Champions – The Red Scarf: Technical Genius (153 Points)

The Red Scarfs ability to fall into roles permits him to add up to sixty points worth of attributes, abilities, and skills to himself to suit a particular role. Of course, such identities take time to build and are subject to game-master approval – but he does currently have several available, starting with his role as a Technical Genius:

As a technical genius, the Red Scarf possesses an array of skills, a selection of information-gathering gadgets, a tool kit (with which he can repair things with supernatural speed), and a few minor weapons designed to hinder opponents long enough for more combative characters to deal with them. His booby-trap box is extremely effective – but only on opponents who are silly enough to pick up and open the thing.

Attribute Modifications: +10 Body (20), +15 Intelligence (15).

 

  Added Skills
(30) +3 Overall Levels
(10) +2 levels w/Sciences
(3) Sleight of Hand
(3) Electronics
(3) Computer Programming
(3) Criminology
(3) Security Systems
(3) Systems Operation

Added Powers:

60 Powers End
(30) Multipower: She Blinded Me With Science! (60-pt reserve); Variable Limitations (Various OAF): -1, -½; Extra Time: full phase, -½  
u-1 Bugs and Tracers / Radio Listen and Transmit; Usable Against up to 16 Others (Removed by detection search): ×1 mass, +1; Invisible (Very small and hard to find.): To All Senses, +1; Charges: +8, +1½; Continuing Charges: 1 week, -8 lev. This microflechette pistol fires tiny bug/tracer needles, which will continue to transmit everything they pick up in the immediate vicinity of the target until they’re found and eliminated or the battery runs down in about a week.  
u-3 Barrier Projector / Force Wall (8 PD/8 ED); Range: 300; Width: 12″, +0; 8x one-turn continuing Charges: 8, +0; Invisible (To Sight): One Sense Group, +½. 0
u-3 2d6 Booby Trap Box / Energy Blast, Area Effect (One-hex): +½; Autofire: 30 shots, 1¾; Trigger (Opening the Box): Set, +¼; No Normal Defense (Versus not being he one holding the box): +1; Charges: 60, +½; ; This is fairly simply; if you take or pick up, and then open, the box, it will knock you unconscious with a rapidfire series of neural disruptions. 0
u-3 Sensor Drones / Clairsentience (Hearing, Sight); See: Present, +0; Dimensions: Current, +0; Range: 300″; Invisible (Small drones are very hard to see): One Sense Group, +½; Charges: +4, +¼; Continuing Charges: 1 Hour, -5 lev; ; The sensor drones must be able to find an open route to the area the user wants to survey; they cannot penetrate solid matter and do not travel instantly. Radio frequency senses can spot them fairly readily though. 0
u-2 3d6 Medkit / Aid to all damaged characteristics (Fade/turn, Max. 18); Range: 0; Affects (All damaged characteristics): All Powers of Special Effect, +2; Charges: 32, +¼; Restore Only Lost Characteristics and Powers: -½; 0
u-3 Micro-generators / END Reserve (100 END, 24 REC/turn); Usable By Others: Power Lost, +¼; Variable Special Effects: Certain Group, +¼; Charges: 2, +¼; Recoverable Charges: -2 lev; Continuing Charges: 1 Hour, -5 lev; ; These micro-generators can provide power to whatever they’re hooked up to for about an hour, after which they have to go into cooldown mode for about half that long. The output can be adjusted to power most technological devices.  
u-3 Virtual Reality Projector / Images (Hearing, Sight, 4″ radius); Range: 280; Observer PER Penalty: 4, +12; 6x five-minute continuing Charges: +¼. These small units can absorb a mental imprint and then project it over a fair radius for several minutes before their power runs out. 0
u-2 1d6 Mr Fix-It Repair Kit / Transform Broken Vehicles and Devices to working ones (Major, Limited Class); Range: 0; Reduced END: Zero, +1; Autofire: 5 shots, ½; Penetrating: +¾; No Range: -½; Cumulative: +½; 0
u-3 2d6 Pat. Pending Paste Pistol / Entangle (DEF 2); Range: 300; Area Effect (Radius): 4″ radius, +1; Autofire: 5 shots, ½; Charges: 64, +½, 0
u-2 3d6 Flash Grenades (Normal Sight); Range: 300; Area Effect (Radius): 3″ radius, +1; Charges: 8, -½. 0
u-2 Multiscanner;  
  Detect Energy (+12 to PER); Time Required: Half Phase, +0; Range: Ranged, +5;  
  Discriminatory Sense (Detect Energy)  
  Targeting Sense (Detect Energy);  
  Telescopic Sense (Detect Energy, +2 to PER);  
u-1 Lightsticks / Change Environment (Well-Lit) (2″ rad.); Effect: Fixed, +0; 8 x one-hour Continuing Charges: +¾. 0
u-2 3d6 Multiphasic Disruptor Wand / Suppress versus Technological Devices; Range: 0; Affect: All Powers of Special Effect, +2; Charges: 32, +¾; Continuing Charges: 1 Turn, -2 lev; No Range: -½; ; This little gadget can be touched to any technological item to suppress all of it’s powers – this tends to shut down security systems, lightning systems, and so on. 0

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