Battalion
AKA Robert G. Garrison
800
Points
CHARACTERISTICS
Value CHAR Roll Notes
16/21 STR 12-/13- Lift 229.7kg/459.5kg, Damage 3d6/4d6
14 DEX 12- Initiative 14
16 CON 12- Stun Threshold 16
12 INT 11- Perception 11-
12 EGO 11-  
21 PRE 13- Presence Attack 4d6
7 OCV  
5 DCV  
3 OMCV  
3 DMCV  
2/17 PD Total 2/17 (0/15 rPD)
2/14 ED Total 2/14 (0/12 rED)
6 SPEED Phases 2, 4, 6, 8, 10, 12
20 REC  
40 END  
20 BODY  
30 STUN  
MOVEMENT
Type Combat Move Non-Combat Move
Run 16m 32m
Swim 3m 6m
H. Leap 4m 8m
V. Leap 2m 4m
Swinging 30m 480m
PERKS
Description Cost
Contact: PMCs (Contact has useful Skills or resources, Very Good relationship with Contact) 14- 8
Fringe Benefit: Major, Security Clearance 8
Positive Reputation: Top Level Professional Soilder (A large group) 14-, +1/+1d6 3
Anonymity 5
Deep Cover 2
TALENTS
Description Cost
Bump Of Direction 3
Resistance (+5 to roll) 5
+1/+1d6 Striking Appearance (vs. all characters) 3
CHARACTER POINTS
Experience Points
Base Points 800
Complications 80
Earned 0
Spent 0
Unspent 0
Total 800
Allocation Points
Characteristics 119
Martial Arts 42
Perks 26
Powers 416
Skills 186
Talents 11
CAMPAIGN
GENRE
CAMPAIGN USE
POWERS/TACTICS
Battalion main power is duplicate. This power is strong enough to duplicate the gear he's carrying and wearing but he can also move memeories between these duplicates to know what they knew or to remove memeories from himself. Battalion uses ambush tatics to take out eneimies. He hates fighting on fair ground. His powers allows him to create enough copies of himself to overwhelm the people he's fighting. If he survives a fight he will spend his time getting weapons and gear he needs to take out the person who caused him problems. He wont't kill a kid even a superone but he's not above hurting them to get them out his way.
CHARACTER IMAGE
QUOTE
"Get out of my way or your gonna just be another ghost I'm gonna have to remember"
PHYSICAL TRAITS
Trait Value
Height 1.90 m
Weight 96.00 kg
Eye Color Blue
Hair Color Black
APPEARANCE
Robert wears a military suit he stole from the program that tried to kill him. Outside of it Battalion is 6'3 Mixed race man with dark black hair. Unlike his orginal he has grown a beard and has gotten a few tatttos since leaving his orginal behind.
COMPLICATIONS
Complication Cost
Hunted: ARES Program Infrequently (Mo Pow; NCI; Harshly Punish) 20
Psychological Complication: Anger at people who ran experiments on him (Uncommon; Strong) 10
Rivalry: Professional (His Orginal), Rival is As Powerful, Seek to Harm or Kill Rival, Rival Aware of Rivalry 10
Social Complication: Secret ID Infrequently, Major 10
Hunted: Police Infrequently (Less Pow; NCI; Limited Geographical Area; Harshly Punish) 5
Psychological Complication: Trama Allficted on duplicates gets reabsorbed into him when reabsorbing duplicates (Common; Moderate) 10
Psychological Complication: Won't Kill Children (Uncommon; Total) 15
SKILLS
Roll Skill Cost
Basic Military Training
13-
1) KS: The Military/Mercnary/Terrorist World
4
13-
2) KS: Army History and Customs
4
13-
3) PS: Delta Force
4
18-
4) Tactics
17
5) WF: Beam Weapons, Common Melee Weapons, Emplaced Weapons, Small Arms, General Purpose/Heavy Machine Guns, Grenade Launchers, Shoulder-Fired Weapons, Vehicle Weapons, Vehicle Weapons (group)
14
6) Accurate Sprayfire
5
13-
7) Bureaucratics
3
14-
8) Charm
5
12-
9) Climbing
3
10) +2 with Ranged Combat
16
11-
11) Concealment
3
11-
12) Demolitions
3
11-
13) Disguise
3
12-
14) Fast Draw
3
16-
15) Interrogation
9
16) Language: Spanish (imitate dialects)
5
14-
17) Navigation (Air, Land, Marine)
10
12-
18) Paramedics
5
14-
19) Persuasion
5
11-
20) Security Systems
3
11-
21) Shadowing
3
15-
22) Stealth
9
13-
23) Streetwise
3
14-
24) Survival (Temperate/Subtropical, Desert, Urban)
12
13-
25) Acting
3
12-
26) Lockpicking
3
27) TF: Common Motorized Ground Vehicles, Parachuting, Advanced, Parachuting, Basic, SCUBA, Skiing (snow), Snowboarding, Two-Wheeled Motorized Ground Vehicles, Wheeled Military Vehicles
9
12-
28) Systems Operation
5
18-
29) Teamwork
15
MARTIAL ARTS
Maneuver Cost
Commando Training
1) Akido Throw: 1/2 Phase, +0 OCV, +1 DCV, 3d6 / 4d6 +v/5, Target Falls 3
2) Boxing Cross: 1/2 Phase, +0 OCV, +2 DCV, 5d6 / 6d6 Strike 4
3) Choke: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND 4
4) Escape: 1/2 Phase, +0 OCV, +0 DCV, 31 STR / 36 STR vs. Grabs 4
5) Hold: 1/2 Phase, -1 OCV, -1 DCV, Grab Three Limbs, 10 STR for holding on 4
6) Judo Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 26 STR / 31 STR to Disarm roll 4
7) Karate "Chop": 1/2 Phase, -2 OCV, +0 DCV, HKA 2d6 +1 / HKA 2 1/2d6 4
8) Kung Fu Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4
9) Offensive Shot: 1/2 Phase, -1 OCV, -1 DCV, Range +0, Strike, +4 DC 4
10) Defensive Shot: 1/2 Phase, -1 OCV, +2 DCV, Range +0, Strike 3
11) Weapon Element: Assault Rifles/LMGs, Handguns, Rifles, Shotguns 4
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
Weapons & Gear Variable Power Pool (Weapons Pool), 80 base + 80 control cost, (120 Active Points); all slots OAF (-1) 100
8 1) Mono Flip Knife: Killing Attack - Hand-To-Hand 2d6 (2d6+1 w/STR) (Reduced Negation (1)), Affects Desolidified Any form of Desolidification (+1/2), +2 Increased STUN Multiplier (+1/2), Armor Piercing (x2; +1/2) (80 Active Points); OAF (-1) Real Cost: 40 0
3 2) Electro Taser Gloves: Hand-To-Hand Attack +4d6, Attack Versus Alternate Defense (target is insulated; +1/2) (30 Active Points); OAF (-1), Hand-To-Hand Attack (-1/4) Real Cost: 13 0
[60] 3) Scar PDW-P: Blast 10d6, Reduced Negation (1) (78 Active Points); OAF (-1), Beam (-1/4), 4 clips of 60 Charges (+1/2) Real Cost: 35 0
[60] 4) Scar PDW-T: Killing Attack - Ranged 2d6, Autofire (3 shots; +1/4), Penetrating (+1/2) (67 Active Points); OAF (-1), Beam (-1/4), 4 clips of 60 Charges (+1/2) Real Cost: 30 0
[15] 5) P226 .40 Cal Pistol: Killing Attack - Ranged 2d6-1 (Reduced Negation (1)), +1 Increased STUN Multiplier (+1/4), Invisible Power Effects (Invisible to [one Sense Group] (Hearing); +1/2) (61 Active Points); OAF (-1), Beam (-1/4), 32 clips of 15 Charges (+1/2) Real Cost: 27 0
[15] 6) P226 .40 Cal Pistol AP Rounds: Killing Attack - Ranged 2d6, Armor Piercing (+1/4), Invisible Power Effects (Invisible to [two Sense Groups] (Hearing, Sight); +1) (75 Active Points); OAF (-1), Beam (-1/4), 8 clips of 15 Charges (+1/4) Real Cost: 33 0
[8] 7) Remington 870 Tatical Express: Killing Attack - Ranged 3d6-1 (Reduced Negation (1)), Area Of Effect Nonselective (10m Cone; +1/4), Double Knockback (+1/2) (73 Active Points); OAF (-1), 4 clips of 8 Charges (-0) Real Cost: 36 0
[8] 8) Remington 870 Tactical Explosive Rounds : Killing Attack - Ranged 3d6-1, Area Of Effect Nonselective (5m Radius Explosion; +1/4), +1 Increased STUN Multiplier (+1/4), Double Knockback (+1/2) (80 Active Points); OAF (-1), 4 clips of 8 Charges (-0) Real Cost: 40 0
[30] 9) HKM416: Killing Attack - Ranged 2d6, Autofire (3 shots; +1/4), +1 Increased STUN Multiplier (+1/4), Invisible Power Effects (Inobvious to [two Sense Groups]; +1/2) (67 Active Points); OAF (-1), Beam (-1/4), 4 clips of 30 Charges (+1/4) Real Cost: 30 0
[6] 10) Concussion Blast Granade : Blast 7d6, Reduced Negation (2), Area Of Effect (10m Radius Explosion; +1/4), Personal Immunity (+1/4), Attack Versus Alternate Defense (Resistant Mental Defense; +1/2) (78 Active Points); OAF (-1), 2 clips of 6 Charges (-1/2) Real Cost: 31 0
[8] 11) Static Flash Granade: Sight, Hearing and Radio Groups Flash 10d6, Area Of Effect (8m Radius Explosion; +1/4) (75 Active Points); OAF (-1), 8 Charges (-1/2) Real Cost: 30 0
[12] 12) Nueral Disruptor: Mental Blast 5d6 (Human class of minds), Reduced Negation (1) (52 Active Points); Skin Contact Required (-1), OAF (-1), 12 Charges (-1/4) Real Cost: 16 0
[6] 13) Barret XM110: Killing Attack - Ranged 2d6 (Reduced Negation (1)), Armor Piercing (+1/4), Invisible Power Effects (Inobvious to [one Sense Group] (Hearing); +1/4), Line Of Sight (+1/2) (64 Active Points); OAF (-1), 2 clips of 6 Charges (-1/2), Beam (-1/4) Real Cost: 23 0
[6] 14) Paralyzing Granade: Entangle 5d6, 4 PD/4 ED, Cannot Be Escaped With Teleportation (+1/4), Takes No Damage From Attacks Limited Group (+1/4), Area Of Effect (5m Radius Explosion; +1/4) (79 Active Points); OAF (-1), 6 Charges (-3/4) Real Cost: 29 0
[6] 15) EMP Granade: Dispel Electronics 10d6, Area Of Effect (20m Radius; +1) (60 Active Points); OAF (-1), 6 Charges (-3/4) Real Cost: 22 0
[6] 16) Smoke Granade: Darkness to Sight Group 12m radius, Personal Immunity (+1/4) (75 Active Points); OAF (-1), 6 Charges (-3/4), Range Based On Strength (-1/4) Real Cost: 25 0
[8] 17) Knockout Gas Pellet Projector: Blast 8d6, STUN Only (+0), Area Of Effect (1m Radius; +1/4), Invisible Power Effects (Invisible to [one Sense Group] (Hearing); +1/2) (70 Active Points); OAF (-1), Attack Versus Alternate Defense (Life Support (Self-Contained Breathing); target holds his breath; All Or Nothing; -1/2), 4 clips of 8 Charges (-0) Real Cost: 28 0
Delta Form Package
1 1) Strength Training: +2 STR 2
2) Conditining: +2 CON 2
1 3) Long Distance Running Training: Running +2m (16m total) 2
4) Shooter Training: +2 OCV 10
5) +6 to offset a specific negative OCV modifier Range Mod With Firearms 6
6) Thousand Yard Stare: +9 PRE 9
Duplication Powers all slots Unified Power (-1/4)
0 1) Duplication (creates 500 800-point Duplicates), Altered Duplicates (25%; +1/4) (256 Active Points); Concentration (1/2 DCV; -1/4), Unified Power (-1/4) 171
0 2) Duplicate Mind Link: Mind Link , Human class of minds, Specific Group of Minds, No LOS Needed (20 Active Points); Limited Class Of Minds [Single species/type of mind] (Duplicates Only) (-1), Unified Power (-1/4) 9
Combat Suit & Gear all slots OAF (-1)
0 1) Body Armor: Resistant Protection (15 PD/12 ED/7 Flash Defense: Sight Group/6 Flash Defense: Hearing Group) (60 Active Points); OIF (-1/2) 40
0 2) FOE Detector: Detect A Single Thing (Eneimes) 12-/Unusual Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Partially Penetrative (19 Active Points); OAF (-1) 9
0 3) Encrypted Raido: Radio Perception/Transmission (Radio Group), Concealed (-5 with Radio Perception/Transmission PER Rolls) (15 Active Points); OIF (-1/2) 10
0 4) HEPS (Hazardest Enviroment Protection Suit) System: Life Support (Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Self-Contained Breathing) (16 Active Points); OAF (-1) 8
0 5) Nightvision Goggles: Nightvision (5 Active Points); OAF (-1) 2
0 6) Thermal Vision: Infrared Perception (Sight Group), Discriminatory, Partially Penetrative, Tracking (20 Active Points); OAF (-1) 10
3 7) Grappling Hook: Swinging 30m, x16 Noncombat (30 Active Points); OAF (-1) 15
0 8) Magnetic Clinging Gear: Clinging (normal STR) (10 Active Points); OIF (-1/2) 7
1 9) Strength Enhacement System: +5 STR (5 Active Points); IIF (-1/4) 4
BACKGROUND HISTORY
Major Robert G. Garrison came from a family were the military was in their blood. His family served in war the UK and the U.S has been in. This drive to be the best solider lead him to become an army Ranger then joining Delta Force where he served for 10 years completing missions around the world with 100% success rate. This same drive leads him to take part in a military program that he was told would help make him an even better solider one that would have to power to protect this nation from any and all threats. Project ARES was designed to take the militaryís best create super soldier out of them to defend the nation from superhuman threats. When the program started it had 140 Volunteers. In the first phase of training 50 were left and after they were experimented on and changed only 15 survived the process. He was placed into a team known as Echo Team. On this squad it had Someone who could go completely Invisible, a super genius, a psionic and Robert who could duplicate himself to the size of a battalion. Server has a new superhuman military Robert found when he reabsorbed his duplicates, he could see what they saw their memories and emotions added to. Over years of serving and having his duplicates die in horrible ways he started to build resentment towards the military for using him a cannon fodder. Feeling that this resent could force him to do something he would not want to he moved all the memories of death and resentment into a copy he sent to die in the field. The problem was this didnít go a plan Robert G. Garrison Mark 2 escaped from the battlefield and wanted now to not just revenge on the military but his creator. After escaping he used his powers to work a Merc for PMCs and used the money, he got to build a whole new life. His power allowed him to work a henchmen everyone at once and earn money to being building up the resources he will need to create plan to destroy his creator and the people who used him as cannon fodder. Robert works as henchmen for various super villains under the name Battalion to see how their plans fail so he wonít when its time.
PERSONALITY/MOTIVATION
Robert is a driven man who is picture of a soilder. His battlefield trama has cause him to be cruel to anyone who pisses off. His motivation right now is get revenge on his creator & the who ran the operations the lead to his repated deaths.