|
|
Running: 6", 12" noncombat
Swimming: 2", 4" noncombat OCV: 7 DCV: 7 ECV: 4 |
Total Points: 89 + 105 = 194
Experience Points Spent: 0 |
100+ | Disdvantages |
---|---|
15 | Secret Identity |
10 | 2d6 Unluck |
20 | Hunted by police (8 or less) |
20 | Hunted by Tesla Coil (8 or less) |
10 | Antisocial |
5 | Mysogyny |
15 | Overconfident |
95 | Disadvantages Total |
Young Max Howzer had a childhood dream of becoming a mercenary, fighting wars for a profit. As early as fifth grade, he was drafting possible designs for a suit of body armor that would protect the wearer from any antipersonnel fire (or melee) while allowing for full, unrestricted movement. The design he eventually decided on involved individual pieces of armor for the torso, thighs, legs, and backarms.
He trained a little with weights and took lessons in karate, the most offensive martial art he knew about, and revised his body-armor plans even further, adding decorative metal overlays and bracelets on the forearms, an awkward-looking metal helmet, and his most ambitious addition, a horizontally-firing propulsion rocket built into the back.
As he entered service as an actual mercenary, though, his childhood dream began to shatter. A soldier of fortune was neither a fighter nor a liberator, merely a cold-blooded killer. Soon enough, he quit — and had to fight his way out practically all the way. He turned in his gun for chrome knuckles and chrome-plated the body-armor he'd finally managed to build, going from mercenary to vigilante. In earlier designs, his armor caused excess heat to affect him more harshly than normal, but he has since corrected that problem.