Hammer  
BIOSIGNS
Val Char Base Points Total Roll Notes
35 STR 10 10 35 16- HTH Damage 7d6 END [3]
14 DEX 10 12 14 12- OCV 5 DCV 5
20 CON 10 20 20 13-
20 BODY 10 20 20 13-
13 INT 10 3 13 12- PER Roll 12-
11 EGO 10 2 11 11- ECV: 4
20 PRE 10 10 20 13- PRE Attack: 4d6
12 COM 10 1 12 11-
12 PD 7 6 12 12 PD (12 rPD)
5 ED 4 1 5 5 ED (5 rED)
3 SPD 2.4 6 3 Phases: 4, 8, 12
10 REC 11 -2 10
40 END 40 0 40
50 STUN 48 2 50
6" Running 6 0 6"
0" Swimming 2 -2 0"
3"/1 1/2" Leaping 7 -4 3" 85 Total Characteristics Points
PROFILE
FLEET
Type Total
Run (6) 6" [12" NC]
Swim (2) 0" [ NC]
H. Leap (7") 3"
V. Leap (4") 1 1/2"
CRED
Total earned: 0
Spent: 0
Unspent: 0
Base Points: 125
Disad Points: 100
Total Points: 225
VIS
Hair Color:  Black
Eye Color:  Brown
Height:  6' 7"
Weight:  420 lbs
Description:
Hammer is a towering, imposing sight, with a muscular build like an iron statue and a broad flat back that seems to be measured in acres. He wears his hair short, and sometimes sports a short patchy beard. He has a sort of amiable jolly giant look at times, but when he puts his "game face" on he is quite intimidating. He doesn't need armor and finds clothes that fit him well difficult to come by so he tends to wear loose fitting, comfortable, and somewhat rugged "street" clothes.
BAGGAGE
Cost  Disadvantage
15 DNPC: Grandma Jackson 8- (Incompetent)
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 Phys. Lim.: Heavy (Infrequently, Slightly Impairing)
10 Psych. Lim.: Afraid of Fire (Uncommon, Strong)
15 Psych. Lim.: Strong Moral Code (Common, Strong)
15 Reputation: Bullet Proof Meta, 11- (Extreme)
5 Unluck: 1d6
100 Total Disadvantages Cost

 Hammer  
MOVES
OCV: 5 DCV: 5
Combat Skill Levels:
+1 with Ranged Combat
+1 with Norn-Tek MMP-805 Grenade Launcher
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
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 12 Current BODY:
Res. Phys. Defense 12 (20)
Energy Defense 5 Current END:
Res. Energy Defense 5 (40)
Mental Defense 0 Current STUN:
Power Defense 0 (50)

 Hammer  
METAPOWERS / ENHANCEMENTS / SUPERSKILLS / BIOTECH
Cost  Power END
Hyper-Dense MetaPower
2   1)   Heavy:  Knockback Resistance -1" 0
15   2)   Hyper-Dense Muscles:  +15 STR 1
10   3)   Hyper-Dense Skin:  Damage Resistance (12 PD/5 ED), Hardened (+1/4) (10 Active Points) 0
30   4)   Hyper-Dense:  Energy Damage Reduction, Resistant, 50% 0
1   5)   Hyper-Dense:  LS (Safe in High Pressure) 0
1   6)   Hyper-Dense:  LoW (-1) for Resistant Defenses 0
30   7)   Hyper-Dense:  Physical Damage Reduction, Resistant, 50% 0
89 Total Powers Cost
EXPERTISE
SKILLS
Cost  Name
5 +1 with Ranged Combat
2 CK: San-San 11-
3 Demolitions 12-
3 Electronics 12-
2 KS: The Runner World 11-
3 KS: Red Legion History And Traditions (INT-based) 12-
2 PS: Runner 11-
3 Streetwise 13-
3 Tactics 12-
6 WF: Small Arms, General Purpose/Heavy Machine Guns, Grenade Launchers, Knives, Shoulder-Fired Weapons
32 Total Skills Cost
PERKS
Cost  Name
5 Improved Equipment Availability: Military Equipment
8 Equipment Points: 72
1 Reputation: Effective Boomer (A medium-sized group) 11-, +1/+1d6
1 Reputation: Super Tough Meta (A medium-sized group) 11-, +1/+1d6
4 Fringe Benefit: Corporal, Membership (Red Legion Security)
19 Total Perks Cost

 Hammer  
RESOURCES
Equipment (69/72)
  *  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
  *  Targeting Reticle:  +1 with Norn-Tek MMP-805 Grenade Launcher
Norn-Tek MMP-805 Grenade Launcher Multipower
          Multipower, 70-point reserve, all slots Can Be Missile Deflected (+0), Indirect (Same origin, always fired away from attacker; Lobbed; +1/4) (87 Active Points); all slots OAF (Grenade Launcher & Ammo Backpack; -1)
  *  Concussion:  Energy Blast 5d6 (vs. NND (LS: High Pressure)), 16 Charges (+0), Explosion (-1 DC/2"; +3/4), NND ([Standard]; Life Support: High Pressure; +1) (69 Active Points); OAF (Grenade Launcher & Ammo Backpack; -1) [16]
  *  Flashbang:  Sight and Hearing Groups Flash 8d6, Explosion (+1/2) (67 Active Points); OAF (Grenade Launcher & Ammo Backpack; -1), 8 Charges (-1/2) [8]
  *  Frag:  RKA 3d6-1 (vs. ED), 16 Charges (+0), Semi-Armor Piercing (+1/4), Explosion (+1/2) (70 Active Points); OAF (Grenade Launcher & Ammo Backpack; -1) [16]
  *  Knockout:  Energy Blast 3d6 (vs. NND (LS: High Pressure)), NND ([Standard]; Life Support: Self Contained Breathing or Life Support: Extended Breathing or Life Support: Immune To Poison; +1), Continuous (+1), AOE (5" Radius; +1), Conforming (+1/2) (67 Active Points); OAF (Grenade Launcher & Ammo Backpack; -1), 6 Continuing Charges lasting 1 Turn each (-1/4) [6 cc]
  *  Smoke:  Darkness to Sight Group 4" radius, 12 Continuing Charges lasting 5 Minutes each (+3/4) (70 Active Points); OAF (Grenade Launcher & Ammo Backpack; -1) [12 cc]
  *  Splash:  EB 9d6+1 (vs. ED), Explosion (+1/2) (70 Active Points); OAF (Grenade Launcher & Ammo Backpack; -1), 12 Charges (-1/4) [12]
  *  White Phosporus:  Energy Blast 4 1/2d6 (vs. EB), Explosion (+1/2), Sticky (+1/2), Continuous (+1) (69 Active Points); OAF (Grenade Launcher & Ammo Backpack; -1), 6 Continuing Charges lasting 1 Turn each (-1/4) [6 cc]
Vehicles (10/10)
  *  Street Car
Contacts (5/5)
  *  Contact: Redline (Gunrunner) (Contact has useful Skills or resources, Very Good relationship with Contact) 11-

 Hammer  
BI-OPS
APPEARANCE
Height: 6' 7" Hair: Black
Weight: 420 lbs Eyes: Brown
Hammer is a towering, imposing sight, with a muscular build like an iron statue and a broad flat back that seems to be measured in acres. He wears his hair short, and sometimes sports a short patchy beard. He has a sort of amiable jolly giant look at times, but when he puts his "game face" on he is quite intimidating. He doesn't need armor and finds clothes that fit him well difficult to come by so he tends to wear loose fitting, comfortable, and somewhat rugged "street" clothes.
PSYCH EVAL
Hammer is a skilled professional. In addition to being a solid and competent veteran with years of experience in all sorts of hairy situations, he also has a strong moral fiber and a very stable personality. He is entirely stable and completely trustworthy. The only chink in his self control is an intense fear of fire that can cause him to freeze up or possibly fall back from significant open flames and fire-spouting weapons. His fear is not irrational; he had a very bad encounter with a flamethrower about a decade ago and it took a good deal of vat time to fix his skin afterwards. Sadly his superhard skin offers substantially less protection from fire, electricity, and other such non-physical hazards.
SOUND BITE
"I'll cover the left flank and our six; check Sarge?"
PIZZAZ
Hammer is a Metahuman with a hyperdense cellular structure that makes him heavier than normal and substantially tougher and stronger than a normal man. His flesh is so dense it is practically impenetrable by convential firearms, requiring high-damage rifles and heavier weapons to penetrate it at all. In addition to this ruggedness he is approximately 32x stronger than a normal man. However, he sinks like a stone and can encounter problems on unstable footing.

Aside from his vast durability and strength, Hammer is also a very skilled military man, specializing in Grenade Launchers and weilds a Norn-Tek MMP-805 Grenade Launcher that he bought out from the Legion. This belt-fed launcher offers vast tactical flexibility and is an incredibly fearsome weapon. In combat Hammer relies on his native resistance to damage and tactically smart choices around which grenades to fire when to be a very effective boomer.
M.O.
META BOOMER

 Hammer  
ORIGIN
Charles Jackson's mother and father were both Red Legionaires who died in the line of duty in the Aukland Riots of '12 when their helicopter was shot down. Raised by his Grandmother in the Legion's Anaheim San-San creche on survivor's benefits Charles had a comfortable, safe life and a decent future to look forward to whether he chose to follow his parents into service in the Legion or to seek his future elsewhere. Always a large and powerfully built young man, Charles was good at sports, popular with the girls, and also very studious thanks to his Grandmother's strict reenforcement of the importance of education.

He was already being vetted by the Legion for service as a pre-teen, so when his Metahuman abilities manifested during puberty in the form of extremely dense bones and muscles that graced Charles with superhuman strength and skin so hard it can bounce small arms fire like pebbles...well you can imagine the recruiters excitement. Though he couldn't in all good conscious play creche sports anymore, he was given special attention and opportunities by proctors eager to welcome him to the warm embrace of the Legion upon graduation, and Charles did not disapoint them. He signed up the day he matriculated from primary school and began a whirlwind career as a new Legionaire.

After being run through the usual essentials training, wherein he was molded into a very effective grenadier and general purpose heavy weapons expert, he joined Operations and cut his teeth on several conflicts around the globe. With his natural gifts giving him a huge advantage, he was quickly co-opted into the Elites and basically joined the big leagues. After bumping around in the Elites for awhile Charles, or "Hammer" as he was now call-signed, was assigned to a unit led by a crusty older veteran called Master Sargeant Tom "Rodin" McCarthy -- or Master Sargeant McCarthy as he liked to be called informally. McCarthy was a hard ass stickler and very spartan, but still had an indelible air of command and magnetism that made him an effective leader even though he wasn't a popular one. Unlike a lot of the men though, Charles really appreciated the Master Sargeants clear cut no nonsense approach and attention to duty, which jived well with his own code of ethics and sense of right and wrong.

Thereafter Charles took the opportunity to work contracts led by McCarthy whenever possible as he liked the leadership style and the sense of control the obsessive planner brought to every job and the two developed a solid respect for each other over the years. McCarthy hit twenty and retired while Charles was pushing ten years in, and became very successful as a Runner in the San-San area, leading a team of Runners called LIBRA. McCarthy kept in touch for the next few years and the tales of the Runs he had been on and the money he was making were attractive to say the least. Charles made Corporal in the meantime and was doing well in the Legion but wasn't on a fast track for promotion either. After some deliberation Charles inquired of his old buddy McCarthy if LIBRA could use a good heavy. After convincing his fellow Runners that Charles was a great add to the team, McCarthy messaged back a strong offer and Charles opted to take an extended contract sabbatical rather than renewing for another standard tour contract at twelve years, freezing his time in service in the Legion in case he opts to go back to it later.

In the few years since then Charles, also called Hammer by his new teammates, has started to make a name for himself in Runner circles and has proven his worth many times over to his fellow LIBRAns. He has enjoyed the work and the opportunity it provides him to visit his aging Grandmother often, who is in her eighties now and still living in the Legion's Anaheim creche. Every Sunday unless there is a Run going down, he goes to take her to religious services, has lunch with her, and spends the afternoon doing chores around her home and just kind of being there for her. Family comes first after all; its just part of his code, and he loves his Grandmother deeply.
Character created with Hero Designer (version 2007121308)