Val Char Cost Roll Notes 10 STR 0 11- Lift 100 kg; 2d6 HTH Damage [1] 18 DEX 24 13- OCV: 6/DCV: 6 15 CON 10 12- 12 BODY 4 11- 15 INT 5 12- PER Roll: 12- (14-) 13 EGO 6 12- ECV: 4 15 PRE 5 12- PRE Attack: 3d6 10 COM 0 11- 3 PD 1 Total: 15 PD (12 rPD) 6 ED 3 Total: 30 ED (24 rED) 4 SPD 12 Phases: 3, 6, 9, 12 5 REC 30 END 30 STUN 5 Total Characteristic Cost: 75 Movement: Running: 3”/6”/12” Flight: 10”/20”/160” Leaping: 1”/2”/4” Swimming: 1”/2”/4” Cost Powers & Skills 20 Cosmic Energy: Endurance Reserve (100 END, 10 REC) 16 Cosmic Power: Elemental Control, 20 points; Does Not Work in Intense Magnetic Fields (-¼) 20 1) Cosmic Shield: Force Field (12 PD/ 24 ED), Hardened (+¼), END 4 24 2) Cosmic Travel: Flight 20”, 8x Noncombat Movement 4 20 3) Cosmic Globe: 6” Force Wall (8 PD), Transparent to Energy (+½), END 4 48 Cosmic Blasts: Multipower, 60-point reserve; Does Not Work in Intense Magnetic Fields (-¼) 5u Blast: EB 12d6, END 6 5u Beam: EB 8d6, Armor Piercing, END 6 5u Bam: EB 4d6, NND (Force Field; +1), Area Of Effect (4” Radius; +1), END 6 5u Burst: EB 10d6, Autofire (3 shots, +¼), END 6 5u Blam: RKA 4d6, END 6 5u Boom: EB 8d6, Explosion (+½), END 6 5u Bang: Flash Sight, Hearing, and Radio 4d6, Area Of Effect (3” Radius; +1), END 6 5u Bore: 2” Tunneling Through 12 DEF, Ranged (+½), END 6 12 Cosmic Transmission: HRRP (Radio) 21 Cosmic Awareness: Radar, Telescopic +4 2 Cosmic Awareness: Enhanced Perception: +2 with Radar Talents 3 Absolute Range Sense 3 Bump Of Direction Skills 12 +4 with Cosmic Blasts 8 +4 versus Range Penalties with Blasts 2 AK: Flight Paths 11- 3 Analyze Radio Signal 12- 3 Computer Programming 12- 3 Electronics 12- 2 KS: The Blaster World 11- 1 KS: The Superhuman World 8- 2 Navigation (Flight) 12- 3 Power (Cosmic Blasts) 13- 3 Systems Operation 12- 3 Teamwork 13- Total Powers & Skill Cost: 275 Total Cost: 350 250+ Disadvantages 10 Distinctive Features: Glows (Easily Concealable, Always Noticed) 10 Distinctive Features: Radar Beacon (Not Concealable, Requires Unusual Senses) 10 Physical Limitation: Becomes Confused when Radio Flashed (Infrequently, Greatly) 15 Psychological Limitation: Code Against Killing (Common, Strong) 15 Psychological Limitation: Honorable (Common, Strong) 15 Psychological Limitation: Protective of Innocents (Common, Strong) 5 Rivalry: Professional (with other Blasters) 10 Susceptibility: 2d6 from Radio Flashes (Uncommon) 10 Vulnerability: 2x STUN from Magnetic Attacks (Uncommon) Total Disadvantage Points: 350
Blaster commands the mighty power of “cosmic energies” – whatever those are. He also can use these energies to detect the world around him in the radio spectrum. In fact, he’s so used to “seeing” the world this way that if his radar sense is ever disabled, he becomes disoriented.
Powers/Tactics: Blaster can project beams of cosmic force in a variety of ways. He can target areas or individuals, the body or the senses, living creatures or inanimate matter, as well as other options.
In combat, Blaster will often surround himself with a Cosmic Globe in addition to his Cosmic Shield, since his Cosmic Globe lets him fire his powers while encased within, while it forms a barrier to prevent physical objects from entering.
Personality: Blaster is the “boy scout” of the superhero team. He’s always protecting civilians in his Cosmic Globe, announcing his presence to the bad guys so he doesn’t take advantage of them, and stuff like that.
He prefers to engage opponents with ranged attacks first, so that they don’t take advantage of those ranged attacks to target his teammates.
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