Bruiser Killer Shrike 
BIOSIGNS
Val Char Base Points Total Roll Notes
35 STR 10 10 35 16- HTH Damage 7d6 END [3]
35 DEX 10 30 35 16- OCV 12 DCV 12
35 CON 10 20 35 16-
35 BODY 10 20 35 16-
35 INT 10 10 35 16- PER Roll 16-/17-
35 EGO 10 20 35 16- ECV: 12
35 PRE 10 10 35 16- PRE Attack: 7d6
16 COM 10 3 16 12-
15 PD 7 3 15 15 PD (15 rPD)
15 ED 7 3 15 15 ED (15 rED)
5 SPD 4.5 0 5 Phases: 3, 5, 8, 10, 12
15 REC 14 2 15
70 END 70 0 70
70 STUN 71 -1 70
12" Running 6 8 12"
7" Swimming 2 3 7"
12"/6" Leaping 7 0 12" 141 Total Characteristics Points
PROFILE
FLEET
Type Total
Run (6) 12" [24" NC]
Swim (2) 7" [14" NC]
H. Leap (7") 12"
V. Leap (4") 6"
CRED
Total earned: 375
Spent: 375
Unspent: 0
Base Points: 125
Disad Points: 90
Total Points: 590
VIS
Hair Color:  Black
Eye Color:  Black
Height:  6' 4"
Weight:  250 lbs
Description:
Marco Cinelli is a large but not imposing man. Though he is handsome and well built, his superhuman capabilities are in no way obvious to the naked eye; he seems no more or less significant than any other good looking middle aged professional. Needing no armor or special gear, Marco typically dresses in comfortable semi-casual "clubbing" attire. He favors stripes and dark, bold colors, and likes expensive shoes. It can be disconcerting and even surprising to see him in action, wearing button downs and bouncing bullets off his chest.
BAGGAGE
Cost  Disadvantage
10 Distinctive Features: Meta (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Technology)
25 Hunted: Various Mega-Corps Sec Forces 8- (Mo Pow, NCI, Group, Kill)
0 Normal Characteristic Maxima
5 Psych. Lim.: Tired Of Running, Wants To Get Out Of The Game (Uncommon, Moderate)
15 Psych. Lim.: Very Protective Of / In Love With Vesper (Uncommon, Total)
15 Psychological Limitation: Overconfident (Common, Strong)
20 Reputation: Bullet Proof Meta, 14- (Extreme)
90 Total Disadvantages Cost

 Bruiser Killer Shrike 
MOVES
OCV: 12 DCV: 12
Combat Skill Levels:
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
Big Swing 1/2 -2 +1 13d6 Strike
Block/Chin Block 1/2 +2 +2 Block, Abort
Break Free 1/2 +0 +0 60 STR vs. Grabs
Disarm 1/2 -1 +1 Disarm; 55 STR to Disarm roll
Eye Gouge 1/2 -1 -1 Flash 6d6
Jab 1/2 +2 +0 11d6 Strike
Ker-runch 1/2 -2 +0 HKA 2d6
Low Blow 1/2 -1 +1 3d6 NND
Takedown 1/2 +1 +1 9d6 Strike; Target Falls
MODS
LONG DISTANCE MISS FACTOR
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10
CYBERNETICS CLOSE QUARTERS COMBAT
Type of Cybernetics

DEX Penalty*

Cyberarms -1
Cyberlegs -1
Dermal Plating -1
Heavy Dermal Plating -2
Exo-skeleton -2
Hard Points -1 each
* This penalty applies only for purposes of determining when a character's Phase occurs.
HIT LOCATIONS
3d6 Roll Location STUNx N STUN BODYx To Hit rDEF
3 CROWN x5 x2 x2 -8  
4 TEMPLE x5 x2 x2 -8  
5 FACE x5 x2 x2 -8  
6 HANDS x1 x1/2 x1/2 -6  
7 RIGHT ARM x2 x1/2 x1/2 -5  
8 LEFT ARM x2 x1/2 x1/2 -5  
9 SHOULDERS x3 x1 x1 -5  
10 HI CHEST x3 x1 x1 -3  
11 LO CHEST x3 x1 x1 -3  
12 STOMACH x4 x1 1/2 x1 -7  
13 VITALS x4 x1 1/2 x2 -8  
14 THIGHS x2 x1 x1 -4  
15 HI LEGS x2 x1/2 x1/2 -6  
16 MID LEGS x2 x1/2 x1/2 -6  
17 LO LEGS x1 x1/2 x1/2 -8  
18 FEET x1 x1/2 x1/2 -8  
CYA
Type Amount Notes
Physical Defense 15 Current BODY:
Res. Phys. Defense 15 (35)
Energy Defense 15 Current END:
Res. Energy Defense 15 (70)
Mental Defense 0 Current STUN:
Power Defense 15 (70)

 Bruiser Killer Shrike 
METAPOWERS / ENHANCEMENTS / SUPERSKILLS / BIOTECH
Cost  Power END
Cellular Durability
22   1)   Cellular Integrity:  PowD (15 points), Hardened (x2; +1/2) (22 Active Points) 0
11   2)   Cellular Regeneration:  Healing 1 BODY, Can Heal Limbs, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (30 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2) 0
22   3)   Cellular Resistance:  Damage Resistance (15 PD/15 ED/15 Power Def.) 0
32   4)   Cellular Support:  LS (Extended Breathing: 1 END per Minute; Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents; Longevity: 200 Years; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) 0
Superhuman
30   1)   +15 BODY
30   2)   +15 CON
45   3)   +15 DEX
12   4)   +5 ED, Hardened (x2; +1/2) (12 Active Points) (Modifiers affect Base Characteristic)
30   5)   +15 EGO
15   6)   +15 INT
12   7)   +5 PD, Hardened (x2; +1/2) (12 Active Points) (Modifiers affect Base Characteristic)
15   8)   +15 PRE
15   9)   +15 STR 1
10   10)   +1 SPD
6   11)   Knockback Resistance -3" 0
10   12)   Leaping +5" (12" forward, 6" upward) (Accurate) 1
4   13)   Running +2" (12" total) 1
2   14)   Swimming +2" (7" total) 1
323 Total Powers Cost
EXPERTISE
SKILLS
Cost  Name
3 Breakfall 16-
3 CK: SanSan (INT-based) 16-
3 Climbing 16-
3 Combat Driving 16-
10 Defense Maneuver I-IV
3 PS: Runner (INT-based) 16-
3 PS: Marketing and Business Finance (INT-based) 16-
3 Stealth 16-
3 Streetwise 16-
3 TF: Common Motorized Ground Vehicles, Grav Vehicles/Hovercraft
2 WF: Small Arms
39 Total Skills Cost
PERKS
Cost  Name
2 Money: Well Off
3 Reputation: Member of the Omega Five (A large group) 14-, +1/+1d6
6 Reputation: Very Powerful Meta Scrapper (A large group) 14-, +2/+2d6
32 Vehicle/Base Points: 75
43 Total Perks Cost
FIGHTING SKILLS
Cost  Maneuver
Street Fighter
8
1) +2 HTH Damage Class(es)
5
2) Big Swing: 1/2 Phase, -2 OCV, +1 DCV, 13d6 Strike
4
3) Block/Chin Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4
4) Break Free: 1/2 Phase, +0 OCV, +0 DCV, 60 STR vs. Grabs
4
5) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 55 STR to Disarm roll
4
6) Eye Gouge: 1/2 Phase, -1 OCV, -1 DCV, Flash 6d6
4
7) Jab: 1/2 Phase, +2 OCV, +0 DCV, 11d6 Strike
4
8) Ker-runch: 1/2 Phase, -2 OCV, +0 DCV, HKA 2d6
4
9) Low Blow: 1/2 Phase, -1 OCV, +1 DCV, 3d6 NND
3
10) Takedown: 1/2 Phase, +1 OCV, +1 DCV, 9d6 Strike; Target Falls
0
11) Weapon Element: Bare Handed
44 Total Fighting Skills Cost

 Bruiser Killer Shrike 
RESOURCES
Vehicles (75/75)
  *  Omega Five Urban Assault Vehicle
Notes: Real Cost: 75 points
Equipment (30/30)
  *  Handsfree Secure Phone:  High Range Radio Perception (Radio Group), +2 to PER Roll, Concealed (-7 with High Range Radio Perception PER Rolls), Discriminatory (26 Active Points); Personal Calls Only (-2), OAF (Phone; -1)
Notes: Real Cost: 6 points
0
  *  Corelli Mako (Heavy Automatic Pistol):  Killing Attack - Ranged 3d6-1 (vs. PD), AP (+1/2) (60 Active Points); STR Min 18+ Cannot Add Damage (-1 1/2), OAF (-1), Beam (-1/4), Real Weapon (-1/4), 12 Charges (-1/4)
Notes: Real Cost: 14 points
[12]
Yoshi Contact Lenses
Notes: Real Cost: 10 points
  *  Polarized Filter:  Sight Group Flash Defense (5 points) (5 Active Points); IIF (Contact Lenses; -1/4)
Notes: Real Cost: 4 points
0
  *  +1 PER with Sight Group; IIF (Contact Lenses; -1/4)
Notes: Real Cost: 2 points
0
  *  Amplification Filter:  Nightvision (5 Active Points); IIF (Contact Lenses; -1/4)
Notes: Real Cost: 4 points
0
Contact Pool (5/5)
  *  Contact: Unger (Fixer) (Contact has useful Skills or resources, Very Good relationship with Contact) 11-

 Bruiser Killer Shrike 
BI-OPS
APPEARANCE
Height: 6' 4" Hair: Black
Weight: 250 lbs Eyes: Black
Marco Cinelli is a large but not imposing man. Though he is handsome and well built, his superhuman capabilities are in no way obvious to the naked eye; he seems no more or less significant than any other good looking middle aged professional. Needing no armor or special gear, Marco typically dresses in comfortable semi-casual "clubbing" attire. He favors stripes and dark, bold colors, and likes expensive shoes. It can be disconcerting and even surprising to see him in action, wearing button downs and bouncing bullets off his chest.
PSYCH EVAL
Considering the fact that he's constantly surrounded by people that are vastly inferior to him, Marco could've turned out elitist, arrogant, aloof, distant, or other wise suffer from a well-deserved superiority complex. Rather, he's actually a pretty well adjusted guy all things considered. However, he doesn't suffer slackers for long -- as long as people are doing the best they can within their limited capacities he is tolerant, even supportive, but woe betide those who goldbrick or sandbag.

However when engaging in combat or conducting "business" associated with a Run, the generally amiable Marco fades away, and the much less pleasant Bruiser comes to the fore. Unlike the relaxed Marco seen in normal circumstances, Bruiser is 100% all business and dominates opponents from the word "go". He exudes a fearsome, intimidating presense and seems to project an aura of implacable superiority that can cause the weak willed to cower in fear and hopelessness. However Bruiser is not sadistic or cruel; he administers sufficient force and brutality as warranted by the situation, and then turns it off at need.

Where Marco is urbane, eloquent, and polite, Bruiser is direct and to the point, curt and not always nice -- he does not mince words, cuts to the chase, and doesn't let anyone get away with any conversational gambit or evasion if he can avoid it. The two sides seem like two different people, but they are just facets of Marco's complex personality; since he doesn't rub it in people's faces or make a big deal out of it, it's easy to forget how brilliant and deep his mind really is.
SOUND BITE
"Don't get your panties in a bunch noob; it's just yet another Run, and a rather unremarkable one at that."
PIZZAZ
Marco Cinelli, aka Bruiser, is one of the most famed Metas in the world despite the fact that his powers are not particularly amazing or overt. Simply put, he's just better than everyone else, possessed of categorically superhuman physical and mental capabilities. He is stronger, faster, smarter, more alert, and stronger willed than baseline humanity, resistent to many environmental effects, immune to disease and poison, possesed of a capacity for rapid cellular regrowth, and has flesh that is impervious to almost all conventional harm.

Marco leverages his vast superiority to be an incredibly capable hand to hand combatant, able to analyze opponents and rain horrendously punishing blows upon them with impunity. He has earned a reputation as one of the most dangerous scrappers in the business, and there are few who have not heard of him. Unlike some people whose reps are inflated, his street cred is if anything insufficiently impressive; he's even better than people say he is -- so few opponents can even challenge him, he rarely has to pull out the stops and demonstrate his true potency.

In addition to his natural advantages and melee mastery, Marco also totes a heavy pistol for those occassions when he needs to reach out and touch somebody from a distance. He also is currently in possession of the Omega Five's Urban Assault Vehicle after the death of the teams driver, Dropout. However while he can drive it, its certainly not something Marco enjoys and plans to happily relinquish the vehicle to whoever the group can find to fill the vacancy. Marco has a secure hands free phone and tactical Yoshiro contact lenses, which were typical of the Omega Five team.
M.O.
META SCRAPPER: Bruiser is a very capable Scrapper, able to go toe to toe with anyone in the setting with very good odds for success. He is best suited against one or two opponents; he relies on his DCV so Sweeping is generally not a good idea for him and he can get bogged down by multiple attackers but given sufficient time he can probably fight his way through them.

GMs NOTE: Bruiser represents a near-Legendary Runner, but he is broad rather than deep and doesn't have any over-the-top-crazy abilities. He can generally be safely used with the usual care given to high-point characters

 Bruiser Killer Shrike 
ORIGIN
Marco Cinelli was born to upper middle class parents in Holly-bu in the early 2000's and had a normal upscale suburban existence, aside from the fact that he was always exceptional and did well at everything he turned his hand to. It was discovered that he was a Metahuman when he went to college and took mandatory genetic screening tests. He was asked to participate in the Human Potential Project and agreed (they paid a good stipend for participation after all), but the projects scientists couldn't determine what his powers were (if any), other than the fact that he was measurably superhuman in the realm of physical and mental endeavors with an IQ at the top of the scale and physical capacities that exceeded all normal human performance parameters. In the end they realized that the sum total of his Metahuman nature was simply being categorically superior to baseline humanity. They classified him as an "Advanced Physiology" Meta and called it a day.

Marco returned to college and attained a meaningless Business and Marketing degree while having fun and enjoying college life. Degree in hand, Marco started looking for a job, but was turned down again and again from jobs he was clearly qualified for...or "over-qualified" as he repeatedly heard. Amazingly, he couldn't find work, and had no idea why. Finally a headhunter working on his behalf gave it to him straight...a background check invariably turned up the fact that he's a known Meta, and also no one wants to hire someone so clearly superior to them since there is a massive likelihood that he'll end up taking their job or getting promoted over them. Sometimes it doesn't pay to be too good.

Running out of money, Marco was forced to move down into a pretty shitty part of town and was struggling to make ends meet on money borrowed from his parents. Every day he'd get up, get dressed in interview clothes, and go out looking for work. Job fairs, scheduled interviews, even walk-ins, returning home to his shitty little flat only when absolutely necessary. No dice. A couple of months into this routine he was jumped by a small street gang on his way home one evening. They wanted his money, of which he had little, and when the irritated gangers attempted punitive action in frustration Marco defended himself. In the ensuing fight Marco's suit got shredded but he easily defeated all six punks thanks to his superior physical capabilities and bullet-proof skin.

The punks got more of their buddies and tried again the next day, but though it took longer Marco demolished all comers. The third day even more gangers got involved, and this time Marco had enough and started maiming, breaking limbs and fighting dirty. The fight raged on for almost an hour, and at the end of it Marco remained unscathed and over thirty attackers lay broken, battered, and abused upon the broken concrete, and five others limped off as best they could.

Of course the story spread like wildfire and this time there was no need for exaggeration; the deed was impressive enough with out garnishment. Marco was soon approached by a Runner named Unger and vetted to join a group he was assembling to do a Run. Marco wasn't really in to the idea, but he needed the money as the saying goes. Marco proved to be extremely good at Running and one job led to five led to twenty, and a couple of years later Marco and four other Runners who commonly did runs together with or for Unger decided to form up into a formal exclusive group, and taking the name The Omega Five proceeded to rocket up the charts into the upper echelon of Runners over the next eleven years doing one high profile job after another. Marco, dubbed with the streetname "Bruiser" by his teammates, soon had fantastic street cred and even media buzz. Marco also fell deeply in love with another Omegan, the Meta called Vesper somewhere along the way.

Along with the rest of the Omega Five he was on the hitlists of many a MegaCorps but they had well-proven that there was no ROI to be had in coming after them casually -- only serious players need bother. And so it was that several MegaCorps sec-forces got together and cooperated in a rare joint initiative led by the famed "Counter Insurgency and Reperations" specialist known as "Ahab". They came after the Omega Five in force, waging a full scale shadow war against them. The conflict played out in several acts, but in the end Dropout, Yuletide, and Tarbaby were dead, and only the teams two scrappers (and coincidentally both Metas) Vesper and Bruiser remained alive -- and Vesper only made it out of the final throwdown because Bruiser shielded her with his impenetrable body and carried her out, running through walls and leaping across rooftops and other amazing feats to evade capture. Bruiser managed to get to a safehouse where Dropout kept one of his vehicles, a well armored Urban Assault Vehicle, and drove it through hails of gunfire to safety.

Months have passed and the two survivors have laid low. Bruiser is content to take this as a sign that its time to retire, something he's been thinking of for a long time now, but Vesper is determined to continue, to rebuild the team, and take the fight back to the MegaCorps. In particular she wants revenge on Ahab. Marco reluctantly goes along with it out of love, but restrains her more extreme impulses. Together they are carefully looking for potential new joins; currently they are eyeballing the duo Fortress and Callidus (late of the Runner team Delta-V) who are coincidentally also both Metas. However, Bruiser and Vesper already cover the "scrapper" role very well; they need the softer skills such as a dedicated Driver, a Hacker or Breaker, and a Facilitator of some kind. Lacking those kinds of skills, the Omega team wouldn't be very effective as just a line up full of heavy beaters.
Character created with Hero Designer (version 2007121308)