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Carl Walker

F) In40/Gd10
A) Rm30/Ty6
S) In40/Gd10
E) Mn75/Gd10
R) Ex20
I) Gd10
P) Gd10

Health: 185/36 Karma: 40
Resources: Gd Pop: 5

Known Powers:
None, all Force's powers are derived from his armor.

Force Mk III Armor: Completely redesigned, his new armor provides the following abilities:
-Alter Ego: Stats change as shown above
-Force Field: Am protection vs. Physical, In protection vs. Corrosives, Am protection vs. Heat and Cold, Mn protection vs. Energy, Un protection vs. Radiation and Electrical. He can cancel all power to weapons to feed this power for Mn protection
-Body Armor: Rm protection vs. Physical and Energy
-Force Bolts: Am Force, 10 area range
-Flight: Ex airspeed, 50 areas/round
-Force Punch: By surrounding his fists with a force field he may hit for Am Blunt
-Protected Senses: Rm protection vs. Sound and Light. Blindness only lasts 1 round max.
-Sensors: In radar/sonar/electrical systems to detect objects, radio waves, etc.
-Electronic Countermeasures (ECM): Rm invisibility to radar and sonar.
-Energy Absorption: He can absorb up to 300 points of energy for weapons systems, raising them to Mn for 1 round. He can absorb incoming attacks on a Yellow FEAT or better (Un column)
-Anti-Theft Device: Attempts to copy or dismantle the suit causes it to detonate in 2 rounds for In damage to all in 1 area

Talents: Electronics, Repair/Tinkering, Engineering

Contacts: Cobalt Man; (Formerly) Iron Man, U.S. Government

Force's Last Armor