Showdown Killer Shrike 
Val Char Base Points Total Roll Notes
25 STR 10 15 25 14- HTH Damage 5d6 END [2]
25 DEX 10 45 25 14- OCV 8 DCV 8
25 CON 10 30 25 14-
25 BODY 10 30 25 14-
18 INT 10 8 18 13- PER Roll 13-
25 EGO 10 30 25 14- ECV: 8
25 PRE 10 15 25 14- PRE Attack: 5d6
20 COM 10 5 20 13-
10 PD 5 5 10/22 10/22 PD (0/12 rPD)
10 ED 5 5 10/22 10/22 ED (0/12 rED)
5 SPD 3.5 15 5 Phases: 3, 5, 8, 10, 12
10 REC 10 0 10
50 END 50 0 50
50 STUN 51 -1 50
10" Running 6 8 10"/20"
4" Swimming 2 2 4"
10"/5"" Leaping 5 5 10"/25" 217 Total Characteristics Points
Type Total
Run (6) 10"/20" [20"/40" NC]
Swim (2) 4" [8" NC]
H. Leap (5") 10"/25"
V. Leap (3") 5"/12 1/2"
Gliding 0"/10" [0"/10" NC]
Swinging 0"/6" [0"/12" NC]
Total earned: 325
Spent: 325
Unspent: 0
Base Points: 200
Disad Points: 150
Total Points: 675
Hair Color:  Dirty Blonde
Eye Color:  Blue
Height:  6' 6"
Weight:  220 lbs
Jonathan is an extremely fit and atheletic large man in his mid-30's. He has dirty blond hair and a light beard framing extremely attractive features, and deep blue eyes. He moves with the grace and balance of a trained martial artist, and just looks more suited to combat fatigues than a suit and tie. Though he has had a hard life, you couldnt tell it by looking at him. In his "professional attire", he wears a skin tight dark blue body suit with boots, fighting gloves, and no mask, as his identity is publicly known. He wears a golden PRIMUS Eagle-badge on his left breast.

 Showdown Killer Shrike 
Type Amount Notes
Physical Defense 10/22 Current BODY:
Res. Phys. Defense 0/12 (25)
Energy Defense 10/22 Current END:
Res. Energy Defense 0/12 (50)
Mental Defense 5 Current STUN:
Power Defense 5 (50)

Cost  Maneuver
16 +4 HTH Damage Class(es)
Super Fu
1) Close Quarters Fighting: 1/2 Phase, +0 OCV, +1 DCV, Abort, +20 STR to Escape (65 STR), Response to Grab
2) Counterstrike: 1/2 Phase, +2 OCV, +2 DCV, 11d6 Strike, Must Follow Block
3) Flying Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove
4) Flying Grab: 1/2 Phase, -2 OCV, -1 DCV, Grab Two Limbs, 55 STR for holding on; FMove
5) Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
6) Passing Disarm: 1/2 Phase, -1 OCV, -1 DCV, Disarm, 55 STR to Disarm; FMove
7) Passing Strike: 1/2 Phase, +1 OCV, +0 DCV, 9d6 +v/5; FMove
8) Passing Throw: 1/2 Phase, +0 OCV, +0 DCV, 9d6 +v/5; Target Falls; FMove
54 Total Martial Arts Cost

Super Agent
OCV: 8 DCV: 8
Combat Skill Levels:
+2 Overall
+3 with Martial Arts
+5 with DCV; Only To Determine 1/2 DCV (-1)
+4 with Block (OIF: Bracers)
+4 with Missile Deflection (OIF: Bracers)
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
Close Quarters Fighting 1/2 +0 +1 Abort, +20 STR to Escape (65 STR), Response to Grab
Counterstrike 1/2 +2 +2 11d6 Strike, Must Follow Block
Flying Dodge 1/2 -- +4 Dodge All Attacks, Abort; FMove
Flying Grab 1/2 -2 -1 Grab Two Limbs, 55 STR for holding on; FMove
Martial Block 1/2 +2 +2 Block, Abort
Passing Disarm 1/2 -1 -1 Disarm, 55 STR to Disarm; FMove
Passing Strike 1/2 +1 +0 9d6 +v/5; FMove
Passing Throw 1/2 +0 +0 9d6 +v/5; Target Falls; FMove
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10

 Showdown Killer Shrike 
Cost  Power END
Combat Savvy
15   1)   Blindfighting:  Combat Sense 13-
13   2)   Hit Him In The Gut -- Hes Weak There:  Negative Combat Skill Levels (-2 to opponent's DCV), Reduced Endurance (0 END; +1/2), Ranged (+1/2), IPE (Fully Invisible; +1) (30 Active Points); Only Vs Opponent Which Find Weakness Has Succeeded Against (-1), Must Be Able To Communicate "Weak Spot" To Others For Them To Take Advantage Of It (-1/4) 0
12   3)   Rarely At A Disadvantage:  +5 with DCV; Only To Determine 1/2 DCV (-1)
24   4)   Shifty:  Combat Luck (12 PD/12 ED)
20   5)   Unerring Strikes:  Find Weakness 11- with Martial Arts 0
PRIMUS Surplus Shield Bracers
8   1)   Deflection:  +4 with Block (OIF: Bracers)
8   2)   Deflection:  +4 with Missile Deflection (OIF: Bracers)
10   3)   Hyper Deflection:  Missile Deflection (Bullets & Shrapnel) (15 Active Points); OIF (Shield Bracers; -1/2) 0
23   4)   Pulse Blaster (Right Bracer):  EB 8d6 (vs. ED) (40 Active Points); OIF (Shield Bracers; -1/2), 12 Charges (-1/4) [12]
12   5)   Pulse Shield (Left Bracer):  FF (8 PD/8 ED), Hardened (+1/4), Reduced Endurance (0 END; +1/2) (28 Active Points); Limited Coverage [61-180] Degrees (Only on the same horizontal Level; -3/4), OIF (Shield Bracers; -1/2) 0
PRIMUS Surplus Equipment VPP
55 VPP (Gadget Pool), 45 base + 10 control cost, (67 Active Points); VPP Can Only Be Changed Between Adventures (-1/2), Restrainable (Kept from reaching Belt of Gadgets) (-1/2); all slots IIF (Some Form Of Gadget; -1/4)
0   1)   Cuffs:  Entangle 4d6, 5 DEF (45 Active Points); Set Effect (Hands Only) (-1), Does Not Prevent The Use Of Accessible Foci (-1), No Range (-1/2), OIF (Cuffs; -1/2), 4 Recoverable Charges (-1/2), Cannot Form Barriers (-1/4), Extra Time (Full Phase, Only to Activate, -1/4) Real Cost: 9 [4 rc]
0   2)   High Tech Contact Lenses:  Nightvision (5 Active Points); IIF (Contacts; -1/4) Real Cost: 4 0
0   3)   Omni-Chute Generator:  Gliding 10" (10 Active Points); No Noncombat Movement (-1/4), IIF (Omni-Chute Generator On Back Of Belt; -1/4) Real Cost: 7 0
0   4)   Radio Sensors:  High Range Radio Perception (Radio Group) (12 Active Points); IIF (Ear Bud & Throat Mike; -1/4) Real Cost: 10 0
0   5)   Swingline:  Swinging 6", Reduced Endurance (0 END; +1/2) (9 Active Points); IIF (Grapnel Spool; -1/4) Real Cost: 7 0
0   6)   Ultra-Belt:  Force Field (5 PD/5 ED/5 Mental Defense/5 Power Defense) (20 Active Points); 1 Continuing Charge lasting 1 Minute (-1), Extra Time (Full Phase, Only to Activate Constant or Persistent Power, Character May Take No Other Actions, -1/2), OIF (Ultra-Belt Shield Generator; -1/2) Real Cost: 7 [1 cc]
Super Atheletics MP
13 MP, 20-point reserve, (20 Active Points); all slots Requires An Athletics Power Skill Roll (-1/2)
3m   1)   Acrobatic Shift:  Knockback Resistance -10" (20 Active Points); Requires An Athletics Power Skill Roll (-1/2) 0
3m   2)   Athletic Leap:  Leaping +15" (10"/25" forward, 5"/12 1/2" upward) (Accurate) (20 Active Points); Requires An Athletics Power Skill Roll (-1/2) 2
3m   3)   Athletic Running:  Running +10" (10"/20" total) (20 Active Points); Requires An Athletics Power Skill Roll (-1/2) 2
2m   4)   Nimble Climber:  Clinging (55 STR) (20 Active Points); Requires An Athletics Power Skill Roll (-1/2), Cannot Resist Knockback (-1/4) 0
2m   5)   Super Athleticism:  +20 STR (20 Active Points); No Figured Characteristics (-1/2), Requires An Athletics Power Skill Roll (-1/2) 2
226 Total Powers Cost

 Showdown Killer Shrike 
Cost  Name
20 +2 Overall
1) Bureaucratics 14-
2) Combat Driving 14-
3) Combat Piloting 14-
4) Deduction 13-
5) Interrogation 14-
6) Inventor 13-
7) Lockpicking 14-
8) Paramedics 13-
9) Security Systems 13-
10) Stealth 14-
11) Streetwise 14-
12) Systems Operation 13-
13) TF: Common Motorized Ground Vehicles, Parachuting, Advanced, Parachuting, Basic, Small Motorized Boats, Two-Wheeled Motorized Ground Vehicles, Wheeled Military Vehicles
Fighter Par Excellance
1) +3 with Martial Arts
2) Bare-Handed Brawling: Two-Weapon Fighting (HTH)
3) Analyze: Combat 13-
4) Defense Maneuver I-IV
5) Tactics 14-
6) Teamwork 14-
3 Scholar
1) Sanctioned: KS: Federal Criminal Law (INT-based) (3 Active Points) 13-
2) Sanctioned: KS: Federal Criminal Procedure (INT-based) (3 Active Points) 13-
3) KS: Access To Good Intel (INT-based) (8 Active Points) 18-
Notes: There's a chance that Showdown knows a little something about any reasonable topic. He gets one check per topic (with appropriate penalties) -- a failure means he knows nothing about it.
4) KS: PRIMUS (INT-based) (3 Active Points) 13-
5) KS: Superhuman World (INT-based) (5 Active Points) 15-
Super Atheletic
1) Super Athleticism: Power 15-
2) Acrobatics 14-
3) Breakfall 14-
4) Climbing 14-
140 Total Skills Cost
Cost  Name
1) Sanctioned: Fringe Benefit: Federal/National Police Powers
2) HERONet Leader / PRIMUS Major
3) Reputation: Poster Boy For The Hero NET Initiative (the Superhuman World) 14-, +1/+1d6
3 Well-Connected
1) Sanctioned: Contact: PRIMUS (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (15 Active Points) 8-
2) Contact: Supers That He's Helped / Befriended (Contact has significant Contacts of his own, Contact has very useful Skills or resources, Good relationship with Contact), Group Contact (x3) (15 Active Points) 8-
1 Reputation: Dangerous Martial Artist (The Martial Arts World) 14-, +1/+1d6
38 Total Perks Cost
Cost  Disadvantage
10 DF: Martial Arts Style (Not Concealable; Noticed and Recognizable; Detectable By Uncommonly-Used Senses (Analyze))
10 Hunted: Ankylosaur 8- (Less Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
10 Hunted: Lazer 8- (Less Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
15 Hunted: PRIMUS 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)
10 Hunted: Shadowdragon 8- (Less Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
25 Hunted: War Machine 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
15 Psych. Lim.: American Patriot (Common, Strong)
5 Psych. Lim.: Code of the HERO (Uncommon, Moderate)
10 Psych. Lim.: Driven To Atone For Shady Past (Uncommon, Strong)
10 Reputation: Former Mercenary, 11-
10 Rivalry: Professional (Martial Artists; Rival is More Powerful; Group Rivalry; Seek to Outdo Rival; Rival Unaware of Rivalry)
10 Soc. Lim.: Public ID (Occasionally, Major)
10 Watched: PRIMUS 8- (Mo Pow, NCI, Limited Geographical Area, PC has a Public ID or is otherwise very easy to find, Watching)
150 Total Disadvantages Cost

 Showdown Killer Shrike 
Height: 6' 6" Hair: Dirty Blonde
Weight: 220 lbs Eyes: Blue
Jonathan is an extremely fit and atheletic large man in his mid-30's. He has dirty blond hair and a light beard framing extremely attractive features, and deep blue eyes. He moves with the grace and balance of a trained martial artist, and just looks more suited to combat fatigues than a suit and tie. Though he has had a hard life, you couldnt tell it by looking at him. In his "professional attire", he wears a skin tight dark blue body suit with boots, fighting gloves, and no mask, as his identity is publicly known. He wears a golden PRIMUS Eagle-badge on his left breast.
Showdown, despite all his hard knocks, still loves his country. He feels a lot of guilt over the time he spent as a Merc and feels the need to atone for his past by serving his nation honorably. He always seeks to be the best at whatever he does but this isnt a compulsion, its just somthing he naturally accomplishes. However he does get very competitive with other martial artists and revels in the chance to fight skilled HtH opponents.
"Kudo's for trying, but I'm still going to take you down."
Jonathan is a supremely fit "super athelete" who was demonstrated a number of unlikely feats in his time. However, he does not detect as a mutant or any form of metahuman on any of the scanners PRIMUS has available. Some analysts conjecture that, like many "super" martial artists, he subconsciously taps into some form of energy, called Chi by many practitioners of Martial Arts. But whatever the cause, "Showdown" is a very capable physical phenom, with impressive martial arts and raw athleticism.

He also is equipped with some "surplus" hi-tech equipment unofficially given to him by PRIMUS, most significantly including a matched set of bracers that contain integrated force field generators that allow a number of effects. He also has a collection of "useful gear" stowed in an equipment belt. The exact contents of the belt vary based on whatever PRIMUS has recently seen fit to toss his way, but are typically in-case-of-emergency type "spy-toys".

Finally Showdown has been around in his day, and is exceptionally skilled in a lot of areas, including his martial arts. He is a resourceful man with a lot of tricks up his sleeve.

 Showdown Killer Shrike 
Jonathan Brooks was born on a military base hidden away in the backlands of Utah. Jonathan's mother had left his father when he was three, but his father had won custody after proving her to be an incompetant mother. His father was first a Major and eventually a Colonel in the Army involved in a highly-compartmentalized Top Secret weapons project. Jonathan grew up on the base with a mere handful of other military brats, attended the post school, and had very little contact with the outside world due to the remoteness of the location and the security protocols that restricted his father's movements. With little to do to fill the time, Jonathan took up learning martial arts at a very young age, training at the base dojo with the frequently revolving members of the elite MP guard unit asigned to the post. He didn't learn any particular traditional style, instead picking up commando-style combat techniques from the hardened soldiers.

As Jonathan grew older his athleticism became readily apparant as being top-flight. He acceled at every physical endeavor he attempted and could pull off feats to rival those of Olympic Level Atheletes and world record setters. By the time he was 18 he could run the Obstacle Course and Combat Conditioning Course faster than any of the best soldiers on the base, could bench as much weight as the strongest lifters in the gym, and outfight any man or woman on the post. In addition to being a physical phenom, Jonathan was also blessed with uncommonly good looks and this inevitably would be his downfall.

The base was commanded by General McGavin, and like all good base Generals, McGavin had a beautiful daughter, named Melody, who also happened to be about the same age as Jonathan. The General was a widower, and being ill-equipped to raise a daughter he sent her away to boarding school or to stay with aunts, but in her 18th summer she came to stay with daddy for a few months before starting college. Once she saw Jonathan doing his morning O-Course run soon after arriving it was only a matter of time before matters came to a head.

Melody was no shrinking violet; she was somewhat experienced in the ways of the world and of men and women. Jonathan, for all his physical accomplishments, most decidedly was not. So as the winsome General's daughter made every effort to happen to be someplace where they might bump into one another on the small post, it wasn't long before she had him wrapped around her little finger. Over the next month Jonathan became thoroughly infatuated with Melody and eventually things got pretty involved between them. This all went largely under the radar until General McGavin came home early from his office one day in late July and was much suprised to find a partially clothed Jonathan in the process of getting ready to go out a window and his precious daughter less than partially clothed on the couch.

The General was not amused.

Melody was sent off to live with an aunt for the remainder of the summer, but Colonel Brooks suffered the most for the General's lack of amusment, essentially being forced into an early retirement after receiving about the worst FitRep possible on his next review, given by the General personally. Colonel Brooks, ret., was slightly embittered by having his promising career flushed by his son's indiscretion and turned to booze, but only after kicking Jonathan out of the house. Without any place to go, and pretty sure he wouldnt go far if he joined the Army as he had planned to do (theoretically after going to college), Jonathan revised his plans and joined the Marines as an enlisted man as he had no degree. Jonathan opted for the infantry, and did extremely well in the Corps finding it challenging but rewarding, and he picked up rank meritoriously several times. After making sergeant in a quick 5 years he went for a Force Recon trial and easily passed it. He reupped and served a tour with FORRECON working in several localities around the world.

Finally he ended up in Somalia, part of the I Marine Expeditionary Force occupying the Mo (Mogadishu). Taking part in Joint Task Force operations with other SOF (Special Operaions Forces), Jonathan's team was eventually part of an operation intended to capture several "Tier 1" Somalis. The mission started off well but quickly went off the reservation when a band of Somali Technicals arrived unexpectedly and overrode the teams postion. It would be difficult to say who was more startled, but in the ensuing firefight the team's leader was shot in the head, leaving Staff Sergeant Brooks, aka Jonathan, in command.

After quickly killing the Technicals without sustaining further casualties beyond a couple of flesh wounds, Jonathan decided to execute the mission despite the incident and pressed forward into the now-alerted hiding place of the targets. Fierce fighting broke out and several more Marines were wounded, but the mission was successful as Jonathan himself pushed through the last hallway between him and the quarry, taking a shoulder wound in the process. In the post analysis however it was decided that Jonathan should not have ordered the mission to proceed as the element of surprise had been lost, which was indicated in the mission plan as an abort clause. In a complete mistrial of justice he ended up before a court martial for violation of the rules of engagement and was summarily given an Administrative Discharge "For the good of the Service" -- not a Dishonorable or Bad Conduct Discharge, but pretty insulting nonetheless.

This was simply too much for Jonathan. All he'd ever done was try to serve his country and nothing had come of it but punishment and aggravation. Angry, the 26 year old returned to Africa and became a mercenary, selling his highly honed skills and freakish physical abilities to the highest bidder. He worked as a mercenary for the next 7 years and eventually came into contact with many of the top-level mercs in the field, and coming to be known as Showdown. Unlike most of the others he wasnt in it to make a name for himself, he was just angry and trying to make a living. However, as time passed his anger faded and he realized he was not happy working as a mercenary; many of the causes he was paid to support sickened him, and many of his fellow mercenaries were loathesome individuals.

Finally he was hired by a wealthy but mysterious businessman who later turned out to be a representative of the Warlord's organization, as part of a crackteam of top-talent mercs including Lazer, Ankylosaur, and Shadowdragon for a mission in America. Jonathan took the job because the money was too good to pass up, but had misgivings; all of his mercenary endeavors to that date had taken place in third world countries. The mission was to infiltrate a PRIMUS base in New York City itself and steal a single container, the contents of which they were being paid extra not to ask about. Complete and detailed schematics were provided, along with guard schedules and personality dossiers of all the principals assoicated with the installation. It all looked like a cake walk; in and out with no expected obstacles.

But Jonathan had misgivings. Taking down governments in some craphole in the middle of Africa or one of the 'Stans was one thing, but messing around with the American Government? Despite his own personal grudges against the Armed Services, Jonathan just couldnt stomach it -- his patriotism was too deeply engrained. So he managed to contact PRIMUS and tell them of the planned robbery in return for immunity. When the mission occured it all went as planned until the team was deep into the PRIMUS base, and then the trap was sprung! PRIMUS Agents popped out of the woodworks and Jonathan turned on Shadowdragon. The other three mercs scotched the mission and managed to fight free of the building thanks to Shadowdragon's darkness abilities, but ever since they have all borne a grudge for Jonathan, and the Warlord was none to pleased either.

After the raid was foiled, Jonathan was taken in to custody for questioning. He didnt have criminal record and had voluntarily reported the potential crime, so he wasnt in any trouble, but he was definitely suspect. After PRIMUS officials were sure he was on the level, they began to consider his inquiry regarding becoming a PRIMUS Agent. He didnt have a college degree so he couldn't be an Agent, but he could become a sanctioned crimefighter and take part in PRIMUS's Special Activities program for crimefighters that work very closely with PRIMUS beyond merely being sanctioned. Jonathan agreed to this, and spent the next 3 years traveling to various PRIMUS bases in the pursuit of various cases, basically acting as an unpaid resource for PRIMUS. Jonathan quickly proved his worth and was allowed some unofficial perks, like being fitted out with some older-model "surplus" devices that R&D "didn't need anymore"; wink wink nudge nudge.

During this time Jonathan achieved an Associates Degree via night classes and extention courses using his GI Bill money. He applied for full induction to PRIMUS again, but the Director himself flew out to meet him in Chicago, where he happened to be at the time. The Director had a proposal for Jonathan; to go out and recruit competent hereos willing to work hand-and-glove with PRIMUS as part of a new unoffical task force via a new outreach program called the "HERONet Initiative". The basic idea of the program was to offer improved services and assistance to sanctioned heroes that participated in the program in return for volunteerism efforts. Jonathan jumped at the chance and traveled the nation looking for candidates for this new initiative.

His efforts were very promising, and in a few short years time the HERONet Initiative has become a blooming success. Dozens of previously sanctioned heroes have joined up, but more importantly the incentives offered by HERONet have led to many previously unsanctioned heroes going through the sanctioning process so that they can join the Initiative and gain the benefits thereof. A number of HERONet members volunteer their services above and beyond and give back to the program, acting as spokespersons and representatives; Showdown directs and utilizes them to excellent effect. Due to the success of the program Showdown was finally inducted into PRIMUS and promoted to the rank of Major (which is above Lieutenants and Agents, and slightly below Silver Avengers).

Politically, Showdown and the HERONet Initiative are closely allied with Major Savage and his ICARUS Agenda, and Major McIntyre's LEAD (Law Enforcement Assistance Division; a group of veteran / senior Agents that interface directly with law enforcement offices in localities that don't have PRIMUS bases as in-place liasons). The three of them represent a rival powerbase to the more traditional Silver Avenger oriented PRIMUS structure, and are thus resented / resisted by some but not all Silver Avengers.

Showdown Plot Seeds:
Showdown can be used to organize a team of PCs in a semi-official PRIMUS Sactioned group, slapping them together, getting them all sanctioned, and then leaving them in place to do the right thing while he goes off to form up another group.

For a group with a pre-existing PRIMUS relationship, Showdown and / or the HERONet initiative can serve as an intermediary or surrogate for that relationship.

Or he could be part of a powerful team of PRIMUS aligned super types that might show up if a PRIMUS presence a little more serious than a Silver Avenger is needed.
Character created with Hero Designer (version 2007121308)