~~~~~
COSMO-KNITE, hero enough COSMO_KNITE - CHAMPIONS
VAL CHA Cost Total Roll Notes
23 STR 13 23 14- HTH Damage 4 1/2d6 END [2]
18 DEX 24 18 13- OCV 6 DCV 6
33 CON 46 33 16-
12 BODY 4 12 11-
12 INT 2 12 11- PER Roll 14-
33 EGO 46 33 16- ECV: 11
33 PRE 23 33 16- PRE Attack: 6 1/2d
13 COM 2 13 12- 16 PD 3 16
16 PD (8 rPD) 16 ED 1 16
16 ED (8 rED)
4 SPD 12 4 Phases: 3, 6, 9, 12
12 REC 0 12
65 END 0
65 STUN 0 41
7 RUN 2 7" END [1]
15 SWIM 8 15" END [2]
5 LEAP 0 4 1/2" 4 1/2" forward, 2" upward CHA Cost: 185
SUPER POWERS
Living Suit - Star Knight Knock-Off: Armor (8 PD/8 ED) (24 Active Points); OIF
Instant Change
(re-Arrangement of Living Suit): Cosmetic Transform 4d6 (standard effect: 12 points) (Armor into Armor, When KOed), Variable Special Effects (Limited Group of SFX; +1/4) (25 Active Points); Requires An INT Roll (Disguise; -1), OIF (-1/2), No Range (-1/2), Limited TargetClinging (66 STR) (24 Active Points); OIF (-1/2) - END= 112 4)
Possession
Mind Control 18d6 ( Human, Alien, Animal and Additional Class of Minds classes of minds) (100 Active Points); OIF (Living Suit has a Psionic Shunt; -1/2) (Real Cost: 67) plus Desolidification (affected by mental or magic), Reduced Endurance (0 END; +1/2) (60 Active Points); Linked (???; Linked to Mind Control; -1/2), Lesser Power can only be used when character uses greater Power at full value (-1/4) (Real Cost: 34) plus Clinging (41 STR), Affects Physical World (x1 Active Points; +1/4) (20 Active Points); Only for Clinging to Jacked Body Power loses about half of its effectiveness (-1), Linked (Body-Jacking - Riding Within; -1/2), Lesser Power can only be used when character uses greater Power at full value (-1/4) (Real Cost: 7) plus Mind Link , Any Bodyjacked Target and Additional Class of Minds classes of minds, One Specific Mind, Affects Real World (x1 Active Points; +1/4) (19 Active Points); Linked (Body-Jacking - Merging; -1/2), Lesser Power can only be used when character uses greater Power at full value (-1/4) (Real Cost: 11) - END=10 (Total: 199 Active Cost, 119 Real Cost)Gliding: Gliding 13", Position Shift, x8 Noncombat (28 Active Points) - END= 29 6)
Killing Attack -
Hand-To-Hand 3d6 (4d6 w/STR), +1 STUN Multiplier No Knockback (-1/4), Extra Time (Extra Segment, Only to Activate Persistent Power,Life Support
(Eating: Character only has to eat once per week; Immunity: All terrestrial diseases and biowarfare agents; Longevity: 200 Years; 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 only has to sleep 8 hours per week)+3 PER with all Sense Groups - END= 10
Discriminatory Sense with Smell/Taste Group - END= 4
Mental Defense (11 points total) - END= 8
Swimming +5" (15" total) (Improved Noncombat Movement (x4)) Turn Mode (-1/4)
Earpieces: Active Sonar (Hearing Group) IIF Expendable (Difficult to obtain new Focus;
Vibro Gun: Energy Blast 12d6 (60 Active Points); OIF Expendable (Difficult to obtain new Focus;
Earpieces: Hearing Group Flash Defense (5 points) (5 Active Points); IIF (-1/4) - END= 3
Helmet: Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2) - END= 10
Earpieces: High Range Radio Perception (Radio Group)
SKILLS 3 Acting 16- 3 Bureaucratics 16- 1 Computer Programming 8- 1
TF: Small Planes 3 Conversation 16- 5 Cramming 3
Criminology 11- 3 High Society 16- 3 Interrogation 16- 2
KS Supers & Aliens 11- 1 Language: French (Basic Convere) 3
Systems Operation 11- 1 Streetwise 8- +3 with related Skills [Notes: Law, Politics, Oratory] 2
PS: Lawyer 11- Persuasion 16- 3 Oratory 16- Tracking 11- SKILLS
PERKS 5 Contacts: Senior Members (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has: extremely useful Skills or resources) (11 Active Points); Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 5 Active Points -1) 15- 14
Fringe Benefits: Federal/National Police Powers, License to Kill, License to practice a profession 3 Reputation (A small to medium sized group) 8-, +3/+3d6 1
Vehicles - team sky-van 1
Bases - league central PERKS
Environmental Movement (aquatic) TALENTS
DISADVANTAGES 15
Accidental Change: armor goes black-n-white gothic look: knocked out Very Frequently (14-), Uncommon 10 Distinctive Features: green hair & green eyes (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 20 Enraged: shooting Common, go 11-, recover 11- 10 Hunted: alien armor builders 8- (Occasionally), As Powerful, Limited Area, PC has a Public ID / easy to find, Harshly Punish 15 Psychological Limitation: braggart (Common, Strong) 15 Psychological Limitation: wants to be heroical earth's star knight (Common, Strong) 15 Reputation: berzerk cowboy , fallen hero, Frequently (11-), Extreme 15 Social Limitation: public ID (Frequently, Major) 10 Susceptibility: faith items and holy relics, 2d6 damage Instant Uncommon 10 Vulnerability: 2x Effect faith weapons and holy attacks UncommonPERSONALITY/MOTIVATION: driven, show off, seeks approbation wants to be a superhero desperately
QUOTE: stand back fools COSMO_KNITE - Josiah Providence
POWERS/TACTICS: almost all his powers come from foci ; tries possession, or dropping foes from great height
APPEARANCE: Humanoid Male. Has a bunch of armor and equipment to simulate the powers he used to have.Armor is changeable, malleable, and is a living synthezoid. It consumes sweat and wastes from the wearer to function.
CAMPAIGN USE: wants to be team leader ~~~~~