Okay, I don't have TUV yet, but that won't stop me from asking people to post the vehicles they have made to the web
I have been working on a massive vehicle, it is not done yet, but here is what is done
Heavy Metal Fighter
Player:
Val Char Cost
30 STR -20
23 DEX 39
20 BODY 2
5 SPD 17
5" RUN -2
1" SWIM -1
0" LEAP 0
Characteristics Cost: 99
Cost Power
70 Sub Vehicles: Duplication (creates 5 275-point Duplicates), Cannot Recombine (+0), Altered Duplicates (1/4 of Duplicate's points spent differently; +1/4) (87 Active Points); Concentration (1/2 DCV; -1/4)
15 Weapons Array: Multipower, 45-point reserve, all slots: (45 Active Points); OAF Bulky (-1 1/2), Beam (-1/4), Can not be bounced (-1/4)
1u 1) Full Power Shot: Killing Attack - Ranged 1d6 +1 (vs. ED), +1 STUN Multiplier (+1/4), Reduced Endurance (0 END; +1/2), Penetrating (+1/2) (45 Active Points)
1u 2) Rapid Shots: Killing Attack - Ranged 1d6 (vs. ED), Autofire (5 shots; +1/2), Penetrating (+1/2), Reduced Endurance (0 END; +1) (45 Active Points); OAF Bulky (-1 1/2)
36 Jets: Flight 15", Variable Advantage (+1/4 Advantages +1/2) (45 Active Points); Cannot move Backwards (-1/4) [Notes: Variable Advantages: Megascale 1"=10m, Megascale 1"=100m, Megascale 1"=1km , Usuable Underwater]
18 Rocket Packs I: Killing Attack - Ranged 1d6 +1 (vs. PD), Explosion (Normal (Radius) -1 DC/1"; +1/2), Variable Advantage (+1/2 Advantages Limited Group of Advantages; +3/4) (45 Active Points); OIF Bulky (-1), 32 Clips of 4 Charges (-1/4), Only may be used at maximum effect and Can not be Spread (-1/4) [Notes: Variable Advantages: Explosion fade rate +2", Armor Piercing, No Range Modifier, Autofire-5]
18 Rocket Packs II: Energy Blast 4d6 (vs. ED), Explosion (Normal (Radius) -1 DC/1"; +1/2), Variable Advantage (+1/2 Advantages Limited Group of Advantages; +3/4) (45 Active Points); OIF Bulky (-1), 32 Clips of 4 Charges (-1/4), Only may be used at maximum effect and Can not be Spread (-1/4) [Notes: Variable Advantages:Explosion fade rate +2", Armor Piercing, No Range Modifier, Autofire-5]
10 Life Support Systems: 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, Safe in Low Pressure/Vacuum, Self-Contained Breathing) (20 Active Points); OIF Bulky (-1)
Comm Systems & Sensors, all slots: OIF Bulky (-1)
6 1) Basic Radio: High Range Radio Perception (12 Active Points)
10 2) Encrypted Radio: Mind Link (Specific Group of Minds; Number of Minds (x16)) (30 Active Points); Only With Others Who Have Mind Link (-1)
15 3) Radar: Radar (Increased Arc of Perception: 360-Degree), Variable Advantage (+1/4 Advantages Limited Group of Advantages; +1/2) (30 Active Points) [Notes: Variable Advantages: Difficult to Dispell, Megascale]
4 4) Ultrasonic Scopes: Ultrasonic Perception (Increased Arc of Perception: 360-Degree) (8 Active Points)
43 Multipower, 75-point reserve, all slots: (75 Active Points); IIF Bulky (-3/4)
3u 1) Combind Mecha Mode: Multiform (350 Character Points in the most expensive form) (x2 Number Of Forms) (75 Active Points); Extra Time (Full Phase; -1/2), Concentration (1/2 DCV; -1/4)
4u 2) Alternate Forms: Multiform (325 Character Points in the most expensive form) (Instant Change, x2 Number Of Forms) (75 Active Points)
Powers Cost: 254
Cost Skill
2 TF: Squad Vehicles
Skills Cost: 2
Total Character Cost: 355
Pts. Disadvantage
15 Distinctive Features: High Tech Ship, Not Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses
20 Enraged: Electrical Attacks, Common, go 8-, recover 14-, Berserk
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
10 Reputation: Heroic Vehicle, Frequently (11-)
20 Vulnerability: Electrical Attacks, Common, Vulnerability Multiplier (2x BODY)
Disadvantage Points: 115
Base Points: 225
Experience Required: 15
Total Experience Available: 0
Experience Unspent: 0
This is still a work in progress, thus the 15 points needed...
Next up is one of its Multiforms (one of the comining)
Player: Mecha
Val Char Cost
70 STR 0
20 DEX 30
20 BODY -2
4 SPD 10
10" RUN 8
1" SWIM -1
0" LEAP 0
Characteristics Cost: 129
Cost Power
4 Mecha (2 Arms, 2 Legs): Extra Limbs (5 Active Points); Limited Manipulation (-1/4)
10 Boot Jets: Flight 5", Usable Underwater (+1/4) (12 Active Points); No Noncombat Movement (-1/4)
66 Combat Fighter: Duplication (creates 275-point form), Cannot Recombine (+0), Altered Duplicates (1/2 of Duplicate's points spent differently; +1/2) (82 Active Points); Concentration (1/2 DCV; -1/4)
10 Hardy Design: +5 DEF (15 Active Points); Coverage does not protect passengers (-1/2) (added to Secondary Value)
22 Rocket Packs I: Killing Attack - Ranged 1d6 +1 (vs. PD), 16 Clips of 12 Charges (+1/4), Explosion (Normal (Radius) -1 DC/1"; +1/2), Variable Advantage (+1/2 Advantages Limited Group of Advantages; +3/4) (50 Active Points); OIF Bulky (-1), Only may be used at maximum effect and Can not be Spread (-1/4) [Notes: Variable Advantages: Explosion fade rate +2", Armor Piercing, No Range Modifier, Autofire-5]
22 Rocket Packs II: Energy Blast 4d6 (vs. ED), 16 Clips of 12 Charges (+1/4), Explosion (Normal (Radius) -1 DC/1"; +1/2), Variable Advantage (+1/2 Advantages Limited Group of Advantages; +3/4) (50 Active Points); OIF Bulky (-1), Only may be used at maximum effect and Can not be Spread (-1/4) [Notes: Variable Advantages:Explosion fade rate +2", Armor Piercing, No Range Modifier, Autofire-5]
10 Life Support Systems: 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, Safe in Low Pressure/Vacuum, Self-Contained Breathing) (20 Active Points); OIF Bulky (-1)
Comm Systems & Sensors, all slots: OIF Bulky (-1)
6 1) Basic Radio: High Range Radio Perception (12 Active Points)
5 2) Discriminatory Sense (Radio Group) (10 Active Points)
8 3) Encrypted Radio: Mind Link (Specific Group of Minds; Number of Minds (x8)) (25 Active Points); Only With Others Who Have Mind Link (-1), Does Not Provide Mental Awareness (-1/4)
7 4) Energy Meters: Detect Energy Signatures (part of Radio) A Large Class Of Things 9- (Tracking) (15 Active Points)
2 5) Life Signs: Detect A Class Of Things 9- (5 Active Points)
11 6) Radar: Radar, Variable Advantage (+1/4 Advantages Limited Group of Advantages; +1/2) (22 Active Points) [Notes: Variable Advantages: Difficult to Dispell, Megascale]
5 7) Increased Arc Of Perception (360-Degree) (Radio Group) (10 Active Points)
2 8) UV Sensors: Ultraviolet Perception (5 Active Points)
4 9) Ultrasonic Scopes: Ultrasonic Perception (Increased Arc of Perception: 360-Degree) (8 Active Points)
20 Weapons Array: Multipower, 50-point reserve, all slots: (50 Active Points); OAF Bulky (-1 1/2)
2u 1) Energy Saber: Killing Attack - Hand-To-Hand 1d6 +1 (plus STR) (vs. ED), Armor Piercing x1 (+1/2), Reduced Endurance (0 END; +1/2), Penetrating (+1/2) (50 Active Points)
2u 2) Full Power Energy Blast: Killing Attack - Ranged 1 1/2d6 (vs. ED), Reduced Endurance (0 END; +1/2), Penetrating (+1/2) (50 Active Points); Only may be used at maximum effect and Can not be Spread (-1/4), Cannot Be Used With Bounce (-1/4)
1u 3) Rapid Shots : Killing Attack - Ranged 1d6 (vs. ED), Autofire (5 shots; +1/2), Penetrating (+1/2), Reduced Endurance (0 END; +1) (45 Active Points); Beam (-1/4), Cannot Be Used With Bounce (-1/4)
Powers Cost: 219
Cost Skill
2 TF: Squad Vehicles
Skills Cost: 2
Total Character Cost: 350
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: 225
Experience Required: 0
Total Experience Available: 0
Experience Unspent: 0
And here is another form of mecha:
Ultimate Mecha
Player:
Val Char Cost
75 STR 0
20 DEX 30
20 BODY -3
5 SPD 20
15" RUN 18
1" SWIM -1
0" LEAP 0
Characteristics Cost: 153
Cost Power
4 Mecha (2 Arms, 2 Legs): Extra Limbs (5 Active Points); Limited Manipulation (-1/4)
12 Force Field Generators: Force Field (10 PD / 10 ED), 2 Clips of 1 Recoverable Continuing Fuel Charges lasting 1 Minute each (+0), Hardened (+1/4) (25 Active Points); OIF Bulky (-1) (added to Secondary Value)
10 Boot Jets: Multipower, 10-point reserve
1u 1) Boot Jets: Flight 5" (10 Active Points); No Noncombat Movement (-1/4)
1u 2) Swimming 10" (10 Active Points) (not added to totals)
1u 3) Leaping 10" (10 Active Points) (not added to totals)
10 Hardy Design: +5 DEF (15 Active Points); Coverage does not protect passengers (-1/2) (not added to totals)
22 Rocket Packs I: Killing Attack - Ranged 1d6 +1 (vs. PD), 16 Clips of 12 Charges (+1/4), Explosion (Normal (Radius) -1 DC/1"; +1/2), Variable Advantage (+1/2 Advantages Limited Group of Advantages; +3/4) (50 Active Points); OIF Bulky (-1), Only may be used at maximum effect and Can not be Spread (-1/4) [Notes: Variable Advantages: Explosion fade rate +2", Armor Piercing, No Range Modifier, Autofire-5]
22 Rocket Packs II: Energy Blast 4d6 (vs. ED), 16 Clips of 12 Charges (+1/4), Explosion (Normal (Radius) -1 DC/1"; +1/2), Variable Advantage (+1/2 Advantages Limited Group of Advantages; +3/4) (50 Active Points); OIF Bulky (-1), Only may be used at maximum effect and Can not be Spread (-1/4) [Notes: Variable Advantages:Explosion fade rate +2", Armor Piercing, No Range Modifier, Autofire-5]
10 Life Support Systems: 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, Safe in Low Pressure/Vacuum, Self-Contained Breathing) (20 Active Points); OIF Bulky (-1)
Comm Systems & Sensors, all slots: OIF Bulky (-1)
6 1) Basic Radio: High Range Radio Perception (12 Active Points)
5 2) Discriminatory Sense (Radio Group) (10 Active Points)
8 3) Encrypted Radio: Mind Link (Specific Group of Minds; Number of Minds (x8)) (25 Active Points); Only With Others Who Have Mind Link (-1), Does Not Provide Mental Awareness (-1/4)
7 4) Energy Meters: Detect Energy Signatures (part of Radio) A Large Class Of Things 9- (Tracking) (15 Active Points)
2 5) Life Signs: Detect A Class Of Things 9- (5 Active Points)
11 6) Radar: Radar, Variable Advantage (+1/4 Advantages Limited Group of Advantages; +1/2) (22 Active Points) [Notes: Variable Advantages: Difficult to Dispell, Megascale]
5 7) Increased Arc Of Perception (360-Degree) (Radio Group) (10 Active Points)
2 8) UV Sensors: Ultraviolet Perception (5 Active Points)
4 9) Ultrasonic Perception (Increased Arc of Perception: 360-Degree) (8 Active Points)
25 Weapons Array: Multipower, 62-point reserve, all slots: (62 Active Points); OAF Bulky (-1 1/2)
2u 1) Energy Saber: Killing Attack - Hand-To-Hand 1 1/2d6 (plus STR) (vs. ED), Armor Piercing x1 (+1/2), Reduced Endurance (0 END; +1/2), Penetrating (+1/2) (62 Active Points)
2u 2) Full Power Energy Blast: Killing Attack - Ranged 2d6 (vs. ED), Reduced Endurance (0 END; +1/2), Penetrating (+1/2) (60 Active Points); Only may be used at maximum effect and Can not be Spread (-1/4), Cannot Be Used With Bounce (-1/4)
2u 3) Rapid Shots : Killing Attack - Ranged 1d6 +1 (vs. ED), Autofire (5 shots; +1/2), Penetrating (+1/2), Reduced Endurance (0 END; +1) (60 Active Points); Beam (-1/4), Cannot Be Used With Bounce (-1/4)
1u 4) Protective Stance: Force Field (10 PD / 10 ED) (Protect Carried Items), Reduced Endurance (0 END; +1/2) (45 Active Points); Concentration (0 DCV; -1/2) (not added to totals)
20 Nova Missile Launcher: Summon 250-point Nova Missile, Amicable (Slavishly Devoted; +1) (100 Active Points); 1 Charges (-2), OIF Bulky (-1), Extra Time (Full Phase; -1/2), Concentration (0 DCV; -1/2)
Powers Cost: 195
Cost Skill
2 TF: Squad Vehicles
Skills Cost: 2
Total Character Cost: 350
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: 225
Experience Required: 0
Total Experience Available: 0
Experience Unspent: 0
Okay, now is the Fighter X, this is one of the Duplicates on the original ship, and the single Dup on the first Mecha
X Fighter
Player:
Val Char Cost
35 STR -15
25 DEX 45
20 BODY 2
6 SPD 25
5" RUN -2
1" SWIM -1
0" LEAP 0
Characteristics Cost: 124
Cost Power
36 Jets: Flight 15", Variable Advantage (+1/4 Advantages +1/2) (45 Active Points); Cannot move Backwards (-1/4) [Notes: Variable Advantages: Megascale 1"=10m, Megascale 1"=100m, Megascale 1"=1km , Usuable Underwater]
9 Life Support Systems: Life Support (Safe in High Pressure, Safe in High Radiation, Safe in Intense Cold, Safe in Intense Heat, Safe in Low Pressure/Vacuum, Self-Contained Breathing) (19 Active Points); OIF Bulky (-1)
20 Nova Missile Launcher: Summon 250-point Nova Missile, Amicable (Slavishly Devoted; +1) (100 Active Points); 1 Charges (-2), OIF Bulky (-1), Extra Time (Full Phase; -1/2), 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) Encrypted Radio: Mind Link (Specific Group of Minds; Number of Minds (x16)) (30 Active Points); Only With Others Who Have Mind Link (-1)
15 3) Radar: 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 1"=10m, Megascale 1"=100m, Megascale 1"=1km , Difficult to Dispell]
17 Weapons Array: Multipower, 50-point reserve, all slots: (50 Active Points); OAF Bulky (-1 1/2), Beam (-1/4), Can not be bounced (-1/4)
2u 1) Full Power Shot: Killing Attack - Ranged 1 1/2d6 (vs. ED), Reduced Endurance (0 END; +1/2), Penetrating (+1/2) (50 Active Points)
1u 2) Rapid Shots: Killing Attack - Ranged 1d6 (vs. ED), Autofire (5 shots; +1/2), Penetrating (+1/2), Reduced Endurance (0 END; +1) (45 Active Points); OAF Bulky (-1 1/2)
34 Mechaforms: Multiform (250 Character Points in the most expensive form) (Instant Change, x2 Number Of Forms) (60 Active Points); IIF Bulky (-3/4)
Powers Cost: 150
Cost Skill
1 TF: Itself
Skills Cost: 1
Total Character Cost: 275
Pts. Disadvantage
15 Distinctive Features: Giant Robotic Vehicle, Not Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses
10 Hunted: Japenese Goverment, More Powerful, 8- (Occasionally), Watching, Extensive Non-Combat Influence
10 Hunted: Centurians, More Powerful, 8- (Occasionally), Watching, Extensive Non-Combat Influence
10 Physical Limitation: Specilised Maintnance, Infrequently, Greatly Impairing
5 Reputation: Heroic Vehicle that tends to destroy cities in huge battles, Sometimes (8-)
Disadvantage Points: 50
Base Points: 200
Experience Required: 25
Total Experience Available: 0
Experience Unspent: 0
And finnaly the SUmmons, it appears on the Ultimate Mecha, and on the Fighter X, It is called the Nova Missile, and it is kind of a Big Honking single attack weapon that is just down right disgusting
Nova Missile
Player:
Val Char Cost
15 STR 0
24 DEX 42
10 BODY -1
5 SPD 16
0" RUN -12
0" SWIM -2
0" LEAP 0
Characteristics Cost: 72
Cost Power
112 Propulsion System: Flight 45", Usable Underwater (+1/4) (112 Active Points)
11 Radar System: Radar (Discriminatory, Increased Arc of Perception: 240-Degree) (22 Active Points); OIF Bulky (-1)
6 Radio Command Unit: High Range Radio Perception (12 Active Points); OIF Bulky (-1)
37 Warhead: Killing Attack - Hand-To-Hand 6d6 (plus STR) (vs. ED), Trigger (+1/4), Penetrating (+1/2), Explosion (Normal (Radius) -1 DC/2"; +3/4) (225 Active Points); 1 Charges which Never Recover (-4), OIF Bulky (-1) [Notes: With Move Through Damage total Damage is 8d6+1]
Powers Cost: 166
Cost Skill
12 +6 Move Throughs
Skills Cost: 12
Total Character Cost: 250
Pts. Disadvantage
20 Vulnerability: Electrical, Common, Vulnerability Multiplier (2x BODY)
20 Distinctive Features, Not Concealable, Always Noticed and Causes Major Reaction, Detectable By Commonly-Used Senses
Disadvantage Points: 40
Base Points: 225
Experience Required: 0
Total Experience Available: 0
Experience Unspent: 0
When all done this vehicle will require 13 different Character sheets, but thought I would show it off now, the sheets still need some work, pklease show off your vehicles