War-Man (Blaster)  
CHARACTERISTICS
Val Char Base Points Total Roll Notes
30 STR 10 20 30 15- HTH Damage 6d6 END [0]
30 DEX 10 60 30 15- OCV 10 DCV 10
30 CON 10 40 30 15-
20 BODY 10 20 20 13-
13 INT 10 3 13 12- PER Roll 14-
20 EGO 10 20 20 13- ECV: 7
20 PRE 10 10 20 13- PRE Attack: 4d6
14 COM 10 2 14 12-
15 PD 6 9 15 15 PD (15 rPD)
15 ED 6 9 15 15 ED (15 rED)
6 SPD 4.0 20 6 Phases: 2, 4, 6, 8, 10, 12
20 REC 12 16 20
60 END 60 0 60
55 STUN 50 5 55
6" Running 6 0 6"
0" Swimming 2 -2 0"
6"/3"" Leaping 6 0 6" 232 Total Characteristics Points
POSE
MOVEMENT
Type Total
Run (6) 6" [12" NC]
Swim (2) 0" [ NC]
H. Leap (6") 6"
V. Leap (3") 3"
Flight 0"/10" [0"/20" NC]
EXPERIENCE POINTS
Total earned: 275
Spent: 274
Unspent: 1
Base Points: 250
Disad Points: 123
Total Points: 647
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 (Blaster)  
DEFENSES
Type Amount Notes
Physical Defense 15 Current BODY:
Res. Phys. Defense 15 (20)
Energy Defense 15 Current END:
Res. Energy Defense 15 (60)
Mental Defense 0 Current STUN:
Power Defense 0 (55)
STUNTS & FIGHTING STYLE
Blaster/Light Brick
Try to avoid getting hit due to low defenses
Blast Blast Blast Blast
COMBAT INFORMATION
OCV: 10 DCV: 10
Combat Skill Levels:
+2 with All Combat
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 (Blaster)  
SUPERPOWERS!
Cost  Power END
AGAINST ALL ODDS (Only Usable Vs Opponents With 100+ Greater Character Points Or In Hopeless Situations)
17   1)   Determined +30 STUN (30 Active Points); Only Usable Vs Opponents With 100+ Greater Character Points Or In Hopeless Situations (-3/4)
21   2)   Stalwart Armor (10 PD/10 ED), Hardened (+1/4) (37 Active Points); Only Usable Vs Opponents With 100+ Greater Character Points Or In Hopeless Situations (-3/4) 0
23   3)   Perserverance +20 REC (40 Active Points); Only Usable Vs Opponents With 100+ Greater Character Points Or In Hopeless Situations (-3/4)
Operational Weapons Array Multipower
80 Multipower, 100-point reserve, (100 Active Points); all slots Noisy / Visible / High Energy Signature (All of War-Man's blasts are very noticeable, granting a +3 PER Bonus to detect them.; -1/4)
Notes: SFX: Force (Bright white nimbus, hums as it displaces air)
7u   1)   Concussive Stunner Energy Blast 10d6 (vs. PD), No Normal Defense (FF, FW, LS: High Pressure) (Standard; +1) (100 Active Points); Beam (-1/4), Noisy / Visible / High Energy Signature (All of War-Man's blasts are very noticeable, granting a +3 PER Bonus to detect them.; -1/4) 10
7u   2)   Overcharged Salvo Energy Blast 20d6 (vs. PD) (100 Active Points); Beam (-1/4), Noisy / Visible / High Energy Signature (All of War-Man's blasts are very noticeable, granting a +3 PER Bonus to detect them.; -1/4) 10
6u   3)   Point-blank Primary Cannon Discharge Hand-To-Hand Attack +13d6+1, Reduced Endurance (0 END; +1/2) (100 Active Points); Hand-To-Hand Attack (-1/2), Noisy / Visible / High Energy Signature (All of War-Man's blasts are very noticeable, granting a +3 PER Bonus to detect them.; -1/4) 0
7u   4)   Primary Cannon Energy Blast 13d6+1 (vs. PD), Reduced Endurance (0 END; +1/2) (100 Active Points); Beam (-1/4), Noisy / Visible / High Energy Signature (All of War-Man's blasts are very noticeable, granting a +3 PER Bonus to detect them.; -1/4) 0
6u   5)   Wide Angle Blast Energy Blast 10d6 (vs. PD), Area Of Effect (11" Cone; +1) (100 Active Points); No Range (-1/2), Noisy / Visible / High Energy Signature (All of War-Man's blasts are very noticeable, granting a +3 PER Bonus to detect them.; -1/4) 10
7u   6)   Tactical Weapons Assortment Energy Blast 10d6 (vs. PD), Variable Advantage (+1/2 Advantages; +1) (100 Active Points); Beam (-1/4), Noisy / Visible / High Energy Signature (All of War-Man's blasts are very noticeable, granting a +3 PER Bonus to detect them.; -1/4)
Notes: Green = Penetrating, Yellow = AP, Red = Explosion, Magenta = NRM, Lime = 1 Hex Accurate, Purple = Autofire x5, etc.
10
8u   7)   Actuated Energy Grid Interdiction System (Total: 100 Active Cost, 80 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); Noisy / Visible / High Energy Signature (All of War-Man's blasts are very noticeable, granting a +3 PER Bonus to detect them.; -1/4) (Real Cost: 48)
plus
Detect Hostile Area Of Effect Attack 24-/22- (no Sense Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Range, Sense, Targeting (40 Active Points); Noisy / Visible / High Energy Signature (All of War-Man's blasts are very noticeable, granting a +3 PER Bonus to detect them.; -1/4) (Real Cost: 32)
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
6u   8)   Force Lance Hand-To-Hand Attack +8d6, Personal Immunity (+1/4), Reduced Endurance (1/2 END; +1/4), Explosion (Line; -1 DC/5"; +1) (100 Active Points); Hand-To-Hand Attack (-1/2), Noisy / Visible / High Energy Signature (All of War-Man's blasts are very noticeable, granting a +3 PER Bonus to detect them.; -1/4) 4
ROBOTIC FACILITIES
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)
15   3)   Tireless Reduced Endurance (0 END; +1/2) (15 Active Points) applied to STR
6   4)   Tireless Reduced Endurance (0 END; +1/2) (6 Active Points) applied to Running
3   5)   Tireless Reduced Endurance (0 END; +1/2) (3 Active Points) applied to Leaping
30   6)   Boot Thrusters Flight 10", Variable Advantage (+1/4 Advantages; Limited Group of Advantages (Combat Acceleration / Deceleration, Usable Underwater, No Turn Mode, MegaScale 1km); +1/2), Variable Advantage (+1/2 Advantages; Limited Group of Advantages (0 END, No Gravity Penalty, MegaScale 1km, Combat Acceleration / Deceleration); +3/4) (45 Active Points); Restrainable (-1/2) 4
ROBOTIC RESISTANCE
4   1)   Heavy Knockback Resistance -2" 0
19   2)   Metal Skin Damage Resistance (15 PD/15 ED), Hardened (+1/4) (19 Active Points) 0
2   3)   Space Age Metals Lack Of Weakness (-2) for Normal Defense 0
2   4)   Space Age Metals Lack Of Weakness (-2) for Resistant Defenses 0
7   5)   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
ROBOTIC SENSORS
12   1)   Radio Sensors High Range Radio Perception (Radio Group) 0
6   2)   Sensor Enhancements +2 PER with all Sense Groups 0
26   3)   Visual Sensors (Total: 26 Active Cost, 26 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)
plus
Penalty Skill Levels: +4 vs. Range Modifier with Weapons Array (Real Cost: 8)
0
4   4)   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) 1
376 Total Powers Cost

 War-Man (Blaster)  
SKILLS, PERKS, TALENTS
SKILLS
Cost  Name
16 +2 with All Combat
3 Federal Criminal Law: KS (INT-based) 12-
3 Federal Criminal Procedure: KS (INT-based) 12-
3 Breakfall 15-
3 Navigation 12-
3 Tactics 12-
3 Teamwork 15-
34 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
5 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)
5 Physical Limitation: Noisy Movement (Infrequently, Slightly Impairing)
15 Psychological Limitation: Code of the HERO (Common, Strong)
15 Psychological Limitation: Code vs Killing (Common, Strong)
10 Reputation: HERO That Can Be Manipulated By Code Of Honor, 11-
23 Susceptibility: Electromagnetic Fields 3d6 damage per Phase (Uncommon; Very Uncommon penalty)
10 Vulnerability: 1 1/2 x BODY Physical HKA (Common)
123 Total Disadvantages Cost

 War-Man (Blaster)  
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, 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.
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.

This form has very creditable and impressive blasting capabilities. War-Man prefers to get off the ground and use his Flight to manuever around to the best positions to unleash his blasters.
Character created with Hero Designer (version 2007121308)