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Unger Munitions Armored Security Forces (UMASF)
Unger Munitions Security Forces (UMASF)
Varies
Cost Characteristic Value Roll Notes
0 STR 25 14- Lift: 800.0kg; HTH: 5d6; END: [1]
0 DEX 17 12- OCV: 6  DCV: 6
0 CON 15 12-
0 BODY 10 11-
3 INT 13 12- PER Roll: 12-
2 EGO 11 11- ECV: 4; Mental Defense: 0
0 PRE 15 12- PRE Attack: 3d6
0 COM 10 11-
0 PD 15   Total: 15 PD (15 rPD)
0 ED 15   Total: 15 ED (15 rED)
0 SPD 4   Phases: 3, 6, 9, 12
0 REC 6   Running: 6" / 12"
0 END 30   Swimming: 2" / 4"
0 STUN 30   Flight: 6" / 12"
 
Unger Munitions Security Forces (UMASF) | Summary
Real Name: Varies Hair Color: Varies
Concept: Agents Eye Color: Varies
Affiliation: Unger Munitions Height & Weight: Varies / Varies
Played By: NPC Nationality: Various
Created By: Noah Thorp Place of Birth: Varies
GM: NPC Date of Birth: Various
Cost Powers END
UMASF Characteristics
5 1) UMASF Constitution: +5 CON (10 Active Points); No Figured Characteristics (-1/2), Cyberware Battlesuit (-1/2)
18 2) UMASF Defenses: (Total: 26 Active Cost, 18 Real Cost) +13 PD (13 Active Points); Cyberware Battlesuit (-1/2) (Real Cost: 9) plus +13 ED (13 Active Points); Cyberware Battlesuit (-1/2) (Real Cost: 9)
10 3) UMASF Dexerity: +7 DEX (21 Active Points); Cyberware Battlesuit (-1/2), No Figured Characteristics (-1/2)
3 4) UMASF Endurance: +10 END (5 Active Points); Cyberware Battlesuit (-1/2)
3 5) UMASF Prescence: +5 PRE (5 Active Points); Cyberware Battlesuit (-1/2)
3 6) UMASF Recovery: +2 REC (4 Active Points); Cyberware Battlesuit (-1/2)
13 7) UMASF Speed: +2 SPD (20 Active Points); Cyberware Battlesuit (-1/2)
7 8) UMASF Stamina: +10 STUN (10 Active Points); Cyberware Battlesuit (-1/2)
11 9) UMASF Strength: +15 STR, Reduced Endurance (0 END; +1/2) (22 Active Points); Cyberware Battlesuit (-1/2), No Figured Characteristics (-1/2)
72 Rifle: Variable Power Pool, 60 base + 12 control cost, (90 Active Points); VPP Can Only Be Changed Between Adventures (-1/2); all slots OAF (-1)
0 1) Blaster: Energy Blast 6d6, Autofire (5 shots; +1/2), 64 Charges (+1/2) (60 Active Points); OAF (-1) Real Cost: 30
0 2) Concussion: Energy Blast 8d6, 16 Charges (+0), Explosion (+1/2) (60 Active Points); OAF (-1) Real Cost: 30
0 3) Flare: Sight Group Flash 6d6, 16 Charges (+0), Area Of Effect (3" Radius; +1) (60 Active Points); OAF (-1) Real Cost: 30
0 4) Flechette: Energy Blast 8d6, 16 Charges (+0), Armor Piercing (+1/2) (60 Active Points); OAF (-1) Real Cost: 30
0 5) Mauler: Energy Blast 12d6, 16 Charges (+0) (60 Active Points); OAF (-1) Real Cost: 30
0 6) Net: Entangle 6d6, 6 DEF, 16 Charges (+0) (60 Active Points); OAF (-1) Real Cost: 30
6 Helmet I: (Total: 10 Active Cost, 6 Real Cost) Hearing Group Flash Defense (5 points) (5 Active Points); Cyberware Battlesuit (-1/2) (Real Cost: 3) plus Sight Group Flash Defense (5 points) (5 Active Points); Cyberware Battlesuit (-1/2) (Real Cost: 3)
3 Helmet II: Infrared Perception (Sight Group) (5 Active Points); Cyberware Battlesuit (-1/2)
7 Helmet III: Radio Perception/Transmission (Radio Group) (10 Active Points); Cyberware Battlesuit (-1/2)
4 Helmet IV: +4 versus Range Modifier for Sight Group (6 Active Points); Cyberware Battlesuit (-1/2)
10 Jet Boots: Flight 6", 8 Continuing Fuel Charges lasting 1 Turn each (+1/4) (15 Active Points); Cyberware Battlesuit (-1/2)
10 Reinforced Armor: Damage Resistance (15 PD/15 ED) (15 Active Points); Cyberware Battlesuit (-1/2)
13 Sealed Suit: Life Support (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (19 Active Points); Cyberware Battlesuit (-1/2)
Cost Martial Arts
Maneuver Phase OCV DCV Notes
20 Generic Martial Arts
Block 1/2 +2 +2 Block, Abort
Dodge 1/2 -- +5 Dodge, Affects All Attacks, Abort
Kick 1/2 -2 +1 9d6 Strike
Punch 1/2 +0 +2 7d6 Strike
Throw 1/2 +0 +1 5d6 +v/5, Target Falls
Cost Skills
4 +2 with Rifle
3 Breakfall 12-
3 Electronics 12-
0 Everyman Skills
AK: Varies11-
Acting 8-
Climbing 8-
Concealment 8-
Conversation 8-
Deduction 8-
Language: English (Idiomatic, native accent)
[Notes: Native Language]
PS: Agent 11-
Paramedics 8-
Persuasion 8-
Shadowing 8-
Stealth 8-
TF: Small Motorized Ground Vehicles
[Notes: Custom Mod is Everyman Skill]
2 KS: Known Uberhumans 11-
2 KS: Unger Munitions 11-
2 KS: Unger Munitions Security Forces Powered Armor 11-
3 Mechanics 12-
3 Security Systems 12-
3 Teamwork 12-
2 WF: Small Arms
150+ Disadvantages
20 Hunted: Law Enforcement 8-
10 Monitored: Warmonger 8-
20 Normal Characteristic Maxima
15 Psychological Limitation: Loyal to Warmonger/Afraid of Warmonger
15 Psychological Limitation: Military Mindset
20 Social Limitation: Subject to Orders
0 Experience Points
Unger Munitions Security Forces (UMASF) | Points Summary
Characteristics Cost: 5 Base Points: 150
Powers Cost: 198 Disadvantages: 100
Talents Cost: 0 Total Experience: 0
Perks Cost: 0 Spent Experience: 0
Martial Arts Cost: 20 Unspent Experience: 0
Skills Cost: 27 Total Points: 250
Background

When Unger Munitions turned towards designing powered armor, the first suits built were the Unger Munitions Armored Security Forces powered armor suits, or UMASF. The suits were based upon the suit that Warmonger wears, but a lot less powerful. Warmonger gathered together agents from a variety of military sources to wear his UMASF armor. These became the first agents working for Warmonger. So far the UMASF has been quite successful. They safeguard Unger Munitions, and occasionally act as troops for Warmongers' more clandestine operations.

A few of the suits have been sold to outside concerns. Typically the wearers of these suits are similar to the UMASF agents. Occasionally an agent thinks he can take his armor, and become a super-villain in his own right. Warmonger has always shown these upstarts the error of their ways. Most are never heard from again.

Personality

Warmonger has recruited a wide variety of agents to wear the UMASF armor. Most of them are ex-military types, and still have the mindset of the military. Some times they clash with the more business type people working for Unger Munitions. Most of the agents are very loyal to Warmonger, and those who aren't know better than to cross Warmonger. There's a lot of places to hide bodies out in the desert.

Quote

"Parameter secured, Sir!"

Powers

Unger munitions security forces are armed with the latest in Unger Munitions powered armor suits. The suits enhance the wearers physical characteristics almost to Uberhuman levels. Defensively the armor protects the wearer from most physical attacks. A variety of sensors are built into the suits, from infrared sensors, to a powerful communications set. The suits are sealed and protect against a variety of environments. The UMASF suits are even rated to go into outer space. Jets are built into the boots allowing the agents to even fly.

Each agent is assigned a rifle from the Unger Munitions armory. The rifles are state of the art in defense against Uberhuman threats. The rifles range from the standard blaster rifle, to the more exotic net rifle. The UMASF agents have had extensive training in team tactics, hand-to-hand combat, and are able to handle almost any Uberhuman threat.

Appearance

The UMASF armor covers the entire body. It's a high tech looking suit of armor with a dome-like helmet that obscures the wearers identity. In the hands of the UMASF agents they carry a high tech rifle. Typically the suits are painted an olive green, but Warmonger has been known to paint the suits in a variety of camouflage colors. Outside their suits, the agents typically have the look of ex-military or ex-secret service types.