Neuro  
CHARACTERISTICS
Val Char Base Points Total Roll Notes
10 STR 10 0 10 11- HTH Damage 2d6 END [1]
18 DEX 10 24 18 13- OCV 6 DCV 6
18 CON 10 16 18 13-
10 BODY 10 0 10 11-
13 INT 10 3 13 12- PER Roll 12-
14 EGO 10 8 14 12- ECV: 5
15 PRE 10 5 15 12- PRE Attack: 3d6
12 COM 10 1 12 11-
5 PD 2 3 5/25 5/25 PD (0/20 rPD)
5 ED 4 1 5/25 5/25 ED (0/20 rED)
4 SPD 2.8 12 4 Phases: 3, 6, 9, 12
6 REC 6 0 6
36 END 36 0 36
30 STUN 24 6 30
10" Running 6 8 10"
1" Swimming 2 -1 1"
4"/2"" Leaping 2 2 4" 88 Total Characteristics Points
POSE
MOVEMENT
Type Total
Run (6) 10" [20" NC]
Swim (2) 1" [2" NC]
H. Leap (2") 4"
V. Leap (1") 2"
EXPERIENCE POINTS
Total earned: 0
Spent: 0
Unspent: 0
Base Points: 200
Disad Points: 120
Total Points: 320
APPEARANCE
Hair Color:  Brown
Eye Color:  Brown
Height:  6' 2"
Weight:  192 lbs
Description:
Allisande is a moderately attractive, very fit young black man. When he's on the track he wears appropriate running clothes, otherwise he dresses conservitively for his age in nice slacks, collared shirts, and comfortable sports-oxfords. He carriers himself well and presents a polite but self contained exterior.

As Neuro he wears a dark purple and white tight fighting costume with a jacket and a full head mask. He's not entirely happy with how it turned out (it looked better in the online modeling tool at HeroThreads.com). It's a little too over the top for his tastes, but he lacks the funds to replace it yet so he makes do until he can get another one.

 Neuro  
DEFENSES
Type Amount Notes
Physical Defense 5/25 Current BODY:
Res. Phys. Defense 0/20 (10)
Energy Defense 5/25 Current END:
Res. Energy Defense 0/20 (36)
Mental Defense 0 Current STUN:
Power Defense 20 (30)
STUNTS & FIGHTING STYLE
Damage Shield Blaster
COMBAT INFORMATION
OCV: 6 DCV: 6
Combat Skill Levels:
+1 Overall
COMBAT MANEUVERS
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
COMBAT MODIFIERS
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10

 Neuro  
SUPERPOWERS!
Cost  Power END
30 Neuro Energy Endurance Reserve (100 END, 20 REC) (30 Active Points) 0
Neuro Field Elemental Control
36 Elemental Control, 72-point powers
31   1)   Neuro Blast:  EB 6d6 (vs. AVLD), AVLD (Power Defense; +1 1/2) (75 Active Points); Only vs. Organics (-1/4) (uses END Reserve) 7
39   2)   Neuro Force Field:  FF (20 PD/20 ED/20 Power Defense), Costs END Only To Activate (+1/4) (75 Active Points) (uses END Reserve) 6
29   3)   Neuro Field (Base Effect):  EB 3d6 (vs. AVLD), Reduced Endurance (0 END; +1/2), Damage Shield (Offensive; +3/4), Continuous (+1), AVLD (Power Defense; +1 1/2) (71 Active Points); Only vs. Organics (-1/4) 0
Neuro Field (Variable Effect)
Notes: Roll one Activation for all four slots; the roll indicates which ones activate. I.e., a roll of 3-8 = all four, 9-10 = three, 11-12 = two, 13-14 = one, 15+ = zero.
11   1)   EB + 1d6 (vs. AVLD), Costs END Only To Activate (+1/4), Damage Shield (Offensive; +3/4), Continuous (+1), AVLD (Power Defense; +1 1/2) (22 Active Points); Activation 14- (-1/2), Only vs. Organics (-1/4), Drained As If In Elemental Control (-1/4) (uses END Reserve) 2
10   2)   EB + 1d6 (vs. AVLD), Costs END Only To Activate (+1/4), Damage Shield (Offensive; +3/4), Continuous (+1), AVLD (Power Defense; +1 1/2) (22 Active Points); Activation 12- (-3/4), Only vs. Organics (-1/4), Drained As If In Elemental Control (-1/4) (uses END Reserve) 2
8   3)   EB + 1d6 (vs. AVLD), Costs END Only To Activate (+1/4), Damage Shield (Offensive; +3/4), Continuous (+1), AVLD (Power Defense; +1 1/2) (22 Active Points); Activation 10- (-1 1/4), Drained As If In Elemental Control (-1/4), Only vs. Organics (-1/4) (uses END Reserve) 2
6   4)   EB + 1d6 (vs. AVLD), Costs END Only To Activate (+1/4), Damage Shield (Offensive; +3/4), Continuous (+1), AVLD (Power Defense; +1 1/2) (22 Active Points); Activation 8- (-2), Only vs. Organics (-1/4), Drained As If In Elemental Control (-1/4) (uses END Reserve) 2
Track Skills
1   1)   Great Cardio:  LS (Extended Breathing: 1 END per Turn) 0
5   2)   Hurdler:  Leaping 0" (4" forward, 2" upward) (Accurate) (uses Personal END) 1
3   3)   On Your Mark...:  Lightning Reflexes: +3 DEX to act first with Start Running
5   4)   Tireless Runner:  Reduced Endurance (1/2 END; +1/4) (5 Active Points) applied to Running
214 Total Powers Cost

 Neuro  
SKILLS, PERKS, TALENTS
SKILLS
Cost  Name
10 +1 Overall
1 Acrobatics 13- (3 Active Points); Hurdling Only (-1)
3 KS: Track & Field (INT-based) 12-
1 +1 with KS: Track & Field for Michael Johnson Trivia
2 PS: Athlete 11-
17 Total Skills Cost
PERKS
Cost  Name
1 Reputation: Local Hero (Chula Vista) 11-, +1/+1d6
1 Total Perks Cost
SUPERHEROIC CHALLENGES
Cost  Disadvantage
20 DNPC: Grandma 8- (Incompetent; Unaware of character's adventuring career/Secret ID)
5 Hunted: Gangs of Chula Vista 8- (Less Pow, Limited Geographical Area, Group, Harshly Punish)
5 Money: Poor
20 Normal Characteristic Maxima
20 Psych. Lim.: Do The Right Thing! (Very Common, Strong)
15 Psych. Lim.: Extremely Competitive (Common, Strong)
10 Psych. Lim.: Protective & Respectful To The Elderly (Uncommon, Strong)
10 Rivalry: Professional (Track Runners), Rival is As Capable, Rival is a Group, Seek to Outdo, Rival Aware of Rivalry
10 Soc. Lim.: Secret ID (Allisander DeBois) (Occasionally, Major)
5 Unluck: 1d6
120 Total Disadvantages Cost

 Neuro  
APPEARANCE & SHTICK
APPEARANCE
Height: 6' 2" Hair: Brown
Weight: 192 lbs Eyes: Brown
Allisande is a moderately attractive, very fit young black man. When he's on the track he wears appropriate running clothes, otherwise he dresses conservitively for his age in nice slacks, collared shirts, and comfortable sports-oxfords. He carriers himself well and presents a polite but self contained exterior.

As Neuro he wears a dark purple and white tight fighting costume with a jacket and a full head mask. He's not entirely happy with how it turned out (it looked better in the online modeling tool at HeroThreads.com). It's a little too over the top for his tastes, but he lacks the funds to replace it yet so he makes do until he can get another one.
PERSONALITY & MOTIVATION
Allisander is the real deal. He has an honest and well ingrained need to do what is right, and always seeks to set a good example. He is calm, confident, and sure of himself, but not cocky or abrassive. His only real hang up is an intense competitiveness...he always drives himself to excel in all his endeavors.
CATCH PHRASE(S)
"Take a nap!"
POWERS & SPECIAL EFFECTS
Neuro has the ability to manifest an odd energy field that protects him from damage, and causes intense pain (even to the point of unconsciousness) in almost all living creatures that touch it, though it is somewhat erratic in its strength at any given moment (the descending Activation based "Variable Effect" extra dice; roll one Activation to determine which of the extra slots activate each time it is needful). He can also project the aura at range, though this does deplete his energies to a greater extent than direct contact does.

With time and experience perhaps Neuro can extend his abilities to more varied ends.

 Neuro  
ORIGIN
Michael Johnson won the 1989 National Collegiate Athletic Association 200 meter indoor championship; ranked first in the world in the 200 meter and 400 meter sprints in 1990, turned professional in 1990, won the 1991 world championship in 200 meter sprint, won a gold medal as part of 1992 American Olympic 4x400 relay team, won the 1993 world championship in the 400 meter sprint, won the 1995 world championships in 200 meter and 400 meter sprints, was the first man to win both the 200 and 400 meter golds in the 1996 Olympic gold and did so by shattering the world speed record in the 200 yard dash. He's an ambassador for the sport of Track & Field and a role model for children every where...

In other words a real American hero.

And Allisander Debois knows this with absolute certainty and conviction. He can recite all of Johnson's victories, track times, and salient details by rote. His strongest memory is watching Michael race and win in the 1996 Olympics when he was 9, and it became the catalyst for his own passion for Track & Field. Not only did he idolize Johnson, he also followed in his footsteps and trained intensely to become a skilled runner and hurdler with a dedication unusual to a boy his age. By the time Allisander was in high school he was an accomplished runner and hurdler, one of the best in is age group anywhere along the west coast, competing at the highest levels.

Allisander's success and confidence was a comfort to his grandmother and guardian Esther, who raised the boy on a set income in Chula Vista (San Diego) from toddlerhood after his father, mother, and younger brother were all killed in an accident driving through the Arizona desert on a summer road trip; their car was found crashed in a ditch in the middle of empty desert and freeway with Allisander the only survivor. It looked like nothing more than a random road tragedy except for the inexplicable fact that all the paint on the car had been burned off, the glass melted, all the engine liquids including the gas were evaporated, and the bodies of Allisander's family were charred and blackened. Tests were run, the matter was investigated, but no explanation was ever found or tendered. For his part Allisander appeared to be none the worse for wear other than the understandable emotional turmoil of having been suddenly orphaned. Unable to speak intelligibly yet, he wasn't even able to provide any explanation of what had transpired.

After graduating high school Allisander had his pick of scholarships across the nation, but chose UCSD so that he could stay close to his aging grandmother, and proceeded to tear up the track for the Tritons. Then one fateful night Allisander was out on a light run through the neighborhood and had to take a detour around some road construction that led him into a gang infested project. A gang of thugs decided to take exception to some outsider running through their neighborhood wearing the wrong colors and jumped him. The somewhat sheltered Allisander had never been in a physical confrontation like this before, and was terrified. He likely would have been badly beaten or even killed, but as the punks rushed him something odd happened; a purplish hazy aura sprang out around Allisander's body that not only protected him from harm, but seemed to cause the thugs that came into contact with it intense pain. They all fell to the ground at Allisander's feet save for one who had held back, who turned and ran for help after seeing his comrades fall like flies. Allisander instinctively pointed and projected a thin ray from his aura into the fleeing gang member's back, knocking him out cold.

Allisander was confused, but beat feet out of there. After the fear passed the aura subsided, but over the next few weeks Allisander practiced in private and was able to learn how to turn it on and off at will by applying the same dogged determination with which he pursued running. However with incontrovertible proof of his own superhuman abilities Allisander felt himself faced with a real dilemma...his lifelong drive to be a top runner vs his deep seated desire to be a role model and to do the Right Thing.

After great deliberation Allisander decided that he must put his dreams of being a famous runner aside and focus himself on fighting crime and protecting innocents, which is a far more important calling. Faking an injury to explain away no longer competing and purchasing a costume via mail order by way of a P.O. Box, he soon proceeded to put his plan into action in the evening after his courses by cleaning up nearby street gang crime, moving outward in an ever widening circuit from his grandmothers home in Chula Vista. The new hero called Neuro has made some good strides at busting up punks and criminal gangs, and has begun to develop a name for himself in the neighborhood. A few successful months later he's confident in his abilities to take on a powered opponent when the opportunity presents itself.
Character created with Hero Designer (version 2006111006)