War-Man (Thomas)  
CHARACTERISTICS
Val Char Base Points Total Roll Notes
10 STR 10 0 10 11- HTH Damage 2d6 END [1]
13 DEX 10 9 13 12- OCV 4 DCV 4
10 CON 10 0 10 11-
10 BODY 10 0 10 11-
13 INT 10 3 13 12- PER Roll 14-
15 EGO 10 10 15 12- ECV: 5
15 PRE 10 5 15 12- PRE Attack: 3d6
16 COM 10 3 16 12-
3 PD 2 1 3 3 PD (3 rPD)
3 ED 2 1 3 3 ED (3 rED)
3 SPD 2.3 7 3 Phases: 4, 8, 12
5 REC 4 2 5
20 END 20 0 20
22 STUN 20 2 22
6" Running 6 0 6"
2" Swimming 2 0 2"
2"/1"" Leaping 2 0 2" 43 Total Characteristics Points
MOVEMENT
Type Total
Run (6) 6" [12" NC]
Swim (2) 2" [4" NC]
H. Leap (2") 2"
V. Leap (1") 1"
EXPERIENCE POINTS
Total earned: 0
Spent: 0
Unspent: 0
Base Points: 250
Disad Points: 95
Total Points: 262
APPEARANCE
Hair Color:  Auburn
Eye Color:  Blue
Height:  5' 9"
Weight:  150 lbs
Description:
In human form Thomas is an unassuming 5'9" 150 lbs, with auburn hair, blue eyes, freckled skin, and a shy smile.

 War-Man (Thomas)  
DEFENSES
Type Amount Notes
Physical Defense 3 Current BODY:
Res. Phys. Defense 3 (10)
Energy Defense 3 Current END:
Res. Energy Defense 3 (20)
Mental Defense 0 Current STUN:
Power Defense 0 (22)
STUNTS & FIGHTING STYLE
Use Deductive and Information Gathering Skills
Get in and out of places a super would draw too much attention to
COMBAT INFORMATION
OCV: 4 DCV: 4
Combat Skill Levels:
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

 War-Man (Thomas)  
SUPERPOWERS!
Cost  Power END
More Than He Seems
42   1)   Internal Control Systems Life Support (Eating Character only has to eat once per week; Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; Longevity 200 Years; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping Character only has to sleep 8 hours per week) 0
3   2)   Memory Banks Eidetic Memory (5 Active Points); Only To Record/Store Digital Media (-1/2)
12   3)   Radio Sensors High Range Radio Perception (Radio Group) 0
6   4)   Sensor Enhancements +2 PER with all Sense Groups 0
18   5)   Visual Sensors (Total: 18 Active Cost, 18 Real Cost) Infrared Perception (Sight Group) (Real Cost: 5)
plus
Ultraviolet Perception (Sight Group) (Real Cost: 5)
plus
+5 versus Range Modifier for Sight Group (Real Cost: 7)
0
7   6)   System Self Repair Healing 1 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (20 Active Points); Extra Time (Regeneration-Only) 1 Minute (-1 1/2), Self Only (-1/2) 0
4   7)   Tougher Than He Looks Damage Resistance (3 PD/3 ED), Hardened (+1/4) (4 Active Points) 0
90   8)   WAR-MAN FORM Multiform (650 Character Points in the most expensive form) (x2 Number Of Forms (Blaster Form, Basher Form) (135 Active Points); Extra Time (Full Phase, -1/2) 0
182 Total Powers Cost

 War-Man (Thomas)  
SKILLS, PERKS, TALENTS
SKILLS
Cost  Name
3 Federal Criminal Law: KS (INT-based) 12-
3 Federal Criminal Procedure: KS (INT-based) 12-
4 Streets Eye View: CK: Millennial City (INT-based) 13-
3 Concealment 12-
3 Conversation 12-
3 Deduction 12-
4 PS: Trumpeteer \ Street Musician (INT-based) 13-
3 Sleight Of Hand 12-
3 Stealth 12-
3 Streetwise 12-
2 Survival (Urban) 12-
34 Total Skills Cost
PERKS
Cost  Name
3 Street People: Contact (Street People) (Contact limited by identity), Organization Contact (x3) (3 Active Points) 11-
3 Total Perks Cost
SUPERHEROIC CHALLENGES
Cost  Disadvantage
10 Dependent NPC: Father Paul Trevain (Catholic Priest) 8- (Normal; Useful noncombat position or skills; Unaware of character's adventuring career/Secret ID)
35 Dependent NPC: kids at the orphanage 8- (Incompetent; Unaware of character's adventuring career/Secret ID; Group DNPC: x8 DNPCs)
20 Normal Characteristic Maxima
15 Psychological Limitation: Code of the HERO (Common, Strong)
15 Psychological Limitation: Code vs Killing (Common, Strong)
95 Total Disadvantages Cost

 War-Man (Thomas)  
APPEARANCE & SHTICK
APPEARANCE
Height: 5' 9" Hair: Auburn
Weight: 150 lbs Eyes: Blue
In human form Thomas is an unassuming 5'9" 150 lbs, with auburn hair, blue eyes, freckled skin, and a shy smile.
PERSONALITY & MOTIVATION
Dedicated to stopping crime, but with a boy scout mentality, War-Man is the defacto leader of the Millennial Men by popular acceptance due to his doggedly heroic and determined demeanor. Often it is War-Man's refusal to relent in the face of adversity and seeming hopelessness that rallies his comrades to renewed vigor and eventual victory.

Secretly, War-Man entertains nagging doubts as to his fitness to lead and suffers from some failure anxiety, worried that he will one day come up short when it matters most. Despite this he keeps a tight lid on his inner thoughts and soldiers on.

It should be noted that while War-Man does not have a "Secret ID" per se, that is only because he lacks people to actively hide his identity from and thus its not really disadvantageous to him. He still takes some care to keep his identity secret, he just doesn't need to go to the extreme lengths as some other heroes.
CATCH PHRASE(S)
"Well...if you hum a few bars of it I'll do my best...."
POWERS & SPECIAL EFFECTS
War-Man has a strange intertwined exisitance of man and machine. Both living and not living, War-Man is a unique entity, able to assume a semi-robotic form at will.

Previously Thomas could only assume one other form which grants him phenomenal physical ability, a broad array of energy proejection options, a comprehensive suite of sensors and comm monitors, and highly manueverable flight via boot jets.

However very recently Thomas discovered by accident that he can assume another larger form that is very similar in appearance to his original form, but is quite a bit larger, stronger, and more durable. However it lacks the energy projection and flight capacity of his original robotic form.

Thomas thinks of them as his Blaster and Basher forms respectively.

Even when not in one of his robotic forms, Thomas is neither helpless nor useless. He has people skills and some decent amateur sleuthing skills that he often puts to good use by keeping his ear to the ground and his eye on the streets.

 War-Man (Thomas)  
ORIGIN
Thomas O'Malley was born and raised in Chicago, into an Irish cop family with a history of service to the city over two centuries long; one of his great-uncles was a member of the Untouchables, various uncles, cousins, and second cousins held positions ranging from beat cop to district chief, and both his father and older brother were on the force and were shot in the line of duty while Thomas was growing up. Far from discouraging Thomas, the deaths of his father and brother only made him want to be a policeman even more.

During high school Thomas took part in the Sheriff's Explorers program in addition to his other passion, the marching band, and was all lined up to transition smoothly into the Police Academy after graduation. He aced the entrance exam, but out of nowhere failed the physical due to a heart murmur he hadn't even known he had. Devastated, Thomas left the Academy and slowly wandered the streets in a daze. Fate seemed to have a different plan for young Thomas than being a police officer however, for as he drifted down a deserted alley in his stupor he was blinded by a very bright flash of light and felt an incredible, searing pain that dropped him to his knees and then into unconsciousness.

Thomas awoke many hours later to the sound of a woman struggling. Coming to his senses, Thomas discovered that he saw the world differently now than he had before, in much greater clarity and across a greatly expanded wavelength. He could also "hear" radio transmissions burbling in the back of his mind and if he concentrated he could even hear cell phone conversations and tune in on broadcast media of all sorts. Looking down at his arms his skin was metallic, his veins were replaced by circuitry, and all of his joints were articulated and robotic. Even more oddly, his fingertips were shaped like nozzles and sealed by something like irises. Standing up he discovered that when he moved he felt tremendously powerful and coordinated. In fact, his reaction time was so accelerated, the world seemed to be moving at half speed.

Then he remembered the girl sounds. Looking to the side he saw three young thugs attempting to sexually assault a woman behind the shelter of a dumpster two blocks away, but with perfect clarity as if he were looking through binoculars. Moving with an alarming quickness Thomas crossed the intervening distance and set into the villainous scum from behind. The first he grabbed by the back of the shirt and threw backwards across the alley into a wall, the second he struck across the face as he turned to confront Thomas, but the third pulled a gun, and without thinking Thomas reflexively fired a green bolt of energy from the fingertips of his right hand, striking the gunman squarely and propelling him backwards into the side of the dumpster which caused the lid to slam down and crush the would-be rapists head.

Stunned by the suddenness of the fatality Thomas froze for a moment, but fortunately for them the other two goons turned tail and ran. Pulling himself together, Thomas got the girl to a rape shelter nearby despite her fear of his robotic appearance, and then found his way to a corner of a quiet park near the alleyway as night settled in. The body was found that night and Detective Jamie O'Malley, one of Thomas's uncles, took the case. Watching from the park, Thomas was haunted by the sound of the thugs head popping like a melon; it invaded any unguarded moment and wouldn't let him rest. Finally he resolved never to take another life if it could be avoided by any means.

Further, he realized if he didn't leave town he might be forced to elude the custody of a kinsman, or worse perhaps come into an armed conflict with him. As the thug's death proved Thomas couldn't be sure of his own capabilities for mayhem; he might kill his uncle by mistake. Thus, though it pained him to do so, Thomas departed his beloved Chicago that night. At first he traveled on foot, but for some reason after a while felt an urging which resulted in him trying to fly, and succeeding.

After reaching the outskirts of Millennium City hours later Thomas holed up in an abandoned warehouse and began to discover more about his new and freakish state. After several days of self experimenting he discovered he could switch back to his normal form by an act of will, after finally succumbing to sleep after a week of no need to rest and waking up normal. At first he thought the whole thing had been a dream, or that perhaps he was going crazy, but merely thinking about the other form was enough to cause his transformation back. Struck by an idea Thomas thought about being his normal self again, and after some initial difficulty he learned how to switch back and forth with a mere moments thought.

Able to blend in if necessary, Thomas went out to learn more about this new city and perhaps make a new home for himself. He found shelter at a halfway house run in South Dearborn by a kindly older priest called Father Paul Tremain, and started to get his life in order. However he quickly found himself obliged by his code of behavior to protect many innocents and victims from the despoliations of street scum of various stripes and became active throughout the area as a crime fighter and protector of the downtrodden.

Eventually he managed to get a trumpet from a pawn shop and started applying his only real job skill, playing the Trumpet, by day in downtown Millennium City, parks, or on trains for sympathy cash, and fighting street crime by night. After his initial foray into crime fighting, Thomas decided he needed a call sign like other superheroes have and started calling himself War-Man, for he had decided that he had been made into a holy avenger by God to carry out a war on crime. He has since rethought the divine angle and realized it was in fact merely an accident that caused his condition, but the name stuck.

Eventually as War-Man he became involved with several other supers in the area and eventually they banded together in a loose team known as the Millennial Men. It wasn't long before his determinedly heroic drive distinguished him and earned the respect of the other supers and War-Man was named leader of the group.

As War-Man Thomas registered with PRIMUS, made contacts with members of law enforcement, and generally found acceptance among servants of the government, which is close enough to being an actual cop to entice and fulfill Thomas. Meanwhile as himself Thomas forged ties among the local downtrodden, homeless, and helpless of the city and became recognized by some as a good guy that can be trusted. Despite the rocky start he got off to he has adapted well to his unexpected life as a superhero.

What Thomas does not know is how or why he actually got his powers. Unbeknownst to him, across the city of Chicago on that fateful day a set of Dr. Destroyer's wardroids were embroiled in a fight with some local hero's that were snooping around the good Dr's activities. One of the wardroids sustained a massive injury to its internal systems and core programming which caused it to randomly teleport away in the middle of the fight.

As Thomas was moving down the Alleyway in a freak accident that defies explanation and all probability, the wardroid teleported in right on top of Thomas causing the two of them to merge together and become one being.

The resulting entity has some of the abilities of the wardroid plus a few more that seem to be influenced by Thomas himself, and both the memories and emotions of Thomas. The wardroid's core programming and systems were inexplicably and irrevocably integrated with Thomas's nervous system, and its CPU did not survive the merger. The resulting entity of War-Man is a molecular molding of both organic and artificial properties and is quite possibly unique.

Thomas maintains his secret id carefully, though he often does street level recon, scouting, and investigative work in his normal form.
Character created with Hero Designer (version 2007121308)