The MOD NPC 
CHARACTERISTICS
Val Char Base Points Total Roll Notes
20 STR 10 10 20/40 13- / 17- HTH Damage 4d6/8d6 END [2]
20 DEX 10 30 20/30 13- / 15- OCV 7/10 DCV 7/10
20 CON 10 20 20 13-
20 BODY 10 20 20 13-
13 INT 10 3 13 12- PER Roll 14-
14 EGO 10 8 14 12- ECV: 5
15 PRE 10 5 15 12- PRE Attack: 3d6
16 COM 10 3 16 12-
6 PD 4 2 6/12 6/12 PD (6/12 rPD)
6 ED 4 2 6/12 6/12 ED (6/12 rED)
4 SPD 3.0 10 4/7 Phases: 3, 6, 9, 12/2, 4, 6, 7, 9, 11, 12
10 REC 8 4 10
40 END 40 0 40
50 STUN 40 10 50
8" Running 6 4 8"/18"
2" Swimming 2 0 2"/22"
4"/2"" Leaping 4 0 4"/23" 131 Total Characteristics Points
POSE
MOVEMENT
Type Total
Run (6) 8"/18" [16"/36" NC]
Swim (2) 2"/22" [4"/44" NC]
H. Leap (4") 4"/23"
V. Leap (2") 2"/11 1/2"
EXPERIENCE POINTS
Total earned: 102
Spent: 102
Unspent: 0
Base Points: 200
Disad Points: 150
Total Points: 452
APPEARANCE
Hair Color:  Auburn
Eye Color:  Hazel
Height:  5' 11"
Weight:  180 lbs
Description:
Extremely athletic and somewhat pretty man with pale skin, flowing 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 early 30's, he still looks like he is in his late teens or early 20's; he still gets carded in his secret ID in fact.

He usually gets welcoming looks from women, but he seems oblivious to this, too fixated on his quest for vengeance to get involved in a serious relationship. He doesn't smile much, and doesn't get excited by much of anything other than close-run sports events. Even when at rest he radiates a sense of being ready to leap into action and it is usually this feeling of intenseness that lingers in observer's minds more so than his actual appearance.

As The MOD he has had a series of costumes through the years, but most recently he has taken to wearing a simple black outfit he bought by mail order from the NYC-based design company Costumed Crusaders, Inc. His eyes are covered by high-impact resistant lenses that gives him some protection from intense light. The costume is completed by his signature golden mantle in a stylized M-shape that comes to a point over his chest and sweeps over his shoulders in a gentle arc.

 The MOD NPC 
DEFENSES
Type Amount Notes
Physical Defense 6/12 Current BODY:
Res. Phys. Defense 6/12 (20)
Energy Defense 6/12 Current END:
Res. Energy Defense 6/12 (40)
Mental Defense 5 Current STUN:
Power Defense 5 (50)

FIGHTING SKILLS
Cost  Maneuver
20 +5 HTH Damage Class(es)
Atheletic Fu
4
1) Charge: 1/2 Phase, +0 OCV, -2 DCV, 11d6 / 15d6 +v/5 Strike, FMove
5
2) Flying Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove
5
3) Flying Grab: 1/2 Phase, -2 OCV, -1 DCV, Grab Two Limbs, 55 STR / 75 STR for holding on; FMove
3
4) Flying Tackle: 1/2 Phase, +0 OCV, -1 DCV, 9d6 / 13d6 +v/5 Strike; You Fall, Target Falls; FMove
5
5) Passing Disarm: 1/2 Phase, -1 OCV, -1 DCV, Disarm, 55 STR / 75 STR to Disarm; FMove
5
6) Sacrifice Strike: 1/2 Phase, +1 OCV, -2 DCV, 13d6 / 17d6 Strike
Wrestling
3
1) Hold: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 55 STR / 75 STR for holding on
4
2) Reversal: var Phase, -1 OCV, -2 DCV, 60 STR / 80 STR to Escape; Grab Two Limbs
3
3) Take Down: 1/2 Phase, +2 OCV, +1 DCV, 9d6 / 13d6 Strike; You Fall, Target Falls
57 Total Martial Arts Cost

STUNTS & FIGHTING STYLE
Use Adaptive Physique wisely
Scale STR, DEX, SPD to suit opponent(s)
When Grappling boost STR, when jabbing boost DEX
Use FMove and Adaptive Movement together
MPA Manuevers
COMBAT INFORMATION
OCV: 7/10 DCV: 7/10
Combat Skill Levels:
+1 Overall
+3 with Martial Arts
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
Charge 1/2 +0 -2 11d6 / 15d6 +v/5 Strike, FMove
Flying Dodge 1/2 -- +4 Dodge All Attacks, Abort; FMove
Flying Grab 1/2 -2 -1 Grab Two Limbs, 55 STR / 75 STR for holding on; FMove
Flying Tackle 1/2 +0 -1 9d6 / 13d6 +v/5 Strike; You Fall, Target Falls; FMove
Passing Disarm 1/2 -1 -1 Disarm, 55 STR / 75 STR to Disarm; FMove
Sacrifice Strike 1/2 +1 -2 13d6 / 17d6 Strike
Hold 1/2 -1 -1 Grab Two Limbs, 55 STR / 75 STR for holding on
Reversal var -1 -2 60 STR / 80 STR to Escape; Grab Two Limbs
Take Down 1/2 +2 +1 9d6 / 13d6 Strike; You Fall, Target Falls
COMBAT MODIFIERS
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10

 The MOD NPC 
SUPERPOWERS!
Cost  Power END
Adaptive Physique Multipower
60 Multipower, 60-point reserve
4m   1)   +20 STR, Reduced Endurance (0 END; +1/2) (30 Active Points); No Figured Characteristics (-1/2)
4m   2)   +10 DEX (30 Active Points); No Figured Characteristics (-1/2)
6m   3)   +3 SPD (30 Active Points)
Notes: SPD must be allocated in Phase-12 and has Lockout for the full next Turn.
Adaptive Movement Multipower
20 Multipower, 20-point reserve
4m   1)   Running +10" (8"/18" total) (20 Active Points)
Notes: 47 MPH Combat / 94 MPH Non Combat when SPD = 7, but can only maintain that speed for 2 TURNS / .6 miles
2
2u   2)   Swimming +20" (2"/22" total) (20 Active Points) 2
4m   3)   Leaping +15" (4"/23" forward, 2"/11 1/2" upward) (Accurate) (20 Active Points) 2
7 Good Climber:  Clinging (normal STR) (10 Active Points); Requires A Climbing Skill Roll (-1/2) 0
Superhuman Anatomy
2   1)   Adaptive Mind:  Mental Defense (5 points total) 0
5   2)   Superhumanly Resilient:  Power Defense (5 points) 0
11   3)   Superhumanly Resilient:  Damage Resistance (6 PD/6 ED/5 Mental Def./5 Power Def.) 0
13   4)   Superhumanly Resilient:  Physical Damage Reduction, 50% (20 Active Points); STUN Only (-1/2) 0
6   5)   Heightened Awareness:  +2 PER with All Sense Groups 0
4   6)   Superhuman Physiology:  Life Support (Eating Character only has to eat once per week; Extended Breathing 1 END per Turn; Longevity 200 Years; Sleeping Character only has to sleep 8 hours per week) 0
23   7)   Regeneration:  Healing 1 BODY, Can Heal Limbs, Resurrection, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (70 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2), Does Not Work On Some Damage Magic (-1/4) 0
Mask (OIF)
3   1)   Sight Group Flash Defense (5 points) (5 Active Points); OIF (Focus (Mask); -1/2) 0
178 Total Powers Cost

 The MOD NPC 
SKILLS, PERKS, TALENTS
SKILLS
Cost  Name
3 Agile: Acrobatics 13- (15-)
10 Hyper-Reflexes: Defense Maneuver I-IV
3 Nimble: Breakfall 13- (15-)
3 Scaler: Climbing 13- (15-)
10 Superhumanly Adept: +1 Overall
9 Superhumanly Adept: +3 with Martial Arts
3 Team Player: Teamwork 13- (15-)
3 Scholar
2
1) Armchair Quarterback: KS: Football Plays (INT-based) (3 Active Points) 12-
2
2) ESPN Junky: KS: Current Sports (INT-based) (3 Active Points) 12-
2
3) Misspent Youth Collecting Baseball Cards: KS (INT-based) (3 Active Points) 12-
2
4) Sanctioned: KS: Criminal Law & Procedure (INT-based) (3 Active Points) 12-
2
5) Sports Trivia and Rules: KS: General Sports (INT-based) (3 Active Points) 12-
54 Total Skills Cost
PERKS
Cost  Name
Sanction Package Deal
5
1) Silver Avenger of Dallas: Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources, Contact limited by identity, Good relationship with Contact) 8-
3
2) Fringe Benefit: Federal/National Police Powers
1
3) HERONet membership
9 Total Perks Cost
TALENTS
Cost  Name
12 Quick Reflexes: Combat Luck (6 PD/6 ED)
3 Ambidexterity (Reduce Off Hand Penalty to -2)
8 Lightning Reflexes: +5 DEX to act first with All Actions
23 Total Talents Cost
SUPERHEROIC CHALLENGES
Cost  Disadvantage
15 Dependent NPC: Marlena Hornsby (Mother) 8- (Incompetent; Useful noncombat position or skills; Unaware of character's adventuring career/Secret ID)
10 Hunted: Teleios 8- (Mo Pow, NCI, Watching)
20 Normal Characteristic Maxima
20 Psychological Limitation: Adrenaline Junky/Thrill Seeker (Very Common, Strong)
15 Psychological Limitation: Easily Distracted by Sporting Matters (Except Golf!) (Common, Strong)
15 Psychological Limitation: Vengeance Seeker (Common, Strong)
10 Social Limitation: Conformist; tends to Emulate those he is around for extended periods, has few strong opinions of his own (Frequently, Minor)
10 Social Limitation: Secret ID: Jakob Hornsby (Occasionally, Major)
15 Susceptibility: Strong Odors, Very Loud Noises, Extreme Flavors, Bright Lights 2d6 damage per Minute (Common)
20 Vulnerability: 2 x Effect Flashes (Common)
150 Total Disadvantages Cost

 The MOD NPC 
APPEARANCE & SHTICK
APPEARANCE
Height: 5' 11" Hair: Auburn
Weight: 180 lbs Eyes: Hazel
Extremely athletic and somewhat pretty man with pale skin, flowing 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 early 30's, he still looks like he is in his late teens or early 20's; he still gets carded in his secret ID in fact.

He usually gets welcoming looks from women, but he seems oblivious to this, too fixated on his quest for vengeance to get involved in a serious relationship. He doesn't smile much, and doesn't get excited by much of anything other than close-run sports events. Even when at rest he radiates a sense of being ready to leap into action and it is usually this feeling of intenseness that lingers in observer's minds more so than his actual appearance.

As The MOD he has had a series of costumes through the years, but most recently he has taken to wearing a simple black outfit he bought by mail order from the NYC-based design company Costumed Crusaders, Inc. His eyes are covered by high-impact resistant lenses that gives him some protection from intense light. The costume is completed by his signature golden mantle in a stylized M-shape that comes to a point over his chest and sweeps over his shoulders in a gentle arc.
PERSONALITY & MOTIVATION
Jakob is a Texan of the first order, alternating between engaging and ornery in turns. He's generally a good 'ole boy on the face of it, but if pressed in conversation a perceptive socializer will soon realize Jakob doesn't really have much of a personality. He likes extreme action and sports, and is driven to find his father's killer (a fact he normally doesn't make known; he's spoken of it only to those comrades in arms he has fully trusted over the years), and that's about the extent of his personality. In fact, he will subconsciously begin to emulate the mannerisms and idiom of any socially adept person he is around for more than a few hours. He doesn't realize he is doing it, but others generally do; this typically impedes his interpersonal development further because people just tend to avoid spending too much time around him because it freaks them out when he starts imitating them.

Jakob's primary motivation is ostensibly to find his father's killers, and he will follow any reasonable lead to its conclusion, but in reality he's been living the life of a costumed superhero for over a decade now. He really doesn't know how to do anything else quite simply, and is basically a professional crime fighter. His stipend from the family fortune is enough to live on, though not enough to splurge with (normal income, even though he is unemployed), and he lives a mostly nocturnal lifestyle, relaxing through the day to be better rested to fight crime at night. Though he is really very much alone, he doesn't feel lonely; he's perfectly content watching ESPN with all of his 'free time' and fighting crime the rest of it.
CATCH PHRASE(S)
"Hey, I don't reckon ya'll caught the Spur's score while you was rippin off that there TV store, did ya?" (as he cuffs a recent collar)
POWERS & SPECIAL EFFECTS
Jakob has a superhumanly adaptive physiology. His powers are all subconscious; when he needs to be stronger he is stronger, when he needs to run faster, he just does so. For all intents and purposes he has the superhuman ability to be the perfect athelete.

Jakob also has fairly powerful Regenerative capabilities, which have proven capable of regrowing fingers and even an eye once in the past; their full extent is still unknown. Jakob is generally very physically resistant, has an extremely efficient metabolism allowing him to go for extended periods of time without food or rest if necessary; although Jakob doesn't push this to the limit as he likes to eat and sleep as much as the next person. Jakob's reflexes are incredibly good, and he is often able to realize he is in danger and react before an attack can land even when surprised.

What allows Jakob 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, Jakob is also a naturally gifted fighter as represented by the Athletic Fu maneuvers. Although he could certainly use more finesse, his rough and ready maneuver set gives him a lot of options to choose from.

In combat he will generally try to close with and neutralize any opponents that don't look like creditable physical combatants and incapacitate them first, then turn his attention to tougher opponents. If with a team, his team sports oriented mindset will lead him to try to set up teammates if possible, and will generally back a teammate's play; he also expects the same support when he is getting something going.

 The MOD NPC 
ORIGIN
Born to Dr. Jerry and Marlena Hornsby in 1971 outside of San Antonio, Texas. Jerry was a brilliant biochemist and a founding member, part owner, and a Director of the multinational-by-way-of-Texas corporation PetroDyne Chemicals. Marlena was a charming society wife and a product of genteel society. While Jerry worked and Marlena was active socially, Jacob was left to his own devices as a child, with a string of harried nannies that couldn't keep up with the little hellion. Sports were Jakob's thing, but in lieu of organized teams he'd settle for any absurdly dangerous physical challenge. By the time he was in middle school he had years of little league and Pop Warner behind him and a dresser load of trophies. In high school he wrestled, played baseball, and started as a running back all at the varsity level his freshman year and junior varsity for basketball where his short stature slowed him down slightly. His senior year started with him a given for any number of sports scholarships, with scouts well familiar with him and there was even some national awareness of his skills after he was covered in an issue of Sports Illustrated along with other top up-and-comers in a September 1990 issue.

However, this was not to be. Jakob's athletic mastery was not strictly equitable; they were made possible by the fact that he was born with a superhuman physique caused by his fathers exposure to experimental 'super-soldier' serums in the 60's when he was working as a contractor for the United States Government. Though Jerry himself was not noticeably altered, his genetic structure carried the potential for superhuman might, and he passed this on to Jakob. In a early football scrimmage match in his senior year Jakob's leg was broken. He was taken to the hospital by EMT's, but by the time they got to the emergency room the bone had already completely knitted itself back together. The EMT's shrugged it off as a false alarm, but Jakob knew better. This was the 1st time he really realized that he was not normal. That night he told his father about the incident, and though skeptical at first Jerry took a swab sample and then ran some tests on Jakob's DNA the next day at the lab.

He was astounded by what he found and, thinking ahead, destroyed all the test results. That night he forbade Jakob from playing on the school teams further, and stressed that he must hide his abilities. The ramifications of Jakob's powers being revealed could be disastrous for the family fortunes at the very least. Sports were the only thing Jakob really cared about so of course he rebelled against this mandate, and the two got into a very loud shouting match. Jerry called the school the next day and ordered that Jakob not be allowed to play, and a very ugly silence developed between the two over the next 2 months. Jakob, in all his teen glory, was growing angrier by the day, wracked by frustration and also the oppressive feeling of being a freak. Jakob's anger was turning to hate for his father, the authority figure keeping him from his favorite activities.

However, fate took a hand. Soon thereafter, the PetroDyne main lab in San Antonio, where Jerry's offices and lab were located, were raided by a group of super powered criminals who proceeded to kill several innocent employees and make off with a vat of chemicals! Unfortunately for Jakob, his father Jerry was among the slain. In fact, the vat of chemicals stolen was the culmination of Jerry's attempts to duplicate the super-soldier serums Pantropex-5 and Pantropex-9 he had worked on for the government as a young scientist in the 60's, which he suspected were the cause of Jakob's altered physiology. Someone in the lab leaked information that Jerry was working on some kind of a super serum, and a super villain attack was clearly the inevitable result.

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. However, Jakob was devastated by the death of his father and filled with guilt that he had died with anger still between them. Jakob, normally a laid back and unfocused youth, felt a burning vengeance form deep inside of him, and he 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. Unfortunately he didn't really have much of a plan or any idea of where to start.

He never did find out who was behind the attack that killed his father and in time his fury faded leaving only driving compulsion, but not before many misadventures and encounters with other criminals, both powered and not, occurred. He met up with several other young supers in various parts of Texas while following one stray lead or another, or dealing with random tangents as they occurred. He finished high school in a daze, up most nights in his alter-ego, and left home for a time 'to find himself' despite his mother's protests that he should go to college. Jakob took to calling himself 'The MOD' (MOD for short) due to the way his powers work, MODifying his musculature as needed for the task at hand, and encountered the Silver Avenger of Dallas on one of his misadventures. He struck up a rapport with the Silver Avenger, and they worked well together. At the Silver Avenger's behest Jakob went through the process of becoming a Sanctioned Superhero and has maintained excellent relations with PRIMUS in general since then.

Recently Jakob has come to Millennium City following up some possible leads regarding attacks on various chemical labs in the area, with a slant towards labs researching biochemical based human improvements. Soon after arriving in the city, he responded to a general distress call to assist the local superheroes, The Champions, in a battle with the scourge of humanity itself, MECHANON! Jakob's regenerative abilities came in handy after that battle, to be sure!

What Jakob doesn't know is that Teleios is ultimately responsible for his father's death, as the unidentified super villains were actually some of Teleios's cloned minions. Teleios is always interested in acquiring mutagenic biochemicals after all. Teleios became aware that The MOD is hunting a trail that ultimately leads to him and subsequently made plans to kill him via third parties by an ambush in Dallas early in The MOD's career, which Jakob survived and escaped with the help of the Silver Avenger. However, some of his blood was left at the scene and a sample made its way to Teleios's hands. Analysis of the blood was very revealing to Teleios and his heightened genius quickly correlated the strange biochemistry he was seeing through the microscope with the biochemistry of test subjects he had been unsuccessfully applying Pantropex-5 and Pantropex-9 to for the last several months, along with several permutations of his own devising.

Teleios was intrigued and instead of killing The MOD he decided to observe him. In the interests of testing his limits Teleios has on occasion contrived scenarios using cloned flunkies and occasionally hirelings to put The MOD in harms way. Teleios usually manages some means of monitoring the outcome; typically through a biological technique he mastered a decade ago to extract the information directly from a brain's memory core. This tends to be fatal to the subject of course, but no one ever said science was painless. Because Teleios has many other plans and plots going on, this interference isn't constant but on occasion Teleios has some time free and looks in to see how his pet project is progressing.

The leads which brought The MOD to Millennium City originated from Teleios so perhaps he has some new plan involving Jakob that has yet to hatch. Eventually, once Teleios is satisfied with the information he has gathered on The MOD in the field, he will likely collect The MOD for further "direct testing" in a controlled environment, and eventually a final autopsy. Only time will tell when that day will come....


The MOD is an excellent ally; unassuming, dependable, PRIMUS sanctioned, and generally capable. He is not the sort to Hunt others unless they had something to do with his father's death. If he is too powerful, drop his Damage Classes, Danger Sense, and perhaps remove the 'Regrow Lost Limbs' portion of his Regeneration. If he is not powerful enough, round off his stats, perhaps give him 2 to 3 more Combat Skill Levels or another Overall Level, and of course boost his Multipower Pool with either more slots and/or raise the Pool Total and the Active Points of his existing slots.

[[SIDEBAR]]
The MOD Plot Seeds:
Bionetics Inc has a lab in Dearborn that is savagely raided by unidentified super villains, with 13 scientists killed or wounded. Some new chemical substance the lab was working on was stolen, and only 1 of the scientists that knew what it was is still alive; sadly the attack left him in critical condition and in a coma! While investigating this crime the PCs catch sight of some masked man on a nearby rooftop observing the crime scene from afar! It is of course The MOD investigating this crime for himself, and fully aware that it has the exact same M.O. as the lab attack that killed his own father over a decade ago. Will the PC's become involved in helping him in his 16 year quest for vengeance, or will they mistakenly pursue him as a suspect?

A gang of 9 teenagers calling themselves "PT-9" has appeared on the streets of North Detroit and are taking over blocks in a series of turf wars. They seem to be indestructible, with a lot of street stories circulating of members shot with entire clips getting back to their feet a minute later. All of the 9 seem to have superhuman physiques and to have athletic ability equivalent or superior to Olympic-class athletes. In fact, they seem to have the same general powers as....The MOD!

One of the PC's got their powers in a chemical-accident. Teleios becomes aware of this accident and sends minions to a) collect the chemical compounds involved and b) collect the 'specimen' -- the PC! When the minions raid the laboratory where the chemicals are stored The MOD becomes involved, and arrives just in time to foil Phase 2 of the minions plan, saving the PC's bacon! Will The MOD team with the PC's to discover the source of this strange turn of events?
[[END SIDEBAR]]
Character created with Hero Designer (version 2007121308)