Vector-Assault - A Champions character

Vector-Assault

Vector-Assault is a time-travelling teleporter, and is extremely well trained in his abilities. Hence, he is unlikely to improve either his power or his skills radically during a campaign. V-A is from, he believes, an alternate future where the world is ruled by warring Paranormals. Normal humans are used as cannon-fodder in this war. So are many paranormals. V-A is an incredibly useful teammate in combat situations.

Stats
Agent II or III, weapon skill but no weapons or armor. All of V-A's equipment was lost in transit and he never designed it anyway. However, since he has been trained to have eidetic memory he may remember principles which would enable a team gadgeteer to design superior armaments.

Elemental Control, Time Bending teleport powers: 30 points
20   1)  2d6 HKA, AP, 0 end, -1/2, dependant on teleport.  Special effect,
      he can do a half move teleport which terminates which his hand inside
      a target, or do a "Move Thru" where the target takes~4d6 and he takes
      half of that.
20   2)  +4 speed, usable by others, dep on teleport.  When V-A teleports,
      he experiences about 3-6 seconds more subjective time than objective
      time and so arrives more prepared and can act immediately, as can one
      other person that he carries.
 9   3)  Extradimensional travel, through time, any time, x16 mass, x10 end
      from end reserve, dep on teleport. (80 active)
34   4)  11" Teleport, x2 mass, x2 range AP, 0 end (64 active)

Other powers:
18   x4 mass, AP, x4 range AP, x4 mass, x1000 range, x10 end cost.
15   140 end reserve, 1 rec/turn
24   14 fixed locations, 2 floating, the fixed are as follows,
     2 home-time locations, 'currently' compromised,
     1 1 km vertical teleport
     8 1 1/2 hex jumps in all directions.
     1 Our dimension lcoation
     2 escape vector teleports, ie, horizontal escapes, 10-22 meters.

3    7 mental defense, 14-
6    3 levels with ego roll vs mental powers
3     mental awareness

10   Eidetic Memory
 3   Bump of direction
 3   Absolute time sense

Knowledge of paranormal pseudoscience
Small unit tactics, very high,
stealth (12-)
Figure about 20-30 points of military related skills/familiarities
etc...
Paramedics
Disadvantages/Personality
V-A is illiterate. An unfortunate consequence of growing up in a world at war. Not only can't he read, he is 'socially' illiterate. He has very little experience with the peaceful applications of technology. Also, he has a very different view of our world, and what a 'viscious war' is. Genocidal wars are what he is all too familiar with. If played as a hero, V-A was disgusted but loyal to his side, otherwise, play him as a veteran of too many viscious battles who is here to recruit soldiers or end the war before it starts.

Unfortunately for V-A, he didn't arrive in the 20th century alone, the mental projection of an enemy egoist arrived on his coattails, so to speak. This projection possessed a normal in the area of V-A's 'landing', and now hunt's him. As powerful, may get non-combat influence, 8 or 11-.

V-A may have certain psychological conditioning that he'll want to spend most of his XP's into buying down.

While V-A is very powerful and useful, he is unfortunately lethal. He has very little experience in fighting to subdue, although he may have done some snatches. His function(s) in combat would be defensive and escapes. If working with a power-armor teammate, he'd suggest building a projection on the armor to make it easier for him to do half-move teleport maneuvers, for example.

If things look really grim, he'll teleport 1 hour forward to his secure location and rest up a bit. He'll come back with 80 end in the reserve anywhere from 3 seconds to 2 minutes later, depending on his condition upon leaving. He believes that he can't exist at the same time as himself, so he'll be sure to 'over teleport' his resting time.

Oh yeah, add, KS: temporal paradoxes 17- to his skills!

He may eventually get some battle armor, which will be sure to include either gliding or flight for use with his vertical teleport, communications gear, extra-seats or harnesses, (treat as armor, usable on others with 10- activation roll) Life support, and a tangler gun.

Tactics useful against him:
If he blips out, he'll probably return either to where he was or a floating location nearby, hit these areas with an entangle and he'll take 2d6 AP killing on reentry, and the entangle will be mush.

Get a telepathic lock on him, preferably invisible effects, and leisurely head over to his safe house to be there when he times in. He'll be disoriented then and there, and probably unable to do a long range teleport, as this jaunt probably cost over 120 endurance from the reserve! Putting everything into it, ie, x16 mass long range teleport would cost 160 end! x8 mass, x2000 range would cost 135 end.

Hit him with a doubly hardened entangle, hopefully over 4 def!

Large area explosions, V-A is currently unarmored, ;*) ;*)

Danger sense, and precog are among his banes.

Hit him in a non-combat situation. Not easy, V-A should have a high survival skill after several years of war.

Hit him with a non-combat situation. Jackpot. Michael Sandy
mehawk@reed.bitnet