Description
Tania Sol-Mizi-Halval is an Android from the far future, she is a looks like an attractive woman in her 30s,Tall at 6'8", 500lb, White hair, Gold eyes, She covers her android body with human clothing.
NINITE Android:
Her head looks human but her body is mechanical, Alabaster white skin and circuit lines. She moves with grace but her mass can make the floorboards creak. Dressed in High-Tech practical clothing. She is able to after her looks to match races she comes into contact with. She travels in an inelegant Time/Dimension Space craft and uses High Tech devices to do things.
Personality
Tania Sol-Mizi-Halval comes from the Galactic protectorate a hyper Techno-advanced Civilization of Space-hippies, her views on war, The human condition, and culture itself are evolied. She is not an emotionless robot, she has very deep and complex feelings. To Tania the very idea of race, sex, gender are non-existent. Back home there are just citizens in a Higher states some who choose to be "Embodied" in whatever form they wish. She has a very dim view of most other 'lower' cultures and can come over as very judgmental at times. She is personable, and will seek to get on well with others. Seen by some as a Villness, because of her views on money, law, Biological activities. She is highly intelligent
Skills {8p}
Acrobatics +2{-}/{+5Po}
Athletics +2{-}/{+5Po}
Close Combat +10{-}/{+5Po}
Deception +5{-}/{+0Po}
Disguise +5{-}/{+0Po}
Insight +5{-}/{+0Po}
Intimidation +5{-}/{+0Po}
Investigation +5{-}/{+0Po}
Perception +5{-}/{+0Po}
Persuasion +5{-}/{+Po}
Range Combat +20{3.75p}/{+0Po}
Sleight of hand +0{-}/{+5Po}
Stealth +0{-}/{+5Po}
Technology +20{3.75}
Treatment +5{-}/{+0Po}
Vehicles +5{-}/{+3Po}
ADVANTAGES {6p}
Eidetic Memory / Fearless / Jack of all trades / Seize Initiative / Speed of Thought / Inventor
Languages {-}
English
POWERS 25+3+5+81 = *****{105p}*****
ANDROID ORGANS **{24}**
[/b]LINKED-INATE-POWER[/b]
NINITE-IMMUNITIES *{18p}* {TECH/COSMIC DESCRIPTOR}
LIFE-SUPPORT {10p} - Inc DISEASE / POISON / STARVATION & THIRST / SUFFOCATION [ALL} / Environmental Conditions {ALL}
+ SLEEP {1r} FATIGUE EFFECTS {5r} AGING[/b] {1p}
INNATE: {+1} This power is an innate part of your Nature and can not be turned off with Nullify.
NINITE REGENERATION 1 *{1p}* {All Forms}
Action: None • Range: Personal • Duration: Permanent • Cost: 1 point per rank {Every 10 rounds}
You recover quickly from damage. Remove penalties to your Toughness checks due to damage equal to your Regeneration rank each minute. You then recover other damage conditions equal to your Regeneration rank each minute, starting from your most severe condition. Spread this recovery out evenly over a minute (10 action rounds). So with Regeneration 5, you remove a –1 Toughness penalty every other round (every round with Regeneration 10, and up to a –2 penalty per round with Regeneration 20).
EXTRAS: Persistent: You can regenerate even Incurable damage conditions (see the Incurable modifier). +1 cost per rank.
INNATE: {+1p} This power is an innate part of your Nature and can not be turned off with Nullify.
FLAW: {-1p} Ninite recover, Her Nineties rebuild her body but must have mass to do so.
NINITE IMMORTALITY 1 *{2p}* {Nineties rebuild} {17 Time Rank = 2 weeks} {All Forms}
Action: None • Range: Personal • Duration: Permanent • Cost: 2 points per rank
You can recover from death! If your condition becomes dead, you return to life after a time. Subtract your Immortality rank from a time rank of 19 (one month) to determine how long it takes. So Immortality 11, for example, restores you to life in just 30 minutes (19 – 11 = time rank 8). At rank 20, you recover from death at the start of each action round! When you recover, all your damage conditions are removed, but you also lose all accumulated victory points, starting over with none.
INNATE: {+1p} This power is an innate part of your Nature and can not be turned off with Nullify.
FLAW: {-1p} Ninite recover, Her Nineties rebuild her body but must have mass to do so.
+++++++++++++++++++++++++++++++
NINITE - ANDROID VARIABLE 20 (GENERAL) ***{81}*** [INATIE/PERMANENT} {TECH/COSMIC DESCRIPTOR}
Action: Standard • Range: Personal • Duration: Sustained • Cost: 7 points per rank
INNATE: {+1} This power is an innate part of your Nature and can not be turned off with Nullify.
SLOW: {-1r} She can not do a reconfigur in action time, it can take up to a day or more to alter herself with a new POWER SETTING.
LIMITED: {-1r} TECH ROLL - She has to research any new POWER SETTING.
FLAW: {-1r} DISTRACTING< She becomes Vulnerable while reconfiguring.
Tania needs to research and design a new POWER SETTING for herself, then she has to shuts down while she goes though the process of reconfiguring. Reactivating once complete. This can take a 24 hours or more. Also any new configuration powers need to fall into the TECH/COSMIC DESCRIPTORs range.
Under the Hood:
Variable Effects
Powers based off the Variable effect are obviously very flexible, capable of duplicating a wide range of other effects. Responsibility for controlling Variable effects in the game is placed largely in the hands of both the Gamemaster and responsible players. To do otherwise would require weighing the effect down with numerous game-system limitations that would keep it from doing what it is supposed to do: create a wide range of effects. Keep in mind a Variable effect is not supposed to be “any effect I want.” That kind of unlimited power doesn’t belong in the hands of player characters, and is better reserved as a plot device for NPCs. A Variable effect can be “any effect within a given set of parameters,” but it’s up to you and the GM to define those parameters. The limits of power flexibility are deliberately set by Variable effects, the use of extra effort, and victory points.
Many comic book heroes who appear to have the power to “do anything” are actually using one of these options in game terms. For example, a super-wizard can do practically anything with magic. However, generally speaking, these characters have certain abilities they use all the time (powers they have acquired with character points) and “stunts” they only do from time to time, essentially power stunts performed with extra effort (and possibly victory points). This is why the Magic power, for example, is not a Variable effect: most powers in the game have the potential to do “stunts” via extra effort, so the “variability” of Magic seen in the comics is already built-in to the system, with some costs to control it, without having to give players carte blanche to duplicate any effect in the game at will (which is just likely to slow things down and cause game balance issues).
Variable effects are better reserved for things where it is difficult to cost-out and define everything about a given power in advance. For example, the ability to shapechange into any animal could be an application of the Morph effect with a long list of Metamorph options, but listing out every single possible animal form, one at a time, would be tedious to say the least, especially when a good number of those forms would be superfluous. A Variable effect, with the descriptor “animal forms” is easier to manage. The player can prebuild certain commonly used animal forms for use during play, but also has the option to new configurations that fit into the power’s descriptors. See the Sample Powers section for some examples of Variable effects in practice.
In short, Variable effect is a “last resort” in power design, and the GM should treat it as such.
You can gain or use potentially any effect of the appropriate type and descriptor! A Variable effect provides you with a set of (rank x 5) character points you can allocate to different effects. Take an action on your turn and choose where to allocate your Variable character points. It is a good idea to have a “menu” of commonly used options written down in advance to help speed up this process during play. The effects you gain from your Variable effect are subject to the normal power level and series limits. So you cannot, for example, acquire Enhanced Trait as a Variable effect to improve a trait beyond its power level limit, or acquire effects or descriptors the Gamemaster has specifically banned from the series. The GM has final say as to whether or not a particular use of a Variable effect is appropriate and may veto your allocations, if necessary. You must also place descriptors on your Variable effect limiting its scope. For example, a Variable effect that mimics other’s traits is limited to the traits its subject(s) possess; a Variable effect providing you with traits suitable to different shapes is limited by the form(s) you assume; a Variable effect providing adaptations is limited to the stimulus to which it adapts, and so forth. This descriptor does not reduce the effect’s cost unless it’s especially narrow or limiting, and the GM is the final arbiter of what constitutes a suitable descriptor and which descriptors are narrow enough to qualify for a Limited flaw. The allocation of your Variable points is sustained, so if you stop maintaining your Variable effect for any reason, your allocated points “reset” to a “null” state: you lose any temporary traits and must take the action necessary to reallocate your Variable points again on your turn to regain them. Points in a Continuous Variable effect remain where you set them without maintenance, unless the Variable effect itself is countered or nullified. Variable effects cannot be permanent in duration by definition.
The way her NINITE form works is that anything {TECH/COSMIC DESCRIPTOR} can be fabricated and with the time and resources.
She can alter her body, making it more durable, and adapted to an environment, Alter her looks to fit in with other races.
She can even make devices given mass and time to do so. Just as her ship can manufacturer tech for her.
She as a base ANDROID from, that is her starting point for Adaptation.
KNOW - POWER SETTING {1}
BASE NINITE ANDROID FROM {100pp/100pp spend}
STATES *{44pp}*
POWER - ENHANCED ABILITY STR 3 [6p]
POWER - ENHANCED ABILITY DEX 3 [6p]
POWER - ENHANCED ABILITY STA 3 [6p]
POWER - ENHANCED ABILITY AGL 3 [6p]
POWER - ENHANCED ABILITY FIT 5 [10p]
POWER - ENHANCED ABILITY INT 5 [10p]
ADVANTAGES *{0pp}*
POWERS *{56pp}*
POWER - SENSES **{3p}** {TECH/COSMIC DESCRIPTOR}
Darkvision / Ultra Hearing
POWER BLAST *{22}*
DAMAGE RANGE WEAPON 10 [20pp] {TECH/COSMIC DESCRIPTOR}
Range 250/500/1000 DC25
EXTRAS: Affect INCAPITAL {2pp}
POWER FORCE FIELD 10 *{26}* {TECH/COSMIC DESCRIPTOR}
+10 TOUGHNESS + IMPERVIOUS + ATTACK {DODGE}{+SELF} + SUSTAINED
EXTRAS: IMPERVIOUS {10pp}
EXTRAS: ATTACK {DODGE}{+SELF} {1pp}
EXTRAS: SUSTAINED {0pp}
ALT-LINKED POWERS {PHASING THROUGH}{19pp}
POWER: INSUBSTANTIAL 4 {21pp}
SENSES: DIRECTION SENSE / DISTANCE SENSE / PRECOGNITION {3pp}
EXTRAS: Effects OBJECTS {+4pp} {Objects she is carrying also PHAS as port of her move}
EXTRAS: ATTACK {DODGE}{+SELF} {1pp} {She Can PHAS others as part of her move} DC20
LIMITED: TO PHASING THROUGH OBJECTS AS PART OF A MOVE {-4pp}
ALT-LINKED POWERS {F-DRIVE}{22}
POWER MOVEMENT - Flight 10 {20pp}
2000MPH - 4 miles/round {Force} {2pp}
SENSES: DIRECTION SENSE / DISTANCE SENSE
ALT-POWERS {TP-DRIVE}{21}
TELEPORT 7 {21pp} 0.5 Miles / 120 miles 2 move actions
EXTRAS: EXTENDED 2 moves actions {5pp}
ALT-LINKED POWERS {H-DRIVE}{20}
MOVEMENT - SPACE FLIGHT 3 - Other Galaxies
EXTRAS: Effects others {+6pp}
SENSES: AWARENESS {RADIATION/GRAVITY/ / DIRECTION SENSE / DISTANCE SENSE / PRECOGNITION / DANGER SCENE {6}
IMMUNITY: Gravity / Radiation / {2}
ALT-LINKED POWERS {X-DRIVE}{18}
MOVEMENT - Time Travel 3 - Everywhen {6}
MOVEMENT - Dimension Travel 3 - Everywhere {6}
SENSES: AWARENESS {ELECTROMAGNETIC/RADIATION/GRAVITY} / TIME SENSE / DIMENSION SENSE / PRECOGNITION {6}
FLAW: UNCONTROLLED GM Controlled.
COMPLICATION Responsibility: - Save the Children You have various demands on your time and attention. Responsibilities include family obligations, professional duties, and similar things. Failing to live up to your responsibilities can mean loss of relationships, employment, and other problems.
Obsession:- ALL things Human You’re obsessed with a particular subject and pursue it to the exclusion of all else, which can create quite a few complications.
Enemy:-MIX the Collector You have an enemy, or enemies, trying to do you harm. The GM can have your enemy show up to cause you trouble, and adventures involving your enemy tend to be more complicated for you; even personal grudge-matches, if the enmity goes both ways. When having an enemy causes a particular problem for you (such as your enemy abducting a loved one or laying a trap for you), you get a victory point.
Quirks {-}
EQUIPMENT *{0p}*
See Blast Power
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BACKGROUND-BACKSTORY
Agent 7852-TH2927 'Sol-Mizi'-Halval" Awakes in the high tech lab of the Galactic Space protectorate force sub offices in Galaxy sigma 7.
Her organic original was waiting,
"Hello me"
Said the organic her.
"Hello real me"
Said Android Duplicate 'Sol-Mizi-Halval,
"Well this feels odd, but hay-ho you want to start the install."
Real Sol-Mizi-Halval triggered a neural link and data streamed down into none Sol-Mizi-Halval 2's positronic brain. It took just a few moments,
"Got it, well I best head out real Tania, see you soon, have fun on holiday"