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Kid Hype Eddie Hastings
Char  Total  Base  Cost  Roll  Notes 
STR 10/50 10 0 11- / 19-   HTH Damage 2d6/10d6 END [1]
DEX 20 10 20 13-  
CON 20 10 10 13-  
INT 10 10 0 11-   PER Roll 11-
EGO 10 10 0 11-  
PRE 20 10 10 13-   PRE Attack: 4d6
           
OCV 6 3 15
DCV 7 3 20
OMCV 0 3 -9
DMCV 3 3 0
SPD 4 2.0 20 Phases: 3, 6, 9, 12
           
PD 5/15 2 3 5/15 PD (0/10 rPD)
ED 10/25 2 8 10/25 ED (0/15 rED)
REC 10 4 6
END 40 20 4
BODY 15 10 5
STUN 40 20 10
           
Running 15m 12 3
Swimming 4m 4 0
Leaping 5m/65m 4 1 126 Total Characteristics Points
Pose
COMPLICATIONS
Cost  Complication
20 Distinctive Features: Mutant Not Concealable, Extreme Reaction, Detectable By Commonly-Used Senses, Not Distinctive In Some Cultures
5 Psychological Limitation: Impulsive (Uncommon; Moderate)
15 Social Limitation: Secret Identity Frequently (11-), Major
15 Susceptibility: Teleportation 3d6 damage Instant Uncommon
5 Vulnerability to Poisons/Venoms: 1 1/2 x Effect Uncommon
60 Total Complications Cost
EXPERIENCE POINTS
Base Complications XP Total
350 60 0 350

Kid Hype Eddie Hastings
SKILLS
Cost  Name
3 Acrobatics 13-
3 Breakfall 13-
3 Power (Kinetic Manipulation Tricks) 13-
9 Total Skills Cost
FIGHTING SKILLS
Cost  Name
YMCA Self Defense Classes
3 1) Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, 4d6 / 12d6 Strike
4 2) Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
3 3) Takedown: 1/2 Phase, +1 OCV, +1 DCV, 2d6 / 10d6 Strike; Target Falls
10 Total Fighting Skills Cost
PERKS
Cost  Name
1 Money (Trust Fund): Well Off
2 Reputation (Legacy Superhero) (A medium-sized group) 14-, +1/+1d6
3 Total Perks Cost

Kid Hype Eddie Hastings
Multipower, 80-point reserve, (80 Active Points); Unified Power (-1/4); all slots Extra Visible (-1/4)
53 Multipower, 80-point reserve, (80 Active Points); Unified Power (-1/4); all slots Extra Visible (-1/4)
3f   1)   Kinetic Field Projection :  Barrier 10 PD/15 ED/10 Flash Defense: Sight Group, 3 BODY (up to 6m long, 1m tall, and 1/2m thick), Dismissable (80 Active Points); No Range (-1/2), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2) 8
5f   2)   Kinetic Field :  Resistant Protection (10 PD/15 ED/10 Flash Defense: Sight Group) (Protect Carried Items), Hardened (+1/4) (80 Active Points); Costs Endurance (Only Costs END to Activate; -1/4) 8
Multipower, 60-point reserve, all slots Reduced Endurance (1/2 END; +1/4) (75 Active Points); Unified Power (-1/4); all slots Extra Visible (-1/4)
50 Multipower, 60-point reserve, all slots Reduced Endurance (1/2 END; +1/4) (75 Active Points); Unified Power (-1/4); all slots Extra Visible (-1/4)
3f   1)   Flashy Effects :  Sight Group Flash 6d6, Personal Immunity (+1/4), Area Of Effect (16m Radius; +3/4) (60 Active Points); No Range (-1/2) 3
4f   2)   Kinetic Snare :  Entangle 2 1/2d6, 1 PD/1 ED (Dismissable), Takes No Damage From Attacks All Attacks, STR only to break out (+1) (50 Active Points) 2
5f   3)   Kinetic Burst :  Blast 12d6 (60 Active Points) 3
8v   4)   Kinetic Propulsion :  Leaping +60m (5m/65m forward, 2 1/2m/32 1/2m upward) (Accurate), No Gravity Penalty (+1/2) (52 Active Points) 2
10v   5)   Kinetic Strength :  +40 STR, Reduced Endurance (0 END; +1/2) (60 Active Points)
Kinetic Absorption, all slots Extra Visible (-1/4), Unified Power (-1/4)
27   1)   Absorption 10 BODY (energy, CON, REC, SPD, DEX), Increased Maximum (x4 points) (+1/2), Absorption As A Defense (Resistant; +1), Expanded Effect (CON, REC, SPD, DEX simultaneously) (+1 1/2) (40 Active Points) 0
27   2)   Absorption 10 BODY (physical, CON, REC, SPD, DEX), Increased Maximum (x4 points) (+1/2), Absorption As A Defense (Resistant; +1), Expanded Effect (CON, REC, SPD, DEX simultaneously) (+1 1/2) (40 Active Points) 0
7   3)   Knockback Resistance -10m (10 Active Points) 0
202 Total Powers Cost

Kid Hype Eddie Hastings
APPEARANCE
Height:   6' 4" Hair:  Blonde
Weight:  220 lbs Eyes:  Blue
Kid Hype is a tall, thin young man with a distinctive blonde mohawk. He has a simple black costume with blue trim, but it's easy to not notice that because when he uses his powers he is constantly surrounded by a shifting aura of a colorful energy which is easily the most noticeable thing about him.
BACKGROUND
A child-out-of-wedlock of the controversial superhero known as Hype, Kevin McHail inherited mutant abilities similar to his father's which developed in his late teen years. Kevin wants to live up to his (emotionally distant) father's legacy and started trying to use his powers to do good almost immediately upon discovering them, with mixed results. However now that he's in his early twenties he has a pretty good handle on his abilities and has been successful fighting local crime. He's recently moved to Millennial City despite his father's preference that he seek a different path in life, and is deteremined to make an impression.
PERSONALITY
Kid Hype is a likeable, charismatic young man who thankfully did not inherit his father's irracible nature. Almost everyone that gets to know him genuinely likes Kid Hype, and his friends know they can depend upon him.
QUOTE
"Yeah, my dad is that Hype."
TACTICS AND COMBAT NOTES
Unlike his father who uses subconscious manipulation of kinetic energy to be one of the worlds fastest speedsters, Kid Hype is entirely conscious of his ability to manipulate kinetic energy and has developed a set of stunts that make him into an effective brick, protecting himself by a combination of absorbing the energy from attacks as well as generating a protective aura of displaced energy. He can also channel kinetic energy into a variety of attacks and to propel himself in giant bounds. All of Kid Hype's powers are extremely visibile, with highly colorful visual effects that make it impossible for him to be stealthy in the use of his powers.
CAMPAIGN USE
At the start of fights, you function as a brick. As your Absorption as a Defense gets saturated you become less durable but faster and will want to switch up your tactics accordingly.

What you lack in finesse, you make up for with natural capability, relying on a high innate OCV and DCV and basic attacks to get things done. However a skilled martial artist may be able to tie you up, and opponents with unusual attacks will bypass your standard defenses, so you may want to prioritize taking them out first or avoid them altogether.

Kid Hype Eddie Hastings
SPEED CHART DEX 20 SPD 4 PHASES 12 1 2 3 4 5 6 7 8 9 10 11
DEFENSES
  PD ED MD PowD
NONRESISTANT 5/15 10/25 0 0
RESISTANT 0/10 0/15    
FATIGUE & HEALTH REC 10   
  BODY STUN END
MAXIMUM 15 40 40
CURRENT      
MOVEMENT
Type Total
Run (12m) 15m [30m NC]
Swim (4m) 4m [8m NC]
H. Leap (4m) 5m/65m
V. Leap (2m) 2 1/2m/32 1/2m
BASE COMBAT VALUES
  OFFENSIVE DEFENSIVE
PHYSICAL 6 7
MENTAL 0 3
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  
RANGE MODIFIERS  
Range (m) 0-8 9-16 17-32 33-64 65-125 126-250
RMOD 0 -2 -4 -6 -8 -10

COMBAT MANEUVERS
Cost  Maneuver  Phase  OCV  DCV  Effect 
0 Block 1/2 +0 +0 Block, abort
0 Brace 0 +2 1/2 +2 vs. Range Mod.
0 Called Shot: Head 0 -4 - 1d6+3 (Head to Shoulders)
0 Called Shot: High 0 -2 - 2d6+1 (Head to Vitals)
0 Called Shot: Body 0 -1 - 2d6+4 (Hands to Legs)
0 Called Shot: Low 0 -2 - 2d6+6 (Shoulders to Feet)
0 Called Shot: Leg 0 -4 - 1d6+12 (Vitals to Feet)
0 Disarm 1/2 -2 +0 Can disarm
0 Dodge 1/2 -- +3 Abort, vs. all attacks
0 Grab 1/2 -1 -2 Grab two limbs
0 Grab By 1/2 -3 -4 Move and Grab; +(v/10) to STR
0 Haymaker 1/2* +0 -5 +4 DCs to attack
0 Move By 1/2 -2 -2 STR/2 + v/10; you take 1/3
0 Move Through 1/2 -v/10 -3 STR + v/6, you take 1/2 or full
0 Multiple Attack 1 var 1/2 Attack multiple times
0 Presense Attack 0 +0 +0 4d6 +/- modifiers
0 Set 1 +1 +0 Ranged Attacks only
0 Shove 1/2 -1 -1 Push 1m per 5 STR
0 Strike 1/2 +0 +0 STR or weapon
0 Throw 1/2 +0 +0 Throw w/ STR dmg
0 Trip 1/2 -1 -2 Target Falls
3 Basic Strike 1/2 +1 +0 4d6 / 12d6 Strike
4 Martial Block 1/2 +2 +2 Block, Abort
3 Takedown 1/2 +1 +1 2d6 / 10d6 Strike; Target Falls
10 Total Cost of Fighting Skills

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