Michael "Gauntlet" O'Connel Created by Killer Shrike 
Val Char Base Points Total Roll Notes
20 STR 10 10 20 13- HTH Damage 4d6 END [2]
12 DEX 10 6 12 11- OCV 4 DCV 4
20 CON 10 20 20 13-
15 BODY 10 10 15 12-
13 INT 10 3 13 12- PER Roll 12-
15 EGO 10 10 15 12- ECV: 5
20 PRE 10 10 20 13- PRE Attack: 4d6
16 COM 10 3 16 12-
8 PD 4 4 8/33 8/33 PD (0/25 rPD)
8 ED 4 4 8/33 8/33 ED (0/25 rED)
4 SPD 2.2 18 4 Phases: 3, 6, 9, 12
8 REC 8 0 8
40 END 40 0 40
50 STUN 35 15 50
5" Running 6 -2 5"
2" Swimming 2 0 2"
3"/1 1/2"" Leaping 4 -1 3" 110 Total Characteristics Points
Type Total
Run (6) 5" [10" NC]
Swim (2) 2" [4" NC]
H. Leap (4") 3"
V. Leap (2") 1 1/2"
Flight 8" [1024" NC]
Teleport 0"/25" [0"/50" NC]
Total earned: 200
Spent: 200
Unspent: 0
Base Points: 200
Disad Points: 150
Total Points: 550
Hair Color:  Red
Eye Color:  Brown
Height:  6' 11"
Weight:  350 lbs
A huge, rough-hewn man with red hair and a big overconfident grin. Wears a black and grey costume with titanium gauntlets on his fists, and is surrounded by a nimbus of glowing golden force.

 Michael "Gauntlet" O'Connel Created by Killer Shrike 
Type Amount Notes
Physical Defense 8/33 Current BODY:
Res. Phys. Defense 0/25 (15)
Energy Defense 8/33 Current END:
Res. Energy Defense 0/25 (40)
Mental Defense 5 Current STUN:
Power Defense 5 (50)
Flying brick with the ability to function in all environments.
OCV: 4 DCV: 4
Combat Skill Levels:
+2 with Flight
+7 with Strike, Block, Haymaker
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
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10

 Michael "Gauntlet" O'Connel Created by Killer Shrike 
Cost  Power END
Gauntlets (OIF)
20   1)   Gauntleted Fists:  Hand-To-Hand Attack +4d6, Reduced Endurance (0 END; +1/2), Penetrating (+1/2) (40 Active Points); Hand-To-Hand Attack (-1/2)
Notes: 8d6 Penetrating w/ STR + 12d6 vs ED from Damage Sheild
Powerbelt (OIF)
18   1)   Comm Sensors:  Radio Perception/Transmission (Radio Group), +1 to PER Roll, Concealed (-6 with Radio Perception/Transmission PER Rolls), Discriminatory, Analyze (27 Active Points) 0
3   2)   Light Amplification:  Nightvision (5 Active Points) 0
25   3)   Radar:  Radar (Radio Group), +1 to PER Roll, Concealed (-6 with Radar PER Rolls), Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees) (37 Active Points) 0
3   4)   Space Worthy:  Environmental Movement (Zero G) (4 Active Points)
12   5)   Warning:  Danger Sense (self only, Out of Combat, Function as a Sense, Intuitional) (18 Active Points) 13-
Powerbelt (OIF) Elemental Control
50 Elemental Control, 150-point powers, (75 Active Points); all slots OIF (Power Belt; -1/2)
43   1)   Aura of Force Contingency:  Teleportation 25", Safe Blind Teleport (+1/4), MegaScale (1" = 1 km; +1/4), Reduced Endurance (0 END; +1/2), Trigger (Activating the Trigger is an Action that takes no time, Trigger resets automatically, immediately after it activates; When Knocked Out; +1) (150 Active Points); Must Pass Through Intervening Space (-1/4) 0
57   2)   Aura of Force Propulsion:  Flight 8", x128 Noncombat, Reduced Endurance (0 END; +1/2), Persistent (+1/2), Variable Advantage (+1/4 Advantages; Limited Group of Advantages (Usable Underwater, Combat Acceleration / Decceleration, No Turn Mode, Mega Scale 1km); +1/2), Noncombat Acceleration/Deceleration (+1) (161 Active Points) 0
76   3)   Aura of Force Protection:  (Total: 189 Active Cost, 126 Real Cost) Force Field (25 PD/25 ED/5 Mental Defense/5 Power Defense/5 Flash Defense: Sight Group), Hardened (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (146 Active Points) (Real Cost: 97)
Life Support (Eating Character only has to eat once per week; Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; Longevity 400 Years; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping Character only has to sleep 8 hours per week) (43 Active Points) (Real Cost: 29)
Notes: SFX: Golden nimbus/aura originating from belt
23   4)   Aura of Force Regeneration:  Regeneration 7 BODY, Can Heal Limbs, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (150 Active Points); Extra Time 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2) 0
80   5)   Aura of Force Repulsion:  Energy Blast 12d6 (vs. ED), Reduced Endurance (0 END; +1/2), Damage Shield (Offensive; +3/4), Continuous (+1) (195 Active Points) 0
410 Total Powers Cost

 Michael "Gauntlet" O'Connel Created by Killer Shrike 
Cost  Name
4 +2 with Flight
21 +7 with Strike, Block, Haymaker
3 Streetwise 13-
28 Total Skills Cost
Cost  Name
2 Dangerous Muscle for Hire: Reputation (A small to medium sized group) ; 11-, +2/+2d6
2 Total Perks Cost
Cost  Disadvantage
20 Normal Characteristic Maxima
4 Distinctive Features: Alien Tech (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Uncommonly-Used Senses (Analyze Tech & similar); OIF (Power Belt))
5 Distinctive Features: Red Head (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)
25 Enraged: Berserk When made a fool of (Uncommon), go 11-, recover 11-
15 Hunted: PRIMUS 8- (Mo Pow, NCI, Mildly Punish)
5 Money: Poor
5 Physical Limitation: Big Man (6' 11") (Infrequently, Slightly Impairing)
10 Psychological Limitation: Might = Right (Uncommon, Strong)
25 Psychological Limitation: Overconfident (Very Common, Total)
10 Reputation: Foci-based villain, 11-
10 Social Limitation: Ex Con (Frequently, Major, Not Limiting In Some Cultures)
8 Vulnerability: 2 x BODY Sonics (Uncommon; OIF (Power Belt))
8 Vulnerability: 2 x STUN Sonics (Uncommon; OIF (Power Belt))
150 Total Disadvantages Cost

 Michael "Gauntlet" O'Connel Created by Killer Shrike 
Height: 6' 11" Hair: Red
Weight: 350 lbs Eyes: Brown
A huge, rough-hewn man with red hair and a big overconfident grin. Wears a black and grey costume with titanium gauntlets on his fists, and is surrounded by a nimbus of glowing golden force.
Barroom brawler mentality, through and through. Force equals power and power equals respect.
"It hurts, aye?"
All of Gauntlet's powers originate from a high tech belt of unknown alien manufacture. The belt generates a golden force field of coherent energy, which repels objects, provides protection from the elements, comprehensive life support, the ability to fly at high speeds, a "dead mans switch" escape mechanism, and bio-physical acceleration capacity. It is a formidible piece of equipment, and it is possible that it has other capabilities that Gauntlet has yet to discover. The device has been damaged before, but repairs itself rapidly.

If Guantlet is not powerful enough for your campaign, you could add additional slots to his Elemental Control, or increase his Characteristics. To make him more of a true brick, increase his Strength (although you'll have to do something about the Guantlet Hand Attack since it is currently capped out at 8d6), and some Damage Reduction would certainly be easy to explain away. To make Guantlet a little weaker reduce the Repulsion slot of his EC. To make him a lot weaker, reduce the EC itself and the slots in it.

 Michael "Gauntlet" O'Connel Created by Killer Shrike 
Michael was born 14 lbs 11 ounces outside Edinborough Scotland, and continued to cause his poor old mum pain thereafter as he grew to adulthood and a life of drunkeness, roughhousing, and occasional petty crime. He was in and out of the clink but never did anything serious enough for hard time. His life would have proceed apace to an early grave via violence or a trashed liver, but for a very remarkable thing that occured in 1997. A spaceship of some sort was found by some kids in Michael's township, hidden away in a small cave in a copse of woods off the beaten path. The crash looked to have been there for a long time, hidden by underbrush and remoteness. The kids kept the discovery a secret, and used the hulk as their own private little fort and hangout for several months, ignoring the wierd alien skeleton at the helm of the craft.

However walking from his mum's country cottage into town to go to the Pub one evening Michael noticed the kids playing around near a copse of woods and then suddenly all duck into the copse and disappear. He thought nothing of it; boys will play after all. However, the next several weeks he noticed the kids hanging around that particular copse an unusual amount of the time. One such evening after seeing the boys going into the copse yet again, his curiosity was aroused and he made his way out across the fields to see what it was that they were up to. Entering the copse himself, the boys were nowhere to be found. Intrigued he started poking around the underbrush and happened across the concealed cave entrance. Peering into it he could just make out a stabalizer fin on the crashed alien craft.

Squeezing his bulk thru the narrow opening, Michael managed to wedge himself into the cave and around the side of what was obviously some kind of spacecraft to a hatch on the side. Working the simple control, he opened the doorway and found himself staring at four very surprised young boys; the kids would have made a break for it, but Michael's massive bulk blocked their only escape. Michael got the scoop out of the kids on how they found the ship quickly enough, and then told them they did good to keep it a secret; it would still be their private play pen...and his too. He had them show him what they had figured out of the ship, and noticed the pilot's skeleton at the helm. Michael thought it strange that the pilot didnt have a spacesuit on, as surely it would only make sense to wear one even for aliens. That's when he noticed the fancy, high tech belt with a dust covered but still visible golden gem set in the buckle.

With a total lack of respect for the dead Michael looted the belt from the corpse and cleaned off the gem to get a better look at it. As soon as he touched the gem it warmed to his touch and an inner glowing light sprang forth and Michael found himself surrounded in a nimbus of golden force. One of the kids touched the field in awe, and was sent flying back against a bulk head, unconscious. The other kids recoiled in horror, but Michael only saw potential. He figured out how to work the belt catch and slipped it around his own waist. He searched the ship for more tech after quieting the kids down, but found nothing that functioned or any clues as to the origin of the ship. Swearing the kids to secrecy he departed, his mind already spinning with schemes.

Michael spent several weeks playing around with the belt in secrecy, discovering that it allowed him to hover and to fly around with but a thought. He also discovered that the aura the belt generated not only could repulse others, but provided him with a wide breadth of biological enhancements. While wearing it he didnt seem to need to eat or sleep much, and he felt insulated from the environment as well. Later he would discover that that aura also accelerates his body's ability to heal at a tremendous rate, and if Michael is knocked unconscious the belt will automatically attempt to extricate him to a safer location.

Once he felt confident in the belts abilities, Michael fashioned a mask and set out to finally make it in the world. Using the belt he pulled off a string of robberies, finally drawing the attention of the Tartans, a Scottish supers team. Michael was able to hold his own against a couple at a time, but couldnt take on the whole team and eventually was forced to flee. He was confounded by the Tartans at every turn thereafter and his crime spree ground to a halt.

One of the Tartans was the superstrong and resilient Lia Fail; from the first two skirmishes Michael fought against the group he came to the conclusion that he just couldn't quite surmount Lia Fail's rocky hide with his strikes. So, with typical bigger hammer mentality, during their third set to in a castle converted into a tourist attraction that Michael had tried to rob he lit on a bright idea and donned a pair of metal Gauntlets from a suit of armor Lia Fail had knocked him back into. With the gauntlets on he was able to make his blows felt through the thick hide of Lia Fail, and he kept them thereafter. He eventually had a better pair made later on that augment his strikes even more. Up to this point Michael didn't have a "supervillain" name, but the Tartans began refering to him as "The Gauntlet" due to his penchant for donning a pair to fight them thereafter, and because each battle with him was a challenging struggle that left them feeling battered and bruised afterwards. Reporters interviewing the Tartans after a struggle picked up on it and the name stuck; Michael didnt see fit to quibble and the truth of it was it was better than any of the names he had toyed with calling himself.

Eventually he had enough of the Tartan's interference and departed Scotland when his poor old mum finally passed away. He flew across the ocean to America and is trying to make a name for himself here. He has done well on several contracts and has started to make a name for himself as a competant operator. He's never been captured which is a big plus, and his unusual powers have come in handy on a few jobs. His success led to an invitation being extended to accept hire by Enforcers Incorporated which after a dozen successful contracts translated into an exclusive arrangement.
Character created with Hero Designer (version 2006053109)