<div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Mundane appearance</div><div class="spoiler_body">(https://i.pinimg.com/564x/8a/d1/fa/8ad1fad4949f63a9eb8fa6c0a8d93ebd.jpg)</div></div>Name: Iona Diane Eckholm<br/>Alias: Pending<br/>Build Points: 150/150<br/>--Advantages 19<br/>--Attributes 54<br/>--Defenses 22<br/>--Powers 27<br/>--Skills 28<br/>Concept: Creative Helpful ,Caring and Empathetic  Socialite.<br/>Faith:<br/>Origin: Mutant<br/>Age: 21<br/>Birthday:  June 4th 1992<br/>Gender: Female<br/>Height:<br/>Weight:<br/>Measures:<br/>Skin:<br/>Hair:<br/>Eyes:<br/>Style:<br/><br/>History: Iona's Parents are    her mother Alexis Pelke  and her father Cory Eckholm, Her  parents are staff at  Emerald City University, Her father is in the Genetics department and Her mother works in the Para-sciences department. She had a very happy  family live, Don't let her  mother not taking her fathers last name fool you. They both understood  in their fields it was better to keep their own surnames for the sake of publishing and all that  Jazz. Despite  being the first in her family to develop a mutation she has had a surprisingly normal childhood going to school and such. She always seemed to get along with her peers and was also the center of social activities, She always seemed to have many acquaintances but very few close friends but  this did not bother her. She was always very happy and outgoing and amount of time she shared with people  was enough for her. As she got older and got into high school she was big into  the Nerd scene; Anime, science fiction, fantasy, comics , Also  active in the Drama  program at  school. She was also into Martial arts in High School. She was one of the early students of Sigrid  Briana Wessler, She taught  Aikido and Brazilian Jiu Jutsu for a Non profit Organization called  The Benevolent Matrons that wanted to offer a girls self defense  course. The word spread of the course thanks to  the budding popularity of Iona at the Emerald City Tournament of  Martial arts. She was always involved either in the  Anime Convention that started to become apart of the tournament or competing in the tournament  itself.<br/><br/>After graduating High school at 17 she took some time off   Helping Sigrid  her martial arts instructor and focusing on her role in the  Nerd community. At 18 she started  a new pet  creative project she did under  the pen name Sherrie Besker that cater to a niche audience.  Also shortly after 18, she met a new friend  also 18 at the time of them meeting. While she was focusing on  her role in the nerd community. She enrolled in this camp for performers of  different types and that was when she meet Roselle Semling and learned she is  an escape artist and stage magician who was at the camp practicing and networking to try and get her act started. That is when  Iona who happened to be looking for something new for her performances at  the Emerald City Tournament of martial arts and offered to  be her assistant and partner. She was delighted to help a new talent and  do something new, this was the beginning of a Freindship between Iona and Roselle Laura Semling. At the age of 21 she  enrolled in Arcadia University to work on her degree in Cosplay, Media and Business Management. During her time she took a  class as an elective called Defusing Conflicts and became the Professor's(Name pending from Outcast) guide to understand nerd subcultures.<br/><br/>Motivation: Doing Good<br/>Complications: Secret( Metamorph forms she is not aware of them has not been in a life threatening situation where the have need to manifest) Fame (local celebrity in the Emerald City Tournament of Martial arts.)<br/><br/>Attributes:<br/>Strength 3<br/>Stamina 6<br/>Agility 3<br/>Dexterity 3<br/>Fighting 3<br/>Intellect 3<br/>Awareness 3<br/>Presence 3<br/><br/>Defenses:  Defense Resistance<br/>Dodge  3+5=     8     8<br/>Parry  3+5=       8   8<br/>Fortitude 7+6=  13   13<br/>Toughness 6+0 = 6   6<br/>Will 3+6=            9    9<br/><br/>Skills:   Rank A.S. Misc. =Total<br/>Acrobatics  2+3=5<br/>Athletics      2+3=5<br/>Close Combat: Unarmed 4+3=7<br/>Close Combat(Grappling and tripping)  4+3=7<br/>Deception 2+3=5(Attractive:10)<br/>Expertise: Cosplay 4+3=7<br/>Expertise: Writer     4+3=7<br/>Expertise: Tailor      4+3=7<br/>Expertise: Prop Maker 2+3=5<br/>Expertise: Dancing 2+3=5<br/>Expertise: Acting    4+3=7<br/>Expertise: Business Management  2+3=5<br/>Expertise: Photography 2+3=5<br/>Insight  2+3=5<br/>Intimidation  2+3=5<br/>Investigation<br/>Perception 2+3=5<br/>Persuasion 2+3=5(Attractive:10)<br/>Ranged Combat: Throwing 2+3=5<br/>Sleight of Hand  2+3=5<br/>Stealth 2+3=5<br/>Technology  2+3=5<br/>Treatment  2+3=5<br/>Vehicles<br/><br/>Advantages:<br/>ATTRACTIVE SKILL, RANKED (2) Rank: 2<br/>You’re particularly attractive, giving you a +2 circumstance<br/>bonus on Deception and Persuasion checks to deceive,<br/>seduce, or change the attitude of anyone who finds your<br/>looks appealing. With a second rank, you are Very Attractive, giving you a +5 circumstance bonus. This bonus does<br/>not count as part of your regular skill bonus in terms of<br/>the series power level, but also does not apply to people<br/>or situations which (in the GM’s opinion) would not be influenced by your appearance.<br/>While superheroes tend to be a fairly good-looking lot,<br/>this advantage is generally reserved for characters with<br/>particularly impressive looks.<br/>Benefits Rank 2<br/>Ambidexterity: You are equally adept using either<br/>hand, suffering no circumstance penalty for using<br/>your off-hand (as you don’t have one).<br/><br/>Wealth(Rank1): You have greater than average wealth or<br/>material resources, such as well-off (rank 1), independently wealthy (rank 2), a millionaire (rank 3), multimillionaire (rank 4), or billionaire (rank 5)<br/><br/>CONNECTED SKILL<br/>You know people who can help you out from time to time.<br/>It might be advice, information, help with a legal matter, or<br/>access to resources. You can call in such favors by making a<br/>Persuasion check. The GM sets the DC of the check, based<br/>on the aid required. A simple favor is DC 10, ranging up to<br/>DC 25 or higher for especially difficult, dangerous, or expensive favors. You can spend a hero point to automatically<br/>secure the favor, if the GM allows it. The GM has the right to<br/>veto any request if it is too involved or likely to spoil the plot<br/>of the adventure. Use of this advantage always requires at<br/>least a few minutes (and often much longer) and the means<br/>to contact your allies to ask for their help.<br/><br/>EQUIPMENT GENERAL, RANKED Rank 1<br/>You have 5 points per rank in this advantage to spend on<br/>equipment. This includes vehicles and headquarters. See<br/>the Gadgets & Gear chapter for details on equipment and<br/>its costs. Many heroes rely almost solely on Equipment in<br/>conjunction with their skills and other advantages.<br/><br/>FAST GRAB COMBAT<br/>When you hit with an unarmed attack you can immediately make a grab check against that opponent as a free<br/>action (see Grab, page 196). Your unarmed attack inflicts<br/>its normal damage and counts as the initial attack check<br/>required to grab your opponent.<br/><br/>IMPROVED DISARM COMBAT<br/>You have no penalty to your attack check when attempting to disarm an opponent and they do not get the opportunity to disarm you (see Disarm in the Action & Adventure chapter)<br/><br/>IMPROVED GRAB COMBAT<br/>You can make grab attacks with only one arm, leaving<br/>the other free. You can also maintain the grab while using<br/>your other hand to perform actions. You are not vulnerable while grabbing (see Grabbing in the Action & Adventure chapter).<br/><br/>IMPROVED HOLD COMBAT<br/>Your grab attacks are particularly difficult to escape. Opponents you grab suffer a –5 circumstance penalty on checks to escape.<br/><br/>IMPROVED INITIATIVE COMBAT, RANKED Rank: 1<br/>You have a +4 bonus to your initiative checks per rank in<br/>this advantage.<br/><br/>IMPROVED TRIP COMBAT<br/>You have no penalty to your attack check to trip an opponent and they do not get the opportunity to trip you. When making a trip attack, make an opposed check of your Acrobatics or Athletics against your opponent’s Acrobatics or Athletics, you choose which your opponent uses to defend, rather than the target choosing (see Trip in the Action & Adventure chapter). This is a good martial arts advantage for unarmed fighters.<br/><br/>IMPROVISED WEAPON COMBAT, RANKED Rank:1<br/>When wielding an improvised close combat weapon—<br/>anything from a chair to a telephone pole or entire car—<br/>you use your Close Combat: Unarmed skill bonus for attack checks with the “weapon” rather than relying on your<br/>general Close Combat skill bonus. Additional ranks in this<br/>advantage give you a +1 bonus to Damage with improvised weapons per rank. Your maximum Damage bonus is still limited by power level, as usual<br/><br/>LANGUAGES SKILL, RANKED Rank 3<br/>You can speak and understand additional languages.<br/>With one rank in this advantage, you know an additional<br/>language. For each additional rank, you double your additional known languages: two at rank 2, four at rank 3,<br/>eight at rank 4, etc. So a character with Languages 7 is fluent in 64 languages! Characters are assumed to be fluent<br/>in any languages they know, including being able to read<br/>and write in them.<br/>For the ability to understand any language, see the Comprehend effect in the Powers chapter<br/><br/>REDIRECT COMBAT<br/>If you successfully trick an opponent (see Trick under Deception in the Skills chapter), you can redirect a missed<br/>attack against you from that opponent at another target<br/>as a reaction. The new target must be adjacent to you and<br/>within range of the attack. The attacker makes a new attack check with the same modifiers as the first against the<br/>new target. Native: English Rank 3: Spanish, ASL, Japanese and Chinese.<br/><br/>PRONE FIGHTING COMBAT<br/>You suffer no circumstance penalty to attack checks for<br/>being prone, and adjacent opponents do not gain the<br/>usual circumstance bonus for close attacks against you.<br/><br/>QUICK DRAW COMBAT<br/>You can draw a weapon from a holster or sheath as a free<br/>action, rather than a move action<br/><br/>Powers: 27<br/><br/>Morph Rank 4 20 PTS  Metamorph  Rank 4 +4 PTS =24 PTS<br/>You can alter your appearance. Your traits do not change;<br/>your new form is merely a cosmetic change. You gain a +20<br/>bonus to Deception checks to disguise yourself as the form<br/>you assume (see the Disguise guidelines for Deception).<br/>Your Morph rank determines what form(s) you can assume: At rank 1 you can assume a single other appearance. At rank 2 you can assume any of a narrow group of forms, such as people of roughly your size and gender, a<br/>type of animal like birds or reptiles, and so forth. At rank<br/>3 you can assume any of a broad group of forms like hu-<br/>manoids, animals, machines, and so forth. At rank 4 you<br/>can assume any form of the same mass as your own.<br/>For the ability to change size as well as appearance see the<br/>Growth and Shrinking effects. To take on the other traits of<br/>forms you assume, see the Metamorph extra, following, or<br/>the Variable effect, later in this chapter.<br/><br/>Metamorph: Morph only changes your appearance; you<br/>still have all the traits of your normal form. This modifier<br/>allows you to have an alternate set of traits, essentially a<br/>complete alternate character you change into, one set of<br/>traits per rank in Metamorph. You can switch between sets<br/>of traits at will, once per round, as a free action. Your other<br/>form(s) must have the same point total as you and are subject to the same power level limits. They must also have<br/>traits suitable to your Morph effect. For example, if you<br/>can only Morph into humanoid forms, then your alternate<br/>forms all have to be humanoid. All of your forms must have<br/>your full Morph effect as well; those power points cannot<br/>be reallocated. The GM may require certain additional common traits for all of your forms, particularly mental abilities<br/>and skills, if you retain them. Metamorph is best suited to<br/>characters with defined sets of alternate traits. For a character able to transform into a virtually unlimited number of<br/>forms with various traits, see the Variable effect later in this<br/>chapter. Flat +1 point per rank of Metamorph.<br/><br/>1 Feature Double Jointed<br/>--Effects of this feature are subject to DM interpretation but include:<br/>+4 to Contortionist type skill checks.<br/>+4 to escape artist type skill checks.<br/>+2 to grapple checks to escape grapples.<br/>+2 to checks to overcome afflictions that involve escaping bonds.<br/>2  Feature Quick change<br/>You can change clothes—such as<br/>into or out of your costume—as a free action. With 2<br/>ranks, you can change into any outfit at will.<br/><br/>Equipment<br/>Computer<br/>Video Camera<br/>Cellphone<br/>Camera<br/><br/>Factored Attacks:<br/>--Initiative: d20+ 7<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Form 1 Picutre</div><div class="spoiler_body">(https://i.pinimg.com/564x/e8/92/9c/e8929caf523e269f750f7f67a4e0f700.jpg)</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button"> Form 1</div><div class="spoiler_body">Form 1: Military Operative( Think Rainbow 6)<br/>Stats: 54<br/>Strength: 3<br/>Stamina: 6<br/>Agility: 3<br/>Dexterity: 3<br/>Fighting: 3<br/>Intellect:3<br/>Awareness: 3<br/>Presence: 3<br/>Defenses:  Defense Resistance 28<br/>Dodge  3+7=      10    10<br/>Parry  3+7=        10   10<br/>Fortitude 3+7=   10   10<br/>Toughness 6+6= 12   12<br/>Will 3+7=           10   10<br/>Skills: 34<br/>Athletics: 6+3=9<br/>Acrobatics: 6+3=9<br/>Close combat: Knives 6 +3=9<br/>Close combat: Stun gun 6+3=9<br/>Expertise: Counterterrorsim 6+3=9<br/>Expertise: Urban Combat 6+3=9<br/>Intimidation: 4+3=7<br/>Perception: 6+3=9<br/>Ranged Combat: Pistols 6+3=9<br/>Ranged Combat: Submachine Guns 6+3=9<br/>Stealth: 6+3=9<br/>Treatment: 6+3=9<br/>Advantages: 10<br/><br/>QUICK DRAW COMBAT<br/>You can draw a weapon from a holster or sheath as a free<br/>action, rather than a move action.<br/><br/>IMPROVED INITIATIVE COMBAT, RANKED Rank: 1<br/>You have a +4 bonus to your initiative checks per rank in<br/>this advantage.<br/>Equipment rank 8<br/>40 ep<br/>Knife Damage 1, piercing 19-20 2<br/><br/>Stun Gun Affliction 5, electrical 20 5<br/><br/><br/>Submachine gun Ranged Damage 4, Multiattack 20 12 <br/>Heavy pistol Ranged Damage 4 20 8<br/>Riot armor Protection 6 6 <br/>Comlink 1<br/>Handcuffs 1<br/>restraints 1<br/>Camo clothing Urban 1<br/>First aid kit 1<br/>Multitool 1<br/>Smoke bombs 1<br/>Powers see Morph  24<br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Form 2</div><div class="spoiler_body">Form 2:  Spy<br/>Stats: 28<br/>Strength: 1<br/>Stamina: 1<br/>Agility: 3<br/>Dexterity: 3<br/>Fighting: 2<br/>Intellect:3<br/>Awareness: 2<br/>Presence: 2<br/>Defenses:  Defense Resistance 25 added in forcefield rating to  defenses<br/>Dodge  3+7=      10    10<br/>Parry  2+6=        8   8<br/>Fortitude 3+6=   9   9<br/>Toughness 1+6= 7(10) 7(10)<br/>Will 2+6=           8   8<br/>Powers:35<br/>Protection(Forcefield) rank 6<br/>Modifier:<br/>Subtle flat 1or2 Rank:2<br/>Subtle effects are not as noticeable. A subtle effect may<br/>be used to catch a target unaware and may in some cases<br/>qualify for a surprise attack. Rank 1 makes an effect difficult<br/>to notice; a DC 20 Perception check is required, or the effect<br/>is noticeable only to certain exotic senses (at the GM’s discretion). Rank 2 makes the effect completely undetectable <br/>Flaws<br/>Sustained:<br/><br/>Your Protection is a sustained effect, rather<br/>than permanent. The effect can be turned on and off and<br/><br/>can be improved using extra effort, including using it to<br/>perform stunts (see Extra Effort). Sustained Protection<br/>might be a power like a personal force field, or the ability<br/>to consciously harden your skin and turn it into armor. +0<br/>cost per rank. <br/> 1 Feature Double Jointed<br/>--Effects of this feature are subject to DM interpretation but include:<br/>+4 to Contortionist type skill checks.  <br/>+4 to escape artist type skill checks.  <br/>+2 to grapple checks to escape grapples.  <br/>+2 to checks to overcome afflictions that involve escaping bonds.  <br/>2  Feature Quick change<br/>Morph/metamorph: 24<br/>Advantages: 22 reduced improve initiative by 6 ranks.<br/>DEFENSIVE ROLL COMBAT, RANKED rank 3<br/>You can avoid damage through agility and “rolling” with<br/>an attack. You receive a bonus to your Toughness equal<br/>to your advantage rank, but it is considered an active defense similar to Dodge and Parry (see Active Defenses in the Abilities chapter), so you lose this bonus whenever you are vulnerable or defenseless. Your total Toughness,<br/>including this advantage, is still limited by power level.<br/>This advantage is common for heroes who lack either superhuman speed or toughness, relying on their agility and<br/>training to avoid harm. <br/>EQUIPMENT GENERAL, RANKED  Rank 10<br/>You have 5 points per rank in this advantage to spend on<br/>equipment. This includes vehicles and headquarters. See<br/>the Gadgets &amp; Gear chapter for details on equipment and<br/>its costs. Many heroes rely almost solely on Equipment in<br/>conjunction with their skills and other advantages.<br/>EP:50 <br/>Light pistol Ranged Damage 3 20 6 TC:9<br/>Scan-proof Subtle (DC 20) — 1 point<br/>Silencer Subtle (DC 20) — 2 point <br/>A gas- and sound-suppression attachment added to<br/>the weapon’s barrel, reducing the sound of the gunshot<br/>to a loud coughing noise. Silencer devices (beyond the<br/>capability of equipment) may even make the shot completely silent with 2 ranks of Subtle. The flash suppressor, a similar attachment, reduces the muzzle flash of the<br/>weapon, making it visually Subtle. A piece of equipment<br/>can perform both functions for 2 points. <br/><br/>Holdout pistol Ranged Damage 2 20 4 TC:5<br/>Scan-proof Subtle (DC 20) — 1 point <br/>Ammunition:<br/>Stun AE: Ranged Affliction* (Resisted and Overcome<br/>by Fortitude; Dazed, Stunned, Incapacitated) 20 1 point <br/><br/>Tracer Accurate 20 1 point<br/><br/><br/>Burgulary Tools: 1pt<br/>Simple breaking and entering and burglary makes use of<br/>various tools, from lockpicks and prybars to wiring, gloves,<br/>and glass cutters (to name a few). The default assumption<br/>is that characters trained in particular skills have access to<br/>the necessary tools to use those skills without incurring a<br/>circumstance penalty for doing so, unless a complication<br/>arises that deprives the character of those tools. So ordinary tools have no point cost and do not need to be listed<br/>amongst a character’s equipment.<br/>At the Gamemaster’s discretion, a particular fine or highquality version of ordinary tools may be available, providing a +2 circumstance bonus to checks involving those<br/>tools at the cost of a single Feature (1 equipment point). <br/><br/>CLIMBING CABLE<br/>A high-tension cable with a grappler at one end (magnetic,<br/>mechanical, or using some type of adhesive, depending<br/>on descriptors) as well as a gun capable of firing the cable<br/>out to grab onto a target point. The climbing cable makes<br/>scaling a sheer surface relatively easy (no check required)<br/>so long as the climber isn’t stunned or left unable to hold<br/>on to the cable (the Platform flaw).<br/>Some characters may upgrade from a climbing cable to a<br/>swing cable with the Swinging effect of Movement. See the<br/>Utility guide for details <br/>Climbing Cable: Movement 1 (Wall-crawling), Platform • 1 point<br/><br/>SUSPENSION HARNESS<br/>A torso harness connected to a set of motorized cables<br/>that can raise or lower the wearer from an anchor point<br/>above, suitable for working suspended over pressure sensitive floors or networks of detection beams. Certain actions while wearing a suspension harness may require Acrobatics skill checks in order to maneuver.<br/>Suspension Harness: Movement 2 (Safe Fall, Swinging), Limited<br/>Range of Movement • 2 points <br/><br/>GECKO GEAR<br/>This climbing equipment consists of gloves, shoes, and<br/>often knee- and elbow-pads covered with a micro-adhesive or tiny suction cups, enabling the wearer to scale<br/>sheer surfaces like a gecko lizard. It’s usually coupled with<br/>a stealth suit or other types of stealth gear (see the following section).<br/>Gecko Gear: Movement 1 (Wall-crawling) • 2 points <br/>STEALTH SUIT TC:3<br/>A dark colored or camo-patterned uniform, typically<br/>with a mask covering all but the wearer’s eyes, designed to provide additional concealment and make it<br/>easier to hide. A properly patterned stealth suit grants<br/>a circumstance bonus to Stealth checks to hide. For an<br/>additional Feature rank, the suit can change patterns<br/>and colors to suit different environments, although the<br/>change must be directed, and happens too slowly to<br/>keep up with the environment around wearers as they<br/>move (but see the Chameleon Cloak, following).<br/>Stealth Suit: Feature (circumstance bonus to Stealth checks, 2<br/>ranks for a major bonus, +1 rank for variable patterns) • 1 point<br/>per rank .<br/>MICROPHONES  TC:3<br/>Surveillance microphones include parabolic and laser microphones designed to pick up and amplify sound over a<br/>distance, providing the benefits of Extended Hearing.<br/>Microphone: Senses (Extended Hearing) • 1 point per rank <br/><br/>CAMERAS TC:3<br/>A basic camera is just a storage device for visual information (a 1 rank Feature) but cameras often come with various<br/>visual Senses effects to enhance their capabilities, including Extended Vision and Infravision.<br/>Camera: Feature 1 (image storage) • 1 point +1 point per rank for<br/>additional Senses effects  Night vision and infravision<br/><br/>VOICE MASK<br/>A voice mask is able to change the sound of your voice to<br/>match someone else’s or simply mask it as unidentifiable.<br/>A voice mask is a useful addition to disguises that do not<br/>use the Morph effect, and therefore do not provide any<br/>change in the user’s voice or speech other than the use of<br/>the Deception skill.<br/>Voice Mask: Illusion 2 (Aural), Limited to Voices • 1 point <br/>Comlink 1 point<br/>Handcuffs 1 point<br/>Handcuffs are restraints designed to lock two<br/>limbs—normally the wrists—of a prisoner together. They<br/>fit any medium or small humanoid. Handcuffs can only be<br/>placed on a defenseless or unresisting target. Steel cuffs<br/>have Toughness 9 and are DC 20 to escape using Sleight<br/>of Hand (or Technology to pick the lock). <br/><br/>Restraints 1 point<br/>Similar to handcuffs are plastic restraints, used in<br/>cases where authorities need to restrain a large number of<br/>people and cuffs are impractical. They are generally Toughness 5 or so and DC 20 to escape with Sleight of Hand but<br/>cannot be removed except by cutting or breaking them. <br/><br/>Lock release gun 1 point<br/>his small, pistol-like device automatically disables and opens cheap and average mechanical<br/>locks operated by standard keys as a routine check. It does<br/>not affect other locks <br/><br/><br/><br/>Binoculars: Standard binoculars allow the user to make visual Perception checks at a greater distance, or with a reduced<br/>penalty for distance, effectively providing a +5 equipment<br/>bonus that overcomes some or all of the distance penalty.<br/><br/>Concealable Microphone: A tiny receiver usable as a listening device. It has a broadcast range of about a mile. It<br/>requires an Investigation or Perception check against the<br/>results of the Sleight of Hand check used to conceal the<br/>microphone to find it.<br/><br/>Mini-Tracer: A tiny radio transmitter with an adhesive<br/>backing. It requires a successful attack check to plant<br/>a tracer on a target (or a Sleight of Hand check to plant<br/>it outside of action time). Noticing the tracer is a DC 20<br/>Perception check or the result of the character’s Sleight of<br/>Hand check, whichever is higher. The tracer has a transmission range of about 2 miles.<br/><br/>Night Vision Goggles: Night vision goggles use passive<br/>light gathering to improve vision in near-dark conditions.<br/>They grant the user darkvision—but because of the restricted field of view and lack of depth perception these<br/>goggles provide, they impose a –2 circumstance penalty<br/>on Perception checks made while wearing them. Night vision goggles must have at least a little light to operate. A<br/>cloudy night provides sufficient ambient light, but a pitchblack cave or a sealed room doesn’t. For situations of total<br/>darkness, the goggles come with an infrared illuminator<br/>that, when switched on, operates like a flashlight visible<br/>only to the wearer (or anyone else with IR vision) <br/><br/>Flash Goggles: These tinted eye-coverings provide protection against blinding light, granting a +5 equipment<br/>bonus to resistance checks against visual Dazzle attacks<br/>involving bright light.<br/><br/>Flashlight: Flashlights negate penalties for darkness<br/>within their illuminated areas. The standard flashlight<br/>projects a beam 30 feet long and 15 feet across at its end.<br/><br/>Fire Extinguisher: This portable apparatus uses a chemical spray to extinguish small fires. The typical fire extinguisher ejects enough extinguishing chemicals to put out<br/>a fire in a 10-by-10-foot area as a move action. It contains<br/>enough material for two such uses.<br/><br/>Gas Mask: This apparatus covers the face and connects to<br/>a chemical air filter canister to protect the lungs and eyes<br/>from toxic gases. It provides immunity to eye and lung irritants. The filter canister lasts for 12 hours of use.<br/><br/>GPS: Global positioning system receivers use signals<br/>from GPS satellites to determine the receiver’s location to<br/>within a few dozen feet. A GPS receiver grants its user a +5<br/>equipment bonus on checks to navigate, but it generally<br/>only works outdoors.<br/><br/><br/>Multi-tool: This device contains several different screwdrivers,. a knife blade or two, can opener, bottle opener,<br/>file, short ruler, scissors, tweezers, and wire cutters. The whole thing unfolds into a handy pair of pliers. A multitool can lessen the penalty for making skill checks without<br/>appropriate tools to –2 instead of the normal –5. The tool is useful for certain tasks, as determined by the GM, but may not be useful in all situations <br/><br/><br/>Rebreather: A small cylinder that fits over the mouth and<br/>provides two minutes (20 rounds) of oxygen, during which<br/>the character does not need to make suffocation checks <br/><br/>IR CLOAKING<br/>A special suit or field masks the wearer’s body heat,<br/>matching the temperature of the surrounding air, and<br/>making the wearer “invisible” to infrared detectors,<br/>including hiding any footprints or other heat traces<br/>the wearer might leave by touching things. This also<br/>means that “heat-seeking” weapons cannot lock-on to<br/>the wearer without somehow overcoming the concealment.<br/>IR Cloaking: Concealment 1 (Infravision) • 2 points <br/><br/>HUSH FIELD<br/>A suit or field surrounds the wearer and muffles all outgoing<br/>sound, rendering the wearer completely silent. The effect is<br/>fairly close to the wearer’s body, so while it silences things<br/>like breathing, speaking, footfalls, and the rustle of clothing, it does not affect external sounds like slamming a door<br/>or knocking something to the floor. A hush field makes its<br/>wearer “invisible” to accurate auditory senses like sonar.<br/>Hush Field: Concealment 2 (Auditory) • 2 points<br/><br/>EVASION COMBAT, RANKED (2) Rank 2<br/>You have a +2 circumstance bonus to Dodge resistance<br/>checks to avoid area effects (see the Area extra in the<br/>Powers chapter). If you have 2 ranks in this advantage,<br/>your circumstance bonus increases to +5.<br/><br/>IMPROVED INITIATIVE COMBAT, RANKED Rank 4 +16 initiative<br/>You have a +4 bonus to your initiative checks per rank in<br/>this advantage <br/><br/>QUICK DRAW COMBAT<br/>You can draw a weapon from a holster or sheath as a free<br/>action, rather than a move action. <br/><br/>MOVE-BY ACTION COMBAT<br/>When taking a standard action and a move action you can<br/>move both before and after your standard action, provided the total distance moved isn’t greater than your normal<br/>movement speed <br/><br/>UNCANNY DODGE COMBAT<br/>You are especially attuned to danger. You are not vulnerable when surprised or otherwise caught off-guard. You are<br/>still made vulnerable by effects that limit your mobility <br/><br/>Skills: 34<br/>Acrobatics: 4+3=7<br/>Athletics:4+1=5<br/>Close combat(Unarmed): 2+2=4<br/>Close combat(Grappling and Tripping): 2+2=4<br/>Deception: 4+2=6<br/>Expertise(spy): 4+3=7<br/>Insight: 4+2<br/>Intimidation: 4+2<br/>Investigation: 4+3=7<br/>Perception: 4+2=6<br/>Persuasion: 4+2=6<br/>Ranged Combat(Pistols): 4+3=7<br/>Sleight of hand: 6+3=9<br/>Stealth: 6+3=9<br/>Technology: 4+3=7<br/>Treatment: 4+3=7<br/>Vehicles: 4+3=7<br/></div></div><br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button"> Form 3</div><div class="spoiler_body">Form 3:  Cyberpunk Firearms and EOD  Expert<br/><br/>Abilities: 30<br/>Strength: 2<br/>Stamina: 2<br/>Agility: 2<br/>Dexterity: 2<br/>Fighting: 2<br/>Intellect: 2<br/>Awareness: 2<br/>Presence: 1<br/><br/>Defense: 31(28)<br/>Dodge  2+7=      9    9<br/>Parry  2+7=        9   9<br/>Fortitude 2+7=   9   9<br/>Toughness 2+5= 7   7<br/>Will 2+7=           9   9<br/><br/>Skills:31<br/>Acrobatics: 4+2=6<br/>Athletics: 4+2=6<br/>Close Combat(Unarmed): 4+2=6<br/>Close Combat(Cybernetics):4+2=6<br/>Close Combat(Swords):4+2=6<br/>Deception: 4+1=5<br/>Expertise(Cyberware): 4+2=6<br/>Intimidation: 4+1=5<br/>Perception: 4+2=6<br/>Ranged Combat(Energy weapons): 4+2=6<br/>Sleight of Hand:4+2=6<br/>Stealth: 4+2=6<br/>Technology: 6+2=8<br/>Treatment: 4+2=6<br/>Vehicles: 4+2=6<br/><br/>Powers:57<br/>Cyberhands: TC: 6 points<br/>Extendable Fingers: The fingers of your cyberhand<br/>can telescope and flex like tentacles, providing additional reach and flexibility. Feature, 1 point <br/><br/>Finger Blades(Rank2): Concealed blades slide out of your<br/>fingertips. Strength-based Damage, 1 point per rank. <br/><br/>Finger Tools: Small tools emerge from hidden compartments in the fingertips. Enhanced Advantage 1<br/>(Improvised Tools), 1 point. <br/><br/>Improved Dexterity(Rank1): The cyberhand has improved<br/>Dexterity over a normal flesh-and-blood hand. Enhanced Dexterity, 2 points per rank. <br/><br/>Cyberarms: TC:5<br/>Enhanced Strength (Rank 3 Right arm):<br/>The cyberarm’s artificial<br/>muscles or motors are stronger than normal. Enhanced Strength, Limited to One Arm, 1 point per rank <br/><br/>Extendable(Rank4 Left arm): Your cyberarm can extend out like a<br/>telescoping spring. Elongation, Limited to One Arm, 1 point per 2 ranks. <br/><br/>Cyberlegs: TC: 5<br/>Compartments: A cyberleg may have concealed<br/>compartments for carrying small items, including<br/>equipment. Feature, 1 point. <br/><br/>Kicking(Rank 2 Right leg): Artificial leg muscles or motors can provide<br/>more powerful kicks in close combat. Strength-based<br/>Damage, 1 point per rank. <br/><br/>Kicking(Rank 2 Left leg): Artificial leg muscles or motors can provide<br/>more powerful kicks in close combat. Strength-based<br/>Damage, 1 point per rank. <br/><br/>Bodyware:<br/>ARMOR: Rank 5  TC:7<br/>Your skin is reinforced with sub-dermal armored materials<br/>or covered in armor plating or similar material, giving you<br/>improved damage resistance. Obviously artificial armor <br/>qualifies for the Noticeable flaw and may cause other<br/>complications. Reinforced armor may have the Impervious extra as well.<br/>Armor: Protection • 1 point per rank <br/><br/>SUBTLE FLAT • 1-2 POINTS  Rank 2<br/>Subtle effects are not as noticeable. A subtle effect may<br/>be used to catch a target unaware and may in some cases<br/>qualify for a surprise attack. Rank 1 makes an effect difficult<br/>to notice; a DC 20 Perception check is required, or the effect<br/>is noticeable only to certain exotic senses (at the GM’s discretion). Rank 2 makes the effect completely undetectable. <br/><br/>Filter lungs:<br/>Your lungs and throat have built-in filters able to remove<br/>many harmful gases and other airborne toxins, irritants,<br/>and pathogens.<br/>Filter Lungs: Immunity 2 (airborne gases and toxins) • 2 points <br/><br/>Gill implants:<br/>You have artificial gills implanted along your neck or clavicles, or else the lining of your lungs is altered to be able to<br/>extract oxygen from water, allowing you to breathe normally while submerged. <br/>Gill Implants: Immunity 1 (drowning) • 1 point<br/><br/>Redunant Organs:<br/>Your internal systems have backups and redundancies<br/>built into them, giving you more resiliency than an unaugmented person. <br/>Redundant Organs: Enhanced Advantage 1 (Diehard),<br/>Immunity 2 (critical hits) • 3 points <br/><br/>Headware:<br/><br/>Interface jack:<br/>An input/output port allows you to plug in to a computer<br/>or computer network and interface with it, providing and<br/>receiving input with nothing more than your brain. An<br/>interface jack is normally touch ranged, requiring either<br/>a hardwired connection like a cable or contact induction<br/>pads of some type (usually in the fingers or palms of the<br/>hands). If you also have a headlink (previously) then you<br/>can also interface wirelessly using its radio signal.<br/>Interface Jack: Comprehend Machines 2 • 4 points<br/><br/>Morph w/Metamorph 24 points<br/>Advantages:4<br/>EQUIPMENT GENERAL, RANKED Rank 4<br/>You have 5 points per rank in this advantage to spend on<br/>equipment. This includes vehicles and headquarters. See<br/>the Gadgets &amp; Gear chapter for details on equipment and<br/>its costs. Many heroes rely almost solely on Equipment in<br/>conjunction with their skills and other advantages. <br/>EP: 20<br/>Blaster pistol Ranged Damage 5 20 10<br/><br/>Taser Ranged Affliction 5* 20 10<br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Form 4</div><div class="spoiler_body">Abilities: 26<br/>Strength: 2<br/>Stamina: 2<br/>Agility: 2<br/>Dexterity: 2<br/>Fighting: 2<br/>Intellect: 1<br/>Awareness: 1<br/>Presence: 1<br/><br/>Defense: 25<br/>Dodge  2+7=      9    9(Evasion: 14)<br/>Parry  2+6=        8   8<br/>Fortitude 2+6=   9   8<br/>Toughness 2+9= 11   11<br/>Will 2+6=           8   8<br/><br/>Skills: 25<br/>Acrobatics: 6+2=8<br/>Athletics: 6+2=8<br/>Close Combat(unarmed): 8+2=10<br/>Close Combat(Grappling and Tripping): 6+2=8<br/>Insight: 6+1=7<br/>Ranged Combat(Ki Blast ): 6+2=8<br/>Perception: 6+1=7<br/>Stealth: 6+2=8<br/><br/>Powers: 49<br/>Ki Blast(Damage attack rank 12 Increased Range Rank 12 Alternate power 1)<br/>   Alternate Power: Burst Area Ranged Damage 8<br/>Short Range: 300 ft  Medium range(-2): 600 ft  Long range(-5): 1,200 ft<br/><br/>Morph w/ metamorph 24<br/><br/>Advantages:25<br/>AGILE FEINT SKILL<br/>You can use your Acrobatics bonus or movement speed<br/>rank in place of Deception to feint and trick in combat as if<br/>your skill bonus or speed rank were your Deception bonus<br/>(see the Deception skill description). Your opponent opposes the attempt with Acrobatics or Insight (whichever is better). <br/><br/>ASSESSMENT GENERAL<br/>You’re able to quickly size up an opponent’s combat capabilities. Choose a target you can accurately perceive and have the GM make a secret Insight check for you as a free action, opposed by the target’s Deception check result.<br/>If you win, the GM tells you the target’s attack and defense<br/>bonuses relative to yours (lower, higher, or equal). With<br/>each additional degree of success, you learn one of the<br/>target’s bonuses exactly. If you lose the opposed roll, you don’t find out anything. With more than one degree of failure, the GM may lie or<br/>otherwise exaggerate the target’s bonuses.<br/><br/>DEFENSIVE ROLL COMBAT, RANKED Rank 9<br/>You can avoid damage through agility and “rolling” with<br/>an attack. You receive a bonus to your Toughness equal<br/>to your advantage rank, but it is considered an active defense similar to Dodge and Parry (see Active Defenses in the Abilities chapter), so you lose this bonus whenever you are vulnerable or defenseless. Your total Toughness,<br/>including this advantage, is still limited by power level. This advantage is common for heroes who lack either superhuman speed or toughness, relying on their agility and training to avoid harm. <br/><br/>DIEHARD GENERAL<br/>When your condition becomes dying (see Conditions in<br/>the Action &amp; Adventure chapter) you automatically stabilize on the following round without any need for a Stamina check, although further damage—such as a finishing attack—can still kill you. <br/><br/>EVASION COMBAT, RANKED (2) Rank 2<br/>You have a +2 circumstance bonus to Dodge resistance<br/>checks to avoid area effects (see the Area extra in the<br/>Powers chapter). If you have 2 ranks in this advantage,<br/>your circumstance bonus increases to +5 <br/><br/>IMPROVED INITIATIVE COMBAT, RANKED rank 9(+36 initiative)<br/>You have a +4 bonus to your initiative checks per rank in<br/>this advantage <br/><br/>INSTANT UP GENERAL<br/>You can go from prone to standing as a free action without the need for an Acrobatics skill check.<br/><br/>UNCANNY DODGE COMBAT<br/>You are especially attuned to danger. You are not vulnerable when surprised or otherwise caught off-guard. You are still made vulnerable by effects that limit your mobility.<br/></div></div>