|
Type |
Amount |
Notes |
Physical Defense |
8/23 |
Current BODY: |
Res. Phys. Defense |
6/21 |
(20) |
Energy Defense |
8/23 |
Current END: |
Res. Energy Defense |
6/21 |
(40) |
Mental Defense |
15 |
Current STUN: |
Power Defense |
10 |
(50) |
|
Cost |
Maneuver |
|
Inestimable Wrath Fu
|
24 |
+6 HTH Damage Class(es) |
|
Defenses |
3 |
1) Defensive Throw: 1/2 Phase, +1 OCV, +1 DCV, Block, Target Falls |
4 |
2) Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort |
|
Strikes |
5 |
1) Passing Throw: 1/2 Phase, +0 OCV, +0 DCV, 12d6 +v/5; Target Falls; FMove |
5 |
2) Passing Strike: 1/2 Phase, +1 OCV, +0 DCV, 12d6 +v/5; FMove |
4 |
3) Killing Strike: 1/2 Phase, -1 OCV, -1 DCV, HKA 3d6+1 |
4 |
4) Nerve Strike: 1/2 Phase, -1 OCV, +1 DCV, 5d6 NND |
|
Grappling |
4 |
1) Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 5d6 NND |
3 |
2) Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 70 STR for holding on |
4 |
3) Reversal: var Phase, -1 OCV, -2 DCV, 75 STR to Escape; Grab Two Limbs |
4 |
4) Shove: 1/2 Phase, +0 OCV, +0 DCV, 75 STR to Shove |
5 |
5) Takeaway: 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, 70 STR to take weapon away |
69 |
Total Martial Arts Cost |
Allocate Overall Levels (OL's) intelligently. OLs are usable for Find Weakness, OCV or DCV Levels, any one Skill per Phase, Characteristic Rolls, PER Checks Generally best to fight in a reactionary fashion Find Weakness, Hold a Half, Abort if necessary, if not Find Weakness or attack Use Multiple Power Attack rules with Martial Arts Can combine a Killing, NND, and Normal damage manuever into one attack Defensive Throw can be Aborted to if you only Block |
|
OCV: |
9 |
DCV: |
9 |
Combat Skill Levels:
|
+6 Overall
|
|
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 |
Defensive Throw |
1/2 |
+1 |
+1 |
Block, Target Falls |
Martial Dodge |
1/2 |
-- |
+5 |
Dodge, Affects All Attacks, Abort |
Passing Throw |
1/2 |
+0 |
+0 |
12d6 +v/5; Target Falls; FMove |
Passing Strike |
1/2 |
+1 |
+0 |
12d6 +v/5; FMove |
Killing Strike |
1/2 |
-1 |
-1 |
HKA 3d6+1 |
Nerve Strike |
1/2 |
-1 |
+1 |
5d6 NND |
Choke Hold |
1/2 |
-2 |
+0 |
Grab One Limb; 5d6 NND |
Martial Grab |
1/2 |
-1 |
-1 |
Grab Two Limbs, 70 STR for holding on |
Reversal |
var |
-1 |
-2 |
75 STR to Escape; Grab Two Limbs |
Shove |
1/2 |
+0 |
+0 |
75 STR to Shove |
Takeaway |
1/2 |
+0 |
+0 |
Grab Weapon, 70 STR to take weapon away |
|
Range |
0-4 |
5-8 |
9-16 |
17-32 |
33-64 |
65-128 |
RMOD |
0 |
-2 |
-4 |
-6 |
-8 |
-10 |
|
|
|
|
Cost |
Power |
END |
1 |
1)
Die Hard:
Life Support (Longevity 200 Years)
|
0 |
10 |
2)
Faster Than He Looks:
Running +6" (12" total) (12 Active Points); No Noncombat Movement (-1/4)
|
1 |
7 |
3)
Fast Healing:
Healing 1 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (20 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2)
|
0 |
6 |
4)
Tough Skin:
Damage Resistance (6 PD/6 ED)
|
0 |
22 |
1)
Quick Fire:
Autofire (3 shots; +1/4) for up to 90 Active Points of Guns, Variable Base Effect (Limited Group of SFX; RKA or EB; +1/4), Reduced Endurance (0 END; +1) (49 Active Points); Extra Time (Full Phase, Delayed Phase, -3/4), OIF (Gun of Opportunity; -1/2)
|
0 |
2 |
2)
Surly To The Bone:
Mental Defense (15 points total)
|
0 |
6 |
3)
Pit Bull Tenacity:
Knockback Resistance -4" (8 Active Points); Nonpersistent (-1/4)
|
0 |
4 |
4)
Agile Leaper:
Leaping +3" (9" forward, 3" upward) (Accurate) (8 Active Points); Forward Movement Only (-1)
|
1 |
8 |
5)
Skilled Climber:
Clinging (normal STR) (10 Active Points); Cannot Resist Knockback (-1/4)
|
0 |
30 |
6)
Dodgy:
Combat Luck (15 PD/15 ED)
|
|
24 |
7)
Zen-like Reflexes:
Suprise Attacks Damage Reduction, Resistant, 75% (60 Active Points); Only vs Surprise Attacks / Attacks Combat Luck Does Not Protect Against (-1 1/2)
|
0 |
4 |
Swingline Wrist Launcher:
Swinging 10" (10 Active Points); 3 Continuing Charges lasting 1 Turn each (-3/4), IIF (-1/4), no Noncombat movement (-1/4)
|
[3 cc] |
7 |
Multipower, 10-point reserve, (10 Active Points); all slots IIF (Ring; -1/4), 4 Continuing Charges lasting 1 Minute each (-1/4)
|
|
1u |
1)
Anti-Psi Psycho-Pixelating Matrix:
Force Field (10 Mental Defense) (10 Active Points)
|
0 |
1u |
2)
Bio-stablizing Endocryne Therapizer:
Force Field (10 Power Defense) (10 Active Points)
|
0 |
1u |
3)
Auto-polarizing Exo-reflector Field:
Force Field (10 Flash Defense: Sight Group) (10 Active Points)
|
0 |
30 |
1)
Analyze:
Find Weakness 14- with All Attacks (45 Active Points); OIF (Cyber-eye; -1/2)
|
0 |
7 |
2)
Depth Perception:
Custom Power (10 Active Points); OIF (Cyber-Eye; -1/2)
Notes:
Limited Buy-off of One Eye PhysLim
|
0 |
3 |
3)
Enhanced Light Receptor:
Nightvision (5 Active Points); OIF (Cyber-eye; -1/2)
|
0 |
39 |
Multipower, 87-point reserve, (87 Active Points); Requires A Fast Draw Skill Roll (Only To Change Slots; Failure = 1/2 Phase Action to Change Slot Instead; -1/4); all slots OAF (-1)
|
|
4u |
1)
Peacemaker Mark IVb:
Energy Blast 10d6 (vs. ED), 2 clips of 12 Charges (+0), Variable Advantage (+1/2 Advantages; Limited Group of Advantages (No Range Penalty, Penetrating, Explosion, 1 Hex Accurate); +3/4) (87 Active Points); OAF (-1)
|
[12] |
4u |
2)
Nuero-Jangler Mark IV:
Energy Blast 5d6 (vs. PowD), 2 clips of 12 Charges (+0), Does BODY (+1), Attack Versus Limited Defense (PowD; +1 1/2) (87 Active Points); OAF (-1)
|
[12] |
4u |
3)
Strobe Gun Mark II:
(Total: 85 Active Cost, 42 Real Cost) Sight Group Rapid Strobing: Flash 6 1/2d6 (standard effect: 7 Segments), 2 clips of 12 Charges (+0) (33 Active Points); OAF (-1) (Real Cost: 16)
plus Optic Distress Killing Attack - Ranged 1d6 (vs. Flash Defense (Sight)), 2 clips of 12 Charges (+0), Does BODY (+1), Attack Versus Limited Defense (Flash Defense (Sight); +1 1/2) (52 Active Points); OAF (-1) (Real Cost: 26)
|
[12] |
225 |
Total Powers Cost |
|
|
|
Cost |
Name |
|
Crusty Competance |
60 |
1) +6 Overall |
6 |
2) PSL: +4 vs. Range Modifier with Find Weakness |
5 |
3) Accurate SprayfireNotes: Flat -1 OCV for skipping hexes with autofire |
5 |
4) Skipover SprayfireNotes: Does not have to put shots into empty hexes |
10 |
5) Defense Maneuver I-IV |
10 |
6) Mixed Attack Notes: Mixed Attack: A Character with this Combat Skill is able to mix Ranged and HtH Attacks with Multiple Power Attacks, and to mix Ranged attacks with HtH attacks in conjunction with Sweep/Rapid Fire. For 5 points the Character may do this with a -4 OCV -4 DCV penalty. For +5 points the Character may do this with a -2 OCV -2 DCV penalty. The penalties are in addition to any of the standard penalties applicable to an MPA or Sweep/Rapid Fire |
|
He's Done It All |
3 |
1) Analyze: Obstructions 13- |
3 |
2) Breakfall 14- |
3 |
3) Bugging 13- |
3 |
4) Bureaucratics 13- |
3 |
5) Combat Driving 14- |
3 |
6) Combat Piloting 14- |
3 |
7) Concealment 13- |
3 |
8) Cryptography 13- |
3 |
9) Deduction 13- |
3 |
10) Demolitions 13- |
3 |
11) Fast Draw 14- |
3 |
12) Gambling 13- |
3 |
13) Interrogation 13- |
3 |
14) KS: Superhuman World (INT-based) 13- |
3 |
15) KS: Vietnam War History (INT-based) 13- |
3 |
16) Lockpicking 14- |
3 |
17) PS: Law Enforcement (INT-based) 13- |
3 |
18) Paramedics 13- |
3 |
19) Security Systems 13- |
3 |
20) Shadowing 13- |
3 |
21) Stealth 14- |
3 |
22) Streetwise 13- |
3 |
23) Survival 13- |
3 |
24) Systems Operation 13- |
0 |
25) TF: Everyman Adjustment, Grav Vehicles/Hovercraft, Large Motorized Ground Vehicles, Small Motorized Ground Vehicles |
3 |
26) Tactics 13- |
3 |
27) Teamwork 14- |
3 |
28) Tracking 13- |
11 |
29) WF: Common Melee Weapons, Common Missile Weapons, Small Arms, Garrote, General Purpose/Heavy Machine Guns, Grenade Launchers, Off Hand, Vehicle Weapons |
3 |
Linguist |
2 |
1) Language: French (Completely Fluent, w/Accent; Literacy) (4 Active Points) |
1 |
2) Language: Russian (fluent conversation; Literacy) (3 Active Points) |
1 |
3) Language: Spanish (Cuban) (fluent conversation; Literacy) (3 Active Points) |
3 |
4) Language: Vietnamese (Idiomatic, native accent; Literacy) (5 Active Points) |
198 |
Total Skills Cost |
Cost |
Name |
5 |
Contact: Albert Reyez (PRIMUS R&D Section Head) (Contact has access to major institutions, Contact has very useful Skills or resources, Good relationship with Contact) 8- |
4 |
Fringe Benefit: Federal/National Police Powers, Passport |
6 |
Reputation (Famous Former Law Enforcement, Federal Government Agent) (A large group) 14-, +2/+2d6 |
15 |
Total Perks Cost |
Cost |
Name |
4 |
Resistance: 3 points |
3 |
Lightsleep |
7 |
Total Talents Cost |
Cost |
Disadvantage |
5 |
Distinctive Features: Martial Style (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures) |
5 |
Distinctive Features: Scarred over eye Easily Concealed, Noticed and Recognizable, Detectable By Commonly-Used Senses |
10 |
Enraged: When it looks like his mission will be botched Uncommon, go 11-, recover 14- |
15 |
Hunted: Shadowdragon (CKC pg 193-194) 8- (Occasionally) (As Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish) |
15 |
Hunted: Watched by PRIMUS 8-, More Powerful, NCI, PC has a Public ID or is otherwise very easy to find, Watching |
15 |
Hunted: Watched by VIPER-X 8-, More Powerful, NCI, PC has a Public ID or is otherwise very easy to find, Watching |
10 |
Physical Limitation: One Eye: 1/2 OCV w/ Range (Infrequently, Greatly Impairing) |
20 |
Psychological Limitation: Cantankerous (Very Common, Strong) |
15 |
Psychological Limitation: Patriot (Uncommon, Total) |
10 |
Reputation: Hardass, Frequently (11-) |
10 |
Reputation: Washed out Silver Avenger, 11- |
5 |
Rivalry: Professional (Silver Avenger Sanchez, "that upstart skirt"; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) |
10 |
Social Limitation: Public Identity (Very Frequently, Minor, Not Limiting In Some Cultures) |
5 |
Vulnerability: Poisons/Toxins Uncommon |
150 |
Total Disadvantages Cost |
|
Height: 5' 11" |
Hair: Black (Greying at temples) |
Weight: 210 lbs |
Eyes: Blue |
Stocky, grizzled man who appears to be in his early 40's. Has a knife or sword scar down the left side of his face through his eye socket; he wont talk about it. He used to wear a Silver Avengers uniform, with the signature addition of a gun belt and modern loadbearing harness but since his "retirement" he instead wears black leathers with fighting gloves and a black t-shirt with no insignia or badges.
He is almost always either smoking or chewing on a stogey, and smells like a ripe cigar, Old Spice, and testosterone. He is a "Man of Action", and is always on his toes bristling with a visible readiness to leap into action. |
John Wrath is a Patriot. Pure and simple.
He loves the goddamn U.S. of A. and if you dont like it you can lump it. He is an American of the old skool; in fact he's so old skool he's PRE-skool. In 'Nam he was a straight shooter, and a decade of teaching indigenous 'freedom fighter' and doing slimy things for the CIA in the name of National Security have had no dilluting affect on his patriotism. "In the National Interests" is an absolution of just about anything in his mind. He has the morals of a soldier and will kill when he deems it necessary, and is known for his "accomplish the mission at any cost" mentality.
When he was a Federal Agent with a licence to kill he didn't wrack up a body count casually but on the other hand he wasn't shy about exercising the privilege when necessary. His interrogation techniques aren't gentle either. Some criminals have been known to just turn themselves in without a fight, knowing that they will not be treated with kid gloves should they resist. |
"I am John Wrath, SOLO AVENGER! Turn yourselves in or resign yourselves to a beating! Either way, Im happy! "Get out of my way, candy ass." "That door was tougher than it looked..." |
John Wrath was an extremely skilled normal with considerable Close Combat and commando training that was subjected to Cyberline two decades ago from which his physical capabilities were enhanced to near-peak human levels, his skin became resistant to damage, he gained mild regenerating capabilities, and had his aging arrested.
He also is equipped with a number of useful gadgets, the most significant of which is his signature CyberEye which as far as the public knows only offsets the eye he lost at some point in the late 80's in an undisclosed fashion, but which also has sophisticated fault detection capabilities allowing John to identify structural flaws in targets and hit things where they are weakest for devastatin effect. He conceals the fact that this is a function of the eye, and the capability is classified in PRIMUS documents.
He also carries several fireams. His primary and most recognized weapon is the Mark IVb Peacemaker he was given by the PRIMUS R&D department when he retired and recently modified by Albert Reyes to include an "Explosor" setting, but he also has a nasty neurological based gun he took from his own counterpart from the Hegemony dimension. He briefly carried a semi-experimental "mace gun" developed by his inside man in PRIMUS R&D, Albert Reyes, but its indiscriminant nature was a hindrance and he exchanged it for a focused strobe gun; the original had some glitches but was useful and has been recently replaced with a more refined version.
In addition to the guns Wrath also has a micronized swingline generator and an advanced shield ring that is basically a micronized version of his old Omega Belt that he used to wear when he was still a Silver Avenger; it provides protection from unusual attacks.
John has been spending a good deal of his off time at the gun range, which he finds therapeutic, and has been honing his ability to fire guns quickly and accurately. He has also been training heavily with his youthful teammate Turbofist, and by sparring against each other they have both been improving their fighting skills to extreme levels. The prolonged training with his superfast teammate has also helped John hone his reflexes to the point that he is able to instinctively roll away from attacks even when they are launched too quickly for him to see (Zen-like Reflexes).
John is an extremely dangerous hand to hand fighter and all around skirmisher, formidable both at range and in close combat. Many foes have underestimated him and been soundly defeated. |
|
|
Born in 1935 to a military family in Biloxi John Wrath grew up a rabid patriot and joined the Army in 1953 to go to Korea where his father had fallen in battle the year before, but by the time he cleared Basic and his MOS school the armistice had been signed (on July 27, 1953). He was stationed at Panmunjeom (Joint Security Area 1) for 1 year from 1957-1958, but that is as close as he came to the Korean War.
In 1961, already a 1SG and a Ranger, John became involved in covert actions in Vietnam as a quote unquote "Military Advisor" (wink wink nudge nudge), and in 1967 his LRRP unit went to MACV Recondo School at Nha Trang. After passing the "you bet your life" trial by fire in a LRRP that saw John's team uncover and and rout a much larger VC force, John was attached with Company E LRP 51st Infantry (Airborne) and served with that unit until its disbanding on September 14, 1971. During his time in the LRRPs he lead his team, nicknamed the "Growling Recondos" on 37 official missions and a number of missions that officially "never happened".
His daring successes attracted media attention, and despite their covert nature certain reporters embellished the accounts for public consumption, and 1SG John Wrath became something of a media darling in a time of a generally negative characterization of the US forces in Vietnam. The State Department and the DoD decided to take advantage of this and John, along with a handful of other "heroes" of the war, were brought back stateside in late 1971 for a USO/Public Relations tour.
John was pissed by this wasting of resources and of his time and in 1973, still stateside and attached to the Army Recruiting branch, he retired with 20 years in. He was snatched up by the CIA and entered service as a field operative reprising his role as a "Military Advisor" in a number of small states where the CIA was establishing "anti-Communist" resistance forces for thirteen years, rarely returning stateside and doing some pretty questionable things in the "National Interests".
In 1986 PRIMUS was formed and general recruiting call to gain experienced agents from other agencys was opened. John was just finishing a stint in various parts of Central and South America and submitted a request to join the fledgling new organization, seeing it as a chance to do something about the growing threat of superhumans that challenge National Security. He was accepted despite being fifty one years old, still being in excellent shape and extremely experienced in all manner of operations.
As part of his interview process with PRIMUS he was was tested and found compatible for a new super soldier serum the government had been working on called Cyberline, and he became one of the first to undergo treatments with an early strain of Cyberline and had a favorable response to the substance. John exhibited enhanced strength, agilty, durability, and stamina. Refinements to the treatment has lead to later recipients of Cyberline getting more benefit from the drug, but John's strain granted him an improved healing capacity and arrested his aging, which is a benefit thus far unique to him.
In the nearly 20 years of service since joining PRIMUS John has not appeared to age a day; although almost 70 he still has the looks and physique of an extremely fit 40 or 50 year old man.
In over two decades of service to PRIMUS as a Silver Avenger John served most of his time in New Orleans and later Miami and had numerous encounters with a wide array of superhuman criminals, many of which were well televised ensuring that he is very recognizable and well known. His crusty no nonsense demeanor and colorful language made him a love or hate sort of person and equally strong fan and detractor bases developed among the segment of the population that takes a strong interest in the doings of the "Superhuman World".
Most of the criminals John ran across ended up in long term custody, or else learned better than to cross his path a second time, but he ran afoul of Shadowdragon in 1998 when Shadowdragon was involved in a bit of espionage for an unrevealed employer. PRIMUS was tipped off that he was in the country when Shadowdragon made a minor error coming through Immigration with false papers, and John lead a team of other PRIMUS agents who tracked him down and arrested him. John was able to get the jump on Shadowdragon and managed to beat him in furious hand to hand combat that probably would have made a great spectacle if not for being concealed by Shadowdragon's darkness field. Eventually the darkness dissapated and Wrath emerged victorious.
Shadowdragon later escaped imprisonment and has had it out for John ever since. He has made an appearance twice since, when it was convenient to Shadowdragon's other activities. John narrowly managed to fight him off both times, but Shadowdragon evaded capture. The emnity between the two is fairly well known and John is still sometimes asked when he will capture the globetrotting criminal.
After the destruction and rebuilding of Millennium City John was assigned as the Silver Avenger of the new city and settled in. As Mill City became a sort of mecca to superhumans looking to make a name for himself after its rebirth, John had several successes both solo and working with the Champions and other local sanctioned heroes to combat the increased superhuman criminal activity.
However John's distinguished service With PRIMUS came to a sudden end several weeks after the Champions disappeared when a string of superhuman robberies of biotech firms in the greater Mill City area excited significant media attention. The PRIMUS budget was under consideration by the Senate and the negative media attention of the continuing robberies had the agency's higher ups in quite a tizzy. Under mounting and unrealistic pressure to discover and capture the culprits, John finally snapped at the limp-@$%! Director of PRIMUS when he was called onto the carpet about not having closed the case and then poured gasoline on the fire by getting into an ego-contest with the Millennium City Station Chief.
John was relieved from duty and put on suspension for two weeks; after the two week cooling off interval Wrath was still unrepentant and the Director gave the old warhorse a forced retirement.
However, a small thing like getting all-but-fired and loosing the many perks and benefits of his office isnt enough to keep a man like John Wrath down. The U.S. Gov thinks its time he "slows down and takes it easy", but hell if he will! Undaunted by bureaucratic idiocy, John changed the status of his superhuman registration to PRIMUS Sanctioned Hero and took to the streets as John Wrath, Solo Avenger in his own private war against supervillains.
In honor of his long years of service as the oldest and longest serving Silver Avenger still in office, he was given a special fully tested version of the Cyber-Eye PRIMUS built to replace his missing left eye, and a specially branded Peacemaker Mark IV with flat black finish and "WRATH" engraved on the back of the slide by the R&D Department, which always had a strange antagonistic but mutually-supportive relationship with John as part of his retirement gifts. John puts them to good use fighting supercrime down and dirty, minus all the paperwork and red tape.
Recently John Wrath has taken his youthful teammate Turbofist under his wing and has become quite avuncular in his own crusty, gruff fashion. The grim and gritty old war horse would never admit it, but the youthful enthusiasm and sheer joy de vie of the lad has a reinvigorating effect on his own jaded and cyncical outlook and faded idealism. The two spend a lot of time training together, and Wrath knows the boy's secret identity. He hit it off well with Turbofist's father Ngyuen, and the two veterans of Vietnam have a healthy respect for each other and are of similar minds about Turbofist's development.
(See Ranger History, SHIELD for inspiration.) |
|