Hardware: Aerospace Genius

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HARDWARE: AEROSPACE GENIUS by Severus Snape

This character is a genius where aeronautics and astrophysics are concerned. Planes, helicopters, space shuttles, alien spacecraft (if applicable) are all second nature to this character. He or she can fly almost anything made on Earth, and with a little time and energy, anything not made on Earth. The character is a master at calculations involving aeronautics and astrophysics, as well as knowing (with an almost photographic memory) star lanes, flight paths, and the orbits of planets and their moons.

Aerospace Related Skills and Bonuses

The following skills are received in addition to Scholastic and Secondary skills. Note that this character loses two skill programs due to receiving these and the special skills.
Advanced Mathematics (+25%)
Aircraft Mechanics (+30%)
Astronomy (+20%)
Astrophysics (+20%)
Basic Electronics (+10%)
Basic Mechanics (+10%)
Mechanical Engineer (+30%)
3 Mechanical Skills of Choice (+20%)
Navigation (+10%)
Navigation, Space (+10%)
Parachuting (+10%)
Pilot Airplane (+20%)
2 Advanced Pilot of Choice (from Helicopter, Jet Aircraft, Jet Fighter, Jet Pack, +20%)
Read Sensory Instruments (+25%)
Weapons Systems (+20%)

Aerospace Special Skills

Pilot, Dog-fighting (80% + 2%/level): This skill is the art of dog-fighting in aircraft. Ship to ship combat, evasive maneuvers, ejecting when necessary, and calculated crash landing are all part of this skill, and the aerospace genius is skilled in pulling off all of these different types of maneuvers. Basically, this skill allows the pilot to perform any of the aircraft-related combat maneuvers on pages 86-89 of the core rule book without penalty, provided a successful skill check is made. Instead of using the applicable pilot skill to check against, the aerospace genius makes his/her check against this skill without any of the listed skill check penalties. For example, a pilot with this skill who uses the Evasive Action maneuver would make a check against Dog-Fighting without the -12% penalty. A success indicates that the maneuver is pulled off without a hitch. Furthermore, a success indicates that the pilot will always retain at least 1 melee action (unless the particular maneuver was the last action for that character in that round). For example, if the pilot uses the Evasive Action maneuver and makes a successful skill check, the pilot will lose all but 1 action for that combat round. Failure means that the technique has not worked, and the outcome is the same as indicated under the particular maneuver.
Build Super Vehicles (84% + 2%/level): This is the same skill as outlined in the Heroes Unlimited core rule book on page 126, except that the skill is applicable to air- and spacecraft only.
Hot Wire Aircraft (84% + 1%/level): This is the same skill as outlined in the Heroes Unlimited core rule book on page 122, except that the skill is applicable to air- and spacecraft only.
Recognize Vehicle Quality: This is the same skill as outlined in the Heroes Unlimited core rule book on page 127, except that the skill is applicable to air- and spacecraft only.

Budget

As per the original rules, the character starts out with a set amount of cash with which to build one or more super vehicles. At least 90% of the starting budget must be spent on the vehicle and its modifications. The remaining 10% can be spent on other weapons and equipment, spare parts, or saved for future repairs. Any money not spent cannot be used later for non-vehicle related expenses; any saved money can be used only to repair, retrofit, or rebuild the super vehicle.
The construction of a vehicle requires a large work facility, especially for larger aircraft. It is assumed that the character either has, has access to, or at one time had access to such a facility that is/was outfitted with 3d4 x $100,000 in equipment and tools needed to work on the vehicle(s). If the facility is owned by the character (see Sponsoring Organizations above), then it is assumed that the character has spent 4d6 x $10,000 on the location of the facility itself. Any money left over from the budget can be used for additional items for the facility, such as security or additional equipment.
Roll once on the following table to determine budget. Alternatively, you can select whichever amount you feel is adequate for the character’s concept.
01-06 $1 million
07-13 $2 million
14-19 $3 million
20-26 $4 million
27-32 $5 million
33-39 $6 million
40-45 $7 million
46-52 $8 million
52-58 $9 million
59-65 $10 million
66-71 $11 million
72-78 $12 million
79-86 $13 million
87-93 $14 million
94-00 $15 million

You’ll notice that the budget amounts can get quite large. This is due to the sheer cost of just purchasing a base aircraft to modify. Typical military aircraft are in the hundreds of millions of dollars, and private aircraft are in the tens of millions. The amount shown in building super vehicles is for the character to get a scrapped aircraft that runs but needs a little work. And that’s exactly what the aerospace genius is going to do to the aircraft – work on it.

Other Stuff

Alignment: Characters can be of any alignment, but heroes are generally good people.
Other Skills: For starters, the character receives a bonus of +10% to any mechanical skill, as well as any skills that deal with piloting aircraft (except for Dog-Fighting). The character may use his or her Secondary Skills to pick any skills normally available as such, as well as using Secondary Skills to select any that are not normally available as long as they are mechanical or aviation in nature.
Hand to Hand Combat: Hand to Hand skills must be selected by the character. If not, the character will have only the 2 Hand to Hand melee actions per round that all heroes receive.
Actions/Attacks per Melee Round: As stated, unless Hand to Hand skills are selected, the character will only have 2 melee actions per round. If the character is piloting any aircraft, he or she gets 1 additional action per melee round.
Weapons and Armor: Unless the character is extremely wealthy or has ties to the military, he or she will only have access to conventional weapons and armor.
Structural Damage Capacity (S.D.C.): As with all Hardware characters, the Aerospace Genius starts with 35 SDC, plus any SDC gained through physical training/skill selection. Selection of multiple Hardware areas of expertise does not provide additional SDC bonuses.
Other Options: If the Game Master allows it, the Aerospace Genius may give up 3 of his or her Hand to Hand attacks and reduce all skill bonuses in half to select a second area of expertise. These attacks may never be gotten back, and the skill bonus reduction is permanent, but the character would end up with quite the list of skills and abilities, as well as having not only a super-powered aircraft but another super-powered vehicle thanks to receiving another budget. Characters may not have more than 2 areas of expertise.