Champions – Tinker of the Vanguard

Even as a child, Chumana had a knack for getting things to work – and to work exceptionally well. She didn’t know it then, but that applied to her own physiology as well – making her quite an exceptional child; strong, clever, quick, extremely good-looking, and wonderfully healthy.

Her latent psionic talent for enhancing systems might have stayed that way, making her extremely talented, but not really superhuman (or at least not enough so to attract much of any notice) – until she was caught up in the Twilight War. While relatively few robotic units reached Canada, when they detected her talents she instantly became a major target; with her energies channeled into their robotic forces the power gain would be substantial.

The energy transfer-pod they put her in pushed her erratic unconscious talent into full operation – but, fortunately for everyone, she was rescued before the robotic horde managed to exploit her very much.

During the escape, it became obvious that she could push vehicles far beyond their normal limits and get results out of ordinary weaponry that no one else could duplicate. Taking out an armored combat bot with a stick was simply not something that a normal person could do.

By the time the situation settled down, “Tinker” had settled in as a valued member of the Vanguard – although she’s still sort of surprised at that. She has a hard time believing that her talent is anything all that special.

 

Tinker / Chumana Hakidonmuya

 

Value Characteristic Points
9/15 STR -1
18/26 DEX 24
15/18 CON 10
10/13 BODY 0
14/20 INT 4
11/14 EGO 2
9/15 PRE -1
11/23 COM 0
5/8 PD 2
5/8 ED 2
6 SPD 32
6/9 REC 0
18/30 END -6
26/32 STUN 0
Total 68

 

Points Powers END
29 2d6 Technological Enhancement Aid any single Gadget Function (Fade/turn, Max. 42); Range: 0; Autofire: 10 shots, ¾; Trigger: Set, +¼; Reduced END: Zero, +1; Active Points: 81; Activation: 14-, -½; Affects: Single Power of Special Effect, +¼; Visible (Major psionic signature): -¼; Generic Limitation (Cannot increase any targeted device beyond 84 active points): -¼; Generic Limitation (Only works on devices that Tinker is personally using.): -¼; Generic Limitation (Only works on technological devices): -¼; Champions Limitation (Boost fades instantly when Tinker switches targets): -¼; In effect, Tinker may select any one gadget at the start of her phase; until the start of her next phase it gets a 42 point boost to it’s active point total – provided that she makes the activation check. 0
23 Gadget Pool (Variable Power Pool) (20-pt Pool); Control Cost: 10; OAF (Various Gadgets): -1; Restricted Type of Powers Available (Technological Gadgets Only): -½; Visible (Blatantly obvious psionic ability): -¼; Gestures: Instant Power, -¼; Tinker can pick up virtually any item and, as long as it has at least some vague utility for a purpose, get at least twenty active points out of it. This, however, usually requires an “invention” skill check.

Given that, however, she can use Firecrackers as grenades, flash pellets, smoke pellets, or to deafen people, trash can lids as shields, cigarette lighters as flamethrowers, and so on.

20 Common Gadgets; Champions Limitation (Gadget pool limitations, as above.): -2
(3) Magnification System / Find Weakness with Staff; Attack Type: One, +0; Champions Limitation (Gadget pool limitations, as above.): -2 11-
(7) Static Charge Generator / Force Field (5 PD/5 ED); Reduced END: Zero & Persistent, +1; Champions Limitation (Gadget pool limitations, as above.): -2 0
(2) 5″ Fringed Sleeves / Gliding (NC: 10″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 22; Champions Limitation (Gadget pool limitations, as above.): -2
(3) Climbing Gloves / Clinging (Clinging STR +0); Champions Limitation (Gadget pool limitations, as above.): -2
(3) Screening Cap / Mental Defense (13 pts); Add to Total; Champions Limitation (Gadget pool limitations, as above.): -2
(2) Track Shoes / Running (+2″, 8″, NC: 16″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 9; Reduced END: Half, +¼; Champions Limitation (Gadget pool limitations, as above.): -2 1
15 Equipment Multipower (42-pt reserve); OAF (Various Gadgets): -1; Champions Limitation (Requires a full phase to switch gadgets): -½; Gestures: Instant Power, -¼; In general, all of these can be doubled with her enhancement power.
; OAF (Various Gadgets): -1; Champions Limitation (Requires a full phase to switch gadgets): -½; Gestures: Instant Power, -¼
Combat Staff; OAF (Various Gadgets): -1; Champions Limitation (Requires a full phase to switch gadgets): -½; Gestures: Instant Power, -¼
u-1 Thrusting Strike: Hand-to-Hand Attack (8d6, Total 10d6); Range: 0; Reduced END: Half, +¼; Armor Piercing: 1, +½; OAF (Various Gadgets): -1; Champions Limitation (Requires a full phase to switch gadgets): -½; Gestures: Instant Power, -¼ 2
u-1 Missile Deflection (All Ranged Attacks, None, OCV 13); Deflect Attacks: Adjacent, +½; Deflection Bonus: 4, 8; OCV: 13; Active Points: 42; OAF (Various Gadgets): -1; Champions Limitation (Requires a full phase to switch gadgets): -½; Gestures: Instant Power, -¼
u-1 Pole Vault Superleap (+10″, 13″, NC: 26″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 45; Reduced END: Zero, +½; OAF (Various Gadgets): -1; Champions Limitation (Requires a full phase to switch gadgets): -½; Gestures: Instant Power, -¼ 0
u-1 Spinning Staff Block: Force Wall (6 PD/6 ED); Range: 185; Champions Limitation (Can only protect one hex): -½; Reduced END: Half, +¼; Width: 7″, +0; Active Points: 37; OAF (Various Gadgets): -1; Champions Limitation (Requires a full phase to switch gadgets): -½; Gestures: Instant Power, -¼ 1
u-2 Quarterstave Form; OAF (Various Gadgets): -1; Champions Limitation (Requires a full phase to switch gadgets): -½; Gestures: Instant Power, -¼
(7) +4 level w/HTH Combat; OAF (Various Gadgets): -1; Champions Limitation (Requires a full phase to switch gadgets): -½; Gestures: Instant Power, -¼
(8) Hand-to-Hand Attack (6d6, Total 9d6); Range: 0; Reduced END: Half, +¼; OAF (Various Gadgets): -1; Champions Limitation (Requires a full phase to switch gadgets): -½; Gestures: Instant Power, -¼ 1
; OAF (Various Gadgets): -1; Champions Limitation (Requires a full phase to switch gadgets): -½; Gestures: Instant Power, -¼
Multi-Magazine Repeating Crossbow; OAF (Various Gadgets): -1; Champions Limitation (Requires a full phase to switch gadgets): -½; Gestures: Instant Power, -¼
u-1 1½d6 Basic Quarrel / Killing Attack (RKA); Range: 185; Armor Piercing: 1, +½; Charges: +8, +0; Clips: 4; OAF (Various Gadgets): -1; Champions Limitation (Requires a full phase to switch gadgets): -½; Gestures: Instant Power, -¼ 0
u-1 8d6 Concussive Quarrel / Energy Blast; Range: 200; Versus: ED; Charges: +8, +0; Clips: 4; OAF (Various Gadgets): -1; Champions Limitation (Requires a full phase to switch gadgets): -½; Gestures: Instant Power, -¼ 0
u-1 2d6 Multi-Pellet Gas Quarrel / Energy Blast; Range: 200; Versus: ED; Area Effect (Radius): 3″ radius, +1; No Normal Defense: +1; Autofire: 5 shots, ½; Charges: +24, +½; Clips: 4; OAF (Various Gadgets): -1; Champions Limitation (Requires a full phase to switch gadgets): -½; Gestures: Instant Power, -¼ 0
u-1 4d6 Bolo Quarrel / Entangle (DEF 4); Range: 200; Charges: +8, +0; Clips: 4; OAF (Various Gadgets): -1; Champions Limitation (Requires a full phase to switch gadgets): -½; Gestures: Instant Power, -¼ 0
; OAF (Various Gadgets): -1; Champions Limitation (Requires a full phase to switch gadgets): -½; Gestures: Instant Power, -¼
u-1 Flares: Change Environment/Brightly Lit (32″ rad.); Effect: Fixed, +0; Charges: 6, +0; Continuing Charges: 1 Minute, -3 lev; OAF (Various Gadgets): -1; Champions Limitation (Requires a full phase to switch gadgets): -½; Gestures: Instant Power, -¼ 0
u-1 2d6 Knockout Drops: Energy Blast; Range: 200; Versus: ED; No Normal Defense (vrs not ingesting or being injected with it, alien metabolism.): +1; Continuous: +1; Charges: +12, +1; Continuing Charges: 1 Hour, -5 lev; Extra Time: full phase, -½; OAF (Various Gadgets): -1; Champions Limitation (Requires a full phase to switch gadgets): -½; Gestures: Instant Power, -¼ 0
u-2 Pocket Tool Kit; OAF (Various Gadgets): -1; Champions Limitation (Requires a full phase to switch gadgets): -½; Gestures: Instant Power, -¼
(7) +4 level w/With all tool-related skills; OAF (Various Gadgets): -1; Champions Limitation (Requires a full phase to switch gadgets): -½; Gestures: Instant Power, -¼
(5) 1d6 Transform / Rebuild machines and devices into other machines and devices (Minor, Limited Class); Range: 85; Cumulative: +½; Active Points: 17; Requires Skill Roll (Invention): -½; Generic Limitation (Must provide a semi-plausible explanation): -½; OAF (Various Gadgets): -1; Champions Limitation (Requires a full phase to switch gadgets): -½; Gestures: Instant Power, -¼ 2
u-1 Breaching Charges: Tunneling (2″ through DEF 12); Charges: +8, -½; Tunnels: Left Behind, +0; OAF (Various Gadgets): -1; Champions Limitation (Requires a full phase to switch gadgets): -½; Gestures: Instant Power, -¼ 0
u-1 2d6 First Aid Kit: Aid to all damaged powers and attributes (Fade/turn, Max. 12); Range: 0; Affects: All Powers of Special Effect, +2; Restore Only Lost Characteristics and Powers: -½; Charges: 12, -¼; OAF (Various Gadgets): -1; Champions Limitation (Requires a full phase to switch gadgets): -½; Gestures: Instant Power, -¼ 0
u-1 Smoke Grenades: Darkness (Normal Sight, 1″ radius); Range: 135; Area Effect (Radius): 8″ radius, +1; Increased Area: ×8, +¾; Charges: 6, +0; Continuing Charges: 1 Minute, -3 lev; OAF (Various Gadgets): -1; Champions Limitation (Requires a full phase to switch gadgets): -½; Gestures: Instant Power, -¼ 0
6 +6 CP to All Attributes Blessing; Modifications to Primary Attributes do not affect secondary attributes. Aid to Defenses has half effect per standard rules.
(6) 1d6 Aid (All attributes) (Fade/turn, Max. 6); Range: 0; Affects: All Powers of Special Effect, +2; Reduced END: Zero & Persistent, +1; Always On: -½; Personal Only: -1; Increases maximums only, does not speed healing: -1; Aid to Defenses is halved per the standard rules. Aid to primary attributes does not affect secondary ones. 0
6 1d6 30-Point Equipment Allowance Aid (Fade/month, Max. 30); Range: 0; Affects: Single Power of Special Effect, +¼; Extra Time: 1 hour, -2½; Only activates in armories, labs, or between outings: -1½; Personal Only: -1; Difficult to Dispel: ×4, +½; Increased END: ×10, -4; This allows a character to haul along 30 CP worth of customized gear. 20
96 Total Powers  

 

Points Skills, Talents, Perks Roll
20 +2 level w/Overall Level
5 Inventor 14-
3 Acrobatics 14-
3 Breakfall 14-
3 Bugging 13-
3 Computer Programming 13-
3 Security Systems 13-
3 Stealth 14-
3 Systems Operation 13-
3 Combat Driving 14-
1 Combat Piloting 8-
Martial Arts: these work just fine with her staff…
4 Martial Block (OCV +2, DCV +2)
4 Martial Strike (OCV +0, DCV +2, 5d6)
3 Martial Throw (OCV +0, DCV +1, 3d6+v/5)
61 Total Skills, Talents, Perks  

 

Cost Equipment
2 Elemental Control: Microfiber Clothing (5-pt reserve)
; All abilities -.5 OIF (Uniform), -1 (Conventional Technology Only).
a-8 Armor (8 PD/8 ED) ; Hardened: ×1, ¼; Always On: -½
b-4 Life Support Systems
(1) Life Support: High Pressure/Vacuum
(1) Life Support: High Radiation
(4) Need Not Breathe
(1) Life Support: Intense Heat/Cold
c-2 Instant Change (can look like any clothing) ; Clothes: Any Set, 10
d-2 +3 level w/Stealth (Camoflague)
4 Advanced Military Electronics Package
; Computer: Int 13, Dex 0, Spd 1 (-27 Points Base).
(1) Elemental Control: Electronics (3-pt reserve)
; All abilities Conventional Technology (-1)
a-3 Radio Listen and Transmit ; Usable By Others: Simultaneous Use, +½; Invisible (Scrambled: Detectable, but untranslatable.): One Sense Group, +½
b-2 Infrared Vision ; Usable By Others: Simultaneous Use, +½
c-3 Telescopic Vision (Sight, +4 to PER) ; Usable By Others: Simultaneous Use, +½
d-2 Flash Defense (Sight, 5 pts) ; Usable By Others: Simultaneous Use, +½
e-2 Flash Defense (Hearing, 5 pts) ; Usable By Others: Simultaneous Use, +½
f-2 Detect Health of User (+1 to PER) ; Time Required: Instant, +2; Range: Touch, +0
g-2 Enhanced Perception (all) (+2 to PER) ; Usable By Others: Power Lost, +¼
h-3 Eidetic Memory; Always On (Memory is either perfect or utterly gone): -½
i-2 Basic Computer Functions
(1) Absolute Time Sense
(1) Inertial Locator/Bump of Direction
(1) Lightning Calculator
j-2 Detect Environmental Hazards (+1 to PER) ; Time Required: Instant, +2; Range: Touch, +0
; Detects Chemical Weapons, High Radiation, Etc.
k-4 GPS/Heads-Up Map Display: Navigation 14-; Usable By Others: Power Lost, +¼
l-7 +3 level w/Rangefinder/Targeting System: Ranged Combat; Usable By Others: Power Lost, +¼; OCV Only: -½
m-4 2d6 Aid: Programs/Databases (Fade/week, Max. 12) 3; Range: 0; Affects: Single Power of Special Effect, +¼; Extra Time: 1 min., -1½; Activation: 11-, -1; Must have program available to load: -2
; This allows the user to load maps (area knowledge), mission information, and so on. All of it should be Usable By Others/Power Lost, so you can load a total of 10 points worth of information.
(3) Programs
; 1) Monitor instruments and transmit information to user and command systems
2) Place call for emergency assistance if serious health issues are detected.
3) Refuse to activate without proper identification of authorized user.-The first two programs normally run continiously after boot-up. The third runs at boot-up but shuts down once satisfied.
(1) English (Basic Conv.); Literacy: Standard, 0
(4) Easy Interface: Computer Programming 13-; Usable By Others: Power Lost, +¼
7 +6 DEX, Monkey Belt ; Doesn’t Affect Figured: -½
29 Total Equipment

 

125+ Disadvantages
10 Public Identity
15 Dependent NPC: Son (Incompetent, 8-); Skills: Normal, +0
20 Code Against Killing (Common, Total)
20 Hunted: Genocide (8-); Capabilities: More Powerful, 15; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
15 Overcurious (Very Common, Moderate)
10 Excessive Self-Doubt (Common, Moderate)
10 Watched by Canadian Government, Press (8-); Capabilities: More Powerful, 15; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Actions: Only Watching, ×½; Punishment: Harsh, 0
100 Total Disadvantages

 

COSTS: Char. Powers Total Total Disadv. Base
68 + 157 = 225 225 = 100 + 125

 

OCV DCV ECV Mental Def. PD/rPD ED/rED Phases
9 9 5 13 21/13 21/13 2, 4, 6, 8, 10, 12

Height: 156cm (5’1″), Weight: 52kg (114 lbs), Sex: Female, Age: 27, Race: Human

Appearance: Tinker is a short, slender, amerindian woman. Her “costume” mostly consists of her toolbelt and vest of many pockets – both loaded with her various gadgets and small items to be assembled into more. Outside of that, she tends to exploit the “any clothing” properties of her Microfiber Clothing (standard issue in the Vanguard) to change her “costume” (and normal outfits) at whim.

Advertisements

4 Responses

  1. […] Tinker: Item-enhancing gadgeteer and martial artist. […]

  2. […] Tinker: Item-enhancing gadgeteer and martial artist. […]

  3. […] Tinker: Item-enhancing gadgeteer and martial artist. […]

  4. […] Tinker: Item-enhancing gadgeteer and martial artist. […]

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out / Change )

Twitter picture

You are commenting using your Twitter account. Log Out / Change )

Facebook photo

You are commenting using your Facebook account. Log Out / Change )

Google+ photo

You are commenting using your Google+ account. Log Out / Change )

Connecting to %s

%d bloggers like this: