Post by TasK on Aug 17, 2009 16:43:18 GMT -5
Solo
F) In40
A) Rm30
S) Gd10
E) Rm30
R) Ty6
I) Gd10
P) Gd10
Health: 110 Karma: 26
Resources: Gd Pop: 5
Known Powers:
Teleportation: Solo is able to teleport himself and his clothing and equipment to a maximum of CL3000 He can take along anything else he is touching with a total weight of no more than 400 pounds. Each time he teleports, Solo must succeed at a Green End. FEAT or be confused and unable to act on the following turn. Passengers must succeed at a Green End. FEAT or be disoriented for 1-10 turns.
It takes Solo’s metabolism time to realign after he teleports between locations. He must wait 1-10 turns to "recharge." In order to teleport before this time has elapsed, Solo must first succeed at a Red Power Rank FEAT. He can attempt this FEAT only once while recharging, and failure indicates that he must recharge for an additional 1-10 turns.
If Solo should accidentally rematerialize in a solid object, he must attempt a Power Rank FEAT. A Yellow result is required for success, meaning he instinctively teleports to another location and falls unconscious for 1-10 turns. Failure denotes that he suffers damage equal to twice the object’s Material Strength or actual Strength, if it is a living being. In the latter case, the creature takes an equivalent amount of damage.
Solo's teleportation accuracy is Class 3000, but his teleportation range is Excellent 25,000 miles
Equipment:
Body Armor: Gd protection vs. Physical, Pr protection vs. Energy
Automatic Rifle: Ex Shooting, 7 areas
Climbing Claws: Fe Wall-Crawling
Combat Knives: Gd Edge, thrown or melee
Grenades: Solo carries 2 of each of the following types of grenades strapped to a bandolier worn across his chest and back:
-Concussion: In Blunt damage to 1 area.
-Flash: Am intensity flash of light. Those facing the flash are blinded for 1-10 turns if they fail an Agility FEAT roll.
-Frag: Rm Edge to 1 area.
-Knock-Out: Ex intensity knockout gas. All in the same area who fail an End FEAT fall unconscious for 1-10 turns.
-Smoke: Ex intensity smoke fills 1 area. All FEATs within the area are at -2CS.
Machine Pistol: Ex Shooting, 6 areas
Sub-Machine Gun: Rm Shooting, 8 areas
Limitation:
Solo’s teleportation is preceded at his destination by flashing globules of plasma (the phase of matter comprised of energy), which sometimes alert observers to his impending arrival.
Talents: Military, Resist Domination, Thrown Weapons, Martial Arts B, C, E
Contacts: Silver Sable
BIO:
Solo (real name James Bourne) was once an American who denounced his citizenship to any country, Solo works as a counter-terrorism operative/Vigilante. He is known for his catchphrase, "While Solo lives, terror dies!"
After the betrayal of his Omega Strike counter-terrorist team, James Bourne (Solo) went underground, and has been underground since. Likely hitting al-Qaeda terrorists as a one-man war on terror.
James Bourne is currently wanted by several law enforcement and intelligence agencies, including SHIELD, because his name has not been cleared for the disaster of Omega Strike's first mission against terrorists that hijacked a plane in Italy in which all of Solo's team were killed by two other Omega Strike members, Emil Tessler and Gabriel Grant, who framed Bourne for the killing of the team as they themselves profited from bribes from the very terrorists they were sent to fight. Bourne escaped that betrayal with a gunshot wound to the stomach (now healed), and is (currently in this game campaign) in the earliest days of his new career as Solo.
Edit: changed Solo's 1991 stat list of Talents with info from his now revealed origin stories. James Bourne was an elite counter-terrorist operative in the US Army Special Forces BEFORE he was hand-picked to undergo the surgery to get teleportation surgery implanted in his head. Replaced Guns with Military talent (which includes guns of all types) and gave him Resist Domination talent to reflect his Special Forces SERE training.
F) In40
A) Rm30
S) Gd10
E) Rm30
R) Ty6
I) Gd10
P) Gd10
Health: 110 Karma: 26
Resources: Gd Pop: 5
Known Powers:
Teleportation: Solo is able to teleport himself and his clothing and equipment to a maximum of CL3000 He can take along anything else he is touching with a total weight of no more than 400 pounds. Each time he teleports, Solo must succeed at a Green End. FEAT or be confused and unable to act on the following turn. Passengers must succeed at a Green End. FEAT or be disoriented for 1-10 turns.
It takes Solo’s metabolism time to realign after he teleports between locations. He must wait 1-10 turns to "recharge." In order to teleport before this time has elapsed, Solo must first succeed at a Red Power Rank FEAT. He can attempt this FEAT only once while recharging, and failure indicates that he must recharge for an additional 1-10 turns.
If Solo should accidentally rematerialize in a solid object, he must attempt a Power Rank FEAT. A Yellow result is required for success, meaning he instinctively teleports to another location and falls unconscious for 1-10 turns. Failure denotes that he suffers damage equal to twice the object’s Material Strength or actual Strength, if it is a living being. In the latter case, the creature takes an equivalent amount of damage.
Solo's teleportation accuracy is Class 3000, but his teleportation range is Excellent 25,000 miles
Equipment:
Body Armor: Gd protection vs. Physical, Pr protection vs. Energy
Automatic Rifle: Ex Shooting, 7 areas
Climbing Claws: Fe Wall-Crawling
Combat Knives: Gd Edge, thrown or melee
Grenades: Solo carries 2 of each of the following types of grenades strapped to a bandolier worn across his chest and back:
-Concussion: In Blunt damage to 1 area.
-Flash: Am intensity flash of light. Those facing the flash are blinded for 1-10 turns if they fail an Agility FEAT roll.
-Frag: Rm Edge to 1 area.
-Knock-Out: Ex intensity knockout gas. All in the same area who fail an End FEAT fall unconscious for 1-10 turns.
-Smoke: Ex intensity smoke fills 1 area. All FEATs within the area are at -2CS.
Machine Pistol: Ex Shooting, 6 areas
Sub-Machine Gun: Rm Shooting, 8 areas
Limitation:
Solo’s teleportation is preceded at his destination by flashing globules of plasma (the phase of matter comprised of energy), which sometimes alert observers to his impending arrival.
Talents: Military, Resist Domination, Thrown Weapons, Martial Arts B, C, E
Contacts: Silver Sable
BIO:
Solo (real name James Bourne) was once an American who denounced his citizenship to any country, Solo works as a counter-terrorism operative/Vigilante. He is known for his catchphrase, "While Solo lives, terror dies!"
After the betrayal of his Omega Strike counter-terrorist team, James Bourne (Solo) went underground, and has been underground since. Likely hitting al-Qaeda terrorists as a one-man war on terror.
James Bourne is currently wanted by several law enforcement and intelligence agencies, including SHIELD, because his name has not been cleared for the disaster of Omega Strike's first mission against terrorists that hijacked a plane in Italy in which all of Solo's team were killed by two other Omega Strike members, Emil Tessler and Gabriel Grant, who framed Bourne for the killing of the team as they themselves profited from bribes from the very terrorists they were sent to fight. Bourne escaped that betrayal with a gunshot wound to the stomach (now healed), and is (currently in this game campaign) in the earliest days of his new career as Solo.
Edit: changed Solo's 1991 stat list of Talents with info from his now revealed origin stories. James Bourne was an elite counter-terrorist operative in the US Army Special Forces BEFORE he was hand-picked to undergo the surgery to get teleportation surgery implanted in his head. Replaced Guns with Military talent (which includes guns of all types) and gave him Resist Domination talent to reflect his Special Forces SERE training.