Champions – Mechadermis, Borderline Vigilante

The technology was derived from Kraggan War-Wiring. Medical regeneration was swift for simple wounds, but – if a vital organ needed to be regenerated or there’d been too much loss of blood or sufficient trauma – a patient might be past the point where healing magic would work or might not survive long enough for healing magic to save them if a powerful healer was not immediately to hand.

The nanite-plasm could seal damaged tissues on contact, pump in oxygen and nutrients to sustain life, and build itself into temporary replacement organs to sustain whatever was left of a victim’s body with incredible speed. It could be carried in emergency kits, giving victims precious time to reach a medical expert.

No one knows if the protestor was mad, or mistaken, or had some other purpose – and the fact that Dr Ardara was showing his teenage son around the lab was simply tragic – but the incendiary bomb nearly shredded young Taris Adara’s body, while the flames burned away his eyes, filled his lungs, and seared away skin and muscle tissue.

Dr Ardara clung to life long enough to heave what was left of his son into the nanite vat. The fire control systems – as fast as they were – went into action far too late to save him, but the vat was not so vulnerable as flesh and delicate lab equipment.

Rescuers found Dr Adara quite dead – but Taris Adara seemed to have survived the blast virtually unharmed, courtesy of having been shielded by the heavy walls of the vat.

The nanites had been ill-understood to begin with, and possessed of greater computer power than was known, had never been intended to be used in such massive quantities on a body so badly damaged, and interacted unpredictably with Taris’s minor psychic technological knacks. What came out of the vat had very little human tissue left. It faked it well – but when “Mechadermis” opts to divert power from that simulation of humanity he assumes his true form – a techno-organic humanoid, inhumanely durable, capable of withstanding a wide variety of environments, with a technologically-amplified ability to remotely manipulate technological devices – and with a completely amoral militaristic AI linked to his mind.

Taris isn’t really sure what to do next – but he is pretty sure that he doesn’t like arsonists though, and has equipped himself with quite a collection of weapons and gadgets for… well, whatever comes next. He wouldn’t want to be unprepared after all.

“Mechadermis” has a partial version of the War-Wiring package as well as his own psychc technology-control multipower. If something ever triggers the full installation he’ll pick up the regeneration and physical bonuses of the war-wiring package – possibly along with most of it’s assorted control mechanisms and disadvantages (if his own talents don’t interfere with that). At the moment, however, he does not (technically) have a power package, and is still eligible for one. If no one (such as superheroes or the juvenile courts) interferes he’s probably headed for a career as a mercenary with a side order of vigilante when it comes to arsonists, terrorists, and bombers. As it is, he’d make a WONDERFUL intelligence agent.

 

Mechadermis

 

Value Characteristic Points
13 STR 3
14 DEX 12
13 CON 6
10 BODY 0
15 INT 5
11 EGO 2
15 PRE 5
4 COM -3
3 PD 0
3 ED 0
3 SPD 6
6 REC 0
18 END -4
24 STUN 0
Total 32

 

Points Powers END
20 Technological Control Multipower (45-pt reserve); Technology-Control Powers Only: Quite useless in natural areas: -½; Extra Time: full phase, -½; Only in Hero ID: -¼
u-2 Technic Mastery I; Combat Driving, Combat Piloting, and Mechanics Operation, all Ranged, with No Range Penalty, and two levels of Increased Maximum Range, with +8 levels with those skills for net 19-.
u-2 Technic Mastery II; Bugging, Lockpicking, and Security Systems, all Ranged, with No Range Penalty, and two levels of Increased Maximum Range, with +8 levels with those skills for net 19-.
u-2 Technic Mastery III; Electronics, Demolitions, and Systems Operation, all Ranged, with No Range Penalty, and two levels of Increased Maximum Range, with +8 levels with those skills for net 19-.
u-2 Technic Mastery IV; Computer Programming, Cryptography, and Invention, all Ranged, with No Range Penalty, and two levels of Increased Maximum Range, with +8 levels with those skills for net 19-.
u-2 Change Environment (8″ rad.); Effect: Variable, +1; Reduced END: Half, +¼; Mechadermis can manipulate technological devices – powering them, selectively turning them on or off, and so on – within range. Thus he could stop a car, turn off a security system, or jam an elevator. 2
u-2 ½d6 Killing Attack (RKA); Range: 225; No Normal Defense (Non-Technological Items Unaffected.): +1; NND that does Body: +1; Uncontrolled: +½; Reduced END: Zero, +½; Invisible (Sight): One Sense Group, +½. 0
u-2 1d6 Transform Technology (Major, Limited Class); Range: 225; Cumulative: +½; Reduced END: Half, +¼; Continuous: +1. For turning devices into other devices. 2
u-2 2d6 Aid / Boost Machinery (Fade/5 min., Max. 20); Range: 0; Autofire: 5 shots, ½; Reduced END: Zero, +1; Affects: Single Power of technological Special Effect, +¼. 0
4 Elemental Control: Nanite Skin (9-pt reserve); Extra Time: full phase, -½; Extra Time Required: Only At Startup, ½; Concentrate: 0 DCV, -½; Only in Hero ID: -¼; Visible (Technomechanical Metamorphosis): -¼.
a-9 Armor (8 PD/8 ED); Hardened: ×1, ¼.
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.
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 60 CP worth of customized gear. 20
6 Skin AI; Base Allowance: 32 Points
AI: Int 8, Dex 0, Ego 3, Spd 1 (-46 Points Base).
Psychological Limitations: Paranoid, No Code Versus Killing, Provides utterly amoral advice (-25 Total).
Electronics EC: 18 Points
Neural Interface; 3 Points
Skill Programs: 82 PointsAnd yes, this represents his Cheese allowance.
(1) Elemental Control: Electronics (3-pt reserve); Extra Time: full phase, -½; Extra Time Required: Only At Startup, ½; Concentrate: 0 DCV, -½; Only in Hero ID: -¼; Visible (Technomechanical Metamorphosis): -¼; Mechadermis is the one who has to pause and concentrate to activate the systems, not the AI.
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 Enhanced Perception (all) (+2 to PER); Usable By Others: Power Lost, +¼.
g-3 Eidetic Memory; Always On (Memory is either perfect or utterly gone): -½.
h-2 Basic Computer Functions;
(1) Absolute Time Sense.
(1) Locater/Bump of Direction.
(1) Lightning Calculator.
(3) Neural Interface / Mind Link; Minds: One Specific Mind, +5; Number of Minds: 1, +0; Distance: Single Planet, +0; Dimension: Current, +0; Link with: Anyone, +0; No Range: -½
(0) English (Native Accent); Literacy: Standard, 0
(0) French (Native Accent); Literacy: Standard, 0
82 Skill Programs; Usable By Others: Power Lost, +¼
(60) +6 level w/Overall Level
(1) Acrobatics 8-
(1) Breakfall 8-
(0) Climbing 8-
(1) Forgery 8-
(0) Paramedic 8-
(0) Stealth 8-
(1) Survival 8-
(1) Tactics 8-
(1) Weaponsmith; Weapon Category: Muscle-powered Weapons 8-
65 Total Powers  

 

Points Skills, Talents, Perks Roll
3 Stealth 12-
0 English (Native Accent); Literacy: Standard, 0
0 French (Native Accent); Literacy: Standard, 0
0 Concealment 8-
0 Climbing 8-
3 Total Skills, Talents, Perks  

 

Cost Equipment
16 Equipment Multipower (40-pt reserve)
; -1/2 Variable Limitations: various OAF’s, -1 Conventional Technology Only limitation. As a rule, characters should select a multipower reserve that suits them – 20 (8), 40 (16), 45 (to accomadate the Grenades and/or Tranqualizer Rifle, 18), 60 (24), or 75 (30) points and slots to match.
u-1 2d6 Gyrojet Pistol: Killing Attack (RKA) 0; Range: 150; Charges: +8, +0; Clips: 4
u-1 Shock Club: Hand-to-Hand Attack (10d6, Total 12½d6) 0; Range: 0; Charges: +8, +0; Clips: 4
u-1 Wrist Grapnel and LIne: Swinging (+30″, NC: 60″) 0; Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 67; Charges: +8, +0; Clips: 4
u-2 4d6 Net Gun: Entangle (DEF 4) 0; Range: 200; Charges: +8, +0; Clips: 4
u-2 2d6 Flash Pellets (Normal Sight) 0; Range: 200; Area Effect (Radius): 2″ radius, +1; Charges: 8, +0; Clips: 4
u-1 Smoke Grenades: Darkness (Normal Sight, 1″ radius) 0; Range: 175; Area Effect (Radius): 32″ radius, +1; Increased Area: ×16, +1; Charges: 8, +½; Clips: 4; Continuing Charges: 1 Minute, -3 lev.
u-2 Breaching Charges: Tunneling (2″ through DEF 12) 0; Charges: +8, +0; Clips: 4; Tunnels: Left Behind, +0
u-2 Collapsible Shield: Force Field (15 PD/15 ED) 0; Charges: 4, +¼; Continuing Charges: 1 Hour, -5 lev
u-1 2d6 Neurostun Gas Pellets: Energy Blast 0; Range: 200; Versus: ED; No Normal Defense (vrs Need not Breathe): +1; Trigger (Radio Signal): Set, +¼; Invisible (Sight and Hearing. Chemically Detectable): Two Sense Groups, +¾; Area Effect (Radius): 3″ radius, +1; Charges: +12, -¼
u-1 1d6 Laser Cutter: Killing Attack (RKA) 0; Range: 185; Penetrating: +½; Armor Piercing: 1, +½; Charges: 64, +½; Concentrate: 0 DCV, -½
30 Total Equipment

 

100+ Disadvantages
15 Greedy (Common, Strong)
15 Hatred of Fire Users (Common, Strong)
10 Fear of Fire (Common, Moderate)
10 Vengeful (Uncommon, Strong)
15 Secret Identity
10 Vulnerable to Electricity (1½× STUN); Attack: Common, +10
10 Rivalry: Other Technology Manipulators; Situation: Professional, 5; Position: Superior, +5; Rival: NPC, +0
10 Underage (Frequently, Slightly)
95 Total Disadvantages

 

COSTS: Char. Powers Total Total Disadv. Base
32 + 68 = 100 195 = 95 + 100

 

OCV DCV ECV Mental Def. PD/rPD ED/rED Phases
5 5 4 0 26/23 26/23 4, 8, 12

 

Height: 160cm (5’3″), Weight: 50kg (110 lbs), Sex: Male, Age: 14, Race: Augmented Human

Appearance: As Taris he looks like a fairly normal fourteen-year-old, even if the usual contents of his pack would be enough to get him into quite a lot of trouble. As Mechadermis he’s a slightly angular humanoid figure of black semiliquid “plastic” filled with flickering optronic circuits. A trenchcoat, hat, and dark glasses disguises this to some extent, but it’s really not enough.

 

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4 Responses

  1. […] Mechadermis, Borderline Vigilante: A nanoborg and machine-manipulator who could go either way. […]

  2. […] Mechadermis, Borderline Vigilante: A nanoborg and machine-manipulator who could go either way. […]

  3. […] Mechadermis, Borderline Vigilante: A nanoborg and machine-manipulator who could go either way. […]

  4. […] Mechadermis, Borderline Vigilante: A nanoborg and machine-manipulator who could go either way. […]

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