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M.A.C.H.-1

M.A.C.H.-1

Abner Jenkins

F) Gd10
A) Gd10
S) Ex20/Ty6
E) Ex30/Ty6
R) Ex20
I) Rm30
P) Ty6

Health: 60/32 Karma: 56
Resources: Ex Pop: 30

Known Powers:
None

Equipment:
M.A.C.H.-1 Armor: Rm material, It is technically a Mobile Armored Cyber Harness. He built it and it has benifitted by the modifications made by Techno. Anyone who wears the suit gains a +2 CS to both strength and endurance. Without the suit, Abner's strength and endurance falls to Ty. It has the following abilities:
-Flight: Ex airspeed, able to acheive a max speed of 30 areas/turn, but only half that in compressed areas such as cities. He can push 800 lbs.
-Body Armor: Ex protection vs. Physical, Rm protection vs. Energy
-Resistance: Mn ability to counter adhesives. <
Helmet: Rm material, gives M.A.C.H.-2 the following abilities:
-Air Supply: 6 hours
-Infrared Vision: Gd ability to see thermal emissions or to see in the dark.
-Radar: Gd radar gives basic position of obstacles up to 10 areas away.
-Systems Monitoring: Displays within the helmet inform him of the status of weapons and power level.
-Protected Vision: While wearing the visor, M.A.C.H.-2 is immune to most sight-based attacks unless such attacks can be controlled by television.
-Flight Computer: Ex, This onboard flight computer that grants Ex manuverability, and also a +2 CS to any agility FEAT that involves manuvers or turns.
-Targetting Computer: This computer grants +2CS to agility to fire the suit's weapons systems.
Weapon Systems:
-Submachine Guns: Ty Shooting, 7 areas, hit up to 3 adjacent targets,
-Missle Launcher: Mn explosive damage in same area.
-Grenade Launcher: 3 area range, He has the following types of grenades:
--Knock-Out Gas: Rm intensity in 1 area
--Smoke: Rm intensity in 1 area

Talents: Electronics, Repair/Tinker, Pilot, Aerial Combat

Contacts: Thunderbolts