| Cost |
Power |
END |
| 56 |
Machine Manipulation Powers: Multipower, 56-point reserve, all slots Reduced Endurance (1/2 END; +1/4); all slots Concentration (1/2 DCV; -1/4) | |
| 2u |
1) Assemble Machines: Minor Transform 4d6 (Parts Into Working Machine), Improved Target Group (+1/4); Limited Target Spare Parts (-1/2), Requires A 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. | 2 |
| 2u |
2) Attacker 'Bots: Killing Attack - Ranged 2d6, Indirect (Any origin, any direction; +3/4); OAF (Machines 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. | 2 |
| 2u |
3) Attacker 'Bots Mk. 2: Energy Blast 6d6, Indirect (Any origin, any direction; +3/4); OAF (machines 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. | 2 |
| 2u |
4) Attacker Toasters: Energy Blast 4d6, Indirect (Any origin, any direction; +3/4), No Normal Defense (Force Field; +1); OAF (Machines 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. | 2 |
| 1u |
5) Cyberkinetic Chauffeur: Summon 100-point motor vehicle, Expanded Class of Beings (motor vehicles; +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), Requires A Computer Programming Skill Roll (-1/2)
Notes: With this power, Techno can 'call' a vehicle to him and drive 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. | 2 |
| 4u |
6) Deactivation: Dispel Electrical Divices 14d6, One At A Time (+1/4)
Notes: This power can deactivate mechanical as well as electronic devices by interferring with a devides electrical system i.e. spark plugs on up to computers. | 2 |
| 2u |
7) High Resolution Cyberillusions: Sight, Radio and Hearing Groups Images x4" Radius (+1/2), -5 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'. | 2 |
| 2u |
8) Long-Range Cameravision: Clairsentience (Sight And Hearing Groups), x16 Range (2,640"), +3 to PER Roll; 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. | 2 |
| 2u |
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 |
| 2u |
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 |
| 2u |
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 |
| 3u |
12) Ranged Mechnomorphing: 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. | 2 |
| 3u |
13) 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 electronic devices by utilizing spare parts or by cannibalizing electronics in the immediate area. | 2 |
| 3u |
14) 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 alter/add files. | 2 |
| 25 |
Robots: Animate Technology: Summon 2 100-point Robots, Expanded Class of Beings Minor Robots (+1/4), Slavishly Devoted (+1); OIF (Parts) (-1/2), Extra Time (Full Phase, -1/2), Concentration (1/2 DCV; -1/4)
Notes: These little beasties are assembled from surrounding sources and are generally one-trick pony type devices. | 6 |
|
| |
| 34 |
Read Data: Detect Data In A Computer 14- (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 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- (Sight Group), Discriminatory, Analyze, Microscopic: x10 | 0 |
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| |
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Computer Access, all slots Power Does not work if more than 10" from the nearest functional computer (-2)
Notes: Techno is able to tap into any nearby computer and use those resources as if they were 'natural' to him. | |
| 4 |
1) Computer-Like Thinking: +15 INT; Only In Proximity To Computers (-1/2) | |
| 1 |
2) Text Scanning: Speed Reading (x10); Only In Proximity To Computers (-1/2) | |
| 1 |
3) Computer-Like Memory: Eidetic Memory; Only In Proximity To Computers (-1/2) | |
| 1 |
4) Calculator Brain: Lightning Calculator; Only In Proximity To Computers (-1/2) | |
| 1 |
5) Internal Clock: Absolute Time Sense; Only In Proximity To Computers (-1/2) | |
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| |
| 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 |
| 4 |
Audio/Video Link: Transmit with Sight Group and Hearing Group; OAF (Any TV/Monitor; -1), Linked to Long-Range Cameravision (-1/2)
Notes: Techno is able to display everything he picks up through his Long-Range Cameravision on any TV/Monitor. | 0 |
| 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 |
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| 2 |
Meta-Human Lifespan: Life Support (Longevity: 400 Years) | 0 |
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| |
| 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 |
| 213 |
Total Powers Cost |