shadowcat1313 Posted May 5, 2009 Report Share Posted May 5, 2009 MAXIMUS SCV-12 STARSHIP CONSTRUCTION VEHICLE Val Char Cost Notes 40 STR 0 Lift 6400.0kg; 8d6 10 DEX 0 OCV 3 DCV 3 12 BODY 4 10 INT 0 PER Roll 11-/15- 0 EGO 0 ECV: 0 10 PRE 0 PRE Attack: 2d6 10 COM 0 2 SPD 0 Phases: 6, 12 Total Characteristic Cost: 4 Movement: Running: 6" / 12" Swimming: 2" / 4" Leaping: 2" Flight: 10" / 20" Cost Powers END Construction 45 1) Metal Skin: Armor (10 PD/10 ED) (90 Active Points); OIF (-1/2), Ablative BODY Only (-1/2) 0 45 Automaton (Takes No STUN (loses abilities when takes BODY)) 0 15 Does Not Bleed 0 14 Life Support (Eating: Character only has to eat once per week; Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents; Longevity: 200 Years; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character only has to sleep 8 hours per week) (42 Active Points); OIF Immobile (-1 1/2), Custom Modifier (Real Equipment; -1/4), Costs Endurance (Only Costs END to Activate; -1/4) (uses Personal END) 4 8 Lifting Arms : +30 STR (30 Active Points); OAF Bulky (-1 1/2), Requires A Skill Roll (-1/2), Restrainable (-1/2) (uses Personal END) 3 1 Extra Limbs (4) (5 Active Points); OAF Bulky (-1 1/2), Restrainable (-1/2), Limited Manipulation (-1/4) 0 Powerplant 4 1) Endurance Reserve (10 END, 10 REC) (11 Active Points); OIF Immobile (-1 1/2), Custom Modifier (Real Equipment; -1/4) 0 Locomotion 8 1) Thruster Arrays: Flight 10", Position Shift (25 Active Points); OIF Immobile (-1 1/2), Fuel Dependent (fuel is Very Common; must refuel Once per 6 Hours; -3/4) 0 Sensors and Electronics 5 1) Heavy Duty Floodlights: Sight Group Images Increased Size (4" radius; +1/2) (15 Active Points); OIF Bulky Durable (-1), Only To Create Light (-1) (uses Personal END) 1 6 Sensors and Commo: Multipower, 20-point reserve, (20 Active Points); all slots OIF Immobile (-1 1/2), Custom Modifier (only for sensors and commo; -1) 1u 1) Radio Perception/Transmission (Radio Group), MegaScale (1" = 100 km; +3/4), Can Be Scaled Down (+1/4) (20 Active Points); OIF Bulky Fragile (-1 1/4), Custom Modifier (only for sensors and commo; -1), Costs Endurance (Only Costs END to Activate; -1/4) (uses Personal END) 2 1u 2) High Res Thermographics: IR Perception (Sight Group), +5 to PER Roll, Discriminatory, Analyze (20 Active Points); OIF Bulky (-1), Custom Modifier (only for sensors and commo; -1), Costs Endurance (Only Costs END to Activate; -1/4) (uses Personal END) 2 1u 3) Enhanced Audio pickups: +4 PER with Hearing Group (8 Active Points); OIF Immobile (-1 1/2), Custom Modifier (only for sensors and commo; -1) 0 1u 4) Rad Scanner: Detect A Single Thing 13-/17- (Unusual Group), Discriminatory, Analyze; OIF Immobile (-1 1/2), Custom Modifier (only for sensors and commo; -1) 0 Specialized Equipment 11 1) Plasma Cutting/Welding Torch: RKA 3d6+1 (vs. ED) (50 Active Points); OAF Bulky (-1 1/2), Fuel Dependent (fuel is Very Common; must refuel Once per 6 Hours; -3/4), Restrainable (-1/2), No Range (-1/2), Real Weapon (-1/4) (uses Personal END) 5 3 2) Magnetic Grapples: Clinging (50 STR) (13 Active Points); OAF Bulky (-1 1/2), Custom Modifier (only against magnetic surfaces; -1), Linked (???; -1/2) 0 Talents 2 Absolute Time Sense (3 Active Points); OIF (-1/2), Custom Modifier (Real Equipment; -1/4) 2 Bump Of Direction (3 Active Points); OIF (-1/2), Custom Modifier (Real Equipment; -1/4) 2 Eidetic Memory (5 Active Points); OIF (-1/2), Custom Modifier (Real Equipment; -1/4), 1 Continuing Charge lasting 1 Hour (-1/4) 2 Lightning Calculator (3 Active Points); OIF (-1/2), Custom Modifier (Real Equipment; -1/4) Skills 1 +1 with Mechanics (2 Active Points); OIF Bulky (-1) 1 +2 with KS: Emergency Damage Control; OIF Bulky Fragile (-1 1/4) 3 +2 with Systems Operation (Communications Systems, Environmental Systems) (8 Active Points); OIF Immobile (-1 1/2) 2 +2 with KS 1 +1 with KS Total Powers & Skill Cost: 185 Total Cost: 189 200+ Disadvantages 20 Social Limitation: All Robots are treated as Property (Very Frequently; Severe; Not Limiting In Some Cultures) 10 Physical Limitation: Must Refuel or Recharge for 8 hours once a week (Infrequently; Greatly Impairing) 15 Physical Limitation: Requires repair rolls and parts to heal (Frequently; Greatly Impairing) 0 Experience Points Total Disadvantage Points: 189 Quote Link to comment Share on other sites More sharing options...
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