From: Wayne Shaw Subject: A.C.E.S. NAME: ACES VALUE CHAR COST 100+ DISADVANTAGE 15 STR 5 10 Hunted by Local Gangs (LP) 11- 20 DEX 30 20 Hunted by Org. Crime (A/NCI) 11- 18 CON 16 15 Upholds the Law (C,S) 12 BODY 4 15 Protects Innocents (C,S) 18 INT 8 10 Police Mentality (C,M) 13 EGO 6 10 Overachiever (C/M) 13 PRE 3 15 Secret Identity 12 COM 1 20 DNPC (Normal) 14- 8 PD 5 15 Reputation: L.A. Sheriff 8 ED 4 Expermenter 14- 4 SPD 10 20 Normal Characteristic Maxima 7 REC 0 36 END 0 29 STUN 0 COST POWERS END 22 Generic Martial Arts Manuever Cost OCV DCV Damage/Effect Punch 4 0 +2 +2D6 Kick 5 -2 +1 +4D6 Block 4 +2 +2 Block Throw 3 +0 +1 Throw +v/5 Dodge 4 -- +5 Dodge Weapon Elements: baton and mecha suit 10 Armor +7 PD, + 7 ED, Acts 14-, OIF - Body Armor 29 1 1/2D6 RKA, Autofire, 2 clips of 30, +1 OCV, +1 Range Mod, OAF - Bushmaster SMG 4 3D6 HA, OAF - Combat Baton 1 7 High Range Radio Hearing, OIF - Headset SKILLS AND TALENTS 9 Combat Driving (motorcycle, automobile, small mecha) 15- 8 +1 w. All Combat 5 +1 w. Ranged Combat 3 Criminology 13- 3 Electronics 11- 5 Inventor 14- 2 Language: Spanish 3 Mechanics 11- 3 Science: Robotics 13- (Based on 9+INT/5) 3 Streetwise 12- 2 Perk: Local Police Powers 40 Vehicle: A.C.E.S. OCV: 7; DCV: 7; ECV: 3; Phases: 3,6,9,12 COSTS: Char. Powers Total Disadv. Base 92 + 158 = 250 = 150 + 100 Background: Jane Quinn was an ambitious, if somewhat unusual member of the Los Angeles Sheriff's department when she was selected for an unusual program. Run in association with the Justice Department, the Advanced Crime Elimination System was an attempt to supply police with a more mobile and powerful platform for gang suppression and handling of low-level superbeings. Quinn was both an exceptional street cop, a highly trained combatant (from her time with SWAT) a capable driver and possessed a solid background in certain technical aspects. To date, the A.C.E.S. suit has primarily been used as a gang buster, where it has preformed admireably. Quinn and the suit were also instrumental in breaking up a major push by Organized Crime elements to take over west coast gun and drug running operations, and only the department's careful control of her true identity have kept her from being the victim of a hit. Quinn has to put up with Victor Dillon her Justice Department "minder" who has a tendency to not realize that he is not able to safely operate in the situation that she and A.C.E.S. can. Personality: Quinn is a a cop's cop. She beleives firmly in the law, and protecting the public. She unfortunately also has absorbed a certain amount of the "us and them" attitude common among police. Quinn is a compulsive workaholic, and tends to be subject to being supercop. She is likely to work with anyone to get the job done, but tends to view most supers as being "amateurs" and somewhat untrustworthy. She is less tolerant of cutting corners with outsiders than she is with herself or other police. She is particularly unfond of vigilante types. Though she hates to admit it, she is actually rather fond of Dillon, and tries very hard to avoid letting him get hurt. Powers/Tactics: Quinn's main capabilities come from the A.C.E.S. articulated police vehicle. ACES has a sensor suite mounted on an extension pod above the head area that supplies a variety of enhanced perceptual abilities, including infrared, nightsight, and general visual and auditory augmentation. It is also self contained, and the exotic polymer plating capable of stopping .50 caliber armor-piercing rounds. The suit mounts several weapons: a machine gun loaded with rubber bullets, a tear gas grenade launcher, and a bola launcher for non-lethal restraint of targets. It also mounts a rack of antiarmor rockets to take down vehicles or highly defended superbeing opponents. In addition, Quinn has learned to adapt her martial arts traing to use with ACES. If she must leave ACES, Quinn has a Bushmaster SMG as a backup weapon, and for less dangerous problems, is both a capable martial artist, and trained in the use of the riot baton she carries. Generally speaking, Quinn will approach a scene announcing her identity as a Sheriff, and requests criminals to surrender. If they do not, she will fire tear gas into the area and wait for them to attempt to leave. She will then restrain them with the bola launchers. If there are too many opponents, she will use the machine gun to stun and disable her opponents. If hostages are involved, she will forego announcing her presence and immediately bombard the area with tear gas. She will then follow this up buy immediately utilizing the machine gun. She will only resort to the rockets if dealing with very powerful superbeings. Otherwise, she will try to close and use the strength of the unit and her martial arts to put a superbeing down. Martial Artists and gun users will probably just get bolas. Appearance: Quinn is 5'8" tall, with red hair and green eyes. She is slim and athletically built, and normally dresses in a a black kevlar and beta cloth outfit with "SHERIFF" printed in dark blue across the chest and back. It has a full coverage hood to cover her identity. A.C.E.S. Suit VALUE CHAR COST 200+ DISADVANTAGE 30 STR 10 10 Watched By Justice Dept. 12 BODY 0 (MP/NCI) 8- 1.25 SIZ 10 16 DEF 42 20 DEX 30 4 SPD 10 COST POWERS END 45 Multipower: # 4 1.(u) 8D6, Autofire, 125 charges - Machine Gun 3 2.(u) 1D6 Flash, NND (Need Not Breath), Radius, Continuous Linked to 1D6+1 NND (Need Not Breath, Radius, Continuous 6 1 Minute Contuining Charges - Tear Gas Launcher 4 3.(u) 6D6 Entangle, 1 Hex Area, 16 Charges - Bola Launcher 4 4.(u) 3D6 RKA, AP, No Range Mod., 16 Charges - Antiarmor Rockets 5 Extra Limbs 8 +4 Perception * 5 High Range Radio * 2 Infrared Vision * 2 Ultraviolet Vision * 4 Flash Defense 9 pts. * 10 Life Support: Self-Contained 12 Running +2", x8 Noncombat # OIF - Weapon Systems * OIF - Sensor Pod COSTS: Char. Powers Total Disadv. Base 102 + 108 = 210 = 10 + 200 DCV: -1, KB: -2