Atomic Fist
AKA Benjamin Barber
800
Points
CHARACTERISTICS
Value CHAR Roll Notes
60 STR 21- Lift 102.4tons, Damage 12d6
14 DEX 12- Initiative 14
18 CON 13- Stun Threshold 18
12 INT 11- Perception 11-
10 EGO 11-  
15 PRE 12- Presence Attack 3d6
7 OCV  
5 DCV  
3 OMCV  
3 DMCV  
10/30 PD Total 10/30 (0/20 rPD)
10/30 ED Total 10/30 (0/20 rED)
5 SPEED Phases 3, 5, 8, 10, 12
20 REC  
80 END  
20 BODY  
50 STUN  
MOVEMENT
Type Combat Move Non-Combat Move
Run 30m 120m
Swim 16m 32m
H. Leap 25m 200m
V. Leap 12 1/2m 100m
Tunneling 20m 2560m
PERKS
Description Cost
Vehicles & Bases 60
CHARACTER POINTS
Experience Points
Base Points 800
Complications 0
Earned 0
Spent 0
Unspent 0
Total 800
Allocation Points
Characteristics 162
Martial Arts 20
Perks 60
Powers 398
Skills 160
Talents 0
CAMPAIGN
GENRE
CAMPAIGN USE
POWERS/TACTICS
Atomic fist power make him an extremly dangrous brick with ranged abilties. When going into combat he tries to end it was quickly a possible to show how strong he is. He mostly tries to stick to melee using his atomic fist to land devistating blows using his boxing martial arts. When characters try to stay out of reach they soon find he can blast out dangrous radiactive plasma blasts. All his power having to do his atomic fists always cause a glow before any use be it a punch or a blast. A trick his has up his sleve to put a hero down pretty quick is radiation fist that can damage a character over time if he connects with them or he can give them radiation sickness. Sometimes his blasts can cause a radiation accident that can give other powers but he has no control over this or what it will do the person.
CHARACTER IMAGE
QUOTE
"Night night buttercup"
PHYSICAL TRAITS
Trait Value
Height 1.91 m
Weight 91.00 kg
Eye Color Green
Hair Color Black
APPEARANCE
Atomic Fist still wears his custom military uniform that came with gauntlets that help him regulate his atomic blasts so he can lower their intensity. His costume is military green with a jade gem in the forhead.
COMPLICATIONS
Complication Cost
SKILLS
Roll Skill Cost
Boxing, Modern
17-
1) KS: Boxing
8
16-
2) Paramedics
13
12- Acrobatics 3
Concentrated Sprayfire 5
14- Breakfall 7
15- Charm 9
11- Demolitions 3
12- Interrogation 3
Language: Russian (imitate dialects) 5
14- Navigation (Land) 8
16- Oratory 11
15- Persuasion 9
17- Power: Atomic Fist 15
17- Tactics 15
16- Teamwork 11
15- CK: New York City 6
11- KS: Blue Collar Crime 3
11- KS: Organized Crime 3
11- KS: Terrorism 3
11- KS: The Black Market 3
11- KS: The Underworld 3
14- PS: Fence 6
16- SS: Nuclear Physics 8
MARTIAL ARTS
Maneuver Cost
Boxing, Modern
1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4
2) Clinch: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 70 STR for holding on 3
3) Cross: 1/2 Phase, +0 OCV, +2 DCV, 14d6 Strike 4
4) Hook: 1/2 Phase, -2 OCV, +1 DCV, 16d6 Strike 5
5) Jab: 1/2 Phase, +2 OCV, +1 DCV, Strike 3
6) Weapon Element: Cestus 1
STANDARD COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
Block ½ +0 +0 Block HTH Attacks, Abort
Brace 0 +2 ½ Offset Range Mod only
Disarm ½ -2 +0 STR Contest to Disarm
Dodge ½ -- +3 Dodge all attacks, Abort
Grab ½ -1 -2 Grab 2 limbs for Squeeze, Slam, or Throw
Grab By ½ -2 -2 Full Move, Grab Target, +(v/10) to STR
Haymaker ½ +0 -5 +1 Segment for +4 DCs to attack
Move By ½ -2 -2 Full Move, ((STR/2)+(v/10))d6, take 1/3 damage
Move Through ½ -v/10 -3 Full Move, (STR+(v/6))d6, take 1/2 or full damage
Multiple Attack 1 * ½ Each attack adds -2 OCV
Set 1 +1 +0 Aim Ranged attack
Shove ½ -1 -1 Push Target 1m per 5 STR used
Strike ½ +0 +0 STR or Weapon damage
Throw ½ +0 +0 Throw for STR or Weapon damage
Trip ½ -1 -2 Target falls prone
RANGE MODS
Interval OCV
0-8m 0
9-16m -2
17-32m -4
33-64m -6
65-125m -8
126-250m -10
CALLED SHOTS
Shot OCV Roll
Head Shot (Head to Shoulders) -4 1d6+3
High Shot (Head to Vitals) -2 2d6+1
Body Shot (Hands to Legs) -1 2d6+4
Low Shot (Shoulders to Feet) -2 2d6+7*
Leg Shot (Vitals to Feet) -4 1d6+12
*Treat 19 as the Feet Location
HIT LOCATIONS
Roll Location STUN x N STUN BODY OCV
3-5 Head x5 x2 x2 -8
6 Hands x1 -6
7-8 Arms x2 -5
9 Shoulders x3 x1 x1 -5
10-11 Chest x3 x1 x1 -3
12 Stomach x4 x1½ x1 -7
13 Vitals x4 x1½ x1 -8
14 Thighs x2 x1 x1 -4
15-16 Legs x2 -6
17-18 Feet x1 -8
POWERS/EQUIPMENT
END Description Cost
Atomic Enhanced Form all slots Unified Power (-1/4)
4 1) Super Strength: +40 STR (40 Active Points); Unified Power (-1/4) 32
2) Combat Sense: +2 OCV (10 Active Points); Unified Power (-1/4) 8
3) Speed Of Radation: +1 SPD (10 Active Points); Unified Power (-1/4) 8
0 4) Nigh-Invulnerability: Damage Negation (-1 DCs Physical, -1 DCs Energy) (10 Active Points); Unified Power (-1/4) 8
0 5) Human Giger Counter: Detect A Single Thing 17-/Unusual Group), Discriminatory, Analyze, Sense (21 Active Points); Unified Power (-1/4) 17
0 6) Absorbing Energy: Absorption 12 BODY (energy, STR) (12 Active Points); Limited Phenomena (Radiation; -1), Unified Power (-1/4) 5
0 7) Strong Form: Resistant Protection (20 PD/20 ED/5 Mental Defense) (69 Active Points); Unified Power (-1/4) 55
0 8) Radiation Regenration: Regeneration (1 BODY per Turn), Can Heal Limbs (21 Active Points); Conditional Power Power Only Works In Intense Radioactive Fields (-2), Unified Power (-1/4) 6
0 9) Natrual Fusion Reactor: Endurance Reserve (40 END, 40 REC) (38 Active Points); Unified Power (-1/4) 30
0 10) Radiation Immunity: Life Support (Immunity All terrestrial diseases; Safe in High Radiation; Sleeping: Character does not sleep) (10 Active Points); Unified Power (-1/4) 8
2 11) Strong Legs: Leaping +10m (25m forward, 12 1/2m upward) (Accurate, x8 Noncombat) (20 Active Points); Unified Power (-1/4) 16
1 12) Running +10m (30m total), x4 Noncombat (15 Active Points); Unified Power (-1/4) 8
Atomic Fists Multipower, 90-point reserve, (90 Active Points); all slots Perceivable (-1/2) 60
9 1) Radiation Blast: Blast 18d6 (90 Active Points); Perceivable (-1/2), Beam (-1/4), Gestures (-1/4) 9v
9 2) Explosive Radation Blast: Blast 11d6+1, Reduced Negation (1), Area Of Effect Nonselective (20m Radius Explosion; +1/4), Personal Immunity (+1/4) (88 Active Points); Perceivable (-1/2), Gestures (-1/4) 5f
8 3) Stunning Radation Blast: Blast 16d6, STUN Only (+0) (80 Active Points); Perceivable (-1/2), Beam (-1/4) 9v
9 4) Focused Radation Blast: Blast 12d6, Attack Versus Alternate Defense (Life Support (High Radation); target has radation protection; +0), Constant (+1/2) (90 Active Points); Gestures, Requires Gestures throughout (-1/2), Perceivable (-1/2), Beam (-1/4) 4f
9 5) High Radation Dose: Killing Attack - Ranged 6d6, Attack Versus Alternate Defense (Life Support (High Radation); Protection from radation; +0) (90 Active Points); Perceivable (-1/2) 6f
9 6) Radation Burn: Killing Attack - Ranged 4d6, Constant (+1/2) (90 Active Points); Perceivable (-1/2), Beam (-1/4), No Knockback (-1/4), Gestures (-1/4) 4f
8 7) Radation Explosion: Killing Attack - Ranged 4d6 (Reduced Negation (1)), Area Of Effect Nonselective (15m Radius Explosion; +1/4) (77 Active Points); Perceivable (-1/2), Gestures (-1/4) 4f
9 8) Atomic Fist: Hand-To-Hand Attack +18d6 (90 Active Points); Perceivable (-1/2), Hand-To-Hand Attack (-1/4) 10v
9 9) Radation Fist: Hand-To-Hand Attack +5d6, Damage Over Time, Lock out (cannot be applied multiple times) (9-12 damage increments, damage occurs every Segment, +2 1/2) (87 Active Points); Perceivable (-1/2), Hand-To-Hand Attack (-1/4) 5f
9 10) Atomic Flurry Punch: Hand-To-Hand Attack +12d6, Autofire (5 shots; +1/2) (90 Active Points); Perceivable (-1/2), Hand-To-Hand Attack (-1/4) 5f
9 11) Atomic Knock Back: Hand-To-Hand Attack +12d6, Double Knockback (+1/2) (90 Active Points); Perceivable (-1/2), Hand-To-Hand Attack (-1/4), Gestures (-1/4) 9v
9 12) Radioactive Fist: Killing Attack - Hand-To-Hand 6d6 (10d6 w/STR) (90 Active Points); Perceivable (-1/2) 12v
4 13) Melting Object: Major Transform 4d6 (Unmelted to Melted, Repairing The Object) (40 Active Points); Perceivable (-1/2) 3f
9 14) Melting Through: Tunneling 20m through 20 PD material, x128 Noncombat (90 Active Points); Perceivable (-1/2) 6f
9 15) Radation Sickness: Drain CON 9d6 (90 Active Points); Perceivable (-1/2), Beam (-1/4), Gestures (-1/4) 4f
9 16) Radation Flash: Sight and Radio Groups Flash 9d6, Personal Immunity (+1/4), Area Of Effect Nonselective (15m Radius; +1/2) (87 Active Points); Gestures (Requires both hands; Clap Hands; -1/2), Perceivable (-1/2) 4f
2 17) Remove Radation : Dispel Radiation 7d6 (21 Active Points); Perceivable (-1/2) 1f
15 Radiation Accident: Severe Transform 10d6 (living being to living being with new/ different superpowers, Super-scientific means) (150 Active Points); No Conscious Control (-2), All Or Nothing (-1/2), Requires A Roll (14- roll; -1/4), Limited Target ([Living Beigns]; Living beings; -1/4) 37
BACKGROUND HISTORY
Atomic Force aka Benjamin Barber was born in Philadelphia, PA. He grew up in a low-income area where his family did not have much and to help his family out started stealing at young age to bring home extra money. Around his area he became known as knockout after he laid out one of the biggest drug dealers in his area during a theft. This one day after a theft he was caught by the police. Being 17 years old they gave him a choice jail or the military. He took his chances in the military where during basic training his drill Sargent saw he was a talented fighter and gave him special attention. Got him into boxing where his talent shined. Soon enough after basic training was being sent compete in military boxing competitions. To this day he still holds the highest military boxing record for 1400 wins and zero losses from the matches he took part in but this life as the golden military boxer came to an end when he finally had to be deployed to conflict zone Al Mafji he would spend the next 5 years there fighting till he was called back the states once more. This time not to be a boxer but was told his country is calling upon him take part in program that they told him would generate the next generation of soldiers. The program took 14 months to complete where he was one of 120 men and women to enter the program him and only 4 others survived. The program was designed to push all of them to their limit them give them a special serum that would push them beyond that any human could achieve. The serum called reserare that killed other Made Benjamin stronger. It gave him the strength of almost a 1000 men, his body became tough enough shrug off most forms of damage even point blank shots from AKs, His strength allowed him to jump 25 meters with out trying and he put him mind to it he could leap over 200 meters in the air and run at over 250 miles an hour but that all paled to what they discovered next. He soon started to exabit a radioactivity localized in his fists. Benjamin was soon able to protect this out into radioactive plasma blasts that were on par with tank shells. What was more fearsome was his punch. He could focus the radiation into his fists and when he hit a target combined with his strength could nearly bring down whole buildings. His powers even allowed him to pull the radiation out of an area which made it handy to clean up after tests. The program soon sent him and his team into the field to take down dangerous superhuman threats under the code name Atomic Fist but when after years of work the program was shut down they all believed they could go back to their families but found out they were government property and their families told they died in action. Refusing to be held captive him and his team escaped. Not able to go back to a normal life Benjamin leaned back into his old ways and with him team behind him they started stealing to get by.
PERSONALITY/MOTIVATION
Atomic Fist is a bit of a cocksure guy always believing he's the toughest guy in the room and like to make sure everyone knows it. He cares deeply about his team as their the only ones he has left now that he can't go back to his family. He's motivated to make a great life for himself even he has to steal to get there.