Prefab  
CHARACTERISTICS
Val Char Base Points Total Roll Notes
15 STR 10 5 15 12- HTH Damage 3d6 END [1]
11 DEX 10 3 11 11- OCV 4 DCV 4
15 CON 10 10 15 12-
13 BODY 10 6 13 12-
20 INT 10 10 20 13- PER Roll 13-/15-
14 EGO 10 8 14 12- ECV: 5
10 PRE 10 0 10 11- PRE Attack: 2d6
8 COM 10 -1 8 11-
5 PD 3 2 5/20 5/20 PD (0/15 rPD)
5 ED 3 2 5/20 5/20 ED (0/15 rED)
3 SPD 2.1 9 3 Phases: 4, 8, 12
6 REC 6 0 6
30 END 30 0 30
30 STUN 29 1 30
5" Running 6 -2 5"
2" Swimming 2 0 2"
2"/1"" Leaping 3 -1 2" 52 Total Characteristics Points
POSE
MOVEMENT
Type Total
Run (6) 5" [10" NC]
Swim (2) 2" [4" NC]
H. Leap (3") 2"
V. Leap (2") 1"
Swinging 0"/10" [0"/20" NC]
EXPERIENCE POINTS
Total earned: 0
Spent: 0
Unspent: 0
Base Points: 200
Disad Points: 105
Total Points: 305
APPEARANCE
Hair Color:  Black
Eye Color:  Brown
Height:  5' 11"
Weight:  240 lbs
Description:
Alex is an unremarkable looking bearded fat man in his early thirties who dresses in an entirely indifferent fashion in comfortable, baggy, faded black clothing...complete with trenchcoat on all but the very hottest of days, and a ball cap worn backwards. He wears what appear to be very strange glasses and hearing aids, has a big tool belt with various things clipped to it, and carriers a bulky back pack. As Prefab he also carries a high tech but home-made looking gun as well. What you see really is what you get with Prefab.

 Prefab  
DEFENSES
Type Amount Notes
Physical Defense 5/20 Current BODY:
Res. Phys. Defense 0/15 (13)
Energy Defense 5/20 Current END:
Res. Energy Defense 0/15 (30)
Mental Defense 5 Current STUN:
Power Defense 5 (30)
STUNTS & FIGHTING STYLE
Gadgeteer - Blaster
COMBAT INFORMATION
OCV: 4 DCV: 4
Combat Skill Levels:
+2 vs. Focus Modifier with All Attacks (Goggles)
+4 vs. Range Modifier with All Attacks (Goggles)
+4 with Modular Rifle
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

 Prefab  
SUPERPOWERS!
Cost  Power END
Earpieces (OIF: Earpieces)
5   1)   Hearing Group Flash Defense (8 points) (8 Active Points); OIF (Earpieces; -1/2) 0
5   2)   Radio Group Flash Defense (8 points) (8 Active Points); OIF (Earpieces; -1/2) 0
8   3)   Radio Perception/Transmission (Radio Group), Concealed (-2 with Radio Perception/Transmission PER Rolls) (12 Active Points); OIF (Earpieces; -1/2) 0
2   4)   Ultrasonic Perception (Hearing Group) (3 Active Points); OIF (Earpieces; -1/2) 0
Goggles (OIF: Goggles)
3   1)   +2 PER with Sight Group (4 Active Points); OIF (Goggles; -1/2) 0
2   2)   Absolute Range Sense (3 Active Points); OIF (Goggles; -1/2)
2   3)   Absolute Time Sense (3 Active Points); OIF (Goggles; -1/2)
2   4)   Bump Of Direction (3 Active Points); OIF (Goggles; -1/2)
3   5)   IR Perception (Sight Group) (5 Active Points); OIF (Goggles; -1/2) 0
3   6)   Nightvision (5 Active Points); OIF (Goggles; -1/2) 0
4   7)   Penalty Skill Levels: +2 vs. Focus modifiers with All Attacks (6 Active Points); OIF (Goggles; -1/2)
8   8)   Penalty Skill Levels: +4 vs. Range Modifier with All Attacks (12 Active Points); OIF (Goggles; -1/2)
5   9)   Sight Group Flash Defense (8 points) (8 Active Points); OIF (Goggles; -1/2) 0
3   10)   UV Perception (Sight Group) (5 Active Points); OIF (Goggles; -1/2) 0
Trenchcoat (OIF: Trenchcoat)
18   1)   Armored Weave:  Armor (9 PD/9 ED) (27 Active Points); OIF (Trenchcoat; -1/2) 0
1   2)   Concealing:  LoW (-2) for Resistant Defenses (2 Active Points); OIF (Trenchcoat; -1/2) 0
1   3)   Warm:  LS (Safe in Intense Cold) (2 Active Points); OIF (Trenchcoat; -1/2) 0
Misc Gadgets Variable Power Pool
26 Variable Power Pool (Gadget Pool), 20 base + 6 control cost, (30 Active Points); VPP Powers Can Be Changed Only In Lab (-1/2), Slightly Limited Class Of Powers Available (Gadgets; -1/4)
0   1)   Rapid Ascender / Descender:  Swinging 10", No Gravity (+1/2) (15 Active Points); Restricted Path (Up / Down Only; -1), 3 Continuing Charges lasting 1 Turn each (-3/4) Real Cost: 5 [3 cc]
0   2)   Self Protection Field:  FF (5 PD/5 ED/5 Mental Defense/5 Power Defense) (20 Active Points); 1 Continuing Charge lasting 1 Minute (-1) Real Cost: 10 [1 cc]
0   3)   Smoke Grenades:  CE 2" radius, -2 to Sight Group PER Rolls (13 Active Points); 2 Continuing Charges lasting 1 Turn each (-1), Range Based On STR (-1/4), Can Be Missile Deflected (-1/4) Real Cost: 5 [2 cc]
Modular Rifle Variable Power Pool
Notes: Sample Configurations:
85 Variable Power Pool (Gadget Pool), 50 base + 35 control cost, No Penalty on Skill Roll (Inventor) (+1/2), Powers Can Be Changed As A Half-Phase Action (+1/2); all slots Reduced Endurance (0 END; +1/2) (112 Active Points); OIF (Rifle; -1/2), Attacks Only (-1/4)
Notes: Sample Configurations:
0   1)   Atrophying Ray:  Drain STR 3d6, Ranged (+1/2), Delayed Return Rate (points return at the rate of 5 per 5 Minutes; +1/2), Reduced Endurance (0 END; +1/2) (75 Active Points) Real Cost: 75 0
0   2)   Blaster Ray:  EB 10d6 (vs. ED), Reduced Endurance (0 END; +1/2) (75 Active Points) Real Cost: 75 0
0   3)   Dazzler Ray:  Sight Group Flash 10d6, Reduced Endurance (0 END; +1/2) (75 Active Points) Real Cost: 75 0
0   4)   Double Tap Ray:  EB 6d6 (vs. PD), Autofire (2 shots; +1/4), Reduced Endurance (0 END; +1/2), Double Knockback (+3/4) (75 Active Points) Real Cost: 75 0
0   5)   Electrical Disruption Ray:  Dispel Tech Devices 14d6+1, any Tech power one at a time (+1/4), Reduced Endurance (0 END; +1/2) (75 Active Points) Real Cost: 75 0
0   6)   Electrified Distortion Field Ray:  Darkness to Sight and Radio Groups 2" radius, Ranged (+1/2), Reduced Endurance (0 END; +1/2), UAA (+1) (75 Active Points) Real Cost: 75 0
0   7)   Englobing Ray:  FW (8 PD/8 ED; 2" long and 1" tall), Hardened (+1/4), Reduced Endurance (0 END; +1/2) (73 Active Points); Attack Only (-1/2) Real Cost: 49 0
0   8)   Explosion Ray:  EB 7d6+1 (vs. ED), Explosion (+1/2), Reduced Endurance (0 END; +1/2) (74 Active Points) Real Cost: 74 0
0   9)   Grow Ray:  Growth (+20 STR, +4 BODY, +4 STUN, -4" KB, 1,742 kg, -2 DCV, +2 PER Rolls to perceive character, 4.5 m tall, 2.3 m wide), Uncontrolled (+1/2), Ranged (+1/2), Reduced Endurance (0 END; +1/2), UAA (Power Defense; +1) (70 Active Points) Real Cost: 70 0
0   10)   Lifeforce Catalyzer Ray:  Healing Simplified 3 1/2d6, Ranged (+1/2), Reduced Endurance (0 END; +1/2) (70 Active Points) Real Cost: 70 0
0   11)   Lifeforce Tranference Ray:  Transfer 2d6 (STUN to STUN), UBO (+1/4), Delayed Return Rate (Points Lost) (points return at the rate of 5 per Minute; +1/4), Ranged (+1/2), Reduced Endurance (0 END; +1/2) (75 Active Points) Real Cost: 75 0
0   12)   Mutant Suppression Ray:  Suppress Mutant Powers 4d6, all Mutant powers simultaneously (+2), Reduced Endurance (0 END; +1/2) (70 Active Points) Real Cost: 70 0
0   13)   Napalm Spray:  RKA 1d6 (vs. ED), Explosion (Cone; -1 DC/2"; +1/2), Uncontrolled (+1/2), Sticky (+1/2), Reduced Endurance (0 END; +1/2), Continuous (+1), Penetrating (x2; +1) (75 Active Points); No Range (-1/2) Real Cost: 50 0
0   14)   Pain Ray:  RKA 2d6 (vs. PD), Penetrating (+1/2), +2 Increased STUN Multiplier (+1/2), Reduced Endurance (0 END; +1/2) (75 Active Points) Real Cost: 75 0
0   15)   Particle Ray:  RKA 3d6+1 (vs. PD), Reduced Endurance (0 END; +1/2) (75 Active Points) Real Cost: 75 0
0   16)   Psychotropic Ray:  EB 5d6 (vs. ED), Reduced Endurance (0 END; +1/2), AVLD (Mental Defense; +1 1/2) (75 Active Points) Real Cost: 75 0
0   17)   Radii Ray:  EB 6d6 (vs. ED), Reduced Endurance (0 END; +1/2), AOE (5" Radius; +1) (75 Active Points) Real Cost: 75 0
0   18)   Rapid Fire Ray:  EB 8 1/2d6 (vs. ED), Autofire (3 shots; +1/4), Reduced Endurance (0 END; +1/2) (75 Active Points) Real Cost: 75 0
0   19)   Shrink Ray:  Shrinking (0.4509 m tall, 1.701 kg mass, -4 PER Rolls to perceive character, +4 DCV, takes +6" KB), Uncontrolled (+1/2), Ranged (+1/2), Reduced Endurance (0 END; +1/2), UAA (Power Defense; +1) (70 Active Points) Real Cost: 70 0
0   20)   Tesla Cage Ray:  Entangle 4d6, 4 DEF, Takes No Damage From Attacks Limited Group (Physical; +1/4), Reduced Endurance (0 END; +1/2) (70 Active Points) Real Cost: 70 0
186 Total Powers Cost

 Prefab  
SKILLS, PERKS, TALENTS
SKILLS
Cost  Name
0 +2 vs. Focus Modifier with All Attacks (Goggles)
0 +4 vs. Range Modifier with All Attacks (Goggles)
12 +4 with Modular Rifle
3 Computer Programming 13-
3 Electronics 13-
3 Fast Draw (Gadgets) 11-
5 Inventor 14-
3 KS: Comics (INT-based) 13-
3 Mechanics 13-
10 SS: All Technology (INT-based) 20-
3 Security Systems 13-
3 Systems Operation 13-
2 Weaponsmith (Firearms) 13-
50 Total Skills Cost
TALENTS
Cost  Name
12 Combat Luck (6 PD/6 ED)
5 Rapid Healing
17 Total Talents Cost
SUPERHEROIC CHALLENGES
Cost  Disadvantage
20 Normal Characteristic Maxima
10 Soc. Lim.: Asperger's Syndrome (Socially Inept) (Frequently, Major, Not Limiting Among Other Geeks)
5 Phys. Lim.: Overweight (Infrequently, Slightly Impairing)
5 Soc. Lim.: Overweight (Frequently, Minor, Not Limiting Among Other Overweight / Accepting People)
10 Enraged: When Mocked / Bullied (Uncommon), go 8-, recover 11-
15 Psych. Lim.: Determined To Prove Worthiness As A Hero (Common, Strong)
15 Psych. Lim.: Code Of The Hero (Common, Strong)
5 Sensory Overload (Susceptibility): Flash vs Sight 1d6 damage Instant (Uncommon)
5 Sensory Overload (Susceptibility): Flash vs Hearing 1d6 damage Instant (Uncommon)
10 Asperger's Syndrome Side Effects (Phys. Lim.): Has Difficulty Keeping Track Of Time, Recalling Left From Right, And Remembering Social Commitments (Frequently, Slightly Impairing)
5 Unluck: 1d6
105 Total Disadvantages Cost

 Prefab  
APPEARANCE & SHTICK
APPEARANCE
Height: 5' 11" Hair: Black
Weight: 240 lbs Eyes: Brown
Alex is an unremarkable looking bearded fat man in his early thirties who dresses in an entirely indifferent fashion in comfortable, baggy, faded black clothing...complete with trenchcoat on all but the very hottest of days, and a ball cap worn backwards. He wears what appear to be very strange glasses and hearing aids, has a big tool belt with various things clipped to it, and carriers a bulky back pack. As Prefab he also carries a high tech but home-made looking gun as well. What you see really is what you get with Prefab.
PERSONALITY & MOTIVATION
Alex is brilliant, but he's got his own cadre of different drummers banging away at all kinds of different beats. At his best he's very well spoken, intelligent, even charming at times as long as the discussion is either about serious intellectual matters or himself. Eventually it becomes clear that he has almost no empathy for his fellow human beings at all. He simply can't understand or sense accurately what other people are feeling or thinking, why other people do things, or what he should say or do that would be appropriate in any kind of situation that invovles emotions or the feelings of others.

Typical of a person with Asperger's Syndrome Alex has a few narrow interests that he pursues to a level that most normal people would consider obsessive and he has little to no interest in anything else. Alex's main focus is on technology, but other than this one constant he usually has one or two other obsessions going at any given time, and bounces back and forth between them.

Being a hero is his newest obsession and its a strong one. While pursuing it, Alex has the persona and values of a comic book hero with all the complexity or lack thereof you would imagine. There are things that are "right" and things that are "wrong" and thats all there is to it. If you can't imagine your favorite flag suit doing something, Alex probably wouldn't either, and vice versa.

Only time will tell whether the hero obsession holds or fades away to be replaced by something else.
CATCH PHRASE(S)
"Never fear civilians, Prefab will save you!"
POWERS & SPECIAL EFFECTS
Prefab has an inventive genius that he has used to construct a number of useful gadgets. Prefab's goggles have a host of functions revolving around improving and protecting his eyesight, as well as presenting some useful information in a sort of "heads up display". His earpieices protect his hearing and have an integrated shielded scanner / transmitter. His trenchcoat is constructed from a high tech mixture of ballistic weave and micro-plates and provides suprisingly good protection from harm.

Prefab also carries a few gadgets chosen from a wide variety of knick knacks he's created. He's also capable of whipping up something mission-specific or particularly relevant if he has time and access to a suitable workspace.

However, Prefab's most notable piece of equipment (and the source of his name) is without a doubt his Modular Rifle. The Rifle itself is little more than a power pack and a frame with a pistol grip and a stock, but Prefab has constructed dozens of prefabricated modules for the Rifle with a dizzying array of different purposes. It's a matter of moments for him to reconfigure the weapon to just about whatever purpose he cares to. His ability to have the absolute perfect weapon for any contingency makes Prefab very, very dangerous to underestimate.

However, aside from his gear, Alex is an overweight and entirely normal man in his early 30's with no innate superhuman abilities at all, and little besides his unusually developed technology skills to fall back on. Prefab also lacks any form of exceptional movement (though on occasion he might carry a gadget that serves such a purpose), and this represents a key area for future developments...such as a vehicle or a jetpack, either of which Prefab is capable of designing assuming he can get over his aversion to driving.

 Prefab  
ORIGIN
Alex was always a little different. Found to be a gifted prodigy at a very young age and enrolled in special programs for exceptional children, he didnt have what anyone could consider a "normal" childhood. He showed amazing talents with technological matters, and it wasn't long before he exceeded his instructors' abilities to challenge him. Alex had the sort of parents who couldn't be bothered with their own offspring and worked around the clock leaving him to his own deivces, but this never seemed to bother him in the slightest; he was far more capable of entertaining himself with his projects and obsessions anyway. He cheerfully puttered around the clock on whatever obsession currently struck his fancy and everyone else, both his parents and his putative instructors, were content to leave him to forge paths clearly beyond them.

In addition to his technical expertise he was also well read, eloquent, and mature beyond his years. For him it was trivial to read an encyclopedia set or a dictionary or a reference book from front to back over a weekend. He's ability to focus on such a task to the exclusion of all else until it was complete was always uncanny.

However despite his many talents he was never quite able to connect with "normal" people, showed no interest in basic social concerns, and had a number of unusual quirks that marked him out as a bit odd. Years later when Alex was already in his twenties the condition known as Asperger's syndrome was recognized and he was duly diagnosed as having it, but at the time people just thought he was odd. Asperger's syndrome is a very mild form of "high functioning" autism that couples a number of advantages such as hyper focus, attention to detail, and creative problem solving with some side effects relating primarily to a disinterest and lack of understanding for social interaction, sensitivity to sensory overload in chaotic situations and strong sensations, and absent mindedness regarding things other than whatever they are focused upon at the moment -- all of which Alex had in spades. Not that Alex cared what kind of label the psychologists wanted to apply to him, of course; he has more interesting matters to think about.

As he grew older Alex moved from making toys and amusements and started to turn his skills towards more practical concerns...at least by his way of thinking. His first big success was a pair of goggles he made for himself to help him filter out the bright lights that cause him painful headaches and provide a heads up display of the time and cardinal directions to help him not forget the time or where he's heading. After that he made a set of earplugs that similarly protected his sensitive hearing, and also had a useful built in radio.

Of course, wearing such outre devices only contributed to the life long problem Alex suffered from; bullying and teasing by others. He was sheltered from it in his special classes, but when he had to attend basic curriculum among the lowbrows, and of course before and after school he was subjected to merciless torture by other "normal" kids. Not only was Alex frighteningly intelligent and socially inept, he was also overweight and uncoordinated. Unable to defend himself effectively via non-existant social skills, Alex was left with little recourse but to defend himself the only way he knew how. With a force field belt and a shock glove that worked basically like a taser, but without need for a wire. The tricky part was the insulation to avoid having the electrical arc jump back to himself; he'd be only to glad to explain it all if given half a second.

Of course, the school board was oddly more concerned about the six young bullies Alex shocked into unconsciousness on the school bus on the way home than the means by which he managed it. Fortunately wiser heads among the special services faculty prevailed and Alex was not expelled; thereafter he rode the "short bus" home rather than ride with the general population. This of course was only further fodder for mocking, but after the shock glove incident other kids were at least smart enough to only say things behind his back. Regardless, thereafter people left him alone, and that suited Alex just fine.

When he was in his early teens Alex was introduced to comic books by a paraplegic kid named Mike that he rode the short bus with to and from school, and though he liked them for entirely different reasons than Mike, it formed the basis for an enduring friendship that would last for almost fifteen years until Mike died of complications due to his condition. Mike liked the art and action, but Alex liked the ideals and the heroic characters of the heroes therein. He particularly liked Star Shield, the Winged Guardian, and the Guardians of Goodness, but his all time bar none favorite was General Gunn, a hard bitten true-blue one-eyed patriot, veteran of a dozen wars, defender of truth, justice, and rightness, who used gadgets, gizmos, and a trusty blaster pistol to fight superpowered villainy.

After high school Alex went on to get a combined Computer Science and Electrical Engineering degree and got a boring but lucrative job designing and making motherboards and processors for firmware systems at Compudyne in San Diego, CA. The job paid the bills, but was totally boring and unsatisfying for Alex; the hardest work they could possibly throw at him could never challenge him. His social clumsiness never improved so he was friendless other than Mike, who he hardly saw as his condition worsened. When Mike finally succumbed to his medical problems Alex had what amounted to a midlife crisis; he realized that life is too short to waste time being bored, friendless, and unable to express your true talent in a way that is obvious to all who look upon it. Life is too short for mediocrity! He needed to do something! Something big, something worthy of his potential, something worthwhile, something...something that he had only idly thought of in his daydreams!

Taking a leave of absense from his boring job, Alex stayed in his home and worked on a grand project. Weeks later the new superhero known as Prefab emerged to fight villainy wherever it might be found (as long as its in the Greater San Diego County area and near a bus or trolley line)!
Character created with Hero Designer (version 2006111006)