Trinity  
CHARACTERISTICS
Val Char Base Points Total Roll Notes
15 STR 10 5 15 12- HTH Damage 3d6 END [1]
20 DEX 10 30 20 13- OCV 7 DCV 7
15 CON 10 10 15 12-
13 BODY 10 6 13 12-
13 INT 10 3 13 12- PER Roll 16-
11 EGO 10 2 11 11- ECV: 4
15 PRE 10 5 15 12- PRE Attack: 3d6
16 COM 10 3 16 12-
8 PD 3 5 8/20 8/20 PD (0/12 rPD)
3 ED 3 0 3/15 3/15 ED (0/12 rED)
4 SPD 3.0 10 4 Phases: 3, 6, 9, 12
10 REC 6 8 10
30 END 30 0 30
30 STUN 29 1 30
10" Running 6 8 10"
2" Swimming 2 0 2"
3"" Leaping 3 0 3" 96 Total Characteristics Points
POSE
MOVEMENT
Type Total
Run (6) 10" [20" NC]
Swim (2) 2" [4" NC]
H. Leap (3") 3"
V. Leap (2") 3"
EXPERIENCE POINTS
Total earned: 50
Spent: 50
Unspent: 0
Base Points: 200
Disad Points: 150
Total Points: 400
APPEARANCE
Hair Color:  Black
Eye Color:  Grey
Height:  5' 10"
Weight:  175 lbs
Description:
Out of costume James Preo is a flinty-looking wiry twenty-something with the popping veins and hard sculpted edges of a lifetime martial artist. As Trinity he wears a crimson armored fighting costume that shows off his lean physique.

 Trinity  
DEFENSES
Type Amount Notes
Physical Defense 8/20 Current BODY:
Res. Phys. Defense 0/12 (13)
Energy Defense 3/15 Current END:
Res. Energy Defense 0/12 (30)
Mental Defense 0 Current STUN:
Power Defense 0 (30)

FIGHTING SKILLS
Cost  Maneuver
16 +4 HTH Damage Class(es)
Trinity-Fu
4
1) Bust Loose: 1/2 Phase, +0 OCV, +0 DCV, 50 STR vs. Grabs
Notes: Martial Escape
5
2) Flying Clothesline: 1/2 Phase, +0 OCV, +0 DCV, 7d6 +v/5; Target Falls; FMove
Notes: Passing Throw
5
3) Flying Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove
5
4) Flying Grab: 1/2 Phase, -2 OCV, -1 DCV, Grab Two Limbs, 45 STR for holding on; FMove
4
5) Guillotine: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 4d6 NND
Notes: Choke Hold
3
6) Rolling Block: 1/2 Phase, +1 OCV, +1 DCV, Block, Target Falls
Notes: Defensive Throw
5
7) Rolling Disarm: 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, 40 STR to take weapon away; Target Falls
Notes: Disarming Throw
5
8) Rolling Smash: 1/2 Phase, +1 OCV, -2 DCV, 11d6 Strike
Notes: Sacrifice Strike
52 Total Martial Arts Cost

STUNTS & FIGHTING STYLE
Double and Triple Team opponents when possible
Try to keep the Duplicates within a combat move of each other
If necessary Recombine to benefit from Healing
COMBAT INFORMATION
OCV: 7 DCV: 7
Combat Skill Levels:
+4 with Martial Maneuvers
+1 with DCV
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
Bust Loose 1/2 +0 +0 50 STR vs. Grabs
Flying Clothesline 1/2 +0 +0 7d6 +v/5; Target Falls; FMove
Flying Dodge 1/2 -- +4 Dodge All Attacks, Abort; FMove
Flying Grab 1/2 -2 -1 Grab Two Limbs, 45 STR for holding on; FMove
Guillotine 1/2 -2 +0 Grab One Limb; 4d6 NND
Rolling Block 1/2 +1 +1 Block, Target Falls
Rolling Disarm 1/2 +0 +0 Grab Weapon, 40 STR to take weapon away; Target Falls
Rolling Smash 1/2 +1 -2 11d6 Strike
COMBAT MODIFIERS
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10

 Trinity  
SUPERPOWERS!
Cost  Power END
Third Time's the Charm
71   1)   Three's A Crowd:  Duplication (creates 2 400-point Duplicates), Rapid Duplication (can create 2 Duplicates per Half Phase) (+1/4) (106 Active Points); Costs END (Only Costs END to Activate; -1/4), Three Or Zero (Must spawn both Duplicates, cannot spawn only one; -1/4) 11
27   2)   Coalesce:  Healing Simplified 3d6, Reduced Endurance (0 END; +1/2), Trigger (Activating the Trigger is an Action that takes no time, Trigger requires a Zero Phase Action to reset; +3/4) (67 Active Points); Only When Recombining With Duplicates (-1), Self Only (-1/2) 0
2   3)   Synched Up:  Teamwork 14- (5 Active Points); Only With Duplicates (-1)
4   4)   Four Fists Are Better Than Two!:  HA +2d6 (10 Active Points); Only When Striking Same Target Simultaneously With One Duplicate (-1), HA (-1/2) 1
3   5)   Six Fists Are Better Than Four!:  HA +2d6 (10 Active Points); Only When Striking Same Target Simultaneously With Two Duplicates (-2), HA (-1/2) 1
3   6)   Four Eyes Are Better Than Two:  +2 PER with all Sense Groups (6 Active Points); Only When Making A PER Check To Notice Something Simultaneously With One Duplicate (-1) 0
2   7)   Six Eyes Are Better Than Four:  +2 PER with all Sense Groups (6 Active Points); Only When Making A PER Check To Notice Something Simultaneously With Two Duplicates (-2) 0
Agile
5   1)   Accurate Leaper:  Leaping 0" (3" forward, 3" upward) (Accurate) 1
1   2)   Vertical Leaper:  Leaping +3" (3" forward, 3" upward) (3 Active Points); Upward Movement Only (-1) 1
8   3)   Skilled Climber:  Clinging (normal STR) (10 Active Points); Cannot Resist Knockback (-1/4) 0
6   4)   Nimble:  Knockback Resistance -5" (10 Active Points); Requires A Breakfall Skill Roll (-1/2), Nonpersistent (-1/4) 0
24   5)   Instinctive Roll With Punch:  Physical Damage Reduction, Resistant, 50% (30 Active Points); Requires A Breakfall Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4) 0
12   6)   Dodgy:  Combat Luck (6 PD/6 ED)
5   7)   Elusive:  +1 with DCV
10   8)   Mobile:  Defense Maneuver I-IV
Gear
14   1)   Armored Costume:  Armor (6 PD/6 ED) (18 Active Points); Visible (-1/4) 0
3   2)   Visor:  Sight Group Flash Defense (5 points) (5 Active Points); OIF (Helmet Visor; -1/2) 0
200 Total Powers Cost

 Trinity  
SKILLS, PERKS, TALENTS
SKILLS
Cost  Name
12 Skillz: +4 with Martial Maneuvers
3 Acrobatics 13-
7 Breakfall 15-
3 CK: Boston (INT-based) 12-
3 Scholar
2
1) Sanctioned: KS: Federal Criminal Law (INT-based) (3 Active Points) 12-
2
2) Sanctioned: KS: Federal Criminal Law (INT-based) (3 Active Points) 12-
2
3) KS: Kung Fu Movies (INT-based) (3 Active Points) 12-
2
4) KS: Martial Arts World (INT-based) (3 Active Points) 12-
2
5) KS: Superhuman World (INT-based) (3 Active Points) 12-
38 Total Skills Cost
PERKS
Cost  Name
Sanctioned
3
1) Sanctioned: Fringe Benefit: Federal/National Police Powers
1
2) HERONet Member
9
3) Sanctioned: Contact: PRIMUS (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources, Contact limited by identity), Organization Contact (x3) (9 Active Points) 8-
1 Reputation: Popular / Colorful Local Super Hero (Boston) 14-, +1/+1d6
14 Total Perks Cost
SUPERHEROIC CHALLENGES
Cost  Disadvantage
10 DF: Heavy Bostonian Accent (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
5 DF: Mutant (Not Concealable; Noticed and Recognizable; Detectable Only By Unusual Senses)
5 DF: Recognizable Martial Art Style (Not Concealable; Noticed and Recognizable; Detectable Only By Small Group)
15 Easily Baited Into Fights: Being Challenged / Called Out / Confronted (Uncommon), go 11-, recover 11-
15 Psych. Lim.: Likes To Show Off (Common, Strong)
20 Normal Characteristic Maxima
20 Psych. Lim.: Urge To Make Hyberbolic Declarations (Very Common, Strong)
10 Reputation: Over-the-top / Cheesy Monologuer, 11-
15 Rivalry: Professional (Super Martial Artists; Rival is More Powerful; Rival is a Group; Seek to Outdo Rival; Rival Is Made Aware of Rivalry)
15 Susceptibility: When Splitting Off Duplicates 1d6 damage Instant (Very Common)
20 Unluck: 4d6
150 Total Disadvantages Cost

 Trinity  
APPEARANCE & SHTICK
APPEARANCE
Height: 5' 10" Hair: Black
Weight: 175 lbs Eyes: Grey
Out of costume James Preo is a flinty-looking wiry twenty-something with the popping veins and hard sculpted edges of a lifetime martial artist. As Trinity he wears a crimson armored fighting costume that shows off his lean physique.
PERSONALITY & MOTIVATION
James Preo is the product of a lower-middle-class hard working Italian family from Boston. If not for his mutant ability to split himself into three identical copies he would probably have lived the life of a prize fighter of some sort and dwindled into some sad blue collar existence after aging out of competitveness. Instead, he fights crime and defends his beloved Boston from scum and villainy as the brightly colored and audacious superhero known as Trinity!

Trinity is a somewhat egotistical, over the top, mouthy kind of guy but some of it is just for show. He loves to announce his plans in over the top dialogue, and never does something boring when he can instead do something flashy to show off his skills.

People either love him or hate him. He does have a bit of a "something to prove" issue going on and goes out of his way to out do, show up, or otherwise contest with other melee types. Consequently he is easy to bait into kung fu theater type confrontations.

He keeps his identity secret, but really doesnt have anyone to keep the secret from or suffer complications from it. He participates in HERONet initiative and has been tapped on a few occasions to be part of teams working outside of Boston on behalf of the organization.
CATCH PHRASE(S)
"Here comes Trinity, bringing three times the hurtin for ya, bay-bee!"
POWERS & SPECIAL EFFECTS
Trinity has the single mutant ability of splitting himself into three seperate but identical parts at will, though it is tiring to do so and he takes some damage from it. Conversely Trinity's health is somewhat restored when he recombines. Trinity cannot split into two bodies; its three or one. The trio share a certain low-level awareness of each other that allows them to coordinate their actions and perceptions extremely well.

Aside from his duplicative mutant power, Trinity is entirely normal and has no other true superhuman ability though like many other advanced martial artists he has some remarkable "skills" that are impressively extraordinary.

Trinity has augmented his rather limited superpower with extensive training in combatives and free running, developing himself into a very competent and mobile scrapper. Singularly Trinity is a dangerous fighter capable of taking on several lesser opponents and agents, but working together with one or both of his duplicates he is able to fight even superhumans effectively.

In addition to his power and training, Trinity wears an armored fighting costume for a bit of reliable protection.
Character created with Hero Designer (version 2007121308)