A.I.M. Technician

A.I.M. Technicians handling their business.

Origin: Normal Human
Ethnicity: Any

Stats:
  • Fighting: Typical 6
  • Agility: Typical 6
  • Strength: Typical 6
  • Endurance: Good 10
  • Reason: Excellent 20
  • Intuition: Typical 6
  • Psyche: Typical 6

Health: 28
Karma: 32
Initiative: 0

Powers:

  • None

Talents:

  • Computers
  • Electronics
  • Repair/Tinkering

Gear:

  • AIM-Zytron-174; 500 Level A Haz-mat Underlay: Amazing protection from radiation, toxins, corrosives, fire& heat, electricity. Provides Amazing protection to senses.
  • AIM-IASGO-317 (Individual Armor System for Ground Operations) Body Armor provides Good protection from physical attacks and Excellent protection from energy attacks.
  • AIM belt tool kit. Used to aid in electronics work. Contains various Phillips and Flathead screwdrivers, wrenches, drill bits and other implements. Inside the base are multi-line analyzers  and other electrical analysis gear.
  • AIM PP MK XI Standard Issue Plasma Pistol
    • Range: 5 areas
    • Normal Damage: Incredible 36 points, energy
    • Rate of Fire: 1 shot/round. 9 shots/Pack
    • May be fired with one hand. Excellent strength materials.
    • Unstable PPC core: On a roll of 1 the power-pack will overload the heat sinks and will hit critical mass within 1-10 rounds. At this point it will shutdown and dump the internal stabilization rods dealing 10 points of damage to anyone holding the weapon, roll as GD energy damage for intensity.

Technicians carry one of the following devices:

  • AIM Stonewall 9000-K: Portable Dampening Field Generator.
    • Medium size, requires 2 turns to set up.
    • Limited Battery, field consumes 1 energy charge/round, 5 energy charges/pack.
    • Nullifier field weakens the natural abilities of mutants and altered humans within 1 area of the device. Anyone within the field suffer a -5CS penalty on all physical abilities and a -7CS penalty on all power ranks. Talents and mental abilities (not powers) remain unchanged. No ability or power rank can drop below Feeble.
    • Each round targets inside the field mat make a psyche feat for inborn powers or a reason feat for high tech powers to evade its effects.
  • AIM Stonewall 9000-M: Portable Force Field Generator.
    • Medium size, requires 1 turn to set up.
    • Limited Battery, field consumes 1 energy charge/round, 5 energy charges/pack.
    • Grants Rank: Amazing protection to an area measuring 25 feet.
  • AIM Stonewall 9000-T: Portable Tele-porter.
    • Medium size, requires 1 turn to set up.
    • Limited Battery, field consumes 1 energy charge/round, 5 energy charges/pack.
    • Can transport all matter in a 5 foot radius as Rank: Amazing Teleportation.
  • AIM Firebrand 200-PC: Portable plasma auto turret.
    • Medium size, requires 1 turn to set up.
    • Limited Battery, field consumes 1 energy charge/round, 5 energy charges/pack.
    • Range: 5 areas
    • Normal Damage: Incredible 40 points, energy
    • Rate of Fire: 1 burst/round. 5 bursts/pack.
    • Good strength material. A burst may hit up to three adjacent targets on a yellow FEAT roll.
  • AIM Firebrand 200a-CC: Portable concussion auto turret.
    • Medium size, requires 1 turn to set up.
    • Limited Battery, field consumes 1 energy charge/round, 5 energy charges/pack.
    • Range: 5 areas
    • Normal Damage: None; those hit must make an Endurance FEAT roll against Amazing intensity stunning.
    • Rate of Fire: 1 burst/round. 5 bursts/pack.
    • Good strength material. A burst may hit up to three adjacent targets on a yellow FEAT roll.
  • AIM Nova 1-PG: Portable Power Generator. Provides sustainable energy to power multiple portable equipment. Medium size. Monstrous area damage if overloaded.
Posted in Chi-Town Champions: Villains