Chad 'the Machine' Kelly Created by Killer Shrike 
CHARACTERISTICS
Val Char Base Points Total Roll Notes
35 STR 10 25 35 16- HTH Damage 7d6 END [3]
35 DEX 10 75 35 16- OCV 12 DCV 12
100 CON 10 180 100 29-
25 BODY 10 30 25 14-
16 INT 10 6 16 12- PER Roll 12-
20 EGO 10 20 20 13- ECV: 7
20 PRE 10 10 20 13- PRE Attack: 4d6
12 COM 10 1 12 11-
20 PD 7 13 20 20 PD (10 rPD)
20 ED 20 0 20 20 ED (10 rED)
6 SPD 4.5 15 6 Phases: 2, 4, 6, 8, 10, 12
50 REC 27 46 50
200 END 200 0 200
200 STUN 93 107 200
7" Running 6 2 7"
2" Swimming 2 0 2"
7"/3 1/2"" Leaping 7 0 7" 530 Total Characteristics Points
POSE
MOVEMENT
Type Total
Run (6) 7" [14" NC]
Swim (2) 2" [4" NC]
H. Leap (7") 7"
V. Leap (4") 3 1/2"
EXPERIENCE POINTS
Total earned: 575
Spent: 575
Unspent: 0
Base Points: 100
Disad Points: 150
Total Points: 825
APPEARANCE
Hair Color:  Blonde
Eye Color:  ice blue
Height:  6' 2"
Weight:  264 lbs
Description:
A rugged, battered, and scarred fighter, usually dressed in a tanktop and jeans and wearing punching gloves. Looks to be within human achievable limtis of physique, but his wiry frame is very powerful and dexterous. He has thinning blonde hair, ice blue eyes, a nose that has been broken many times, and a sunken cheekbone. He was once very handsome.

 Chad 'the Machine' Kelly Created by Killer Shrike 
DEFENSES
Type Amount Notes
Physical Defense 20 Current BODY:
Res. Phys. Defense 10 (25)
Energy Defense 20 Current END:
Res. Energy Defense 10 (200)
Mental Defense 0 Current STUN:
Power Defense 0 (200)

FIGHTING SKILLS
Cost  Maneuver
Martial Arts
36
1) +9 HTH Damage Class(es)
3
2) Flying Tackle: 1/2 Phase, +0 OCV, -1 DCV, 16d6 +v/5 Strike; You Fall, Target Falls; FMove
4
3) Killing Strike: 1/2 Phase, -2 OCV, +0 DCV, HKA 4d6 +1
4
4) Reversal: var Phase, -1 OCV, -2 DCV, 80 STR to Escape; Grab Two Limbs
4
5) Punch: 1/2 Phase, +0 OCV, +2 DCV, 18d6 Strike
5
6) Kick: 1/2 Phase, -2 OCV, +1 DCV, 20d6 Strike
4
7) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
3
8) Throw: 1/2 Phase, +0 OCV, +1 DCV, 16d6 +v/5, Target Falls
4
9) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
67 Total Martial Arts Cost

STUNTS & FIGHTING STYLE
Very dangerous martial artist.
COMBAT INFORMATION
OCV: 12 DCV: 12
Combat Skill Levels:
+2 Overall
+3 with HTH Combat
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
Flying Tackle 1/2 +0 -1 16d6 +v/5 Strike; You Fall, Target Falls; FMove
Killing Strike 1/2 -2 +0 HKA 4d6 +1
Reversal var -1 -2 80 STR to Escape; Grab Two Limbs
Punch 1/2 +0 +2 18d6 Strike
Kick 1/2 -2 +1 20d6 Strike
Block 1/2 +2 +2 Block, Abort
Throw 1/2 +0 +1 16d6 +v/5, Target Falls
Dodge 1/2 -- +5 Dodge, Affects All Attacks, Abort
COMBAT MODIFIERS
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10

 Chad 'the Machine' Kelly Created by Killer Shrike 
SUPERPOWERS!
Cost  Power END
8 Superior Balance:  Knockback Resistance -5" (10 Active Points); Nonpersistent (-1/4) 0
10 Tough:  Damage Resistance (10 PD/10 ED) 0
54 Regeneration:  Regenerate 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
72 Total Powers Cost

 Chad 'the Machine' Kelly Created by Killer Shrike 
SKILLS, PERKS, TALENTS
SKILLS
Cost  Name
20 +2 Overall
15 +3 with HTH Combat
3 Acrobatics 16-
3 Breakfall 16-
3 Bribery 13-
3 Climbing 16-
3 Combat Driving 16-
10 Defense Maneuver I-IV
3 Interrogation 13-
3 KS: Superhuman world (INT-based) 12-
3 Lockpicking 16-
3 PS: Business Administration (INT-based) 12-
3 PS: Carpentry (INT-based) 12-
3 PS: Muscle for Hire (INT-based) 12-
3 Security Systems 12-
3 Shadowing 12-
3 Stealth 16-
3 Streetwise 13-
3 Tactics 12-
3 Teamwork 16-
96 Total Skills Cost
PERKS
Cost  Name
24 Contact: Various Criminals (Contact has significant Contacts of his own, Contact has very useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (24 Active Points) 13-
7 Money: Wealthy
4 Reputation: Head of Enforcers Inc (A medium-sized group) 14-, +2/+2d6
8 Reputation: Top-quality Thug-for-hire (A medium-sized group) 14-, +4/+4d6
43 Total Perks Cost
TALENTS
Cost  Name
17 Combat Sense 14-
17 Total Talents Cost
SUPERVILLAINOUS HINDRANCES
Cost  Disadvantage
5 Dependent NPC: Jonathan Brinks, aka Tenacious -- Son 8- (Less Powerful Superhuman)
5 Distinctive Features: Heavily banged up and scarred (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)
25 Enraged: When loosing a fight (Uncommon), go 14-, recover 8-
5 Hunted: American Law Enforcement 8- (Mo Pow, NCI, Limited Geographical Area, Watching)
15 Hunted: PRIMUS 8- (Mo Pow, NCI, Mildly Punish)
15 Physical Limitation: No sense of touch; cant feel pain (All the Time, Slightly Impairing)
15 Psychological Limitation: Arrogant (Very Common, Moderate)
10 Psychological Limitation: Casual Killer (Common, Moderate)
15 Psychological Limitation: Overconfident (Very Common, Moderate)
10 Reputation: Killer, Frequently (11-)
10 Social Limitation: Known felon (Frequently, Major, Not Limiting In Some Cultures)
10 Vulnerability: 2 x BODY Acid (Uncommon)
10 Vulnerability: 2 x STUN Acid (Uncommon)
150 Total Disadvantages Cost

 Chad 'the Machine' Kelly Created by Killer Shrike 
APPEARANCE & SHTICK
APPEARANCE
Height: 6' 2" Hair: Blonde
Weight: 264 lbs Eyes: ice blue
A rugged, battered, and scarred fighter, usually dressed in a tanktop and jeans and wearing punching gloves. Looks to be within human achievable limtis of physique, but his wiry frame is very powerful and dexterous. He has thinning blonde hair, ice blue eyes, a nose that has been broken many times, and a sunken cheekbone. He was once very handsome.
PERSONALITY & MOTIVATION
He's a machine, single minded of purpose and intensely focused. Something drives him to keep pushing the envelope and he never ever quits, unless paid to. He believe you play the hand thats dealt you, and thats what he's doing.
CATCH PHRASE(S)
"You want the job done right, you hire me. End of sales pitch."
POWERS & SPECIAL EFFECTS
The Machine is an extremely dangerous metahuman whos primary ability revolves around a complete and utter inability to feel pain. It is practically impossible to knock him out; he will fight until he is dead. His superhuman physique is also extremely dexterous and resilient to damage, and he possess the ability to quickly regenerate damage to include the regrowning of lost limbs and organs, though his body still shows the effects of extremly bad damage as his regeneration has no cosmetic maintenance function.

In addition to his superhuman physique and damage resistance, the Machine is also an extremely skilled fighter, and this is what makes him truly dangerous. He has been acredited with the deaths of many metahumans over the years, to include Marakesh and the original Dethnite.

If The Machine is too powerful for your campaign, you probably shouldn't use him as the character concept does not dillute well. If The Machine is not powerful enough for your campaign, give him more SPD, more KB Resistance, and some Damage Reduction. Some exotic defenses (MD, PowD, FD) closes his only major gaps in defense and might be necessary if your PC's rely heavily on unusual attacks; some Life Support would not be unreasonable either.

 Chad 'the Machine' Kelly Created by Killer Shrike 
ORIGIN
Chad was a down on his luck carpenter in Los Angelos, laid off from his construction job after his right hand was smashed on the job. Workers comp only went so far to pay the bills, and he ended up loosing his small house he had inherited from his dead mother, and ousted onto the street, waiting for his hand to completely heal. He was snatched up from a day labor camp by VIPER agents along with some illegal immigrants, and taken to a "job site" out in the California desert, which was of course a VIPER lab. There Chad was experimented on, along with many other vagrants and unfortunates. Most died, but Chad didnt. One of the procedures, or maybe a combination of procedures, changed him into an almost indestructible unstoppable machine.

He was trained to fight, where his inability to feel pain made him dangerous on both offense and defense. Uncaring of any injury to himself, he could strike with incredible bone crushing force, his own body repairing any damage from the blow in microseconds. VIPER planned to use him as one of their agents, and he seemed amenable to it, but secretly he harbored a deep hatred for the organization that had turned him into a freak. This hatred festered over several years of training, and on his first mission, a turf-war attack on a Yakuza-owned corporation in L.A., he turned and helped the other side drive off the VIPER assault. He took up with the Yakuza for protection, working for them for several years. After a while, he went freelance and started working for whoever was hiring. He's spent some time in and out of jail since then, but he's always been careful to hide the evidence of any major transgression. He's earned a reputation as one of the best thugs-for-hire in the business and pulls top dollar for his services.

Finally after completing a degree in Business Administration while incarcerated, he hit on the idea of starting a consulting firm to handle the middle layer of recruitment and contracting for mercenary thugs, muscle, and powered "assistance", which he called Enforcer Inc. Using his industry cred and contacts he extended offers of hire to a wide variety of freelancers and professional thugs and contracted with employers. The benefit to "associates" of the firm is essentially a guild or union arrangement of price fixing, contract control, and certain guarantees of fair employement policies (enforced by the threat of a embargo or retalliatory attacks againt violating employers), and bond posting. The benefit to employers is that firm handles the overhead of finding reputable talent and assessing their capabilities, guarantees their work, and access to a stable of specialists without having to seek them out directly.

Enforcers Inc got off to a good start, and over the last several years has grown to have a substantial presense in the shadowy world of superhuman mercenaries. Several attempts to shut the firm down by authorities and superheroes alike have been defended against via a variety of methods both legal and not so legal. The firms assets and credibility continue to grow.
Character created with Hero Designer (version 2006053109)