Vehicle Name: FMP Mech
Additional Info:
Owners Name:
CHARACTERISTICS
Val Char Base Points Total Roll Notes
4 SIZE 0 20 4 Length 2.52", Width 1.26", Area 3.17" Mass 1.6 ton KB -4
30 STR 30 0 60 21- HTH Damage 12d6 END [3]
23 DEX 10 39 23 14- OCV 8 DCV 6
5 SPD 3.3 17 5 Phases: 3, 5, 8, 10, 12
16 DEF 2 42 16
18 BODY 14 4 18 13-
12" Ground Movement 6 12 12"
0" Water Movement 2 -2 0"
6" Leaping 0 6 6" 138 Total Characteristics Points
CHARACTER IMAGE
EXPERIENCE POINTS
Total earned: 0
Spent: 0
Unspent: 0
Base Points: 337
Disad Points: 75
Total Points: 411
MOVEMENT
Type Total
Run (6) 12"
Swim (2) 0"
H. Leap (0") 6"
V. Leap (0") 3"
 
COMBAT INFORMATION
OCV: 8 DCV: 6
 
Combat Skill Levels: +2 with Ranged Combat
COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
Block 1/2 +0 +0 Block, abort
Brace 0 +2 1/2 +2 vs. Range Mod.
Disarm 1/2 -2 +0 Can disarm
Dodge 1/2 -- +3 Abort, vs. all attacks
Grab 1/2 -1 -2 Grab two limbs
Grab By 1/2 -3 -4 Move and Grab
Haymaker 1/2* +0 -5 +4 DC attack damage
Move By 1/2 -2 -2 STR/2 + v/5
Move Through 1/2 -v/5 -3 STR + v/3
Set 1 +1 +0 Ranged Attacks only
Strike 1/2 +0 +0 STR or weapon
COMBAT MODIFIERS
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10

Character Name: FMP Mech
Alternate Identities:
Player Name:
SKILLS
Cost  Name
10 +2 with Ranged Combat
6 Penalty Skill Levels: +2 vs. Hit Location modifiers with All Attacks
12 Penalty Skill Levels: +4 vs. Range Modifier with All Attacks
3 KS: Whispered / Black Technology 12-
6 +2 with any three related Skills
Notes: Navigation, Tracking, Shadowing
37 Total Skills Cost
TALENTS
Cost  Name
3 Bump Of Direction
3 Absolute Time Sense
3 Absolute Range Sense
9 Total Talents Cost
DISADVANTAGES
Cost  Disadvantage
15 Distinctive Features: 20 foot mech (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
20 Hunted: NSA (usually Agents Davis and Davis) 11- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)
10 Hunted: Local Military 11- (Mo Pow, Watching)
10 Reputation: Lost Returnee Mecha, 11-
10 Physical Limitation: (Infrequently, Greatly Impairing)
Notes: Movement halved in tight spaces
10 Social Limitation: Unit is not street legal (Occasionally, Major)
75 Total Disadvantages Cost
 
POWERS
Cost  Power END
5 Arms and Legs: Extra Limbs (4)0
21 Hardened Armor: Hardened (x2; +1/2) for up to 42 Active Points of DEF (21 Active Points)2
16 Cloaking Screen: Invisibility to Sight Group and Radar , Reduced Endurance (0 END; +1/2) (37 Active Points); IIF Bulky (-3/4), Limited Power Does Not Function in Rain (-1/2)0
11 Sealed Systems: Life Support (Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (20 Active Points); IIF Bulky (-3/4)0
10 Sensor Suite: Radar (Radio Group), Increased Arc Of Perception (360 Degrees) (20 Active Points); OIF Bulky (-1)0
5 Sight Group Flash Defense (5 points)0
5 Hearing Group Flash Defense (5 points)0
5 Radio Group Flash Defense (5 points)0
2 Infrared Perception (Sight Group) (5 Active Points); OIF Bulky (-1)0
12 High Range Radio Perception (Radio Group), +4 to PER Roll, Concealed (-3 with High Range Radio Perception PER Rolls), Rapid: x100 (25 Active Points); OIF Bulky (-1)0
5 Power Defense (10 points) (10 Active Points); Conditional Power - vs EMP FX only Power does not work in Very Common Circumstances (-1)0
20 25mm Cannon: Killing Attack - Ranged 3d6, 2 clips of 12 Charges (+0), Autofire (3 shots; +1/4) (56 Active Points); OAF Bulky (-1 1/2), Real Weapon (-1/4)[12]
19 120mm Bazooka: Multipower, 70-point reserve, (70 Active Points); all slots 8 Charges (Recovers Under Limited Circumstances; Requires military supply or manual manufacture to replace charges; -1 1/2), OIF Bulky (-1), Real Weapon (-1/4)
2u
1) Flashbang Grenades: Sight and Hearing Groups and Radio Perception/Transmission Flash 5d6, Area Of Effect (3" Radius; +1) (66 Active Points); OAF Bulky (-1 1/2), Real Weapon (-1/4)
0
3u
2) Armor Piercing Round: Killing Attack - Ranged 3d6, Armor Piercing (+1/2) (67 Active Points); OIF Bulky (-1), Real Weapon (-1/4)
0
3u
3) High Explosive Round: Energy Blast 8d6, Area Of Effect (2" radius; +3/4) (70 Active Points); OIF Bulky (-1), Real Weapon (-1/4)
0
14 Mech-Scale Knife: Killing Attack - Hand-To-Hand 2 1/2d6 (5d6+1 w/STR) (40 Active Points); OAF Bulky (-1 1/2), Real Weapon (-1/4)4
17 Targeting Computer: Find Weakness 11- with All Attacks (30 Active Points); IIF Bulky (-3/4)0
29 Lambda Driver Systems: Multipower, 65-point reserve, (65 Active Points); all slots OIF Bulky (-1), Requires Pilot EGO Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4)
4m
1) Flight 20", x8 Noncombat (50 Active Points); OIF Bulky (-1), Requires Pilot EGO Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4)
0
3u
2) (Total: 65 Active Cost, 28 Real Cost) Flight 16" (32 Active Points); OIF Bulky (-1), no Noncombat movement (-1/4), Requires Pilot EGO Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4) (Real Cost: 13) plus Armor (12 PD/10 ED) (33 Active Points); OIF Bulky (-1), Requires Pilot EGO Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4) (Real Cost: 15)
0
4m
3) Force Wall (10 PD/10 ED) (50 Active Points); OIF Bulky (-1), No Range (-1/2), Requires Pilot EGO Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4)
5
2u
4) Energy Blast 10d6 (50 Active Points); OIF Bulky (-1), Requires Pilot EGO Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4)
5
2u
5) Hand-To-Hand Attack +6d6, Armor Piercing (+1/2), Penetrating (+1/2) (60 Active Points); OIF Bulky (-1), Hand-To-Hand Attack (-1/2), Requires Pilot EGO Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4)
6
2u
6) Hand-To-Hand Attack +5d6, Armor Piercing (+1/2), Variable Advantage (+1/2 Advantages; +1) (62 Active Points); OIF Bulky (-1), Hand-To-Hand Attack (-1/2), Requires Pilot EGO Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4)
6
4m
7) +30 STR, Reduced Endurance (0 END; +1/2) (45 Active Points); OIF Bulky (-1), Requires Pilot EGO Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4)
2u
8) Succor Armslave weapons systems 6d6+1, Can Apply (Remove) Adders (+1) (64 Active Points); OIF Bulky (-1), Self Only (-1/2), Requires Pilot EGO Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4)
6
227 Total Powers Cost
Character created with Hero Designer (version 2008100210)