to other heroes and will ignore them.

 

Appearance: Maria stands 5' 8" and weighs 3,527 pounds due to her cybernetic body. Her original weight was 130 pounds. Her cybernetic eyes are lavender in color. Her cybernetic body is painted blood red with silver joints/trim. Her body is distinctive in that it has a definite female form.

Link to comment
Share on other sites

Re: LCSB Publishing Presents: Inceptum Terminus Gifted Team Digital Age

 

HIGH EXPLOSIVE

 

Val Char Cost Roll Notes

40 STR 30 17- Lift 6400.0kg; 8d6 [4]

23 DEX 39 14- OCV: 8/DCV: 8

18 CON 16 13-

13 BODY 6 12-

15 INT 5 12- PER Roll 17-

13 EGO 6 12- ECV: 4

15 PRE 5 12- PRE Attack: 3d6

14 COM 2 12-

 

10+8 PD 2 Total: 10/18 PD (0/8 rPD)

10+8 ED 6 Total: 10/18 ED (0/8 rED)

5 SPD 17 Phases: 3, 5, 8, 10, 12

15 REC 6

60 END 12

50 STUN 8 Total Characteristic Cost: 160

 

Movement: Running: 6"/12"

Flight: 20"/80"

Leaping: 8"/16"

Swimming: 2"/4"

 

Cost Powers END

27 Explosive Offensive Powers: Multipower, 61-point reserve, (61 Active Points); all slots Activation Roll 13- (-¾), Restrainable (-½)

3u 1) Fiery Explosive Ground Punch: Energy Blast 5d6+1, Personal Immunity (+¼), Explosion (Line; -1 DC/5"; +1) (61 Active Points); Activation Roll 13- (-¾), Restrainable (-½) 6

2u 2) Rapid Fire Explosive Ground Punches: Energy Blast 3d6, Personal Immunity (+¼), Explosion (Line; -1 DC/5"; +1), Autofire (5 shots; +1 ½) (56 Active Points); Activation Roll 13- (-¾), Restrainable (-½) 6

2u 3) Explosive Punch: Hand-To-Hand Attack +6 ½d6, Personal Immunity (+¼), Explosion (+½) (58 Active Points); Activation Roll 13- (-¾), Hand-To-Hand Attack (-½), Restrainable (-½) 6

2u 4) Rapid Fire Explosive Punches: Hand-To-Hand Attack +4d6, Explosion (+½), Autofire (5 shots; +1 ½) (60 Active Points); Activation Roll 13- (-¾), Hand-To-Hand Attack (-½), Restrainable (-½) 6

2u 5) Deadly Explosive Punch: Killing Attack - Hand-To-Hand 2d6-1 (3d6 - 1 w/STR), Personal Immunity (+¼), Explosion (+½), Armor Piercing (+½) (56 Active Points); Activation Roll 13- (-¾), Restrainable (-½) 6

9 Field of Fire: Force Field (8 PD/8 ED) (16 Active Points); Activation Roll 13- (-¾) 2

4 Well Balanced: Knockback Resistance -2"

18 Flight of Fire: Flight 20", x4 Noncombat (45 Active Points); Activation Roll 13- (-¾), Increased Endurance Cost (x2 END; -½), Visible (Trail of Fire; -¼) 8

15 Sharp Eyes: +5 PER with all Sense Groups

6 Sharp Eyes: +4 versus Range Modifier for Sight Group

Commando Training

Maneuver OCV DCV Notes

3 Akido Throw +0 +1 8d6 +v/5, Target Falls

4 Boxing Cross +0 +2 10d6 Strike

4 Choke -2 +0 Grab One Limb; 2d6 NND

4 Escape +0 +0 55 STR vs. Grabs

4 Hold -1 -1 Grab Three Limbs, 10 STR for holding on

4 Judo Disarm -1 +1 Disarm; 50 STR to Disarm roll

4 Karate "Chop" -2 +0 HKA 1d6 +1

4 Kung Fu Block +2 +2 Block, Abort

 

Skills

Street King

15 1) +3 with Ranged Combat

3 2) Streetwise 12-

7 3) WF: Common Melee Weapons, Assault Rifles/LMGs, Chain & Rope Weapons, Gauss Guns, Handguns, Laser Pistols, Laser Rifles, Rifles, Shotguns, Submachine Guns, Thrown Grenades

15 +3 with HTH Combat

3 Climbing 14-

3 Feint 14-

3 Hoist 12-

3 Interrogation 12-

3 KS: Republic of West Coast States Military 12-

2 KS: Military Ranks and Protocols 11-

5 Defense Maneuver I-II

0 Language: English (completely fluent; literate) (4 Active Points)

4 Language: Spanish (completely fluent; literate)

3 Tactics 12-

 

Total Powers & Skill Cost: 190

Total Cost: 350

 

200+ Disadvantages

15 Distinctive Features: Extremely muscular body (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

20 Hunted: Biogenetics 8- (Mo Pow; NCI; Capture)

20 Hunted: Faction 14- (Mo Pow; NCI; Watching)

0 Physical Limitation: Power Nullifier (Frequently; Fully Impairing)

20 Psychological Limitation: Hatred of Chancy's Cobras (Common; Total)

20 Psychological Limitation: Code of Silence (Common; Total)

10 Psychological Limitation: Enjoys watching things explode (Common; Moderate)

10 Reputation: Member of 12th Street Sidewinders, 11-

15 Rivalry: Professional (Juan Martinez; Rival is More Powerful; Seek to Harm or Kill Rival; Rival Aware of Rivalry)

20 Social Limitation: Subject to Orders from Faction (Very Frequently; Major)

 

Total Disadvantage Points: 350

Earned Experience: 0

Spent Experience: 0

Unspent Experience: 0

 

Background/History: Dionisio Castillo was born in Nuevo Angeles on May 13, 2232 to parents that were part of the lowest social class. He joined the 12th Street Sidewinders when he was 11 to better himself socially. Over the next 6 years he fought in viscous street battles with Chancy's Cobras. During one of these clashes Dionisio's powers activated and wiped out the opposing street king gang. When he returned back to headquarters he was taken into custody and transferred to Digital Age for training. He has learned a lot from Lady Stalker since then.

 

Personality/Motivation: Dionisio believes in having fun and getting along with others. He has a rivalry with the leader of Chancy's Cobras and wishes to end it, but Cyberware prohibits him from taking out one of their best military units. Cybernightmare creeps him out, but he tries to be friendly with her. Lady Stalker and him are currently dating each other. The rest of the team he gets along with. Dionisio treats others fairly and is even tempered. This includes dealings with rival military units. He is very disciplined and takes orders well from superiors.

He wants to learn how to control his powers better and to be in a different caste then what he was born into. He will disavow his connection to his family because it will force him out of the street king caste and back into the lowest caste.

 

Quote: "How about you go boom?"

 

Powers/Tactics: His powers are centered around explosions caused by his fist impacting the target or the ground. His super strength and speed make him a very tough opponent to fight against. Dionisio lacks total control over his abilities in order to have them work all of the time.

Dionisio will listen to orders and will protect Lady Stalker. The two make a perfect combination in combat with each playing off of each other's strengths and weaknesses.

 

Campaign Use: If the heroes are from the 12th Street Sidewinders he will treat them as family. If the heroes are from any other group Dionisio will not divulge any information that the heroes need. He will keep the conversation limited to simple chit-chat.

 

Appearance: Dionisio stands 6' 5" tall and weighs 251 pounds. He has brown eyes and wears his black hair in a crew cut. His current costume is set of black camouflage fatigues with combat boots. He wears a black beret that all 12th Street Sidewinders wear. His body is ripped with muscles and Dionisio keeps in shape by working out constantly.

Link to comment
Share on other sites

Re: LCSB Publishing Presents: Inceptum Terminus Gifted Team Digital Age

 

LADY STALKER

 

Val Char Cost Roll Notes

25 STR 15 14- Lift 800.0kg; 5d6 [2]

23 DEX 39 14- OCV: 8/DCV: 8

13 CON 6 12-

13 BODY 6 12-

18 INT 8 13- PER Roll 16-

13 EGO 6 12- ECV: 4

17 PRE 7 14- PRE Attack: 5d6

16 COM 3 12-

 

10+8 PD 5 Total: 10/18 PD (0/8 rPD)

10+8 ED 7 Total: 10/18 ED (0/8 rED)

5 SPD 17 Phases: 3, 5, 8, 10, 12

10 REC 4

40 END 7

33 STUN 0 Total Characteristic Cost: 130

 

Movement: Running: 6"/12"

Leaping: 5"/10"

Swimming: 2"/4"

Swinging: 60"/120"

 

Cost Powers END

10 Jien: Killing Attack - Hand-To-Hand 1d6 (2d6 w/STR), Required Hands One-Handed (+0) (15 Active Points); OAF (-1), Strength Minimum 10 (-½), Real Weapon (-¼) 1

Notes: (x2 number of items)

34 Bow and Trick Arrows: Multipower, 60-point reserve, (60 Active Points); all slots OAF Durable (Focus (Bow and Arrows); -1), Requires Multiple Foci or functions at reduced effectiveness (+¼)

2u 1) Air Concussion Arrows: Dispel Darkness 10d6, Area Of Effect (3" Radius; +1) (60 Active Points); 4 Charges (-1), OAF Durable (Focus (Bow and Arrows); -1), Requires Multiple Foci or functions at reduced effectiveness (+¼), Only versus Smokes, Mists, and Related Darkness (-½) [4]

2u 2) Blast Arrows: Energy Blast 12d6 (60 Active Points); 4 Charges (-1), OAF Durable (Focus (Bow and Arrows); -1), Requires Multiple Foci or functions at reduced effectiveness (+¼) [4]

3u 3) Normal Arrows: Killing Attack - Ranged 4d6 (60 Active Points); OAF Durable (Focus (Bow and Arrows); -1), Requires Multiple Foci or functions at reduced effectiveness (+¼), 8 Charges (-½) [8]

2u 4) Explosive Arrows: Energy Blast 8d6, Explosion (+½) (60 Active Points); 4 Charges (-1), OAF Durable (Focus (Bow and Arrows); -1), Requires Multiple Foci or functions at reduced effectiveness (+¼) [4]

2u 5) Flare Arrow: Sight Group Flash 6d6, Area Of Effect (3" Radius; +1) (60 Active Points); 4 Charges (-1), OAF Durable (Focus (Bow and Arrows); -1), Requires Multiple Foci or functions at reduced effectiveness (+¼) [4]

2u 6) Bola Arrow: Entangle 6d6, 6 DEF (60 Active Points); 4 Charges (-1), OAF Durable (Focus (Bow and Arrows); -1), Requires Multiple Foci or functions at reduced effectiveness (+¼) [4]

2u 7) Climb Line Arrow: Stretching 12" (60 Active Points); Only for Grabbing, Pulling, and Climbing (-1), OAF Durable (Focus (Bow and Arrows); -1), Requires Multiple Foci or functions at reduced effectiveness (+¼), 4 Recoverable Charges (-½) [4 rc]

2u 8) Neural Interference Arrow: Drain STR 4d6, Ranged (+½) (60 Active Points); 4 Charges (-1), OAF Durable (Focus (Bow and Arrows); -1), Requires Multiple Foci or functions at reduced effectiveness (+¼) [4]

3u 9) Smoke Arrow: Darkness to Sight Group 6" radius (60 Active Points); OAF Durable (Focus (Bow and Arrows); -1), Requires Multiple Foci or functions at reduced effectiveness (+¼), 4 Continuing Charges lasting 1 Minute each (-¼) [4 cc]

3u 10) Swingline Arrow: Swinging 60" (60 Active Points); OAF Durable (Focus (Bow and Arrows); -1), Requires Multiple Foci or functions at reduced effectiveness (+¼), 4 Recoverable Charges (-½) [4 rc]

10 Ch'i Powers: Multipower, 30-point reserve, (30 Active Points); all slots Extra Time (Full Phase, -½), Concentration (0 DCV; -½), Costs Endurance (-½), Self Only (-½)

1u 1) Powerful Ch'i: Aid Strength 1 ½d6, Invisible Power Effects (Fully Invisible; +1) (30 Active Points); Extra Time (Full Phase, -½), Concentration (0 DCV; -½), Costs Endurance (-½), Self Only (-½) 3

1u 2) Mind Ch'i: Aid Ego 1 ½d6, Invisible Power Effects (Fully Invisible; +1) (30 Active Points); Extra Time (Full Phase, -½), Concentration (0 DCV; -½), Costs Endurance (-½), Self Only (-½) 3

1u 3) Restoring Ch'i: Aid REC 1 ½d6, Invisible Power Effects (Fully Invisible; +1) (30 Active Points); Extra Time (Full Phase, -½), Concentration (0 DCV; -½), Costs Endurance (-½), Self Only (-½) 3

1u 4) Iron Ch'i: Aid PD 1 ½d6, Invisible Power Effects (Fully Invisible; +1) (30 Active Points); Extra Time (Full Phase, -½), Concentration (0 DCV; -½), Costs Endurance (-½), Self Only (-½) 3

1u 5) Iron Ch'i: Aid ED 1 ½d6, Invisible Power Effects (Fully Invisible; +1) (30 Active Points); Extra Time (Full Phase, -½), Concentration (0 DCV; -½), Costs Endurance (-½), Self Only (-½) 3

18 Chinese Demon Armor: (Total: 34 Active Cost, 18 Real Cost) Armor (8 PD/8 ED) (24 Active Points); OIF Durable (-½), Real Armor (-¼) (Real Cost: 14) plus +10 PRE (10 Active Points); Only to instill fear (-1), OIF Durable (-½) (Real Cost: 4)

9 +3 PER with all Sense Groups

An Ch'i

Maneuver OCV DCV Notes

4 Martial Block +2 +2 Block, Abort

4 Martial Dodge -- +5 Dodge, Affects All Attacks, Abort

4 Nerve Strike -1 +1 2d6 NND

4 Basic Shot +0 +0 Strike, +2 DC

3 Defensive Shot -1 +2 Strike

5 Moving Shot -1 +0 Weapon, Weapon; FMove

4 Quick Shot +1 +0 Strike, +2 DC

2 Weapon Element: Blades, Bows

 

Perks

4 Fringe Benefit: Captain

 

Talents

15 Danger Sense (self only, in combat) 16-/13-

 

Skills

An Ch'i

5 1) +1 with Ranged Combat

3 2) Contortionist 14-

3 3) Fast Draw 14-

3 4) KS: An Ch'i 13-

3 5) Mimicry 13-

3 6) Stealth 14-

3 7) Survival 13-

3 8) Tracking 13-

7 9) WF: Bows, Common Martial Arts Melee Weapons, Common Melee Weapons, Common Missile Weapons, Off Hand

5 +1 with HTH Combat

5 Defense Maneuver I-II

3 Oratory 14-

3 Persuasion 14-

3 Tactics 13-

10 Two-Weapon Fighting (HTH)

 

Total Powers & Skill Cost: 220

Total Cost: 350

 

200+ Disadvantages

10 Distinctive Features: An Ch'i Martial Arts Style (Not Concealable; Noticed and Recognizable; Detectable By Large Group)

15 Distinctive Features: Chinese Demon Armor (Easily Concealed; Extreme Reaction; Detectable By Commonly-Used Senses)

5 Distinctive Features: Pi Yao military unit tattoo (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)

20 Hunted: Biogenetics 8- (Mo Pow; NCI; Capture)

20 Hunted: Cyberware 14- (Mo Pow; NCI; Watching)

0 Physical Limitation: Power Nullifier (Frequently; Fully Impairing)

10 Psychological Limitation: Attracted to Dionisio (Common; Moderate)

20 Psychological Limitation: Code of the Chinese Knight (Common; Total)

20 Psychological Limitation: Honorable (Common; Total)

10 Reputation: The Demon Warrior, 8- (Extreme)

20 Social Limitation: Subject to Orders from Cyberware (Very Frequently; Major)

 

Total Disadvantage Points: 350

Earned Experience: 0

Spent Experience: 0

Unspent Experience: 0

 

Background/History: Zhi Lilan was born on June 2, 2221 in San Francisco, Republic of West Coast States into the Street King caste. Her family was one of the high ranking commanders of Pi Yao unit and she was destined to become a leader of it. At the age of 5 she began her martial arts training along with her school education. By the time she had reached the age of 18 Lilan was close to becoming a master of An Ch'i and was one of the best students in the unit due to the combination of her natural abilities with the martial arts. Over the next six years she performed numerous combat operations against other Street King units and was suffered few failures. When she was 26 she was transferred to Digital Age as team leader and she worked to bring the individual members together as a team. The only team member she has trouble with is Cybernightmare and that is because of her independent streak.

 

Personality/Motivation: Lilan is a stern woman while leading the team and expects obedience from the members. She doesn't take well to failure and works to keep the unit together while both performing missions or not. She has a tender side that only Dionisio has seen, but she does care for him more than she should. She gets along fine with Rock Strike and Sharpshooter, but relations are strained with Cybernightmare. Lilan doesn't exactly care for the strict caste system and will oftentimes protect those that are from the lowest caste. This brings her into conflict with her superiors, but she doesn't care. She enjoys scaring those that prey on the weaker members of society.

Lilan wishes to have the best team that can defeat any opponent they run across. She trains them hard, but is fair with them. She will go to great lengths to ensure that the team and her are ready for anything.

 

Quote: "So which limb do you prefer to lose?"

 

Powers/Tactics: Lilan has super strength, speed, and dexterity. She uses them to great effect when fighting with her hands, jien, or bow. She is also an accomplished martial artist.

She prefers to launch ambushes and diversionary attacks to surprise her opponents. In combat, she'll start from a distance fighting with her bow then move in to fight with her hands or jien.

 

Campaign Use: If the heroes work for Republic of West Coast States she will assist them as much as possible. If the heroes are from another faction she will try to apprehend them for later interrogation. If she can't apprehend them she will resort to killing them.

 

Appearance: Lilan stands 5' 8" tall and weighs 172 pounds. She has long black hair and brown eyes. She is extremely beautiful with fine, delicate features. Her costume is a suit of Chinese armor that incorporates Chinese demonic based features. She wears a traditional chinese helmet with a Chinese demon full face mask. When out of costume she wears traditional Chinese clothing for women.

Link to comment
Share on other sites

Re: LCSB Publishing Presents: Inceptum Terminus Gifted Team Digital Age

 

ROCK STRIKE

 

Val Char Cost Roll Notes

19 STR 9 13- Lift 348.2kg; 3 ½d6 [2]

23 DEX 39 14- OCV: 8/DCV: 8

18 CON 16 13-

13 BODY 6 12-

18 INT 8 13- PER Roll 18-

18 EGO 16 13- ECV: 6

23 PRE 13 14- PRE Attack: 4 ½d6

16 COM 3 12-

 

10+8 PD 6 Total: 10/18 PD (0/8 rPD)

10+8 ED 6 Total: 10/18 ED (0/8 rED)

5 SPD 17 Phases: 3, 5, 8, 10, 12

10 REC 4

50 END 7

32 STUN 0 Total Characteristic Cost: 150

 

Movement: Running: 6"/12"

Leaping: 3"/6"

Swimming: 2"/4"

Tunneling: 12"/24"

 

Cost Powers END

35 Earth Control Offensive Powers: Multipower, 62-point reserve, (62 Active Points); all slots Restrainable (-½), Only In Heroic Identity (-¼)

3u 1) Boulder Throw: Energy Blast 12d6 (60 Active Points); Restrainable (-½), Only In Heroic Identity (-¼) 6

3u 2) Shower of Boulders: Energy Blast 8d6, Autofire (5 shots; +½) (60 Active Points); Restrainable (-½), Only In Heroic Identity (-¼) 6

3u 3) Mountain of Rock: Energy Blast 5d6, Indirect (Any origin, always fired away from attacker; +½), Area Of Effect (4" Radius; +1) (62 Active Points); Restrainable (-½), Only In Heroic Identity (-¼) 6

16 Body of Stone: Armor (8 PD/8 ED) (24 Active Points); Only In Heroic Identity (-¼), Visible (-¼)

33 Tunneling 12" through 14 DEF material (66 Active Points); Increased Endurance Cost (x2 END; -½), Turn Mode (-¼), Only In Heroic Identity (-¼) 14

12 I Feel The Vibrations: +5 PER with all Sense Groups (15 Active Points); Only In Heroic Identity (-¼)

4 Heat Sight: Infrared Perception (Sight Group) (5 Active Points); Only In Heroic Identity (-¼)

16 Radar Sense: Radar (Radio Group), Increased Arc Of Perception (360 Degrees) (20 Active Points); Only In Heroic Identity (-¼)

15 Body of Stone: Shape Shift (Sight Group), Instant Change 1

 

Talents

3 Absolute Range Sense

 

Skills

Mechanic

3 1) Armorsmith 14-

3 2) Electronics 13-

3 3) Inventor 13-

3 4) Mechanics 13-

3 5) KS: Weaponry 13-

3 6) KS: History of Vehicles 13-

3 7) Weaponsmith 13-

5 8) TF: Combat Aircraft, Grav Vehicles/Hovercraft, Helicopters, Large Planes, Small Planes

3 9) Security Systems 13-

3 10) Systems Operation 13-

3 11) Trading 14-

6 +2 with multipower

3 Acrobatics 14-

3 Breakfall 14-

10 +2 with Ranged Combat

 

Total Powers & Skill Cost: 200

Total Cost: 350

 

200+ Disadvantages

10 Accidental Change: High stress situations 11- (Uncommon)

10 Dependence: Cigarettes Incompetence: -1 to Skill Rolls and related rolls per time increment (Very Common; 20 Minutes)

20 Hunted: Biogenetics 8- (Mo Pow; NCI; Capture)

20 Hunted: Cyberware 14- (Mo Pow; NCI; Watching)

0 Physical Limitation: Power Nullifier (Frequently; Fully Impairing; Custom Adder)

15 Psychological Limitation: Code vs. Killing (Common; Strong)

15 Psychological Limitation: Honorable (Common; Strong)

20 Psychological Limitation: Nice to everyone (Common; Total)

20 Social Limitation: Subject to Orders from Cyberware (Very Frequently; Major)

20 Susceptibility: Extremely Cold Temperatures -40 Fahrenheit or below 3d6 damage per Turn (Uncommon)

 

Total Disadvantage Points: 350

Earned Experience: 0

Spent Experience: 0

Unspent Experience: 0

 

Background/History: Clem Carter was born in Las Vegas, Republic of Pacific Coast States on November 25, 2216. His parents were executives in Cyberware, so he grew up within the walls of the corporate enclave there. He went to the best schools and learned the valuable skills of being a mechanic. After completing school he went to work for the company and was one of their best workers at the Las Vegas facility. One day, when he was 20 a corporate jet broke loose from its cradle and crashed on top of him. When they pulled the wreckage off of him they saw a large hole dug into the floor. Using their voices for guidance Clem returned to where he was working at a changed man. His body had transformed to stone and he had dug his way free. He suffered several injuries from the falling jet, but overall he was alright. He was transferred to the Genetic Research and Development Division to undergo intense testing. He spent several years gaining complete control over his abilities and was eventually transferred to Digital Age to become a member. Clem worked beside Cybernightmare and Lady Stalker for several years learning how to be a gifted agent.

 

Personality/Motivation: Clem enjoys working on all things mechanical. He doesn't mind having his powers and enjoys the fact that he can help people in a more direct manner. He gets along pretty well with everyone on the team and is the closest to Cybernightmare.

He wants to help humanity and uses his abilities as a mechanic and gifted to do so.

 

Quote: "We can resolve this peacefully you know?"

 

Powers/Tactics: Clem's abilities are all rock based and he has above human speed and dexterity.

He prefers to stand off at a distance and attack, but will try to reason with his target. He would rather they give up without a fight. Clem will not take a life no matter what and will try to stop his team mates from doing so.

 

Campaign Use: If the heroes are from Republic of West Coast States, Clem will treat them with respect. If they are from a different Corporate State he will still treat them with respect, but will attempt to apprehend them or get help from his team.

 

Appearance: Clem stands 6' 6" tall and weighs 230 pounds. He has blue eyes and blonde hair that is shoulder length. In his gifted form he has a solid rock body and wears a full body costume that is red with gold trim. He forgoes the use of a mask, but does wear a cape that is the same color as his costume. In either instance he has a well defined body that is near human perfection with very handsome looks.

Link to comment
Share on other sites

Re: LCSB Publishing Presents: Inceptum Terminus Gifted Team Digital Age

 

SHARPSHOOTER

 

Val Char Cost Roll Notes

18 STR 8 13- Lift 303.1kg; 3 ½d6 [2]

23 DEX 39 14- OCV: 8/DCV: 8

18 CON 16 13-

15 BODY 10 12-

23 INT 13 14- PER Roll 14-

15 EGO 10 12- ECV: 5

15 PRE 5 12- PRE Attack: 3d6

12 COM 1 11-

 

10+8 PD 6 Total: 10/18 PD (0/8 rPD)

10+8 ED 6 Total: 10/18 ED (0/8 rED)

5 SPD 17 Phases: 3, 5, 8, 10, 12

10 REC 4

40 END 2

33 STUN 0 Total Characteristic Cost: 141

 

Movement: Running: 7"/14"

Leaping: 5"/10"

Swimming: 2"/4"

 

Cost Powers END

28 Laser Sniper Rifle: Multipower, 60-point reserve, all slots No Range Modifier (+½) (90 Active Points); all slots OAF Durable (-1), Strength Minimum 14 (-½), Required Hands Two-Handed (-½), Real Weapon (-¼)

2u 1) Stun Setting: Energy Blast 8d6, 2 clips of 12 Charges (+0), No Range Modifier (+½) (60 Active Points); OAF Durable (-1), Strength Minimum 14 (-½), Required Hands Two-Handed (-½), No Knockback (-¼), Real Weapon (-¼) [12]

2u 2) Armor Piercing Setting: Killing Attack - Ranged 2d6, 2 clips of 12 Charges (+0), No Range Modifier (+½), Armor Piercing (+½) (60 Active Points); OAF Durable (-1), Strength Minimum 14 (-½), Required Hands Two-Handed (-½), No Knockback (-¼), Real Weapon (-¼) [12]

1u 3) Bola Rifle Grenades: Entangle 6d6, 6 DEF (60 Active Points); 4 Charges (-1), OAF Durable (-1), Strength Minimum 14 (-½), Required Hands Two-Handed (-½), Real Weapon (-¼) [4]

1u 4) Flash Bang Rifle Grenade: Sight Group Flash 6d6, Area Of Effect (3" Radius; +1) (60 Active Points); 4 Charges (-1), OAF Durable (-1), Strength Minimum 14 (-½), Required Hands Two-Handed (-½), Real Weapon (-¼) [4]

1u 5) Concussive Rifle Grenades: Energy Blast 9d6, Explosion (+½), Nonselective Target (-¼) (56 Active Points); 4 Charges (-1), OAF Durable (-1), Strength Minimum 14 (-½), Required Hands Two-Handed (-½), Real Weapon (-¼) [4]

2u 6) Smoke Rifle Grenades: Darkness to Sight Group 6" radius (60 Active Points); OAF Durable (-1), Strength Minimum 14 (-½), Required Hands Two-Handed (-½), 4 Continuing Charges lasting 1 Minute each (-¼), Real Weapon (-¼) [4 cc]

12 Kenther L-2 Laser Semi-Automatic Pistol: (Total: 39 Active Cost, 12 Real Cost) Killing Attack - Ranged 1 ½d6, 2 clips of 12 Charges (+0), Required Hands One-Handed (+0), Increased Maximum Range (625"; +¼) (31 Active Points); OAF Durable (-1), Strength Minimum 10 (-½), No Knockback (-¼), Beam (-¼), Real Weapon (-¼) (Real Cost: 9) plus +1 with Ranged Combat (5 Active Points); OAF Durable (-1) (Real Cost: 2) plus Penalty Skill Levels: +1 vs. Range Modifier with All Attacks (3 Active Points); OAF Durable (-1) (Real Cost: 1) [12]

19 Heavy Protective Full Body Armor: (Total: 34 Active Cost, 19 Real Cost) Armor (8 PD/8 ED) (24 Active Points); OIF Durable (-½), Half Mass (-½), Real Armor (-¼) (Real Cost: 11) plus Life Support (Self-Contained Breathing) (10 Active Points); IIF Durable (-¼) (Real Cost: 8)

18 Advanced Camoflage Holographic Field: Sight Group Images 1" radius, +/-2 to PER Rolls, Variable SFX (Limited Group of SFX; Any terrain type features; +¼), 8 Continuing Charges lasting 20 Minutes each (+¾) (32 Active Points); No Range (-½), IIF (-¼) [8 cc]

5 Disguise Kit: Cosmetic Transform 6d6 (Facial features, body features, and hair, Make-up removal) (30 Active Points); Extra Time (1 Hour, -3), OAF (-1), Requires A Skill Roll (Disguise; -½) 3

 

Talents

3 Ambidexterity (-2 Off Hand penalty)

 

Skills

3 Acrobatics 14-

3 Armorsmith 14-

3 Climbing 14-

15 +3 with Ranged Combat

3 Concealment 14-

3 Contortionist 14-

3 Disguise 14-

3 Electronics 14-

3 Fast Draw 14-

3 Interrogation 12-

0 Language: English (completely fluent; literate) (4 Active Points)

4 Language: Spanish (completely fluent; literate)

3 Lockpicking 14-

4 Navigation (Air, Land, Marine) 14-

3 Parachuting 14-

3 Paramedics 14-

3 Persuasion 12-

3 PS: Assassin 14-

3 Scientist

2 1) Science Skill: Armor 14- (3 Active Points)

2 2) Science Skill: Electronics 14- (3 Active Points)

2 3) Science Skill: Firearms 14- (3 Active Points)

3 Security Systems 14-

3 Stealth 14-

3 Streetwise 12-

12 Survival (Marine, Temperate/Subtropical, Desert, Mountain, Underground, Urban) 14-

3 Systems Operation 14-

3 Tactics 14-

3 Teamwork 14-

3 Tracking 14-

5 WF: Assault Rifles/LMGs, Gauss Guns, Grenade Launchers, Handguns, Laser Pistols, Laser Rifles, Rifles, Shotguns, Submachine Guns

3 Weaponsmith (Energy Weapons, Firearms) 14-

 

Total Powers & Skill Cost: 209

Total Cost: 350

 

200+ Disadvantages

10 Distinctive Features: Assassin's Armor (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)

20 Hunted: Biogenetics 8- (Mo Pow; NCI; Capture)

20 Hunted: Cyberware 14- (Mo Pow; NCI; Watching)

0 Physical Limitation: Power Nullifier (Frequently; Fully Impairing; Custom Adder)

20 Psychological Limitation: Dislikes the caste system (Common; Total)

20 Psychological Limitation: Enjoys Assassinating People (Common; Total)

10 Psychological Limitation: Has feelings for Cybernightmare (Uncommon; Strong)

20 Reputation: Assassin, 14- (Extreme)

20 Social Limitation: Subject to Orders from Faction (Very Frequently; Major)

10 Unluck: 2d6

 

Total Disadvantage Points: 350

Earned Experience: 0

Spent Experience: 0

Unspent Experience: 0

 

Background/History: Justin Case was born in the middle of Death Valley on March 15, 2210 to parents that were marauders. He learned how to survive early on and upon reaching the age of 12 he left the marauder group behind. He wandered to Nuevo Angeles and began working with the Chancy's Cobras on contract. His ability to enter into buildings and assassinate targets was unrivaled by any other individual. Over the years his reputation grew as did the type of equipment he uses. After a botched assassination attempt on the Chairman and the Board of Directors of Cyberware, he was captured by the 12th Street Sidewinders and was incarcerated inthe Genetic Research and Development Division. Since he was already active military with Chancy's Cobras he was inducted into Digital Age upon the completion of his trial for treason. As part of his sentence he is to serve out his days with Digital Age in exchange for continued living and helps Lilan run the team.

 

Personality/Motivation: Justin has a grim outlook on life due to his experiences of being the son of marauders and an assassin. He secretly has feelings for Maria because she is trying to merge the machine with man and he admires her for that. He has some conflicts with Rock Strike due to the latter's code against killing. He gets along with Lady Stalker and High Explosive pretty well since going against them will result in his death.

Justin just wants to survive the combat he is placed in and will do whatever is necessary to survive. He understands that his choices are to die now or to die of old age, so he prefers the latter.

 

Quote: "You just have to do whatever you have in order to survive."

 

Powers/Tactics: Justin has superhuman intelligence, reflexes, and speed. He has no natural powers of his own so he relies upon equipment to complete missions. His current equipment is a custom made sniper rifle that has stun or lethal settings plus can fire rifle grenades for long range work.

He prefers to fight from long range and provide covering fire for the team. For close in work he carries a laser pistol.

 

Campaign Use: Justin will not help any hero that comes to him regardless of faction. Due to his act of attempting to assassinate the company leadership he will never see freedom.

 

Appearance: Justin is 6' 4" tall and weighs 220 pounds. He is bald and has brown eyes. His current costume is standard issue body armor to the Republic of West Coast States Armed Forces complete with the helmet. He has a well defined body that he maintains by working out.

Link to comment
Share on other sites

Re: LCSB Publishing Presents: Inceptum Terminus Gifted Team Digital Age

 

CYBERNIGHTMARE

 

Val Char Cost Roll Notes

10+20 STR 0 11- / 15- Lift 100.0kg/1600.0kg; 2d6/6d6

23 DEX 39 14- OCV: 8/DCV: 8

18 CON 16 13-

13 BODY 6 12-

20 INT 10 13- PER Roll 19-

15 EGO 10 12- ECV: 5

15 PRE 5 12- PRE Attack: 3d6

10 COM 0 11-

 

7+12 PD 5 Total: 7/19 PD (0/8 rPD)

7+12 ED 3 Total: 7/19 ED (0/8 rED)

5 SPD 17 Phases: 3, 5, 8, 10, 12

6 REC 0

35 END 0

27 STUN 0 Total Characteristic Cost: 111

 

Movement: Running: 18"/72"

Flight: 12"/48"

Leaping: 21"/84"

Swimming: 26"/104"

Swinging: 14"/56"

 

Cost Powers END

34 Cybernetic Weapon Pool: Multipower, 60-point reserve, (60 Active Points); all slots OIF (-½), Real Weapon (-¼)

3u 1) Cybernetic Laser Stun Setting: Energy Blast 8d6, No Range Modifier (+½) (60 Active Points); OIF (-½), Real Weapon (-¼) 6

3u 2) Cybernetic Flamethrower Nozzle: Energy Blast 4d6, Area Of Effect (16" Line; +1), Continuous (+1) (60 Active Points); OIF (-½), 12 Charges (-¼), Real Weapon (-¼) [12]

3u 3) Cybernetic Laser Lethal Setting: Killing Attack - Ranged 4d6 (60 Active Points); OIF (-½), Real Weapon (-¼) 6

3u 4) Cybernetic Fists: Hand-To-Hand Attack +12d6 (60 Active Points); Hand-To-Hand Attack (-½), OIF (-½), Real Weapon (-¼) 6

3u 5) Cybernetic Sword Arm: Killing Attack - Hand-To-Hand 4d6 (4 ½d6 / 6d6 w/STR) (60 Active Points); OIF (-½), Real Weapon (-¼) 6

1u 6) Flash Grenades: Sight and Hearing Groups Flash 4d6 (25 Active Points); 8 Charges (-½), OIF (-½), Real Weapon (-¼) [8]

3u 7) Smoke Grenades: Darkness to Sight and Hearing Groups 4" radius, 8 Continuing Charges lasting 1 Minute each (+¼) (56 Active Points); OIF (-½), Real Weapon (-¼) [8 cc]

14 Cybernetic Movement Systems: Multipower, 29-point reserve, (29 Active Points); all slots OIF Durable (-½), Increased Endurance Cost (x2 END; -½)

1u 1) Cybernetic Anti-Gravity Thrusters: Flight 12", x4 Noncombat (29 Active Points); OIF Durable (-½), Increased Endurance Cost (x2 END; -½) 6

1u 2) Cybernetic Legs Leaping: Leaping +19" (21"/25" forward, 10 ½"/12 ½" upward) (Accurate, x4 Noncombat) (29 Active Points); OIF Durable (-½), Increased Endurance Cost (x2 END; -½) 6

1u 3) Cybernetic Legs Running: Running +12" (18" total), x4 Noncombat (29 Active Points); OIF Durable (-½), Increased Endurance Cost (x2 END; -½) 6

1u 4) Cybernetic Arm Swingline: Swinging 14", x4 Noncombat, No Gravity Penalty (+½) (28 Active Points); OIF Durable (-½), Increased Endurance Cost (x2 END; -½) 6

1u 5) Underwater Thrusters: Swimming +24" (26" total) (x4 Noncombat) (29 Active Points); OIF Durable (-½), Increased Endurance Cost (x2 END; -½) 6

8 Cybernetic Sensor Suite: Multipower, 20-point reserve, (20 Active Points); all slots Increased Endurance Cost (x2 END; -½), OIF Durable (-½), Conditional Power Power Does Not Work In Intense Magnetic Fields (-¼), Costs Endurance (Only Costs END to Activate; -¼)

1u 1) Active Sonar (Hearing Group), Increased Arc Of Perception (360 Degrees) (20 Active Points); OIF Durable (-½), Increased Endurance Cost (x2 END; -½), Conditional Power Power Does Not Work In Intense Magnetic Fields (-¼), Costs Endurance (Only Costs END to Activate; -¼) 4

1u 2) +6 PER with all Sense Groups (18 Active Points); OIF Durable (-½), Increased Endurance Cost (x2 END; -½), Conditional Power Power Does Not Work In Intense Magnetic Fields (-¼), Costs Endurance (Only Costs END to Activate; -¼) 4

1u 3) Nightvision, Increased Arc Of Perception (360 Degrees), Tracking (15 Active Points); OIF Durable (-½), Increased Endurance Cost (x2 END; -½), Conditional Power Power Does Not Work In Intense Magnetic Fields (-¼), Costs Endurance (Only Costs END to Activate; -¼) 2

1u 4) Radar (Radio Group), Increased Arc Of Perception (360 Degrees) (20 Active Points); OIF Durable (-½), Increased Endurance Cost (x2 END; -½), Conditional Power Power Does Not Work In Intense Magnetic Fields (-¼), Costs Endurance (Only Costs END to Activate; -¼) 4

1u 5) Radio Perception/Transmission (Radio Group), Concealed (-5 with Radio Perception/Transmission PER Rolls) (15 Active Points); OIF Durable (-½), Increased Endurance Cost (x2 END; -½), Conditional Power Power Does Not Work In Intense Magnetic Fields (-¼), Costs Endurance (Only Costs END to Activate; -¼) 2

1u 6) Ultrasonic Perception (Hearing Group), Increased Arc Of Perception (360 Degrees) (8 Active Points); OIF Durable (-½), Increased Endurance Cost (x2 END; -½), Conditional Power Power Does Not Work In Intense Magnetic Fields (-¼), Costs Endurance (Only Costs END to Activate; -¼) 2

1u 7) Ultraviolet Perception (Sight Group), Increased Arc Of Perception (360 Degrees) (10 Active Points); OIF Durable (-½), Increased Endurance Cost (x2 END; -½), Conditional Power Power Does Not Work In Intense Magnetic Fields (-¼), Costs Endurance (Only Costs END to Activate; -¼) 2

16 Armored Body: Armor (8 PD/8 ED) (24 Active Points); Always On (-½)

6 Brain and Spinal Column Nutrient Bath: Life Support (Eating: Character only has to eat once per week; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat) (8 Active Points); IIF (-¼)

4 Polarized Lenses: Sight Group Flash Defense (8 points) (8 Active Points); OIF Durable (-½), Costs Endurance (-½) 1

4 Audio Dampers: Hearing Group Flash Defense (8 points) (8 Active Points); OIF Durable (-½), Costs Endurance (-½) 1

27 Cybernetic Body: Density Increase (1,600 kg mass, +20 STR, +4 PD/ED, -4" KB), Reduced Endurance (0 END; +½), Persistent (+½) (40 Active Points); Always On (-½)

32 Micro-Nuclear Power Plant: Endurance Reserve (100 END, 30 REC) (40 Active Points); IIF Durable (-¼)

 

Skills

Scientist

3 1) Armorsmith 14-

3 2) Computer Programming 13-

3 3) Deduction 13-

3 4) Inventor 13-

4 5) WF: Axes, Maces, Hammers, and Picks, Blades, Clubs, Laser Pistols, Laser Rifles, Unarmed Combat

3 Weaponsmith 13-

3 Scientist

2 1) Science Skill: Anatomy 13- (3 Active Points)

2 2) Science Skill: Biology 13- (3 Active Points)

2 3) Science Skill: Cybernetics 13- (3 Active Points)

2 4) Science Skill: Engine Design 13- (3 Active Points)

2 5) Science Skill: Metallurgy 13- (3 Active Points)

2 6) Science Skill: Neurology 13- (3 Active Points)

2 7) Science Skill: Nuclear Engineering 13- (3 Active Points)

2 8) Science Skill: Optronics 13- (3 Active Points)

2 9) Science Skill: Surgery 13- (3 Active Points)

3 Scholar

2 1) KS: Anatomy (3 Active Points) 13-

2 2) KS: Biology (3 Active Points) 13-

2 3) KS: Cybernetics (3 Active Points) 13-

2 4) KS: Engine Design (3 Active Points) 13-

2 5) KS: Medicine (3 Active Points) 13-

2 6) KS: Metallurgy (3 Active Points) 13-

2 7) KS: Neurology (3 Active Points) 13-

2 8) KS: Nuclear Engineering (3 Active Points) 13-

2 9) KS: Optronics (3 Active Points) 13-

2 10) KS: Surgery (3 Active Points) 13-

 

Total Powers & Skill Cost: 240

Total Cost: 350

 

200+ Disadvantages

20 Distinctive Features: Cybernetic Body (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)

20 Enraged: Whenever an innocent is threatened with harm (Uncommon), go 14-, recover 11-

20 Hunted: Biogenetics 8- (Mo Pow; NCI; Capture)

20 Hunted: Cyberware 14- (Mo Pow; NCI; Watching)

15 Psychological Limitation: Implanted 10mt nuclear bomb that will go off if Cybernightmare goes rogue (Uncommon; Total)

20 Psychological Limitation: Will not harm innocents (Common; Total)

15 Psychological Limitation: Mourns her adopted father's death (Common; Strong)

20 Social Limitation: Subject to Orders from Cyberware (Very Frequently; Major)

 

Total Disadvantage Points: 350

Earned Experience: 0

Spent Experience: 0

Unspent Experience: 0

 

 

Looks good, only thing I would have some problem with is the always on on armor, but it is legal, just kind of "is this really limiting", maybe some explanation on how it limits the character (makes it hard to get shots for instance).

 

Also I would change the 10mt atomic bomb to something a bit more personal, maybe something that destroys the room instead of the city...

Link to comment
Share on other sites

Re: LCSB Publishing Presents: Inceptum Terminus Gifted Team Digital Age

 

Cybernightmare had everything except her brain and spinal column replaced with cybernetics. The 10mt nuke is there to ensure that she follows orders. She cares too much about humanity which is why she has the nuke to begin with. :)

Link to comment
Share on other sites

  • 2 weeks later...

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...