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War-Man
Char  Total  Base  Cost  Roll  Notes 
STR 10/30 10 0 11- / 15-   HTH Damage 2d6/6d6 END [0]
DEX 13/30 10 6 12- / 15-  
CON 10/30 10 0 11- / 15-  
INT 13/20 10 3 12- / 13-   PER Roll 14-/15-
EGO 20 10 10 13-  
PRE 15/20 10 5 12- / 13-   PRE Attack: 3d6 / 4d6
           
OCV 3 3 0
DCV 3 3 0
OMCV 0 3 -9
DMCV 9 3 18
SPD 3/5 2.0 10 Phases: 4, 8, 12/3, 5, 8, 10, 12
           
PD 3/20 2 1 3/20 PD (3/20 rPD)
ED 3/20 2 1 3/20 ED (3/20 rED)
REC 4/15 4 0
END 20/90 20 0
BODY 10/20 10 0
STUN 20/60 20 0
           
Running 15m 12 3
Swimming 4m 4 0
Leaping 4m 4 0 48 Total Characteristics Points
Pose
COMPLICATIONS
Cost  Complication
10 Distinctive Features: Big Robot (as War-Man) (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
15 Physical Limitation: Noisy Movement As War-Man (Frequently; Slightly Impairing)
20 Psychological Limitation: Code of the Hero (Very Common; Strong)
10 Social Complication: Thomas is homeless Infrequently, Major
20 Susceptibility: Electromagnetic Fields 2d6 damage per Phase (Uncommon)
75 Total Complications Cost
EXPERIENCE POINTS
Base Complications XP Total
500 75 450 950

War-Man
SKILLS
Cost  Name
Thomas, all slots Only In Alternate Identity (Thomas; -1/4)
2 1) Charm 12- (13-) (3 Active Points)
2 2) Concealment 12- (13-) (3 Active Points)
2 3) Conversation 12- (13-) (3 Active Points)
4 4) PS: Trumpeteer \ Street Musician (5 Active Points) 14- (15-)
4 5) Streetwise 13- (14-) (5 Active Points)
2 6) Survival (Urban) 12- (13-)
2 7) Stealth 12- (15-) (3 Active Points)
War-Man, all slots Only In Alternate Identity (War-Man; -1/4)
2 1) Federal Criminal Law : KS (3 Active Points) 12- (13-)
2 2) Federal Criminal Procedure : KS 11-
2 3) Analyze: Data 12- (13-) (3 Active Points)
5 4) KS: Superhero World (6 Active Points) 15- (16-)
7 5) Tactics 15- (16-) (9 Active Points)
6 6) Teamwork 14- (17-) (7 Active Points)
42 Total Skills Cost
PERKS
Cost  Name
Thomas
6 1) Street People : Contact (Street People) (Contact limited by identity (Secret ID)), Organization Contact (x3) (6 Active Points) 12-
War-Man
3 1) Cop buddy : Contact (Millennium City Police Officer Pat O'Reilly) (Contact has access to major institutions, Contact has useful Skills or resources, Contact limited by identity (War-Man)) 11-
6 2) PRIMUS Sanctioned : Fringe Benefit: Federal/National Police Powers, Free Robot, Security Clearance (PRIMUS GENSER) (7 Active Points); Only In Alternate Identity (War-Man; -1/4)
24 3) Well Known : Contacts (Superheroes Around The World (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Contact limited by identity (War-Man), Good relationship with Contact), Organization Contact (x3) (24 Active Points) 12-
5 4) Well Regarded : Positive Reputation: Paragon Of Heroic Virtues (A large group) 14-, +2/+2d6 (6 Active Points); Only In Alternate Identity (War-Man; -1/4)
44 Total Perks Cost
TALENTS
Cost  Name
3 Absolute Range Sense
3 Absolute Time Sense
3 Ambidexterity (no Off Hand penalty)
3 Bump Of Direction
3 Lightning Calculator
3 Lightsleep
3 Perfect Pitch
6 Speed Reading (x100)
20 Universal Translator 12-/13-
47 Total Talents Cost

War-Man
Robotic Form, all slots Only In Alternate Identity (War-Man; -1/4)
72   1)   Weapons Array Blast 18d6 (90 Active Points) 9
108   2)   Calculated Adjustments Variable Advantage (+1/2 Advantages; +1) for up to 90 Active Points of Blast, Reduced Endurance (0 END; +1/2) (135 Active Points) 0
28   3)   Boot Thrusters Flight 20m, Reduced Endurance (1/2 END; +1/4), Variable Advantage (+1/4 Advantages; Limited Group of Advantages (0 END, Combat Accel / Decel, Usable Underwater, No Turn Mode); +1/2) (35 Active Points) 1
28   4)   Calculated Flight Plan MegaScale (1m = 1 km; +1) for up to 35 Active Points of Flight (35 Active Points) 3
14   5)   Targeting Systems Penalty Skill Levels: +6 vs. Range Modifier with all attacks (18 Active Points)
11   6)   Energy Reserves +70 END (14 Active Points)
4   7)   Big Hulking Metal Guy +5 PRE (5 Active Points)
6   8)   Computerized Brain +7 INT (7 Active Points)
8   9)   Durable +10 BODY (10 Active Points)
16   10)   Durable +40 STUN (20 Active Points)
8   11)   Machine-like Mind Mental Defense (10 points total) (10 Active Points) 0
24   12)   Machine-like Strength +20 STR, Reduced Endurance (0 END; +1/2) (30 Active Points)
16   13)   Painless +20 CON (20 Active Points)
25   14)   Space Age Metals +17 ED, Hardened (+1/4), Resistant (+1/2) (32 Active Points) (Modifiers affect Base Characteristic)
25   15)   Space Age Metals +17 PD, Hardened (+1/4), Resistant (+1/2) (32 Active Points) (Modifiers affect Base Characteristic)
9   16)   Turbo Charged +11 REC (11 Active Points)
96   17)   Wired Reflexes +12 with All Combat (120 Active Points)
27   18)   Wired Reflexes +17 DEX (34 Active Points)
16   19)   Wired Reflexes +2 SPD (20 Active Points)
2   20)   Heavy Knockback Resistance -3m (3 Active Points) 0
7   21)   Determined +30 STUN (15 Active Points); Only Usable In Hopeless Situations (-1)
9   22)   Motivated +2 SPD (20 Active Points); Only Usable In Hopeless Situations (-1)
9   23)   Perserverance +20 REC (20 Active Points); Only Usable In Hopeless Situations (-1)
36   24)   Inspirational Aid STUN 5d6, Trigger (Activating the Trigger is an Action that takes no time, Trigger requires a Turn or more to reset, Character does not control activation of personal Trigger; When "Only In Hopeless Situations" Abilities Become Available; +1/4), Reduced Endurance (0 END; +1/2), Area Of Effect (16m Radius; +3/4), Selective (+1/4) (82 Active Points); Only Usable In Hopeless Situations (-1) 0
Technoorganic Tricks Variable Power Pool (Tech), 30 base + 60 control cost, No Skill Roll Required (+1) (90 Active Points); Extra Time To Assimilate New Power (Determined By GM On A Case By Case Basis; -1/2), Concentration (1/2 DCV; When Adding New Power; -1/4); all slots Only In Alternate Identity (War-Man; -1/4)
60 Variable Power Pool (Tech), 30 base + 60 control cost, No Skill Roll Required (+1) (90 Active Points); Extra Time To Assimilate New Power (Determined By GM On A Case By Case Basis; -1/2), Concentration (1/2 DCV; When Adding New Power; -1/4); all slots Only In Alternate Identity (War-Man; -1/4)
Notes: See notes in MAN MACHINE HYBRID section
Both Forms
5   1)   Tireless Reduced Endurance (0 END; +1/2) (5 Active Points) applied to STR
1   2)   Tireless Reduced Endurance (0 END; +1/2) (1 Active Points) applied to Leaping
1   3)   Tireless Reduced Endurance (0 END; +1/2) (1 Active Points) applied to Swimming
7   4)   Tireless Reduced Endurance (0 END; +1/2) (7 Active Points) applied to Running
6   5)   Sensor Enhancements +2 PER with all Sense Groups 0
5   6)   Infrared Sensors Infrared Perception (Sight Group) 0
20   7)   On Board Comms Radio Perception/Transmission (Radio Group), Concealed (-10 with Radio Perception/Transmission PER Rolls) 0
3   8)   Memory Banks Eidetic Memory (5 Active Points); Only To Record/Store Digital Media (-1/2)
25   9)   Playback Usable Simultaneously (up to 8 people at once; +1) for up to 25 Active Points of On Board Comms & Eidetic Memory, Reduced Endurance (0 END; +1/2) (37 Active Points); Extra Time (Full Phase, -1/2) 0
32   10)   Internal Control Systems Life Support (Eating Character only has to eat once per week; Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; Longevity 200 Years; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping Character only has to sleep 8 hours per week) 0
769 Total Powers Cost

War-Man
APPEARANCE
Height:   7' 0" Hair:  None
Weight:  400 lbs Eyes:  Glowing White
In human form, Thomas is an unassuming 5'9" 150 lbs young man, with auburn hair, blue eyes, freckled skin, and a shy smile. In hero form, War-Man is a hulking 7-foot tall armored robot with glowing white eyes and rudimentary facial features that clanks when it moves around.
BACKGROUND
Thomas O'Malley was born and raised in Chicago to a long line of Irish cops. One great-uncle was a member of the Untouchables, various uncles, cousins, and second cousins hold positions ranging from beat cop to district chief. His father and older brother were both shot in the line of duty. All Thomas wanted to do with his life was to follow in his families footsteps, and become a police officer as well.

During high school Thomas took part in the Sheriff's Explorers program in addition to his other passion, the marching band, and was all lined up to transition smoothly into the Police Academy after high school. He aced the entrance exam, but out of nowhere failed the physical due to a heart murmur he hadn't even known he had. Devastated, Thomas left the Academy and slowly wandered the streets in a daze. Fate seemed to have a different plan for young Thomas than being a police officer however, for as he drifted down a deserted alley in his stupor he was blinded by a very bright flash of light and felt an incredible, searing pain that dropped him to his knees and then into unconsciousness. As he faded to black, Thomas thought he was having a heart attack; "Guess I really do have a heart problem..." was his last thought.

Unbeknownst to Thomas, across the city a squad of Dr. Destroyer's wardroids were embroiled in a battle with some superheroes. One of the wardroids sustained significant damage to its systems and core programming which caused it to randomly teleport away in the middle of the fight. It happened to teleport directly interposed with Thomas. It should have just destroyed them both, but by some strange twist of fate they were merged into a new composite being.

The entity once known as Thomas came online again many hours later. As sensory information was processed the entity observed that they perceived the world differently now than before, in much greater clarity and across a greatly expanded wavelength. It could also 'hear' radio transmissions which was disorienting. Looking down at its arms, the skin was metallic; its fingertips were shaped like nozzles and sealed by something like an iris. When the entity moved, it felt tremendously powerful and coordinated. In fact its reaction time was so accelerated, the world seemed to be moving at half speed. The sounds that had 'woken' it up continued, off to the side. Turning in that direction with clanking metallic sounds, the entity observed three young thugs attempting to sexually assault a woman behind the shelter of a dumpster further down the alley.

Moving with an alarming quickness, the entity crossed the intervening distance in an eye blink and set into the villainous scum from behind. The first was grabbed by the back of the shirt and thrown backwards across the alley into a wall, the second was struck across the face as they turned to confront the entity. The third thug pulled a gun, and with preprogrammed precision the entity fired a green bolt of energy from the fingertips of its right hand, striking the gunman squarely and propelling him backwards into the side of the dumpster. The three would-be rapists were unconscious, less than 9 seconds had elapsed according to the entity's internal clock.

The victim, a young woman dressed for an evening of clubbing, whimpered and seemed more afraid of the entity than of the rapists. The entity was possessed of a desire to calm the victim, and felt a strange transformation occur, seeming to shrink and lose capability. Within a few seconds, Thomas was returned to the world, though he somehow knew in the back of his mind that he was not precisely the same as he was before. His senses in particular were enhanced and he could still seem to 'hear' radio frequencies unless he deliberately tuned them out.

The girl calmed down a little once Thomas looked like a normal, nonthreatening person again. He was able to get her to let him escort her to a nearby hospital. Thomas wanted to call 911 and have the cops come arrest the thugs he had taken out, but he did not because he had no idea how explain a situation he didn't understand himself and he was worried that it would potentially embarrass his family members on the force. He wasn't thinking very clearly. He needed time to process.

Thomas spent the rest of the evening sitting in a park, deep in thought. He discovered that if he willed it, he could change back and forth between his own form and that of a much larger robotic form. He did not know why or how, but he did seem to think more clearly in the robotic form. After much soul searching and deliberation, Thomas decided that he had to get out of Chicago. There were too many people who knew him, most of whom were police, and there was no way he could keep something like this secret for long. He needed some distance until he got it figured out. Before he could lose his nerve, he walked down to the bus station and bought a ticket on the first bus leaving town. It happened to be going to Millennium City.

Bumming around Millennium City with just the pocket change he had on him, Thomas found shelter at a halfway house in South Dearborn run by Father Paul Tremain, a friendly older priest. Thomas started to get his life in order; eventually he managed to get a trumpet from a pawn shop and started applying his only real job skill, playing the trumpet by day in downtown Millennium City, parks, or on trains busking for sympathy cash.

In the evenings he'd retreat to a run down industrial area in Dearborn with some abandonned warehouses, where he'd change form and try to figure out what his other form was capable of. Eventually, Thomas felt confident enough to try his hand at fighting street crime by night, protecting the homeless and the downtrodden of Dearborn. Stories of the 7-foot tall robot flying around blasting street criminals was picked up by the press, one of them splashed a headline "WAR-MAN TERRORIZES STREET CRIME" on a page 2 story, and the name War-Man stuck.

Soon thereafter, War-Man encountered several other heroes and was recruited to join up to form the new superteam known as the Millennial Men. War-Man became PRIMUS sanctioned and made a name for itself, gaining respect and recognition. Soon War-Man was informally regarded as the leader of the team and not much longer after the other members of the Millennial Men formalized it and made it official. Over the years since then the team's roster has had a lot of changes as old members left, new members joined, old members returned, and so on. But War-Man has been the constant unflagging throughline, providing continuity and leadership, mentoring young heroes, competently accommodating and managing harder to get along with heroes, and increasing the stature of the Millennial Men in the superhero world to be considered to be among the most powerful and capable teams currently active. In particular, he's a favorite of PRIMUS and often participates in outreach efforts and has been called upon to assist PRIMUS with various difficulties on numerous occasions.
PERSONALITY
Thomas is a noble soul with a boy scout mentality, an idealist and a romantic. That consciousness was inadvertantly merged with the consciousness of a battle bot programmed for hyper-efficient tactical precision. The result is a suprisingly effective battlefield commander, team leader, and paragon of heroic virtues. The "good guy" essense of Thomas paired with the coldly efficient combat computer of the battle bot makes War-Man one of the most effective team leaders and field commanders to be found among the current crop of superhero teams, which is why PRIMUS has repeatedly called on War-Man and its team to assist them with difficult problems over the years.
QUOTE
"Rook, take the leader. Wrath, covering fire. Scything, flank right. Alliage, neutralize their caster. Turbofist, thin their numbers."
TACTICS AND COMBAT NOTES
War-Man has a strange intertwined exisitance of man and machine. Both living and not living, War-Man is a unique technoorganic entity, able to assume a 7-foot tall robotic form at will, which grants phenomenal physical ability, flight via boot thrusters, and the projection of powerful force-based energy attacks.

Additionally, War-Man has other open-ended capabilities due to its technoorganic nature. Various sensors, on-board communication systems, computerized thought processes, the ability to record and play back incoming sensory data, and so forth round out this unique entity's capabilities.

The Technoorganic Tricks VPP is used to expand War-Man's capabilities, assimilate external technology, and to deal with technology related obstacles and situations encountered during game play. The amount of time it takes to put a new ability into the VPP is determined by the GM on the fly based upon both the complexity of what is being attempted and the needs of the plot and pacing concerns. In some cases it may be instantaneous, in others a phase or so, and in others minutes or hours. It's typical for War-Man to have one or more specialized "defense matrix" type abilities in the VPP when nothing more pressing is necessary.

Finally, when in truly dire circumstances, War-Man seems to have the heroic ability to tap into hidden reserves of determination to inspire and rally its teammates and keep fighting the good fight.
CAMPAIGN USE
War-Man is a Blaster/Light Brick with a technology theme. More importantly, War-Man is the leader of the Millennial Men of Millennium City and a well known and regarded hero in the superhero community with strong ties to PRIMUS.

War-Man
SPEED CHART DEX 13/30 SPD 3/5 PHASES 12 1 2 3 4 5 6 7 8 9 10 11
DEFENSES
  PD ED MD PowD
NONRESISTANT 3/20 3/20 10 0
RESISTANT 3/20 3/20    
FATIGUE & HEALTH CON 10/30 REC 4/15   
  BODY STUN END
MAXIMUM 10/20 20/60 20/90
CURRENT      
MOVEMENT
Type Total
Run (12m) 15m [30m NC]
Swim (4m) 4m [8m NC]
H. Leap (4m) 4m
V. Leap (2m) 2m
Flight 0m/20m [0m/40m NC]
COMBAT SKILL LEVELS
+12 with All Combat (120 Active Points)
BASE COMBAT VALUES
  OFFENSIVE DEFENSIVE
PHYSICAL 3 3
MENTAL 0 9
HIT LOCATIONS
3d6 Roll Location STUNx N STUN BODYx To Hit rDEF
3 CROWN x5 x2 x2 -8  
4 TEMPLE x5 x2 x2 -8  
5 FACE x5 x2 x2 -8  
6 HANDS x1 x1/2 x1/2 -6  
7 RIGHT ARM x2 x1/2 x1/2 -5  
8 LEFT ARM x2 x1/2 x1/2 -5  
9 SHOULDERS x3 x1 x1 -5  
10 HI CHEST x3 x1 x1 -3  
11 LO CHEST x3 x1 x1 -3  
12 STOMACH x4 x1 1/2 x1 -7  
13 VITALS x4 x1 1/2 x2 -8  
14 THIGHS x2 x1 x1 -4  
15 HI LEGS x2 x1/2 x1/2 -6  
16 MID LEGS x2 x1/2 x1/2 -6  
17 LO LEGS x1 x1/2 x1/2 -8  
18 FEET x1 x1/2 x1/2 -8  
RANGE MODIFIERS  
Range (m) 0-8 9-16 17-32 33-64 65-125 126-250
RMOD 0 -2 -4 -6 -8 -10

COMBAT MANEUVERS
Cost  Maneuver  Phase  OCV  DCV  Effect 
0 Block 1/2 +0 +0 Block, abort
0 Brace 0 +2 1/2 +2 vs. Range Mod.
0 Called Shot: Head 0 -4 - 1d6+3 (Head to Shoulders)
0 Called Shot: High 0 -2 - 2d6+1 (Head to Vitals)
0 Called Shot: Body 0 -1 - 2d6+4 (Hands to Legs)
0 Called Shot: Low 0 -2 - 2d6+6 (Shoulders to Feet)
0 Called Shot: Leg 0 -4 - 1d6+12 (Vitals to Feet)
0 Disarm 1/2 -2 +0 Can disarm
0 Dodge 1/2 -- +3 Abort, vs. all attacks
0 Grab 1/2 -1 -2 Grab two limbs
0 Grab By 1/2 -3 -4 Move and Grab; +(v/10) to STR
0 Haymaker 1/2* +0 -5 +4 DCs to attack
0 Move By 1/2 -2 -2 STR/2 + v/10; you take 1/3
0 Move Through 1/2 -v/10 -3 STR + v/6, you take 1/2 or full
0 Multiple Attack 1 var 1/2 Attack multiple times
0 Presense Attack 0 +0 +0 3d6/4d6 +/- modifiers
0 Set 1 +1 +0 Ranged Attacks only
0 Shove 1/2 -1 -1 Push 1m per 5 STR
0 Strike 1/2 +0 +0 STR or weapon
0 Throw 1/2 +0 +0 Throw w/ STR dmg
0 Trip 1/2 -1 -2 Target Falls
0 Total Cost of Fighting Skills

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