Champions – Neo, a Founding Member of the Mandate

Alberto Kaledon was not one of the Loa – the incredibly powerful prime mutants who made up the core of the resistance to the all-conquering machines of the Silver Twilight – but he was far more versatile than most of the mutants of the resistance. His fickle, reality-twisting, power allowed him to do many things – Including attempting to open a link with the Earth, the central reality that was the Machines ultimate goal. He would carry a warning and seek allies there.

Alberto paid dearly for his forcing of the dimensional barriers and the planetary wards. The psychic backlash left him confused and lost, his memories shattered, and his full purpose forgotten. Perhaps worse, he appeared on Earth where many minds were attuned to one of the founding dreams of the Silver Twilight;

At a small shopping-mall theater which was screening the Matrix.

There were enough resonances with his own life that – in his confusion – Alberto accepted the movie as a structure to hang his memories and personality on, and his own power changed his personal reality to fit.

Of course, once the barriers had been penetrated it became far easier for the Loa – and the machines – to follow. Neo, harbinger of the Twilight War, strode forth from the theater as the show ended.

Not too surprisingly, Neo elected to remain in the Silver Twilight at the conclusion of the War to help seal the gates. It was, after all, his world.

 

Neo

 

Value Characteristic Points
30/45 STR 20
23 DEX 39
28 CON 36
15 BODY 10
10 INT 0
11 EGO 2
15 PRE 5
14 COM 2
17/20 PD 11
17/20 ED 11
5 SPD 17
12 REC 0
42 END -7
44 STUN 0
Total 146

 

Points Powers END
61 Reality Bending Multipower (92-pt reserve); Gestures: Instant Power, -¼; Concentrate: ½ DCV, -¼
u-3 Force Wall (4 PD/8 ED); Range: 225; Reduced END: Zero, +½; Active Points: 45; Width: 9″, +0; Active Points: 45. 0
u-3 5″ Flight (NC: 160″); Non-Combat Multiplier: ×32, +20; Reduced END: Zero, +½; Non-Combat (MPH): 298; Active Points: 45. 0
u-3 Superleap (+30″, 39″, NC: 78″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 112; Reduced END: Zero, +½; Active Points: 45. 0
u-3 Change Environment (8″ rad.); Effect: Variable, +1; Reduced END: Half, +¼; Active Points: 45. 2
u-2 2d6 Aid to Skills (Fade/day, Max. 30); Range: 0; Affects: Single Power of Special Effect, +¼; Extra Time: full phase, -½; OIF (Phone): -½; Active Points: 47. Basically he can give himself an extra thirty points worth of skills. 2
u-6 2d6 Aid to Reality-Bending Powers (Fade/turn, Max. 90); Range: 0; Active Points: 86; Trigger: Changeable, +½; Affects: Single Power of Special Effect, +¼. 2
12 Elemental Control: Bioamplification (15-pt reserve); Visible (Blatant “Mutant” Power Signature): -¼
a-9 Density Increase-3 (×8 mass); Mass: 0 kg/0.00 lbs; Extra PD: +3; Extra ED: +3; Extra STR: +15; Knockback: -3″; Reduced END: Zero & Persistent, +1; Extra Time: 1 turn, -1; Extra Time Required: Only At Startup, ½. 0
b-12 Damage Reduction (Physical, 50% Resistant).
c-12 Armor (10 PD/10 ED).
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
132 Total Powers  

 

Points Skills, Talents, Perks Roll
30 +6 level w/HTH Combat
4 Martial Strike: Karate Punch (OCV +0, DCV +2, 17d6)
4 Martial Block (OCV +2, DCV +2)
3 Martial Throw (OCV +0, DCV +1, 15d6+v/5)
4 Nerve Strike (OCV -1, DCV +1, 5d6 NND)
4 Killing Strike: Karate Chop (OCV -2, DCV +0, 3d6+1 HKA)
4 Martial Disarm (OCV -1, DCV +1)
4 Martial Escape (OCV +0, DCV +0, STR 90)
24 +6 DC for Martial Attacks
3 Acrobatics 14-
3 Computer Programming 11-
87 Total Skills, Talents, Perks  

 

Cost Equipment
2 Combat Dress (5-pt reserve); All abilities -.5 OIF (Uniform), -1 (Conventional Technology Only).
a-5 Armor (8 PD/4 ED) ; Hardened: ×1, ¼; Always On: -½; Activation: 14-, -½
b-2 Life Support Systems
(3) Need Not Breathe ; Relies on OAF Faceplate of OIF Uniform: -½; Charges: +2, -¼; Continuing Charges: 1 Hour, -5 lev
(1) Life Support: Intense Heat/Cold ; Short term and subject to upper limits: -1
c-2 +3 level w/Stealth (Camouflage)
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
(6) Easy Interface: Computer Programming 12-; Usable By Others: Power Lost, +¼
15 2d6 Heavy Pistols Killing Attack (RKA) 0; Range: 225; OAF (Pistols): -1; Generic Limitation (Conventional Technology): -1; Charges: +32, +½; Clips: 4
30 Total Equipment

 

125+ Disadvantages
15 Overconfidence (Very Common, Moderate)
20 Paranoid (Very Common, Strong)
15 Honorable (Common, Strong)
10 Enraged when friends are in danger (8-, 11-); Circumstances: Very Common, +15
20 Hunted: Dagger (11-); Capabilities: More Powerful, 15; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
5 Poor
20 Amnesia: Believes he is Neo from “The Matrix” and that the world is a computer simulation. (Frequently, Fully)
15 Reputation: “It’s the Matrix freak”. (11-, Extreme)
10 Public Identity
20 Distinctive Features: Movie Character; Concealability: Concealable, 10; Reaction: Extreme, +10
20 Hunted: Genocide / The Silver Twilight (8-); Capabilities: More Powerful, 15; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
10 2d6 Unluck
20 Vulnerability: Cosmic Energies (2× STUN and BODY); Attack: Uncommon, +5
200 Total Disadvantages

 

COSTS: Char. Powers Total Total Disadv. Base Exp.
146 + 219 = 365 365 = 200 + 125 + 40

 

OCV DCV ECV Mental Def. PD/rPD ED/rED Phases
8 8 4 0 38/18 34/14 3, 5, 8, 10, 12

 

3 Responses

  1. […] Neo: Crazed martial arts expert, escapee from Imaginal Realms, and Founding Member of the Mandate […]

  2. […] Neo – A reality-twisting mutant from the Silver Twilight. […]

  3. […] Neo – A reality-twisting mutant from the Silver Twilight. […]

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