Techno
Character Name: Techno
Alternate Identities: Thomas Nguyen
Player Name: NPC
CHARACTERISTICS
Val Char Base Points Total Roll Notes
12 STR 10 2 12 11- HTH Damage 2d6 END [1]
20 DEX 10 30 20 13- OCV 7 DCV 7
23 CON 10 26 23 14-
10 BODY 10 0 10 11-
23 INT 10 13 23/38 14- / 17- PER Roll 14-/17-
18 EGO 10 16 18 13- ECV: 6
13 PRE 10 3 13 12- PRE Attack: 2 1/2d6
14 COM 10 2 14 12-
2 PD 2 0 2/17 2/17 PD (0/15 rPD)
5 ED 5 0 5/20 5/20 ED (0/15 rED)
6 SPD 3.0 30 6 Phases: 2, 4, 6, 8, 10, 12
11 REC 7 8 11
46 END 46 0 46
28 STUN 28 0 28
7" Running 6 2 7"
3" Swimming 2 1 3"
3" Leaping 2 1 3" 134 Total Characteristics Points
CHARACTER IMAGE
QUOTE
"Why are you using that? I'd use this!" (Usually said just before Q tries to kill him.)
COMBAT RATING SYSTEM
Off Rating: Def Rating: Move Rating:
EXPERIENCE POINTS
Total earned: 192
Spent: 192
Unspent: 0
Base Points: 250
Disad Points: 100
Total Points: 542
MOVEMENT
Type Total
Run 7"
Swim 3"
H. Leap 3"
V. Leap 1 1/2"
DEFENSES
Type Amount
Physical Defense 2/17
Res. Phys. Defense 0/15
Energy Defense 5/20
Res. Energy Defense 0/15
Mental Defense 0
Res. Mental Defense  
Power Defense 0
Flash Defense
 
COMBAT INFORMATION
OCV: 7 DCV: 7
 
Combat Skill Levels:
COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
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
5 Distinctive Features: Meta-human (Not Concealable; Noticed and Recognizable; Detectable Only By Technology Or Major Effort)
Notes: Metahumans are becoming mainstream and so more accepted.
20 Hunted: HARP 11- (As Pow; PC is easy to track through the Media; Harshly Punish)
Notes: Notes: This has increased from 8- after a character becomes known to the Media. Because of that media coverage, it is fairly easy to find the character if necessary.
5 Physical Limitation: Near-sighted (Infrequently; Slightly Impairing)
15 Psychological Limitation: Always polite and socially correct (Common; Strong)
Notes: Thomas has begun to loosen up just a little.
0 Psychological Limitation: Crushing on Kena (Common; Strong)
15 Psychological Limitation: Loves to take things apart (Very Common; Moderate)
5 Psychological Limitation: Occasionally slips back into Vietnamese when excited (Uncommon; Moderate)
10 Psychological Limitation: Shy and tongue-tied around girls (Common; Moderate)
Notes: Having spent a couple of years in a dorm with a bunch of girls his age has given him a bit more confidence in his interactions. Kena has helped with this a great deal.
0 Rivalry: Professional (Q Denton; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
15 Social Limitation: Secret ID (Frequently; Major)
0 Social Limitation: Subject to orders/missions (Occasionally; Major)
Notes: Unless there is a huge uptick in metahuman crime, the usual calls are for assistance in emergencies such as ships sinking, skyscraper fires, earthquakes, flooding, etc.
10 Watched: The Media 11- (Less Pow; NCI; PC appearances are generally announced; Watched)
Notes: This is used post-offical team announcement and indicates the chances of various International, Nation and or Local Media outlets. This also represents the chances of paparazzi or just the people on the street with Cell Phones.
0 Watched: U.S. Government 8- (Mo Pow; NCI; PC is very easy to find; Watching)
Notes: While the Government isn't specifically Watching, they are aware of where to find and how to contact.
100 Total Disadvantages Cost

Character Name: Techno
Alternate Identities: Thomas Nguyen
Player Name: NPC
SKILLS
Cost  Name
0 AK: SF Bay Area 8-
0 Acting 8-
2 CK: San Diego 11-
3 Climbing 13-
3 Combat Driving 13-
3 Combat Piloting 13-
10 Computer Programming (Computer Networks, Hacking and Computer Security, Personal Computers, Mainframes and Supercomputers, Military Computers) 14- (17-)
3 Concealment 14- (17-)
0 Conversation 8-
5 Cramming
3 Cryptography 14- (17-)
3 Deduction 14- (17-)
3 Electronics 14- (17-)
17 Gadgeteering 21- (24-)
3 Inventor 14- (17-)
0 Language: English (Idiomatic)
2 Language: Japanese (fluent conversation)
0 Language: Vietnamese (Idiomatic; literate)
3 Mechanics 14- (17-)
1 PS: Engineer 14- (17-)
3 Paramedics 14- (17-)
0 Persuasion 8-
3 Scholar
1
1) KS: Criminal Law 8-
1
2) KS: Federal Law Enforcement Procedures 11-
1
3) KS: Federal Meta-Human Regulations 8-
2
4) KS: Lego Model Design 14- (17-)
3 Scientist
2
1) Science Skill: Cybernetics 14- (17-)
2
2) Science Skill: Electrical Engineering 14- (17-)
2
3) Science Skill: Mathematics 14- (17-)
2
4) Science Skill: Mechanical Engineering 14- (17-)
2
5) Science Skill: Nanotechnology 14- (17-)
2
6) Science Skill: Robotics 14- (17-)
3 Security Systems 14- (17-)
0 Shadowing 8-
0 Stealth 8-
11 Systems Operation (Communications Systems, Environmental Systems, Medical Systems, Air/Space Traffic Control Systems, Metal Detectors, Radar, Sensor Jamming Equipment, Sonar) 14- (17-)
16 TF: Common Motorized Ground Vehicles, Agricultural & Construction Vehicles, Bicycle, Combat Aircraft, Helicopters, Jetskis, Large Military Ships, Large Motorized Boats, Large Planes, Railed Vehicles, Small Military Ships, Small Motorized Boats, Small Planes, Snowmobiles, Submarines, Tracked Military Vehicles, Two-Wheeled Motorized Ground Vehicles, Wheeled Military Vehicles
3 Tactics 14- (17-)
3 Teamwork 13-
15 +3 with All INT-based Skills
141 Total Skills Cost
PERKS
Cost  Name
0 Contact: U.S. Minuteman Project (access to major institutions, has significant individual Contacts, Very Good relationship with Contact), Organization Contact (x3) 14-
0 Total Perks Cost
 
POWERS
Cost  Power END
94 Machine Manipulation Powers: Multipower, 75-point reserve, all slots Reduced Endurance (1/2 END; +1/4)
2u
1) Assemble Machines: Minor Transform 6d6 (Parts Into Working Machine), Improved Target Group (+1/4); OAF (Objects of Opportunity (Lawn mowers, toasters, copy machines, cars, etc. virtually anything.); -1), Limited Target Spare Parts (-1/2), Requires Gadgeterering Skill Roll (-1/2), Extra Time (Full Phase, -1/2), Limited Range (10") (-1/4)
Notes: Any 'spare parts' to a machine, mechanical or electronic, will assemble themselves into a working device. For example, Techno can assemble a working engine in seconds given all the part required.
3
3u
2) Attacker 'Bots: Killing Attack - Ranged 3d6-1, Indirect (Any origin, any direction; +3/4); OAF (Pointy/Sharp Objects of Opportunity; -1)
Notes: Techno is able to direct machines in the area to attack a target. This attack can come from any direction or source. This version assumes sharp or pointed type attacks.
3
4u
3) Attacker 'Bots Mk. 2: Energy Blast 8 1/2d6, Indirect (Any origin, any direction; +3/4); OAF (Objects of Opportunity; -1)
Notes: Techno is able to direct machines in the area to attack a target. This attack can come from any direction or source. This version assumes blunt-force type attacks.
3
4u
4) Attacker Toasters: Energy Blast 5d6+1, Indirect (Any origin, any direction; +3/4), No Normal Defense (Force Field; +1); OAF (Electrical Objects of Opportunity; -1)
Notes: Techno is able to direct machines in the area to attack a target. This attack can come from any direction or source. This version takes the form of an electrical shock not unlike a TASER.
3
3u
5) Cyberkinetic Chauffeur: Summon 150-point Machine, Any Vehicle (+1/2), Slavishly Devoted (+1); Arrives Under Own Power (-1/2), Summoned Being Must Inhabit Locale (-1/2), Character Must Have LOS To Vehicle To Summon It (-1/2)
Notes: With this power, Techno can 'call' a vehicle, including aircraft/watercraft, to him and drive/pilot it without being behind the wheel. This can be as simple as using a car as a taxi, or as complex as causing a backhoe to dig a trench. Combined with his normal END and REC, Techno can conceivibly operate any vehicle for an unlimited time given the vehicle's fuel state.
3
7u
6) Deactivation: Dispel Electrical/Mechanical Devices 10d6, any Electro-Mechanical Power one at a time (+1/4), Area Of Effect (4" Radius; +1), Selective (+1/4)
Notes: This power can deactivate electrical/mechanical devices within an area.
3
4u
7) High Resolution Cyberillusions: Sight, Radio and Hearing Groups Images x4" Radius (+1/2), -10 to PER Roll; Only Versus Machines (-1)
Notes: This power is a form of Techno's 'Scramble the Electrons' power and can cause any cameras/recording devices/mechanical/electronic sensors to 'see' exactly what Techno wants. This would allow such things as blocking a security camera from displaying his team's activities by substituting the normal view of the camera. Think of it as 'looping the tape'.
3
2u
8) Long-Range Cameravision: Clairsentience (Sight And Hearing Groups), x16 Range (3,440"), +3 to PER Roll, Analyze, Discriminatory, Transmits to controlling device; OAF (Requires access to a computer, notepad, cellphone etc.; -1), Only Through Cameras and Listening Devices (-1/2), Requires A Computer Programming Skill Roll (-1/2)
Notes: This power allows Techno to tap into any surveillance system within about 5 kilometers.
3
3u
9) Machine Destruction: Killing Attack - Ranged 2d6+1, Area Of Effect (One Hex; +1/2); Only Versus Machines (-1)
Notes: This power allows Techno to literally destroy any machine, whether mechanical or electronic.
2
3u
10) Machine Manipulation: Telekinesis (30 STR), Fine Manipulation; Only To Control Machines And Machine Parts (-1)
Notes: With this power Techno can cause machines to function according to their normal purpose. This power does not allow him to alter that function.
2
3u
11) Machine Repair: Healing BODY 5 1/2d6; Only Versus Machines (-1)
Notes: This power allows Techno to 'fix' any broken or damage machine, mechanical or electronic.
2
4u
12) Ranged Cybermorphing: Major Transform 3 1/2d6 (machine into any other type of machine, or spare parts into working machine, heals back by being taken apart or destroyed, or subjected to another use of this power); Limited Target (machines and spare parts for machines; -1/2)
Notes: This power allows Techno to fabricate a variety of machines by utilizing spare parts or by cannibalizing machines in the immediate area. This power effect both mechanical and electronic devices.
2
3u
13) Scrambling The Electrons: Major Transform 2d6+1 (Add, Alter, or Remove Computer Psychological Limitations, Programs, or Records), Partial Transform (+1/2); Limited Target Software & files (-1/2)
Notes: This power allows Techno to reprogram electronics or to add, alter, locate or remove files.
2
4u
14) Techno's Robots: Summon 8 104-point Robots, Slavishly Devoted (+1); Arrives Under Own Power (-1/2), Summoned Being Must Inhabit Locale (-1/2)
Notes: This is a group of robots previously assembled and staged near Thomas. It can take a few seconds to several minutes for them to arrive. There are three groups of 8 pre-staged in housing, in the hanger, in his workshop, etc. NOTE: These can be used by Thomas as spies. see Long-Range Cameravision
3
34 Read Data: Detect Data In A Computer 14-/17- (Radio Group), Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees), Rapid: x1,000
Notes: With this power, Techno is able to tap into any computer system without physical; contact and is subject to normal range modifiers. This enables him to 'read' any data on the target computer.
0
23 Analyze Machines: Detect Mechanical/Electrical Devices 14-/17- (Sight Group), Discriminatory, Analyze, Microscopic: x100
Computer Access
Notes: Techno is able to tap into any nearby computer, within @20", and use those resources as if they were 'natural' to him.
10
1) Computer-Like Thinking: +15 INT; Only In Proximity To Computers (-1/2)
3
2) Text Scanning: Speed Reading (x10); Only In Proximity To Computers (-1/2)
3
3) Computer-Like Memory: Eidetic Memory; Only In Proximity To Computers (-1/2)
2
4) Calculator Brain: Lightning Calculator; Only In Proximity To Computers (-1/2)
2
5) Internal Clock: Absolute Time Sense; Only In Proximity To Computers (-1/2)
5 Defender 'Bots: Armor (5 PD/5 ED); OAF (Machines of Opportunity; -1), Ablative BODY Only (-1/2), Costs Endurance (Only Costs END to Activate; -1/4)
Notes: This power causes devices of any sort to surround Techno and provide him with a degree of protection. The drawback is that as the 'armor' takes damage, it falls to pieces (ablative).
1
2 Infrared Communication: IR Perception (Sight Group); Only To Communicate With Machines (-1)
Notes: This is equivalent to a TV IR remote that allows Techno to control and communicate with any electronics that include an IR input.
0
16 Bluetooth Connection: Radio Perception/Transmission (Radio Group), Concealed (-6 with Radio Perception/Transmission PER Rolls), Discriminatory, Analyze, Targeting; Only to Communicate with Electronics (-1), Limited Range: 20" (-1/4)
Notes: This is standard Bluetooth connectivity but inherent in Techno. It allows him to operate the targeted electronics within its normal paramaters.
0
2 Meta-Human Lifespan: Life Support (Longevity: 400 Years)0
22 Q Costuming Armor Mk 2.0: Armor (10 PD/10 ED); OIF (-1/2) plus Life Support (Safe in Intense Cold)
Notes: Provides insulation against cold.
0
267 Total Powers Cost
EQUIPMENT
Equipment END
Minuteman Earwig: Mind Link , Specific Group of Minds, Any distance, No LOS Needed, Number of Minds (x32); Subject to RF Frequency Limitations (-1/2), IIF (-1/4), Does Not Provide Mental Awareness (-1/4), Sense Affected As Radio Sense Group (-1/4)
Notes: Utilizes satellites to provide nearly world-wide coverage
0
Government Computer Network: Computer Link; OAF Fragile (Focus: Monocle Headset; -1 1/4), Subject to WIFI Limitations (-1/2)

Character Name: Techno
Alternate Identities: Thomas Nguyen
Player Name: NPC
APPEARANCE
Hair Color: Black
Eye Color: Brown
Height: 5' 10"
Weight: 160 lbs
Description:
Thomas is an attractive Vietnemese boy nearing his late-teens with almost black hair and dark eyes. He is a little on the skinny side and wears glasses for his near-sightedness. He is not Velma Dinkley blind so he will never be seen crawling on the floor trying to find his glasses.
BACKGROUND
Thomas is currently 19 years old and in his second year at UCLA. He is in a growing relationship with Kena 'Hellcat' Ember.
POWERS/TACTICS
Powers? Plenty. Thomas can tear down and rebuild an engine in seconds. He can also fix any of Q's toys that he might have inadvertently damaged just as quickly. With Nat Ryan, Thomas is still discovering new and interesting ways to manipulate machines and computers.
PERSONALITY/MOTIVATION
Thomas is a reserved boy, the grandson of Vietnamese refugees, with a penchant for taking things apart. This includes his father's brand new Lexus, his mother's sewing machine, his grandfather's old fashion tube radio and just about anything Q Denton builds. This later has caused a considerable amount of emnity between the two boys. Thomas, usually very polite and proper, just can't seem to resist breaking down Q's inventions ... think of a cat knocking a glass of water off the table just to see what happens.
Around his female teammates, Thomas is pretty much a blithering idiot. Painfully shy, he will rarely speak should one of the girls be present ... unless we're talking mechanics. And that is the reason he seems to be normal around Kena, a shared love for machines. Kena, of course, tends to be more than a little sarcastic with him but so far, it hasn't detered him sharing his latest construction with her. As much as she might be loathed to admit it, she is impressed by most of this offerings. It does help that he's also good at poking holes in Q's balloons on a regular basis.
CAMPAIGN USE
DESIGN NOTES
O31 D23 M19 T73
Created: Sat, 10 Feb 2024 09:37:43

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