Name: Impulse - Armored Form Val Char Cost 40 STR 30 26 DEX 48 40 CON 60 20 BODY 20 15 INT 5 11 EGO 2 15 PRE 5 10 COM 0 16 PD 8 30 ED 22 5 SPD 14 16 REC 0 80 END 0 80 STUN 20 Characteristic Rolls: STR: 17-, DEX: 14-, CON: 17-, INT: 12-, EGO: 11-, PER: 12- Run: 6", Swim: 2", Jump: 8", Lift: 6400kg Cost Powers END/Roll 94 Multipower: Energy Control (75-pt reserve); Variable Special Effects: Certain Group, +¼ u-9 15d6 Energy Blast; Range: 470; Versus: ED; Variable Special Effects: Certain Group, +¼ 9 u-9 10d6 Energy Blast; Range: 435; Versus: ED; Explosion (Extended Area +0"/DC): +½; Variable Special Effects: Certain Group, +¼ 9 u-9 5d6 RKA; Range: 470; Variable Special Effects: Certain Group, +¼ 9 55 Imperial Guard Flight Ring; IIF: -¼ (3) Radio Hearing (20) Mind Link: Other Guardsmen/Tactical Command; Minds: Related Group, +10; Number of Minds: 32, +25; Distance: Any, +5; Dimension: Current, +0; Link with: Those with Mind Link, -1 (20) 10" Flight (NC: 20"); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 37 2 (3) Absolute Time Sense (3) Bump of Direction (20) Universal Translator 12- 30 Multiform: Energy Form; Form: Second, ×2; Leaves Physical Body Behind: -1; Extra Time: full phase, -½ 30 Life Support (total) 28 Armor (14 PD/14 ED); OIF: -½ 20 Detect: Energy (+5 to PER); Time Required: Instant, +2; Range: Ranged, +5 10 Mental Defense (12 pts) 10 Flash Defense (Sight, 10 pts) 7 Telescopic Sense (Sight, +5 to PER) 5 Ultraviolet Vision 5 Lack of Weakness (-5 to Roll) 5 Infrared Vision 5 Discriminatory Sense: Energy Sense (Detect) 3 Radio Hearing Cost Skills, Talents, Perks Roll 2 Mathematics 11- 2 Physics 11- 3 Security Systems 12- 3 Systems Operation 12- 20 Imperial Guardsman Training/Perks (20) !(1) Paramedic 11- (5) Imperial Guardsman (5) Money (Well Off) (5) Interrogation 13- (2) Knowledge Skill: Imperial Guard 11- (2) Knowledge Skill: Shi'ar Law 11- 20 +4 level w/Ranged Combat 100+ Disadvantages 10 Hunted: Shi'ar Enemies (8-); Capabilities: As Powerful, 10; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0 15 Living Engergy (Infrequently, Fully) 10 Accidental Change: If BODY taken (8-) 15 Braggart (Common, Strong) 15 Always Obeys Orders of Superiors (Very Common, Moderate) 20 Superpatriot (Common, Total) 15 Reputation: Guardsman (11-, Extreme) 15 Secret Identity: no one knows he's a creature of pure energy 20 Susceptibility: Energy Dampening Fields (1d6 STUN and BODY/Turn); Condition: Uncommon, +5 OCV: 9; DCV: 9; ECV: 4; Mental Def.: 12; Phases: 3, 5, 8, 10, 12 PD/rPD: 30/14; ED/rED: 44/14 Costs: Char.: 234 Disad.: 135 Powers: + 384 Base: + 100 Exp.: + 383 Total: = 618 Total: = 618 Name: Impulse - Energy Form Val Char Cost 0 STR -10 30 DEX 60 20 CON 20 20 BODY 20 15 INT 5 11 EGO 2 15 PRE 5 0 COM -5 0 PD 0 4 ED 0 6 SPD 20 4 REC 0 40 END 0 30 STUN 0 Characteristic Rolls: STR: 9-, DEX: 15-, CON: 13-, INT: 12-, EGO: 11-, PER: 12- Run: 6", Swim: 2", Jump: 0", Lift: 25kg Cost Powers END/Roll 94 Multipower: Energy Control (75-pt reserve); Variable Special Effects: Certain Group, +¼ u-9 15d6 Energy Blast; Range: 470; Versus: ED; Variable Special Effects: Certain Group, +¼ 9 u-9 10d6 Energy Blast; Range: 435; Versus: ED; Explosion (Extended Area +0"/DC): +½; Variable Special Effects: Certain Group, +¼ 9 u-9 5d6 RKA; Range: 470; Variable Special Effects: Certain Group, +¼ 9 30 Life Support (total) 21 Elemental Control: Energy Form (25-pt reserve); Variable Special Effects: Certain Group, +¼; Always On: -½ a-39 Desolidification; Reduced END: Zero & Persistent, +1; Variable Special Effects: Certain Group, +¼; Always On: -½ 0 Since Impulse can mimic the properties of any enegry, he can be affected by the type of energy that he is currently mimicking, or an energy that would cancell his own out. b-79 8d6 Energy Blast; Range: 0; Versus: ED; Affects Solid: +2; Damage Shield: +½; Reduced END: Zero & Persistent, +1; No Range: -½; Variable Special Effects: Certain Group, +¼; Always On: -½ 0 c-39 20" Flight (NC: 40"); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 89; Reduced END: Zero & Persistent, +1; Variable Special Effects: Certain Group, +¼; Always On: -½ 0 d-29 Damage Reduction (Energy, 75% Resistant); Variable Special Effects: Certain Group, +¼; Always On: -½ 20 Universal Translator 12- 20 Mind Link: Other Guardsmen/Tactical Command; Minds: Related Group, +10; Number of Minds: 32, +25; Distance: Any, +5; Dimension: Current, +0; Link with: Those with Mind Link, -1 20 Detect: Energy (+5 to PER); Time Required: Instant, +2; Range: Ranged, +5 10 Mental Defense (12 pts) 10 Flash Defense (Sight, 10 pts) 7 Telescopic Sense (Sight, +5 to PER) 5 Ultraviolet Vision 5 Lack of Weakness (-5 to Roll) 5 Infrared Vision 5 Discriminatory Sense: Energy Sense (Detect) 3 Radio Hearing 3 Bump of Direction 3 Absolute Time Sense 100+ Disadvantages 20 Distinctive Features: humanoid energy field; Concealability: Not Concealable, 15; Reaction: Always noticed & major reaction, +5 10 Hunted: Enemies of the Empire (8-); Capabilities: As Powerful, 10; Non- combat Influence: None, +0; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0 15 No Manipulation (Frequently, Greatly) 15 Always Obeys Orders of Superiors (Very Common, Moderate) 20 Superpatriot (Common, Total) 15 Braggart (Common, Strong) 10 Reputation: Guardsman (8-, Extreme) 40 Susceptibility: energy Dampening Fields (3d6 STUN and BODY/Turn); Condition: Uncommon, +5 OCV: 10; DCV: 10; ECV: 4; Mental Def.: 12; Phases: 2, 4, 6, 8, 10, 12 PD/rPD: 0/0; ED/rED: 4/0 Costs: Char.: 117 Disad.: 145 Powers: + 474 Base: + 100 Exp.: + 346 Total: = 591 Total: = 591 Background: I altered Impulse to fit my campaign, Impulse is very similar to Erg from Classic Organizations and a little closer to Wildfire from DC who I think he was based on. =============================================================================== Character write-up by Chad Riley