Jacob Satomi/SatPM Freedom Planet

## Weapons notes

* **All guns:** When Stabilization is active, the gun’s **Subsequent Shot Penalty** is reduced (see below).
* **All thrown:** If the thrown object contains metal, it may be guided to its target (+20 accuracy) for 20 EP.
* **All attacks:** **Radar** ignores any darkness penalty against enemies who *do not* have a metal shield.
* **Cable:** Crushing damage bypasses half of the target’s Defense/AC.
	+ **Bola rounds:** Made from steel cable and two heavy coilgun rounds, entangle the target on hit.

## Perks (level)

### Battlefield Awareness

Jake’s experience on the battlefield has grown to the point where he can anticipate threats to his allies within *Short range*, provided *Radar* is functioning. If he if he isn’t locked in melee, he can extend his *Deflection* or *Braking* powers to allies being attacked within Short range.

### Flight

Jake already has the ability to propel himself around the battlefield, but it takes guts to use such skills in a firefight. With this, he can fly across the battlefield, arriving at any location that isn’t too far away (at the GM’s discretion). He cannot attack on landing, however, and may be extremely vulnerable on the subsequent *Enemy Phase*. Useful for reaching allies who are in danger or taking up key positions on the battlefield.

### Thermoelectric Generator (7)

In addition to being able to shunt heat throughout his body, Jake can now convert it directly to energy. Dangerous heat buildup is much less of a problem, because stored heat damage can be converted directly into EP at up to SKI / round, twice that if it has all of his focus.

### Flight (improved) (7)

With this, Jake can also carry extra cargo or even an ally with him when he takes flight. If he does so, he can only fly to the limit of *Long* range from his current position. Allies who attempt to use a ranged weapon while being carried suffer a -20 penalty to their accuracy.

### Load Modulation (7)

Some abilities now have a reduced power hot-standby mode. *Charged Armor*, *Deflection* and *Dynamo* use 50% less power if they go unused in a round (i.e. no hits or attacks).

### Melee Deflection (9)

Jake’s experience in melee means his discipline in such situations has grown. He can now deflect or stop melee attacks in the same way as ranged attacks (same cost and effects). Also adds this ability to *Battlefield Awareness*.

### Target Lock (11)

*Stabilization* has been bridged with *Radar*, and can actively correct for moving targets or bad aim for both ranged and melee attacks. If the target is in *Radar* range and **does not** have a Metal shield, *Stabilization* boosts apply to the base accuracy of weapons used against them.

### Scattergun (13)

Light, rapid-fire projectiles from *Coilgun*. See table above.

### Nanocapsules (15)

Given sufficient materials (petals, plastic and trace amounts of metal), Jake’s nanites are now capable of assembling nanocapsules containing petal essence, antidotes, or other simple drugs, effectively keeping HP or other benefits in reserve. As a move action, or in place of an attack in melee, Jake can trigger the ability, causing the capsules to release the petal essence in the affected area of an injury. One petal can restore 25% of base HP. Absorbing and encapsulating one dose of a substance to use with this ability uses two rounds of focus.

### Turbofan (17)

Jake obtains a pair of slim, motorized turbofans. The range and speed of Flight and associated skills has been increased, along with the coolness of flight sound effects. He can now hover and vector thrust easily, as if with jet boots. Increases *Flight* movement to 24 tiles (16 diagonally).

## Vulnerabilities (and some mitigations)

Due to not having fur, Jake is more vulnerable to cold than most Avalicians. He can heat himself up electrically using 10EP per round in freezing environments. Against attacks which would encase him in ice, he must counter with as much EP (or stored heat points) as the damage caused on his phase plus the caster’s Skill, or be frozen.

On the flipside, Jake can absorb, hold and channel heat, but holding too much will cause damage over time. He will take twice of any damage which exceeds 2✕HP. Heat can be held, or dissipate naturally at a rate of SKI/2 per round, SKI if wings are spread, and twice that if flying or in a strong wind. Of course, it can’t dissipate if he’s surrounded by the heat which is causing the damage.

If, while in a conductive state, Jake is taken by surprise with more energy than he can absorb or channel into another ability safely, he can still conduct the energy rather than take the damage. However, his augments might overload (DC 20 Magic (Metal) check). If they do overload, they can still operate at half capacity, but Jake’s base stats are also impaired (-10 to all but HP) until they can reboot, which takes d4+2 rounds of them being offline. Additional penalties may come into play for extremely large amounts of energy. For example, natural lightning strikes may cause some of his joints along the path to weld together and become immobilized (Crippled), in addition to causing a critical spike in heat buildup. Repairing this is the same as outlined below.

The reinforced skeleton is very tough, but cannot be healed by normal means. If any bones get bent out of shape or snapped, he’s capable of re-forming them on his own if given raw materials and time (5-30 minutes, depending on severity). Yes, this is painful. If he’s unconscious, internal systems are capable of (slowly) performing the internal repairs, but it’s faster if someone can help from the outside.

Jake’s special abilities don’t come without a cost, and that is dependence. If his energy pool is drained too much, Jake suffers -5 to all stats except HP when below 30%, -10 at 20%, and -25 below 10%.

## Notes

1. ↑ 4 ✕ (HP + SKI)
2. ↑ Recharges STR/X per round. Base 4, still 2, idle 1.
3. ↑ round(HP / 10)
4. ↑ 2 ✕ STR (82) heat absorption up to 2✕HP, see Vulnerabilities.
Charged Armor adds SKI/2 = 32 when active.
5. ↑ Immediate circular area, Short 90-degree cone or Medium straight beam