Panzer
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Panzer | ||||||||||
Player: @Albert_Wanger | ||||||||||
"Super heroics is incredibly grandiose, yet remains unsatisfying." | ||||||||||
Biographical Data | ||||||||||
Real Name: | Wagner, Albert | |||||||||
Known Aliases: | Panzer | |||||||||
Gender: | Male | |||||||||
Species: | Human | |||||||||
Ethnicity: | Caucasian | |||||||||
Place of Birth: | Spokane, Washington, United States | |||||||||
Base of Operations: | Millennium City, Michigan, United States | |||||||||
Relatives: | Gordon Wayne (Godfather/legal guardian); Oskar Wagner (biological father) | |||||||||
Characteristics | ||||||||||
Age: | 16 | |||||||||
Height: | 5'4"/~1.6 Meters (5'7"/~1.7 Meters in Armour) | |||||||||
Weight: | 82 lbs/~37.2 Kilograms (214 lbs/~97.1 Kilograms in Armour) | |||||||||
Eyes: | Brown | |||||||||
Hair: | Black | |||||||||
Complexion: | Pale | |||||||||
Physical Build: | Frail, Thin | |||||||||
Physical Features: | N/A | |||||||||
Status | ||||||||||
Alignment: |
Neutral Good | |||||||||
Reputation: |
Reputable | |||||||||
Identity: | Public | |||||||||
Years Active: | 4 | |||||||||
Citizenship: | United States | |||||||||
Occupation: | N/A | |||||||||
Education: | K-12; University Student, 5th year | |||||||||
Marital Status: | Chaste | |||||||||
Known Powers and Abilities | ||||||||||
N/A | ||||||||||
Equipment and Paraphernalia | ||||||||||
Powered Armour; Giant Robot | ||||||||||
ReldinBoxMini Template |
Contents
- 1 History
- 2 Current Events
- 3 Daily Life
- 4 Personality
- 5 Paraphernalia
- 6 Relationships
- 7 Public Knowledge & Comments/Rumors
- 8 Tropes, Trivia, RP Hooks
- 9 Pen & Paper Character Sheets
History
"It’s a long and boring story; not worth telling." – Albert Wagner, AKA Panzer
Genesis (December 12, 1996)
First Steps, First Crisis (January 18, 1997)
"I don’t know why my mom did what she did, but I’m willing to accept that it was for a good reason. After all, I’ve got the best dad in the world, now." – Albert Wagner, AKA Panzer
Academic Struggles (September 16, 2003)
"What? He deserved it!" – Albert Wagner, AKA Panzer
"What did he say?" The headmaster leaned back in his chair, "I think he should tell you that himself," The man said as he beckoned to the office door. Albert was swiftly led in by an attendant, who immediately left to boy to stand at the front of the office room, facing the two adults. His face was a deep red, and he glared directly forward, arms folded across his chest. He was very clearly pissed off. "Albert, why don't you explain to your father here what you did wrong." The boy's eyes met the reptile's, "Nothing. It was Charles' mistake, not mine." Gordon lowered his head slightly, "Albert." Young Wagner sighed, breaking eye contact, and his entire expression changed, "...I told him he should be strung up."
New Millennium (2005)
Trial by Fire (2008-2009)
"Mysterious New Hero Stops Organized Bank Heist Single-Handed!" – Millennium City newspaper headlines, June 15, 2009
Strike Back (2010-2011)
"Prototypes are built to iron out problems before going to a final product. The Mark II was inevitable." – Albert Wagner, AKA Panzer
Sorcerous Studies (2012)
"I wish I could say I regret my research into sorcery. I still feel foul for actually using it in my experiments." – Albert Wagner, AKA Panzer
More Coming Soon™!
Current Events
A Coiled Nightmare
Coming Soon™!
Daily Life
Personality
Paraphernalia
Past Armours
Albert began tinkering with powered armour functions and advanced robotics in early 2008, and has been advancing at an increasing rate ever since.
Mark I
Construction completed in June 2009 (he started in October 2008), The Mark I was Albert's first step into the superhuman world, and served as the basis for all future chassis until the Mark V.
Offensive Functions
Wrist Plasma Bolter
Palm-mounted Concussion Lasers
Shoulder-mounted Micro Rockets
Shoulder-mounted 9mm Minigun
Defensive Functions
Steel & Kevlar Armour Plating
Mobility
Jet Pack
Mark II
Construction completed December 4th, 2011, the Mark II was a huge climb in power and prestige from the Mark I, and solidified the boy's place in the superhuman world.
Offensive
Wrist-mounted Plasma Bolters
Palm- & chest-mounted Plasma Beams
Micro Missiles
Shoulder-mounted Bunker Buster Missile Launcher
Shoulder-mounted 9mm Minigun
Gauntlet Taser
Defensive
Force Field Module
Steel & Titanium Armour Plating
Internal Nanite Reassembly Unit
Mobility
Jet Boots
Mark III
The Mark III was a pet project, a means to experiment teleportation technology and a new power source, and was never intended as a permanent fixture. Nevertheless, it performed admirably, and was a welcomed milestone to a new frontier.
Offensive
Wrist-mounted Plasma Bolters
Palm- & chest-mounted Plasma Beams
Micro Missiles
Shoulder-mounted Bunker Buster Missile Launcher
Shoulder-mounted Pulson Gatling Gun
Electric Discharge Unit
Defensive
Force Field Module
Wagnerium Alloy Armour Plating
Internal Nanite Reassembly Unit
Mobility
Jet Boots
Short Range Teleporter
Mark IV
The Mark IV was Albert's first true masterpiece. Riddled with unique functions and extremely powerful weapons, the Mark IV has become a sight many criminals (mundane and superhuman alike) truly feared.
Offensive
Palm- & Chest-mounted Tau Particle Beams
EMP Detonator
Electric Discharge Unit
Paralyzer Blasters
Directed Sonic Wave Emitter
Defensive
Wagnerium Alloy Armour Plating
Internal Nanite Reassembly Unit
Force Field Module
Mobility
Jet Boots
Teleporter
Utilitarian
Tractor Beam
Electro-Magnet
Mark V
The Mark V was a total rebuild from the ground up, incorporating far superior versions of the same mechanisms in the Mark IV (namely the Tau Particle Accelerators), applying all-new weapons and devices, and was the first series of armours.
Offensive
Palm- & Chest-mounted Tau Particle Beams
Shoulder-mounted Micro-Missile Launcher
EMP Detonator
Electric Discharge Unit
Rigamortis Inducer
Directed Sonic Wave Emitter
Directed Electromagnetic Wave Emitter
Dimensional Disruptor
Defensive
Wagnerium Alloy Armour Plating
Electronics Nanite Repair
Force Field Module
Psionic Suppressor
Mobility
Armour Jets
Teleporter
Utilitarian
Electromagnetic Field Manipulation & Generation Module
Special
Jet Pack Module
Stealth Module
The Mark VI
The Mark VI, an incredibly powerful and advanced machine, incorporates over a dozen different active functions, granting Albert several superpowers. From superhuman strength, to sonic waves, to even psionics, it is exceedingly versatile.
Offensive
Palm-mounted Tau Particle Beams: Palm-mounted particle accelerators that utilize Tau particles in a directed beam. These are his primary weapon of choice in combat, as they possess the widest variety of application. By adjustment of velocity, the beams can produce the kinetic impact and penetrating power of a 9mm pistol loaded with rubber bullets, to the destructive potential of a Gauss Gun. The maximum-power setting includes an explosive effect, making a very effective bunker buster weapon.
Chest-mounted Tau Particle Blaster: A much, much more powerful version of the Tau Beams, the chest blaster is designed as a legitimate siege weapon. With enough firepower to obliterate the head of a Mega-Destroid, it cannot be sustained in a constant beam, has a longer charge-up time, and uses up ammunition very quickly. Panzer only ever uses it when he absolutely has to.
Paralyzer: A chemical weapon that disrupts electrical nerve impulses, inducing temporary paralysis in the target.
Psionic Module: A device built into the helmet that simulates psychic abilities, albeit to a limited extent.
Electric Discharge Unit: High voltage (maximum of 30 kV) electrical discharge capability. This can discharge at any point on the body, so long as physical contact is achieved.
Rigamortis Inducer: A chemical weapon that, when introduced to skeletal muscles, interferes with the formation of Ca2, and thus prevents muscle contraction.
Electromagnetic Wave Emitter: A device that fires electromagnetic pulses; it is built into a ring around the Tau Beam emitters.
Sonic Wave Emitter: A device that fires directed sonic waves; it is built into a ring around the Tau Beam emitters.
Dimensional Disruptor: A specialized device that disrupts the flow of dimensional energies, suspiciously effective against mages. It is built into the gauntlets with the fingers used for aiming and frequency adjustment.
Defensive
Wagnerium Alloy Armour Plating: A metal alloy Albert invented, it has the strength to potentially rival Kendrium, and has a superior capacity to absorb heat and other "unique" energies. However, it is slightly heavier. Name and Patent Pending.
Force Field Generator: A redundant shielding that completely encases the armour, as well as being projectable onto others.
Internal Nanite Reassembly Unit: An internal repair function, allowing the systems of the armour to be repaired mid-battle, should any be taken offline.
Inertial Dampener/Life Support System: Provides protection from physical trauma to the pilot, as well as protection from hazardous environments. This allows the suit to be piloted in the vacuum of space or in the middle of a Radioactive Wasteland, in almost perfect safety.
Psionic Suppressor: A specialized defense that renders Albert highly resistant to telepathic assault, as well as protect the armour (or what little of it is vulnerable) from technopathic assault.
Sensory Nullifiers: Devices built into the helmet, they protects Albert from extremely bright lights and loud sounds. He could look directly at the sun or stand right next to a discharging firearm without harm.
Hardened Electronics: The circuitry in Albert's armour is hardened, making it less vulnerable to electromagnetic attacks.
Utilitarian
Mobility
Propulsion Jets: A pair of jet boosters at the soles of the boots and on the back of the breastplate, these projectors allow for flight up to speeds of ~5000 MPS (meters per second) for up to 168 hours.
Teleporter: A built-in teleportation device, allowing instantaneous movement. Range: 1-2000 Meters. If teleporting from a waystation or Armoury, range extends to ~40000 Meters.
Other
Enhanced Strength: Physical strength enhanced due to armour robotics. Maximum Lifting Capacity: ~400 Metric Tons.
Sensor Array: A vast array of sensory equipment, allowing him to see in several wavelengths of the electromagnetic spectrum, detect countless energy signatures, a very sensitive heart beat sensor, etc.
Magnetic Field Manipulator: Built into the gauntlets, these gadgets allow the projection and manipulation of magnetic fields, granting him a sort of 'telekinesis'. Lift: 200 Metric Tons.
Other Armours
Specialized
Specialized versions of Panzer's Mark VI armour include:
- Mark VI Stealth: a Mark VI chassis with a stealth module, capable of becoming invisible to almost the entire electromagnetic spectrum at any one time, including visible light, ultraviolet, infrared, etc.
- Mark VI Space: a Mark VI chassis with a jetpack, designed to reach Earth's escape velocity, and travel in space.
Emergency Powered Body Armour
The Emergency Powered Body Armour (EPBA) is a small, compact armour built for on-the-go immediate use in a crisis, such as when getting mugged. It has few, yet useful, functions:
Magnetic Lift Field & Compact Folding: The EPBA has a very special function, the ability to fold itself into a backpack, and a magnetic lift to render it light enough to carry on a casual day.
Palm- & Chest-mounted Laser Beams
Gauntlet Pulson Blaster
Point-Blank Electric Discharge Unit
Behemoth Battledroid
A 100 feet/30.48 meters tall dual-nuclear fission reactor powered giant robot designed to combat kaiju, dubbed the ‘Behemoth Battledroid’.
Offensive
Macro Missile Salvo: An excess of rockets fired from both shoulders, a single salvo containing enough firepower to level a skyscraper.
Eye Laser: Built in conjunction with the ocular sensors, a high powered laser capable of cutting through solid Kendrium at 12 decimeters per second.
Drill Hands: The Battledroid's hands are capable of locking into a point, making it easier to penetrate the thick hide or armour of other colossal foes.
Defensive
Custom Alloy & Kendrium Plate Armour: Very thick armour plating provides intense protection against damage.
Energy Deflection Shield: Same design as all others, but massively scaled up in size and power.
Utilitarian
Mobility
Jet Feet: Massive jets built into the soles allow for brief bursts of airborne travel. It can jump.
Other
Ultra Strength: Robotics, hydraulics, and magnetic fields allow the colossal construct to move about and fight. Maximum Lifting Capacity: 2.8 Metric Kilotons
Relationships
Friends/Allies
Barricade [Gordon Wayne] (@Albert_Wanger)
Godfather, closest friend, and adoptive father. The extra-terrestrial ‘dragon’ has been around since the boy was born, and is the only person he trusts completely. He’s also the only one who can truly, completely control the boy.
Cannonade [Tarvanas Quartz] (@KalasEruthain)
Tarvanas is Gordon's partner, and therefore is seen as family to Albert as well. However, Tarry lacks much of the parental authority Gordon holds.
Cassandra Armstrong (@Miles_Prower12)
A long-time friend of the family, Armstrong is someone Albert trusts to be reliable on the battlefield, and supporting in times of struggle.
Enemies
VIPER
The Venomous Imperial Party of the Eternal Reptile (talk about a mouthful). Albert’s entire life, since birth, has somehow been under the shadow of this global collection of madmen, whether directly or indirectly. Kidnapped and/or attacked without provocation numerous times by the organization, they’re at the top of his “to exterminate” list. He hates them to the utter core, and will do anything – anything – to make things hard for them, or completely destroy their efforts in any field.
Doctor Oskar Wagner
A mid-tier VIPER scientist and highly-skilled geneticist. He is Albert’s ultimate enemy. The boy pursues the monster relentlessly, and he is the defining reason for Albert’s hatred of VIPER in general.
Cobra
A VIPER super-thug, Cobra is Dr. Wagner’s primary personal enforcer, being an “improved” version of Diamondback. He wields incredible superstrength and durability.
Mages
Albert abhors magic. It has been a long-standing source of personal grief for the boy, and is the oldest source of evil on Earth. Albert is whole-heartedly convinced that it is wholly evil, regardless of where it comes from. Thanks to this viewpoint, he sees those who use magic as corrupt, narcissistic villains, or arrogant fools who simply think themselves above the rest of humanity because of the power they wield.
Public Knowledge & Comments/Rumors
Comments from other Heroes/Rumors from the Public | |||||||||
"You're a good kid, Al! Jus' need to show a little more restraint." - Cassandra Armstrong "He's a good kid...just wish he wouldn't annoy the officers around here so much" - PRIMUS Official Rayl Torien. (AKA Proud Patriot) "Al has a weeeeird homelife, what with the space dragons and the serious VIPER hate and the armor building and all. But I guess that makes sense since he's kind of weird. Might be the other way around though. It's hard to tell these days." - Nightfang | |||||||||
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Tropes, Trivia, RP Hooks
Tropes
It had to be done.
- Anti-Hero - Type II
- Powered Armour - Duh.
- Science Hero/Gadgeteer Genius/Teen Genius/The Smart Guy/You get the idea.
- The Determinator
- Knight Templar Big Brother - Actively threatening his family in front of him is a VERY, VERY bad idea.
- Badass Family - He's a supergenius with powered armour, his surrogate father (and his subsequent boyfriend) is a space-dragon/kaiju. All under the same roof.
- Dangerously Genre Savvy - He has that wonderful gift known as common sense, and he isn't afraid to use it. He's also read the Evil Overlord's List.
- Mysterious Past - Subverted. He won't talk about it, because it sounds ridiculous and sue-ish to him, but his 'father' is more than willing to share.
- Awesome, But Impractical - He spends a lot of his free time designing some pretty weird gadgets that either wouldn't work, or there are much easier and less expensive means of going the same route.
- Awesome, Yet Practical - His weapons. They all work, and either make explosions, a laser light show, or both.
- Shoulders of Doom - The Mark I through V, in all its glory.
- Walking Armoury - With superpowers instead of plain weapons, but the same general idea.
- Humongous Mecha - Because the best solution to giant monsters is equally giant robots.
- No Kill Like Overkill - He does this every chance he gets. Why? Because it's fun. When he can't...
- Deadpan Snarker - He always has to have the last word. Always. Granted, he does have his moments...
- Jerk With A Heart of Gold - He'll insult you, berate you, and probably even threaten you. But he'll also be one of the first to get between you and that very mean and evil person that really wants to kill you.
- Archnemesis Dad - His biological father is a very less than friendly geneticist in employ of VIPER.
- Missing Mom
- Nerves of Steel - Even to those that may frighten him, it is still very hard to illicit such a response from him.
- The Chessmaster - And a decent one at that, for a "hero."
- Inferiority Superiority Complex - The source of his involvement with superheroics.
- Freeman For A Day Card - While this is largely owed to his tactical genius and the power of his armour, Albert has had his fair share of fighting marathons, and won most of them.
Trivia
- Panzer’s concept has been retconned several times before reaching what he is today. The current, and arguably final concept, came about with the thought of a heroic, underage Doctor Doom.
- Albert is aquaphobic and claustrophobic, making adventures into the deep underground, or out to sea, very difficult for him to join in on. Likewise, hydrokinetics and geokinetics utterly terrify him.
- When out in social areas, Albert will always have a taser or two in his jeans pockets. He will often place his hands in said pockets when he feels threatened.
- Panzer secretly admires the technological prowess of Dr. Destroyer’s inventions, and frequently makes efforts to examine it whenever he gets the chance.
- Albert’s wealth is attained by selling non-military inventions to individuals, corporations, and the government.
- Panzer has, on more than one occasion, supported ARGENT on matters related to scientific discovery and technological advancement.
- While he would never admit it, and fights to avoid showing it, Albert is terrified of his family and friends, and suffers from a sense of inferiority around superhumans, despite what his armour can do.
- Albert's theme music includes: Suck A Sage, by Daisuke Ishiwatari; Art of War and Unbreakable, by Sabaton.
RP Hooks
- Albert is first and foremost a scientist, and so is very easy to reach among the scientific community.
- Being, by far, the youngest MCU student to date, Albert really stands out on the campus, as well as being easily recognizable.
- Panzer frequently uses the Champions Respond & Protect radio channel, and is very easy to get ahold of there.
- Panzer is somewhat infamous among UNTIL and PRIMUS for being a nuisance.
- Panzer is a well-known, and actively targeted, enemy of VIPER. The organization as a whole is aware of him and his exploits.
Pen & Paper Character Sheets
Panzer (Mark VI)
Characteristics
STR 3+67 (OIF) Cost:40 Roll:10-/23- Notes: Lift 25kg/Lift 400tons; 14d6 (7END)
DEX 10+10 (OIF) Cost:13 Roll:11-/13-
CON 5+20 (OIF) Cost:3 Roll:10-/14-
INT 35 Cost:25 Roll:16-
EGO 14+6 (OIF) Cost:8 Roll:12-/13-
PRE 5+15 (OIF) Cost:7 Roll:10-/12- Notes: PRE Atk 1d6/4d6
OCV 3+5 (OIF) Cost:17
DCV 5+3 (OIF) Cost:20
OMCV 3+2 (OIF) Cost:4
DMCV 3
SPD 3+3 (OIF) Cost:20 Phases: 4,8,12/2,4,6,8,10,12
PD 1+29 (OIF) Cost:19 TotalPD: 30 (30rPD)
ED 1+29 (OIF) Cost:19 TotalED: 30 (30rED)
REC 4
END 20
BODY 5+10 (OIF) Cost:3
STUN 2+38 (OIF) Cost:7
MOVEMENT: 4m Running/2m Leaping/20m Flight/40m Teleportation
OIF: -1/2
Total Characteristics Cost:205
Skills
11 Tactical Computer: +2 OCV/DCV/Damage w/All Ranged Combat, OIF (-1/2)
3 Analyze 16-
3 Bugging 16-
3 Computer Programming 16-
15 Crammingx3
3 Cryptography 16-
3 Deduction 16-
3 Electronics 16-
7 Gadgeteering 18-
7 Inventor 18-
3 Linguist
2 German (Completely Fluent; English native)
1 French (Conv. Fluent)
1 Ancient Greek (Conv. Fluent)
1 Latin (Basic Conv.)
3 Lipreading 16-
3 Mechanics 16-
3 Scholar
2 KS:Magic 16-
1 KS:United States Government 11-
1 KS:Video Games 11-
1 KS:World History 11-
3 Scientist
2 SS:Astronomy 16-
2 SS:Chemistry 16-
2 SS:Computer Science 16-
2 SS:Dimensional Engineering 16-
2 SS:Electronic Engineering 16-
2 SS:Force Field Physics 16-
2 SS:Geology 16-
2 SS:Gravitics 16-
2 SS:Materials Science 16-
2 SS:Mathematics 16-
2 SS:Metallurgy 16-
2 SS:Nanotechnology 16-
2 SS:Nuclear Physics 16-
2 SS:Physics 16-
2 SS:Psionic Engineering 16-
2 SS:Robotics 16-
2 SS:Subatomic Physics 16-
3 Security Systems 16-
3 Tactics 16-
9 Weaponsmith (all categories) 16-
Total Skills Cost:121
Perks
12 Contact: PRIMUS 12-
1 Contact: UNTIL 8-
4 Contact: Champions 9-
6 Contact: Millennium City University 11-
4 Wealth: Well Off (400k- per year)
Talents
5 Eidetic Memory
3 Lightning Calculator
5 Speed Reading (x10)
Total Perks & Talents Cost:40
Powers
31 Powered Armour Batteries: 200 Endurance Reserve + 6 Recovery, Only Usable by Powers w/Focus (-1/4), OIF (-1/2)
67 Active Systems: 100-point Multi-power Reserve, Focus (All Powers Must Have -1/4 of this Limitation Minimum; -1/2)
- 3f Standard Tau Beam: Physical Blast 12d6, Beam (-1/4), OIF (-1/2), 6END
- 3f Focused Tau Beam: Physical Blast 8d6, Armour Penetratingx2 (+1/2), Beam (-1/4), OIF (-1/2), 6END
- 3f Sustained Tau Beam: Physical Blast 8d6, Constant (+1/2), Beam (-1/4), OIF (-1/2), 6END
- 6f Overcharged Tau Beam: Physical Blast 14d6, Explosion (8mR, +1/4), OIF (-1/2), 9END
- 3f Tau Pulse: Physical Blast 6d6, Area of Effect (16mR, Non-Selective, +1/2), Personal Immunity (+1/4), No Range (-1/2), OIF (-1/2), 5END
- 4f Magnetic Field Manipulator: Telekinesis 60 STR (Lift 100 tons), Only Works On Ferrous Metals (-1/2), OIF (-1/2), 9END
- 5f Psionic Module: Mental Blast 6d6, IIF (-1/4), 6END
- 6f Sonic Wave: Blast 6d6, Area of Effect (8m 60-degree Cone, +1/4), NND (Hardened Hearing Group Flash Defense, +1), Affects Desolidified (+1/2), Reduced Endurance (1/2END, +1/4), OIF (-1/2), 5END
- 5f Electric Discharge Unit: Blast 10d6, NND (Target is Completely Insulated, Electric Damage Negation, +1), No Range (-1/2) OIF (-1/2), 10END
- 4f Paralyzer: Entangle 5d6, No Damage From Attacks (+1/2), Cannot Be Escaped With Teleportation (+1/4), No Range (-1/2), 12 Charges (-1/4), IAF (-1/2)
- 4f Rigamortis Inducer: 4d6 Drain STR, DEX, and SPD, Expanded Effect (Three Characteristics Simultaniously, +1), 12 Charges (-1/4), IAF (-1/2)
- 4f Electromagnetic Wave: 14d6 Dispel Electronics, Area of Effect (8m 60-degree Cone, +1/4), Reduced Endurance (1/2END, +1/4), OIF (-1/2), 3END
- 4f Dimensional Disruptor: 8d6 Supress Magic, Area of Effect (8m 60-degree Cone, +1/4), Costs Endurance (to maintain, -1/2), Extra Endurance (x2, -1/2), IIF (-1/4), 20END
- 6f Projectable Force Field: 10mX10mX1/2m Barrier, 15 BODY, Resistant 20PD/ED, OIF (-1/2), 9END
68 Tau Blaster: Physical Blast 30d6, Explosion (8mR, +1/4), OIF (-1/2), 4 Charges (-1), Costs Endurance (-1/4), 19END
Defensive
16 Wagnerium Armour: Resistant for 30PD/30ED, Hardened (+1/4), OIF (-1/2)
40 Wagnerium Armour: Resistant 50% PDR/EDR, OIF (-1/2)
4 Light Flash Nullifier: 6-point Sight Group Flash Defense, OIF (-1/2)
4 Sound Dampeners: 6-point Hearing Group Flash Defense, OIF (-1/2)
3 Hardened Electronics: 4-point Power Defense, OIF (-1/2)
9 Nobody's Puppet: 15-point Mental Defense, Hardened (+1/4), Only Works Against Mind Control (-1)
7 Psionic Suppressor: 10-point Mental Defense, OIF (-1/2)
13 Life Support: Self-Contained Breathing, Safe Enviornment (Total), OIF (-1/2)
Movement
27 Standard Jets: Flight +20m, Megascale 5km (+1) OIF (-1/2), 12END
20 Wormhole Jumper: Teleportation +40m, Extra Endurance (x2, -1/2), OIF (-1/2), 16END
9 Trans-Planar Teleporter: Travel to/from Earth and its Imaginal Realms, IIF (-1/4), Extra Endurance (x5, -2), Extra Time (Full Phase, -1/2), Requires SS:Dimensional Engineering Roll (16-, -1/4), 18END
Sensory
3 Infrared: Targeting, Sight Group, OIF (-1/2), PER Roll 16-
3 Ultraviolet: Targeting, Sight Group, OIF (-1/2), PER Roll 16-
7 Radar: 360-degree perception, Targeting, Radio Group, OIF (-1/2), PER Roll 16-
7 Dimensional Energies (eg. magic): 360-degree perception, Targeting, OIF (-1/2), PER Roll 16-
8 Heartbeat Sensor: 360-degree perception, Targeting, OIF (-1/2), PER Roll 16-
Total Powers Cost:406
Total Cost:772
Outter Space Armour
Remove Standard Jets, Trans-Planar Teleporter; Add:
45 Jetpack: Flight +50m, Megascale 500km (+1 1/4), OAF (-1), Spacesuit Only (-1/2), 34END
Total Cost:781
Stealth Armour
Remove Tau Blaster; Add:
18 Stealth Field: Invisible to Sight Group, Invisible to Radio Group, Reduced Endurance (0 END; +1/2), OIF (-1/2), Must Remain Visible in at least ONE Sight Class at Any One Time (-1/2), Stealth Armour Only (-1/2)
7 X-Ray Sensors: Targeting, Sight Group, Fully Penetrative, OIF (-1/2), Stealth Armour Only (-1/2), PER Roll 16-
Total Cost:729
Emergency Powered Body Armour
Characteristics
STR 3+27 (OIF) Cost:13 Roll:15- Notes:Lift 25kg/Lift 1600kg; 6d6 (3END)
DEX 10+5 (OIF) Cost:7 Roll:12-
CON 5+5 (OIF) Roll:11-
INT 35 Cost:25 Roll:16- Notes:PER Roll 16-
EGO 14+6 (OIF) Cost:8 Roll:12-/13-
PRE 5+5 (OIF) Roll:11- Notes:PRE Atk 1d6/PRE Atk 2d6
OCV 3+5 (OIF) Cost:17
DCV 5+3 (OIF) Cost:20
OMCV 3
DMCV 3
SPD 3+2 (OIF) Cost:13 Phases: 4,8,12/3,5,8,10,12
PD 1+14 (OIF) Cost:9 TotalPD: 15 (15rPD)
ED 1+14 (OIF) Cost:9 TotalED: 15 (15rED)
REC 4
END 20
BODY 5 Cost:-5
STUN 10+15 (OIF) Cost:2
Movement: 4m Running/2m Leaping
OIF: -1/2
Total Characteristics Cost:118
Powers
11 Armour Battery: 80 Endurance Reserve, Can Only be Used by Powers w/Focus (-1/4), OIF (-1/2)
70 Weapon Systems: 105-point Multi-power Reserve, Focus (All Powers Must Have -1/2 of this Limitation Minimum, -1/2)
- 3f Laser Beam: Energy Blast 8d6, Constant (+1/2), OIF (-1/2), Beam (-1/4), 4END
- 4f Laser Blaster: Energy Blast 12d6, OIF (-1/2), 6END
- 4f Electric Discharge Unit: Energy Blast 10d6, NND (Target is Completely Insulated, Electric Damage Negation, +1), No Range (-1/2), OIF (-1/2), 7END
Defensive
10 Wagnerium Armour: Resistant for 15PD/15ED, OIF (-1/2)
20 Wagnerium Armour: Resistant 25% EDR/PDR, OIF (-1/2)
9 Nobody's Puppet: 15-point Mental Defense, Hardened (+1/4), Only Works Against Mind Control (-1)
7 Psionic Suppressor: 10-point Mental Defense, OIF (-1/2)
11 Life Support: Self-Contained Breathing, Safe Enviornment (Heat, Cold, Radiation), OIF (-1/2)
Sensory
3 Infrared, Targeting, OIF (-1/2), PER Roll 16-
3 Ultraviolet, Targeting, OIF (-1/2), PER Roll 16-
7 Radar, 360-degree perception, Targeting, OIF (-1/2), PER Roll 16-
Total Powers Cost:162