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Unicorn I - early
| Dex: 06 | Str: 05 | Bod: 06 | Motivation: Power |
| Int: 05 | Wil: 04 | Min: 05 | Occupation: Agent |
| Inf: 06 | Aur: 04 | Spi: 04 | Resources {or Wealth}: 004 |
| Init: 019 | HP: 035 |
Skills: Military science (Camouflage, Demolition): 05, Thief (Security systems): 04, Vehicles (SEAL): 04, Weaponry (Firearms, Heavy): 04, Weaponry (Unicorn weapon systems)*: 06
Advantages: Language (Slovak, Russian, possibly Czech), Lightning Reflexes
Connections: KGB (Low), Russian military (Low)
Drawbacks: MIA toward Power
Equipment: POWER HORN AND HARNESS [/BODY/ 11, Disintegration: 10, Energy blast: 14, Flight: 08, Force field: 12, Heat vision: 13, Magnetic control: 13, R#3, Recommended STR 05, Limitation: Force Field covers a Volume 4 APs lower than it should (i.e., 8 APs of Volume), Limitation: At least two simultaneous large impacts over the entire force field, each with an EV of 11 or more, will Burn Out the Force Field instantly (before it can defend against the impacts). Note that meeting the R# means the power reserve of the suit are getting low, likely starting with the jet boots.]
Unicorn I - enhanced
| Dex: 06 | Str: 12 | Bod: 10 | Motivation: Power |
| Int: 05 | Wil: 04 | Min: 05 | Occupation: Agent |
| Inf: 06 | Aur: 04 | Spi: 04 | Resources {or Wealth}: 004 |
| Init: 019 | HP: 040 |
Powers: Regeneration: 01, Suspension: 04, Swimming: 04
Bonuses and Limitations: Suspension only kicks in when exposed to freezing temperature for an extended time and approaching clinical death (-3)
Skills: Military science (Camouflage, Demolition): 05, Thief (Security systems): 04, Vehicles (SEAL): 04, Weaponry (Firearms, Heavy): 04, Weaponry (Unicorn weapon systems)*: 06
Advantages: Headquarters (a hidden base somewhere in Europe), Language (Slovak, Russian, possibly Czech), Lightning Reflexes
Connections: None
Drawbacks: SPR (The Unicorn has at best a few years left to live), SIA toward megalomania/Power, SPI, SIA toward revenge
Equipment:
- UNICORN COSTUME [BODY 10, Flight: 10, Skin armour: 01. If an opponent is in contact with the soles of the costume, the Unicorn can fire his jet boots, which is the equivalent of a Combined Super- breath: 08 and Flame project: 04 on the target.]
- Power Belt [BODY 06]
- UNICORN HELM AND HORN [BODY 12, Disintegration: 10, Energy blast: 14, Force field: 12, Heat vision: 14, Magnetic control: 13, R#3, Recommended STR 08, Bonus: Energy Blast and Heat Vision have Autofire, Limitation: Force Field covers a Volume 4 APs lower than it should (i.e., 8 APs of Volume), Limitation: At least two simultaneous large impacts over the entire force field, each with an EV of 11 or more, will Burn Out the Force Field instantly (before it can defend against the impacts). The HELM and HORN require that the Power Belt be active to function.]
Further evolutions
By the time he starts collaborating with the Ghost, the BODY of the
Power Belt becomes a 12 (and is considered to have Hardened Defences
when it comes to disabling it). His HPs also increase to 045.
When he becomes the Mandarin’s Eleventh Ring, he is brain-dead. He no longer has any Mental or Mystical Attributes, and looses all of his Skills except for the Weaponry ones. Technically, his Drawbacks also cease to be relevant and he lacks the ability to spend his HPs.
Unicorn I - dying
| Dex: 06 | Str: 12 | Bod: 10 | Motivation: Survival |
| Int: 02 | Wil: 01 | Min: 01 | Occupation: Agent |
| Inf: 03 | Aur: 01 | Spi: 04 | Resources {or Wealth}: N.A. |
| Init: 011 | HP: 035 |
Powers: Regeneration: 01, Suspension: 04, Swimming: 04
Bonuses and Limitations: Suspension only kicks in when exposed to freezing temperature for an extended time and approaching clinical death (-3)
Skills: Military science (Camouflage, Demolition): 05, Thief (Security systems): 04, Vehicles (SEAL): 04, Weaponry (Firearms, Heavy): 04, Weaponry (Unicorn weapon systems)*: 06
Advantages: Language (Slovak, Russian, possibly Czech)
Connections: The Other (Titanium Man I - Low)
Drawbacks: SPR (The Unicorn has at best a few years left to live), Misc.: The Unicorn is very simple-minded, and his level of initiative is very low if he does not receive orders from the Other - he will just blindly lash out in a random way while expecting new communications from the Other.
Equipment:
- UNICORN COSTUME [BODY 10, Flight: 10, Skin armour: 01. If an opponent is in contact with the soles of the costume, the Unicorn can fire his jet boots, which is the equivalent of a Combined Super- breath: 08 and Flame project: 04 on the target.]
- UNICORN HELM AND HORN [BODY 13, Disintegration: 12, Energy blast: 16, Force field: 12, Heat vision: 15, Magnetic control: 14, Radio communications: 10, R#2, Recommended STR 07, Bonus: Energy Blast and Heat Vision have Autofire, Limitation: Force Field covers a Volume 4 APs lower than it should (i.e., 8 APs of Volume), Limitation: At least two simultaneous large impacts over the entire force field, each with an EV of 11 or more, will Burn Out the Force Field instantly (before it can defend against the impacts).. Bonus: the Unicorn can now use some aspects of his Magnetic Control through his force field, such as attracting and repelling metallic objects toward himself or away from himself.]
- At one point, the Unicorn stole a SKY-SLED from Stark International [STR 05 BODY 07, Detect (high-velocity objects): 09, Flight: 10, Telescopic vision: 05]
