War-Man (Basher)  
CHARACTERISTICS
Val Char Base Points Total Roll Notes
70 STR 10 60 70 23- HTH Damage 14d6 END [0]
30 DEX 10 60 30 15- OCV 10 DCV 10
40 CON 10 60 40 17-
20 BODY 10 20 20 13-
13 INT 10 3 13 12- PER Roll 14-
25 EGO 10 30 25 14- ECV: 8
25 PRE 10 15 25 14- PRE Attack: 5d6
14 COM 10 2 14 12-
25 PD 14 11 25 25 PD (25 rPD)
25 ED 8 17 25 25 ED (25 rED)
6 SPD 4.0 20 6 Phases: 2, 4, 6, 8, 10, 12
30 REC 22 16 30
80 END 80 0 80
90 STUN 75 15 90
14" Running 6 16 14"
0" Swimming 2 -2 0"
10"/5"" Leaping 14 -4 10" 339 Total Characteristics Points
POSE
MOVEMENT
Type Total
Run (6) 14" [28" NC]
Swim (2) 0" [ NC]
H. Leap (14") 10"
V. Leap (7") 5"
EXPERIENCE POINTS
Total earned: 177
Spent: 172
Unspent: 5
Base Points: 250
Disad Points: 128
Total Points: 550
APPEARANCE
Hair Color:  None
Eye Color:  Glowing White
Height:  14' 0"
Weight:  600 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, and glowing white eyes. He clanks when he walks in this form.

 War-Man (Basher)  
DEFENSES
Type Amount Notes
Physical Defense 25 Current BODY:
Res. Phys. Defense 25 (20)
Energy Defense 25 Current END:
Res. Energy Defense 25 (80)
Mental Defense 0 Current STUN:
Power Defense 0 (90)
STUNTS & FIGHTING STYLE
Suprisingly quick and agile Brick
Switch forms when advantageous
Hit things really hard
COMBAT INFORMATION
OCV: 10 DCV: 10
Combat Skill Levels:
+2 with HTH 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 (Basher)  
SUPERPOWERS!
Cost  Power END
ROBOTIC CONSTRUCTION
5   1)   Reach Stretching 1" 1
7   2)   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
8   3)   Heavy Knockback Resistance -4" 0
31   4)   Metal Skin Damage Resistance (25 PD/25 ED), Hardened (+1/4) (31 Active Points) 0
2   5)   Space Age Metals Lack Of Weakness (-2) for Normal Defense 0
2   6)   Space Age Metals Lack Of Weakness (-2) for Resistant Defenses 0
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)
14   3)   Tireless Reduced Endurance (0 END; +1/2) (14 Active Points) applied to Running
35   4)   Tireless Reduced Endurance (0 END; +1/2) (35 Active Points) applied to STR
5   5)   Tireless Reduced Endurance (0 END; +1/2) (5 Active Points) applied to Leaping
ROBOTIC SENSORS
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
190 Total Powers Cost

 War-Man (Basher)  
SKILLS, PERKS, TALENTS
SKILLS
Cost  Name
10 +2 with HTH Combat
3 Federal Criminal Law: KS (INT-based) 12-
3 Federal Criminal Procedure: KS (INT-based) 12-
16 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: Large (Infrequently, Slightly Impairing)
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)
128 Total Disadvantages Cost

 War-Man (Basher)  
APPEARANCE & SHTICK
APPEARANCE
Height: 14' 0" Hair: None
Weight: 600 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, and glowing white eyes. 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.

In this form War-Man is extremely large and heavy, but possessed of incredible strength and durability. He has only recently discovered the ability to turn into what he thinks of as his "Basher" form and has yet to develop any tricks or signature abilities, but that will likely come with time.
Character created with Hero Designer (version 2007121308)