| EREBUS | |||||||||
| C. Stanley Macintosh | |||||||||
| Cost |
Characteristic |
Value | Roll | Notes | |||||
| 5 | STR | 15/50 | 19- | Lift: 25 tons; 10d6; [2] |
|
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| 15 | DEX | 15 | 12- | OCV: 5 DCV: 5 | |||||
| 20 | CON | 20 | 13- | ||||||
| 4 | BODY | 12 | 11- | ||||||
| 10 | INT | 20 | 13- | PER Roll 13- | |||||
| 20 | EGO | 20 | 13- | ECV: 7 | |||||
| 5 | PRE | 15 | 12- | PRE Attack: 3d6 | |||||
| 1 | COM | 12 | 11- | ||||||
| 3 | PD | 6 | Total: 21/41 PD (15/35 rPD) | ||||||
| 2 | ED | 6 | Total: 21/41 ED (15/35 rED) | ||||||
| 15 | SPD | 4 | Mental Defense: 0 | ||||||
| 0 | REC | 7 | Phases: 3, 6, 9, 12 | ||||||
| 0 | END | 40 | Running: 6" / 12" | ||||||
| 5 | STUN | 35 | Flight: 15" / 60" | ||||||
|
Cost |
Powers |
END |
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| 41 | Erebus Armour Systems: Multipower, 62-point reserve, (62 Active Points); all slots OIF (-½) | ||||||||
| 4u | 1) Cold Blast: Energy Blast 12d6 (60 Active Points) | 6 | |||||||
| 3u | 2) Cool Things Down: Dispel Fire And Heat-Based Powers 20d6 (60 Active Points); Concentration (½DCV; -¼) | 6 | |||||||
| 3u | 3) Crude Ice Constructs: Entangle 4d6, 6 DEF, Area Of Effect Nonselective (One Hex; +¼) (62 Active Points); Vulnerable to Fire and Heat Attacks (Common; -½) | 6 | |||||||
| 3u | 4) Freon Beam: Killing Attack - Ranged 1d6+1, No Normal Defense (+1), Does BODY (+1) (60 Active Points); Beam (-¼) | 6 | |||||||
| 4u | 5) Repulsor Field: Force Field (20 PD/20 ED) (Protect Carried Items), Costs END Only To Activate (+¼) (62 Active Points) | 5 | |||||||
| 13 | Erebus Armour: Elemental Control, 40-point powers, (20 Active Points); all slots OIF (-½) | ||||||||
| 16 | 1) Antigrav Flight System: Flight 15", x4 Noncombat, Usable Underwater (+¼) (44 Active Points) | 4 | |||||||
| 17 | 2) Defensive Outer Shell: Armor (15 PD/15 ED) (45 Active Points) | 0 | |||||||
| 12 | 3) Enhanced Strength: +35 STR, Reduced Endurance (½END; +¼) (44 Active Points); No Figured Characteristics (-½) | 1 | |||||||
| 14 | 4) Microweave Impact Displacement Layer: Energy and Physical Damage Reduction, 50% (40 Active Points) | 0 | |||||||
| 2 | Sensory And Communications Suite: Elemental Control, 10-point powers, (5 Active Points); all slots Battlesuit (-½), Costs Endurance (-½) | ||||||||
| 2 | 1) Infrared Vision: Infrared Perception (Sight Group), Tracking (10 Active Points) | 1 | |||||||
| 5 | 2) Radar: Radar (Radio Group) (15 Active Points) | 1 | |||||||
| 2 | 3) Sensory Defences I: Hearing Group Flash Defense (10 points) (10 Active Points) | 1 | |||||||
| 2 | 4) Sensory Defences II: Sight Group Flash Defense (10 points) (10 Active Points) | 1 | |||||||
| 2 | 5) Sensory Defences III: Radio Group Flash Defense (10 points) (10 Active Points) | 1 | |||||||
| 4 | 6) Sophisticated Radio Systems: High Range Radio Perception (Radio Group), Concealed (-1 with High Range Radio Perception PER Rolls) (13 Active Points) | 1 | |||||||
| 2 | 7) Telescopic Sights: +6 versus Range Modifier for Sight Group (9 Active Points) | 1 | |||||||
| 2 | 8) Ultrasonic Sensors: Ultrasonic Perception (Hearing Group), +1 to PER Roll, Increased Arc Of Perception (360 Degrees) (9 Active Points) | 1 | |||||||
| 21 | Cold Fusion Power Generator: Endurance Reserve (200 END, 10 REC) Reserve: (30 Active Points); OIF (-½) REC: (10 Active Points); IIF (-¼) | 0 | |||||||
| 10 | Self-Contained Systems: Life Support (Safe in High Pressure; Safe in Intense Cold; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (15 Active Points); Costs Endurance (-½) | 1 | |||||||
|
Cost |
Perks | ||||||||
|
1 |
Antarctic Expert: Education: PhD in Biology | ||||||||
|
Cost |
Skills | ||||||||
|
5 |
+1 with Ranged Combat | ||||||||
|
2 |
Area Knowledge: Antarctica 11- | ||||||||
|
3 |
Breakfall 12- | ||||||||
|
3 |
Climbing 12- | ||||||||
|
3 |
Cryptography 13- | ||||||||
|
3 |
Deduction 13- | ||||||||
|
1 |
Demolitions 8- | ||||||||
|
1 |
Electronics 8- | ||||||||
|
0 |
Everyman Skills | ||||||||
|
|
Area Knowledge: Boise, Idaho, USA 11- | ||||||||
|
|
Acting 8- | ||||||||
|
|
Climbing 8- | ||||||||
|
|
Concealment 8- | ||||||||
|
|
Conversation 8- | ||||||||
|
|
Deduction 8- | ||||||||
|
|
Language: English (idiomatic) | ||||||||
|
|
Professional Skill: Biologist 11- | ||||||||
|
|
Paramedics 8- | ||||||||
|
|
Persuasion 8- | ||||||||
|
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Shadowing 8- | ||||||||
|
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Stealth 8- | ||||||||
|
|
Transport Familiarity: Small Motorized Ground Vehicles | ||||||||
|
3 |
Forensic Medicine 13- | ||||||||
|
2 |
Knowledge Skill: American Antarctic Bases 11- | ||||||||
|
2 |
Knowledge Skill: Antarctic Scientists 11- | ||||||||
|
2 |
Language: French (fluent conversation) | ||||||||
|
2 |
Language: Russian (fluent conversation) | ||||||||
|
1 |
Mechanics 8- | ||||||||
|
1 |
Navigation (Land) 8- | ||||||||
|
2 |
Professional Skill: Antarctic Explorer 11- | ||||||||
|
3 |
Paramedics 13- | ||||||||
|
12 |
Scientist | ||||||||
|
|
Science Skill: Antarctic Science (General) 11- | ||||||||
|
|
Science Skill: Biology 14- | ||||||||
|
|
Science Skill: Cold Fusion Power 13- | ||||||||
|
|
Science Skill: Geology 11- | ||||||||
|
|
Science Skill: Medicine 11- | ||||||||
|
|
Science Skill: Physics 11- | ||||||||
|
2 |
Survival (Arctic/Subarctic) 13- | ||||||||
|
3 |
Systems Operation 13- | ||||||||
|
4 |
Transport Familiarity: Skiing (snow), Sleds, Small Planes, Tracked Military Vehicles | ||||||||
| 200+ | Disadvantages | ||||||||
|
15 |
Hunted: Ruin 8- | ||||||||
|
20 |
Normal Characteristic Maxima | ||||||||
|
10 |
Physical Limitation: Frequent Nightmares | ||||||||
|
5 |
Physical Limitation: Uncomfortable In Hot Conditions | ||||||||
|
15 |
Psychological Limitation: Cold Hearted | ||||||||
|
15 |
Psychological Limitation: Mad At The World In General, The America Government In Particular | ||||||||
|
15 |
Psychological Limitation: Methodical Planner | ||||||||
|
15 |
Social Limitation: Secret Identity | ||||||||
|
20 |
Susceptibility: Fire and Heat-Based Attacks Or Effects Above 40AP Intensity, 2d6 Drain From One Random Armour Power per Phase | ||||||||
|
10 |
Vulnerability: 2 x BODY Fire and Heat-Based Attacks | ||||||||
|
10 |
Vulnerability: 2 x STUN Fire and Heat-Based Attacks | ||||||||
| 0 | Experience Points | ||||||||
| Characteristics Cost | 105 | Base Points | 200 | ||||||
| Powers Cost | 184 | Disadvantages | 150 | ||||||
| Talents Cost | 0 | Experience Points | 0 | ||||||
| Perks Cost | 1 | Total Points | 350 | ||||||
| Martial Arts Cost | 0 | ||||||||
| Skills Cost | 60 | ||||||||
| Total Cost | 350 | ||||||||
| Concept | Powered Armour | Hair Colour | Black | ||||||
| Nationality | American | Eye Colour | Blue | ||||||
| Place of Birth | Boise, Idaho, USA | Height | 1.77m / 5' 10" | ||||||
| Date of Birth | June 25, 1965 | Weight | 74kg / 163 lbs | ||||||
| Background | |||||||||
|
Christopher Stanley Macintosh made the headlines across the world when he was rescued from an icy crevice in Antarctica near McMurdo Base, but his miraculous survival had nothing to do with the persistence and bravery of rescue attempts, but with the stone-cold force of self-preservation beating in Macintosh's heart. The American scientist had been considered lost by his team and by the American government. Rescue attempts had been called off within two days. It took a full thirty-four days before Macintosh was rescued. |
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| Personality | |||||||||
| Macintosh has been betrayed by humanity. He was left to die, and even his family went through memorial services for him while he was still alive in a deep Antarctic crevice. He hasn't ever managed to forgive the world and now exacts his revenge using the Erebus armour. He is, on one hand, a dorky scientist with perhaps an anger management issue; but on the other hand he is a detached clinical killer. In the past he has impassively watched people die and buildings consumed by fire. | |||||||||
| Quote | |||||||||
| "The cold touch of death is at my fingertips." | |||||||||
| Powers | |||||||||
|
Erebus wears a specially designed power suit which is incredibly durable as well as providing enhanced physical strength and an array of communications and sensory systems. It utilises an advanced form of Macintosh's freon ray as well as ice projectors which enable him to encase opponents in ice as well as deiver bursts of cold energy. Mechnicus has provided the armour with antigrav devices enabling it to fly as well as a powerful force field which can be powered up at the expense of offensive systems. The armour is powered by cold fusion and can operate almost indefinitely at moderate power. |
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| Appearance | |||||||||
|
The Erebus armour is predominately light blue and white with darker blue highlights amongst the joints. It has a full helmet with polarised lens, and a stylised mountain peak on his chest. The weapon systems are concealed within the armour's forearms. |
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