Mr Goodspeed Killer Shrike 
CHARACTERISTICS
Val Char Base Points Total Roll Notes
15 STR 10 5 15 12- HTH Damage 3d6 END [1]
20 DEX 10 30 20 13- OCV 7 DCV 7
15 CON 10 10 15 12-
15 BODY 10 10 15 12-
20 INT 10 10 20 13- PER Roll 13-
15 EGO 10 10 15 12- ECV: 5
15 PRE 10 5 15 12- PRE Attack: 3d6
14 COM 10 2 14 12-
3 PD 3 0 3/20 3/20 PD (0/17 rPD)
3 ED 3 0 3/20 3/20 ED (0/17 rED)
4 SPD 3.0 10 4 Phases: 3, 6, 9, 12
6 REC 6 0 6
30 END 30 0 30
31 STUN 31 0 31
6" Running 6 0 6"
2" Swimming 2 0 2"
1"/0 1/2"" Leaping 3 -2 1" 90 Total Characteristics Points
POSE
MOVEMENT
Type Total
Run (6) 6" [12" NC]
Swim (2) 2" [4" NC]
H. Leap (3") 1"
V. Leap (2") 0 1/2"
Flight 10" [10" NC]
EXPERIENCE POINTS
Total earned: 50
Spent: 49
Unspent: 1
Base Points: 250
Disad Points: 125
Total Points: 424
APPEARANCE
Hair Color:  Brown
Eye Color:  Brown
Height:  5' 10"
Weight:  190 lbs
Description:
Average height and athletic build, late 20's/early 30's looks, usually wears a green mechanic's jumper when not "suited up", wears a dark metallic fighting uniform and carries several weapons otherwise. Usually in a vehicle or in his base working on vehicles.

 Mr Goodspeed Killer Shrike 
DEFENSES
Type Amount Notes
Physical Defense 3/20 Current BODY:
Res. Phys. Defense 0/17 (15)
Energy Defense 3/20 Current END:
Res. Energy Defense 0/17 (30)
Mental Defense 0 Current STUN:
Power Defense 0 (31)

FIGHTING SKILLS
Cost  Maneuver
4 Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
4 Escape: 1/2 Phase, +0 OCV, +0 DCV, 30 STR vs. Grabs
4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 5d6 Strike
1 Weapon Element: Mecha
17 Total Martial Arts Cost

STUNTS & FIGHTING STYLE
SNPC, Vehicle and Base designer for HERO Net.
COMBAT INFORMATION
OCV: 7 DCV: 7
Combat Skill Levels:
+1 with Vehicle Weapons
+2 Overall
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
Block 1/2 +2 +2 Block, Abort
Dodge 1/2 -- +5 Dodge, Affects All Attacks, Abort
Escape 1/2 +0 +0 30 STR vs. Grabs
Martial Strike 1/2 +0 +2 5d6 Strike
COMBAT MODIFIERS
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10

 Mr Goodspeed Killer Shrike 
SUPERPOWERS!
Cost  Power END
17 Flight Pack Flight 10", Reduced Endurance (0 END; +1/2) (30 Active Points); OIF (-1/2), no Noncombat movement (-1/4) 0
16 Armored Suit Armor (8 PD/8 ED) (24 Active Points); OIF (-1/2) 0
18 Shifty Combat Luck (9 PD/9 ED)
15 Eye For Design Find Weakness 11- with All Attacks (30 Active Points); Only vs Vehicles and Power Armor (-1) 0
3 Goggles Nightvision (5 Active Points); OIF (-1/2) 0
Gunz Multipower
27 Multipower, 60-point reserve, (60 Active Points); all slots OAF (-1), Beam (-1/4)
3u   1)   Blaster Energy Blast 12d6 (vs. ED), 16 Charges (+0) (60 Active Points) [16]
3u   2)   SMG Killing Attack - Ranged 2d6 (vs. PD), Autofire (5 shots; +1/2), 64 Charges (+1/2) (60 Active Points) [64]
3u   3)   Semi-Auto Killing Attack - Ranged 4d6 (vs. PD), 16 Charges (+0) (60 Active Points) [16]
105 Total Powers Cost

 Mr Goodspeed Killer Shrike 
SKILLS, PERKS, TALENTS
SKILLS
Cost  Name
5 +1 with Vehicle Weapons
20 +2 Overall
3 Analyze: Vehicles 13-
7 Combat Driving 15-
7 Combat Piloting 15-
3 Electronics 13-
3 Inventor 13-
1 Lockpicking 13- (3 Active Points); Vehicle Locks Only (-1)
3 Mechanics 13-
3 Scholar
2
1) KS: Criminal Law (INT-based) (3 Active Points) 13-
2
2) KS: Criminal Procedure (INT-based) (3 Active Points) 13-
2
3) KS: Robotics (INT-based) (3 Active Points) 13-
2
4) KS: Vehicles (INT-based) (3 Active Points) 13-
3 Scientist
2
1) SS: Dimensional Engineering (INT-based) 13- (3 Active Points)
2
2) SS: Vehicular Engineering (INT-based) 13- (3 Active Points)
1 Security Systems 13- (3 Active Points); Vehicle Security Only (-1)
2 Shadowing 13- (3 Active Points); Tailing Only (-1/2)
3 Streetwise 12-
5 Systems Operation 15- (7 Active Points); Vehicular Systems Only (-1/2)
13 TF: Common Motorized Ground Vehicles, Mecha, Science Fiction & Space Vehicles, Agricultural & Construction Vehicles, Combat Aircraft, Helicopters, Large Planes, Small Planes, Snowmobiles, Tracked Military Vehicles, Two-Wheeled Motorized Ground Vehicles, Wheeled Military Vehicles
1 WF: Vehicle Weapons
3 Weaponsmith 13-
98 Total Skills Cost
PERKS
Cost  Name
1 World Class Vehicular Engineer: Reputation: Incredible Vehicle Engineer (Buffs, Hobbyists, Engineers) 14-, +1/+1d6
3 Fringe Benefit: Federal/National Police Powers
5 Patents: Money: Well Off
100 Vehicles
109 Total Perks Cost
TALENTS
Cost  Name
5 Rapid Healing
5 Total Talents Cost
SUPERHEROIC CHALLENGES
Cost  Disadvantage
20 Normal Characteristic Maxima
5 Physical Limitation: Nightblind (Infrequently, Slightly Impairing)
Notes: Night Penalty doubled
15 Psychological Limitation: Compulive Tinkerer (Common, Strong)
10 Psychological Limitation: Patriotic (Uncommon, Strong)
20 Psychological Limitation: Risk Taker (Very Common, Strong)
15 Psychological Limitation: Vehicular Curiosity (Common, Strong)
10 Rivalry: Professional (Pilots/Drivers; Rival is More Powerful; Rival is a Group; Seek to Outdo Rival; Rival Unaware of Rivalry)
10 Rivalry: Professional (Technologists; Rival is More Powerful; Rival is a Group; Seek to Outdo Rival; Rival Unaware of Rivalry)
10 Watched: PRIMUS 8- (Mo Pow, NCI, Limited Geographical Area, PC has a Public ID or is otherwise very easy to find, Watching)
10 Watched: by Major Vehicle Manufacturing Firms (Industrial Espoionage/Copy Catting/Etc) 8- (Mo Pow, NCI, Watching)
125 Total Disadvantages Cost

 Mr Goodspeed Killer Shrike 
APPEARANCE & SHTICK
APPEARANCE
Height: 5' 10" Hair: Brown
Weight: 190 lbs Eyes: Brown
Average height and athletic build, late 20's/early 30's looks, usually wears a green mechanic's jumper when not "suited up", wears a dark metallic fighting uniform and carries several weapons otherwise. Usually in a vehicle or in his base working on vehicles.
PERSONALITY & MOTIVATION
Michael Goodspeed is an obsessive genius when it comes to vehicles. He's also something of a risk taker, always pushing the envelope. Finally his father instilled a deep steaded patriotism into him. Other than that he's basically kind of undefined, and if pressed in conversation on any subject not directly related to his specific interests he comes off as being pretty uninteresting, quickly growing bored and often times doing some pretty childish things to relieve his boredom, like building catapults out his silverware, dismantling clocks, watches, whatever he can get his hands on, and similar activities generally unacceptible in polite society.

His primary motivation for fighting super crime is to "push the envelope" of his gear. He's constantly analyzing, benchmarking, and rating his gear, and after a super battle is more concerned with the power differential variance when he high-shifted while firing off a burst from the blaster array and laying down a slick than he is in the specific events that led him to that course of action. Secondarily, he has a basic simple patriotism that motiviates him to prevent crime that is a danger to his beloved U. S. of A. This means that he is often unconcerned about petty crime, and is most interested in opposing criminals that are enemies of the state to some extent or disruptive to American interests.
CATCH PHRASE(S)
"I got no time for criminals that can't hang and heroes that can't catch em."
POWERS & SPECIAL EFFECTS
Mr. Goodspeed is a normal guy with a genius for vehicular design and general engineering; he's also pretty decent at making custom weapons. He himself has some basic self defense training and broad mechanical and electronic skills. He made himself a simple combat suit and some weapons for when he's out of his vehicles, but his hyper-advanced vehicles are what allows him to compete with actual powered superheroes.

He switches his vehicles up from time to time, but natural selection has led to certain designs being fairly perennial.

His most recognizable vehicle is his flying base, a large anti-grav propelled pyramid that serves as his home and lab. Equipped with a simple "Catapult" style Teleport unit that allows him (and those he designates) to teleport to and from the base. The unit can handle an impressive amount of mass, allowing all but the largest of Goodspeed's vehicles to be teleported along with him. The teleporter takes a little time to warm up, and does not negate velocity, so it's of very limited combat use, but it allows Mr. Goodspeed to get where he needs to be. The flying base is also sea and space worthy, though it lacks the ability to acheive escape velocity on its own (however it could be towed by another vehicle like Goodspeed's Spaceship).

Goodspeed also has a serviceable Space Ship with warp jump capabilities and comprehensive sensor arrays, though he rarely uses it. It does come in handy from time to time, however. It is usually docked underneath the flying base in a concealable housing.

Perhaps his most remarkable vehicle is his Tri-form Mecha which can reconfigure into a hoverjet, a tank, and a giant humanoid form. Powerful and flexible, this vehicle is able to combat most supervillains as well as wreak significant havoc on buildings. However, due to the potential for collatteral damage and the impracticalities inherent to such a large and heavy vehicle, Mr. Goodspeed prefers more manueverable vehicles for most activities.

Goodspeed's two most commonly used vehicles are his Power Armor chasis and his Supercar. The Supercar has an array of spy-movie style tricks, on board blasters, a phenomenal handling profile, retractable armor, and an onboard crime-fighting computer. Plus it just looks cool, with extra points for style built right in. It's trunk space is specifically designed to house the Power Armor suit, allowing Goodspeed some flexibility in choosing between the two without having to return to his flying base to change. This is Goodspeed's primary mode of transportation.

The Power Armor is a very capable fully enclosed exoskeleton with variable setting gauntlet blasters, a chest mounted energy screen projector, boot jets, sensors, comprehensive life support, and on board sensors. This is Goodspeed's primary choice for fighting crime (though he'll break out the mecha for exceptionally dangerous and capable opponents).

 Mr Goodspeed Killer Shrike 
ORIGIN
The son of an Air Force test pilot and aeronautical engineer, and a military mom, Mr. Goodspeed grew up primarily in Nevada and Arizona, living on various high security Air Force bases. His parents divorced when he was 12, but Michael chose to stay with his father, and his mother more or less exited his life.

Fascinated by military vehicles from a young age, Michael was a compulsive tinkerer even as a child. He regularly dismantled anything he could get his hands on and rebuilt them. He was also a huge model geek, putting together all sorts of airplane and vehicle models both with his dad and on his own.

He learned how to drive at age 10, borrowing his mothers keys and tooling around in the Station Wagon for hours before he was stopped by the base MP's. His father taught him how to fly by age 13, unofficially of course, and Michael got his pilots liscence at 18.

Michaels childhood dream was to become a test pilot just like his father, and he enlisted in hopes of getting into a Tuition Assistance and Pilot program (which he was qualified for), but his preliminary Air Force Flight Physical revealed his night blindness and he was denied the program despite already having his pilots liscence. Instead he was sent to mechanic school and he spent his 4 years turning wrenches as an E-3.

After his enlistment was up he applied to Cal Poly and graduated 3 years later. While at Cal Poly his true genius for vehicular engineering was quickly revealed, and he was approached by several major automotive manufacturers with lucrative offers. However, his fascination with military hardware drove him to go to work for Dynawar, a mid-sized government contractor working on special systems for the Air Force. He fit in like a round peg in a round hole and life was good.

However, the company was underbid on several contracts by companies pushing inferior products, and the company suddenly folded less than two years laters. A few months before that Michael's father had been killed testing the XLM-9, a prototype of the XLM-10, one of the inferior products that was later bought by the military over Dynawar's competing X-FB-LR-2.

Devastated by the loss of his father, the government's decision to buy the barely modified later version of the same vehicle that killed his father due to something as ridiculous as budgetary concerns, and suddenly out of a job as well, Michael decided to take the insurance money from his father's death and some funds from some independant patents he owned and found his own company.

Goodspeed Incorporated was a near-instant success, selling sub components and preassembled custom systems to a wide variety of commercial outlets. Combined with consumer oriented enhancement packages (popular with street racers and hot rodders both), and a slew of patents, Goodspeed Inc. rocketed to high visibility. Life was good for almost a year before the main offices and factory in Cupertino were burned down. Originally thought to be an accident, a thorough investigation revealed that it was arson. Goodspeed got another factory started, and it suffered a wide range of technical sabotages. Goodspeed overcame the obstacles and persevered, and was jumped leaving the office late one night by a bunch of professional thugs. After beating him the thugs stole all of the plans and schematics from his office and set fire to the remainder. Beaten badly, the distressed company collapsed without Michael to keep it going.

Michael spent the several months of traction and recovery planning his revenge. Released from the hospital, he spent the next several months in his personal converted warehouse-shop building a variety of vehicles and equipment while a team of PI's he hired independently scoured for clues as to who was behind his corporate woes. Compiling a list of companies either directly responsible or using tech in their newer models that he could trace to his stolen schematics, Michael set out to take his vengeance upon them.

Starting overseas, he proceeded to trash the factories that produced products that used any part of his technology illegally, and then returned to the states to continue. Several of the "Big-5" automotive corporations and many military contractors were on his list, and it didnt take long for them to start fighting back both legaly and illegally. The situations escalated rapidly, and PRIMUS got involved and put a stop to the violent activities, forcing the entire mess into the legal arena. After months of back and forth, the entire debacle was settled out of court in numerous individual settlements of competing damages claims. Michael made some money from some of the settlements, had to pay on some other settlement, but overall came out ahead.

However PRIMUS exacted a price for not prosecuting him for his vigilante activities; in return for wiping the slate clean, Michael had to turn his technology and skills to assisting the new PRIMUS outreach program called HERO Net. His primary charge is to provide bases and transportation facilities to individual HERO Net regional affiliates. He is also a HERO Net affiliate himself, and is under observation by PRIMUS to ensure he doesn't backslide and go back to wreaking havoc on the companies on his personal hit list. Various automotive and particularly military contractors still keep a distant eye on him though they have mostly learned not to try to steal his ideas or strongarm him.
Character created with Hero Designer (version 2006053109)