Hand of the Inheritor

Diffraction's page

51 posts. Alias of MrStr4ng3.


Classes/Levels

M Human Thief| Bennies: 0/3| Parry 5, RATN 4/7, Tough 13(7)| Charisma 0|XP: 15|

Gender

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About Diffraction

Name: Diffraction
Race: Human
Nationality: American
MOS: Thief
Attributes: Agility d8, Smarts d8, Spirit d6, Strength d4(d8), Vigor d6(d10)
Skills: Climbing d6, Computers d8, Flight d6, Fight d8, Gambling d4, Investigation d6, LockPicking d6, Notice d4, Repair d4, Shooting d4, Stealth d8
Pace: 6 Flight 24, Parry: 5, Sanity: 6, Toughness: 13(7), Charisma: 0
Hindrances:
-- Stubborn
-- Weakness to magic (Minor)
-- Curious (Major)

Edges:
-- Free Human: Thief
-- Smarts d
-- Rich
Gear: Stun Gun, Ranged d4 (Special, 12/24/48), Unarmed Strike d6 (Str), Force Control (Fight) d6 (d12+1, 12), Duraweave Suit +1 (Heavy Armor), Boots, Stealth Suite
Special Abilities:
{Datajack} Alphadine Direct Neural Link
== Interface Your hero can interface with electronic gadgets, giving him much greater access to their inner workings than others. He gains +4 to rolls involving the use of computers or other electronics. Modifiers •Code Breaker- The super can open electronic locks, bypass security systems, and override other similar protection devices without any tools. This requires a Lockpicking roll modified for the quality
of the lock. The character can even try if unskilled and normally not allowed an attempt, and still adds the +4 bonus for interface. It takes 1d6 rounds to bypass a system or half that (round down) on a raise.

Super Suit:
{Force Barrier}
== •Armor(Lvl3) Your character gains 2 points of armor each time this power is purchased. Requires Activation -1 and Device -1
== •Deflection [lvl3] Contingent {Armor} -1 and Device -1
== •Flight [4xPace] +2 climb Contingent {Armor} -1 and Device -1
== •Super Strength [lvl2] Contingent {Armor} -1 and Device -1
== •Super Vigor [lvl2] Contingent {Armor} -1 and Device -1
{Force Shields}
== •Force Control [lvl3] Device -1, This power allows a character to create and control a tangible force that can lift objects, form shapes, or bind enemies. The Strength of the field is d10 initially, and each additional level in the power adds a further die step. This is its damage if used to attack, how much it can lift, and so on, just as if it were a character’s Strength. The controller uses Fighting to attack with it, and can reach up to 12” distant. The force can form rough shapes—giant hammers, fly swatters, scoops, and so on. Fine manipulation (creating a key or a Fabergé egg) isn’t possible with this power. Multiple uses of the power may be used at once with multi-action penalties. Modifiers •Area Effect (+2): The power affects everything in a Medium Burst Template. If used to attack or Grapple, make one roll versus everyone within rather than as separate actions. Each of the targets resist that total separately. Area Effect does not apply to the Force Field Modifier (below).
{S.M.A.R.T. Goggles}
== •Heightened Senses [Infravision, Low Light Vision, Perception] Device -1 Infravision: The character can see heat sources. He halves darkness penalties against targets with heat signatures (or lack thereof in normal environments). If he also has Low Light Vision, he ignores all illumination penalties.
•Low Light Vision: The character can see in Dim and Dark conditions, but not in total darkness. If he also has Infravision, he ignores all illumination penalties.
•Perception: The hero has a highly developed sense of detection. He adds +2 to Notice and Investigation rolls made to find clues or notice details.