Val CHA Cost Roll Notes 50 STR 5 19- Lift 25.6 tons; 10d6 HTH Damage [2] 10 DEX 0 11- 40 CON 5 17- 15 INT 5 12- PER Roll 12- 15 EGO 5 12- 20 PRE 10 13- PRE Attack: 4d6 10 OCV 35 8 DCV 25 3 OMCV 0 5 DMCV 6 5 SPD 10 Phases: 3, 5, 8, 10, 12 28 PD 4 Total: 28 PD (12 rPD) 28 ED 4 Total: 28 ED (12 rED) 12 REC 2 60 END 0 30 BODY 5 60 STUN 0 Total Characteristics Cost: 127 Movement: Running: 14m/28m Leaping: 4m/8m Swimming: 6m/12m Cost Powers & Skills Martial Arts: Street Fighting Maneuver OCV DCV Notes 5 Boxing Cross +1 +3 12d6 Strike 4 Charge +0 -2 14d6 +v/10 Strike, FMove 4 Choke Hold -2 +0 Grab One Limb; 3d6 NND 4 Crush +0 +0 16d6 Crush, Must Follow Grab 5 Hammer Fist -2 +1 16d6 Strike 4 Jab +2 +0 14d6 Strike 4 Root +0 +0 75 STR to resist Shove; Block, Abort 3 Takedown +1 +1 12d6 Strike; Target Falls 1 Weapon Element: Club-like improvised weapons 8 +2 HTH Damage Classes (already added in) Electro-Chemical Super-Soldier Physiology, all slots Unified Power (-¼) 35 1) +35 STR, Reduced Endurance (½ END; +¼); Unified Power (-¼) (Modifiers affect Base Characteristic), END 1 17 2) +25 CON; Unified Power (-¼) (Modifiers affect Base Characteristic) 10 3) +2 SPD; Unified Power (-¼) (Modifiers affect Base Characteristic) 7 4) +10 PD; Unified Power (-¼) (Modifiers affect Base Characteristic) 7 5) +10 ED; Unified Power (-¼) (Modifiers affect Base Characteristic) 14 6) Naturally Insulated: +12 ED, Hardened (+¼), Impenetrable (Insulated; +¼), Resistant (+½); Electrical Attacks (-½), Unified Power (-¼) 4 7) +6 REC; Unified Power (-¼) (Modifiers affect Base Characteristic) 5 8) +40 END; Unified Power (-¼) (Modifiers affect Base Characteristic) 9 9) +15 BODY; Unified Power (-¼) (Modifiers affect Base Characteristic) 14 10) +40 STUN; Unified Power (-¼) (Modifiers affect Base Characteristic) 10 11) Super Dense: Knockback Resistance -12m; Unified Power (-¼) 7 12) Resistant Physiology: Power Defense (12 points); Physical Sources/Threats Only (-½), Unified Power (-¼) 43 13) Super Dense Muscles: Resistant Protection (12 PD/12 ED), Hardened (+¼), Impenetrable (+¼); Unified Power (-¼) 6 14) Resilient: LS (Extended Breathing: 1 END per Turn; Longevity: 200 Years; Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat); Unified Power (-¼) 60 Power Man Stunts: Multipower, 60-point reserve, all slots Reduced Endurance (½ END; +¼); all slots Unified Power (Electro-Chemical Super-Soldier Physiology; -¼) 2f 1) Ripping Strength: Tunneling 1m through 10 PD material, Difficult To Dispel (x4 Active Points; +½); No Noncombat Movement (-¼), Unified Power (Electro-Chemical Super-Soldier Physiology; -¼), Leaves A Trail (-0), END 1 2f 2) The Big Wrap Up: Entangle 6d6, 6 PD/6 ED; OIF Arrangement (Objects of Opportunity Within Reach (generally metals); -¾), No Range (-½), Extra Time (Full Phase, -½), Unified Power (Electro-Chemical Super-Soldier Physiology; -¼), END 3 1f 3) Improvised Weapons: HA +4d6, Reduced Endurance (½ END; +¼); OIF (Objects of Opportunity; -½), Hand-To-Hand Attack (-¼), Unified Power (Electro-Chemical Super-Soldier Physiology; -¼), END 1 3f 4) Collateral Damage: Change Environment (-2 to Normal Sight PER Rolls, +5 Points of Damage, -2 DEX Roll and all Skill Rolls based on DEX), Area Of Effect (8m Radius; +½); No Range (-½), Unified Power (Electro-Chemical Super-Soldier Physiology; -¼), END 2 3f 5) Ear-Clap: Hearing Group Flash 20d6; No Range (-½), Unified Power (Electro-Chemical Super-Soldier Physiology; -¼), END 3 2f 6) Devastating Punch: HKA ½d6 (2d6+1 w/STR), Penetrating (x2; +1); Unified Power (Electro-Chemical Super-Soldier Physiology; -¼) Perks 1 Fringe Benefit: License to practice Law 3 Well-Connected 1 1) Contact 11- 1 2) Contact 11- 1 3) Contact 11- 1 4) Contact 11- 1 5) Contact 11- 1 6) Contact 11- Skills 16 Street Brawler: +2 with HTH Combat 3 Bribery 13- 3 Conversation 13- 3 Criminology 12- 5 CuK: Ganglife 14- 3 Interrogation 13- 5 KS: Law 14- 5 PS: Lawyer 14- 8 Colorful Background: PS: Various Jobs, Multiple Jobs (+3) 11- Notes: Adventurer, bar owner, bodyguard, mercenary; formerly theater owner, private investigator, various odd jobs 3 Persuasion 13- 11 Shadowing 16- 3 Stealth 11- 11 Streetwise 17- 0 TF: Common Motorized Ground Vehicles 3 Teamwork 11- 3 Linguist 1 1) Language: Arabic (Modern) (fluent conversation) 0 2) Language: English (idiomatic) 1 3) Language: Farsi (fluent conversation) 1 4) Language: German (completely fluent) 1 5) Language: Hebrew (Israeli) (fluent conversation) 2 6) Language: Italian (completely fluent) 1 7) Language: Mandarin (fluent conversation) 1 8) Language: Polish (fluent conversation) 1 9) Language: Portuguese (completely fluent) 2 10) Language: Russian (completely fluent) 2 11) Language: Spanish (completely fluent) Total Powers & Skill Cost: 411 Total Cost: 538 400+ Matching Complications Total Complications Points: 538
Background/History: Born and raised in Harlem, Carl Lucas spent his youth in a gang called the Bloods. Eventually Lucas was arrested and sent to prison. In prison, Lucas was consumed by rage over Stryker's betrayal and his father's supposed death, engaging in frequent brawls and escape attempts. Later, research scientist Dr. Noah Burstein recruited Lucas as a volunteer for experimental cell regeneration based on a variant of the Super-Soldier process he had previously used to empower Warhawk. Burstein immersed Lucas in an electrical field conducted by an organic chemical compound; when he left Lucas unattended, Rackham misused the experiment's controls, hoping to maim or kill Lucas. Lucas's treatment was accelerated past its intent, inducing body-wide enhancement that gave him superhuman strength and durability. He used his new power to escape Seagate and made his way back to New York, where a chance encounter with criminals inspired him to use his new powers for profit and good.
Powers/Tactics: Cage is a self-taught hand-to-hand combatant with years of street fighting experience; he is also a superb athlete despite his great height and weight. He is self-educated in the law and speaks several languages.
Luke Cage's Hero Designer File
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