Name:  Tween
Alternate IDs:  Carl Terrance
Player:  Brad Patten

Val Char Roll Notes
50 STR 19- HTH Damage 10d6 END [5]
30 DEX 15- OCV 10 DCV 10
20 CON 13-
25 BODY 14-
30 INT 15- PER Roll 15-
20 EGO 13- ECV: 7
16 PRE 12- PRE Attack: 3d6
10 COM 11-
8/52 PD    
7/53 ED    
8 SPD    
17 REC   Run: 6"
65 END   Swim: 2"
75 STUN   Leap: 10"

Disadvantages Pts
Watched by the AWD of the DoD: 11- (Frequently), More Powerful, NCI, Harshly Punish  25
Susceptibility to Strong magnetic feilds: , 1d6 damage per Turn Uncommon  10
Susceptibility to Sonics: , 1d6 damage per Turn Common  15
Secret Identity :Carl Terrance: Frequently (11-), Minor  10
Paranoid: Common, Strong  15
Personal Worldview: Believes In The Basic Goodness Of Mankind (Very Common, Strong)  20
Psychological Limitation: Cannot Stand By And Let Evil Occur (Common, Moderate)  10
Code Against Killing: Common, Total  20
Hunted by Mindshadow: 11- (As Pow, NCI, Harshly Punish)  20
Custom Disadvantage  50
DNPC: Terrance family 8- (Normal; Unaware of character's adventuring career/Secret ID; Group DNPC: x2 DNPCs)  20
 
XP
 
15
 
  Base : 600
  Disads : +215
  XP Spent : +15
  Total = 830
 
136 : Characteristics Cost
426 + Powers Cost
268 + Martial Arts/Skills/Perks/Talents Cost
830 = Total Cost
 
Campaign Use: 
Personality/Motivation: Carl is the typical nice guy. He'll bend over backwards to help his friends and he's genuinely pleasant to just about everyone he meets. His temperament only truly surfaces when someone has crossed him. Recent events have granted him with the mental faculties of a super-genius, however, his worldview is somewhat naive and therefore he sometimes comes across as a simple idealist. He is still trying to fully understand the nanotechnology that has been infused within his body.

Pts.  Power/Skill/Perk/Talent END
  Powers
25   Hyper-Cramming:: Variable Power Pool, 15 base + 10 control cost, No Skill Roll Required (+1) (30 Active Points); Limited Class Of Powers Available Limited (-1/2) [Notes: Only to temporarily purchase Skills, not Powers Rules for Cramming exist for quickly understanding and picking up Skills] 
12   Instant Change to Tween Nano-coating: Cosmetic Transform 2d6, Reduced Endurance (0 END; +1/2) (15 Active Points); Limited Target: Own Clothes Slightly Limited (-1/4) 
4   Infrared Perception (Sight Group) (5 Active Points); Only in Hero ID (-1/4) 
4   Ultraviolet Perception (Sight Group) (5 Active Points); Only in Hero ID (-1/4) 
6   Bio enhanced circuitry: Elemental Control, 12-point powers 
16   1) +22 STUN (22 Active Points) 
7   2) +25 END (13 Active Points) 
2   3) Telepathy vs Electronics 2d6 (10 Active Points); Skin Contact Required (-1), Receive Only (-1/2), Concentration (1/2 DCV; -1/4), Stops Working If Mentalist Is Knocked Out (-1/4)  1
2   4) Mind Control vs electronics 2d6, Telepathic (+1/4) (12 Active Points); Skin Contact Required (-1), Limited Class Of Minds Single species/type of mind (-1), Concentration (1/2 DCV; -1/4), Stops Working If Mentalist Is Knocked Out (-1/4), Does Not Provide Mental Awareness (-1/4)  1
34   Nanotech Enhancements: Elemental Control, 86-point powers, (43 Active Points); all slots Generic Limitation (-1/4) 
38   1) Electrical Energy discharge: EB 12d6, Reduced Endurance (0 END; +1/2) (90 Active Points); Generic Limitation (-1/4) 
34   2) Flight 20", Reduced Endurance (0 END; +1/2) (60 Active Points); Generic Limitation (-1/4) 
37   3) Force Field (32 PD/34 ED), Reduced Endurance (0 END; +1/2) (99 Active Points); Only in Hero ID (-1/4), Generic Limitation (-1/4) 
96   4) (Total: 217 Active Cost, 120 Real Cost) +37 STR (37 Active Points); No Figured Characteristics (-1/2), Custom Modifier (-1/4), Generic Limitation (-1/4) (Real Cost: 18) plus +5 SPD (50 Active Points); Custom Modifier (-1/4), Generic Limitation (-1/4) (Real Cost: 33) plus +20 DEX (60 Active Points); No Figured Characteristics (-1/2), Custom Modifier (-1/4), Generic Limitation (-1/4) (Real Cost: 30) plus +10 CON (20 Active Points); No Figured Characteristics (-1/2), Custom Modifier (-1/4), Generic Limitation (-1/4) (Real Cost: 10) plus +13 BODY (26 Active Points); No Figured Characteristics (-1/2), Custom Modifier (-1/4), Generic Limitation (-1/4) (Real Cost: 13) plus +12 ED (12 Active Points); Custom Modifier (-1/4), Generic Limitation (-1/4) (Real Cost: 8) plus +12 PD (12 Active Points); Custom Modifier (-1/4), Generic Limitation (-1/4) (Real Cost: 8)  4
99   5) (Total: 177 Active Cost, 131 Real Cost) Knockback Resistance -8" (16 Active Points); Custom Modifier (-1/4), Generic Limitation (-1/4) (Real Cost: 9) plus +30 Mental Defense (34 points total), Hardened (+1/4) (38 Active Points); Generic Limitation (-1/4) (Real Cost: 25) plus Life Support (Eating: Character does not eat; Immunity: All terrestrial diseases and biowarfare agents; Immunity: All terrestrial poisons and chemical warfare agents; Longevity: Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character does not sleep) (50 Active Points); Generic Limitation (-1/4) (Real Cost: 33) plus Healing 2d6, Can Heal Limbs, Reduced Endurance (0 END; +1/2) (37 Active Points); Self Only (-1/2), Generic Limitation (-1/4) (Real Cost: 18) plus Lack Of Weakness (-16) for Normal Defense (16 Active Points); Generic Limitation (-1/4) (Real Cost: 11) plus Power Defense (20 points) (20 Active Points); Generic Limitation (-1/4) (Real Cost: 13) 
   Sword Katana, all slots Independent (-2), OAF (-1) 
10   1) Killing Attack - Hand-To-Hand 3d6 (6d6 w/STR), Required Hands One-Handed (+0) (45 Active Points); Independent (-2), OAF (-1), Real Weapon (-1/4)  4
 
  Skills
20   Computer Programming (Computer Networks, Hacking and Computer Security, Personal Computers, Mainframes and Supercomputers, Military Computers) 20-   
13   Hyper cramming 25-   
 
  Perks
67   Follower [Notes: Wedge AI]   
40   Follower   
42   Follower   
62   Base   
10   Money: Wealthy   
 
  Talents
5   Eidetic Memory   
3   Lightning Calculator   
6   Speed Reading (x100)   
 
Base OCV: 10   Base DCV: 10   Base ECV: 7
Adjustment +     Adjustment +     Adjustment +  
Final OCV:     Final DCV:     Final ECV:  



DEX: 30 SPD: 8 ECV: 7
Phases: 2, 3, 5, 6, 8, 9, 11, 12
8/52 PD (0/32 rPD) 7/53 ED (0/34 rED) MD: 30
END: 65 STUN: 75 BODY: 25


Height: 5' 10" Hair: Brown
Weight: 165 lbs Eyes: Brown
Appearance: Tween looks more like a robot than a human being. A scaly black coating covers his entire body, giving him an exaggerated physique and a flat, featureless face. A mass of circuits rest atop his head and appear like tightly wound dreadlocks. His opaque green eyes glow with a strange energy.
On the other hand, Carl is a dark-haired man with an almost swarthy complextion, and for all intents and purposes, he's very plain and average.
Quote:
Background: 
Powers/Tactics: Tween is still trying to understand his powers and Wedge, his AI friend, is helping him learn more about his potential. For the time being, he tends to be hesitant in confrontations. Even though the nano-enhancements are now part of him, utilization them for physical prowess, energy attacks, and aerobatic feats still doesn't feel like second nature to him.