HERO ALL-STARS 2006

THE INVISIBLE AGENT

Val	Char	Cost	Roll	Notes
13	STR	3	12-	Lift 150 kg; 2 1/2d6 HTH damage [3]
14	DEX	12	12-	OCV: 5/DCV: 5
12	CON	4	11-
11	BODY	2	11-
15	INT	5	12-	PER Roll 12-
16	EGO	12	12-	ECV: 5
15	PRE	5	12-	PRE Attack: 3d6
10	COM	0	11-

5	PD	2		Total: 5 PD (2 rPD)
4	ED	2		Total: 4 ED (2 rED)
3	SPD	6		Phases:  4, 8, 12
5	REC	0
24	END	0
25	STUN	1		Total Characteristics Cost: 54

Movement:	Running:	6"/12"
		Leaping:	2 1/2"/5"
		Swimming:	2"/4"

Cost	Powers & Skills
33	Invisibility Formula: Invisibility to Sight Group , No Fringe, Inherent (+1/4), Reduced 
	Endurance (0 END; +1/2), Persistent (+1/2); Always On (-1/2), Does Not Apply To Clothes or Items (-1/2)	
7	Pistol: RKA 1d6+1; OAF (-1), 8 Charges (-1/2), Real Weapon (-1/4)	
2	Surprising Toughness: Damage Resistance (2 PD/2 ED)	

	Perks
3	Contact: The Initiative (Contact has access to major institutions, Contact has useful Skills or 
	resources) 8-
3	Contact:  US Defense Department (Contact has access to major institutions, Contact has useful 
	Skills or resources) 8-
5	Money:  Well Off

	Talents
6	Combat Luck (3 PD/3 ED)

	Skills
3	Breakfall 12-
3	Bureaucratics 12-
3	Climbing 12-
3	Concealment 12-
3	Fast Draw 12-
2	KS: American Secret Military Projects 11-
1	Language:  French (basic conversation)
2	Language:  German (fluent conversation)
1	Language:  Japanese (basic conversation)
3	Lockpicking 12-
1	Paramedics 8-
3	PS: Printer 12-
4	SS:  Biology 13-
3	SS:  Optics 12-
3	Security Systems 12-
3	Shadowing 12-
3	Stealth 12-
2	TF:  Parachuting, Advanced, Parachuting, Basic
1	WF:  Handguns

Total Powers & Skills Cost: 106
Total Cost: 160

75+	Disadvantages
10	Dependent NPC:  Wife Maria Goodrich 8- (Normal)
15	Physical Limitation:  Occasional Narcolepsy (Infrequently, Fully Impairing)
15	Psychological Limitation:  American Patriot (Common, Strong)
15	Psychological Limitation:  Prone To Hyperactivity Under Stress (Common, Strong)
20	Social Limitation:  Hazardous Duty As Government Agent (Frequently, Severe)
10	Experience/Bonus

Total Disadvantage Points: 160

Background: Frank Griffin was the grandson of the notorious John Hawley Griffin, the original Invisible Man, whose mad rampage at the turn of the century is well known. He had changed his name to Raymond and owned a small printing shop, when in late 1941 he was approached by Axis operatives who threatened his life unless he gave them the secret formula used by his grandfather. However, he escaped the operatives and went to the Defense Department, who informed him that they’d known of his identity and were themselves monitoring him, knowing that the formula was only usable by people with Griffin’s unique biology. They tried to recruit him to work with them directly, but at first he refused. Some days later, Pearl Harbor was bombed, and Griffin decided that the country needed his services. He became the Invisible Agent, using his unique powers to act behind enemy lines, even parachuting into Germany to steal Hitler’s secret plans to invade the US. He was badly injured in his final adventure and spent the rest of the war recovering in a British hospital.

After the war he married one of his fellow agents, and used his formula to temporarily turn invisible infrequently. However, on one of his missions in 1948, he was again injured, and discovered that he was now unable to return to visible form. He continues to work periodically for the US government, while searching for a cure for his own condition. He has never met any of the other PCs.

Roleplaying Notes: Frank is the inheritor of the results of his grandfather’s genius and madness. Unlike his predecessors, he avoided taking on the powers of invisibility until they were needed on behalf of his country, and even then it took the shock of Pearl Harbor to force his hand. Unlike the other members of this menagerie, he has few desires of his own; now that his wife has died and the war is over, he continues to work for the Initiative out of a combination of duty and boredom. He knows he’s a tool and a weapon for others, and has largely made peace with that fact.

He remains a “good guy,” generally—he doesn’t wish harm on anyone who hasn’t somehow crossed him first or established themselves as a menace to the free world. Like his grandfather, some of the joy of his power has gone a bit to his head; while he has no desire for authority, he does feel superior to most of his compatriots and can rarely resist using his power for relatively harmless but mean-spirited pranks. He remains an ardent patriot, however, and he does both respect and fear the Initiative since they have several operatives with abilities to rival his own, as well as vast reserves of technology and manpower. The opportunity to learn about and perhaps harness the powerful creatures he finds himself among currently will be greatly valued by his superiors back home. He will kill, as a soldier kills, but he takes no joy in it and would generally prefer less violent solutions, not least because of the risk to himself.


Darren Watts' Return to Hero All Stars.