BenKimball Posted August 7, 2003 Report Share Posted August 7, 2003 For my first powered armor hero, I swiped a name from Champions Universe and imagined a character around it. I'd be happy to hear any comments/criticism. Cheers! Bulwark Player: Ben Kimball Val Char Cost 70 STR 0 20 DEX 0 23 CON 6 15 BODY 0 18 INT 8 14 EGO 8 10 PRE 0 6 COM -2 30 PD 8 30 ED 7 5 SPD 0 5 REC 0 26 END 0 50 STUN 0 6" RUN00" SWIM-214" LEAP0Characteristics Cost: 33 Cost Power END Battlesuit, all slots: OIF (-1/2), Real Armor (-1/4) 16 1) Fusion Power Reactor: Endurance Reserve (80 END, 20 REC) 34 2) Questionite Plates: Armor (20 PD/20 ED) 27 3) Servo Actuators: +60 STR; No Figured Characteristics (-1/2) (uses END Reserve) 6 29 4) Auto-Med Systems: +10 CON; No Figured Characteristics (-1/2) plus +5 BODY; No Figured Characteristics (-1/2) plus +28 STUN 28 5) Computer-Enhanced Reflexes: +10 DEX plus +2 SPD 6 6) Shielded Helmet: Flash Defense (6 points) (Sight Group) plus Flash Defense (6 points) (Hearing Group) 6 7) Gyroscopic Balance: Knockback Resistance -5" 3 8) Exquisite Craftsmanship: Lack Of Weakness (-5) for Resistant Defenses 12 9) Advanced Radar/Comm: High Range Radio Perception (Targeting Sense) 22 Autocannon - Urban Pacification Loadout: Multipower, 50-point reserve, all slots: OAF (-1), Real Weapon (-1/4) 2u 1) Sonic Disruptor Ray: Energy Blast 10d6 (vs. ED), STUN Only (+0); Beam (-1/4) (uses END Reserve) 5 2u 2) Sonic Concussion Blast: Energy Blast 5 1/2d6 (vs. ED), Double Knockback 2x KB (+3/4) (uses END Reserve) 5 1u 3) Flashbang Grenade: Flash 3d6 (Sight Group), Additional Sense Group: Hearing Group, 16 Charges (+0), Explosion (+1/2) 1u 4) Smoke Grenade: Darkness to Sight Group 3" radius, 16 Charges (+0) 2u 5) Capturefoam Grenade: Entangle 3d6, 3 DEF, 16 Charges (+0), Area Of Effect (One Hex; +1/2); Cannot Form Barriers (-1/4) Powers Cost: 191 Cost Skill Onboard Computer, all slots: OIF (-1/2) 27 1) +5 with All Combat 3 2) Defense Maneuver: I-II 6 3) +6 vs. Range Mod. with Autocannon 3 Bureaucratics 11- 3 Combat Driving 13- 3 Cryptography 13- 3 Demolitions 13- 3 KS: U.S. Military Procedure & Protocol (INT-based) 13- 3 Mechanics 13- 2 Navigation (Land) 13- 3 Paramedics 13- 5 PS: Soldier (INT-based) 15- 5 Tactics 14- 5 Teamwork 14- 5 TF: Common Motorized Ground Vehicles, Parachuting, Advanced, Parachuting, Basic, Tracked Military Vehicles, Wheeled Military Vehicles 9 WF: Emplaced Weapons, Flamethrowers, General Purpose/Heavy Machine Guns, Grenade Launchers, Shoulder-Fired Weapons, Small Arms, Vehicle Weapons 2 Weaponsmith (Firearms) 13- Skills Cost: 90 Cost Perk 3 Fringe Benefit: Federal Police Powers 7 Fringe Benefit: Security Clearance 6 Reputation (throughout Earth; 14-) +2/+2d6 12 U.S. Army: Contact (Very Good relationship with Contact), Organization Contact (+2) 11- Perks Cost: 28 Cost Talent Onboard Computer, all slots: OIF (-1/2) 2 1) Absolute Range Sense 2 2) Absolute Time Sense 2 3) Bump Of Direction 2 4) Lightning Calculator Talents Cost: 8 Total Character Cost: 350 Val Disadvantages 20 Distinctive Features: Hideously Scarred (out of suit) or Huge Battle Armor (in suit) (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 10 Hunted: Radical Islamic Terrorists 8- (As Pow; Kill) 10 Physical Limitation: Extremely Heavy and Bulky (Frequently; Slightly Impairing) 15 Psychological Limitation: Must bring Randall Gordon (Armadillo) to justice (Uncommon; Total) 20 Psychological Limitation: Ranger Creed (Common; Total) 15 Social Limitation: Public ID (Simon Kimbrough) (Frequently; Major) 25 Social Limitation: Subject to Orders (Very Frequently; Severe) 10 Vulnerability: 2 x STUN Magnetic Attacks (Uncommon) 25 Watched: U.S. Army 14- (Mo Pow; Watching; PC has a Public ID or is otherwise very easy to find; Extensive Non-Combat Influence) Disadvantage Points: 150 Base Points: 200 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0 Background/History: Five years after the disastrous result of the first Man Amplification Project (MAP) in 1993, which resulted in the creation of the villain Armadillo and the destruction of valuable resources and personnel, the U.S. Army decided that MAP II was ready for testing. Two suits were built, and the call for volunteers was quietly circulated. The Kimbrough family of southwest Louisiana, with its long tradition of military service, had two boys in the U.S. Army Rangers, both captains: Simon and Christopher. They were selected for the dangerous assignment from the thousands of volunteers in part due to their family legacy, but also for their astounding physical condition and ability to withstand pain. For Simon's brother Christopher, the project was a stunning success; man and machine bonded smoothly into a super soldier known as Fusillade. For Simon, however, something went wrong. His body rejected the chemical treatments of the bonding process, resulting in horrible pain for the young Ranger as his skin began to melt and slough off his bones. Only the quick intervention of a team of Army surgeons was able to save his life, at the cost of terrible disfigurement to Simon. Unwilling to abandon the second half of their project, the scientists pressed on, eventually installing dozens of biomechanical "ports" in Simon's body which would interface with the suit. During the long, agonizing procedure, Simon's brother Christopher sat by him, reciting the Ranger Creed. At times it was the only thing that kept Simon sane. When the project was finally completed successfully, Simon practically leaped into the suit, relishing its strength and power, and its constant reminder of his successful completion of the hardest mission of his life. Simon, now known as Bulwark to the world, has nothing but scorn for Randall Gordon, the Project Sunburst survivor who was the subject of the first MAP program, and who now roams America as the supervillain Armadillo. Bulwark has sworn to bring Gordon to justice. Personality/Motivation: The tremendous power and agility afforded Simon by the Bulwark suit has led to a mildly split personality. When outside of the suit, Simon is reclusive, withdrawn, and bitter. In his life as Bulwark, however, he is transformed into an outgoing, affably confident soldier. Simon remembers his service as a U.S. Army Ranger with great pride, and follows its Creed meticulously in either situation. Quote: "Never shall I fail a comrade! Rangers lead the way!" Powers/Tactics: Not just a hulking mass of Questionite, Bulwark is quite intelligent and has extensive training in the tactics and strategy of warfare. He always tries to fight on his own terms, laying careful plans or ambushes to ensure victory. His onboard computer systems grant him tremendous accuracy at range, and devastating power in hand-to-hand combat. Relatively slow at a run, Bulwark often uses the small "jump jets" built into his suit to literally leap into combat. The Army maintains a number of distinct weapon loadouts for the Bulwark and Fusillade suits. This version of Bulwark's weaponry is typical for urban pacification missions and is largely nonlethal. Appearance: Simon Kimbrough is virtually always seen wearing his dark-colored, sinister-looking powered battlesuit. Fashioned at great expense by the U.S. Army from Questionite, only one other like it exists on Earth: that worn by the Army's other powered armor super-soldier, Simon's brother Christopher (aka Fusillade). There's no mistaking the suit for anything but an expensive piece of military hardware. When not in the suit, however, Simon goes to great lengths to remain unseen. The bonding process that the Army MAP scientists subjected him to left him hideously scarred and hairless. His skin is festooned with various "biointerface ports" which attach to probes on the inside of his battlesuit. Despite the pain and discomfort of "suiting up," Simon prefers to stay in his Bulwark identity as much as possible to avoid the social stigma of his brutal disfigurement. 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BenKimball Posted August 7, 2003 Author Report Share Posted August 7, 2003 For the curious Campaign limits are: Max STR 70 Max DEF 35 Max AP 60 Max DC 10 Max CV 12 Max DEX 26 Mac SPD 5 Four-color Supers: heroes don't kill. Cheers! Ben Quote Link to comment Share on other sites More sharing options...
Fireg0lem Posted August 7, 2003 Report Share Posted August 7, 2003 Buying extra STR and Con, No Figured seems kind of silly if you are buying extra Stun as part of the same power. Quote Link to comment Share on other sites More sharing options...
BenKimball Posted August 7, 2003 Author Report Share Posted August 7, 2003 Originally posted by Fireg0lem Buying extra STR and Con, No Figured seems kind of silly if you are buying extra Stun as part of the same power. D'oh! Here he is again. The cost savings let me add Life Support back in and boost the armor to the campaign max. I'm a happy camper. Thanks! Ben Bulwark Player: Ben Kimball Val Char Cost 10/70 STR 0 10/20 DEX 0 13/23 CON 6 10/15 BODY 0 18 INT 8 14 EGO 8 10 PRE 0 6 COM -2 3/35 PD 1 3/35 ED 0 2/5 SPD 0 5/19 REC 0 26/46 END 0 22/62 STUN 0 6" RUN00" SWIM-22"/14" LEAP0Characteristics Cost: 19 Cost Power END Battlesuit, all slots: OIF (-1/2), Real Armor (-1/4) 16 1) Fusion Power Reactor: Endurance Reserve (80 END, 20 REC) 47 2) Questionite Plates: Armor (20 PD/20 ED) plus +10 ED plus Damage Resistance (12 PD/12 ED) 34 3) Servo Actuators: +60 STR (uses END Reserve) 6 17 4) Auto-Med Systems: +10 CON plus +5 BODY 28 5) Computer-Enhanced Reflexes: +10 DEX plus +2 SPD 6 6) Shielded Helmet: Flash Defense (6 points) (Sight Group) plus Flash Defense (6 points) (Hearing Group) 6 7) Gyroscopic Balance: Knockback Resistance -5" 3 8) Exquisite Craftsmanship: Lack Of Weakness (-5) for Resistant Defenses 6 9) CO2 Recycler: Life Support , Self-Contained Breathing 12 10) Advanced Radar/Comm: High Range Radio Perception (Targeting Sense) 22 Autocannon - Urban Pacification Loadout: Multipower, 50-point reserve, all slots: OAF (-1), Real Weapon (-1/4) 2u 1) Sonic Disruptor Ray: Energy Blast 10d6 (vs. ED), STUN Only (+0); Beam (-1/4) (uses END Reserve) 5 2u 2) Sonic Concussion Blast: Energy Blast 5 1/2d6 (vs. ED), Double Knockback 2x KB (+3/4) (uses END Reserve) 5 1u 3) Flashbang Grenade: Flash 3d6 (Sight Group), Additional Sense Group: Hearing Group, 16 Charges (+0), Explosion (+1/2) 1u 4) Smoke Grenade: Darkness to Sight Group 3" radius, 16 Charges (+0) 2u 5) Capturefoam Grenade: Entangle 3d6, 3 DEF, 16 Charges (+0), Area Of Effect (One Hex; +1/2); Cannot Form Barriers (-1/4) Powers Cost: 205 Cost Skill Onboard Computer, all slots: OIF (-1/2) 27 1) +5 with All Combat 3 2) Defense Maneuver: I-II 6 3) +6 vs. Range Mod. with Autocannon 3 Bureaucratics 11- 3 Combat Driving 11- (13-) 3 Cryptography 13- 3 Demolitions 13- 3 KS: U.S. Military Procedure & Protocol (INT-based) 13- 3 Mechanics 13- 2 Navigation (Land) 13- 3 Paramedics 13- 5 PS: Soldier (INT-based) 15- 5 Tactics 14- 5 Teamwork 12- (14-) 5 TF: Common Motorized Ground Vehicles, Parachuting, Advanced, Parachuting, Basic, Tracked Military Vehicles, Wheeled Military Vehicles 9 WF: Emplaced Weapons, Flamethrowers, General Purpose/Heavy Machine Guns, Grenade Launchers, Shoulder-Fired Weapons, Small Arms, Vehicle Weapons 2 Weaponsmith (Firearms) 13- Skills Cost: 90 Cost Perk 3 Fringe Benefit: Federal Police Powers 7 Fringe Benefit: Security Clearance 6 Reputation (throughout Earth; 14-) +2/+2d6 12 U.S. Army: Contact (Very Good relationship with Contact), Organization Contact (+2) 11- Perks Cost: 28 Cost Talent Onboard Computer, all slots: OIF (-1/2) 2 1) Absolute Range Sense 2 2) Absolute Time Sense 2 3) Bump Of Direction 2 4) Lightning Calculator Talents Cost: 8 Total Character Cost: 350 Val Disadvantages 20 Distinctive Features: Hideously Scarred (out of suit) or Huge Battle Armor (in suit) (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 10 Hunted: Radical Islamic Terrorists 8- (As Pow; Kill) 10 Physical Limitation: Extremely Heavy and Bulky (Frequently; Slightly Impairing) 15 Psychological Limitation: Must bring Randall Gordon (Armadillo) to justice (Uncommon; Total) 20 Psychological Limitation: Ranger Creed (Common; Total) 15 Social Limitation: Public ID (Simon Kimbrough) (Frequently; Major) 25 Social Limitation: Subject to Orders (Very Frequently; Severe) 10 Vulnerability: 2 x STUN Magnetic Attacks (Uncommon) 25 Watched: U.S. Army 14- (Mo Pow; Watching; PC has a Public ID or is otherwise very easy to find; Extensive Non-Combat Influence) Disadvantage Points: 150 Base Points: 200 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0 Quote Link to comment Share on other sites More sharing options...
BenKimball Posted August 7, 2003 Author Report Share Posted August 7, 2003 Just testing KS' export template - please ignore Combat Information Page Character Name: Bulwark Alternate Identities: Simon Kimbrough Player Name: Ben Kimball CHARACTERISTICS CHARACTER IMAGE Val Char Base Points Total Roll Notes 10 STR 10 0 10/70 11- / 23- HTH Damage 2d6/14d6 END [1/7] 10 DEX 10 0 10/20 11- / 13- OCV 3/7 DCV 3/7 13 CON 10 6 13/23 12- / 14- 10 BODY 10 0 10/15 11- / 12- 18 INT 10 8 18 13- PER Roll 13- 14 EGO 10 8 14 12- ECV: 5 10 PRE 10 0 10 11- PRE Attack: 2d6 6 COM 10 -2 6 10- 3 PD 2 1 3/35 3/35 PD (3/32 rPD) 3 ED 3 0 3/35 3/35 ED (3/32 rED) 2 SPD 2.0 0 2/5 Phases: 6, 12/3, 5, 8, 10, 12 5 REC 5 0 5/19 26 END 26 0 26/46 22 STUN 22 0 22/62 6" Running 6 0 6" 0" Swimming 2 -2 0" 2"/1"" Leaping 2 0 2"/14" 19 Total Characteristics Points EXPERIENCE POINTS Total earned: 0 Spent: 0 Unspent: 0 Base Points: 200 Disad Points: 150 Total Points: 350 MOVEMENT Type Total Run (6) 6" [12" NC] Swim (2) 0" [ NC] H. Leap (2") 2"/14" V. Leap (1") 1"/7" APPEARANCE Hair Color: Black Eye Color: Blue Height: 7' 6" Weight: 600 lbs Description: Simon Kimbrough is virtually always seen wearing his dark-colored, sinister-looking powered battlesuit. Fashioned at great expense by the U.S. Army from Questionite, only one other like it exists on Earth: that worn by the Army's other powered armor super-soldier, Simon's brother Christopher (aka Fusillade). There's no mistaking the suit for anything other than an expensive piece of military hardware.When not in the suit, however, Simon goes to great lengths to remain unseen. The bonding process that the Army MAP scientists subjected him to left him hideously scarred and hairless. His skin is festooned with various "biointerface ports" which attach to probes on the inside of his battlesuit. Despite the pain and discomfort of "suiting up," Simon prefers to stay in his Bulwark identity as much as possible to avoid the social stigma of his brutal disfigurement.Personality: The tremendous power and agility afforded Simon by the Bulwark suit has led to a mildly split personality. When outside of the suit, Simon is reclusive, withdrawn, and bitter. In his life as Bulwark, however, he is transformed into an outgoing, affably confident soldier. Simon remembers his service as a U.S. Army Ranger with great pride, and follows its Creed meticulously in either situation. DEFENSES Type Amount Notes Physical Defense 3/35 Current BODY: Res. Phys. Defense 3/32 Energy Defense 3/35 Current END: Res. Energy Defense 3/32 Mental Defense 0 Current STUN: Power Defense 0 COMBAT INFORMATION OCV: 3/7 DCV: 3/7 Combat Skill Levels: +5 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 POWERS Cost Power END Battlesuit, all slots: OIF (-1/2), Real Armor (-1/4) 16 1) Fusion Power Reactor: Endurance Reserve (80 END, 20 REC) 47 2) Questionite Plates: Armor (20 PD/20 ED) plus Damage Resistance (12 PD/12 ED) plus +10 ED 34 3) Servo Actuators: +60 STR (uses END Reserve) 6 17 4) Auto-Med Systems: +10 CON plus +5 BODY 28 5) Computer-Enhanced Reflexes: +10 DEX plus +2 SPD 6 6) Shielded Helmet: Flash Defense (6 points) (Sight Group) plus Flash Defense (6 points) (Hearing Group) 6 7) Gyroscopic Balance: Knockback Resistance -5" 3 8) Exquisite Craftsmanship: Lack Of Weakness (-5) for Resistant Defenses 6 9) CO2 Recycler: Life Support , Self-Contained Breathing 12 10) Advanced Radar/Comm: High Range Radio Perception (Targeting Sense) 22 Autocannon - Urban Pacification Loadout: Multipower, 50-point reserve, all slots: OAF (-1), Real Weapon (-1/4) 2u 1) Sonic Disruptor Ray: Energy Blast 10d6 (vs. ED), STUN Only (+0); Beam (-1/4) (uses END Reserve) 5 2u 2) Sonic Concussion Blast: Energy Blast 5 1/2d6 (vs. ED), Double Knockback 2x KB (+3/4) (uses END Reserve) 5 1u 3) Flashbang Grenade: Flash 3d6 (Sight Group), Additional Sense Group: Hearing Group, 16 Charges (+0), Explosion (+1/2) 1u 4) Smoke Grenade: Darkness to Sight Group 3" radius, 16 Charges (+0) 2u 5) Capturefoam Grenade: Entangle 5d6, 5 DEF, 16 Charges (+0); Cannot Form Barriers (-1/4) 205 Total Powers Cost PERKS Cost Name 3 Fringe Benefit: Federal Police Powers 7 Fringe Benefit: Security Clearance 6 Highly Decorated American Military Hero: Reputation (throughout Earth; 14-) +2/+2d6 12 U.S. Army: Contact (Very Good relationship with Contact), Organization Contact (+2) 11- 28 Total Perks Cost TALENTS Cost Name Onboard Computer, all slots: OIF (-1/2) 2 1) Rangefinder Program: Absolute Range Sense 2 2) Chronometer Program: Absolute Time Sense 2 3) Compass Program: Bump Of Direction 2 4) Calculator Program: Lightning Calculator 8 Total Talents Cost SKILLS Cost Name Onboard Computer, all slots: OIF (-1/2) 27 1) Tactical Weapon Systems Program: +5 with All Combat 3 2) Auto-avoidance Program: Defense Maneuver: I-II 6 3) Targeting Program: +6 vs. Range Mod. with Autocannon 3 Bureaucratics 11- 3 Combat Driving 11- (13-) 3 Cryptography 13- 3 Demolitions 13- 3 KS: U.S. Military Procedure & Protocol (INT-based) 13- 3 Mechanics 13- 2 Navigation (Land) 13- 3 Paramedics 13- 5 PS: Soldier (INT-based) 15- 5 Tactics 14- 5 Teamwork 12- (14-) 5 TF: Common Motorized Ground Vehicles, Parachuting, Advanced, Parachuting, Basic, Tracked Military Vehicles, Wheeled Military Vehicles 9 WF: Emplaced Weapons, Flamethrowers, General Purpose/Heavy Machine Guns, Grenade Launchers, Shoulder-Fired Weapons, Small Arms, Vehicle Weapons 2 Weaponsmith (Firearms) 13- 90 Total Skills Cost DISADVANTAGES Cost Disadvantage 20 Distinctive Features: Hideously Scarred (out of suit) or Huge Battle Armor (in suit) (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 10 Hunted: Radical Islamic Terrorists 8- (As Pow; Kill) 10 Physical Limitation: Extremely Heavy and Bulky (Frequently; Slightly Impairing) 15 Psychological Limitation: Must bring Randall Gordon (Armadillo) to justice (Uncommon; Total) 20 Psychological Limitation: Ranger Creed (Common; Total) 15 Social Limitation: Public ID (Simon Kimbrough) (Frequently; Major) 25 Social Limitation: Subject to Orders (Very Frequently; Severe) 10 Vulnerability: 2 x STUN Magnetic Attacks (Uncommon) 25 Watched: U.S. Army 14- (Mo Pow; Watching; PC has a Public ID or is otherwise very easy to find; Extensive Non-Combat Influence) 150 Total Disadvantages Cost Height: 7' 6" Hair: Black Weight: 600 lbs Eyes: Blue Appearance: Simon Kimbrough is virtually always seen wearing his dark-colored, sinister-looking powered battlesuit. Fashioned at great expense by the U.S. Army from Questionite, only one other like it exists on Earth: that worn by the Army's other powered armor super-soldier, Simon's brother Christopher (aka Fusillade). There's no mistaking the suit for anything other than an expensive piece of military hardware. When not in the suit, however, Simon goes to great lengths to remain unseen. The bonding process that the Army MAP scientists subjected him to left him hideously scarred and hairless. His skin is festooned with various "biointerface ports" which attach to probes on the inside of his battlesuit. Despite the pain and discomfort of "suiting up," Simon prefers to stay in his Bulwark identity as much as possible to avoid the social stigma of his brutal disfigurement. Personality: The tremendous power and agility afforded Simon by the Bulwark suit has led to a mildly split personality. When outside of the suit, Simon is reclusive, withdrawn, and bitter. In his life as Bulwark, however, he is transformed into an outgoing, affably confident soldier. Simon remembers his service as a U.S. Army Ranger with great pride, and follows its Creed meticulously in either situation. Personality: The tremendous power and agility afforded Simon by the Bulwark suit has led to a mildly split personality. When outside of the suit, Simon is reclusive, withdrawn, and bitter. In his life as Bulwark, however, he is transformed into an outgoing, affably confident soldier. Simon remembers his service as a U.S. Army Ranger with great pride, and follows its Creed meticulously in either situation. Quote:"Never shall I fail my comrades! Rangers lead the way!" Background: Five years after the disastrous result of the first Man Amplification Project (MAP) in 1993, which resulted in the creation of the villain Armadillo and the destruction of valuable resources and personnel, the U.S. Army decided that MAP II was ready for testing. Two suits were built, and the call for volunteers was quietly circulated. The Kimbrough family of southwest Louisiana, with its long tradition of military service, had two boys in the U.S. Army Rangers, both captains: Simon and Christopher. They were selected for the dangerous assignment from the thousands of volunteers in part due to their family legacy, but also for their astounding physical condition and ability to withstand pain. For Simon's brother Christopher, the project was a stunning success; man and machine bonded smoothly into a super soldier known as Fusillade. For Simon, however, something went wrong. His body rejected the chemical treatments of the bonding process, resulting in horrible pain for the young Ranger as his skin began to melt and slough off his bones. Only the quick intervention of a team of Army surgeons was able to save his life, at the cost of terrible disfigurement to Simon. Unwilling to abandon the second half of their project, the scientists pressed on, eventually installing dozens of biomechanical "ports" in Simon's body which would interface with the suit. During the long, agonizing procedure, Simon's brother Christopher sat by him, reciting the Ranger Creed. At times it was the only thing that kept Simon sane. When the project was finally completed successfully, Simon practically leaped into the suit, relishing its strength and power, and its constant reminder of his successful completion of the hardest mission of his life. Simon, now known as Bulwark to the world, has nothing but scorn for Randall Gordon, the Project Sunburst survivor who was the subject of the first MAP program, and who now roams America as the supervillain Armadillo. Bulwark has sworn to bring Gordon to justice. Powers/Tactics: Not just a hulking mass of Questionite, Bulwark is quite intelligent and has extensive training in the tactics and strategy of warfare. He always tries to fight on his own terms, laying careful plans or ambushes to ensure victory. His onboard computer systems grant him tremendous accuracy at range, and devastating power in hand-to-hand combat. Relatively slow at a run, Bulwark often uses the small "jump jets" built into his suit to literally leap into combat. The Army maintains a number of distinct weapon loadouts for the Bulwark and Fusillade suits. This version of Bulwark's weaponry is typical for urban pacification missions and is largely nonlethal. Campaign Use: Brick,law enforcement, military liaison. Character created with Hero Designer (version 1.47) Quote Link to comment Share on other sites More sharing options...
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