Death Otter - Phase World Human Superhacker

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Death Otter
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Death Otter - Phase World Human Superhacker

Post by Death Otter »

Player Name: Salmon Max
Google Handle: Salmon Max

D3@tH 0tT3R (Death Otter for sanity's sake)
Rank: Seasoned Experience 38 Advances Left: 0
Race: Modified Human
Iconic Framework: MARS Super Soldier (super powers)
Attributes: Agility d8, Smarts d12, Spirit d8, Strength d4, Vigor d8
Charisma: -2; Pace: 6; Parry: 7 (½ Fighting +2); Toughness: 18 (10) (½ Vigor+2 plus armor)

Skills (15+5+3)
- Shooting 1d8 (3)
- Fighting 1d8 (3)
- Lockpicking 1d8 (3)
- Climbing 1d4 (1)
- Stealth 1d8 (2)
- Pilot d8 (3)
- Knowledge: Computer 1d12+2 (2)
- Knowledge: Electronics 1d10+2 (2)
- Astrogation 1d10 (2)
- Investigation 1d8 (1)
- Notice 1d8 (1)
- Streetwise 1d8 (1)
- Taunt 1d6

Language: Trade One, Four, Five, Six, American, Techno, Draconic

Edges
Human - Scholar (Computers, Electronics)
Hind - +1d Spirit
Hind - Rich
HJ - Thief
F&G - Quick
5xp - Mastery: Interface
10xp - Growth Potential
15xp - Filthy Rich
20xp - Growth Potential
25xp - +1d Electronics, +1d Stealth
30xp - +1d Vigor
35xp - Linguist

Hindrances
- Greedy (Major)
- Overconfidence (Major)
- Mania (Minor)
- Wanted (Minor)

IF - MARS Super
12 Power Points (up to 10 in a power)
Mutation - (Overconfidence) +2 power points

F&G
- Smart
- Smart
- Agility + Quick
HJ
- Black Ops - Computers d8, +2 vs electronic security
- Black Ops - Thief, +3 towards lockpicking, climbing, stealth
- Training - +5 towards fighting, shooting, throwing
Any Starting gear (Crazy)
Rich
- +3 Armor
- Any weapon: Wilks 457 Pulse rifle
Filthy Rich
- +2 AP: Wilks 457
- +2 ranged attacks from armor
- Armor Glide enhancement (as Glide Suit from Sci Fi Comp)

Powers 14+4
Technopath 12
Broadcast (Manipulation +4, Range +1) 7
Interface (Codebreaker +1, Ranged +2) 5


Hypercognitive Predictive Modeling 6
Uncanny Reflexes 4
Danger Sense 2


Power Tricks
When a power affects a target, either as an attack or a resisted effect, a hero may use any of the Power Tricks below by describing the action and taking a –2 penalty to the active skill (or the victim adds +2 to his resistance roll if there is no active roll on the part of the attacker, like fear). If successful, the power works as usual and the Trick chosen from the list below is triggered as well.
Any effect may be used at any time with a good rationale and the Game Master’s permission—a character doesn’t have to choose the same effect each time. Exactly how it works is a matter of description. Lower Defenses might mean encircling the target in smoky blackness via energy control (darkness) so that he can’t see incoming attacks. A radiation blast (ranged attack) might cause dizziness (Lower Trait for Agility) or weakness (Vigor). Or an earthquake might setup a villain for a follow-up ranged attack. It’s all in the description.
  • Delay: The victim must trade his current Action Card with the next character lower than him (he can’t trade with a character on Hold). If the victim already acted this round, the trade occurs on the following round unless the target gets the Joker (which negates the effect).
  • Lower Defenses: The target’s Parry is lowered by 2 until his next action. This is simply a different way to successfully perform the Trick maneuver (see Savage Worlds), so it does not stack with a regular Trick.
  • Lower Trait: One of the target’s attributes and all linked skills suffer a –2 penalty on his next action.
  • Setup: Allies get a +2 bonus against the victim until his next action.
  • Slow: The target’s Pace is halved on his next action.
Gear
Cash: 25,000

Equipment:
Hoverboard, 2000
Camo Poncho, 2500
Wall Walker System, 3000
Field Computer (Grade 2), 5000
IR Distancing Binocs, 1200
Mediscanner, 6000
Medi-gel, 200

'Omniscience' phased array mm-wavelength radar system - Can be worn or attached to armor; integrates with armor HUD or can be used via Interface
- Grants Awareness at 5pp level; counters most kinds of non-solid visual concealment and works in 360 degrees, negating gang-up bonuses
- Trapping is a highly detailed radar system that can be countered with normal radar countermeasures
- 50,000 credits

'Pond Hopper' Phase Jump armband - complex-looking electronic box with a strap that can be fitted to wearer's upper arm; must have hand to operate
- Grants Teleport with 24" range as power
- Has normal limitations for phase technology
- 100,000 credits

Weapons
Vibroblade vambraces (substituted for Vibrosword from IF gear)
- 1d4+1d8 MD, AP4, Parry +1, 8lbs

Wilks 237
- 2d6+1 laser, RoF (SA), AP 4, 16 rnds, 15/30/600, 3lbs

Wilks 447
- 3d6 laser, RoF (SA), AP 2, 20 rnds, 40/80/160, 5lbs

Wilks 457 Pulse rifle
- 3d6+2 laser, RoF 2 (SA/3RB), AP 5, 36 rnds, 40/80/160, 6lbs

Armor
Naruni Personal Forcefield, +4 Armor (AP does not reduce), can be powered for 24 hrs, 1 hr recharge

ATEW (All-Terrain Electronic Warfare) Suit (patron item)
• +6 Armor and +2 Toughness
• Gain an additional +4 to resist, or +2 armor against, electricity, radiation, and ion attacks
• Full Environmental Protection
• No Strength Minimum. (8 lb)
Features:
• Built-in mini-computers for basic functions
• Communications system with a 10 mile range; double the range with Razor deployed.
• Public-address loudspeakers
• Thermal vision mode for vision
• Advanced targeting system gives +2 to ranged weapon attacks
• Memory-polymer membranes can be extended between arms and legs, causing suit to act as a Glide Suit
• Integrated frequency absorption razor
• • Razor is collapsible, so this light suit may be used as any normal light suit, which is to say it can be worn under clothes or even in power armor, though it does not stack with the power armor's toughness or armor. Razor must be deployed to be used. Cannot deploy if in a confined space like a PA suit or under cramped conditions.
• • Create radio interference at will; this imposes a -4 to any check to communicate with radios. Communication done without a check automatically fails.
• • Dampen electrical energy, causing attacks of that type to do only half damage within the area.
• • • Both effects occur within a Medium Burst Template.
• • You gain +2 to Notice and Survival checks to navigate.
• • You also gain +2 to Notice and Knowledge (Electronics) checks to locate the source of signals.
Last edited by Death Otter on Sat Jul 13, 2019 11:42 am, edited 16 times in total.
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Death Otter
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Re: Death Otter - Phase World Human Superhacker

Post by Death Otter »

Death Otter was not born; she was made. Once a 'normal' human, albeit gifted already with prodigious intellect and a singular talent for computers and electronics, she underwent a surgical procedure to obtain implants somewhat similar to MOM implants on Earth, only vastly more advanced. Her entire central nervous system has been augmented as a consequence, giving her the raw computational ability of a computer while retaining the flexibility and versatility of the human mind, unimpeded.

Well, mostly unimpeded.

While the SEED implant is far smaller and less intrusive than its Rifts counterpart, the modifications made to her brain have inevitably affected her mind. Old social fears and anxieties melted away, the shallowness and idiocy of most human contact revealed in all it's glory, and Death Otter has the heady freedom of just not caring anymore. There's no more shame, no more guilt, no more pesky reservations or insecurities. There is only what she wants, what she is capable of, and what she's willing to risk or lose. Nothing else matters.

Fortunately, Death Otter is far more prone to mischief than malice...though her victims may not see it that way. She loves nothing more than bringing those who believe they are unassailable down a peg, especially in ways that expose their flaws for all to see.
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Death Otter
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Re: Death Otter - Phase World Human Superhacker

Post by Death Otter »

Ah, there we go. Character engage!
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Re: Death Otter - Phase World Human Superhacker

Post by Tribe of One »

The most recent revision to MARS Super Soldier removed the Super Karma option, although you can get an extra 2 points (Base 12, +2 more) by taking some Negative Racial Abilities to represent being a mutant.
GM Bennies: 7/7
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Death Otter
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Re: Death Otter - Phase World Human Superhacker

Post by Death Otter »

Ah, good to know! She is not a mutant, but the procedure that resulted in her unusual abilities definitely had some side effects.

Thanks for the tip!
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Ndreare
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Re: Death Otter - Phase World Human Superhacker

Post by Ndreare »

Death Otter wrote: Sun Oct 07, 2018 7:35 pm Ah, good to know! She is not a mutant, but the procedure that resulted in her unusual abilities definitely had some side effects.

Thanks for the tip!
That is an acceptable trapping/workaround. But it will need 3 point trimmed off the powers. Although you could take Growth Potential at both Novice and Seasoned making it only 1 point needing trimmed.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Death Otter
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Re: Death Otter - Phase World Human Superhacker

Post by Death Otter »

I already had Growth Potential at both of those, so I did still have to trim 3 points. :)

Dropped Malfunction. It's cool, but I can maybe buy it later with some more Growth Potential. That or just try to use Interface and possibly Interface tricks to accomplish similar tomfoolry.
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Ndreare
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Re: Death Otter - Phase World Human Superhacker

Post by Ndreare »

RFT wrote:...
I looked at SFC, SPC2 (Malfunction) and IZ for ideas. This is what i am thinking is fair for on the fly attempts to take hack a robot and give it a new command:
  • Labor bots -2 (expected to take 1d6 turns - GM rolls time)
  • Security bots -6 (expected to take 1d6+2 turns - GM roll time)
This is based off of the default -6 required to override Asimov circuits and the standard 1d6 turns for a non-combat action allowed in combat.

* Military bots would be much harder with very high internal security systems.

We can refine this later as I think this will be a thing you will be hoping to do lots of.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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Re: Death Otter - Phase World Human Superhacker

Post by Ndreare »

Lets go with 50,000 for the Awareness optics. Your choice built into a separate optics piece or added to existing helmet.

(I based this on a 10K per power point wag. Even then it feels cheap, but the 10K for 2 power points feels ridiculously under-priced.)
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Death Otter
Posts: 155
Joined: Fri Oct 05, 2018 9:25 pm

Re: Death Otter - Phase World Human Superhacker

Post by Death Otter »

Nice, I'll buy that!

What about a phase jump teleport device? I'm picturing it as a sort of armband. Call it Teleport with one level of Range, costing 5pp, and able to teleport the wearer up to 24" at a time.

Base item, um...not sure off the top of my head, hehe. Not super important offhand...I'll think of something.
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Death Otter
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Re: Death Otter - Phase World Human Superhacker

Post by Death Otter »

SWADE Test 1 - Mind Melter Otter

D3@tH 0tT3R (Death Otter for sanity's sake)
Rank: Seasoned Advances: 7
Race: Human
Iconic Framework: MARS Super Soldier (super powers)
Attributes: Agility d6, Smarts d12, Spirit d6, Strength d4, Vigor d6
Pace: 6; Parry: 4 (½ Fighting +2); Toughness: 17 (10) (½ Vigor+2 plus armor)
ISP 30

Skills (15)
Athletics 1d4
Common Knowledge 1d4
Notice 1d4
Persuasion 1d4
Stealth 1d4
Psionics 1d12 (2)
Academics 1d6 (2)
Electronics 1d8 (3)
Hacking 1d12 (1)
Fighting 1d4 (1)
Shooting 1d6 (2)
Piloting 1d6 (2)
Taunt 1d6 (2)

Language:

Edges
Human - Telemechanics
Hind - +1d Smarts
Hind - Rapid Recharge
HJ - Rich
HJ - Improved Rapid Recharge
IF - Major Psionic
IF - Master Psionic
5xp - Scholar (Hacking, Electronics)
10xp - New Powers
15xp - Filthy Rich
20xp - Mentalist
25xp - +1d Smarts
30xp - +1d Psionics, +1d Hacking
35xp - Concentration

Hindrances
- Greedy (Major)
- Mania (Minor)
- Wanted (Minor)

IF - Mind Melter
Arcane Background - Psionics 1d6, 30 ISP, Major/Master Psionics
Alter Aura (Conceal Aura as Innate power, Self only and Aspect, can fool detection into sensing something untrue; any power mods)
Expanded Awareness (Detect Arcana as Innate power, Self Only and Aspect)
Master of Psionics (Reroll any Psionics roll once; not crit fails)
Mental Resistance (+4 to resist and armor against psionic powers)
A Little Odd (Quirk Hindrance)
Feared (-2 Persuasion on people who know what you are)

HJ
- Any Table: Black Ops - Computers d8, +2 vs electronic security
- Psionics: Rapid Recharge, or Improved Rapid Recharge [dice:92h8zcfe]56513:0[/dice:92h8zcfe]
- Exp/Wis: Any Background Edge [dice:92h8zcfe]56513:1[/dice:92h8zcfe]

Rich
- +3 Armor
- Any weapon: Wilks 457 Pulse rifle
Filthy Rich
- +2 AP: Wilks 457
- +2 ranged attacks from armor
- Armor Glide enhancement (as Glide Suit from Sci Fi Comp)

Powers
- Boost/Lower Trait ('Hack' trapping; affects self, cyborgs or computers/robots only)
- Mind Link (Hack trapping; affects computers, robots, cyborgs only)
- Mind Reading (Hack trapping; affects computers, robots, cyborgs only)
- Puppet (Hack trapping; affects computers, robots, cyborgs only)
- Mind Wipe (Hack trapping; affects computers, robots, cyborgs only)
- Speed (Self only, Aspect)
- Warrior's Gift (Self Only)

Gear
Cash: 25,000

Equipment:
Hoverboard, 2000
Camo Poncho, 2500
Wall Walker System, 3000
Field Computer (Grade 2), 5000
IR Distancing Binocs, 1200
Mediscanner, 6000
Medi-gel, 200

'Omniscience' phased array mm-wavelength radar system - Can be worn or attached to armor; integrates with armor HUD or can be used via Interface
- Grants Awareness at 5pp level; counters most kinds of non-solid visual concealment and works in 360 degrees, negating gang-up bonuses
- Trapping is a highly detailed radar system that can be countered with normal radar countermeasures
- 50,000 credits

'Pond Hopper' Phase Jump armband - complex-looking electronic box with a strap that can be fitted to wearer's upper arm; must have hand to operate
- Grants Teleport with 24" range as power
- Has normal limitations for phase technology
- 100,000 credits

Weapons


Wilks 457 Pulse rifle
- 3d6+2 laser, RoF 2 (SA/3RB), AP 5, 36 rnds, 40/80/160, 6lbs

Armor
Naruni Personal Forcefield, +4 Armor (AP does not reduce), can be powered for 24 hrs, 1 hr recharge

ATEW (All-Terrain Electronic Warfare) Suit (patron item)
• +6 Armor and +2 Toughness
• Gain an additional +4 to resist, or +2 armor against, electricity, radiation, and ion attacks
• Full Environmental Protection
• No Strength Minimum. (8 lb)
Features:
• Built-in mini-computers for basic functions
• Communications system with a 10 mile range; double the range with Razor deployed.
• Public-address loudspeakers
• Thermal vision mode for vision
• Advanced targeting system gives +2 to ranged weapon attacks
• Memory-polymer membranes can be extended between arms and legs, causing suit to act as a Glide Suit
• Integrated frequency absorption razor
• • Razor is collapsible, so this light suit may be used as any normal light suit, which is to say it can be worn under clothes or even in power armor, though it does not stack with the power armor's toughness or armor. Razor must be deployed to be used. Cannot deploy if in a confined space like a PA suit or under cramped conditions.
• • Create radio interference at will; this imposes a -4 to any check to communicate with radios. Communication done without a check automatically fails.
• • Dampen electrical energy, causing attacks of that type to do only half damage within the area.
• • • Both effects occur within a Medium Burst Template.
• • You gain +2 to Notice and Survival checks to navigate.
• • You also gain +2 to Notice and Knowledge (Electronics) checks to locate the source of signals.
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