Old Glory

VAL  CHAR ROLL NOTES
20(60)
20(30)
20
15(25)
18
20
20(30)
12
10
10
5 (7)
10
40
35
STR
DEX
CON
BODY
INT
EGO
PRE
COM
PD
ED
SPD
REC
END
STUN
13-(21-)
13-(16-)
13-

13-
13-
13-(15-)
 
 
 
 
 

 

400 kg; 4d6 (100 ton; 12d6)
OCV: 7 (10) /DCV: 7 (10)
 

PER Roll 13-
ECV: 7
PRE Attack 4d6 (6d6)

25 PD/15 rPD
25 PD/15 rED
Phases: 3, 5, 8, 10, 12 (2, 4, 6, 7, 9, 11, 12) 
 

 

POWERS
Intrinsic Gravity Field (IIF power-suit): Elemental Control 
     a - +40 STR (doesn't add to figured)
     b - +10 DEX (doesn't add to figured)
     c - +10 BODY
     d - +2 SPD

Reflexive Defense Mechanisms (IIF power-suit): Elemental Control 
     a - -10" Knockback Resistance
     b -10 pts Lack of Weakness
     c - 15/15 Armor
     d - 50% Damage Reduction, rPD/rED

Gravity Repulsion Parameters (IIF power-suit): 50 pt Multipower 
     u - 15" Flight, x16 NCV
     u - 20" Running, x4 NCV
     u - 10" Tunneling through DEF 10
     m - 10d6 Penetrating EB, Affects Desolidified
           Activate 14-, Reduced by Range, does not work in magnetic fields
     m - 60 STR Telekinesis, affects all parts of the target
           does not work in magnetic fields

END Reserve (IAF battery belt)
     200 pt END
     20 REC 

National Icon (OIF costume)
     +10 PRE 

Radio Listen/Transmit (IIF Comm-link in mask)

Plasma Sword (OAF belt buckle)
     2d6 HKA (ED)

MARTIAL ARTS
Maneuver                     OCV                     DCV                     Damage/Effect 
Defensive Strike               +1                         +3                         5d6 (13d6)
Martial Strike                   +0                         +2                         7d6 (15d6)
Offensive Strike                -2                         +1                         9d6 (17d6)
Killing Strike                     -2                         +0                         ½d6 HKA 
Choke Hold                      -2                         +0                        Grab, 2d6 NND 
Martial Grab                     -1                          -1                        Grab, 30 STR (70 STR)
Martial Block                   +2                         +2                        Block, abort
Martial Dodge                                               +5                        Abort
Martial Escape                 +0                         +0                        35 STR (75 STR) vs Grabs
Martial Throw                  +2                         +1                        STR + v/5; target falls
Martial Disarm                  -1                         +1                        Disarm, 30 STR (70 STR)
Sacrifice Throw                +2                         +1                        STR; you and target falls
Nerve Strike                     -1                         +1                        2d6 NND 
Weapons Group: Swords
SKILLS
1 Combat level
2 Martial Damage Classes
4 Overall levels
Acrobatics, Breakfall, Climbing, Combat Driving, Contortionist, Lockpicking, Stealth     13-
Criminology, Paramedics, Security Systems, Tactics, Tracking     13-
Interrogation, Oratory, Persuasion     13- (15-)
Demolitions     13-
Forgery     11-
Shadowing     11-
Familiarity: Small Arms, Heavy Weapons, and Common Melee
Languages: English (native)
Languages: Arabic, Cambodian, Portugese (basic conversation)
Languages: Spanish, Korean, Russian (fluent)
AK: Bolivia, Cuba, Korea, Middle East, Viet Nam, Russia     13-
KS: Camouflage     13-
KS: Cartography     13-
KS: Electronic Counter-measures     13-
KS: Military/Mercenary/Terrorist World     13-
TF: Ground Vehicles
PERKS
Contact: CIA     13-
Contact: Federal Government     13-
Contact: Military     13-
Federal Police Powers
Follower: Liberty
Well Off
TALENTS
Defensive Maneuver
Find Weakness: All attacks     11-
Lightsleep
Resistance     16-
Simulate Death
DISADVANTAGES
Secret ID
Extreme reputation (nation's champion and icon)
APPEARANCE
Old Glory wears a tight red, white, and blue costume and a short, star-spangled cape.  His mask obscures his features, exposing only his square jaw, silver hair, and blue eyes.  He has an extremely athletic physique and astonishingly perfect posture for an elder man.  Old Glory is a tall, powerful man that has survived the test of time; he is a living symbol of American justice.
POWERS/TACTICS
Old Glory's costume doesn't only make him a world-renowned symbol -- it's also made up of a complex grid of circuits that create a skintight gravity field, substantially magnifying his strength, quickness, resistance to injury, as well as granting him the ability to propel himself at great speeds. 

In combat with other super-beings, Old Glory generally relies on some element of surprise in order to keep the opposition off balance, such as flying about the opponent's head, or tumbling around the opponent, or even burrowing underground so that the opponent doesn't see where he's maneuvering.  Old Glory will then close in for hand-to-hand work.  His combat tactics vary, depending on the occasion, but his vast military experience makes him very quick-thinking and instinctive. 

PERSONALITY
Old Glory is a soldier to the core -- a loyal but grim, war-hardened servant of the American military.  While he has no qualms with killing, being a soldier doesn't mean he's a casual killer.  In fact, he's currently under orders to use minimum force, and to protect the innocent.

A trained tactician, Old Glory tends to be cautious when combating in an urban setting, and he's good at snap decisions in emergencies.  His loyalty is to the American military, but takes his orders from the Department of Defense.

While Old Glory's undying loyalty as a soldier has turned him stoic and callous, his many years servicing the government has also made him quite cynical.

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