Thomas Nguyen
Character Name: Thomas Nguyen
Alternate Identities: Techno
Player Name: NPC
Val Char Base Points Total Roll Notes
8 STR 10 -2 8 11- HTH Damage 1 1/2d6 END [1]
18 DEX 10 24 18 13- OCV 6 DCV 6
18 CON 10 16 18 13-
9 BODY 10 -2 9 11-
23 INT 10 13 23/38 14- / 17- PER Roll 14-/17-
18 EGO 10 16 18 13- ECV: 6
10 PRE 10 0 10 11- PRE Attack: 2d6
14 COM 10 2 14 12-
2 PD 2 0 2 2 PD (0 rPD)
4 ED 4 0 4 4 ED (0 rED)
5 SPD 2.8 22 5 Phases: 3, 5, 8, 10, 12
10 REC 6 8 10
36 END 36 0 36
22 STUN 22 0 22
6" Running 6 0 6"
2" Swimming 2 0 2"
1" Leaping 2 0 1 1/2" 97 Total Characteristics Points
"Why are you using that? I'd use this!" (Usually said just before Q tries to kill him.)
Total earned: 2
Spent: 2
Unspent: 0
Base Points: 200
Disad Points: 150
Total Points: 352
Type Total
Run (6) 6"
Swim (2) 2"
H. Leap (2") 1 1/2"
V. Leap (1") 0 1/2"
Type Amount
Physical Defense 2
Res. Phys. Defense 0
Energy Defense 4
Res. Energy Defense 0
Mental Defense 0
Power Defense 0
OCV: 6 DCV: 6
Combat Skill Levels:
Maneuver Phase OCV DCV Effect
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10
Cost  Disadvantage
5 Distinctive Features: Meta-human (Not Concealable; Noticed and Recognizable; Detectable Only By Technology Or Major Effort)
15 Hunted: HARP 8- (Mo Pow, Kill)
5 Physical Limitation: Near-sighted (Infrequently, Slightly Impairing)
20 Psychological Limitation: Always polite and socially correct (Very 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)
15 Psychological Limitation: Shy and tongue-tied around girls (Common, Strong)
5 Rivalry: Professional (Q Denton; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
10 Social Limitation: Minor ( 15 and under) (Occasionally, Major: Cannot vote, buy alcohol, drive, drop out of school, get into R rated movies, see a doctor without a parent's knowledge, etc.)
15 Social Limitation: Secret ID (Frequently, Major)
15 Social Limitation: Subject to parental/guardian orders (17 or less only) (Frequently, Major)
25 Watched: U.S. Government 14- (Mo Pow, NCI, PC is very easy to find, Watching)
150 Total Disadvantages Cost

Character Name: Thomas Nguyen
Alternate Identities: Techno
Player Name: NPC
Cost  Name
0 Acting 8-
0 AK: SF Bay Area 8-
0 Climbing 8-
3 Combat Driving 13-
3 Computer Programming 14- (17-)
0 Concealment 8-
0 Conversation 8-
5 Cramming
3 Cryptography 14- (17-)
0 Deduction 8-
3 Electronics 14- (17-)
3 Inventor 14- (17-)
3 KS: Lego Model Design 14- (17-)
0 Language: English (Idiomatic)
0 Language: Vietnamese (Idiomatic)
3 Mechanics 14- (17-)
0 PS: Student 11-
0 Paramedics 8-
0 Persuasion 8-
3 Security Systems 14- (17-)
0 Shadowing 8-
0 Stealth 8-
3 Systems Operation 14- (17-)
0 TF: Small Motorized Ground Vehicles
15 +3 with All Intellect Skills
47 Total Skills Cost
Cost  Name
5 Computer Link
5 Total Perks Cost
Cost  Power END
70 Machine Manipulation Powers: Multipower, 56-point reserve, all slots Reduced Endurance (1/2 END; +1/4)
1) Deactivation: Dispel Electrical Divices 14d6, One At A Time (+1/4)
Notes: This power can deactivate mechanical as well as electronic devices.
2) 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 bt cannibalizing machines in the immediate area. This power effect mechanical devices only, not electronics.
3) 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.
4) 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)
Notes: These little beasties are assembled from surrounding sources and are generally one-trick pony type devices.
5) Attacker Toasters: Energy Blast 5d6, Indirect (Same origin, always fired away from attacker; +1/4), 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.
6) 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.
7) 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.
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), Attack Roll Required (-1/4)
Notes: This power allows Techno to tap into any surveillance system within about 5 kilometers.
9) 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.
10) 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'.
11) 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.
12) 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.
13) 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.
14) 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 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.
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 subject to normal range modifiers. This enables him to 'read' any data on the target computer.
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 and use those resources as if they were 'natural' to him.
1) Computer-Like Thinking: +15 INT; Only In Proximity To Computers (-1/2)
2) Text Scanning: Speed Reading (x10); Only In Proximity To Computers (-1/2)
3) Computer-Like Memory: Eidetic Memory; Only In Proximity To Computers (-1/2)
4) Calculator Brain: Lightning Calculator; Only In Proximity To Computers (-1/2)
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).
4 Laptop Link: Transmit with Sight Group and Hearing Group; OAF (Laptop; -1), Linked to Long-Range Cameravision (-1/2)
Notes: Techno is able to display everything he picks up through his Long-Range Cameravision on a standard laptop.
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.
2 Meta-Human Lifespan: Life Support (Longevity: 400 Years)0
203 Total Powers Cost
Equipment END
Minuteman Earwig Radio: Encrypted: Radio Perception/Transmission (Radio Group), Concealed (-10 with Radio Perception/Transmission PER Rolls); IIF (-1/4)0

Character Name: Thomas Nguyen
Alternate Identities: Techno
Player Name: NPC
Hair Color: Black
Eye Color: Brown
Height: 5' 5"
Weight: 110 lbs
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.
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.
Created: Tue, 17 Jul 2018 18:39:03

If you have questions or comments please contact