Mike 'Jackhammer' Arbochelli Created by Killer Shrike 
CHARACTERISTICS
Val Char Base Points Total Roll Notes
50 STR 10 40 50 19- HTH Damage 10d6 END [5]
17 DEX 10 21 17 12- OCV 6 DCV 6
30 CON 10 40 30 15-
30 BODY 10 40 30 15-
8 INT 10 -2 8 11- PER Roll 11-
8 EGO 10 -4 8 11- ECV: 3
30 PRE 10 20 30 15- PRE Attack: 6d6
16 COM 10 3 16 12-
40 PD 10 30 40 40 PD (20 rPD)
40 ED 6 34 40 40 ED (20 rED)
4 SPD 2.7 13 4 Phases: 3, 6, 9, 12
30 REC 16 28 30
60 END 60 0 60
100 STUN 70 30 100
10" Running 6 8 10"
2" Swimming 2 0 2"
10"/5"" Leaping 10 0 10" 301 Total Characteristics Points
POSE
MOVEMENT
Type Total
Run (6) 10" [20" NC]
Swim (2) 2" [4" NC]
H. Leap (10") 10"
V. Leap (5") 5"
EXPERIENCE POINTS
Total earned: 265
Spent: 265
Unspent: 0
Base Points: 100
Disad Points: 150
Total Points: 515
APPEARANCE
Hair Color:  Black
Eye Color:  Blue
Height:  6' 11"
Weight:  300 lbs
Description:
Handsome, heavily muscled, but looks non-too-bright. Black hair shaved down to a shadow, thick eyebrows, and deep blue eyes. Looks rock-hard and solid with no body fat. Powerful upper body, with massively muscled shoulders and chest, but (barely) within the range of human possibilty.

 Mike 'Jackhammer' Arbochelli Created by Killer Shrike 
DEFENSES
Type Amount Notes
Physical Defense 40 Current BODY:
Res. Phys. Defense 20 (30)
Energy Defense 40 Current END:
Res. Energy Defense 20 (60)
Mental Defense 0 Current STUN:
Power Defense 0 (100)
STUNTS & FIGHTING STYLE
Very straightforward and easy to use thug Brick
Just punch punch punch, sending people flying.
He doesn't necessarily use all the dice of effect available to him as he knows it can kill most people and unless angered (or intent on murder) he scales the attack appropriately.
However, vs. obvious bricks and those that have withstood his attacks before he will let loose and knock them out of the park
Follow up big attacks with a PRE attack.
He knows he's slow so he often holds an action until someone gets close, then WHAMMO.
Uses bonus to DEX Rolls to win DEX offs when Holding
Might get a surprise bonus the first time he pulls this stunt off
COMBAT INFORMATION
OCV: 6 DCV: 6
Combat Skill Levels:
+5 with Jackhammer
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

 Mike 'Jackhammer' Arbochelli Created by Killer Shrike 
SUPERPOWERS!
Cost  Power END
Jackhammer Multipower
150 Multipower, 50-point reserve, all slots Reduced Endurance (1/2 END; +1/4), Double Knockback (+3/4), Penetrating (x2; +1) (150 Active Points)
3u   1)   Stunning:  Hand-To-Hand Attack +10d6 (50 Active Points); Hand-To-Hand Attack (-1/2)
Notes: 20d6 with STR
2
5u   2)   Killing:  Killing Attack - Hand-To-Hand 3d6+1 (4d6+1 w/STR) (vs. PD) (50 Active Points) 2
25 Bulletproof:  Damage Resistance (20 PD/20 ED), Hardened (+1/4) (25 Active Points) 0
183 Total Powers Cost

 Mike 'Jackhammer' Arbochelli Created by Killer Shrike 
SKILLS, PERKS, TALENTS
SKILLS
Cost  Name
15 +5 with Jackhammer
2 PS: Enforcer 11-
3 Streetwise 15-
8 +4 with DEX Roll
28 Total Skills Cost
TALENTS
Cost  Name
3 Jackhammer: Lightning Reflexes: +3 DEX to act first with Single Action
3 Total Talents Cost
SUPERVILLAINOUS HINDRANCES
Cost  Disadvantage
20 Enraged: when tricked (Uncommon), go 14-, recover 11-
15 Hunted: PRIMUS 8- (Mo Pow, NCI, Mildly Punish)
20 Easily fooled: Common, Total
20 Poor Liar: Common, Total
15 Too Dumb to know when to Quit: Very Common, Moderate
10 Reputation: Stupid villain, 14- (Known Only To A Small Group)
5 Rivalry: Professional (Bronto; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
10 Social Limitation: Known felon (Frequently, Major, Not Limiting In Some Cultures)
10 Vulnerability: 2 x Effect Mental Illusions (Uncommon)
10 Vulnerability: 2 x Effect Mindcontrol (Uncommon)
15 Unluck: 3d6
150 Total Disadvantages Cost

 Mike 'Jackhammer' Arbochelli Created by Killer Shrike 
APPEARANCE & SHTICK
APPEARANCE
Height: 6' 11" Hair: Black
Weight: 300 lbs Eyes: Blue
Handsome, heavily muscled, but looks non-too-bright. Black hair shaved down to a shadow, thick eyebrows, and deep blue eyes. Looks rock-hard and solid with no body fat. Powerful upper body, with massively muscled shoulders and chest, but (barely) within the range of human possibilty.
PERSONALITY & MOTIVATION
Testosterone laden beef-monkey, always looking for the next big score and never finding it. In and out of the pen for assualt & battery, he's an habitual enforcer.
CATCH PHRASE(S)
"Think yer pretty smart, huh brainiac? Maybe you'd like to see what your brains look like smeared across my fists?"
POWERS & SPECIAL EFFECTS
The Jackhammer isnt the strongest metahuman as far as lifting power is concerned, but his strikes are extremely punishing. His powerful fists strike with an amount of force which has been known to send assailants flying back as far as 250 feet with a single blow, and he has been known to stagger even the most heavily armored of foes due to the great kinetic power of his punches.

He is also surprisingly durable and heals damage somewhat quickly (his REC is so high he heals 1 point of BODY per day).

However his greatest weakness is that he is extremely one dimensional -- he does one thing well; further he lacks sophisticated combat skills and can be wrestled effectively by skilled opponents despite his superhuman strength. Finally, he seems to be unusually tractable by higher end mental manipulation abilities, easily fooled and commanded.

If Jackhammer is too powerful for your campaign reduce the points in his Jackhammer MP. If Jackhammer is not powerful enough for your campaign, give him some more tricks in his MP, perhaps some more mobility, or whatever seems appropriate.

 Mike 'Jackhammer' Arbochelli Created by Killer Shrike 
ORIGIN
Born in Oak Lawn Chicago, Mike was a normal, if not-to-bright kid growing up. He hit his growth spurt early, and used his large size to good effect as a bully and terror of the neighborhood. Him and some cronies also turned to petty crime and breaking & entering around the neighborhood. When he was 15 they set out for bigger game and broke into a nearby Bionetics lab that had been shut down the day before due to corporate concerns. Climbing the fence and getting in by the expedient of breaking a window, the boys explored the labs, where most of the equipment and some of the material had yet to be removed. In one particular lab there was a huge vat of some kind of green substance, surrounded by a gantry and various equipment. Horsing around with another boy named Joey on the gantry Mike, pretended to push him in. Joey panicked and slipped, and grabbed Mike for support; Mike wasnt expecting this and they both tumbled into the vat head first. The panicked Joey thrashed around and drowned in the vat, but Mike was just tall enough to stand on the bottom of the tank and grab the lip of the edge, and was able to pull himself out.

There was no hiding the fact that Joey was dead, and a huge uproar resulted but got inured in legal proceedings. Over the next few days, Mike got sick and nauseous, but it was written off as depression regarding his dead friend. After the 4th day, he emerged from his room healthy again, and though it was not visible, also forever altered. The chemicals in the vat had caused him to develop superhuman strength and durability, but Mike did not yet realize this.

The corporation was able to hire enough lawyers to ultimately dodge any negligence charges, and Mike went to a jeuvenile facility for his criminal act of breaking and entering along with his toadies. The first day in juevie, Mike was challenged by the current reigning bully, and in the ensuing fight almost killed the kid with one solid punch that sent him flying across the room. This landed Mike in solitary for a month, and so it went until he established his dominance. After getting out of juevie at 18, Mike matriculated back into society and got a job almost immediately with the mafia as kneebreaker. He worked for the mafia directly for 6 years before striking out on his own as a freelancer. Without a smarter organization to look out for him he soon ended up in jail for a stretch, and this cycle has repeated several times over the last four years.

Somewhere along the way he worked a few jobs under the leadership of the superhuman black mask known as the Machine, and this time when he got out of prison, he went to work for the Machine's new firm Enforcers Inc. He started out working contracts but after a hit wrecked the offices the Machine hired on Jackhammer and another old associate known as Bronto to provide some extra muscle to deter further difficulties. In addition to those unofficial duties of being on hand just in case, Mike is also officially responsible for Collections, though in reality Unger handles the administrative end while Mike is sent out to "remind" debtors if necessary. Mike is actually fairly loyal to the Machine for his part -- he's always done well for himself following the Machine's lead, and actually does have an avuncular interest in the well being of the bosses son Jonathan Brinks (aka Tenacious).
Character created with Hero Designer (version 2006053109)