Character Name: Tek
Alternate Identities: X, Harley X, Gabriel Logan, Michael Xavier, Michael Osbourne
Player Name: David B. White
CHARACTERISTICS
Val Char Base Points Total Roll Notes
11 STR 10 1 26 14- HTH Damage 5d6 END [2]
11 DEX 10 3 16 12- OCV 5 DCV 5
12 CON 10 4 17 12-
12 BODY 10 4 17 12-
12 INT 10 2 12 11- PER Roll 11-
11 EGO 10 2 11 11- ECV: 4
13 PRE 10 3 13 12- PRE Attack: 2 1/2d6
10 COM 10 0 10 11-
2 PD 2 0 2/12 2/12 PD (0/10 rPD)
2 ED 2 0 2/12 2/12 ED (0/10 rED)
3 SPD 2.1 9 6 Phases: 2, 4, 6, 8, 10, 12
4 REC 4 0 9
30 END 24 3 90
34 STUN 24 10 50
6" Running 6 0 13"
2" Swimming 2 0 2"
5" Leaping 5 0 5" 41 Total Characteristics Points
CHARACTER IMAGE
QUOTE
"Sometimes you have to eat away at a problem to find a solution"
EXPERIENCE POINTS
Total earned: 0
Spent: 0
Unspent: 0
Base Points: 200
Disad Points: 150
Total Points: 350
MOVEMENT
Type Total
Run (6) 13"
Swim (2) 2"
H. Leap (5") 5"
V. Leap (3") 2 1/2"
DEFENSES
Type Amount
Physical Defense 2/12
Res. Phys. Defense 0/10
Energy Defense 2/12
Res. Energy Defense 0/10
Mental Defense 10
Power Defense 10
 
COMBAT INFORMATION
OCV: 5 DCV: 5
 
Combat Skill Levels: +5 Overall (50 Active Points); Not in Intense Magnetic Fields Power loses about a fourth of its effectiveness (-1/4), Linked (Liquid Metal; -1/4), Only In Heroic Identity (-1/4)
COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
Bearhug II 1/2 -2 +0 Grab Two Limbs, 2d6 NND
Grab 1/2 +0 -1 Grab Two Limbs, 10 STR for holding on
Punch 1/2 +0 +2 7d6 Strike
Slam 1/2 -1 -1 2d6 Strike; Grab Two Limbs; Target Falls
Choke Hold 1/2 -2 +0 Grab One Limb; 2d6 NND
Flying Tackle 1/2 +0 -1 5d6 +v/5 Strike; You Fall, Target Falls; FMove
Root 1/2 +0 +0 41 STR to resist Shove; Block, Abort
Shove 1/2 +0 +0 41 STR STR to Shove
RANGE MODIFIERS
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10
DISADVANTAGES
Cost  Disadvantage
15 Enraged: Combat (Uncommon), go 8-, recover 8-
20 Normal Characteristic Maxima
5 Physical Limitation: Chain-Smoker (Infrequently, Slightly Impairing)
10 Psychological Limitation: Overconfidance (Common, Moderate)
10 Psychological Limitation: Stubborn (Common, Moderate)
25 Dependent NPC: Family 8- (Incompetent; Group DNPC: x4 DNPCs)
10 Vulnerability: 2 x STUN From Magnetics (Uncommon)
20 Susceptibility: in Strong Magnetic Fields, 2d6 damage per Phase (Uncommon)
15 Social Limitation: Secret Identity Frequently (11-), Major
10 Psychological Limitation: Brash (Common, Moderate)
10 Psychological Limitation: Dislike of Aliens (Uncommon, Strong)
150 Total Disadvantages Cost

Character Name: Tek
Alternate Identities: X, Harley X, Gabriel Logan, Michael Xavier, Michael Osbourne
Player Name: David B. White
SKILLS
Cost  Name
0 Acting 8-
3 AK: Indianapolis 12-
0 Climbing 8-
3 Concealment 11-
0 Conversation 8-
5 Cramming
3 Deduction 11-
9 Interrogation 15-
Notes: Browbeating
3 KS: Business 12-
5 Computer Programming 12-
5 Electronics 12-
3 Security Systems 11-
3 Systems Operation 11-
0 Language: English (Idiomatic, native accent; Custom Adder)
Notes: Native Language
0 Paramedics 8-
0 Persuasion 8-
4 PS: Small Business Management 13-
0 Shadowing 8-
0 Stealth 8-
5 Streetwise 13-
0 TF: Custom Adder, Small Motorized Ground Vehicles
Notes: Custom Mod is Everyman Skill
0 WF: Clubs, Unarmed Combat
51 Total Skills Cost
PERKS
Cost  Name
3 Anonymity
3 Total Perks Cost
TALENTS
Cost  Name
5 Eidetic Memory
5 Total Talents Cost
 
POWERS
Cost  Power END
51 Cyberkenesis: Multipower, 90-point reserve, (90 Active Points); all slots Not in Intense Magnetic Fields Power loses about a fourth of its effectiveness (-1/4), Linked (Liquid Metal; -1/4), Only In Heroic Identity (-1/4)
4u
1) Cybercontrol: Mind Control 18d6 ( Machine class of minds) (90 Active Points); Does Not Provide Mental Awareness (-1/4), Not in Intense Magnetic Fields Power loses about a fourth of its effectiveness (-1/4), Linked (Liquid Metal; -1/4), Only In Heroic Identity (-1/4)
9
6m
2) Processor: +5 Overall (50 Active Points); Not in Intense Magnetic Fields Power loses about a fourth of its effectiveness (-1/4), Linked (Liquid Metal; -1/4), Only In Heroic Identity (-1/4)
2u
3) Cyber Illusions: Mental Illusions 8d6 ( Machine class of minds) (40 Active Points); Cannot Cause Harm Power loses about a fourth of its effectiveness (-1/4), Does Not Provide Mental Awareness (-1/4), Linked (Liquid Metal; -1/4), Only In Heroic Identity (-1/4)
4
2u
4) Cyber-Illusions II: Sight and Radio Groups Images Increased Size (8" radius; +3/4), +/-3 to PER Rolls (High Resolution) (24 Active Points); Only Vs. Machines Power loses about half of its effectiveness (-1), Linked (Liquid Metal; -1/4), Only In Heroic Identity (-1/4)
4
2u
5) Cyberpathy: Telepathy 8d6 (40 Active Points); Does Not Provide Mental Awareness (-1/4), Not in Intense Magnetic Fields Power loses about a fourth of its effectiveness (-1/4), Linked (Liquid Metal; -1/4), Only In Heroic Identity (-1/4)
4
3u
6) Deactivation: Dispel 16d6, Any Electrical Device Power One at a Time (+1/4) (60 Active Points); Not in Intense Magnetic Fields Power loses about a fourth of its effectiveness (-1/4), Linked (Liquid Metal; -1/4), Only In Heroic Identity (-1/4)
6
2u
7) Erase/Alter Records: Major Transform 1 1/2d6 (add, alter, or remove data, Application of same power,Reprogramming, or Re-Keying Data), Partial Transform (+1/2), Based On EGO Combat Value (Mental Defense applies; +1) (62 Active Points); No Range (-1/2), Limited Target ([Limited]; Computer Software and Files; -1/2), Not in Intense Magnetic Fields Power loses about a fourth of its effectiveness (-1/4), Linked (Liquid Metal; -1/4), Only In Heroic Identity (-1/4)
6
3u
8) Machine Destruction: Killing Attack - Ranged 3d6, Area Of Effect (One Hex; +1/2) (67 Active Points); Only Vs Machines Power loses about half of its effectiveness (-1), Linked (Liquid Metal; -1/4), Only In Heroic Identity (-1/4)
7
5u
9) Nanite Swarm Cloud: Change Environment 4" radius, -4 to Sight Group PER Rolls, -2 DCV, -2 DEX Roll and all Skill Rolls based on DEX, -3 OCV, -3" of Running, Multiple Combat Effects, Personal Immunity (+1/4) (89 Active Points); Not in Intense Magnetic Fields Power loses about a fourth of its effectiveness (-1/4), Linked (Liquid Metal; -1/4), Only In Heroic Identity (-1/4)
9
4u
10) Sap Power: Suppress Electronic 4d6, Area Of Effect (12" Any Area; +1 1/4), All Electronic Powers at Once (+2) (85 Active Points); Limited Range 20" (-1/4), Not in Intense Magnetic Fields Power loses about a fourth of its effectiveness (-1/4), Linked (Liquid Metal; -1/4), Only In Heroic Identity (-1/4)
8
2u
11) Misdirection: Armor (16 PD/32 ED), Hardened (+1/4) (90 Active Points); Only Vs Attacks Involving Electronics Power loses about two-thirds of its effectiveness (-1 1/2), Only Vs Ranged Attacks Power loses about half of its effectiveness (-1), Costs Endurance (-1/2), Linked (Liquid Metal; -1/4), Only In Heroic Identity (-1/4)
9
3u
12) Missed Me : Missile Deflection (Any Ranged Attack), Missile Reflection, Reflect At Any Target (50 Active Points); Not in Intense Magnetic Fields Power loses about a fourth of its effectiveness (-1/4), Linked (Liquid Metal; -1/4), Only In Heroic Identity (-1/4)
4u
13) Cyberscanning: Mind Scan 18d6 ( Machine class of minds) (90 Active Points); Does Not Provide Mental Awareness (-1/4), Not in Intense Magnetic Fields Power loses about a fourth of its effectiveness (-1/4), Linked (Liquid Metal; -1/4), Only In Heroic Identity (-1/4)
9
2u
14) Cybertracking: Mind Scan 12d6 ( Machine, Human Minds, Animal Minds and Alien Minds classes of minds) (90 Active Points); Neither Character nor Target Can Attack Through Link (-1), Only Tagged Targets Power loses about half of its effectiveness (-1), Mandatory Effect EGO +20 (Scan Undetectable by Target; -1/2), Does Not Provide Mental Awareness (-1/4), Linked (Liquid Metal; -1/4), Only In Heroic Identity (-1/4)
9
5u
15) Cyberhealing Humans: Healing BODY 6d6, Can Heal Limbs, Resurrection (85 Active Points); Not in Intense Magnetic Fields Power loses about a fourth of its effectiveness (-1/4), Linked (Liquid Metal; -1/4), Only In Heroic Identity (-1/4)
8
5u
16) Cyber - Repair: Healing BODY 6 1/2d6, Can Heal Limbs, Resurrection (90 Active Points); Not in Intense Magnetic Fields Power loses about a fourth of its effectiveness (-1/4), Linked (Liquid Metal; -1/4), Only In Heroic Identity (-1/4)
9
3u
17) Cyber Seizure: Entangle 5d6, 5 DEF, Takes No Damage From Attacks Limited Group (+1/4), Cannot Be Escaped With Teleportation (+1/4), Indirect ( Same origin, always fired away from attacker; +1/4) (87 Active Points); No Range (-1/2), Cannot Form Barriers (-1/4), Vulnerable Bio Manipulation Attacks (Uncommon; -1/4), Vulnerable: Mental Attacks (Uncommon; -1/4), Not in Intense Magnetic Fields Power loses about a fourth of its effectiveness (-1/4), Linked (Liquid Metal; -1/4), Only In Heroic Identity (-1/4)
9
5u
18) Termites: Transfer 1d6 (Transfer Bod to Transfer ), Can Transfer Maximum Of 31 Points, from any structural power one at a time (+1/4), Uncontrolled (+1/2), Reduced Endurance (0 END; +1/2), Continuous (+1) (89 Active Points); Not in Intense Magnetic Fields Power loses about a fourth of its effectiveness (-1/4), Linked (Liquid Metal; -1/4), Only In Heroic Identity (-1/4)
5u
19) Blade Hands: Killing Attack - Hand-To-Hand 3d6 (3 1/2d6 w/STR), Armor Piercing (x2; +1) (90 Active Points); Not in Intense Magnetic Fields Power loses about a fourth of its effectiveness (-1/4), Linked (Liquid Metal; -1/4), Only In Heroic Identity (-1/4)
9
3u
20) Cybercloaking: Invisibility to Sight, Mental, Radio, Hearing, Smell/Taste and Touch Groups , No Fringe (55 Active Points); Not in Intense Magnetic Fields Power loses about a fourth of its effectiveness (-1/4), Linked (Liquid Metal; -1/4), Only In Heroic Identity (-1/4)
5
3u
21) Reboot: +45 REC (90 Active Points); Extra Time (1 Turn (Post-Segment 12), Character May Take No Other Actions, -1 1/2), Not in Intense Magnetic Fields Power loses about a fourth of its effectiveness (-1/4), Linked (Liquid Metal; -1/4), Only In Heroic Identity (-1/4)
9 Cyber Enhancement: Elemental Control, 30-point powers, (15 Active Points); all slots Extra Time (Full Phase, -1/2), Not in Intense Magnetic Fields Power loses about a fourth of its effectiveness (-1/4)
7
1) Liquid Metal: Armor (10 PD/10 ED) (30 Active Points); Extra Time (Full Phase, -1/2), Only In Heroic Identity (-1/4), Visible (-1/4), Not in Intense Magnetic Fields Power loses about a fourth of its effectiveness (-1/4)
6
2) STR and DEX: (Total: 30 Active Cost, 12 Real Cost) +15 STR (15 Active Points); No Figured Characteristics (-1/2), Extra Time (Full Phase, -1/2), Only In Heroic Identity (-1/4), Not in Intense Magnetic Fields Power loses about a fourth of its effectiveness (-1/4) (Real Cost: 6) plus +5 DEX (15 Active Points); No Figured Characteristics (-1/2), Extra Time (Full Phase, -1/2), Only In Heroic Identity (-1/4), Not in Intense Magnetic Fields Power loses about a fourth of its effectiveness (-1/4) (Real Cost: 6)
1
6
3) CON, BOD, and REC: (Total: 30 Active Cost, 13 Real Cost) +5 CON (10 Active Points); No Figured Characteristics (-1/2), Extra Time (Full Phase, -1/2), Only In Heroic Identity (-1/4), Not in Intense Magnetic Fields Power loses about a fourth of its effectiveness (-1/4) (Real Cost: 4) plus +5 BODY (10 Active Points); No Figured Characteristics (-1/2), Extra Time (Full Phase, -1/2), Only In Heroic Identity (-1/4), Not in Intense Magnetic Fields Power loses about a fourth of its effectiveness (-1/4) (Real Cost: 4) plus +5 REC (10 Active Points); Extra Time (Full Phase, -1/2), Only In Heroic Identity (-1/4), Not in Intense Magnetic Fields Power loses about a fourth of its effectiveness (-1/4) (Real Cost: 5)
7
4) STUN and RUN: (Total: 30 Active Cost, 15 Real Cost) +16 STUN (16 Active Points); Extra Time (Full Phase, -1/2), Only In Heroic Identity (-1/4), Not in Intense Magnetic Fields Power loses about a fourth of its effectiveness (-1/4) (Real Cost: 8) plus Running +7" (13" total) (14 Active Points); Extra Time (Full Phase, -1/2), Only In Heroic Identity (-1/4), Not in Intense Magnetic Fields Power loses about a fourth of its effectiveness (-1/4) (Real Cost: 7)
1
9
5) +60 END (30 Active Points); Extra Time (Full Phase, -1/2), Not in Intense Magnetic Fields Power loses about a fourth of its effectiveness (-1/4)
7
6) +3 SPD (30 Active Points); Extra Time (Full Phase, -1/2), Only In Heroic Identity (-1/4), Not in Intense Magnetic Fields Power loses about a fourth of its effectiveness (-1/4)
9
7) Intrusion Countermeasures: Force Field (10 Mental Defense/10 Power Defense) (Protect Carried Items) (30 Active Points); Extra Time (Full Phase, -1/2), Not in Intense Magnetic Fields Power loses about a fourth of its effectiveness (-1/4)
3
12
8) Sealed Systems: Life Support (Eating Character only has to eat once per week; Extended Breathing; Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; Longevity 200 Years; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Sleeping Character only has to sleep 8 hours per week) (36 Active Points); Extra Time (Full Phase, -1/2), Not in Intense Magnetic Fields Power loses about a fourth of its effectiveness (-1/4)
7 High Range Radio Perception (Radio Group) (12 Active Points); Not in Intense Magnetic Fields Power loses about a fourth of its effectiveness (-1/4), Only In Heroic Identity (-1/4), Linked (Cybercontrol; -1/2), Greater Power is Constant (+1/4)
3 Infrared Perception (Sight Group) (5 Active Points); Not in Intense Magnetic Fields Power loses about a fourth of its effectiveness (-1/4), Only In Heroic Identity (-1/4), Linked (Cybercontrol; -1/2), Greater Power is Constant (+1/4)
3 Nightvision (5 Active Points); Not in Intense Magnetic Fields Power loses about a fourth of its effectiveness (-1/4), Only In Heroic Identity (-1/4), Linked (Cybercontrol; -1/2), Greater Power is Constant (+1/4)
12 +7 with Comuter Programming, Electronics, Security Systems, Systems Operations (21 Active Points); Linked (Liquid Metal; -1/2), Greater Power is Constant (+1/4), Only In Heroic Identity (-1/4), Not in Intense Magnetic Fields Power loses about a fourth of its effectiveness (-1/4)
221 Total Powers Cost
MARTIAL ARTS MANEUVERS
Cost  Maneuver
3 Bearhug II: 1/2 Phase, -2 OCV, +0 DCV, Grab Two Limbs, 2d6 NND
4 Grab: 1/2 Phase, +0 OCV, -1 DCV, Grab Two Limbs, 10 STR for holding on
4 Punch: 1/2 Phase, +0 OCV, +2 DCV, 7d6 Strike
3 Slam: 1/2 Phase, -1 OCV, -1 DCV, 2d6 Strike; Grab Two Limbs; Target Falls
4 Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND
3 Flying Tackle: 1/2 Phase, +0 OCV, -1 DCV, 5d6 +v/5 Strike; You Fall, Target Falls; FMove
4 Root: 1/2 Phase, +0 OCV, +0 DCV, 41 STR to resist Shove; Block, Abort
4 Shove: 1/2 Phase, +0 OCV, +0 DCV, 41 STR STR to Shove
29 Total Martial Arts Cost

Character Name: Tek
Alternate Identities: X, Harley X, Gabriel Logan, Michael Xavier, Michael Osbourne
Player Name: David B. White
APPEARANCE
Hair Color: Brown
Eye Color: Brown
Height: 1.84 m
Weight: 100.00 kg
Description:
In human form, Tall built man with blue jeans and a t-shirt. In Armored form, Dark silver coating covering entire body.
BACKGROUND
Lost his Job. Abducted by Aliens. Experimented on. Thrown into an Alternate Reality. On the flip side, I got Powers and a pissed Off attitude.
POWERS/TACTICS
Controls Machines. All Machines that have a computer chip. Can disrupt the Physical Structure of any Material. Armor Coating.
PERSONALITY/MOTIVATION
Brash and Overconfident. Stranded in a strange place, he will do anything to get home. If he has to help others in the process so be it, but don't expect trust. TRUST NO ONE.
Character created with Hero Designer (version 2.12)