The Meta-Channeller
By means of cybernetic brain implants candidates can have portions of their brain stimulated, reproducing certain meta powers. In the field operatives can radio call for powers for them to channel. But they can only use one at a time. These are activated by satellite relay, transmitted to them from a central control centre. In effect remote control powers..
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Step 1: Attributes |
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| Roll up attributes as normal. HPs are CON +8, +8 per level. | |
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Step 2: Skills |
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| Prior to becoming a
Channeller the character would have led a normal life with normal skills.
Determine them first then choose a new area of training from the list below.
All the skills listed in each category are gained free; Infiltration - Bluff, Bribe, Concealment, Disguise, Gather Info and Stealth Medic - Paramedic, Concentration, Knowledge Alternative Medicine, Knowledge Drugs, Notice and Observation Recon - Set/Remove Traps, Alertness, Camouflage, Concealment, Gather Info and Stealth Tech - Armourer, Technical Auto/Bike/Truck Mechanics, Engineer Electrical, Engineer Mechanical, Engineer Computer, and Engineer Weapons |
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Step 3: Abilities |
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| The brain implant includes a radio transmitter and receiver with a satellite link. If the link is lost agents can still communicate so long as they remain within 1km of each other. Another consequence of a broken link is that the character will be stuck in his current Mode and unable to switch powers until contact is re-established. Below are all the different modes available; | |
| Mode | Ability |
| Airborne | This involves a form of non winged antigravity flight with a top speed of 60kph, +5 per level. |
| Arc | This bestows several abilities: 1) Electrical Discharge; 2D6 +D6 per level, over 15 metres +15 per level. 2) Glow with up to 100 watts of light from the hands or up to 1000 watts of light if using whole body. If using the whole body then enemies are -2 to hit per 100 wattage used. 3) Can generate a brilliant flash of light to blind all people within a 3 metre radius. The blindness lasts for D4 rounds and causes a -6 to thaco and AC for another D4 rounds once sight has been recovered. Those within line of sight outside of the 3 metre radius suffer -3 to thaco and AC for a single round. |
| Atlas | Strength is doubled. All the bonuses that go with it are increased correspondingly. The character is also totally immune to fatigue while this is active. |
| Evac | This is one of the emergency powers. The character is instantly teleported back to home base. |
| Ghost | The character and an additional 9kgs per level can be rendered unsolid. He is only vulnerable to mind attacks and electricity (˝ damage but forces character to turn solid). |
| Lazarus | This is one of the emergency powers. It is used to boost the character's natural healing ability to phenomenal rates. It instantly cleanses the body of any poisons and drugs. It also speeds up recovery giving an instant 10 HPs and an additional 5 HPs per 10 minutes. Broken bones heal x10 faster. |
| Mercury | The character can run at 100kph +10 per level. +1 Initiative at level 1 and every second level thereafter. |
| Rock | The character's bones become nearly unbreakable and his skin becomes cut resistant. He is immune to cold, fire, heat, microwave beams, electricity, bullets, falls and normal punches. |
| Shield | This is a forcefield which emanates from the character's arms and is akin to the size of a large buckler. It does not fully encompass the body. Its HPs is equal to WIS x100 (+1 per level) and replenishes at a rate of WIS x10 HPs (+1 per level) per minute of non use. |
| Stealth | The character can blend into
his surroundings and become 100% undetectable if stand still, 75% if move up
to 60cms per round, 50% if 180cms per round, 25% if ˝mtr per round and 0% if
move any faster. Further he can mask his body heat to be equal with those of his surroundings, thus becoming invisible to thermal vision and heat sensing devices. External body temperature can be varied (plus or minus) by 50C degrees at level one plus 10C degree per level of experience. His natural odour is almost imperceptible, causing a -30% to attempts to track him by smell alone (or require a difficult perception roll). Animals (most, anyway) will not recognize the character as a human or as a predator. Deer will graze and birds will continue to chirp in the character's presence. The same bio aura also makes him invisible to all cameras, electronic sensors, artificial optics, robots, etc... This power does not affect normal sight, unless the viewer is relying on an electronic means of perception. Finally the character can see heat images and traces the same way as thermo optic equipment. This is equal to normal vision range and can see invisible lifeforms by their heat. |
| Stun | Can project a stun blast from either arm over 15 metres +15 per level. The victim must save vs. psi or be knocked out for 1 round per WIS of the character. |
| Sunburst | This confers 2 abilities: 1) Turn hands into flamethrowers; 2D6 +D6 per level, over 9 metres +4.5 per level. Anything combustible instantly catches alight. 2) Super heat hands to melt objects; 500C per level touch, 30cm radius +10cm per level, generate at rate of 500C per round per level . |
| Voyeur | This confers several abilities: 1) Heightened Hearing; of 50 metre radius +5 per level. At 25% of radius hear as low as 1 decibel, at 50% of radius 10 decibels, at 75% 20 decibels & at 100% cant hear below 39 decibels. +6 Initiative, +1 AC. 2) Telescopic Vision; x2 normal range, this doubles every level. +3 to thaco. 3) Microscopic Vision; this power allows the character to see small objects at x10 enhancement, this doubles every level. 4) Nightsight; equal to normal vision. |
| Step 4: Career | |
| Determine what organisation is behind the Channel project. This is who he works for; | |
| 01-40 | Create a private organisation. |
| 41-90 | Government department. Choose a country and agency. |
| 91-00 | Choose a superhero group. |
| Step 5: Disadvantages | |
| 1) The character is
dependant on the organisation for the continued operation of his powers. If
they shut down he shuts down. +20 points. 2) The character is watched by his organisation at +20 points. No privacy whatsoever. |
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