Sidewinder

VAL  CHAR ROLL NOTES
50
27
21
14
18
22
23
16
25
25
  8
10
45
50
STR
DEX
CON
BODY
INT
EGO
PRE
COM
PD
ED
SPD
REC
END
STUN
19-
14-
13-

13-
13-
14-
 
 
 
 
 

 

25 ton; 10d6
OCV: 9/DCV: 9
 

PER Roll 13-
ECV: 7
PRE Attack 5d6

10 PD/15 rPD
10 PD/15 rPD
Phases: 3, 5, 6, 8, 9, 10, 11, 12 
 

 

POWERS
Instant Change

Physical Augmentation: Elemental Control
     a - 25% Damage Reduction, rPD/rED
     b - Damage Resistance 15 PD/15 ED
     c - Regeneration 3 BODY/Turn

Movement Powers: Elemental Control
     a - 15" Flight, x8 NCM
     b - 20" Running, x8 NCM
     c - 8" Tunneling through DEF 8
     d - 25" Swimming, x4 NCM
     e - +4 SPD

Disintegration Vision: 8D6 Penetrating EB

Multiple Punch: 7D6 HA, Autofire

Invisibility to normal sight, Activation 14-

Superhuman Senses: Elemental Control
     a - +3 PER roll w/ all senses
     b- High-range radio hearing
     c - Ultrasonic Hearing
     d - Infrared Vision
     e - Tracking Smell
     f - x1000 Microscopic Vision
     g - 360 Degree Hearing
     h - x1000 Telescopic Vision

BOXING
Maneuver                     OCV                     DCV                     Damage/Effect 
Defensive Strike              +1                         +3                         11D6
Martial Strike                    0                         +2                         13D6
Offensive Strike               -2                         +1                         15D6
Martial Dodge                 --                          +5                         all attacks/abort
Martial Block                  +2                         +2                         abort
Martial Escape                  0                           0                          65 STR vs. Grabs
SKILLS
+2 Overall Combat Levels
+1 Martial Damage Classes 
AK: New York (1960)
KA: Armetta Corp (1960)
KS: Philosophy     11-
Language: German (fluent)
Sciences: Biology, Chemistry     11-
Criminology, Paramedic, Tactics     11-
Oratory, Persuasion     13-
TALENTS
Defensive Maneuver
Natural Charisma
DISADVANTAGES
Secret ID
Holds a "dark secret"
Anachronistic hero
Golden Age hero philosophy
APPEARANCE
Zack/Andrew is an attractive and slender, yet muscular, young man.  He is nobody’s giant and generally, when in normal clothes, dresses in jeans, T-shirts, and blazers.  He still has a tendency to roll up his sleeves to the shoulder, however.  He is clean-shaven, with dark, wavy hair cut short according to current fashion.  He has roundish features and an easy smile that adds to his boyish appearance.

As Wonder Boy, he wore a skin-tight costume that was cobalt blue, with golden boots, briefs, and a golden "W" on his chest outlined in dark red.  The tops of the boot were also edged in red.  The sleeves extended down his arms and stopped at the wrists, leaving his hands bare.  He did not wear a mask, but his hair was often roguishly mused to make him look different from Andrew Marcus.  His cape extended down to about the level of his knees and was also gold, with a thin red border and a high collar. 

As Sidewinder, he has not yet settled on a costume.  Currently, he wears black stretch pants, black riding boots, a Red polo shirt with the collar turned up, black gloves that flare out at the forearms, and a black domino mask over his eyes.  A gold "S" in the style of a lightning bolt adorns the left breast of the shirt.

POWERS/TACTICS
Sidewinder has learned a few things about combat during his brief but tumultuous experience. First, he rarely underestimates an opponent.  He has learned to expect the unexpected. Second, he has also learned the value of surprise.  Although he will rarely attack someone from behind, he is not above blindsiding them or doing hit-and-run tactics.  He usually confronts villains by intimidating them, floating in the air and proclaiming his strength over their weakness.  When it comes down to the nitty-gritty, Sidewinder is swift and powerful.  He will switch tactics often, throwing a few punches, then switching to his Disintegration Vision to destroy a weapon or disrupt an opponent’s attack.  He knows how to use his environment against his foe, such as hurling a convenient car, boulder, chunk of debris, etc., or using his Disintegration Vision to cause a light pole to fall on his foe.  He uses his heightened senses to good effect, listening for a hidden enemy, scanning them microscopically for any weaknesses, but in the heat of battle he still has a tendency to ignore the benefits of his increased senses. He still has a lot to learn.
PERSONALITY
Wonder Boy, for the most part, was a naive, happy-go-lucky Golden Age adventurer.  For him, the world was black and white, right and wrong, good and evil. And as far as he was concerned, he was white, right, and good.  He had a quick smile and a righteous fury that made him irresistable to the media, for he was a shinning example of all that was good in the world.  In combat, he taunted his enemies by constantly referring to the "fact" that evil never wins and good always triumphs. 

However, a lot has changed since he found himself catapulted forty years into the future. 

Now, as Zack Mason, he is quite a bit more realistic.  Since finding himself in the New Millenium, Zack has come to realize the world is not so cut and dried as he would like to think.  There are heroes who swear, there are vigilantes who kill.  There are villains who seem to help others, and there are villains who are reluctant.  The same goes for normal people.  Zack is coming to find that this world he is in is very casual, sometimes dangerous, and often surprising. 

For the most part, Zack is a reluctant hero.  He believed, when he finally accepted that he had been shuffled forty years into the future, that this would be his chance to live the kind of normal life he never had.  But a villain by the name of Plasm changed Zack’s decision not to reveal his powers. 

Still, Zack desperately wants to live a normal life, and he has taken great pains to insure his identities as Zack Mason and Sidewinder are separate.  He even acts differently when in and out of costume; in costume, he is fueled by a fierce determination borne of frustration and confusion, and shows little of the sharp wit Wonder Boy was famous for.  Out of costume, he is wide-eyed and constantly amazed, but in a philosophical, "Oh, that’s how it is" kind of way.

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