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The Mod |
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| Powers |
Qualities |
| * Mod-1 |
 |
* Mod-3 |
 |
| * Mod-2 |
 |
* Mod-4 |
 |
| Gadgets |
 |
Discipline |
 |
|
|
Banter |
 |
|
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Fitness |
 |
|
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Sports! |
 |
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| Status |
Die |
Health Range |
| GREEN |
|
30-23 |
| YELLOW |
|
22-12 |
| RED |
|
11-1 |
| OUT |
Out:
A nearby ally Recovers 1. |
| Current Health: |
Current Health: |
|
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| Background: |
Upper Class |
Power Source: |
Genetic |
| Personality: |
Reciprocal |
Archetype: |
Wild Card |
| Principle: |
Heroism |
Principle: |
Undying |
|
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| Green Abilities |
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Green Abilities: Action
|
Name |
Type |
Game Text |
|
* The Mods |
I |
At the start of each scene, set Mod-1 and Mod-2 to be your choice of Climbing, Leaping, Swimming, Swinging, or any Athletic or Intellectual power. Then set Mod-3 and Mod-4 to be your choice of Alertness, Insight, or any Physical quality. If two Mods are set to be the same power / quality, use the next higher die for that Mod. At the start of your turn, you can swap any or all of your Mod dice to be a different allowed option, but you take 1 irreducible damage for each one you swap. All changes last until changed again, or the end of the issue. |
|
Evasive |
I |
Reduce any physical or energy damage you take by 3 in the Green zone, by 2 in the Yellow zone, and by 1 in the Red zone. |
|
Healing Factor |
I |
When you regain Health by any means, double the amount regained. |
|
Modded Actions |
A |
Take any basic action using at least one of your Mod dice, then roll a d4. 1: your action uses double your Min die, 2: also Boost yourself with your Min die, 3: also Hinder a nearby enemy with your Min die, 4: also Recover with your Mid die. |
|
Heroism |
A |
Overcome when innocents are endangered. Use your Max die. You and each of your allies gains a hero point. |
|
Undying |
A |
Overcome a situation involving your physical condition. Use your Max die. You and each of your allies gains a hero point. |
| Yellow Abilities |
| Yellow Abilities: Action |
Name |
Type |
Game Text |
|
110% |
A |
Boost yourself using at least one of your Mod dice, then roll a d4. 1: your action uses double your Min die, 2: use your Max die, 3: the bonus is persistent and exclusive, 4: also Recover with your Mid die. |
|
Photographic Reflexes |
A/R |
Use an action or reaction ability you have seen used in this scene if you have the same powers and / or qualities specified in its description. |
|
Obstacle -> Opportunity |
A |
Take any basic action, treating a penalty that would apply to it as a bonus of equal size instead. |
| Red Abilities |
| Red Abilities: Action |
Name |
Type |
Game Text |
|
Limitless |
I |
After your initial Reaction in a round, you can make additional Reactions by taking 1 irreducible damage or a minor twist each time. |
|
Defensive Maneuvers |
I |
Whenever you Attack a target with an action, you also Defend yourself with your Min die. |
|
| Principle of
Heroism |
| Minor Twist |
What additional harm did you suffer to succeed? |
| Major Twist |
Which one of your Mods can you not use for the rest of the issue? |
| Principle of
the Undying |
| Minor Twist |
Which one of your Mods gets stuck until the end of the next scene? |
| Major Twist |
Your Healing Factor stops working for the rest of the issue. |
|
| Character Details |
| Background: |
Upper Class |
Power Source: |
Genetic |
| Personality: |
Reciprocal |
Archetype: |
Wild Card |
| Principle: |
Heroism |
Principle: |
Undying |
|
| Physical Attributes |
| Gender: |
M |
Age: |
50's |
Height: |
5'11'' |
Weight: |
185 lbs |
| Eyes: |
Hazel |
Hair: |
Light Brown |
Skin: |
Tanned |
Build: |
Athletic |
| An athletic and handsome man with pale skin, always perfect light brown hair, and Hazel eyes that subtly shift color with his moods; when he is calm they are typically greenish. Though he is chronologically in his 50's, the Mod still looks like he is in his early 20's. After he reached adulthood, his aging slowed to a glacial crawl. |
| Starting early on in his career, he's worn a series of simple black tactically armored costumes, with a visor or tech-shades that offer night vision and at least 10x zoom options. He carries a variety of basic gear available commercially, such as zip ties, a couple of very basic GPS trackers and audio bugs, a couple of smoke cannisters, a swingline, a pouch of fine sand, and some tungsten ball bearings. |
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| Biography |
|
Jakub was born to Jerry and Marlena Hornsby in the 70's. His father Jerry was a brilliant and very successful biochemist, the genius behind PetroDyne Chemicals International. Jerry secretly subjected his wife and later his unborn child to a process of his own invention with the intent to make a genetically perfect son. While Jerry worked and Marlena was active socially, Jacob was left to his own devices as a child. Sports were Jakob's thing, but he also enjoyed doing absurdly dangerous physical stunts. Any injuries he might sustain were somehow never as bad as they seemed, and Jakub was always back on his feet doing some other ill-advised thing soon after. |
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By high school he was the best guy on every sports team, was on the radar of scouts from every professional sports league, and was featured in the September 1990 issue of Sporting Pictorials. But during the state football finals Jakub's leg was obviously broken with a compound fracture in the second quarter, yet he tried to get back into the game fully healed after halftime. At that point it became obvious that he was not normal and his dreams of a sports career were ended forever. |
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However, fate took a hand. Soon thereafter the PetroDyne headquarters in San Antonio, where Jerry's offices and lab were located, were raided by a group of supervillains who proceeded to kill several innocent employees and make off with various experimental compounts. Unfortunately for Jakob, his father Jerry was among the slain. In the aftermath, little was known of who the assailants were due to the speed of the attack and the fact that almost all of the witnesses were killed. Jakob was devastated by the death of his father and decided with the total self assurance of a 17 year old super-athlete that he would exact restitution from the culprits. The next night he donned a makeshift costume and snuck out of the house to seek revenge. |
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Unfortunately he didn't really have much of a plan or any idea of where to start, but with grit and determination he figured it out as he went. In the process he teamed up with other supers and started to make a name for himself as the Mod. Years later, he teamed up with some of the Millennial Men and became an occasional ally. Eventually he joined up full time. |
| Capabilities and Motivations |
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The Mod has a superhumanly adaptive physiology. It is generally assumed that he is a mutant, though he doesn't detect as one. Secretly, he's the result of a prolonged scientific experiment performed upon him in vitro, but the truth of that died with his father. His powers are all subconscious; when he needs to be stronger, faster, more agile, aware, etc...he just is. When he needs to move better, he just does. And so on. He also has incredible reflexes, able to get out of the way of danger, copy things he sees other people doing, and duplicate intricate maneuvers on the first try. For all intents and purposes he has the superhuman ability to be the perfect athelete. He also has a powerful healing factor, which has proven capable of regrowing limbs, eyes, and internal organs. Their full extent is still unknown, but the Mod would be dead many times over if not for this notable power. |
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What allows the Mod to be a creditable threat to villainy around the globe is the fact that his super normal abilities make him an excellent combatant. In addition to his high school wrestling skills, suitably adjusted by years of taking down super criminals, his ability to instantly master physical maneuvers via observation makes him a world class martial artist. However, the Mod becomes overstrained when pushed to his limits and his performance degrades. He bounces back quickly, but he's definitely at his best when fresh. |
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