Major Savage  
CHARACTERISTICS
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-
20 BODY 10 20 20 13-
20 INT 10 10 20 13- PER Roll 13-
15 EGO 10 10 15 12- ECV: 5
15 PRE 10 5 15 12- PRE Attack: 3d6
18 COM 10 4 18 13-
8 PD 5 3 8/29 8/29 PD (0/21 rPD)
8 ED 5 3 8/29 8/29 ED (0/21 rED)
6 SPD 3.5 25 6 Phases: 2, 4, 6, 8, 10, 12
10 REC 10 0 10
50 END 50 0 50
50 STUN 46 4 50
8" Running 6 4 8"
3" Swimming 2 1 3"
5"/2 1/2"" Leaping 5 0 5" 179 Total Characteristics Points
POSE
MOVEMENT
Type Total
Run (6) 8" [16" NC]
Swim (2) 3" [6" NC]
H. Leap (5") 5"
V. Leap (3") 2 1/2"
Flight 20"/30" [40"/50" NC]
EXPERIENCE POINTS
Total earned: 200
Spent: 200
Unspent: 0
Base Points: 250
Disad Points: 125
Total Points: 575
APPEARANCE
Hair Color:  Brown
Eye Color:  Hazel
Height:  6' 3"
Weight:  220 lbs
Description:
Big, muscular, hair shaved down to fringe. Tattooed barcode and Terran Marine symbol on his forehead. Practically always wearing one of his suits of armor, which are all high tech gizmos of mass destruction.

 Major Savage  
DEFENSES
Type Amount Notes
Physical Defense 8/29 Current BODY:
Res. Phys. Defense 0/21 (20)
Energy Defense 8/29 Current END:
Res. Energy Defense 0/21 (50)
Mental Defense 10 Current STUN:
Power Defense 0 (50)

FIGHTING SKILLS
Cost  Maneuver
Terran Marine Training
8
1) +2 HTH Damage Class(es)
3
2) Akido Throw: 1/2 Phase, +0 OCV, +1 DCV, 7d6 +v/5, Target Falls
4
3) Boxing Cross: 1/2 Phase, +2 OCV, +0 DCV, 9d6 Strike
4
4) Escape: 1/2 Phase, +0 OCV, +0 DCV, 50 STR vs. Grabs
4
5) Hold: 1/2 Phase, -1 OCV, -1 DCV, Grab Three Limbs, 45 STR for holding on
4
6) Judo Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 45 STR to Disarm roll
4
7) Kung Fu Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
31 Total Martial Arts Cost

STUNTS & FIGHTING STYLE
Common Armor configurations:
*Armored Space Suit: Suit Shielding, Air Recycler, Shoulder Mounted Pintel Spotlight
*Tactcial Infantry Armor: Tactical Jump-Jets
*Heavy Assault Armor: Extra Armor Plating I, Energy Dispersion Field, Inertial Dampening Field
With Combat Luck +9/9 PD +9/9 ED
COMBAT INFORMATION
OCV: 8 DCV: 8
Combat Skill Levels:
+1 with All Combat
+1 Overall
+2 with Multipurpose Modular Battle Rifle
+3 with Ranged Combat (15 Active Points); Only To Hit (OCV Only; -1), OIF Durable (-1/2)
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
Akido Throw 1/2 +0 +1 7d6 +v/5, Target Falls
Boxing Cross 1/2 +2 +0 9d6 Strike
Escape 1/2 +0 +0 50 STR vs. Grabs
Hold 1/2 -1 -1 Grab Three Limbs, 45 STR for holding on
Judo Disarm 1/2 -1 +1 Disarm; 45 STR to Disarm roll
Kung Fu Block 1/2 +2 +2 Block, Abort
COMBAT MODIFIERS
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10

 Major Savage  
SUPERPOWERS!
Cost  Power END
Multipurpose Modular Battle Rifle Multipower
33 Multipower, 75-point reserve, (75 Active Points); all slots Required Hands Two-Handed (-1/2), OIF Durable (-1/2), Beam (-1/4)
3u   1)   Blaster Volley Energy Blast 8 1/2d6 (vs. ED), Autofire (3 shots; +1/4), 64 Charges (+1/2) (75 Active Points) [64]
3u   2)   Focused White Noise Pulsar Sight, Hearing and Radio Groups Flash 13d6, 16 Charges (+0) (70 Active Points) [16]
3u   3)   Overcharged Blast Killing Attack - Ranged 5d6 (vs. ED), 16 Charges (+0) (75 Active Points) [16]
3u   4)   Phase Blaster Energy Blast 15d6 (vs. ED), 16 Charges (+0) (75 Active Points) [16]
Standard Gear
23   1)   Advanced Situational Awareness Helmet
Range Finder: PSLs: +2 vs. Range Modifier with All Ranged Attacks (6 Active Points); OIF (Helmet; -1/2)
plus
+2 versus Range Modifier for Sight Group (3 Active Points); OIF (Helmet; -1/2)
plus
+2 PER with Sight Group (4 Active Points); OIF (Advanced Situational Awareness Helmet; -1/2)
plus
Self Polarizing Visor: Sight Group Flash Defense (5 points) (5 Active Points); OIF (Visor; -1/2)
plus
360 degree Microcamera HUD: Increased Arc Of Perception with Sight Group (10 Active Points); OIF (-1/2)
plus
Heat-scan: Infrared Perception (Sight Group) (5 Active Points); OIF (Helmet; -1/2), Extra Time (Full Phase, Only to Activate Constant or Persistent Power, Delayed Phase, -1/2)
plus
Ultra-low Light: Nightvision (5 Active Points); OIF (Helmet; -1/2), Extra Time (Full Phase, Only to Activate Constant or Persistent Power, Delayed Phase, -1/2)
0
35   2)   Flight Harness, Long Range Sustained Flight 20", Combat Acceleration/Deceleration (+1/4), Reduced Endurance (0 END; +1/2) (70 Active Points); Restrainable (-1/2), OIF Durable (-1/2) 0
8   3)   Gyrostablized Swingarm
Swingarm: Extra Limb (1) (5 Active Points); Only To Provide Second Arm For Main Gun (-1)
plus
+3 with Ranged Combat (15 Active Points); Only To Hit (OCV Only; -1), OIF Durable (-1/2)
0
5   4)   PP3-01 Psychic Defense Matrix Mental Defense (10 points total) (7 Active Points); OIF (Headband; -1/2) 0
8   5)   Signal Scanner/ Micro-burst Transmiter High Range Radio Perception (Radio Group), Concealed (-1 with High Range Radio Perception PER Rolls), Discriminatory, Sense (20 Active Points); Requires A Systems Operation Skill Roll (-1/2), OIF (Comms Module; -1/2), Radio/Hearing [very common Sense] (-1/2) 0
8   6)   Surface Cohesion Boots Clinging (30 STR) (12 Active Points); OIF Durable (-1/2) 0
20   7)   Modular Marine Battle Armor Armor (8 PD/8 ED), Hardened (+1/4) (30 Active Points); OIF Durable (-1/2) 0
Modular Gear Pool VPP
120 VPP (Gadget Pool), 90 base + 30 control cost, No Skill Roll Required (+1) (180 Active Points); Limited Class Of Powers Available Very Limited (-1), VPP Powers Can Be Changed Only In Given Circumstance (-1/2); all slots OIF (Must take OIF; -1/2)
Notes: Gadgets List
0   1)   Modular Jet Assist Pack Flight 10", combat acceleration/deceleration (+1/4) (25 Active Points); 1 Continuing Charge lasting 1 Minute (-1), IAF Durable (Modular Jet Assist Pack; -1/2), Must Be Used At Full Effect (When the Jet Assist is on, must Fly at least 10"; -1/2), Requires A Skill Roll (Combat Piloting; -1/2), no Noncombat movement (-1/4) Real Cost: 7 [1 cc]
0   2)   Scanner Module Spatial Awareness (Unusual Group), Discriminatory, Increased Arc Of Perception (360 Degrees) (32 Active Points); OIF (Scanner Module; -1/2), Sight, Unusual [very common Sense] (-1/2) Real Cost: 16 0
0   3)   Subspectral Variator
Lack Of Weakness (-5) for Resistant Defenses (5 Active Points); IAF (-1/2)
plus
Lack Of Weakness (-5) for Normal Defense (5 Active Points); IAF (-1/2) Real Cost: 6
0
0   4)   Subspectral Visual Disrupter Invisibility to Sight Group , Reduced Endurance (0 END; +1/2) (30 Active Points); Chameleon (-1/2), OIF (-1/2), Extra Time (Delayed Phase, Only to Activate, -1/4) Real Cost: 13 0
0   5)   Bio-monitor Simplified Healing 4d6, Trigger (Activating the Trigger is an Action that takes no time, Trigger requires a Zero Phase Action to reset, Character does not control activation of personal Trigger; Drop to 0 BODY or 0 STUN; +1/2) (60 Active Points); 3 Charges (-1 1/4), OIF (Bio-monitor Module; -1/2), Self Only (-1/2) Real Cost: 18 [3]
0   6)   Energy Dispersion Field Energy Damage Reduction, Resistant, 25% (15 Active Points); OIF Durable (Heavy Assault Armor; -1/2) Real Cost: 10 0
0   7)   Inertial Dampening Field Physical Damage Reduction, Resistant, 25% (15 Active Points); OIF Durable (Heavy Assault Armor; -1/2) Real Cost: 10 0
0   8)   Extra Armor Plating I Armor (4 PD/4 ED), Hardened (+1/4) (15 Active Points); OIF Durable (Armor Plates; -1/2) Real Cost: 10 0
272 Total Powers Cost

 Major Savage  
SKILLS, PERKS, TALENTS
SKILLS
Cost  Name
8 +1 with All Combat
10 +1 Overall
6 +2 with Multipurpose Modular Battle Rifle
Terran Marine Training
3
1) AK: Earths Solar System (INT-based) 13-
3
2) Combat Driving 14-
3
3) Combat Piloting 14-
3
4) Navigation (Air, Space) 13-
3
5) PS: Terran Marine (INT-based) 13-
3
6) Security Systems 13-
2
7) Survival (Space) 13-
3
8) Systems Operation 13-
2
9) TF: Science Fiction & Space Vehicles
3
10) Tactics 13-
Agent of PRIMUS
3
1) PS: PRIMUS Law Enforcement (INT-based) 13-
3
2) KS: PRIMUS Law Enforcement (INT-based) 13-
58 Total Skills Cost
PERKS
Cost  Name
0 Anonymity (Not helpful)
11 Fringe Benefit: International Police Powers, Membership (PRIMUS), Registered Superhero
2 Reputation: Powerful New Superhero On The Scene (A medium-sized group) 11-, +2/+2d6
13 Total Perks Cost
TALENTS
Cost  Name
18 Combat Luck (9 PD/9 ED)
4 Environmental Movement (Zero-G)
22 Total Talents Cost
SUPERHEROIC CHALLENGES
Cost  Disadvantage
5 Distinctive Features: Military Tattoo/ Barcode (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)
15 Enemy: Revenge (Istvatha V'Han; Rival is Significantly More Powerful; Seek to Harm or Kill Rival; Rival Unaware of Rivalry)
20 Hunted: PRIMUS 11- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)
15 Psychological Limitation: Warrior Code (Terran Marine) Common, Strong
15 Psychological Limitation: Gives Orders/Takes Command (Common, Strong)
15 Psychological Limitation: Overly Aggressive; Can't Show Weakness, Refuse A Challange, Or Accept Defeat Common, Strong
10 Psychological Limitation: Respects Authority (Uncommon, Strong)
10 Reputation: Militant PRIMUS Special Agent, 11-
20 Social Limitation: Subject to Orders from PRIMUS (Very Frequently, Major)
125 Total Disadvantages Cost

 Major Savage  
APPEARANCE & SHTICK
APPEARANCE
Height: 6' 3" Hair: Brown
Weight: 220 lbs Eyes: Hazel
Big, muscular, hair shaved down to fringe. Tattooed barcode and Terran Marine symbol on his forehead. Practically always wearing one of his suits of armor, which are all high tech gizmos of mass destruction.
PERSONALITY & MOTIVATION
Mission Accomplishment first, Troop Wellfare second. Savage is harder edged and much more militant than your average "superhero". He doesn't think of himself as a superhero, either; he is just a well equipped genetically enhanced Terran Marine, plain and simple. He is deeply ingrained to serve a government and has fully accepted the US Government as a surrogate for the Terran Empire.
CATCH PHRASE(S)
"Hoorah!"
"Aye aye"
"Good to go!"
POWERS & SPECIAL EFFECTS
Highly trained and physiologically enhanced Terran Marine of the future. Primarily relies on his close combat training, skills, and trusty equipment.

He has quite a lot of gear and a suit of modular body armor which can be role-configured by the addition and subtraction of specialized attachments. Gadgets List.

 Major Savage  
ORIGIN
In the year 2218 A.D. Istvatha V'han brought her dimensional conquering armies into Major Savage's dimension to try once again to conquer it. In previous attempts to add the dimension to her vast Empire Istvatha had always tried taking Earth first and when the forces of Earth repelled her invasions she was forced to withdraw and reassess her plans. This time she changed tactics; instead of attacking Earth first she first conquered Xenovore space, followed quickly by the Mon'Dabi and Ackalian empires. The Ackalians sent out a distress call and asked for assistance from Earth in resisting Istvatha but unfortunately Earth believed this was a ploy to lure them into a trap and thus the call for help went unanswered.

Finally, in 2231 Istvatha came knocking on Earth's door, and this time she had the strength to force her way in. Three years of war engulfed humanity and despite some early successes Istvatha's forces were starting to win due to sheer attrition. The fate of humanity was beginning to look hopeless and while the Terran Empire had done its utmost to resist the conqueror it was becoming readily apparent that if something drastic was not done soon then Earth itself would soon fall in to her hands.

"Desperate Times Call for Desperate Measures" and thus a plan that was as simple and bold as it was desperate was drawn up: hit Istvatha's fleet command ship with every available asset to cut attempt to kill or seriously injure Istvatha, hoping that her forces would crumble without her leadership.

Major Savage's unit was assigned to the third wave of the assault along with many other units of Terran Marines. The third wave's mission was to engage mid range fighters long enough to get close to the command ship or other targets of interest, and then board them to destroy the invaders from within in close quarters battle.

The first wave, relying on surprise, was successful in disabling or destroying the vicious warder ships arranged around the invading fleet, poised to destroy incoming ships with their long range missiles. The second wave, primarily composed of naval pilots tasked to destroy enemy fighters in dogfights to open up the enemy's belly was initially slowed by responding defenders, but was able to push thru the hole made by the first wave and cause a great deal of destruction despite their many casualties.

The third wave followed closely behind and penetrated deep into V'han's armada to the command ship, and a number of Marines were able to board the craft and wreak havoc man to man among the invaders. One bold fireteam managed to penetrate to Istvatha's bridge and one of them scored a direct hit upon her with a grenade before all four members of the fire team were cut down by her defenders.

Rattled by her injury, Istvatha used her dimensional traveling power to withdraw her command ship and her forces that were nearest her to some safer dimension. Major Savage's unit had been tied up by a particularly thick knot of close range fighters protecting the command ship and were still in their personal space fighters engaged in a dogfight. When the dimensional rift opened by Istvatha first began to open Major Savage's tail rudder was burned off by a glazing shot from an enemy ship as he tried to maneuver closer to the command ship to board it before it could gate away. His space-fighter tumbled and fell through the dimensional rift edge-wise.

Major Savage was knocked unconscious by the turbulence and stress, and when he awoke he found yourself in the process of reentering Earth's atmosphere with his craft tumbling out of control. Fighting off unconciousness he managed to force it into a level reentry, but the best he could do was to slow its descent. The damaged space fighter came down in a screaming incandescent streak, like a comet, and Savage was forced to jettisoned the personal armory module carrying his full combat load out before ejecting himself mere seconds before impact with the surface of the planet.

Scanning all frequencies for some sign of his command, fellow Marines, or some kind of Terran authority he could report to Savage detected a telltale beacon very similar to a Terran Marine distress signal only a few miles away. Recovering his gear box he refitted his armor for atmospheric conditions and set out for the distress beacon on the bounce. As he traveled he was forced to wonder where on Earth he could be that was still so well-forrested and rural, and was only more bewildered when he arrived at the locality of the signal at an ancient-seeming farm, complete with barn and tractor.

Entering the barn ready for anything, he was still quite surprised to see what appeared to be animated corpses crowding around some kind of power armored or robotic war machine and an ordinary looking man chained to a post in the middle of a salted circle which seemed to keep the animated dead at bay. The beacon seemed to be eminating from the ordinary looking human. Sensing life the zombies turned and began to attack the nonplussed Marine, but his combat training kicked in and he burned, kicked, and elbowed his way to the salted circle and cut the two prisoners down. Together all three began to fight their way free, but the zombies seemed endless in number and ignored the most ghastly of injuries, getting up to continue to fight.

All three were becoming fatigued and Savage's ammo packs were starting to run low on juice, when a new combatant entered the fray in a blur and destroyed zombies with a reckless abandon, moving at speeds well over a hundred miles an hour. Savage and the two he had rescued retreated to the door of the barn to recover and Savage watched what was clearly a superhuman in action...which was just as clearly impossible. Of the two combatants he had saved, he assumed the metal one was just using technology and the nondescript man was a good fighter but had not displayed anything a Terran Marine couldn't duplicate, but this third fighter was something else altogether. For the first time since arriving Savage was forced to contemplate that perhaps he hadn't landed on Earth after all...or at least not the Earth he knows.

After the zombies had been rounded up and lit on fire by way of a propane tank introductions were made. Savage learned that the power armored or robotic person was called War-Man, and the super fast man was called Hype; the nondescript man with the beacon slipped away into the darkness though, and Savage never saw him again. Savage introduced himself and explained a little of what had happened to him to bring him to this place. Hype didn't believe him but War-Man did. After the authorities arived and the three of them gave an account of what had occured, Hype streaked off but War-Man went with Savage to recover his gear box and then took him to Millennium City.

Not having anywhere to put Savage, War-Man took him to John Wrath's apartment and asked if he could put him up until they figured out what to do with him at PRIMUS. Wrath cantankerously agreed and Savage spent about seven months living on Wrath's couch, during which time he joined the supergroup known as the Millennial Men in several adventures while he learned more about the new world he found himself in. Finally PRIMUS verified his story as well as they were able and he was allowed to sanction with them.

Savage had quickly learned in his time with the Mill Men that PRIMUS agents were woefully incapable, insufficiently trained, and too poorly equipped to be effective enough to do their job. The other heroes and the public complained about it but Savage knew that he could whip the organization into shape if given half a chance. So he made an offer to PRIMUS; bring him into their organization as a Special Agent with the rank of Major and give him a small force of hand picked men to be trained to Terran Marine standards, and he would allow PRIMUS R&D to study and replicate his gear.

It took a few more months but finally the odd idea worked its way up and back down the chain and PRIMUS agreed to start a provisional program to test out the idea. Savage moved into the PRIMUS HQ building in Millennium City, and spent several months training a company of PRIMUS Agents to his demanding standards. The program is called Immediate Combat Action Response UnitS (ICARUS). The ICARUS agents are selected from the cream of PRIMUS's operational agents, and equipped with new equipment copied from Major Savage's high-tech gear. It is a pilot program for now, but if it proves itself in Millennium City PRIMUS intends to have Major Savage train similar units in other cities with a higher than normal proclivity for supercrime.

So far the ICARUS team has proven to be very capable; their most significant success was when several members of the Millennial Men were replaced with villainous versions of themselves when their counterparts were sent to the Hegemony dimension by Chantal the ICARUS team and Savage were able to bring down the rampaging War-Machine (War-Man's counterpart), and later both Rick Angst and Shriver (John Wrath and Rook's counterparts respectively), though they needed the assistance of members of the Millennium City 8 to pull that off.

As the months have gone by Savage has become increasingly central to PRIMUS operations in the Mill City area and has in many ways eclipsed Silver Avenger Sanchez, even among the PRIMUS staff. In particular he has a close relationship with PRIMUS R&D, and is a close ally with Major Jonathan Brooks, aka Showdown, leader of the PRIMUS sponsored HERONet initiative.
Character created with Hero Designer (version 2006053109)