War Machine
Parnell Jacobs
F) Gd10/ Rm30
A) Gd10/ Rm30
S) Ty6/ Am50
E) Gd10/ Mn75
R) Gd10
I) Ex20
P) Ty6
Health: 36/ 185 Karma: 36
Resources: Ex Pop: -10
Equipment:
The Variable Threat Response Battle Suit, Model XI, Mark II, nicknamed "War Machine"
-Body Armor: Rm protection vs. acid, Am vs. physical, heat, cold. Mn vs. most energy. Un vs. radiation and electricity.
-Force Field: For a maximum of 5 turns per hour he can surround himself with a Un force field. While this power is operational his armor can do nothing else.
-Flight: Ex airspeed
-Absorption: Armor can absorb 300 points of energy, either recharging or harmlessly dissipating. With an In intensity Reason FEAT he can increase his Strength, Flight, or Repulsors to Un for 3 turns maximum. Each turn he overloads his system, must obtain a Red result on the Am intensity column, or the armor short circuits and is drained of power until repaired. The absorption operates at Un intensity, but absorbing an incoming attack is a yellow power stunt.
-Self-Sustenance: 1 hour air supply
-Protected Senses: Mn vs. Sonics, Rm vs. Blinding
-Sensors: Infravision, Radar, Sonar, Electrical Power Detectors, Radio waves and communication signals
-Advanced Communications Array: Allows communications with CL1000 range and In encryption capabilities.
-ECM: Rm invisibilty to Radar
-Anti-theft Device: To tamper, analyse, or duplicate the circuitry requires an Mn Reason FEAT. If triggered insides melt to slag and in 2 rounds explodes with In intensity.
-Weapons Systems: +1 CS to all attacks, coupled with the helmet-mounted, laser sighting/guidance system capable of tracking several targets at once War Machine receives a Mn multiple attacks ability.
-Plasma Bolt Generation: Rm Energy, 10 areas
-Repulsors: Am Force, 10 areas
-Uni-Beams: Chest beam has a 3 area range for all effects.
~~Heat Beam: In
~~ Laser: Am
~~Light Beam: Rm
~~Tractor Beam: Rm
~~Holographic Projector: Gd
-Chain gun: Ty to In shooting
-Deployable missile box launcher:
~~Anti-Tank: -2CS to Body and Protection, Am edge
~~Anti-Ship: -2CS to Body and Protection, Am edge
~~Spent Uranium Core Armor-Piercing: In edge
~~Flame Bomb: In energy, burns with Gd intensity
~~Fire Suppressant: Rm Smoke
~~Tear Gas:Ty intensity FEAT or take no actions until 1 round after leave area
~~Radio Repeater: In
~~Sub-Nuke:Un edged
-Gauntlet Mini-Cannon:
~~Spent Uranium Armor-Piercing: -2 CS to Body Armor, Rm shooting
~~High Explosive: Rm Energy
~~Concussion Type: Ex Force
~~High Temperature Thermite: Rm Energy
~~Tear Gas: Ty intensity FEAT or take no actions until one round after leave area
~~Tracer
~~Flare: illuminates 3 areas
~~Smoke: Ex intensity
It takes 1 round to switch ammo type.
Additional Armament:
-Ion Pulse Gun: Un, 10 areas
-Plasma Cannon: Sh-Y Energy, 5 areas
-Radar Dome: Radar detector, In Energy release into a target if they touch it
-Capture Claws: Am Entrapment
Talents: Martial Arts B, Marksmanship, Piloting (combat and standard aircraft), Military
Contacts: Glenda Jacobs, Sunset Bain, Stuart Clarke, Black Market