Crossover Earth '98

Anchorman

Intro Story

Physical Description

A humanoid figure stiff as a statue and suurounded by an opaque forcefield. He hovers in mid-air, never landing, moving in gliding motions. The field is an opaque black that seems to pulse in the area of his chest, beating like a heart (making an obvious target). His only form of communication is through radio.

Script Immunity

Cannot be killed

Base of Operations: New York

Characteristics                         Roll

10 Strength            11
10/20 Dexterity        11/13
13 Constitution        12
10 Body
23 Intelligence        14
13/18 Ego              12/13
14 Presence            2.5d6
10 Comeliness

39 PD/ 36 rPD          OCV: 3/7
39 ED/ 36 rPD          DCV: 3/7
3/5 Speed              ECV: 5/6
5 Recovery
26 Endurance           PER: 14 (23 with density sense)
22 Stun

Disadvantages

Age, 45
Lawful (very common, strong)
Code against killing (common, total)
Secret ID
Poor
Paralyzes and normal senses blind when powers active
Electrical, magnetic attacks are penetrating (for stun) when powers active

Talents                                      Roll

Scientist
Cramming, 1 level
Eidetic Memory
Contact: School principal     11

Skills                                         Roll

Electronics            16
Inventor               14
KS: Supervillain organizations    14
PS: Tutor              11
SC: Physics            21
SC: Neural Networks    14
Security Systems       14

Combat Skills                           Roll

6 Combat skill levels with gravity multipower

Powers

*Focus limitations, applies to all powers
    --Only works when hooked to neural implants
    --15 minute setup procedure
    --won't work in strong magnetic field
    --won't work in strong electric field
    --won't work in strong radio field

550 point END reserve, 1 recovery per minute

Persistent Powers, all 0 END, persistent
    --3" Flight
    --8" Knockback resistance
    --6 PD/ED Force Field, 0 END, persistent

Non-persistent powers
    --30" Flight
    --30" Knockback resistance
    --30 PD/ED Force Field

2d6 Absorption, physical and energy, to END reserve
    --only absorbs knockback

Life Support
    --doesn't breath, eat, excrete
    --safe in vacuum, pressure, heat, cold
    --immune to disease, aging, toxins, poisons

12 points Lack of weakness

12 points Power Defense, due to being in stasis
    --only versus attacks which would change him physically

Detect gravity manipulation sense

Density sense, see by relative density of objects
    --360 degree
    --Spatial awareness
    --N-Ray vision, unless relative densities are low

Radio based powers
    --Radio transmit and receive
    --Mimicry, only with radio transmit    12
    --5 points radio flash defense

Ego countermeasures
    --+5 Ego, only for defensive ECV
    --14 points Mental defense
    --25% Mental damage reduction

Physical enhancements
    --+10 Dexterity while powers are active
    --+2.0 Speed while powers are active

60 points Gravity manipulation multipower
    u Gravity well (12 STR telekinesis)
      uncontrolled, continuous, explosive
      indirect, 1/2 END
      Can only be used to pull/push everything to/from center of effect

    u Gravity enhancement (10 STR telekinesis)
      uncontrolled, continuous, area of effect
      indirect, 1/2 END
      Can only be used to add to or subtract from local gravity

    m 12d6 Gravity blast, versus physical defense

    m 16 point PD Force wall
      may be used in conjunction with ED force wall

    m 16 point ED Force wall
      may be used in conjunction with PD force wall

    m 40 Strength Telekinesis

    u 2d6 Suppress versus gravity based powers

    u Density sense enhancements
      +9 Enhanced perception
      x10 Microscopic
      +4 Telescopic

    m 5" Flight, 2048 times non-combat movement
      linked to non-persistent flight outside of multipower

    u Faster than light travel, 2^25 times movement doubling

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