White Dwarf Jason Roche 
CHARACTERISTICS
Val Char Base Points Total Roll Notes
15 STR 10 5 15/75 12- / 24- HTH Damage 3d6/15d6 END [1/7]
18 DEX 10 24 18 13- OCV 6 DCV 6
20 CON 10 20 20/30 13- / 15-
15 BODY 10 10 15/30 12- / 15-
13 INT 10 3 13 12- PER Roll 12-
18 EGO 10 16 18/30 13- / 15- ECV: 6/10
18 PRE 10 8 18 13- PRE Attack: 3 1/2d6
18 COM 10 4 18 13-
8 PD 3 5 8/45 8/45 PD (5/30 rPD)
8 ED 4 4 8/35 8/35 ED (5/20 rED)
4 SPD 2.8 12 4 Phases: 3, 6, 9, 12
10 REC 7 6 10/14
40 END 40 0 40/60
50 STUN 33 17 50/75
6" Running 6 0 6"
1" Swimming 2 -1 1"
3"/1 1/2"" Leaping 3 0 3"/20" 133 Total Characteristics Points
POSE
MOVEMENT
Type Total
Run (6) 6" [12" NC]
Swim (2) 1" [2" NC]
H. Leap (3") 3"/20"
V. Leap (2") 1 1/2"/10"
EXPERIENCE POINTS
Total earned: 125
Spent: 125
Unspent: 0
Base Points: 250
Disad Points: 125
Total Points: 500
APPEARANCE
Hair Color:  White
Eye Color:  White
Height:  6' 6"
Weight:  220 lbs
Description:
As both Robert Nash and White Dwarf, wears various all-white suit and tie ensembles without a mask. Robert Nash has short white hair and pinkish-white eyes naturally, as he appears to be an albinoid as a side effect of his mutation (although he actually suffers no ill effect from such). His features are nordic, chiseled and stern. He is muscular and abnormally tall at 6'6" in his normal form.

 White Dwarf Jason Roche 
DEFENSES
Type Amount Notes
Physical Defense 8/45 Current BODY:
Res. Phys. Defense 5/30 (15/30)
Energy Defense 8/35 Current END:
Res. Energy Defense 5/20 (40/60)
Mental Defense 0 Current STUN:
Power Defense 0 (50/75)
STUNTS & FIGHTING STYLE
Unusual brick / metamorph.
Try to anticipate when a fight is immenent and begin compression early
Leap around just hitting things doing STR damage and Damage Shield damage
Use weight advantageously.
COMBAT INFORMATION
OCV: 6 DCV: 6
Combat Skill Levels:
+3 Strike
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
COMBAT MODIFIERS
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10

 White Dwarf Jason Roche 
SUPERPOWERS!
Cost  Power END
Supernova Goes Pop (Compression Powers)
31   1)   Cohesion:  Density Increase (102,200 kg mass, +50 STR, +10 PD/ED, -10" KB), Costs END Only To Activate (+1/4) (62 Active Points); Gradual Effect (10 points/ TURN) (1 Minute; -1/2), Visible (-1/4), Linked (Compaction; Greater Power is Constant or in use most or all of the time; -1/4) 5
27   2)   Compaction:  Shrinking (0.0619 m tall, 0.003 kg mass, -10 PER Rolls to perceive character, +10 DCV, takes +15" KB), Costs END Only To Activate (+1/4) (62 Active Points); Gradual Effect (10 points/TURN) (1 Minute; -1/2), Linked (Cohesion; Greater Power is Constant or in use most or all of the time; -1/4), No Growth Momentum (-1/4), Easily Perceived (-1/4) 5
17   3)   Energy Spilloff:  Radio Group Flash 3d6, Personal Immunity (+1/4), Reduced Endurance (0 END; +1/2), Uncontrolled (+1/2), Area Of Effect (3" Radius; +1), Continuous (+1) (38 Active Points); Gradual Effect (1" every other TURN) (1 Minute; -1/2), No Range (-1/2), Linked (Cohesion; Greater Power is Constant or in use most or all of the time; -1/4) 0
11   4)   Heavier than Stone:  Knockback Resistance -10" (20 Active Points); Gradual Effect (1 Minute; -1/2), Linked (Cohesion; Greater Power is Constant or in use most or all of the time; -1/4) 0
32   5)   Hyper-Dense Flesh:  Armor (20 PD/10 ED), Hardened (+1/4) (56 Active Points); Gradual Effect (6 points/TURN (4 PD/2 ED)) (1 Minute; -1/2), Linked (Cohesion; Greater Power is Constant or in use most or all of the time; -1/4) 0
30   6)   Unflagging Strength:  Naked Modifier: Reduced Endurance (0 END; +1/2) for up to 75 Active Points (37 Active Points); Linked (Cohesion; Greater Power is Constant or in use most or all of the time; -1/4) 0
70   7)   Subatomic Collision:  Killing Attack - Hand-To-Hand 3d6+1 (3 1/2d6 / 5d6 w/STR) (vs. PD), Linked (Compaction; 2 DC's per Gradual Effect step (plus STR); Greater Power is Constant or in use most or all of the time; +0), Reduced Endurance (0 END; +1/2), Penetrating (x2; +1), Trigger (Activating the Trigger is an Action that takes no time, Trigger resets automatically, immediately after it activates; Bumping In To People; +1) (175 Active Points); -2 Decreased STUN Multiplier (-1/2), Gradual Effect (1 Minute; -1/2), No Knockback (-1/4), Can't Be Turned Off; Will Affect Allies As Well (-1/4) 0
The Importance of Being Dense (OIHID)
24   1)   Dense Body:  +15 BODY (30 Active Points)
16   2)   Dense Bones:  +10 CON (20 Active Points)
12   3)   Dense Flesh:  Armor (5 PD/5 ED) (15 Active Points) 0
4   4)   Dense Leg Muscles:  Leaping +5" (3"/20" forward, 1 1/2"/10" upward) (5 Active Points) 1
8   5)   Dense Muscle:  +10 STR 1
4   6)   Dense Skin:  Damage Resistance (5 PD/5 ED) (5 Active Points) 0
19   7)   Dense WIll:  +12 EGO (24 Active Points)
4   8)   Heavier than Stone:  Lack Of Weakness (-5) for Normal Defense (5 Active Points) 0
4   9)   Heavier than Stone:  Lack Of Weakness (-5) for Resistant Defenses (5 Active Points) 0
7   10)   Pressure-proof sub-nuclear super-colliding Man:  Life Support (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) (9 Active Points) 0
320 Total Powers Cost

 White Dwarf Jason Roche 
SKILLS, PERKS, TALENTS
SKILLS
Cost  Name
6 +3 Strike
3 AK: World Geography (INT-based) 12-
2 Acrobatics 13- (3 Active Points); Only When Shrunk (-1/4)
3 Conversation 13-
3 KS: IHA (INT-based) 12-
3 Persuasion 13-
20 Total Skills Cost
PERKS
Cost  Name
18 M-Force: Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (18 Active Points) 8-
5 Mutant Liberator: Reputation (A small to medium sized group) ; 14-, +5/+5d6
4 Money: Well Off
27 Total Perks Cost
SUPERHEROIC CHALLENGES
Cost  Disadvantage
15 Accidental Change: Activate Density Increase when stressed in normal form 11- (Common)
5 Distinctive Features: Albinoid (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
10 Distinctive Features: Mutant (Not Concealable; Extreme Reaction; Detectable Only By Unusual Senses; Not Distinctive In Some Cultures)
20 Normal Characteristic Maxima No Age Restriction
10 Psychological Limitation: Aggressive and militant (Common, Moderate)
20 Psychological Limitation: Protective of Mutants (Very Common, Strong)
10 Psychological Limitation: Vengeance Seeker (Uncommon, Strong)
10 Reputation: Militant member of a fringe group, M-Force, 11- (Extreme; Known Only To A Small Group)
5 Unluck: 1d6
10 Vulnerability: 2 x BODY Sonics (Uncommon)
10 Vulnerability: 2 x STUN Sonics (Uncommon)
125 Total Disadvantages Cost

 White Dwarf Jason Roche 
APPEARANCE & SHTICK
APPEARANCE
Height: 6' 6" Hair: White
Weight: 220 lbs Eyes: White
As both Robert Nash and White Dwarf, wears various all-white suit and tie ensembles without a mask. Robert Nash has short white hair and pinkish-white eyes naturally, as he appears to be an albinoid as a side effect of his mutation (although he actually suffers no ill effect from such). His features are nordic, chiseled and stern. He is muscular and abnormally tall at 6'6" in his normal form.
PERSONALITY & MOTIVATION
Militant and direct. Robert Nash is involved in a war with terribly personal ties. He will stop at nothing to destroy the IHA.
CATCH PHRASE(S)
"A war is going on beneath your very nose. You can either chose to be a willing combatant or a walking breathing casualty to the cause. It is up to you to determine your own level of involvement."
POWERS & SPECIAL EFFECTS
White Dwarf has the mutant power to compact his atoms closer together. This process causes him to both become smaller (Compaction) and denser (Cohesion) simultaneously. He also emits a bright blinding light uncontrollably when he does this (Energy Spilloff), which seems to be a by product of his molocules being forced closer together.

Some of his abilities are gained immediately as soon as he starts to compress (which is considered to be his Hero ID); he immediately becomes more durable (Dense Body), tougher (Dense Bones), resistant (Dense Flesh, Dense Skin, Heavier than Stone), able to perform prodigious leaps (Dense Leg Muscles), stronger (Dense Muscles), resolute (Dense Will), and able to resist environmental conditions (Pressure-proof sub-nuclear super-colliding Man!)

As he gets smaller and more dense, he also becomes much harder to knock around (Heavier than Stone) or hurt (Hyper-Dense Flesh) and the Strength he gains by becoming more dense is always effortless to use (Unflagging Strength).

At full compresion, White Dwarf is phenomenally strong, but his small stature can make it somewhat difficult to interact with normal sized objects. As a side effect of his small size and molocular density however White Dwarf is able to punture many conventional forms of armor and cause significant damage just by making physical contact with it (Subatomic Collision)

This process is not instantaneous, taking about a minute to progress to full compresion. Once he is knocked unconscious, he immediately resumes his normal size. White Dwarf has no powers in his "normal" non-compressed form.

White Dwarf's greatest drawback is a lack of battle field mobility; he uses his incredible strength to make prodigious leaps, but otherwise he is not very mobile and as he compresses he quickly becomes too heavy for most people to hold or lift him so despite his small size he usually cannot "hitch a ride".

The following is a break down of how the Gradual Effect of White Dwarf's compression Powers work:
TURN END Size STR CON BODY Def KB
Resist
Flash
vs Radio
Off HKA
Dmg Shield
1 10 1m tall
200kg Mass
(+2 DCV)
35 30 30 21/14 PD
19/12 ED
-5 LoW (N/R)
-1" 1" 1 pip 1d6+1
2 0 .5m tall
400kg Mass
(+4 DCV)
45 30 30 27/18 PD
23/14 ED
-5 LoW (N/R)
-2" 1" 1/2d6 2d6
3 0 .25m tall
800kg Mass
(+6 DCV)
55 30 30 33/22 PD
27/16 ED
-5 LoW (N/R)
-3" 2" 1d6 3d6+1
4 0 .125m tall
1600kg Mass
(+8 DCV)
65 30 30 39/26 PD
31/18 ED
-5 LoW (N/R)
-4" 2" 2d6 4d6
5 0 .0625m tall
3200kg Mass
(+10 DCV)
75 30 30 45/30 PD
35/20 ED
-5 LoW (N/R)
-5" 3" 3d6 5d6

 White Dwarf Jason Roche 
ORIGIN
Born in 1976 in Nova Scotia, Robert Nash's parents moved to America when he was 12, settling in Maine. They lived a fairly normal life, with the small exception of Robert's "albinism". In 1994 however the families remote rural home was attacked mercilessly by Minutemen robots! Robert's parents Frida and Albert were killed instantly, but Robert's latent mutant abilities were triggered by the stress of the situation and he managed to destroy several Minutemen with vast superhuman strength before fleeing. With nowhere to go, he was chased through the hinterlands by IHA agents and Minutemen, but was rescued by the mutant group called M-Force, which opposes IHA when it can. White Dwarf was trained in the use of his powers and joinged M-Force, taking part in many battles against the IHA, seeking vengeance for the deaths of his parents.

Robert makes no secret of his real identity, as he has no one close to him left to strike at. He has risen to become a warleader among M-Force, and is currently assigned to recruiting new members, a task he undertakes alone.

He briefly worked with the Millennial Men, helping them to defeat the Armadillo, Photon, and Devastator, as described here: White Dwarf's exploits with the Mill Men.

After those encounters he departed to continue his mission of recruiting members for M-Force and looking for mutants that are persecuted and need help.
Character created with Hero Designer (version 2006053109)