Amp  
CHARACTERISTICS
Val Char Base Points Total Roll Notes
13 STR 10 3 13 12- HTH Damage 2 1/2d6 END [1]
20 DEX 10 30 20 13- OCV 7 DCV 7
15 CON 10 10 15 12-
15 BODY 10 10 15 12-
14 INT 10 4 14 12- PER Roll 12-
14 EGO 10 8 14 12- ECV: 5
20 PRE 10 10 20 13- PRE Attack: 4d6
16 COM 10 3 16 12-
5 PD 3 2 5/20 5/20 PD (0/15 rPD)
5 ED 3 2 5/30 5/30 ED (0/25 rED)
4 SPD 3.0 10 4 Phases: 3, 6, 9, 12
6 REC 6 0 6
30 END 30 0 30
30 STUN 30 0 30
7" Running 6 2 7"
2" Swimming 2 0 2"
2 1/2"/1"" Leaping 3 0 2 1/2" 94 Total Characteristics Points
POSE
MOVEMENT
Type Total
Run (6) 7" [14" NC]
Swim (2) 2" [4" NC]
H. Leap (3") 2 1/2"
V. Leap (1") 1"
Flight 24" [96" NC]
EXPERIENCE POINTS
Total earned: 105
Spent: 105
Unspent: 0
Base Points: 200
Disad Points: 120
Total Points: 425
APPEARANCE
Hair Color:  Blonde
Eye Color:  Blue
Height:  5' 9"
Weight:  150 lbs
Description:
Amp is a good looking young man with a ready smile and a good attitude. As Amp he wears a simple matte black costume with yellow lightning piping.

 Amp  
DEFENSES
Type Amount Notes
Physical Defense 5/20 Current BODY:
Res. Phys. Defense 0/15 (15)
Energy Defense 5/30 Current END:
Res. Energy Defense 0/25 (30)
Mental Defense 0 Current STUN:
Power Defense 0 (30)
STUNTS & FIGHTING STYLE
Flying Blaster
COMBAT INFORMATION
OCV: 7 DCV: 7
Combat Skill Levels:
+1 with Flight
+2 with All Combat
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

 Amp  
SUPERPOWERS!
Cost  Power END
Bioelectrical Surge Multipower
50 Multipower, 75-point reserve, (75 Active Points); all slots No Range (-1/2)
4u   1)   Shocking Blast:  Energy Blast 7d6+1 (vs. ED), Area Of Effect (14" Line; +1) (74 Active Points); No Range (-1/2), No Knockback (-1/4) (uses END Reserve) 7
4u   2)   Shocking Radius:  Energy Blast 5d6+1 (vs. ED), Penetrating (+1/2), Area Of Effect (4" Radius; +1), Selective (+1/4) (74 Active Points); No Range (-1/2), No Knockback (-1/4) (uses END Reserve) 7
5u   3)   Shocking Taser:  Energy Blast 7d6+1 (vs. ED), No Normal Defense (Insulated,Grounded; +1) (74 Active Points); No Range (-1/2) (uses END Reserve) 7
4u   4)   Shocking Tendrils:  Energy Blast 6 1/2d6 (vs. ED), Area Of Effect (6" Any Area; +1 1/4) (74 Active Points); No Range (-1/2), No Knockback (-1/4) (uses END Reserve) 7
4u   5)   Shocking Touch:  Energy Blast 15d6 (vs. ED) (75 Active Points); No Range (-1/2), No Knockback (-1/4) (uses END Reserve) 7
4u   6)   Surging Blast:  Killing Attack - Ranged 2d6 (vs. ED), Penetrating (+1/2), Area Of Effect (18" Line; +1) (75 Active Points); No Range (-1/2), No Knockback (-1/4) (uses END Reserve) 7
4u   7)   Surging Radius:  Killing Attack - Ranged 2d6-1 (vs. ED), Penetrating (+1/2), Area Of Effect (4" Radius; +1), Selective (+1/4) (69 Active Points); No Range (-1/2), No Knockback (-1/4) (uses END Reserve) 7
5u   8)   Surging Taser:  Killing Attack - Ranged 2d6-1 (vs. ED), No Normal Defense (Insulated, Grounded; +1), Does BODY (+1) (75 Active Points); No Range (-1/2) (uses END Reserve) 7
4u   9)   Surging Tendrils:  Killing Attack - Ranged 2d6 (vs. ED), Penetrating (+1/2), Area Of Effect (5" Any Area; +1) (75 Active Points); No Range (-1/2), No Knockback (-1/4) (uses END Reserve) 7
4u   10)   Surging Touch:  Killing Attack - Ranged 5d6 (vs. ED) (75 Active Points); No Range (-1/2), No Knockback (-1/4) (uses END Reserve) 7
Electrical Dispersion / Absorption
28   1)   Electrical Dispersion:  Armor (0 PD/30 ED), Hardened (+1/4) (56 Active Points); Only Works Against Very Limited Type of Attack (Electrical; -1) 0
40   2)   Electrical Sponge:  Absorption 12d6 (energy, 1/2 BODY, 1/2 END Reserve), Heal Based vs. Aid Based (60 Active Points); Limited Phenomena (Electrical Only; -1/2) 0
28 Electrical Reserves:  Endurance Reserve (140 END, 14 REC) (28 Active Points) 0
Arc Emmission Elemental Control
30 Elemental Control, 60-point powers
36   1)   Arc Flight:  Flight 24", x4 Noncombat, Costs END Only To Activate (+1/4) (66 Active Points) (uses END Reserve) 5
30   2)   Arc Aura:  FF (15 PD/25 ED), Costs END Only To Activate (+1/4), Hardened (+1/4) (60 Active Points) (uses END Reserve) 5
284 Total Powers Cost

 Amp  
SKILLS, PERKS, TALENTS
SKILLS
Cost  Name
2 +1 with Flight
16 +2 with All Combat
2 Sanctioned: KS: Federal Criminal Law 11-
2 Sanctioned: KS: Federal Criminal Procedure 11-
3 Conversation 13-
3 KS: Baseball Trivia (INT-based) 12-
3 KS: Skydiving (INT-based) 12-
3 KS: Superhuman World (INT-based) 12-
3 PS: Bartender (PRE-based) 13-
3 Skydiving 13-
3 Streetwise 13-
43 Total Skills Cost
PERKS
Cost  Name
3 Sanctioned: Fringe Benefit: Federal/National Police Powers
1 HERONet membership
4 Total Perks Cost
SUPERHEROIC CHALLENGES
Cost  Disadvantage
10 Distinctive Features: Mutant (Not Concealable; Extreme Reaction; Detectable Only By Technology Or Major Effort; Not Distinctive In Some Cultures)
5 Distinctive Features: Smells of ozone (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)
20 Distinctive Features: Yellow Electricity Arcs (harmlessly) Between Amp And Conductive Inanimate Object (Concealable with Insulated Suit; Extreme Reaction; Detectable By Commonly-Used Senses)
20 Normal Characteristic Maxima
20 Psych. Lim.: Brash and Cocky (Very Common, Strong)
5 Psych. Lim.: Loves To Fly And Do Arial Manuevers -- Often Succumbs To Urge To Show Off (Uncommon, Moderate)
5 Reputation: Dangerous Electricity Based Hero, 8-
15 Susceptibility: Immersion In Water While Powers Are Activated 1d6 damage per Phase (Uncommon)
10 Unluck: 2d6
10 Watched: PRIMUS 8- (Mo Pow, NCI, Limited Geographical Area, PC has a Public ID or is otherwise very easy to find, Watching)
120 Total Disadvantages Cost

 Amp  
APPEARANCE & SHTICK
APPEARANCE
Height: 5' 9" Hair: Blonde
Weight: 150 lbs Eyes: Blue
Amp is a good looking young man with a ready smile and a good attitude. As Amp he wears a simple matte black costume with yellow lightning piping.
PERSONALITY & MOTIVATION
Amp is a brash and cocky young man, but his heart is in the right place. He genuinely likes people and tries to help as best he can. However, he lacks the strong resolve of some heroes, and it's difficult to say what direction he would go in if faced with real adversity.
CATCH PHRASE(S)
"Lets Amp it up!"
POWERS & SPECIAL EFFECTS
Amp has powerful Electricity emission abilities, and is also practically immune to damage from electricty -- in fact exposure to electrical damage heals and invigorates him.

 Amp  
ORIGIN
Most mutant's powers catalyze at birth or during puberty, but David was a late bloomer. A fit, popular, talented young man, he grew up just outside of Las Vegas, Nevada. His mom was a waitress and his dad worked in casino security, and they had a comfortable existance. He played baseball in highschool but wasn't quite good enough to get a sports scholarship, so instead he got a job working as a bartender in one of the casinos. He took up skydiving with some friends in his early twenties and really enjoyed it, doing it as often as he could afford to. Then one fateful day in a dive over the desert, his chute didnt open and his spare failed as well, leaving him to plummet to an inevitable death, if not from impact with the ground then from landing amongst some electrical wires running from a major transformer in the desert that he got blown into.

Against all odds, David's latent mutant powers were thus revealed, catalyzed by the massive amount of electricity jolting through his body. Not only did he survive the experience, but he emerged from it with powerful electricity based powers. After coming to grips with his newfound powers, David decided to become a superhero and protect his hometown from supervillainy. Doning a simple black costume, he took to the skys as Amp. He was successful and made a name for himself fighting minions of ARGENT, VIPER, and various would be casino robbers, and was eventually approached to become part of the PRIMUS sponsored HeroNET initiative, which he eagerly accepted.
Character created with Hero Designer (version 2006111006)