Post by gruegirl on Aug 24, 2014 12:00:56 GMT -8
Character Name: Natalia Tesla
Player Name: Grue
Alias: "Project Redstorm" "Projekt ЯedStorm"
Family/Allies/Friends:
Archetype: Mechanical body
Age: 28
Height: 6'1, not counting carbon fibre wings
Weight: 1000 pounds
Hair: Reddish blonde
Eyes: One blue, one cybernetic.
Nationality: North American Soviet Socialist Republic (alternate universe USA)
Description: Link to picture
Occupation: Engineer/Hero
_____________________________________________________________
STATISTICS
F excellent
A poor
S excellent
E excellent
R good
I good
P typical
_____________________________________________________________
Health - 64
Mental Health - 26
Karma - 25
Popularity - Typical
Contacts - Engineering (STAR labs), Military (SHIELD)
Resources - Good (lives as if she had Poor)
Appearance - excellent
_____________________________________________________________
Talents:
Languages (Russian, Kazakh, Hebrew, Arabic)
Gadgetry
Cybernetics
Engineering
Martial arts ABCEJ (Systema training)
Energy Weapons X4
Electrical Engineering
Military
Talent Name - Statistic Used - Points.
_____________________________________________________________
Quirks & Flaws
Quirks =( Points)= :Ramifications
Mechanical Aptitude
Adrenal Surge (more precisely, Hydraulic Surge)
Strong Bones
Fighting Logistics
High pain threshhold
Flaws =( Points)= :Ramifications
Personal code (Never accept material goods as payment for heroism. Spread the light of communism when possible)
Repugnant personality (Mostly covering the soviet flag on her chest)
Tonnage (weighs 1000 pounds)
Alien Background (alternate earth)
Can't eat solid food
Needs to sleep in a "Charging chamber" or a Farraday Cage or risk damaging her surroundings as she sleeps.
Missing parts X7 (2 arms, 2 legs, 1 eye, both lungs)
_____________________________________________________________
Powers:
Power Name - Rank - Points.
Base Power> EE2/Electrical Generation (Incredible: Technological source)
Bonus Power> EC5/Electrical Control (Incredible: Technological source)
Base Power> D1/Body Armor (Artificial) (Monstrous: Thick Osmium steel/vibranium alloy)
Base Power> T9/Hyper-Leaping (Remarkable: Hydrolic pistons built into her legs allow for leaping into the air)
*-Secondary Power> T7/Gliding (Good: Wings are carbon-fibre and contain an array of ionic lifters, allowing her to glide)
Base Power> DT18/Thermal Vision (Monsterous: Cybernetic eye)
_____________________________________________________________
Personality - Slightly Morose and dead serious until you get to know her. Amung those she considers friends she's very friendly and plays just as hard as she takes her duties.
History - Originally from Brooklyn in an alternate timeline. Natalia was a soldier of the Red Army of the North American Union of Soviet Socialist Republics, an entity that was founded when she was six, following total economic collapse of the United States. In this timeline, the Soviet Union had formed a global Hegemony although this Soviet Union would be unrecognizable to anyone from Earth 616q. The largest shift is that Trotsky rose to power and worked to oust Hitler from power in the late 1930's long before the Americans entered the war.
Natalia is a distant relative of Nicola Tesla (His great great great-niece in fact), who in this timeline was Lenin's head of scientific development. Her military career was exemplary, rising to the rank of Polkovnik (Colonel) following her service in the Oil Wars, the last gasp of capitalism wherein multiple Arab nations united to attempt to overthrow the soviet union. That is until the invasion of this timeline's Shi'ar empire. The Shi'ar of this timeline had detected a source of immense power on Earth and invaded to seize it. Natalia's tesla squadren were chosen for "Project Red Storm" a last ditch effort to drive them back.
Project Red Storm involved implanting her and her team with a compacted, cybernetic version of the Red Army's signature Tesla Suit. This Fifth Generation (or T-5) Tesla suit was lightweight enough to launch within an old Soyuz spacepod. The spacepod was launched along with hundreds of other such pods and several thousand nuclear warheads at the armada. The Shi'ar took the bait and ignored the spacepods to focus on the nukes. The pod docked on their command ship, and Natalia's team were to attach a suitcase nuke to the engines and then be retrieved by an experimental transporter.
No plan survives first contact with the enemy. The nuke was planted but a firefight ensued. The prototype transporter could only beam them away one at a time. High-electricity and prototype matter-energy converters don't mix. Natalia beamed down to her target location... only it wasn't as she remembered it. After a period of adjustment, she has used her credentials to get work with STAR labs. She also seeks out crime where she finds it, the newspapers have labelled her "Project RedStorm" despite her use of her real name. J. Jonah Jameson utterly dispises her and prints attack pieces quite often.
Equipment -
(in addition to implants covered by her powers)
Military radio w/earpiece
Cell phone (cheap)
Police Zip-ties
Frequency-modulator for tesla coils (allowing her to alter the color and sound her lighning bolts make. She prefers firing red-and-gold and occasionally will use the bolts to play tones)
MP3 player, portable speakers (Has been known to play soviet war-songs to demoralize enemies)
Notes: Natalia is unaware of the true power source of soviet technology and her own suit. It is a classified Soviet State Secret that Nicola Tesla created an unstable Cosmic Cube. Despite the Cube's fracturing he then discovered that the fragments contained enough energy to power the Soviet Union for centuries. Her suit contains a fragment of that cube. This is why the Shi'ar empire invaded her home timeline. Natalia believes the state-sponsored story that her suit (and all soviet power generation) is "Micro-fusion".
_____________________________________________
Approved by: (GM puts in Nick and Date)
*EC5/Electrical Control: The hero can control all forms of electricity, whether natural, artificial, or Power-based. He can control the Intensity and direction of electron streams and alter the conductivity of materials. He can shape electron streams into any desired form. This permits him to develop Power stunts based on lightning–constructs designed to perform certain tasks (shields, cages, barriers, etc.) The hero can increase or decrease the electricity's Intensity and reduce damage by his Power rank number. If the electricity is Power-related, then the target's Power rank determines the Intensity of the FEAT the hero must make to gain control. The hero has Power rank Resistance to Electrical Generation. Electrical Generation is a Bonus Power. Optional Powers include Energy Doppelganger, Energy Sheath, Energy Body, Carrier Wave, and Energy Path. Because electricity forms the basis for most of our technology, the hero can use his Power to remotely control any electrical device on a Good Intensity FEAT. More complex devices like computers require a more complex form of control and a Remarkable Intensity FEAT.
EE2/Electrical Generation: The hero can create electrical streams that can do Power rank damage. The hero can project the electricity through any conductive medium, such as air, water, or metal, at Power rank range. If the player chooses, the hero can gain +2CS to his damage by choosing to limit his range to contact only. In this case, the range can be extended by conducting the Power through solid conductors like metal. Electricity comes in various forms:
• Static electricity causes magnetic attraction between objects and can disrupt electronic communications.
• Lightning is sheer, raw, destructive power and by far the most popular form of this Power.
• Alternating current is what our technology is driven by. This Power can either energize or overload normal electrical devices.
• Direct current is what a battery produces. It can energize or overload devices that use DC power. It can also short out devices that use AC power.
The hero can use any form at will or can raise his rank +1CS by specializing in a particular form. This Power automatically includes Power rank Resistance to Electricity; no FEAT is required to resist your own Power. This Power is linked to Electrical Control and Energy Sheath. When creating the hero, the player can exchange any randomly determined Powers for these if he so desires. Extreme heat reduces this Power's rank by the Intensity rank of the heat. Conversely, extreme cold increases the rank by the cold's Intensity rank. At Shift X level, the hero gains the ability to create a stream of conductive gas, thus allowing the Power to function even in a vacuum.
*D1/Body Armor (Artificial): The hero possesses artificially-created armor that provides protection and possibly a way of possessing other Powers. Armor comes in many forms exotic plate-mail, nuclear-powered exoskeletons, or mechanically-created force fields. The player should work with the Judge to create proper Armor for his hero. The player can also determine which Powers are possessed by the hero and which are properties of the armor. Powers built into the armor can later be modified and enhanced; think of the changes Tony Stark has made in the Iron Man armor. On the other hand, Powers that are built into the armor may suffer mechanical failure. The Armor's Power rank determines its ability to resist damage. The player also has to determine where he got the Armor in the first place. This is covered in the "Character Creation" section elsewhere in this book. If the hero gained the armor through an accident, he might not be able to repair it.
D2/Force Field: This is the type of field used by the Invisible Woman. It provides protection against a variety of forces, including brute force, energy attacks, and extreme temperature conditions. It can be projected and used for a variety of Power stunts.
*T7/Gliding: The hero can travel on air currents. She can travel at Power rank speed, with a top limit of Shift-X rank (Mach One). In normal air currents, the hero drops one story (15 feet) for each turn she is in the air. Level flight can be maintained by an Agility FEAT; failure indicates a loss of 2 stories. The glider can climb by using updrafts. Using an updraft to climb 'requires a yellow Agility FEAT for each three stories the hero ascends; failure means she's caught in a downdraft and descends the three stories instead. She can carry aloft an additional mass; the limit is decided by her physical Strength. Gliding can be affected by high winds or the Powers of Weather Control and Air Animation. The wind's Intensity or the Power rank diminishes or increases the Gliding rank, depending on the direction the hero is gliding. For example, a Poor airspeed of 60 mph would be stopped by an equally fast headwind, but if the hero wants to travel in the other direction, she can be boosted to a Good airspeed of 120 mph. Optional Powers include Weather Control and Air Animation. These are also the Nemeses.
*T9/Hyper-Leaping: The hero can jump great distances. By repeated leaps, the hero can rapidly cover large distances. This Power's minimum rank is +1CS greater than the hero's Strength rank. If a lower rank is initially rolled, it must be raised to this level. The Power rank determines the distances the hero can safely leap.
Maximum Distance Rank Up/Across Down
FE 4' 6'
PR 6' 9'
TY 10' 15'
GD 20' 30'
EX 30' 45'
RE 40' 60'
IN 50' 75'
AM 75' 105'
MN 100' 150'
UN 1 area 1.5 areas
SX 1.5 2.5
SY 4 6
SZ 8 12
C1000 .5 mile .75 mile
C3000 1 1.5
C5000 2 3
Innate safeguards in this Power enable the hero to safely land. (Otherwise he might break a leg attempting even a Good leap.) The effect is the same on the hero as if he were a Normal Human making a 2 foot leap up or across or descending 3 feet. The effects on the area the hero lands on might not be the same as if a normal jump occurred. Consider that the Hulk splinters the pavement when he lands. To determine what sort of effects occur when the hero lands, the Judge should figure what kind of damage results when a weight five times that of the hero suddenly drops on the surface in question. The actual landspeed varies with the angle of the leaps. The average landspeed for Hyper-leaping is a -3CS Land Movement rate. For example, an Excellent Leaper can travel 30 mph in a series of rapid 30-foot leaps. If the hero also possesses Hyper-speed, that can be added to this Power's rank number for additional speed by increasing the frequency but not the size of the leaps. Physical burdens do not decrease the hero's speed, although they might decrease his control. Anything the hero is carrying is also protected by the innate safeguards against damage; the hero acts as a shock-absorber. While the hero has a vague idea of where he is going, he can't see his touchdown point. This can be a real hazard when the hero can make Monstrous leaps or better. For example, while leaping cross country, the Hulk landed on seven cars (two were moving at the time), one semi truck, eight roofs, a swimming pool, ten mud patches, one river, twelve power lines, three street lamps, 57 trees and bushes of various sizes, and a late Merino ram named Herbert. Judges can assume that the hero has enough control on his descent that he can swerve to avoid dangerous landing sites. The player must make a green Reason or Intuition FEAT (whichever Ability has the higher rank) every ten leaps to make sure he doesn't come down on something he'd rather not have come down on.
*DT18/Thermal Vision: The hero can see infrared light and heat images. This allows the hero to see in the dark, perceive temperature differences (especially those left by a living person's contact with an object), and partially see through solids. In the last case, the hero can only see the heat patterns of objects touching the other side of the barrier. With practice, the hero can judge the temperature of a target by its thermal color. The hero has an increased risk of being blinded by strong heat sources, even those that don't affect normal vision (-1CS). Thermal vision may be a consciously-activated mode or the hero's normal means of vision.
Rank Bot Code
Value
Shift-0
Sh-0 0
Feeble Fb 2
Poor Pr 4
Typical Ty 6
Good Gd 10
Excellent Ex 20
Remarkable Rm 30
Incredible In 40
Amazing Am 50
Monstrous Mn 75
Unearthly Un 100
Shift-X X 150
Shift-Y Y 200
Shift-Z Z 500
Player Name: Grue
Alias: "Project Redstorm" "Projekt ЯedStorm"
Family/Allies/Friends:
Archetype: Mechanical body
Age: 28
Height: 6'1, not counting carbon fibre wings
Weight: 1000 pounds
Hair: Reddish blonde
Eyes: One blue, one cybernetic.
Nationality: North American Soviet Socialist Republic (alternate universe USA)
Description: Link to picture
Occupation: Engineer/Hero
_____________________________________________________________
STATISTICS
F excellent
A poor
S excellent
E excellent
R good
I good
P typical
_____________________________________________________________
Health - 64
Mental Health - 26
Karma - 25
Popularity - Typical
Contacts - Engineering (STAR labs), Military (SHIELD)
Resources - Good (lives as if she had Poor)
Appearance - excellent
_____________________________________________________________
Talents:
Languages (Russian, Kazakh, Hebrew, Arabic)
Gadgetry
Cybernetics
Engineering
Martial arts ABCEJ (Systema training)
Energy Weapons X4
Electrical Engineering
Military
Talent Name - Statistic Used - Points.
_____________________________________________________________
Quirks & Flaws
Quirks =( Points)= :Ramifications
Mechanical Aptitude
Adrenal Surge (more precisely, Hydraulic Surge)
Strong Bones
Fighting Logistics
High pain threshhold
Flaws =( Points)= :Ramifications
Personal code (Never accept material goods as payment for heroism. Spread the light of communism when possible)
Repugnant personality (Mostly covering the soviet flag on her chest)
Tonnage (weighs 1000 pounds)
Alien Background (alternate earth)
Can't eat solid food
Needs to sleep in a "Charging chamber" or a Farraday Cage or risk damaging her surroundings as she sleeps.
Missing parts X7 (2 arms, 2 legs, 1 eye, both lungs)
_____________________________________________________________
Powers:
Power Name - Rank - Points.
Base Power> EE2/Electrical Generation (Incredible: Technological source)
Bonus Power> EC5/Electrical Control (Incredible: Technological source)
Base Power> D1/Body Armor (Artificial) (Monstrous: Thick Osmium steel/vibranium alloy)
Base Power> T9/Hyper-Leaping (Remarkable: Hydrolic pistons built into her legs allow for leaping into the air)
*-Secondary Power> T7/Gliding (Good: Wings are carbon-fibre and contain an array of ionic lifters, allowing her to glide)
Base Power> DT18/Thermal Vision (Monsterous: Cybernetic eye)
_____________________________________________________________
Personality - Slightly Morose and dead serious until you get to know her. Amung those she considers friends she's very friendly and plays just as hard as she takes her duties.
History - Originally from Brooklyn in an alternate timeline. Natalia was a soldier of the Red Army of the North American Union of Soviet Socialist Republics, an entity that was founded when she was six, following total economic collapse of the United States. In this timeline, the Soviet Union had formed a global Hegemony although this Soviet Union would be unrecognizable to anyone from Earth 616q. The largest shift is that Trotsky rose to power and worked to oust Hitler from power in the late 1930's long before the Americans entered the war.
Natalia is a distant relative of Nicola Tesla (His great great great-niece in fact), who in this timeline was Lenin's head of scientific development. Her military career was exemplary, rising to the rank of Polkovnik (Colonel) following her service in the Oil Wars, the last gasp of capitalism wherein multiple Arab nations united to attempt to overthrow the soviet union. That is until the invasion of this timeline's Shi'ar empire. The Shi'ar of this timeline had detected a source of immense power on Earth and invaded to seize it. Natalia's tesla squadren were chosen for "Project Red Storm" a last ditch effort to drive them back.
Project Red Storm involved implanting her and her team with a compacted, cybernetic version of the Red Army's signature Tesla Suit. This Fifth Generation (or T-5) Tesla suit was lightweight enough to launch within an old Soyuz spacepod. The spacepod was launched along with hundreds of other such pods and several thousand nuclear warheads at the armada. The Shi'ar took the bait and ignored the spacepods to focus on the nukes. The pod docked on their command ship, and Natalia's team were to attach a suitcase nuke to the engines and then be retrieved by an experimental transporter.
No plan survives first contact with the enemy. The nuke was planted but a firefight ensued. The prototype transporter could only beam them away one at a time. High-electricity and prototype matter-energy converters don't mix. Natalia beamed down to her target location... only it wasn't as she remembered it. After a period of adjustment, she has used her credentials to get work with STAR labs. She also seeks out crime where she finds it, the newspapers have labelled her "Project RedStorm" despite her use of her real name. J. Jonah Jameson utterly dispises her and prints attack pieces quite often.
Equipment -
(in addition to implants covered by her powers)
Military radio w/earpiece
Cell phone (cheap)
Police Zip-ties
Frequency-modulator for tesla coils (allowing her to alter the color and sound her lighning bolts make. She prefers firing red-and-gold and occasionally will use the bolts to play tones)
MP3 player, portable speakers (Has been known to play soviet war-songs to demoralize enemies)
Notes: Natalia is unaware of the true power source of soviet technology and her own suit. It is a classified Soviet State Secret that Nicola Tesla created an unstable Cosmic Cube. Despite the Cube's fracturing he then discovered that the fragments contained enough energy to power the Soviet Union for centuries. Her suit contains a fragment of that cube. This is why the Shi'ar empire invaded her home timeline. Natalia believes the state-sponsored story that her suit (and all soviet power generation) is "Micro-fusion".
_____________________________________________
Approved by: (GM puts in Nick and Date)
*EC5/Electrical Control: The hero can control all forms of electricity, whether natural, artificial, or Power-based. He can control the Intensity and direction of electron streams and alter the conductivity of materials. He can shape electron streams into any desired form. This permits him to develop Power stunts based on lightning–constructs designed to perform certain tasks (shields, cages, barriers, etc.) The hero can increase or decrease the electricity's Intensity and reduce damage by his Power rank number. If the electricity is Power-related, then the target's Power rank determines the Intensity of the FEAT the hero must make to gain control. The hero has Power rank Resistance to Electrical Generation. Electrical Generation is a Bonus Power. Optional Powers include Energy Doppelganger, Energy Sheath, Energy Body, Carrier Wave, and Energy Path. Because electricity forms the basis for most of our technology, the hero can use his Power to remotely control any electrical device on a Good Intensity FEAT. More complex devices like computers require a more complex form of control and a Remarkable Intensity FEAT.
EE2/Electrical Generation: The hero can create electrical streams that can do Power rank damage. The hero can project the electricity through any conductive medium, such as air, water, or metal, at Power rank range. If the player chooses, the hero can gain +2CS to his damage by choosing to limit his range to contact only. In this case, the range can be extended by conducting the Power through solid conductors like metal. Electricity comes in various forms:
• Static electricity causes magnetic attraction between objects and can disrupt electronic communications.
• Lightning is sheer, raw, destructive power and by far the most popular form of this Power.
• Alternating current is what our technology is driven by. This Power can either energize or overload normal electrical devices.
• Direct current is what a battery produces. It can energize or overload devices that use DC power. It can also short out devices that use AC power.
The hero can use any form at will or can raise his rank +1CS by specializing in a particular form. This Power automatically includes Power rank Resistance to Electricity; no FEAT is required to resist your own Power. This Power is linked to Electrical Control and Energy Sheath. When creating the hero, the player can exchange any randomly determined Powers for these if he so desires. Extreme heat reduces this Power's rank by the Intensity rank of the heat. Conversely, extreme cold increases the rank by the cold's Intensity rank. At Shift X level, the hero gains the ability to create a stream of conductive gas, thus allowing the Power to function even in a vacuum.
*D1/Body Armor (Artificial): The hero possesses artificially-created armor that provides protection and possibly a way of possessing other Powers. Armor comes in many forms exotic plate-mail, nuclear-powered exoskeletons, or mechanically-created force fields. The player should work with the Judge to create proper Armor for his hero. The player can also determine which Powers are possessed by the hero and which are properties of the armor. Powers built into the armor can later be modified and enhanced; think of the changes Tony Stark has made in the Iron Man armor. On the other hand, Powers that are built into the armor may suffer mechanical failure. The Armor's Power rank determines its ability to resist damage. The player also has to determine where he got the Armor in the first place. This is covered in the "Character Creation" section elsewhere in this book. If the hero gained the armor through an accident, he might not be able to repair it.
D2/Force Field: This is the type of field used by the Invisible Woman. It provides protection against a variety of forces, including brute force, energy attacks, and extreme temperature conditions. It can be projected and used for a variety of Power stunts.
*T7/Gliding: The hero can travel on air currents. She can travel at Power rank speed, with a top limit of Shift-X rank (Mach One). In normal air currents, the hero drops one story (15 feet) for each turn she is in the air. Level flight can be maintained by an Agility FEAT; failure indicates a loss of 2 stories. The glider can climb by using updrafts. Using an updraft to climb 'requires a yellow Agility FEAT for each three stories the hero ascends; failure means she's caught in a downdraft and descends the three stories instead. She can carry aloft an additional mass; the limit is decided by her physical Strength. Gliding can be affected by high winds or the Powers of Weather Control and Air Animation. The wind's Intensity or the Power rank diminishes or increases the Gliding rank, depending on the direction the hero is gliding. For example, a Poor airspeed of 60 mph would be stopped by an equally fast headwind, but if the hero wants to travel in the other direction, she can be boosted to a Good airspeed of 120 mph. Optional Powers include Weather Control and Air Animation. These are also the Nemeses.
*T9/Hyper-Leaping: The hero can jump great distances. By repeated leaps, the hero can rapidly cover large distances. This Power's minimum rank is +1CS greater than the hero's Strength rank. If a lower rank is initially rolled, it must be raised to this level. The Power rank determines the distances the hero can safely leap.
Maximum Distance Rank Up/Across Down
FE 4' 6'
PR 6' 9'
TY 10' 15'
GD 20' 30'
EX 30' 45'
RE 40' 60'
IN 50' 75'
AM 75' 105'
MN 100' 150'
UN 1 area 1.5 areas
SX 1.5 2.5
SY 4 6
SZ 8 12
C1000 .5 mile .75 mile
C3000 1 1.5
C5000 2 3
Innate safeguards in this Power enable the hero to safely land. (Otherwise he might break a leg attempting even a Good leap.) The effect is the same on the hero as if he were a Normal Human making a 2 foot leap up or across or descending 3 feet. The effects on the area the hero lands on might not be the same as if a normal jump occurred. Consider that the Hulk splinters the pavement when he lands. To determine what sort of effects occur when the hero lands, the Judge should figure what kind of damage results when a weight five times that of the hero suddenly drops on the surface in question. The actual landspeed varies with the angle of the leaps. The average landspeed for Hyper-leaping is a -3CS Land Movement rate. For example, an Excellent Leaper can travel 30 mph in a series of rapid 30-foot leaps. If the hero also possesses Hyper-speed, that can be added to this Power's rank number for additional speed by increasing the frequency but not the size of the leaps. Physical burdens do not decrease the hero's speed, although they might decrease his control. Anything the hero is carrying is also protected by the innate safeguards against damage; the hero acts as a shock-absorber. While the hero has a vague idea of where he is going, he can't see his touchdown point. This can be a real hazard when the hero can make Monstrous leaps or better. For example, while leaping cross country, the Hulk landed on seven cars (two were moving at the time), one semi truck, eight roofs, a swimming pool, ten mud patches, one river, twelve power lines, three street lamps, 57 trees and bushes of various sizes, and a late Merino ram named Herbert. Judges can assume that the hero has enough control on his descent that he can swerve to avoid dangerous landing sites. The player must make a green Reason or Intuition FEAT (whichever Ability has the higher rank) every ten leaps to make sure he doesn't come down on something he'd rather not have come down on.
*DT18/Thermal Vision: The hero can see infrared light and heat images. This allows the hero to see in the dark, perceive temperature differences (especially those left by a living person's contact with an object), and partially see through solids. In the last case, the hero can only see the heat patterns of objects touching the other side of the barrier. With practice, the hero can judge the temperature of a target by its thermal color. The hero has an increased risk of being blinded by strong heat sources, even those that don't affect normal vision (-1CS). Thermal vision may be a consciously-activated mode or the hero's normal means of vision.
Rank Bot Code
Value
Shift-0
Sh-0 0
Feeble Fb 2
Poor Pr 4
Typical Ty 6
Good Gd 10
Excellent Ex 20
Remarkable Rm 30
Incredible In 40
Amazing Am 50
Monstrous Mn 75
Unearthly Un 100
Shift-X X 150
Shift-Y Y 200
Shift-Z Z 500