Thunderbolt
Character Name: Thunderbolt
Alternate Identities: Dr. Howard Reeves
Player Name: NPC
CHARACTERISTICS
Val Char Base Points Total Roll Notes
30 STR 10 20 30 15- HTH Damage 6d6 END [3]
29 DEX 10 57 29 15- OCV 10 DCV 10
30 CON 10 40 30 15-
13 BODY 10 6 13 12-
18 INT 10 8 18 13- PER Roll 13-/17-
14 EGO 10 8 14 12- ECV: 5
20 PRE 10 10 20 13- PRE Attack: 4d6
14 COM 10 2 14 12-
11 PD 6 5 26 26 PD (15 rPD)
10 ED 6 4 35 35 ED (25 rED)
6 SPD 3.9 21 6 Phases: 2, 4, 6, 8, 10, 12
13 REC 12 2 13
60 END 60 0 60
45 STUN 43 2 45
6" Running 6 0 6"
2" Swimming 2 0 2"
6" Leaping 6 0 6" 185 Total Characteristics Points
CHARACTER IMAGE
QUOTE
COMBAT RATING SYSTEM
Off Rating: Def Rating: Move Rating:
EXPERIENCE POINTS
Total earned: 210
Spent: 210
Unspent: 0
Base Points: 250
Disad Points: 100
Total Points: 560
MOVEMENT
Type Total
Run 6"
Swim 2"
H. Leap 6"
V. Leap 3"
Flight 20"
Teleport 20"
DEFENSES
Type Amount
Physical Defense 26
Res. Phys. Defense 15
Energy Defense 35
Res. Energy Defense 25
Mental Defense 0
Res. Mental Defense  
Power Defense 0
Flash Defense
 
COMBAT INFORMATION
OCV: 10 DCV: 10
 
Combat Skill Levels: +3 with Electrical Attacks Multipower , +1 Overall
COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
RANGE MODIFIERS
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10
DISADVANTAGES
Cost  Disadvantage
5 Dependence: must recharge with electricity or Powers Gain 14- Activation Roll, Very Common, 6 Hours
Notes: Each interation drops the Activation roll one step, i.e. from 14- to 11- to 8- to unusable. The original method (2d6 damage) would have killed him if he was prevented from recharging for a long period of time.
20 Hunted: UNTIL 8- (Occasionally), More Powerful, NCI, Harshly Punish
0 Physical Limitation: Required to visit the Time Ship semi-annually to maintain nanobots (Infrequently; Greatly Impairing)
10 Psychological Limitation: Dislikes Taking Orders, Being Talked Down To, Or Being Insulted Common, Moderate
20 Psychological Limitation: Showoff; Enjoys Using His Powers Very Common, Strong
10 Reputation: wanted and dangerous supervillain, 8-, Extreme
15 Social Limitation: Secret Identity (Dr. Howard Reeves) Frequently (11-), Major
20 Susceptibility: to being ground, i.e. in water 1d6 damage per Phase (Common)
100 Total Disadvantages Cost

Character Name: Thunderbolt
Alternate Identities: Dr. Howard Reeves
Player Name: NPC
SKILLS
Cost  Name
0 Acting 8-
0 AK: Home Town 8-
0 Climbing 8-
16 Computer Programming (Computer Networks, Hacking and Computer Security, Personal Computers, Mainframes and Supercomputers, Military Computers) 16-
0 Concealment 8-
0 Deduction 8-
3 Electronics 13-
3 Inventor 13-
3 KS: Golf 13-
0 Language: English (completely fluent; literate) (4 Active Points)
0 Paramedics 8-
0 Persuasion 8-
2 PS: Golfer 11-
3 PS: Electrical Engineer 13-
3 Scientist
3
1) SS: Computer Engineering 14- (4 Active Points)
3
2) SS: Electrical Engineering 14- (4 Active Points)
3
3) SS: Physics 14- (4 Active Points)
0 Shadowing 8-
0 Stealth 8-
0 TF: Small Motorized Ground Vehicles
9 +3 with Electrical Attacks Multipower
10 +1 Overall
61 Total Skills Cost
 
POWERS
Cost  Power END
60 Electricity Attacks: Multipower, 75-point reserve, (75 Active Points); Power Does Not Work if standing in, floating in or sw2imming in, Water (-1/4)
Notes: If Thundervbolt is standing in water his powers are effectivelt grounded.
6u
1) Lightning Blast: Energy Blast 15d6 (75 Active Points); Conditional Power Power Does Not Work if standing in, floating in or swimming in, Water (-1/4)
7
6u
2) Chain Lightning: Energy Blast 7d6+1, Reduced Endurance (Half END; +1/2), Autofire (5 shots; +1/2) (74 Active Points); Conditional Power Power Does Not Work if standing in, floating in or swimming in, Water (-1/4)
2
6u
3) Lightning Bolt: Killing Attack - Ranged 4d6, Reduced Endurance (Half END; +1/4) (75 Active Points); Conditional Power Power Does Not Work if standing in, floating in or swimming in, Water (-1/4)
3
6u
4) Ball Lightning: Energy Blast 7d6, Area Of Effect (4" Radius; +1) (70 Active Points); Conditional Power Power Does Not Work if standing in, floating in or swimming in, Water (-1/4)
7
4u
5) Lightning Punch: (Total: 74 Active Cost, 38 Real Cost) Hand-To-Hand Attack +7d6, Reduced Endurance (Half END; +1/4) (44 Active Points); Hand-To-Hand Attack (-1/2), Conditional Power Power Does Not Work if standing in, floating in or swimming in, Water (-1/4) (Real Cost: 25) plus Sight Group Flash 6d6 (30 Active Points); No Range (-1/2), Linked (-1/2), Conditional Power Power Does Not Work if standing in, floating in or swimming in, Water (-1/4) (Real Cost: 13)
4
3u
6) Electrical Control: Mind Control (Machine class of minds) 10d6, Telepathic (+1/4), Reduced Endurance (Half END; +1/4) (75 Active Points); No Range (-1/2), Requires A Skill Roll (-1/2), Conditional Power Power Does Not Work if standing in, floating in or swimming in, Water (-1/4)
3
24 Electrical Composition: Elemental Control, 60-point powers, (30 Active Points); all slots Conditional Power Power Does Not Work if standing in, floating in or swimming in, Water (-1/4)
24
1) Electrical Form: Force Field (15 PD/25 ED), Reduced Endurance (0 END; +1/2) (60 Active Points)
0
24
2) Ride the Arc: Flight 20", Reduced Endurance (0 END; +1/2) (60 Active Points)
0
17
3) Lightning Riding: Teleportation 20", Reduced Endurance (0 END; +1/2) (60 Active Points); Only Between Conductors Or Through Wires (-1/2)
0
45 Electrical Form: Life Support (Eating Character does not eat; Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; 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 does not sleep)0
10 Inner Eyelid: Sight Group Flash Defense (10 points)0
7 SAAT Comm Unit: Radio Perception/Transmission (Radio Group); IIF (-1/4), Does not work in Water (-1/4)0
Nanobots
Notes: These nanobots provide the listed 'powers' and will function for about six months before going inert. They must be reset by the Time Ship if this happens.
25
1) Regeneration: Healing 1d6, Can Heal Limbs, Resurrection, Reduced Endurance (0 END; +1/2), Persistent (+1/2); Extra Time (1 Turn (Post-Segment 12), -1 1/4), Self Only (-1/2)
Notes: Nanobots repair damage including regrowing limbs and reviving the subject from death. It will not, however, work if the subjects body is totally destroyed.
0
12
2) Protected Sight: Sight Group Flash Defense (10 points), Hardened (+1/4)
0
10
3) Chemical Resistance: Life Support (Immunity: All terrestrial poisons and chemical warfare agents)
Notes: Nanobots accelerated tissue regeneration will instantly repair any chemical type damage.
0
10
4) Disease Resistance: Life Support (Immunity: All terrestrial diseases and biowarfare agents)
Notes: Nanobots function as super white cells and will instantly combat any disease, infection or biological intrusion such as parasites and biological poisons, i.e venom.
0
8
5) Keen Eyed: +4 PER with Sight Group
0
5
6) Dim Light Vision: Ultraviolet Perception (Sight Group)
0
2
7) Stopped Aging: Life Support (Longevity: 400 Years)
Notes: Nanobots actually stop aging but can only do this for about 400 years, after that, the subject begins to age normally.
0
314 Total Powers Cost

Character Name: Thunderbolt
Alternate Identities: Dr. Howard Reeves
Player Name: NPC
APPEARANCE
Hair Color: Blonde
Eye Color: Brown
Height: 5' 9"
Weight: 190 lbs
Description:
Thunderbolt wears a special charcoal-black suit with a bright ret belt and 'T' insignium to protect himself from metal objects.
BACKGROUND
Dr. Howie Reeves, a scientist on the staff of Western Power Dynamics, was working on an ultra-high voltage transmission line project at the Yuma experimental MHD hydroelectrical plant when a valve left loosened by a carelss technician released a spray of liquid oxygen. Reeves fell back over the edge of the inspection platform, and landed on a generator just as the current built up to its maximum. He was subjected to an incredible surge of electricity.
The next thing Reeves knew, he was standing back on the inspection platform. Though his clothing had been mostly destroyed, he seemed physically unharmed. But he was not unchanged! As he stood on the platform, sparks began to flicker about his body and arc away into various metal surfaces. Somehow, Reeves had become electrified: in fact, his body was electricity.
Since he was a living thunderbolt, Dr. Reeves decided it was only fitting he take that as his new name. Reveling in the use of his unique abilities, and donning a concealing costume, he razed the Yuma plant. Then he went traveling, systematicly destroying every experimental MHD plant in the country.
Now thoroughly outside the law, Thunderbolt is enjoying his career as a supervillain. He does it more for fun than for the money, and has operated both on his own and with groups.
POWERS/TACTICS
The 'grounding' thing is always foremost on Thunderbolt's mind in combat. For this reason he will attempt to stay in the air and immediately steers clear of any standing water. Thunderbolt's lightning bolt is very effective. So is his punch, which does electrical damage and a bright flash. He needs, however, to recharge his body for about a half hour once a day. Standard house current will do. Metal objects penetrating his defenses to do BODY damage can cause traumatic releases of power and additional injury. His teleportation power only operates along wires or between two conducting objects.
PERSONALITY/MOTIVATION
CAMPAIGN USE
DESIGN NOTES
Created: Thu, 5 Apr 2018 10:20:14

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