Triage  
CHARACTERISTICS
Val Char Base Points Total Roll Notes
30 STR 10 20 30 15- HTH Damage 6d6 END [3]
15 DEX 10 15 15 12- OCV 5 DCV 5
30 CON 10 40 30 15-
20 BODY 10 20 20 13-
14 INT 10 4 14 12- PER Roll 12-
14 EGO 10 8 14 12- ECV: 5
15 PRE 10 5 15 12- PRE Attack: 3d6
10 COM 10 0 10 11-
20 PD 6 14 20 20 PD (10 rPD)
20 ED 6 14 20 20 ED (10 rED)
4 SPD 2.5 15 4 Phases: 3, 6, 9, 12
20 REC 12 16 20
60 END 60 0 60
50 STUN 50 0 50
6" Running 6 0 6"
2" Swimming 2 0 2"
6"/3"" Leaping 6 0 6" 171 Total Characteristics Points
POSE
MOVEMENT
Type Total
Run (6) 6" [12" NC]
Swim (2) 2" [4" NC]
H. Leap (6") 6"
V. Leap (3") 3"
EXPERIENCE POINTS
Total earned: 9
Spent: 22
Unspent: 0
Base Points: 200
Disad Points: 150
Total Points: 372
APPEARANCE
Hair Color:  Brown
Eye Color:  Brown
Height:  7' 1"
Weight:  300 lbs
Description:
At seven foot 1, Gerald is hard to miss and strikes a bold figure, though he is not classically handsome, having somewhat rough features and a ruddy complexion. His eyes are a striking blue and his hair a pleasant sandy brown, and he dresses in preppy casual attire. As Triage he wears a blood red shirt with a white cadeuceus on it, with sturdy pants. He does not wear a mask.

 Triage  
DEFENSES
Type Amount Notes
Physical Defense 20 Current BODY:
Res. Phys. Defense 10 (20)
Energy Defense 20 Current END:
Res. Energy Defense 10 (60)
Mental Defense 10 Current STUN:
Power Defense 5 (50)
STUNTS & FIGHTING STYLE
COMBAT INFORMATION
OCV: 5 DCV: 5
Combat Skill Levels:
+1 Overall
+2 with Bio Manipulation
COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
Block 1/2 +0 +0 Block, abort
Brace 0 +2 1/2 +2 vs. Range Mod.
Disarm 1/2 -2 +0 Can disarm
Dodge 1/2 -- +3 Abort, vs. all attacks
Grab 1/2 -1 -2 Grab two limbs
Grab By 1/2 -3 -4 Move and Grab
Haymaker 1/2* +0 -5 +4 DC attack damage
Move By 1/2 -2 -2 STR/2 + v/5
Move Through 1/2 -v/5 -3 STR + v/3
Set 1 +1 +0 Ranged Attacks only
Strike 1/2 +0 +0 STR or weapon
COMBAT MODIFIERS
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10

 Triage  
SUPERPOWERS!
Cost  Power END
47 Fast Healing Regeneration 4 BODY, Can Heal Limbs, Resurrection, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (130 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2) 0
Bio Manipulation Multipower
43 Multipower, 76-point reserve, (76 Active Points); all slots Side Effects, Side Effect occurs automatically whenever Power is used (Triage Takes 1d6 Normal Damage Each Time He Uses A Bio Power (Count Body As Well); -1/2), Only vs Living Creatures (-1/4)
4u   1)   Life Tap I Transfer 1d6+1 (standard effect: 4 points) (CON, BODY, END, STUN to CON, BODY, END, STUN), Can Transfer Maximum Of 10 Points, Delayed Return Rate (Points Gained) points return at the rate of 5 per Minute (+1/4), Delayed Return Rate (Points Lost) (points return at the rate of 5 per Minute; +1/4), Variable Effect (To) to CON, BODY, END, STUN simultaneously (+1), from CON, BODY, END, STUN simultaneously (+1) (75 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (Triage Takes 1d6 Normal Damage Each Time He Uses A Bio Power (Count Body As Well); -1/2), Only vs Living Creatures (-1/4)
Notes: 2 CON, 2 BODY, 8 END, 4 STUN per use / MAX 5 CON, 5 BODY, 20 END, 10 STUN
7
4u   2)   Life Tap II Transfer 3d6+1 (standard effect: 10 points) (REC to REC), Can Transfer Maximum Of 20 Points, Delayed Return Rate (points return at the rate of 5 per Minute; +1/4), Delayed Return Rate (Points Gained) points return at the rate of 5 per Minute (+1/4) (76 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (Triage Takes 1d6 Normal Damage Each Time He Uses A Bio Power (Count Body As Well); -1/2), Only vs Living Creatures (-1/4)
Notes: 5 REC per use / Max 10 REC
8
4u   3)   Life Tap III Transfer 3d6+1 (standard effect: 10 points) (STR to STR), Can Transfer Maximum Of 20 Points, Delayed Return Rate (points return at the rate of 5 per Minute; +1/4), Delayed Return Rate (Points Gained) points return at the rate of 5 per Minute (+1/4) (76 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (Triage Takes 1d6 Normal Damage Each Time He Uses A Bio Power (Count Body As Well); -1/2), Only vs Living Creatures (-1/4)
Notes: 10 STR per use / Max 20 STR
8
4u   4)   Pain Projection I EB 7 1/2d6 (vs. PD), IPE, Source Only (Fully Invisible; +1/2), Penetrating (+1/2) (76 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (Triage Takes 1d6 Normal Damage Each Time He Uses A Bio Power (Count Body As Well); -1/2), No Knockback (-1/4), Only vs Living Creatures (-1/4) 8
3u   5)   Pain Projection II Ego Attack 3 1/2d6, Does BODY (+1) (70 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (Triage Takes 1d6 Normal Damage Each Time He Uses A Bio Power (Count Body As Well); -1/2), Does Not Provide Mental Awareness (-1/4), No Knockback (-1/4), Only vs Living Creatures (-1/4) 7
3u   6)   Sympathetic Healing Healing Simplified 3d6, Decreased Re-use Duration (1 Turn; +1 1/2) (75 Active Points); Others Only (-1/2), Side Effects, Side Effect occurs automatically whenever Power is used (Triage Takes 1d6 Normal Damage Each Time He Uses A Bio Power (Count Body As Well); -1/2), Only vs Living Creatures (-1/4) 7
Freakish Toughness
12   1)   Damage Resistance (10 PD/10 ED), Hardened (+1/4) (12 Active Points) 0
5   2)   Hardened (+1/4) (5 Active Points) applied to ED
5   3)   Hardened (+1/4) (5 Active Points) applied to PD
5   4)   MD (10 points total) (7 Active Points); Only vs EGO Attack and Mental Illusion Damage (-1/2) 0
5   5)   PowD (5 points) 0
Secondary Abilities
19   1)   Far Touch Ranged (+1/2) for up to 76 Active Points of Transfer (38 Active Points); Extra Time (Full Phase, -1/2), Increased Endurance Cost (x2 END; -1/2) 8
1   2)   Superleaping MegaScale (1" = 1 km; +1/4) for up to 6 Active Points of Leaping (1 Active Points) 1
2   3)   Big Guy Knockback Resistance -1" 0
3   4)   Lendable Might Usable By Other (+1/4) for up to 40 Active Points of STR, Ranged (+1/2) (15 Active Points); Increased Endurance Cost (x10 END; -4) 10
169 Total Powers Cost

 Triage  
SKILLS, PERKS, TALENTS
SKILLS
Cost  Name
10 +1 Overall
6 +2 with Bio Manipulation
3 Forensic Medicine 12-
1 Language: Latin (basic conversation)
3 PS: Physician (INT-based) 12-
3 Paramedics 12-
3 SS: Medicine (INT-based) 12-
29 Total Skills Cost
PERKS
Cost  Name
1 Fringe Benefit: License to practice medicine
2 Money: Well Off
3 Total Perks Cost
SUPERHEROIC CHALLENGES
Cost  Disadvantage
20 DNPC: The Gerenford Twins (Orphans) 8- (Incompetent; Group DNPC: x2 DNPCs)
10 Distinctive Features: 7 foot tall (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)
20 Enraged: When the helpless are hurt. (Common), go 11-, recover 11-
20 Hunted: ORX Pharmaceuticals 8- (Mo Pow, NCI, Capture)
5 Phys. Lim.: Large (Infrequently, Slightly Impairing)
20 Psychological Limitation: CvK (Very Common, Strong)
20 Psychological Limitation: Excessively Empathetic (Very Common, Strong)
15 Susceptibility: Other Peoples Healing Powers 3d6 damage Instant (Uncommon)
10 Vulnerability: 2 x BODY Radiation (Uncommon)
10 Vulnerability: 2 x STUN Radiation (Uncommon)
150 Total Disadvantages Cost

 Triage  
APPEARANCE & SHTICK
APPEARANCE
Height: 7' 1" Hair: Brown
Weight: 300 lbs Eyes: Brown
At seven foot 1, Gerald is hard to miss and strikes a bold figure, though he is not classically handsome, having somewhat rough features and a ruddy complexion. His eyes are a striking blue and his hair a pleasant sandy brown, and he dresses in preppy casual attire. As Triage he wears a blood red shirt with a white cadeuceus on it, with sturdy pants. He does not wear a mask.
PERSONALITY & MOTIVATION
Gerald seeks to take the pain out of the world. He is empathic and caring, and looks out for those who would call him a friend. Often quiet and reserved, some people see him as slow thinking, but he is really just choosing his words with care.

He really does feel the pain as he takes it from others, but he files it away as necessary for the greater good.
CATCH PHRASE(S)
"Just relax; this is going to hurt me more than it will you."
POWERS & SPECIAL EFFECTS
Triage has innate control over the biology of both himself and others, enabling him to heal and cause damage to living creatures, and to transfer bio-energy between himself and others. In addition to this, he is naturally freakishly large and solidly built, has the ability to make prodigious jumps, and has phenomenal self-healing. Triage has vast potential to develop further bio-control powers with experience and time.

In combat Triage prefers to heal and help others and weaken opponents by draining their life force rather than causing them direct pain, but those thinking him helpless would be very wrong. When pressed or angered by the injuring of innocents he can cause severe damage to those incurring his wrath.

 Triage  
ORIGIN
Born in 1980, Gerald Hernsfeld knew he wanted to be a doctor. He struggled through school, (as most med-students do) until he recieved his MD from UCLA. He then opened a GP in San Diego, CA where he worked on developing a small but successful practice for a couple of years. Unfortunately, on June 23rd, 2004, Gerald's office was struck by lightning while he was preparing a syringe full of an experimental wonder-drug called "Regent-R" made by ORX Pharmaceuticals, a startup biotech firm in San Diego's booming "Bio-gen Valley". Gerald was badly burned by the blast and resulting fire, and it was assumed that he would never return to his practice. Much to everyone's surprise Gerald made a complete recovery and was back helping to rebuild his practice the next day.

However unbeknownst to him, ORX-P was aware of the unlikely nature of his recovery and deduced that he had been empowered...potentially by exposure to their product. Not an entirely ethical firm, ORX-P knew of the possible mutagenic properties of "Regent-R" under certain conditions, but were keeping it a secret in the hopes that its use as an experimental would lead to some useful "field tests" on human subjects to further their hidden agenda of mutagenic research. They kept Gerald under surveillance awaiting further evidence that he had been altered.

Over time, Gerald realized that he could take wounds and pain away from people and apply them to his rapidly regenerating self. The lurking ORX-P surveillance team noted the unlikely recoveries of some of Geralds worst patients, and finally after several months the decision was made to kidnap him for study in a lab. A team of agents attempted to take him in his offices after office hours, but the surprised Gerald managed to resist the five agents and quickly discovered that he could drain energy from others and inflict pain as well as heal. The agents found themselves weakend as Gerald only grew stronger, and after a prolonged fight he was beating them all. Finally one of the agents pulled the pin on a grenade in an attempt to take Gerald out, but fumbled the toss and blew both himself and most of the office up. Gerald was blown off his feet by the blast and through a window into an alley, but the lacerations from the frag healed as soon as they opened. The agent was blown to bits, and his four partners used the opportunity to flee.

Shocked by the sudden violence, but realizing that his gift was greater than just the ability to heal patients, Gerald decided to get to the bottom of his new powers, find out what was behind the mysterious attack against him, and protect innocents from villainy. Assuming the name of Triage he took to the streets of San Diego, dedicated to fighting crime and helping others.
Character created with Hero Designer (version 2006111006)