Character Name: Flameout
Alternate Identities: Shawn Grady
Player Name: Ed
Val Char Base Points Total Roll Notes
15 STR 10 5 15/25 12- / 14- HTH Damage 3d6/5d6 END [1]
20 DEX 10 30 20 13- OCV 7 DCV 7
30 CON 10 40 30 15-
12 BODY 10 4 12 11-
15 INT 10 5 15 12- PER Roll 12-
15 EGO 10 10 15 12- ECV: 5
10 PRE 10 0 10 11- PRE Attack: 2d6
10 COM 10 0 10 11-
15 PD 3 12 15/20 15/20 PD (15/20 rPD)
20 ED 6 14 20/30 20/30 ED (20/30 rED)
5 SPD 3.0 20 5 Phases: 3, 5, 8, 10, 12
9 REC 9 0 9
60 END 60 0 60
35 STUN 35 0 35
9" Running 6 6 9"
2" Swimming 2 0 2"
3" Leaping 3 0 3"/5" 146 Total Characteristics Points
Off Rating: Def Rating: Move Rating:
Total earned: 146
Spent: 146
Unspent: 0
Base Points: 250
Disad Points: 100
Total Points: 496
Type Total
Run 9"
Swim 2"
H. Leap 3"/5"
V. Leap 1 1/2"/2 1/2"
Flight 25"
Type Amount
Physical Defense 15/20
Res. Phys. Defense 15/20
Energy Defense 20/30
Res. Energy Defense 20/30
Mental Defense 0
Res. Mental Defense  
Power Defense 0
Flash Defense
OCV: 7 DCV: 7
Combat Skill Levels: +3 with Multipower
Maneuver Phase OCV DCV Effect
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10
Cost  Disadvantage
5 Distinctive Features: Meta-human (Not Concealable; Noticed and Recognizable; Detectable Only By Technology Or Major Effort)
Notes: Metahumans are becoming mainstream and so more accepted.
20 Hunted: HARP 11- (As Pow; PC is easy to track through the Media; Harshly Punish)
Notes: Notes: This has increased from 8- after a character becomes known to the Media. Because of that media coverage, it is fairly easy to find the character if necessary.
20 Psychological Limitation: Code Against Killing (Common; Total)
20 Psychological Limitation: No Man Left Behind (Very Common; Strong)
20 Psychological Limitation: Protector of the Innocent (Common; Total)
15 Social Limitation: Secret ID (Frequently; Major)
0 Social Limitation: Subject to orders/missions (Occasionally; Major)
Notes: Unless there is a huge uptick in metahuman crime, the usual calls are for assistance in emergencies such as ships sinking, skyscraper fires, earthquakes, flooding, etc.
0 Watched: The Media 11- (Less Pow; NCI; PC appearances are generally announced; Watched)
Notes: This is used post-offical team announcement and indicates the chances of various International, Nation and or Local Media outlets. This also represents the chances of paparazzi or just the people on the street with Cell Phones.
0 Watched: U.S. Government 8- (Mo Pow; NCI; PC is very easy to find; Watching)
Notes: While the Government isn't specifically Watching, they are aware of where to find and how to contact.
100 Total Disadvantages Cost

Character Name: Flameout
Alternate Identities: Shawn Grady
Player Name: Ed
Cost  Name
0 AK: San Francisco Bay Area 8-
0 Acting 8-
3 Analyze: Structural Integrity 12-
3 Breakfall 13-
3 Climbing 13-
0 Concealment 8-
0 Conversation 8-
5 Criminology: Arson Investigations 13-
0 CuK: Bay Area 8-
0 Deduction 8-
3 Demolitions 12-
0 Language: English (Idiomatic)
6 PS: Firefighter 15-
3 Paramedics 12-
0 Persuasion 8-
3 Scholar
1) KS: Computer Operations 12-
2) KS: Criminal Law 8-
3) KS: Federal Law Enforcement Procedures 8-
4) KS: Federal Meta-Human Regulations 8-
5) KS: Flammable Chemicals (3 Active Points) 12-
6) KS: Hazardous Materials (3 Active Points) 12-
0 Shadowing 8-
0 Stealth 8-
8 Survival (Temperate/Subtropical) 15-
3 TF: Common Motorized Ground Vehicles, Bicycles, Parachuting, Advanced, Parachuting, Basic
3 Tactics 12-
3 Teamwork 13-
9 +3 with Multipower
62 Total Skills Cost
Cost  Name
0 Contact: U.S. Minuteman Project (access to major institutions, has significant individual Contacts, Very Good relationship with Contact), Organization Contact (x3) 14-
0 Law Enforcement Rank: U.S Marshall
5 Money: Well Off: $500k per year Lottery Winnings
0 Police Powers: Federal
0 Weapon Permit: Licensed Superpowers
1 Reputation: Highly Skilled Firefighter For His Age (A small to medium sized group) 14-, +1/+1d6
6 Total Perks Cost
Cost  Name
3 Bump Of Direction
3 Total Talents Cost
Cost  Power END
70 Flameout: Multipower, 70-point reserve
1) Fireball: Energy Blast 9d6+1, Area Of Effect (One Hex; +1/2)
Notes: For hitting those 'fast' targets.
2) Extinguish Fire: Dispel Fire Powers 10d6, One At A Time (+1/4), Area Of Effect (4" Radius; +1)
Notes: Wood/House Fire is about 2d6RKA or 30 points. Since the Average this power will generate is 30 points. on average this power will put out a 4" Radius Fire per phase. In the case of Oil or Chemical Fires, about 45 points, it will probably take two pahses to put out that area. For a fire-based Opponent this power will reduce any attacks by an average of 30 points or 6d6 EB / 2d6 RKA.
3) Fiery Sphere: Entangle 4d6, 5 DEF, Backlash (+1/2) (67 Active Points)
Notes: This creates a fiery sphere around a target that does no damage in and of itself, however trying to escape will cause damage (basklash).
4) Fire Blast: Energy Blast 14d6 (70 Active Points); Beam (-1/4)
Notes: This is a standard single target Energy Blast.
5) Fiery Prison: Killing Attack - Ranged 1d6+1, Area Of Effect (One Hex; +1/2), Reduced Endurance (0 END; +1/2), Continuous (+1); Targets Only Take Damage If They Touch Cage Or Move In/Out Of The Affected Hex (-1/2)
Notes: This power creates a fiery cage around the target. It does not act as an entangle and oes direct damage to any trying to pass out of it or into it. It does not hinder movement in any way.
6) Heat Sink: Drain STUN and END 7d6
Notes: Points Drained are divided equally with STUN getting round offs. On average it will Drain 10 STUN and 20 END. This can be adjusted for the final distribution, more STUN less END or the other way around.
7) Heat Sink II: Drain END 7d6
Notes: This would Drain an average of 42 END!
8) Heat SInk III: Drain STUN 7d6
Notes: This would Drain and average of 21 STUN
9) Dehydrate: Drain BODY 7d6
Notes: This one would Drain BODY be drying out the target. It would be an average of 10 BODY drained, WHOLEY CRAP. This might be a little much, too Deadly.
55 Riding the Flame: Flight 25", Custom Adder, x4 Noncombat
Notes: This was moves out of the MP to allow its use while attacking. Max Combat Speed: 46.61 MPH/75 KPH. Max Non-combat Speed: 186.45 MPH/300 KPH. Max Sustained Flight Time: 300 phases.
18 Damage Resistance (15 PD/20 ED)
Notes: ED has been increased to reflect the fire power and so the this power has been increased to match.
14 Life Support (Safe in Intense Cold; Safe in Intense Heat; Self-Contained Breathing)0
10 See Through The Smoke: N-Ray Perception (Sight Group)
Notes: Can see through smoke as if clear air. Removed Combat Sense and replaced it with this. Cheaper and more relable.
5 Thermal Vision: Infrared Perception (Sight Group)0
2 Meta-Human Lifespan: Life Support (Longevity: 400 Years)0
Q's Firefighter Armor, all slots OIF (-1/2)
Notes: This is a suit of armor that can be used by anyone. There are plans to start issuing them to fire departments around the country once a manufacturer has been found.
1) Insulated Ceramic Armor: Armor (5 PD/10 ED)
2) Radio Comms: Radio Perception/Transmission (Radio Group)
Notes: This is a standard Fire Department radio imbedded in the helmet. It is only for use when firing a fire.
3) Rescue Breathing Equipment: Life Support (Self-Contained Breathing), Usable Simultaneously (up to 2 people at once; +1/2); 2 Continuing Fuel Charges lasting 20 Minutes each (-0)
Notes: This is nothing more than a small face mask he can put over a victim's face allowing them to breathe normally. It also provided Self-contained Breathing for the wearer, not that Flameout needs it but it is a nice touch for the public version.
[2 cc]
4) Strength Augmentation: +10 STR, Reduced Endurance (0 END; +1/2); No Figured Characteristics (-1/2)
Notes: As the armor is fairly heavy, Q has incorporated his standard flat motors that increase the wearer's strength considerably.
5) Fire Blanket: +10 ED, Usable By Other (+1/4); 2 Recoverable Charges (-1)
Notes: These are a standard fire blanket that can be used to cover a victim. While it will protect from normal fires, it does not protect from direct contact with flames (Killing Attacks). He carries 2.
6) Insulation: Life Support (Safe in Intense Heat)
Notes: Protects the wearer from heat, not that Flameout needs it but for the production model ...
279 Total Powers Cost
Equipment END
Minuteman Earwig: Mind Link , Specific Group of Minds, Any distance, No LOS Needed, Number of Minds (x32); Subject to RF Frequency Limitations (-1/2), IIF (-1/4), Does Not Provide Mental Awareness (-1/4), Sense Affected As Radio Sense Group (-1/4)
Notes: Utilizes satellites to provide nearly world-wide coverage
Government Computer Network: Computer Link; OAF Fragile (Focus: Monocle Headset; -1 1/4), Subject to WIFI Limitations (-1/2)

Character Name: Flameout
Alternate Identities: Shawn Grady
Player Name: Ed
Hair Color: Blonde
Eye Color: Amber
Height: 6' 0"
Weight: 180 lbs
Shaun is an average looking man in his early twenties. He has blonde hair and amber colored eyes. He is clean shaven to allow a snug fit for an OBA.
Lives on a houseboat near the Point Loma school. As he is not a student, it wasn't a problem with him being hired by the SDFD. Q took one look at his 'costume' and told him he might as well go in naked, then promply went to work designing an appropriate 'battlesuit'
Dedicated firefighter and will regularly put his life on the line to rescue people from a burning building.
Created: Wed, 7 Feb 2024 17:20:03

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