Name: Trapster (Peter Potruski) Val Char Cost 18 STR 8 18 DEX 24 18 CON 16 12 BODY 4 18 INT 8 10 EGO 0 18 PRE 8 10 COM 0 8 PD 4 8 ED 4 5 SPD 22 8 REC 0 36 END 0 30 STUN 0 Characteristic Rolls: STR: 13-, DEX: 13-, CON: 13-, INT: 13-, EGO: 11-, PER: 13- Run: 7", Swim: 2", Jump: 4", Lift: 303 kg Cost Powers END/Roll 16 8/8 Armor, OIF 125 Multipower: 187.5 Active Points, OIF 12u 15d6 Entangle, 1/2 End [7, from reserve] 5u 15" Stretch, Only to Grab/Pull In (-1/2) Personal Immunity (+1/4) [9, from reserve] 12u Change Environment: Slippery level 5: 1 hex area, 12ch, 1 hour duration, Uncontrolled 14 End Reserve: 200 End, 2 Rec, Only Recover in Lab (-1) OIF 93 16d6 Entangle, AOE hex, Triggered, OIF, 8ch, Extra Time: 1 turn "Traps" 2 +1" Running Cost Skills, Talents, Perks Roll 6 Mechanics, Electronics 11- 4 Science Skills; Chemistry, Adhesives 11- 9 Inventor, Concealment, Security Systems 13- 20 2 Overall levels 20 +4 w/Multipower OCV: 6; DCV: 6; ECV: 3; Mental Def.: 0; Phases: 3, 5, 8, 10, 12 PD/rPD: 16/8; ED/rED: 16/8 Costs: Char.: 98 Disad.: Powers: + 338 Base: + 100 Total: = 436 Total: = Notes: End Reserve A is paste, End Reserve B is a lubricant. The traps are triggered by a touch (anyone touching the floor or wall he attaches the trap to). If he has had time to conceal his traps people will need to make a skill vs skill roll using concealment to detect the trap. A successful security systems roll will disarm the trap without activating it. Slippery is a a new option for change environment. For every 15pts of Slippery, you get the following effects: -1 to Climbing, Breakfall -5 Str for Bracing, Holding In addition, characters entering a slippery area or starting a move inside it must make a dex roll, -1/level of slipperiness or fall down and slide either 1/2 of the movement rate they were going or until they leave the area. Depending on special effects, the -5 Str penalty may not effect things held when entering the area, only things picked up. Example: Trapster coats a hex with lubricant, makeing it a Slippery: level 5 area. Hawkeye attempts to enter the area making a half-move (4"). Hawkeye has to make a Dex roll by 5 and misses. He falls down and slides across the hex (he would have slid up to 2", but the area is only 1" across). See Hero Almanac #1 for more examples of change environment options. =============================================================================== Character write-up by Sam Bell. Permission granted to duplicate and trasmit, as long as this note is not removed. Send comments to sam@shonen.Eng.Sun.COM ===============================================================================