Crossover Earth '98
![]()
Anchorman
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
![]()