THE ANIMATED JUSTICE LEAGUE

CAPTAIN ATOM

Val Char Cost
35 STR 25
17 DEX 21
23 CON 26
20 BODY 20
10 INT 0
10 EGO 0
15 PRE 5
12 COM 1
15/27 PD 0
15/27 ED 2
3 SPD 3
12 REC 0
46 END 0
50 STUN 0
6" RUN 0
2" SWIM 0
7" LEAP 0

Characteristics Cost: 103

Cost Power END
42 Not Really Alive: Life Support (Eating Character only has to eat once per week; Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; Longevity 200 Years; Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) 0
24 Nuclear-Powered Containment Suit: Armor (8 PD/8 ED) 0
30 Radioactive Immunity: Energy Damage Reduction, Resistant, 75% (60 Active Points); Only Works Against Nuclear Radiation (-1) 0
30 Nuclear Propulsion: Flight 10", Variable Advantage (+1/4 Advantages; +1/2) (30 Active Points) 3
62 Nuclear Radiation Control: Multipower, 62-point reserve
5u 1) Nuclear Blast: Energy Blast 10d6, Reduced Endurance (1/2 END; +1/4) (62 Active Points); No Knockback (-1/4) 2
2u 2) Nuclear Energy Absorption: Drain 4d6, Limited Range (20") (+1/4), any Nuclear Radiation power one at a time (+1/4) (60 Active Points); Only Nuclear Radiation powers (-1), Increased Endurance Cost (x2 END; -1/2) 12
3u 3) Nuclear Energy Conversion: Absorption 6d6 (energy, Nuclear Blast), Can Absorb Maximum Of 38 Points' Worth Of Energy Damage, Absorption As A Defense (x2) (62 Active Points); Limited Phenomena (Nuclear Energy Attacks; -1) 0
6u 4) Nuclear Integrity Augmentation: Force Field (12 PD/12 ED), Hardened (x2; +1/2), Invisible Power Effects (Fully Invisible; +1) (60 Active Points) 6
6 JL Communicator: Radio Perception/Transmission (Radio Group) (10 Active Points); Sense Affected As More Than One Sense Hearing Group (-1/2), IIF (Earpiece Transceiver; -1/4) 0
64 Containment Suit Rupture: Energy Blast 50d6, Personal Immunity (+1/4), Explosion (-1 DC/3"; +1) (562 Active Points); No Conscious Control (-2), Side Effects, Side Effect occurs automatically whenever Power is used (Nuclear Explosion: Area is irradiated, and Slow Death: Character begins to die (see notes); -2), 1 Charge (-2), Extra Time (1 Turn (Post-Segment 12), -1 1/4), No Range (-1/2) [Notes: Any attack which does Body to the Captain past his defenses has a chance to trigger a Containment Suit Rupture. Roll on 3d6; a 7 or less roll results in a Containment Suit Rupture. Add 1 to the chance to trigger a Rupture for each Body done in excess of defenses. In addition, any time the Captain's Body is reduced to 0 or below, a Containment Suit Rupture is automatically triggered. 12 seconds/segments after a Rupture is triggered, the explosion occurs. (Captain Atom will, naturally, do what he can to reduce the collateral damage from a Containment Suit Rupture, usually flying at maximum speed up and away to isolate himself as much as possible. Of course, if he's unconscious...) After the explosion, the entire area covered by the explosion is considered a high radiation zone. After the explosion, Captain Atom will be a disembodied energy being who cannot affect the world in any way although he can perceive it and move through it (use his Nuclear Propulsion power to define this). In this disembodied form the Captain cannot be seen by normal senses and can only be affected by things which can affect nuclear radiation. Unless the Captain's energy is collected and put into another containment suit within 24 hours, he will die: His energy will dissipate and can never again be collected. The longer Captain Atom is in this disembodied state, the longer it will take to collect his energies and pump them into a new containment suit. Mental attacks will not trigger a Containment Suit rupture.] [1]

Powers Cost: 274

Cost Skill
3 +1 with Nuclear Radiation Control Multipower
3 Bureaucratics 12-
3 Combat Piloting 12-
2 KS: Radiation 11-
2 PS: Soldier 11-
1 PS: Military Officer 8-
2 SS: Nuclear Physics 11-
3 Tactics 11-
0 TF: Combat Aircraft
3 WF: Small Arms, Vehicle Weapons

Skills Cost: 22

Cost Perk
5 Fringe Benefit: Membership in the JL
4 Fringe Benefit: Captain, USAF

Perks Cost: 9

Total Character Cost: 408

Val Disadvantages
20 Accidental Change: See notes for Containment Suit Rupture power Always (Uncommon)
10 Distinctive Features: Radioactive (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)
5 Distinctive Features: Not quite human-looking (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
15 Hunted: Enemies of America 8- (Less Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
15 Hunted: Random villain who desires to use him as a weapon of mass destruction 8- (As Pow, PC has a Public ID or is otherwise very easy to find, Capture)
25 Hunted: United States Military 14- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)
5 Physical Limitation: Just energy in a containment suit (medical intervention difficult, no genitalia, etc.) (Infrequently, Slightly Impairing)
10 Physical Limitation: Can only heal Body by changing Containment Suits or repairing his Containment Suit (Infrequently, Greatly Impairing)
15 Psychological Limitation: Patriotic and Loyal to the USA (Common, Strong)
10 Psychological Limitation: Follows Orders Readily (Common, Moderate)
5 Psychological Limitation: Uncomfortable unless there is a clear chain of command (Uncommon, Moderate)
5 Reputation: Nuclear-Powered hero, 8-
15 Social Limitation: Subject to Orders (Frequently, Major)
15 Social Limitation: Public ID (Frequently, Major)
20 Vulnerability: 2 x Effect Any Negative Alteration Power (Common)


Disadvantage Points: 190
Base Points: 200
Experience Required: 18
Total Experience Available: 18
Experience Unspent: 0


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