War-Man  
CHARACTERISTICS
Val Char Base Points Total Roll Notes
10 STR 10 0 10/30 11- / 15- HTH Damage 2d6/6d6 END [0]
13 DEX 10 9 13/30 12- / 15- OCV 4/10 DCV 4/10
10 CON 10 0 10/30 11- / 15-
10 BODY 10 0 10/20 11- / 13-
13 INT 10 3 13 12- PER Roll 14-
15 EGO 10 10 15/20 12- / 13- ECV: 5/7
15 PRE 10 5 15/20 12- / 13- PRE Attack: 3d6 / 4d6
16 COM 10 3 16 12-
2 PD 2 0 2/15 2/15 PD (2/15 rPD)
2 ED 2 0 2/15 2/15 ED (2/15 rED)
3 SPD 2.3 7 3/6 Phases: 4, 8, 12/2, 4, 6, 8, 10, 12
5 REC 4 2 5/20
20 END 20 0 20/60
22 STUN 20 2 22/55
6" Running 6 0 6"
2" Swimming 2 0 2"
2"/1"" Leaping 2 0 2"/6" 41 Total Characteristics Points
POSE
MOVEMENT
Type Total
Run (6) 6" [12" NC]
Swim (2) 2" [4" NC]
H. Leap (2") 2"/6"
V. Leap (1") 1"/3"
Flight 0"/10" [0"/20" NC]
EXPERIENCE POINTS
Total earned: 130
Spent: 130
Unspent: 0
Base Points: 250
Disad Points: 125
Total Points: 505
APPEARANCE
Hair Color:  None
Eye Color:  Glowing White
Height:  7' 6"
Weight:  400 lbs
Description:
In human form an unassuming 5'9" 150 lbs, with auburn hair, blue eyes, freckled skin, and a shy smile. In hero form, a hulking armored man-bot with no exposed skin or visible human features, glowing white eyes, and energy flares on the backs of his palms. He clanks when he walks in this form.

 War-Man  
DEFENSES
Type Amount Notes
Physical Defense 2/15 Current BODY:
Res. Phys. Defense 2/15 (10/20)
Energy Defense 2/15 Current END:
Res. Energy Defense 2/15 (20/60)
Mental Defense 0 Current STUN:
Power Defense 0 (22/55)
STUNTS & FIGHTING STYLE
Blaster/Light Brick
COMBAT INFORMATION
OCV: 4/10 DCV: 4/10
Combat Skill Levels:
+2 with All Combat (16 Active Points); Only In Heroic Identity (-1/4)
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  
SUPERPOWERS!
Cost  Power END
Operational Weapons Array Multipower
72 Multipower, 90-point reserve, (90 Active Points); all slots Only In Heroic Identity (-1/4)
Notes: SFX: Force (Bright white nimbus, hums as it displaces air)
6u   1)   Concussive Stunner Energy Blast 9d6 (vs. PD), No Normal Defense (FF, FW, LS: High Pressure) (Standard; +1) (90 Active Points); Beam (-1/4), Only In Heroic Identity (-1/4) 9
6u   2)   Overcharged Salvo Energy Blast 18d6 (vs. PD) (90 Active Points); Beam (-1/4), Only In Heroic Identity (-1/4) 9
5u   3)   Point-blank Primary Cannon Discharge Hand-To-Hand Attack +12d6, Reduced Endurance (0 END; +1/2) (90 Active Points); Hand-To-Hand Attack (-1/2), Only In Heroic Identity (-1/4) 0
6u   4)   Primary Cannon Energy Blast 12d6 (vs. PD), Reduced Endurance (0 END; +1/2) (90 Active Points); Beam (-1/4), Only In Heroic Identity (-1/4) 0
5u   5)   Wide Angle Blast Energy Blast 9d6 (vs. PD), Area Of Effect (10" Cone; +1) (90 Active Points); No Range (-1/2), Only In Heroic Identity (-1/4) 9
6u   6)   Tactical Weapons Assortment Energy Blast 9d6 (vs. PD), Variable Advantage (+1/2 Advantages; +1) (90 Active Points); Beam (-1/4), Only In Heroic Identity (-1/4)
Notes: Green = Penetrating, Yellow = AP, Red = Explosion, Magenta = NRM, Lime = 1 Hex Accurate, Purple = Autofire x5, etc.
9
7u   7)   Actuated Energy Grid Interdiction System (Total: 90 Active Cost, 72 Real Cost) Missile Deflection (Any Ranged Attack), Full Range (+1), Trigger (Activating the Trigger is an Action that takes no time, Trigger resets automatically, immediately after it activates; Incoming Hostile AoE; +1) (60 Active Points); Only In Heroic Identity (-1/4) (Real Cost: 48)
plus
Detect Hostile Area Of Effect Attack 14-/12- (no Sense Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Range, Sense, Targeting (30 Active Points); Only In Heroic Identity (-1/4) (Real Cost: 24)
Notes: A small targeting drone is released from a housing in War Man's chest and hovers near War Man, occassionally scanning the area. When deflection activates, War Man fires 5 Pale Blue Rays from his fingertips that converge on target.
0
5u   8)   Force Lance Hand-To-Hand Attack +8d6, Personal Immunity (+1/4), Explosion (Line; -1 DC/5"; +1) (90 Active Points); Hand-To-Hand Attack (-1/2), Only In Heroic Identity (-1/4) 9
ROBOTIC FACILITIES (War-Man HERO ID)
34   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) (42 Active Points); Only In Heroic Identity (-1/4) 0
3   2)   Memory Banks Eidetic Memory (5 Active Points); Only To Record/Store Digital Media (-1/2), Only In Heroic Identity (-1/4)
4   3)   Standard A/V ports Usable Simultaneously (up to 8 people at once; +1) for up to 12 Active Points of HRRP (12 Active Points); OAF Bulky (Requires Standard And Appropriate AV Equipment To Hook Up To; -1 1/2), Arrangement (-1/4), Only In Heroic Identity (-1/4) 1
2   4)   Tireless Reduced Endurance (0 END; +1/2) (5 Active Points); Only In Heroic Identity (-1/4) applied to STR
3   5)   Tireless Reduced Endurance (0 END; +1/2) (6 Active Points); Only In Heroic Identity (-1/4) applied to Running
1   6)   Tireless Reduced Endurance (0 END; +1/2) (1 Active Points); Only In Heroic Identity (-1/4) applied to Swimming
1   7)   Tireless Reduced Endurance (0 END; +1/2) (1 Active Points); Only In Heroic Identity (-1/4) applied to Leaping
32   8)   Boot Thrusters Flight 10", Combat Acceleration/Deceleration (+1/4), Usable Underwater (+1/4), Reduced Endurance (0 END; +1/2) (40 Active Points); Only In Heroic Identity (-1/4) 0
ROBOTIC BODY (War-Man HERO ID)
24   1)   Machine-like Strength +20 STR, Reduced Endurance (0 END; +1/2) (30 Active Points); Only In Heroic Identity (-1/4)
41   2)   Wired Reflexes +17 DEX (51 Active Points); Only In Heroic Identity (-1/4)
32   3)   Painless +20 CON (40 Active Points); Only In Heroic Identity (-1/4)
16   4)   Durable +10 BODY (20 Active Points); Only In Heroic Identity (-1/4)
8   5)   Machine-like Mind +5 EGO (10 Active Points); Only In Heroic Identity (-1/4)
4   6)   Big Hulking Metal Guy +5 PRE (5 Active Points); Only In Heroic Identity (-1/4)
9   7)   Space Age Metals +9 PD, Hardened (+1/4) (11 Active Points); Only In Heroic Identity (-1/4) (Modifiers affect Base Characteristic)
9   8)   Space Age Metals +9 ED, Hardened (+1/4) (11 Active Points); Only In Heroic Identity (-1/4) (Modifiers affect Base Characteristic)
16   9)   Wired Reflexes +2 SPD (20 Active Points); Only In Heroic Identity (-1/4)
11   10)   Turbo Charged +7 REC (14 Active Points); Only In Heroic Identity (-1/4)
2   11)   Durable +3 STUN (3 Active Points); Only In Heroic Identity (-1/4)
13   12)   Wired Reflexes +2 with All Combat (16 Active Points); Only In Heroic Identity (-1/4)
ROBOTIC RESISTANCE (War-Man HERO ID)
3   1)   Heavy Knockback Resistance -2" (4 Active Points); Only In Heroic Identity (-1/4) 0
13   2)   Metal Skin Damage Resistance (13 PD/13 ED), Hardened (+1/4) (16 Active Points); Only In Heroic Identity (-1/4) 0
2   3)   Space Age Metals Lack Of Weakness (-2) for Normal Defense; Only In Heroic Identity (-1/4) 0
2   4)   Space Age Metals Lack Of Weakness (-2) for Resistant Defenses; Only In Heroic Identity (-1/4) 0
6   5)   Regeneration 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), Only In Heroic Identity (-1/4) 0
Both Forms
12   1)   Radio Sensors High Range Radio Perception (Radio Group) 0
6   2)   Sensor Enhancements +2 PER with all Sense Groups 0
18   3)   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
2   4)   More Than He Seems Damage Resistance (2 PD/2 ED), Hardened (+1/4) 0
447 Total Powers Cost

 War-Man  
SKILLS, PERKS, TALENTS
SKILLS
Cost  Name
4 PS: Trumpeteer \ Street Musician (INT-based) 13-
3 Federal Criminal Law: KS (INT-based) 12-
2 Federal Criminal Procedure: KS 11-
9 Total Skills Cost
PERKS
Cost  Name
2 Cop buddy: Contact (Millennium City Police Officer Pat O'Reilly) (Contact has access to major institutions, Contact has useful Skills or resources, Contact limited by identity (War-Man)) 8-
3 PRIMUS Sanctioned: Fringe Benefit: Federal/National Police Powers
3 Street People: Contact (Street People) (Contact limited by identity), Organization Contact (x3) (3 Active Points) 11-
8 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
4 Physical Limitation: Noisy Movement (Infrequently, Slightly Impairing, OIHD)
15 Psychological Limitation: Code of the HERO (Common, Strong)
15 Psychological Limitation: Code vs Killing (Common, Strong)
18 Susceptibility: Electromagnetic Fields 3d6 damage per Phase (Uncommon; OIHID; Very Uncommon penalty)
8 Vulnerability: 1 1/2 x BODY Physical HKA (Common; OIHID)
125 Total Disadvantages Cost

 War-Man  
APPEARANCE & SHTICK
APPEARANCE
Height: 7' 6" Hair: None
Weight: 400 lbs Eyes: Glowing White
In human form an unassuming 5'9" 150 lbs, with auburn hair, blue eyes, freckled skin, and a shy smile. In hero form, a hulking armored man-bot with no exposed skin or visible human features, glowing white eyes, and energy flares on the backs of his palms. He clanks when he walks in this form.
PERSONALITY & MOTIVATION
Dedicated to stopping crime, but with a boy scout mentality.
CATCH PHRASE(S)
[STOP WHERE YOU ARE; SURRENDER AND WAR-MAN WILL NOT HARM YOU]
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 which grants him phenomenal physical ability, and also allows the projection of force-based energy.

 War-Man  
ORIGIN
Thomas O'Malley was born and raised in Chicago to a long line of Irish cops. One great-uncle was a member of the Untouchables, various uncles, cousins, and second cousins hold positions ranging from beat cop to district chief. His father and older brother were both shot in the line of duty. All he ever wanted to do with his life was to follow in his father's footsteps, and become a police officer as well.

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 high school. 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. Looking down at his arms, his skin was metallic and his veins looked like circuitry; his fingertips were shaped like nozzles and sealed by something like an iris. And 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 3 young thugs attempting to sexually assault a woman behind the shelter of a dumpster.

Moving with an alarming quickness, Thomas crossed the intervening distance in an eye blink 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 the other two goons turned tail and ran. Pulling himself together, Thomas got the girl to a rape shelter nearby, 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, Thomas holed up in an abandoned warehouse and began to discover more about his 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 an 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. 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 that, but the name stuck.


WHAT HAPPENED (Silentblac)
Across the city a set of Dr. Destroyer?s wardroids were embroiled in a fight with some hero?s, one of the sustained a massive injury to its systems and core programming. This caused it to randomly teleport away in the middle of the fight.

As Thomas was moving down the Alleyway the wardroid teleported in right on top of him causing the two of them to merge together and become one being. Then new being that stood there when the merge was complete has the abilities of the wardroid with the memories of Thomas and human emotions (though slightly subdued) of Thomas. The wardroids core programming was damaged in such a way that it no longer new who or what it was supposed to be fighting or for whom. Its systems were integrated with Thomas?s nervous system, but its CPU did not survive the merger. The resulting entity is a molecular molding of both organic and artificial properties.
Character created with Hero Designer (version 2007121308)