Sekhmet-The-Mecha

Edmund generally hasn’t let anyone know that his Mecha isn’t really “him”. He’s even gone to the extent of filtering his voice to sound feminine. Sure, that won’t work if he has to haul people inside for some reason, but – at least for the moment – it’s a near-perfect way to keep his real identity a secret.

Sekhmet-The-Mecha is a fairly formidable tank – and, as such, is capable of standing up to a pretty good battle. The fact that Edmund can easily repair it on the fly and boost it’s various abilities (even if only one at a time) can help – but Edmund is only speed four himself, and even boosted Sekhmet simply isn’t up to fighting a megavillain.

Sekhmet-The-Mecha

Vehicle Characteristics:

STR 25/35  (15 Points)
DEX 15 (15 Points)
BODY 7/9 (-3 Points)
SPD 4 (15 Points).

Vehicle Basics:

Size Increase-2: 1.2 hexes (52 sq ft), 0.6 inside, 1 passengers, 2″ long x 0.6″ wide, 400 kg, KB -2, DCV 4 (Mod -1) (10 Points).

DEF 10; Coverage: Complete, -0; Protects: Top and Bottom, -0 (24 Points).

Ground Movement (6″, NC: 12″, 18mph); Non-Combat Multiplier: ×2, +0 (0 Points). This has been included in “Running”.

Swimming (4″, NC: 8″, 12mph); Non-Combat Multiplier: ×2, +0 (4 Points).

Special Systems:

Elemental Control: Cat Mecha Powers (15-pt reserve); Focus: Inobvious Inaccessible, -¼; Focus Type: Vehicular, -½; Extra Time: 1 turn, -1; Extra Time Required: Only At Startup, ½ (7 Points). It takes a few moments to get the systems up and running, but after that, watch out.

  • a-5 Shrinking-2 (DCV +4, Height 0 cm/0″); Mass: 6 kg/13 lbs; Knockback increase: 6; PER Bonus: -4; Reduced END: Zero, +½; Always On: -½. Sekhmet is very small. Don’t let that fool you.
  • b-7 Clinging (Clinging STR +60). Ever try to MAKE a cat let go? At Str 95 clinging you’ll have even less luck here.
  • c-13 Running (+10″, 16″, NC: 128″); Non-Combat Multiplier: ×8, +10; Non-Combat (MPH): 119; Reduced END: Zero, +½.
  • d-7 Superleap (+20″, 25″, NC: 50″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 60; Reduced END: Zero, +½
  • e-5 Armor (10 PD/10 ED); Always On (This makes “her” very difficult to fix by conventional means): -½. Yes, this is armor with a startup time; until the system is powered up, the active plating won’t work.
  • f-7 Life Support (total)
  • g-4 30″ Gliding (NC: 60″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 89; Generic Limitation (Only to eliminate falling damage and land on “his” feet.): -1½.

Weapons Multipower (62-pt reserve); Focus: Inobvious Inaccessible, -¼; Focus Type: Vehicular, -½; Extra Time: 1 turn, -1; Extra Time Required: Only At Startup, ½; Generic Limitation (All powers must be technologically reasonable and either have charges or zero End cost. ): -¼ (25 Points).  It’s worth nothing that Edmund’s boosting ability can increase the effect of any of these by 50% when he’s doing the aiming and firing – and that he can get to OCV 11 with the mounted weapons (Dex 18, two ranged combat levels from the Computer, three Overall Levels).

  • u-2) +40 STR: Overdrive; Doesn’t Affect Figured: -½; Reduced END: Zero, +½. This will take Sekhmet’s strength up to 75 – pretty impressive for a housecat.
  • u-2) Darkness; Smoke Canister (Normal Sight, 5″ radius); Range: 310; Charges: 8, +¼; Clips: 2; Continuing Charges: 1 Turn, -2 lev
  • u-2) 3d6 NND (Shock; versus Force Field, Insulation) Energy Blast Antitheft System; Range: 280; Versus: ED; Damage Shield: +½; No Normal Defense (Electrical Insulation): +1; Autofire: 5 shots, ½; Charges: 125, +¾. This is also handy if Edmund can contrive to rub up against a bad guys legs or some such, but that’s pretty situational.
  • u-2) 12d6 Energy Blast; Concussion Shell; Range: 300; Versus: ED; Charges: 8, +0; Clips: 4. A straightforward attack that should do fairly well against midrange villains.
  • u-2) 2½d6 RKA; Mini-Missile; Range: 300; No Range Penalty: +½; Charges: 16, +0. These are most effective against drones and fleeing cars and such.
  • u-2) 1½d6 RKA; Light Machine Gun; Range: 310; Autofire: 5 shots, ½; No Range Penalty: +½; Charges: 32, +½; Clips: 2
  • u-2) 1d6+1 RKA Flamethrower; Range: 300; Continuous: +1; Area Effect (Radius): 4″ radius, +1; Charges: +4, -¼; Continuing Charges: 1 Minute, -3 lev.
  • u-2) 3d6 NND Energy Blast; Gas Mortar Shell; Range: 300; Versus: ED; Area Effect (Radius): 5″ radius, +1; No Normal Defense (Life Support): +1; Continuous: +1; Charges: 8, +0; Continuing Charges: 1 Turn, -2 lev
  • u-2) 6d6 Entangle; Netgun (DEF 6); Range: 300; Charges: 8, +0; Clips: 4. Remember that Edmund can boost this by +30 active points – enough to add “explosive” or “one hex area of effect” or some such, as well as simply boosting it to 9d6 Def 9.
  • u-2) 2½d6 Killing Attack (HTH) (Total 4d6+1); Range: 0; Reduced END: Zero, +½.

Onboard Computer System (16 Points, but paid for by Edmund).

  • INT 13; May run three programs at once. (3 Points)
  • DEX 2; Speed 1 (-24 Points)

Elemental Control: Electronic Powers (3-pt reserve); Generic Limitation (Conventional Technology): -1 (1 Point)

  • Absolute Time Sense (1 Point)
  • Inertial Locator/Bump of Direction (1 Point)
  • Lightning Calculator (1 Point).
  • Speed Reading (Disk Drives); Computer Media Only: -1 (1 Point).
  • Global Positioning System/Bump of Direction (1 Point).
  • Eidetic Memory; Extra Time Required: Only At Startup, ½; Focus: Inobvious Inaccessible, -¼; Focus Mobility: Bulky, -½; Focus Type: Vehicular, -½; Audivisual Only (DVD Recorder): -½ (2 Points).
  • Radio Listen and Transmit; Usable By Others: Simultaneous Use, +½; Invisible (Scrambled: Detectable, but untranslatable.): One Sense Group, +½ (3 Points).
  • Infrared Vision; Usable By Others: Simultaneous Use, +½ (2 Points).
  • Telescopic Vision (Sight, +4 to PER); Usable By Others: Simultaneous Use, +½ (3 Points).
  • Flash Defense (Sight, 5 pts); Usable By Others: Simultaneous Use, +½ (2 Points).
  • Flash Defense (Hearing, 5 pts); Usable By Others: Simultaneous Use, +½ (2 Points).
  • +2 levels with Ranged Combat / Computer Assist; Usable By Others: Power Lost, +¼ (6 Points).
  • 2d6 Aid: Programs/Databases (Fade/week, Max. 12); Range: 0; Affects: Single Power of Special Effect, +¼; Extra Time: 1 min., -1½; Activation: 11-, -1; Must have program available to load: -2 (4 Points). 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.
  • Detect Environmental Hazards (+1 to PER); Time Required: Instant, +2; Range: Touch, +0 (2 Points). This detects Chemical Weapons, High Radiation, Etc.

Loaded Databases (11 Points): Metahumans 14-, World Atlas 14-, English (Basic Conversation and standard Literacy)

Programs (6 Points); Go to specified location, Attack specified location/target, Search databases & internet, Act like a cat, Antitheft, Vehicle Diagnostics.

Base Vehicle Cost: 180 Points.

150+ Disadvantages (Cost: 150/5 = 30)

  • Hunted by Animal Control (8-); Capabilities: Less Powerful, 5; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0 (10 Points).
  • Watched by the Authorities (8-); Capabilities: More Powerful, 15; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Only Watching: ×½; Punishment: Harsh, 0 (10 Points).
  • Reputation: Cat Monster (8-, Extreme) (10 Points).

30 Disadvantages Total

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