Turbofist Eric Weaver 
Val Char Base Points Total Roll Notes
15 STR 10 5 15 12- HTH Damage 3d6 END [1]
35 DEX 10 75 35 16- OCV 12 DCV 12
25 CON 10 30 25 14-
18 BODY 10 16 18 13-
13 INT 10 3 13 12- PER Roll 12-
13 EGO 10 6 13 12- ECV: 4
15 PRE 10 5 15 12- PRE Attack: 3d6
14 COM 10 2 14 12-
5 PD 3 2 5/30 5/30 PD (0/25 rPD)
5 ED 5 0 5/30 5/30 ED (0/25 rED)
7 SPD 4.5 25 7 Phases: 2, 4, 6, 7, 9, 11, 12
12 REC 8 8 12
60 END 50 5 60
40 STUN 39 1 40
30" Running 6 -2 30"
2" Swimming 2 0 2"
4"/2"" Leaping 3 1 4" 182 Total Characteristics Points
Type Total
Run (6) 30" [30" NC]
Swim (2) 2" [4" NC]
H. Leap (3") 4"
V. Leap (2") 2"
Total earned: 225
Spent: 225
Unspent: 0
Base Points: 250
Disad Points: 125
Total Points: 600
Hair Color:  Dark Brown
Eye Color:  Brown
Height:  5' 3"
Weight:  139 lbs
A small framed, short, and wiry young asian of Vietnamese descent, with some French ancestry showing thru via a full head of dark brown hair and warm brown eyes filled with enthusiasm. As Turbofist he wears a red costume with white stripes down the sides and white arms.

 Turbofist Eric Weaver 
Type Amount Notes
Physical Defense 5/30 Current BODY:
Res. Phys. Defense 0/25 (18)
Energy Defense 5/30 Current END:
Res. Energy Defense 0/25 (60)
Mental Defense 0 Current STUN:
Power Defense 0 (40)

Cost  Maneuver
Vovinam Viet Vo Dao
1) +8 HTH Damage Class(es)
2) Avoidance: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
3) Chem (Sword-hand): 1/2 Phase, -2 OCV, +0 DCV, HKA 3d6
4) Da (Kicks)/
Goi (Knee Strikes): 1/2 Phase, -2 OCV, +1 DCV, 15d6 Strike
5) Dam (Fist Strikes)/
Cho (Elbow Strikes): 1/2 Phase, +0 OCV, +2 DCV, 13d6 Strike
6) Do ( Blocks): 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
7) Flying Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove
8) Flying Kick: 1/2 Phase, +1 OCV, +0 DCV, 11d6 +v/5; FMove
9) Flying Trip: 1/2 Phase, +1 OCV, +0 DCV, Opponent Falls; FMove
10) Shiver (Martial Escape): 1/2 Phase, +0 OCV, +0 DCV, 70 STR vs. Grabs
11) Unavoidable Fist: 1/2 Phase, +2 OCV, +2 DCV, 13d6 Strike, Must Follow Block
76 Total Martial Arts Cost

Make intelligent use of Hyper Vibration and Vibratory Touch
Chose a smart moment to move in and sweep with Rapid Attack
Support team mates with extra actions, taking targets of opportunity
Use all manuevers, not just Flying Kick
OCV: 12 DCV: 12
Combat Skill Levels:
Maneuver Phase OCV DCV Effect
Block 1/2 +0 +0 Block, abort
Brace 0 +2 1/2 +2 vs. Range Mod.
Disarm 1/2 -2 +0 Can disarm
Dodge 1/2 -- +3 Abort, vs. all attacks
Grab 1/2 -1 -2 Grab two limbs
Grab By 1/2 -3 -4 Move and Grab
Haymaker 1/2* +0 -5 +4 DC attack damage
Move By 1/2 -2 -2 STR/2 + v/5
Move Through 1/2 -v/5 -3 STR + v/3
Set 1 +1 +0 Ranged Attacks only
Strike 1/2 +0 +0 STR or weapon
Avoidance 1/2 -- +5 Dodge, Affects All Attacks, Abort
Chem (Sword-hand) 1/2 -2 +0 HKA 3d6
Da (Kicks)/
Goi (Knee Strikes)
1/2 -2 +1 15d6 Strike
Dam (Fist Strikes)/
Cho (Elbow Strikes)
1/2 +0 +2 13d6 Strike
Do ( Blocks) 1/2 +2 +2 Block, Abort
Flying Dodge 1/2 -- +4 Dodge All Attacks, Abort; FMove
Flying Kick 1/2 +1 +0 11d6 +v/5; FMove
Flying Trip 1/2 +1 +0 Opponent Falls; FMove
Shiver (Martial Escape) 1/2 +0 +0 70 STR vs. Grabs
Unavoidable Fist 1/2 +2 +2 13d6 Strike, Must Follow Block
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10

 Turbofist Eric Weaver 
Cost  Power END
Good Vibrations Elemental Control
32 Elemental Control, 80-point powers, (40 Active Points); all slots Noisy Vibro Whine (+3 Hearing PER to detect) (-1/4)
29   1)   Backatcha:  Missile Deflection (Bullets & Shrapnel), Missile Reflection, Affects Physical World (+2) (105 Active Points); Costs Endurance (-1/2), Required Hands Two-Handed (-1/2) 10
27   2)   Ground Vibe:  Running +25" (30" total), Reduced Endurance (0 END; +1/2) (80 Active Points); no Noncombat movement (-1/4)
Notes: 78 MPH
33   3)   Hyper Vibration:  (Total: 87 Active Cost, 61 Real Cost) Slip Sideways Invisibility to Sight and Radio Groups and Spatial Awareness , Costs END Only To Activate (+1/4) (37 Active Points); Bright Fringe (-1/4), Linked (Agitation; Greater Power is Constant or in use most or all of the time; -1/4) (Real Cost: 21)
Agitation Desolidification (affected by Sonics/Vibrations), Linked (Slip Sideways; Greater Power is Constant or in use most or all of the time; +0), Costs END Only To Activate (+1/4) (50 Active Points) (Real Cost: 40)
48   4)   Vibro-field:  Force Field (25 PD/25 ED), Reduced Endurance (0 END; +1/2), Hardened (x2; +1/2) (100 Active Points) 0
Vibro-Speedster Tricks
30   1)   Vibratory Touch:  Affects Physical World (+2) for up to 15 Active Points of STR (30 Active Points) 3
7   2)   Regeneration:  Healing 1 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (20 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2) 0
18   3)   Shimmy:  Usable As Flight (+1/4) for up to 90 Active Points of Running (22 Active Points); Only in Contact With Surface (-1/4) 2
Speed Zone
10   1)   Speed Zone Sight:  Perceive into the Normal Speed World with Sight Group 0
9   2)   Millispeed Perception:  Rapid ( x1,000) with Normal Sight 0
33   3)   Enter the Speed Zone:  Extra-Dimensional Movement (Speed Zone, Any Location corresponding to current physical location), Millispeed (2 SPD / 2 Actions), Quick Entrance (enter the Speed Zone as a 0 Phase Action; +1/2) (33 Active Points) 3
7   4)   Speed Zone Touch:  Transdimensional (Normal Speed World; +1/2) for up to 15 Active Points of STR (7 Active Points) 1
283 Total Powers Cost

 Turbofist Eric Weaver 
Cost  Name
Father's Teachings
1) Acrobatics 16-
2) Breakfall 16-
3) Defense Maneuver I-IV
4) KS: Vovinam Viet Vo Dao 11-
5) Language: Vietnamese (idiomatic; literate)
6) Rapid Attack (HTH)
7) Stealth 16-
8) Tactics 8-
9) WF: Blades, Handguns, Thrown Rocks, Thrown Sword, Unarmed Combat
2 Federal Criminal Law: KS 11-
2 Federal Criminal Procedure: KS 11-
3 KS: Super hero groups (INT-based) 12-
3 KS: Super villians (INT-based) 12-
1 Security Systems 8-
46 Total Skills Cost
Cost  Name
3 PRIMUS Sanctioned: Fringe Benefit: Federal/National Police Powers
3 Total Perks Cost
Cost  Name
4 Speed Reading (x10)
3 Lightning Calculator
3 Lightsleep
10 Total Talents Cost
Cost  Disadvantage
5 Dependent NPC: Father 8- (Slightly Less Powerful than the PC)
15 Hunted: Mystery Supervillian hunted 11- (As Pow, Harshly Punish)
5 Physical Limitation: Needs more air then normal, can only hold breath half as long as normal. (Infrequently, Slightly Impairing)
20 Psychological Limitation: Code of Honor: Church going Catholic. Won't lie, fornicate, etc. Reluctant to kill but will in some cases (believes in government's authority to kill). (Very Common, Strong)
20 Psychological Limitation: Patriotic: Believes in the US government completely. Will not listen to anyone who tries to tell him they are wrong. Has the deepest respect for government officials. (Common, Total)
15 Psychological Limitation: Protective of innocents (Common, Strong)
10 Psychological Limitation: Star struck, tends to get fascinated with celebrities and figures from popular culture. (Uncommon, Strong)
15 Social Limitation: Secret ID (Frequently, Major)
10 Vulnerability: 2 x STUN Gas or suffocation (ie breathing) based attacks (Uncommon)
10 Vulnerability: 2 x STUN Poison or metabolized attacks (Uncommon)
125 Total Disadvantages Cost

 Turbofist Eric Weaver 
Height: 5' 3" Hair: Dark Brown
Weight: 139 lbs Eyes: Brown
A small framed, short, and wiry young asian of Vietnamese descent, with some French ancestry showing thru via a full head of dark brown hair and warm brown eyes filled with enthusiasm. As Turbofist he wears a red costume with white stripes down the sides and white arms.
Born and raised in the US, Manh is fascinated by the careers of costumed super heroes and a bit 'star struck' despite his fathers' intense 'no-nonsense' influence. Turbofist is primarily motivated by a naive seeming desire to do the "Right Thing!", and is still excited by the "gee-whiz" factor of being an actual costumed hero.

He still can't quite believe that he was accepted into the Millennial Men, and looks up to most of his teammates; particularly John Wrath, War Man, and Rook. He is determined to make a positive difference in the world with his powers and even though he doesn't always make the smartest move, no one can ever accuse him of just standing around or failing to take action!
"Wow! I've heard of you, but...I never thought I'd really meet you! Can I have your autograph?"

"Well, yeah he's kind of grumpy, but people who work for the government like him are under extreme pressure! I'm sure he had a good reason for what he did." (referring to John Wrath)
Turbofist has a potent ability to vibrate the molocules of his body, which grants him several significant abilities. Paramount among them is an ability to run and move quickly, generate a force field by vibrating the air around his body, and to "slip out of phase" with the normal universe which both makes him very difficult to see from a distance and also allows him to move through solid objects.

One of the things that makes Turbofist particularly impressive is his ability to affect the physical world while out of phase, though it does tire him greatly. This makes him a very dangerous hand to hand opponent even before you factor in his impressive and comprehensively strike oriented martial arts mastery.

In combination his Vibration powers and Martial Arts are a pairing that few foes can afford to ignore lightly.

Recently Turbofist has been learning that his ability of slipping out of phase can be taken even further, and he can seemingly even slip out of phase with time itself, taking actions so fast that everyone else is practically standing still. His abilities in this direction are still rudimentary, but promising.

 Turbofist Eric Weaver 
Manh Quynh is a good kid, raised to have an ingrained sense of honor, integrity, and an innate sense of right and wrong by his father Nguyen, who was a veteran of the Vietnamese Marine Corp that immigrated to the US in the final days after the fall of Saigon. Placed in Detroit along with many other Vietnamese refugees, Nguyen worked hard and eventually saved enough money to start a convenience store franchise in North Detroit, off of the 96 west. Ngyuen took a young wife in his 40's and she bore him Quynh in their second year of marriage, but she was killed when Quynh was not quite four along with many others when Dr. Destroyer destroyed Millennium City.

Ngyuen was a good father and made many sacrifices to ensure that his motherless son would have all that he could provide for him, but he raised him the only way he knew how with regimented discipline; in some ways Quynh grew up almost as if he were a marine recruit! But where other children might have been belligerent or resentful, Quynh thrived. He especially loved the physical training and exercises his father drilled him in, and when he was old enough he was ecstatic when his father began training him in the art of Vovinam Viet Vo Dao, a Vietnamese martial art.

Quynh was always extremely agile, and his father's training drills had put lean but wiry muscles on his small frame. Over the years his father drilled him and by age sixteen Quynh was judged to be a master, known as a 'Vo Sinh', by a panel of masters in the Vietnamese community of Detroit. Quynh also was a dutiful son and helped his father run the store, their sole source of income, but Ngyuen was insistent that Quynh pursue his education and make a better life for himself.

The only thing father and son did not see eye to eye on was Quynh's youthful fascination with superheroes and all things related to them. Ngyuen fully supported heroic supers and was pro-supers but on the other hand he is an imminently practical man and believed his son's fascination with them to be an unproductive fantasy that would ultimately only lead him to dissapointment.

Thus they were both surprised when Quynh discovered his mutant vibrational based speedster powers when he was jumped by a tong-affiliated street gang on the way home from an afterschool SAT tutoring session a few months ago. Quynh was using his mastery of martial arts to protect himself when one of the gang members got him from behind and hit him in the back of the head. Quynh went down in a heap and as his assailants kicked and wailed on him he felt as if the force of their blows was shaking his very skeleton and soon the blows felt distant...insubstantial even.

Of course, his mutant ability had kicked in and protected him by vibrating his molocules until he phased out of synch with the normal world. The attackers quickly realized something wasnt right and their morale began to break as their attack halted. Quynh sensed his opportunity and regained his feet, taking the fight to them again. Moving as if in a blur, with a buzzing sound in his ears that he just couldn't shake, he proceeded to easily thrash his attackers, moving like the wind and striking with bone-jarring force.

Returning home, Quynh told his father of his encounter immediately and together they puzzled out the general nature of his abilities. Put off at first, Ngyuen quickly adapted and made the best of the situation. He developed all new training routines to help his son learn to fully control his powers so that he would not accidentally hurt himself or others, or manifest his powers publically and thus reveal himself to those that might take advantage of him. Ngyuen also managed to develop new techniques by trial and error to help Quynh integrate his vibrational abilities with his martial arts.

Finally after several months of intense training Quynh finished high school and scored in the high 1100's on his SAT's. With his good grades and test scores, Quynh had several leads to small colleges where he could get enough scholarships to make a go at it, but he had one thing on his mind: to realize his life long dream of being a superhero himself and taking the fight to criminals like Dr. Destroyer that would kill or harm innocents for their own ends.

They had what amounted for them to a huge argument with his father about it (which is to say they traded a couple of sentences over the matter and then carefully avoided the subject for a week), but then one night Ngyuen came down to the basement storage room under the store where Quynh trained and just when Quynh thought he was going to get a final talking to on the matter his father surprised him with a box that contained a professionally made uniform his father had ordered for him from New York City!

And there was more; Nguyen told his son that one of his wayward female cousins had gone missing in the city, and with a series of murders of young women occuring around Millennium City the family feared the worst. The last place she was seen was leaving the club called "DJ's" near downtown; Nguyen charged his son to be careful, but to look into it while maintaining the secret of his identity. Choked up by his father's gesture Quynh promised that he would and set out for the city proper.

Arriving at DJ's he got into a quick tussle with the ambiguous superhuman known as Rook over a case of mistaken intent, but that mess was quickly sorted out and Quynh soon found himself working in the august company of none other than the Millennial Men! Calling himself "Turbofist" Quynh soon proved himself to be a valuable and welcome addition to the team, and earning the respect of his comrades despite their reservations about his age. After a lengthy adventure, at the end of which Quynh rescued his cousin and returned her safely to their family, the team's leader War-Man offered Turbofist a slot on the team so long as he promised to get sanctioned with PRIMUS!

And so the enthusiastic young super's career as Turbofist was born....

Recently Turbofist has been spending a good deal of time training and fighting crime under the mentorship of John Wrath. The two spar a lot, which has helped Turbofist hone his martial arts a bit, but for the most part the main benefit he gains is the imparted wisdom and experience of the crusty old warhorse and the greater confidence instilled in Turbofist by the experienced veteran's approval
Character created with Hero Designer (version 2006053109)