Val CHA Cost Roll Notes 33 STR 23 16- Lift 2,400 kg; 6 1/2d6 HTH Damage 27 DEX 51 14- OCV: 9/DCV: 9 28 CON 36 15- 36 BODY 52 16- 25 INT 15 14- PER Roll 14- 20 EGO 20 13- ECV: 7 25 PRE 15 14- PRE Attack: 5d6 10 COM 0 11- 14 PD 7 Total: 23 PD (9 rPD) 13 ED 7 Total: 22 PD (9 rPD) 7 SPD 33 Phases: 2, 4, 6, 7, 9, 11, 12 13 REC 0 54 END -1 67 STUN 0 Total Characteristics Cost: 258 Movement: Running: 21"/42" Swimming: 2"/4" Swinging: 6"/12" Cost Powers & Skills Martial Arts: Mastery of Hand-To-Hand Combat Maneuver OCV DCV Damage 5 Joint Break -1 -2 Grab One Limb; HKA 1d6 +1, Disable 4 Joint Lock/Throw +1 +0 Grab One Limb; 3d6 NND; Target Falls 5 Killing Throw -2 +0 HKA 1d6 +1, Target Falls 4 Martial Block +2 +2 Block, Abort 4 Martial Dodge +0 +5 Dodge, Affects All Attacks, Abort 4 Martial Disarm -1 +1 Disarm; 63 STR to Disarm roll 4 Martial Strike +0 +2 12 1/2d6 Strike 3 Martial Grab -1 -1 Grab Two Limbs, 66 STR for holding on 3 Martial Throw +0 +1 10 1/2d6 +v/5, Target Falls 4 Nerve Strike -1 +1 4d6 NND 5 Offensive Strike -2 +1 14 1/2d6 Strike 5 Takeaway +0 +0 Grab Weapon, 63 STR to take weapon away 16 +4 HTH Damage Class(es) 83 Portable Armory/Gadgets: Variable Power Pool (Gadget Pool), 50 base + 33 control cost, No Skill Roll Required (+1); Powers Available And Fitting For Game Setting (-1/2) 45 Find Weakness 14- (All Attacks) 27 Armor (9 PD/9 ED) 13 Deflection: Missile Deflection (Any Ranged Attack); OIF (Focus (Object of opportunity); -1/2) 24 Running +15" (21" total); No More Than 4 Consecutive Phases (-1/4), END 3 6 Swinging 6", END 1 13 Tactical Precog: Precognitive Clairsentience (Sight Group); Precognition/Retrocognition Only (-1), Limited Power: Only In Combat (-1/2), Time Modifiers (-1/2), END 4 25 Healing 3 BODY (Can Heal Limbs), Reduced Endurance 0 END (+1/2), Persistent (+1/2); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2) 29 Life Support (Eating: Character only has to eat once per week, Extended Breathing, Immunity: All terrestrial diseases and biowarfare agents, Immunity: All terrestrial poisons and chemical warfare agents, Immunity: Nerve Gases, Longevity: 200 Years, Safe in Intense Heat) 23 Luck 7d6; Only In Combat (-1/2) 30 Enhanced Perception (+10 to PER Rolls for All Sense Groups) 5 Nightvision Talents 21 Combat Sense 20- 28 Danger Sense (Function as a Sense, Out of Combat) 20- 18 Lightning Reflexes: +12 DEX to act first with All Actions Skills 80 +10 with All Combat 15 +5 With All Attacks Versus Range Penalties 12 +4 With All Attacks For Moving Rapidly Or Using Acrobatics 15 +3 with DCV 5 Accurate Sprayfire 13 Acrobatics 19- 5 Analyze: Combat 15- 3 Breakfall 14- 5 Concealment; Only To Hide Weapons (-1) 18- 11 Climbing 18- 7 Criminology 16- 13 Interrogation 19- 4 KS: Commercially Available Weapons (INT-based) 15- 13 Streetwise 19- 11 Tactics 18- 9 Tracking 17- 10 Two-Weapon Fighting (HTH) 10 Two-Weapon Fighting (Ranged) 13 Stealth 19- 4 WF: Common Melee Weapons, Small Arms Total Powers & Skills Cost: 714 Total Cost: 972 500+ Disadvantages 10 Physical Limitation: Many Powers Negated If Fight Computer Deactivated (Infrequently; Greatly Impairing) 15 Psychological Limitation: Dour, Violent And Grim (Common; Strong) 15 Psychological Limitation: In Love With Apollo (Common; Strong) 15 Psychological Limitation: Vigilante Mentality (Common; Strong) 10 Social Limitation: (In)Famous Member Of The Authority (Frequently; Minor) 5 Social Limitation: Openly Gay (Occasionally; Minor) 352 Experience Total Disadvantage Points: 972
Background/History: Apollo and Midnighter are the products of Henry Bendix, artificially created superhumans designed for combat and physical prowess. Apollo was genetically engineered; Midnighter is a creation of cybernetic technology. A quantum based combat computer was implanted into his mind, allowing him to analyze any combat situation billions of times in nanoseconds and predict every move, every possible outcome and every proper response. As such he is nearly unbeatable in combat. Bendix also erased all knowledge and records of who Midnighter used to be before joining the team. He has no memories and precious little of his humanity left. After their disastrous first mission and Bendix's betrayal, Apollo and Midnighter lived on the run for five years before being asked to join in the core membership of The Authority.
Powers/Tactics: Midnighter is a combat machine. Almost literally. His implanted computers can predict any moves an opponent will make and how to counter them. He runs every fight billions of times in his mind, covering every contingency. His enhancements grant him practical precognition in combat and the ability to see enhancements and brain activity in his opponents so nothing they can do comes a surprise to him. Bendix's "improvements" have removed his need to eat, excrete, even breathe for periods of time and Midnighter is almost impossible to kill, possessing redundant organs and an healing factor.
(Midnighter created by Warren Ellis, character sheet created by Kim Foster <nexus@qx.net>)
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