Bulletproof

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Bulletproof
ConceptUnderaged Powerhouse
StatusActive
Alts Mr. 108
Vitals
Real Name Miles Archer
Species Human
Gender male
Hair black
Eyes blue
Height 6'3"
Age 16
Profession Comic Store Geek/Student
Characteristics
Notable Aliases Archer, "Shoot him, He's just a kid!"
Alliances F.A.M.E.
Base of Operations World of Comics
Abilities Super Strength, flight, near-invulnerability

Contents

Origin

The product of Mad science and accidental magic by a genius who felt the world needed "Superheroes" rather than "People with Superpowers", Miles Archer was just a comic geek until the Ring of Destiny transformed his friend Ed into a super-genius. Ed altered Miles without his knowledge, but before he could reveal the truth, he went missing. Now Bulletproof is fighting crime in Port Liberty, because hey, he's read comics. He knows what you're supposed to do when that sort of thing happens. He's just got to be careful when it comes to thugs and muggers. People break easy when you can hit them with the nearest building accidentally.

Despite his power, Bulletproof is extraordinarily self-effacing; he's gone so far as to correct people who compare him to comic characters like Centurion or Captain Thunder. Really, he's easily embarrassed by praise. This is probably just going to get worse as, after helping save the world from the Atlantean nukes and rescuing the entire natal care wing from the Port Liberty Hospital from a firebomb, he's become quite famous- the police don't shoot at him anymore, and that's how he earned his name in the first place.

GM Notes

Feel free to use highly lethal damage effects on Bulletproof. Even an ICBM with a conventional warhead isn't really likely to hurt him (Though it will force him to make a save). Surviving ridiculous punishment is what he does. Well, that and punch things.

What he doesn't know

Bulletproof is completely unaware of the source of his powers in general- he believes himself to just be a metahuman, altered by Crucible energy, which, to some extent, is true. It's just that his exposure has nothing to do with him getting powers; rather, it's the dozens of tiny mad science devices in his blood that are slowly rewriting his genetics. And that doesn't quite explain the mystical element of his invulnerability, which may well have ties to a certain magical scabbard reputed to protect the wearer from all deadly harm...

Stat Block

Str 30 (+10) Dex 18 (+4) Con 34 (+10) Int 14 (+2) Wis 16 (+3) Cha 16 (+3)

Skills: Bluff 4(+7), Computers 5(+6), Concentration 4(+7), Craft/Mechanical 2(+4), Diplomacy 4(+7), Drive 2(+6), Knowledge/Civics 3 (+5), Knowledge/Pop Culture 6(+8), Knowledge/Streetwise 1(+3), Language 1, Notice 6(+9), Sense Motive 4(+7), Survival 4(+7), Swim 2 (+12)

Feats: All-out Attack, Attack Focus 7, Attractive 1, Benefit/Famous Metahuman, Die-Hard 1, Dodge Focus 4, Fearless 1, Improved Grab, Power Attack, Ultimate Effort/Toughness saves 1,


Combat: Attack +3; Unarmed +10 (Damage +10); Defense 18 (4 Base, 4 Dodge Focus), 12 Flat Footed; Initiative +4 (Dex)

Saving Throws: Toughness +12 (Con, Impervious +6), Fortitude +12 (Con), Reflex +4 (Dex), Will +6 (Wis, +3)

Abilities 68 + Skills 12 (48 ranks) + Feats 19 + Powers 90 + Combat 14 + Saves 3 - Drawbacks 9 = 197 Total Points, 4.8 XP unspent.



Powers:

Immunity 40 (Mystical; Lethal Energy Damage, Lethal Physical damage; Flaws: Limited--Half Damage; Cost: 1/2 Ranks; Total: 20PP) (20PP)

Immunity 7 (Mystical; Cold Environment, Heat Environment, High Pressure Environment, Radiation Environment, Vacuum Environment, Suffocation Cost 1/rank; Total 7 PP) (7PP)
Impervious Toughness 6 (Super Science; Cost: 6/Rank; Total: 6PP) (6PP)
Regeneration 6 (Super Science; Recover Rate: Bruised x1 -- 1 Round, Unconscious x1 -- 1 Round, Injured x1 -- 20min, Staggered x1 -- 20min, Disabled x1 -- 5hrs, Death x1 -- 1 Week -- Magical Sacrifice; Cost: 1/Rank; Total: 6PP) (6PP)
Super Strength 15 (Super Science; Power Feats: Super Breath, AP: Super Strength 30 (Flaw: Limited --Lifting Only); Cost: 2/Rank+2; Total: 32PP) (32PP)
Flight 9 (Super Science; AP: Speed 9/Burrowing 9; Cost: 2/Rank+1; Total: 19PP) (19PP)

Drawbacks: Vulnerable (Negative Energy; Common; Major -- x2DC) [-4], Weakness (Cursed Ground -- Anywhere Evil Ritual Magic Occurred; Uncommon; Moderate -- -1 Strength/Round) [-5]

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