Name: Steel Army members Val Char Cost 25 STR 11* 14 DEX 12 22 CON 13* 16 BODY 9* 10 INT - 10 EGO - 15 PRE 6* 10 COM - 10 PD 3* 10 ED 4* 4 SPD 13* 9 REC - 40 END - 39 STUN - * - 12 Str, 7 Con, 4 Bod, 5 Pre, 5 Pd, 6 Ed, 1 Spd bought OIF. Characteristic Rolls: STR: 14-, DEX: 12-, CON: 13-, INT: 11-, EGO: 11-, PER: 11- Run: 6", Swim: 2", Jump: 5", Lift: 800 kg Cost Powers END/Roll 15 +10 PD/ED armor, OIF, act 14- (seams which may be targeted at -6, also shoulders vulnerable to applied pressure... Ferret breaks the arms of several of these guys) 33 8d6 Blaster, 32 shots, OIF arm unit 20 12" flight 1/2 END OIF boot jets 7 HRRH OIF helmet Cost Skills, Talents, Perks Roll 3 +1 with Blaster 3 Armor Maint 11- 2 KS: Team Tactics 11- 5 Specialized skill (e.g. Systems Operation) 100+ Disadvantages 15 Watched by the Great Question and Mr. Monday, 11- 25 Hunted by US Govt and Protectors, 8- 15 Psych: Loyal to Steel Army 10 Reputation: Marauding Villains 11- 10 2d6 STUN if armor takes BODY OCV: 5; DCV: 3; ECV: 0; Mental Def.: 0; Phases: 3, 6, 9, 12 PD/rPD: 20/10; ED/rED: 20/10 Costs: Char.: 71 Disad.: 75 Powers: + 88 Base: + 100 Exp.: + 8 Total: = 159 Total: = Background: Members of the Steel Army wear powered suits with blaster units replacing the right hand. Against police they are invincible, but against trained supranormals they fall like the cannon fodder they are. ------------------------------------------------------------------------------ Write-up copyright © 1995 by Dave Van Domelen (dvandom@magnus.acs.ohio-state.edu). Permission granted to duplicate and transmit, as long as this note is not removed. ------------------------------------------------------------------------------