perm filename CHAMP.CHA[AM,DBL] blob
sn#625480 filedate 1981-11-24 generic text, type C, neo UTF8
COMMENT ā VALID 00002 PAGES
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C00002 00002 Haimish Maclisp, the Computer Wizard EPs earned: 7
C00011 ENDMK
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Haimish Maclisp, the Computer Wizard EPs earned: 7
EXP. PTS POWER ENDUR. COST
1 Instant change, 10x/day, costs Endur, 4xEndur, only from Normal 4
1.5 3 pt prim. comp. brain for multipower (below), which causes Haimish to
enter a "default" state if unconscious:
Desolid80, Invis80+20, LifeSupport20, EgoDef20(40 after "no fringe" gone)
Both this, and the whole multipower, are +1/2 (obvious but
inaccess. focus in artificial forehead) and +1/4 (only in Hero form)
and +1/4 (not underwater unless desolidified before and during)
10 2 5-point skill levels with the Multipower
188 220 point Multipower reserve, plus 157 points worth of slots:
1.5 15 point ultra: Half Damage Resistance
1.5 15 point ultra: Other Half Damage Resistance
4 20 point multi: Phys Defense
3 30 point ultra: Phys Defense (usable after the multi)
4 20 point multi: Energy Defense
3 30 point ultra: Energy Defense (usable after the multi)
2 10 point multi: Charac Defense
3 30 point ultra: Charac Defense (usable after the multi)
5 25 point multi: Ego Defense
3.5 35 point ultra: Ego Defense (usable after the multi)
.5 5 point ultra: Flash Defense
1 5 point multi: Flash Defense (usable after the ultra)
.4 4 point ultra: Armor (1 point PD and 1 point ED)
2 20 point ultra: Growth (+10ST,+4BOD,+10PRES,+2PD,+2ED,+4"...) END: 4
1.5 15 point ultra: advantage for Growth: 0 END (5+5+5)
6 30 point multi: Full Life Support
5 50 point ultra: Computer Programming (power, not skill, due to nature)
2 19 point ultra: Danger Sense (roll 14 or less)
.5 6 point multi: Danger Sense (usable after the ultra; +1 or +2 on roll)
1 10 point ultra: Density Increase END: 2
.5 5 point ultra: advantage for density: 0 endur cost (2.5+2.5)
1 10 point ultra: Force Field (5pts PD and 5pts ED) END: 2
.5 5 point ultra: advantage for forcefield: 0 endur cost (2.5+2.5)
4 40 point ultra: Desolidification END: 8
4 40 point ultra: advantage for Desolid: 0 endurance cost (10+10+10+10)
4 40 point ultra: Full Invisibility (but with some fringes) END: 8
4 40 point ultra: advantage for Invis: 0 endurance cost (10+10+10+10)
2 20 point ultra: advantage for Invis: no fringe effect 15x/day (no END)
1 10 point ultra: Flight at 5" rate (endur. cost is listed at 1) END: 1
.25 2.5 point ultra: Advantage for flight: 0 endurance cost (2.5)
2 20 point ultra: 4x FTL flight when in space
16 80 point multi: Energy Blast, up to 16d6, up to 400" up to END: 16
4 20 point multi: Advantage for energy blast: 1/2 endurance
8 80 point ultra: Advantage for full energy blast: area effect 32 hexes 16
4 40 point ultra: Advantage for full energy blast: affects desolid. No end.
12 120 point ultra: Mental Illusions, 24d6, 15 times/day (note: 0 END)
8 80 point ultra: Advantage for MentalIllus: area effect 48 hexes 3/day
4 40 point ultra: Regeneration: get back 4 Body pips each recovery phase
2 10 point multi: Running (up to +5" on ground speed [base 6]) END: 1
2 20 point ultra: Running (usable after the multi) END: 2
2 20 point ultra: Telekinesis STR 20, 20", fine work on a 13 END: 4
6 60 point ultra: Teleport (30), up to 21" (12), 2x mass (5),
or 11" and attack (10), 1 dynamically memorizable spot (3) END: 6
3 30 point ultra: Advantage for teleport: usable on others; no end.
3 30 point ultra: Advantage for teleport: on others: use at range; no end.
2 20 point ultra: Tunnelling at 4" END: 2
3 30 point ultra: N-Ray vision
2 20 point ultra: 360-degree vision
1 10 point ultra: UV vision (night vision)
1 3pt ultra: Enhanced vision; 3pt ultra: Enhanced hearing; 5pt ultra:
microscopic vision usable when 2 bigger senses are on
.7 7 point ultra: Telescopic vision when 2 bigger are on
285 in Disadvantages:
Berserk:
20 on 14 or less (15) when sentient machine killed (-5), recover 8 or less (10)
15 on 8 or less (5) when any device is destroyed (5), recover 11 or less (5)
Dependent NPC:
20 Disney Droid, on 14 or less (15), normal (5)
20 C3P0, on 14 or less (15), normal (5)
Hunted:
25 OSI, large group (15) including some with superpowers (10)
20 Japanese intelligence, large (15), technical but not super (5)
10 NASA, large group (15), technical (5), 3rd such hunter (x1/2)
Physical Limitation:
15 Head cannot turn ever (15), slight impairment (0)
10 Can't hold breath very long (must roll 11 or less) infreq (5) and great (5)
Psychological limitation:
15 Sympathizes with machines over biological creatures; common (10) irrat (5)
15 Opposes earth's space programs; uncommon (5) but total (10)
8 Paranoid about other aliens; common (10) irrat (5)
8 Paranoid about large bodies of water; common (10) irrat (5)
Secret identity:
15 Programmer for NASA
Susceptability:
15 3d6 stun damage per NEW verbal logical paradox presented
10 Head can rust in seawater; 1d6 damage; common
Unusual looks:
10 Bad reaction to the metallic forehead on an 11 or less
Vulnerability:
20 Double stun damage from water-stream attacks
15 1.5x stun from punches
192 Characteristics
18 Strength (8)
23 Dexterity (39)
23 Constitution (26)
24 Body pips (28)
18 Intelligence (8)
20 Ego (20)
8 Presence (-2)
5 Comeliness (-3)
15 Phys Defense (11)
15 Energy Defense (10)
6 Speed (30)
17 Recovery (16)
49 Endurance (1)
45 Stun (0)