FASERIP-Slugfest: The Longshot comes in

File:SDCC13 - Longshot and Dazzler (9345244747).jpg - Wikimedia Commons
Longshot https://commons.wikimedia.org/wiki/File:SDCC13_-Longshot_and_Dazzler(9345244747).jpg

Taking the same Danger Room approach as with Domino, Longshot vs a robot double of himself.

Battles: 10000; Sum of rounds: 30313; Longshot: 0.78 ± 0.0; Longshot No Luck: 0.22 ± 0.0;

Team Longshot = winning battles: 7753; perfect battles: 0; close-call battles: 0;
Team Longshot No Luck = winning battles: 2247; perfect battles: 0; close-call battles: 0;
------------------------------------------------- Combatants ------------------------------------------------
Longshot No Luck: {team=Longshot No Luck; avg Health=54.84 (from 100); damage done (per battle average)= 23.01; hits/slams/stuns/kills/misses (PBA)= 2.3/0.0/1.05/0.3/0.8; rounds (PBA)=2.36;}
Longshot: {team=Longshot; avg Health=76.994 (from 100); damage done (per battle average)= 45.16; hits/slams/stuns/kills/misses (PBA)= 4.52/0.0/2.32/0.87/0.41; rounds (PBA)=2.77;}

FASERIP-Slugfest: Luck be a Lady!

File:C2E2 2013 - Domino (8701565111).jpg - Wikimedia Commons
Domino https://commons.wikimedia.org/wiki/File:C2E2_2013_-Domino(8701565111).jpg

Doing some more work, I have added the basic Probability Manipulation power.

So, get here to fight her robot double in the Danger Room – the robot double having her stats, but no powers. Here’s the result:


Battles: 10000; Sum of rounds: 14886; Domino No Luck: 0.35 ± 0.0; Domino: 0.65 ± 0.0;

Team Domino No Luck = winning battles: 3460; perfect battles: 0; close-call battles: 0;
Team Domino = winning battles: 6540; perfect battles: 0; close-call battles: 0;
------------------------------------------------- Combatants ------------------------------------------------
Domino: {team=Domino; avg Health=93.756 (from 120); damage done (per battle average)= 40.52; hits/slams/stuns/kills/misses (PBA)= 1.01/0.0/0.51/0.19/0.14; rounds (PBA)=1.04;}
Domino No Luck: {team=Domino No Luck; avg Health=79.484 (from 120); damage done (per battle average)= 26.24; hits/slams/stuns/kills/misses (PBA)= 0.66/0.0/0.27/0.08/0.34; rounds (PBA)=0.84;}

Taking it from even to 65-35, thanks to the Luckiness.

FASERIP-Slugfest: Danger Room!

A Danger Room type scenario, Cyclops and Corsair using it for training. Cyclops is another example of using the ‘level’ attribute as a column shift holder. His writeup in the X-Men set points out he has Incredible agility with his Optic Blasts. This goes nicely with Corsair having Weapon Specialist in the Ben Riely version – in the box set he has Marksmanship.

The Riely stats have Cyclops with X-Men costume body armour at Excellent/Excellent – and Corsair only Good/Good – which means his Amazing Blaster Pistols take 3 shots to put Cyclops down. Cyclops also has an initiative advantage. All that running around in a zillion different scenarios, compared to spaceshift manoeuvring.

Anyway, an example of working on Energy and Force blast use, with a ‘best damage’ rank heuristic added.

Battles: 10000; Sum of rounds: 23178; Corsair: 0.2 ± 0.0; Cyclops: 0.8 ± 0.0;

Team Corsair = winning battles: 1958; perfect battles: 0; close-call battles: 0;
Team Cyclops = winning battles: 8042; perfect battles: 0; close-call battles: 0;
------------------------------------------------- Combatants ------------------------------------------------
Corsair: {team=Corsair; avg Health=-22.9425 (from 80); damage done (per battle average)= 35.33; hits/slams/stuns/kills/misses (PBA)= 1.18/0.0/0.53/0.1/0.68; rounds (PBA)=1.26;}
Cyclops: {team=Cyclops; avg Health=44.666 (from 80); damage done (per battle average)= 102.94; hits/slams/stuns/kills/misses (PBA)= 1.45/0.63/0.12/0.0/0.85; rounds (PBA)=2.02;}

Remove both their armours:

Battles: 1000; Sum of rounds: 2097; Cyclops: 0.63 ± 0.02; Corsair: 0.37 ± 0.02;

Team Cyclops = winning battles: 629; perfect battles: 0; close-call battles: 0;
Team Corsair = winning battles: 371; perfect battles: 0; close-call battles: 0;
------------------------------------------------- Combatants ------------------------------------------------
Corsair NA: {team=Corsair; avg Health=-19.795 (from 80); damage done (per battle average)= 49.05; hits/slams/stuns/kills/misses (PBA)= 0.98/0.0/0.42/0.08/0.56; rounds (PBA)=1.24;}
Cyclops NA: {team=Cyclops; avg Health=30.95 (from 80); damage done (per battle average)= 99.8; hits/slams/stuns/kills/misses (PBA)= 1.18/0.54/0.1/0.0/0.68; rounds (PBA)=1.61;}

Roll back to a younger version of Corsair’s son and only Amazing damage Optic Blasts: –

Battles: 10000; Sum of rounds: 21373; Corsair: 0.38 ± 0.0; Cyclops: 0.62 ± 0.0;

Team Corsair = winning battles: 3791; perfect battles: 0; close-call battles: 0;
Team Cyclops = winning battles: 6209; perfect battles: 0; close-call battles: 0;
------------------------------------------------- Combatants ------------------------------------------------
Cyclops Early: {team=Cyclops; avg Health=30.435 (from 80); damage done (per battle average)= 69.83; hits/slams/stuns/kills/misses (PBA)= 1.18/0.51/0.1/0.0/0.7; rounds (PBA)=1.63;}
Corsair NA: {team=Corsair; avg Health=10.175 (from 80); damage done (per battle average)= 49.56; hits/slams/stuns/kills/misses (PBA)= 0.99/0.0/0.42/0.09/0.58; rounds (PBA)=1.27;}

Still basically similar – each take only two hits to win – +2 Initiative bonus is a big differentiator.

FASERIP-Slugfest: Hawkeye vs Boomerang

File:Phoenix Comicon 2011 Hawkeye from the Avengers.jpg - Wikimedia Commons
Hawkeye

Two missile weapon specialists.

Their FASE stats are identical. They are both Weapon Specialists in their chosen projectiles. Both with Remarkable Agility, giving them Amazing checks for extra attacks.

If you assign the damage for a boomerang and an arrow to be the same, not counting the greater array of tricks Hawkeye has this is a 50-50 standup shootout.

The Judges Book writeup gives Hawkeye +3CS with a bow, which is not RAW – Weapon Skills don’t stack, this is stacking his Marksman with Weapon Specialist as a Super Archer of sorts. This is before Ultimate Skill in the UPB, which you could certainly see him having.


Battles: 10000; Sum of rounds: 27291; Hawkeye: 0.5 ± 0.0; Boomerang: 0.5 ± 0.0;

Team Hawkeye = winning battles: 5047; perfect battles: 0; close-call battles: 0;
Team Boomerang = winning battles: 4953; perfect battles: 0; close-call battles: 0;
------------------------------------------------- Combatants ------------------------------------------------
Hawkeye: {team=Hawkeye; avg Health=21.701 (from 80); damage done (per battle average)= 58.38; hits/slams/stuns/kills/misses (PBA)= 1.95/0.0/0.81/0.26/0.95; rounds (PBA)=1.99;}
Boomerang: {team=Boomerang; avg Health=21.62 (from 80); damage done (per battle average)= 58.3; hits/slams/stuns/kills/misses (PBA)= 1.94/0.0/0.83/0.24/0.96; rounds (PBA)=1.97;}

Give Hawkeye that benefit:

Battles: 10000; Sum of rounds: 23243; Hawkeye: 0.69 ± 0.0; Boomerang: 0.31 ± 0.0;

Team Hawkeye = winning battles: 6907; perfect battles: 0; close-call battles: 0;
Team Boomerang = winning battles: 3093; perfect battles: 0; close-call battles: 0;
------------------------------------------------- Combatants ------------------------------------------------
Boomerang: {team=Boomerang; avg Health=9.44 (from 80); damage done (per battle average)= 43.04; hits/slams/stuns/kills/misses (PBA)= 1.43/0.0/0.6/0.18/0.71; rounds (PBA)=1.42;}
Hawkeye: {team=Hawkeye; avg Health=36.962 (from 80); damage done (per battle average)= 70.56; hits/slams/stuns/kills/misses (PBA)= 2.35/0.0/1.08/0.31/0.81; rounds (PBA)=1.8;}

The extra attacks FEAT roll is then only a Green intensity, much easier and a considerable advantage. Some Hawkeye writeups specify ‘3 Attacks per Round’ This would involve writing code to make that a white roll to get extra attacks – which clearly would boost the win rate higher.

Battles: 10000; Sum of rounds: 21632; Boomerang: 0.25 ± 0.0; Hawkeye: 0.75 ± 0.0;

Team Boomerang = winning battles: 2540; perfect battles: 0; close-call battles: 0;
Team Hawkeye = winning battles: 7460; perfect battles: 0; close-call battles: 0;
------------------------------------------------- Combatants ------------------------------------------------
Boomerang: {team=Boomerang; avg Health=5.741 (from 80); damage done (per battle average)= 38.08; hits/slams/stuns/kills/misses (PBA)= 1.27/0.0/0.53/0.17/0.63; rounds (PBA)=1.23;}
Hawkeye: {team=Hawkeye; avg Health=41.924 (from 80); damage done (per battle average)= 74.26; hits/slams/stuns/kills/misses (PBA)= 2.48/0.0/1.16/0.32/0.81; rounds (PBA)=1.7;}

FASERIP-Slugfest: Wolverine vs Sabretooth

https://commons.wikimedia.org/wiki/File:SDCC_2012_-Sabretooth(7626641890).jpg

Taking the recent versions from Ben Riely, we have the stronger and more during Sabretooth vs Wolverine’s Adamantium Claws, basically. There’s an earlier version that just had Wolverine with Excellent damage with Claws – but the X-Men boxed set version also said he just restrained himself to Excellent vs human opponents. Not sure he counts Creed as human. Wolvering has a slight initiative edge, too. Also, faster simulations with more damage.

This meant instituting Weapon Specialist rules, Edged weapon checks and artificial body armour shredding. I have not put Berserk in, but this would have the effect of more hits, fewer stuns, so can compare the two once I write the Berserk code.


Battles: 10000; Sum of rounds: 37975; Sabretooth: 0.27 ± 0.0; Wolverine: 0.73 ± 0.0;

Team Sabretooth = winning battles: 2721; perfect battles: 0; close-call battles: 0;
Team Wolverine = winning battles: 7279; perfect battles: 0; close-call battles: 0;
------------------------------------------------- Combatants ------------------------------------------------
Sabretooth: {team=Sabretooth; avg Health=-18.5115 (from 160); damage done (per battle average)= 65.14; hits/slams/stuns/kills/misses (PBA)= 3.26/0.0/1.37/0.43/1.6; rounds (PBA)=2.8;}
Wolverine: {team=Wolverine; avg Health=52.7345 (from 110); damage done (per battle average)= 187.4; hits/slams/stuns/kills/misses (PBA)= 2.5/0.0/1.09/0.21/1.44; rounds (PBA)=2.92;}

If you chuck Sabretooth in a vat of adamantium, and he gets Monstrous claws it flips the other way, although not as far as Wolverine still has the initiative advantage, but can now be put down in two hits. Neither of them will regenerate fast enough to matter in fights this short. Another thing to do – a number of rounds distribution.

FASERIP-Slugfest: It’s Clobberin’ Time!

The version of The Thing in the Marvel Super Heroes Advanced Set Judges book has Monstrous Strength and Endurance.

The Ben Riely updated version has Unearthly Strength and Monstrous Endurance. The original version, if fighting the Hulk toe to toe can’t hurt him or Stun him by the rules (Strength is less than the Hulk’s Unearthly Endurance). That makes a 100% win rate for The Hulk in those times, despite the Thing being a superior fighter – at Incredible and Martial Arts B. He’d have to charge or get tricky to be able to do anythng.

The Hulk has Monstrous Body Armour vs Physical – The Thing only Incredible.

A Good test of the FASERIP-Slugfest Body Armour code changes.

The Thing’s superior Fighting Skills allow him to compete here:-

Battles: 5000; Sum of rounds: 30452; The Hulk: 0.87 ± 0.0; The Thing: 0.13 ± 0.0;

Team The Hulk = winning battles: 4368; perfect battles: 0; close-call battles: 0;
Team The Thing = winning battles: 632; perfect battles: 0; close-call battles: 0;
------------------------------------------------- Combatants ------------------------------------------------
The Hulk: {team=The Hulk; avg Health=101.55 (from 240); damage done (per battle average)= 228.36; hits/slams/stuns/kills/misses (PBA)= 3.81/1.43/0.31/0.0/3.1; rounds (PBA)=5.92;}
The Thing: {team=The Thing; avg Health=-3.36 (from 225); damage done (per battle average)= 138.45; hits/slams/stuns/kills/misses (PBA)= 5.54/2.43/0.44/0.0/3.43; rounds (PBA)=5.09;}

Of course, if the Hulk gets mad, very different story. Also a bunch more code to do those +1 CS a round changes.

Grauenwolf Traveller Tools

https://github.com/Grauenwolf/TravellerTools/

Random generators for planets, characters and trade, e,g,:

Origin: Origin C690100-6 permalink

Planet Info

PlanetOrigin C690100-6
StarportCRoutine Quality. Only unrefined fuel available. Reasonable repair facilities present. Scout base may be present.
Size69,600 km
Atmosphere9Dense. Tainted. Requires filter mask.
Hydrographics0No water. Desert World.
Population110
Government0No Government Structure.
Law0No prohibitions.
Tech6Nuclear Power. circa 1940 to 1969.
RemarksDe: Desert. Lo: Low Population. Ni: Non-Industrial.
ShoppingFull ListRandom
http://travellertools.azurewebsites.net/

WildCATs

https://www.oocities.org/area51/vault/7732/wildcats.txt

Spartan

Hadrian

F      A      S      E      R      I      P
Rm     Rm     Rm     Am     Rm     Ex     Ex
30     30     30     50     30     20     20
Health:140     Karma:70
Resources:Gd    Pop:5

Known Powers:
Spartan is a cyborg, which is the source of the various
abilities he posseses:
-Flight: Rm
-Body Armor: Gd
-Immunity to psychic attacks (CL1000)
-Energy Blasts: Am, Spartan can increase damage to Mn by
 making a successful End. FEAT. If the End. FEAT is failed
 he suffers 50 damage.
-Force Field: Spartan can create force fields/shields of Am
 strength.
-Self-Healing: Spartan is not affected by kill results and can
 function normally at -1CS when below 0 health although he
 must make an End FEAT to do so. If sufficient energy is
 available he can heal up to 30 damage per round but he
 cannot do anything else. This ability is negated if more
 than half his body is destroyed.
-Immortality: Spartan's memories can be downloaded into new
 bodies so he is effectively immortal. This power will not work
 if no new bodies are available.

Talents: Leadership, Pilot, Engineering, Electronics

Zealot


F      A      S      E      R      I      P
Am     Rm     Ex     In     Gd     Rm     In
50     30     20     40     10     30     40
Health:140     Karma:80
Resources:Gd    Pop:0

Known Powers:
Zealot is a former member of the Coda, an ancient society of
female warriors/assasins. She was the Majestrix (leader) but
turned her back on the merciless ways of the Coda. She is 
also a member of the Kherubim, a race that crashed on earth
many centuries ago.
-Latent psychic abilities: As many Kherubim, Zealot has powerful
 latent psionic abilities that can be accessed in extremely rare and
 stressfull occasions. If in a losing battle with no means of escape
 Zealot may make a Red Psyche FEAT. If successfull she gains the
 following powers for 2-20 rounds after which she will be K.O. for as
 many rounds:
  -Psychic Blast: Am
  -Telekinetics: Am 
  -Telepathy: Am
  -F, A, S and E are increased by 1CS with appropriate change in Health.
  -Other powers may surface at Judge's discretion.
 These powers may also be activated by persons with the psionic talent
 to unlock these powers.
-Coda Training: If fighting alongside other people with coda training
 her Fighting and Agility are increased by 1CS for every 2 persons
 present with Coda Training. Her health is not increased. 
-Swords: Zealot fights with 2 sword of In material strength and Ex 
 edged damage. Her number of attacks are doubled.
-Coda Blades: Zealot also has access to a Coda Blade of In
 material strength which inflicts Rm edged damage.
-Knives: throwing knives for Gd edged damage

Talents: Martial Arts A, B, D, E, Thrown Weapons, Acrobatics,
 Sharp Weapons, Weapons Master, Weapon Specialist: Sword, Coda Blade,
 Stalk&Hide, Bike

Grifter

Cole Cash

F      A      S      E      R      I      P
Ex     In     Ex     Rm     Ex     Rm     Ex
20     40     20     30     20     30     20
Health:110     Karma:70
Resources:Gd     Pop:5

Known Powers:
Grifter is the only male ever that was trained in the Coda ways. he
was trained by Zealot.
-Latent Psychic abilities: Grifter also has the potential for great
 psionic powers. He is a Gen-Active character whose abilities
 have not yet surfaced. As with Zealot they may surface on extremely
 rare occasions. The same rules apply as with Zealot.
-Coda Training: same as Zealot.
Equipment: Although skilled in the Coda ways, Grifter has develloped
 his marksman skills more.
-VAD PP30s: Grifter personal handgun, Grifter always carries two but
 he had access to more. He can shoot with both his hands in a round.
 He has an additional +1CS with the VAD PP30s and inflicts 20 damage
 and armor is reduced by 2 ranks.
-VAD Hypercannon: A heavier weapon Grifter sometimes carries one, he
 also gets the +1CS and inflicts 40 damage, armor is reduced by 3 ranks.
-Hold-out pistol: Grifter has several concealed guns on his person, they
 enable 1 additional shooting attack when in close combat for 15 damage.

Talents: Martial Arts A, B, E, acrobatics, mechanics, Marksman, Sharp
 Weapons, Guns, Weapon Specialist: VAD guns. 

Emp

Jacob Marlowe

F      A      S      E      R      I      P
Ty     Gd     Gd     In     Rm     Ex     Am
6      10     10     40     30     20     50
Health:66     Karma:100
Resources:Rm     Pop:5

Known Powers:
Lord Emp is one of the Lord Kherubim, a pure blood, 1st generation
Kherubim although he only became aware of this recently. His
powers still lie dormant but may be accessed by persons with the
knowledge how to do so. When activated Emp would have a wide
range of energy controling and generating powers at Un rank.

Talents: Bussiness, Finance

Warblade

Rebo Bryce

F      A      S      E      R      I      P
In     Rm     Rm     In     Rm     In     Rm
40     30     30     40     30     40     30
Health:140     Karma:100
Resources:Gd     Pop:5

Known Powers:
Warblade is a Cross-Breed between a human and a Kherubim, this
gave him the following powers:
-Claws: Rm edged damage
-Elongation: Warblade can extend his claws up to 1 area and he can
 also elongate other parts of his body up to 8 feet.
-Plasticity:
  -Body Armor: -3CS damage from blunt attacks, Gd vs. other attacks
  -Limited shapechange: conceal features with Ex ability.
-Rage: Warblades Reason and Intuition drop to Fe (although not his
 initiative bonusses) and his F and S increase by +2CS. His claw
 damage is increased to 50. He is also immune to stun and slam
 results.
-Regeneration: Rm, 3 per round             

Talents: Engineering, Mechanics, Martial Arts C, E, Detective/Espionage,
 Pilot

Void

Adrianna Tereshkova

F      A      S      E      R      I      P
Gd     Ex     Ty     Un     Rm     Mn     Un
10     20     6      100    30     75     100
Health:136     Karma:205
Resources:Ex     Pop:5

Known Powers:
Adrianna Tereshkova was a russian astronaut aboard a space station that
was struck by something from space. The space station crashed to earth
and everybody inside was killed except Adrianna, she was merged with
something called the Orb which had struck the space station. This merge
gave her incredible powers but also gave her great responsibility because
she now knows thing that are about to happen.
-Energy Control: Mn
-Energy Generation/Blasts: Mn
-Force Shields: Mn
-Telepathy: In
-Mental Probe: Am
-Body Armor: Rm
-Teleportation: Un, up to 10 characters may be transported.
-Flight: In
-Precognition: Am, although most of the time not controlled.

Talents: Space Pilot, Engineering

Voodoo

Priscilla Kitaen

F      A      S      E      R      I      P
Gd     Ex     Pr     Ex     Gd     Gd     Am
10     20     4      20     10     10     50
Health:54      Karma:70
Resources:Gd     Pop:10

Known Powers:
Voodoo is also a cross-breed with the important power of the Sight.
She is now being trained by Zealot in Coda fighting style.
-the Sight: Voodoo can see persons as they really are with
 Am ability, this works automatically against Deamonites, the ancient
 enemies of the Kherubim that require host bodies to exist on the planet.
-Depossession: Voodoo can force a Deamonite from a host with
 Mn ability, against the targets End. This taked 1 full round to complete.
 She can also break other possesions with In ability.
-Telepathy: Ex
-Emotion Control: Am, Voodoo can instill calm in other persons most notably
 Maul.
-Animalism: Voodoo can assume animal features such as claws, fangs and
 enhanced senses with In ability. She will act ferocious as she somehow
 gains some of the animals instincts. She can increase her Fighting and her
 Strenght by 2CS in this manner and gain claws and fangs that do up to
 Rm edged damage. Senses will be at Rm rank.

Talents: Dancing, Martial Arts B, E

Maul

Jeremy Stone

F      A      S      E      R      I      P
Ty     Ty     Pr     Gd     In     Gd     Gd
6      6       4      10     40     10     10
Health:26     Karma:60
Resources:Ex     Pop:5

Known Powers:
Maul is a cross-breed who can change into a giant-size
superpowered being with the following stats and powers:

F      A      S      E      R      I      P
Rm     Gd     Mn     Un     Rm     Ty     Gd
30     10     75     100    30     6     10
Health:215    

Growth: Maul has Sh-Z growth (this base form already has
 In growth always in effect.) 
 Maul can substitute his growth rank for strength but for
 each rank of growth beyond In his reason will drop by 1CS.
 When he has reached Pr reason he cannot control himself
 anymore and will attack anyone in the area. Only someone
 with psionic powers can calm him down again.
Body Armor: In

Talents: Engineering, Mechanics, Computer, Genetics (all lost
 when beyond Am growth.)

Mr.Majestic

Lord Majestros

F      A      S      E      R      I      P
Mn     Ex     Un     Un     Ex     Rm     Am
75     20     100    100    20     30     50
Health:295     Karma:100
Resources:Gd     Pop:0

Known Powers:
Majestic is, as his name suggest, a lord Kherubim with the following
powers:
-Flight: Mn
-Body Armor: Am
-Energy Blasts: Un
-Psi-Screen: Mn
-Limited Telepathy: Ex

Talents: Martial Arts B

Savant


F      A      S      E      R      I      P
Rm     Rm     Ex     Rm     Rm     Rm     In
30     30     20     30     30     30     40
Health:110     Karma:100
Resources:Ex     Pop:0

Known Powers:
Zealot's little sister, Savant is also a Kherubim.
Extra Strength: Savants strength is considered Rm
 for damage purposes.
Equipment:
-Magical Satchel: Savant has a magical bag from whitch
 she can call forth items that can duplicate every power
 in the power list at In power rank. She must make a 
 Yellow Psyche FEAT to get the desired items, this
 takes 1 round. She can have no more than 3 items
 removed from the bag at the same time. Sometimes
 the bag holds items of greater power but that would 
 be known by her because she herself would have put
 the item in and so the items won't count against the 3
 item limit. The bag can hold an unlimited amount of
 other items also.

Talents: Occult Lore, Sharp Weapons, Martial Arts A, C, E,
 tumbling, acrobatics

Tao


F      A      S      E      R      I      P
Ex     Ex     Rm     Rm     Am     Ex     Ex
20     20     30     30     50     20     20
Health:100     Karma:90
Resources:Gd     Pop:0

Known Powers:
Tao is a genetic construct with the following powers:
-Eye Beams: Rm damage
-Enhanced attack: If Tao doesn't attack for 1 round he
 can increase his damage to Mn (eye beams or slugfest) the
 next round. This attack is also always considered a stun effect.  

Talents: Engineering, Genetics

Condition Red

Max Cash

F      A      S      E      R      I      P
Ex     Rm     Gd     Ex     Gd     Ex     Gd
20     30     10     20     10     20     10
Health:80      Karma:40
Resources:Gd    Pop:0

Equipment:
Guns: 20 damage, -1 rank armor

Talents: Marksmanship, Detective/Espionage, Guns

Ladytron

Maxine Manchester

F      A      S      E      R      I      P
Rm     Ex     Rm     Rm     Gd     Ex     Gd
30     20     30     30     10     20     10
Health:110     Karma:40
Resources:Gd    Pop:0

Known Powers:
Ladytron is a cyborg with the following abilities:
-Attached machinegun: In damage at +1CS
-Electric Shock: In electrical damage
-Body Armor:Ex
-Rage: increase F and S by 1 rank but decrease R and P to Pr.
Weakness: If het cybernetics are somehow disabled her F, A, S
and E drop -3CS and she loses her powers.

Talents: Guns, martial arts A, B, E
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