Name:  Feedback
Alternate IDs:  Daaen Allen
Player:  Anthony Gonzalez

Val Char Roll Notes
20/40 STR 13- / 17- HTH Damage 4d6/8d6 END [2/4]
15/25 DEX 12- / 14- OCV 5/8 DCV 5/8
20 CON 13-
30 BODY 15-
10 INT 11- PER Roll 11-/14-
10 EGO 11- ECV: 3
8 PRE 11- PRE Attack: 1 1/2d6
10 COM 11-
4/11 PD    
4/11 ED    
4 SPD    
8 REC   Run: 6"/26"
40 END   Swim: 2"/22"
50/100 STUN   Leap: 4"/28"

Disadvantages Pts
watched: Alien benifactors 8- (Less Pow, Harshly Punish)  5
Reputation as a wrestler: , 8-  5
Permanently Altered By Intrusive Cybernetics : (Infrequently, Slightly Impairing)  5
Money: Destitute  10
Nebbish: (Frequently, Minor)  10
Quiet And Withdrawn: (Common, Moderate)  10
Must become involved in unfair fights: (Common, Strong)  15
Loner: (Common, Strong)  15
Hunted by : UNID 8- (Less Pow, NCI, Harshly Punish)  20
Susceptibility: Uses Endurance reserve or Absorbtion abilities, 2d6 damage per Phase (Common; Custom Adder)  30
Enraged: If stunned to between 0 and 10 stun Berserk If stunned to between 0 and 10 stun (Uncommon), go 11-, recover 14-, Berserk  20
 
XP
 
0
 
  Base : 200
  Disads : +145
  XP Spent : +0
  Total = 339
 
98 : Characteristics Cost
192 + Powers Cost
49 + Martial Arts/Skills/Perks/Talents Cost
339 = Total Cost
 
Campaign Use: He drifts from place to place, but doesn't let his somewhat nomadic nature deter him from talking and interacting with others. He'll readily search out corruption in either the dregs of evil, or the forces of good-and he's not afraid of getting hurt.
Personality/Motivation: Personality-He's not exactly a hero in the traditional sense. He will
attack a cop beating a thug just the same as he'll go after a gang member
beating up an innocent. In his mind, he evaluates just who it is that's in
the wrong at the moment. Once a police officer has subdued a criminal, if
the officer abuses the situation to throw a punch or two to the defenseless
criminal, Feedback steps in and delivers his own to the cop. If a hero and
a villain are at odds, Daaen will befriend the one on the side of good,
unless the good guy takes it too far and doesn't stop when the fight's over.

Pts.  Power/Skill/Perk/Talent END
  Powers
   energy absorber, all slots: Side Effects, Side Effect occurs automatically whenever Power is used (-1/2) 
12   1) Healing: Aid 2d6, Persistent (+1/2) (30 Active Points); Self Only (-1/2), Only Restores to Starting Values (-1/2), Side Effects, Side Effect occurs automatically whenever Power is used (-1/2) 
26   2) Absorption 3 1/2d6 (energy, Physical), Persistent (+1/2), Varying Effect (+1) (45 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (-1/2), Linked to Endurance Reserve (-1/4) 
31   3) Absorption 5d6 (energy, Energy), Persistent (+1/2), Varying Effect (+1) (62 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (-1/2), Limited Phenomena (-1/4), Linked to Endurance Reserve (-1/4) 
7   4) Costumed suit: Cosmetic Transform 2d6 (10 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (-1/2)  1
17   5) Armor (7 PD/7 ED), Hardened (+1/4) (26 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (-1/2) 
8   6) Damage Resistance (10 PD/10 ED), Hardened (+1/4) (12 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (-1/2) 
5   7) Life Support (Eating: Character only has to eat once per week; Safe in Intense Cold; Safe in Intense Heat; Sleeping: Character does not sleep) (8 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (-1/2) 
20   8) Physical Damage Reduction, Resistant, 50% (30 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (-1/2) 
10   9) Energy Damage Reduction, Resistant, 25% (15 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (-1/2) 
33   Multipower, 50-point reserve, (50 Active Points); all slots: Side Effects, Side Effect occurs automatically whenever Power is used (-1/2) 
1u   1) Leaping +20" (4"/28" forward, 2"/14" upward) (20 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (-1/2)  2
1u   2) +20" Swimming (2"/22" total) (20 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (-1/2)  2
2m   3) +20 STR (20 Active Points); No Figured Characteristics (-1/2), Side Effects, Side Effect occurs automatically whenever Power is used (-1/2)  2
3m   4) +10 DEX (30 Active Points); No Figured Characteristics (-1/2), Side Effects, Side Effect occurs automatically whenever Power is used (-1/2), Costs Endurance Only Costs END to Activate (-1/4)  3
3u   5) +20" Running (6"/26" total) (40 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (-1/2)  4
1m   6) +50 STUN (50 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (-1/2), Costs Endurance Only Costs END to Activate (-1/4) (Modifiers affect Base Characteristic)  5
9   Endurance Reserve (140 END, 0 REC) Reserve: (14 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (-1/2) 
3   +3 PER with Normal Hearing 
 
  Martial Arts
3   Takedown: 1/2 Phase, +1 OCV, +1 DCV, 6d6 / 10d6 Strike; Target Falls   
5   Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, 10d6 / 14d6 Strike   
3   Grappling Throw: 1/2 Phase, +0 OCV, +2 DCV, 8d6 / 12d6 Strike; Target Falls; Must Follow Grab   
5   Grappling Block: 1/2 Phase, +1 OCV, +1 DCV, Grab One Limb, Block   
4   Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 3d6 NND   
3   Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, 8d6 / 12d6 Strike   
8   +2 HTH Damage Class(es)   
 
  Skills
9   Analyze: Combat 14-   
 
  Perks
3   Contact (Contact has: useful Skills or resources) 11-   
1   Contact 8-   
 
  Talents
5   Lightning Reflexes: +3 DEX to act first with All Actions   
 
Base OCV: 5/8   Base DCV: 5/8   Base ECV: 3
Adjustment +     Adjustment +     Adjustment +  
Final OCV:     Final DCV:     Final ECV:  



DEX: 15/25 SPD: 4 ECV: 3
Phases: 3, 6, 9, 12
4/11 PD (4/17 rPD) 4/11 ED (4/17 rED) MD: 0
END: 40 STUN: 50/100 BODY: 30


Height: 6' 8" Hair: Black
Weight: 258 lbs Eyes: Brown
Appearance: His costume looks like a tight fitting, albeit space aged, black outfit that oddly enough also looks like a
pro-wrestler's outfit, complete with black wrestling boots. Out of costume, he is unremarkable, and tends to blend into the background.
Quote:
Background: Daaen (day-en) Allen was never the most popular kid in school. It wasn't
that he was too smart or too dumb. He just made some people feel a little
uneasy. He didn't speak much and always seemed to be watching things
happen. Nobody saw him in their churches, he didn't play football. He
showed up to watch the wrestling matches, but never seemed to be cheering
for anyone. It was as if he was concerned with a different life. Still, he
was there when kids got into a scrap after school-watching. Daaen was a big
guy too. For someone who didn't play school sports, he had the body of a
powerful athlete. Some kids would place bets as to whether or not he would
ever get involved in a fight-who would he help? Such concerns went on
without answer however, and Daaen graduated and vanished into the world.
The next time anyone recognized him was years later. Rampage Pro-Wrestling
was in town, and a wrestler named "Great Dane" Dane Allen was on the card.
A few of the people with whom he had attended school recognized him as the
big, muscle-bound guy in the ring getting his ass handed to him by the
number one contender. It appeared that Daaen had gotten his start in
pro-wrestling as a jobber. Subsequent appearances by the "Great Dane"
mirrored his debut success, and it seemed that Daaen had a real talent in
getting beat up. The others who knew him were floored. How could this guy
who never found himself in a fight because of his size and intimidation be
so inept as to lose at pro-wrestling? Then it happened. The "Great Dane"
had been taking his medicine all night. The Crusher pounded, stretched, and
otherwise pummeled Daaen about as bad as one could be beaten. There was
something odd, though. The more punishment he took, the more jumpy and
twitchy he got. He looked like he was being tormented by jolts of
electricity that came from inside him. When the Crusher had him locked down
in a sleeper hold on the mat, Daaen was vibrating the way diabetic does when
he's run himself low on sugar and is about to go into shock. The moment
must have been unscripted because the look on the referee's face was one of
total shock. "Great Dane" Dane Allen managed to throw an elbow back into
the ribs of the Crusher with such force that the resulting crack could not
be mistaken for anything but the sound of a rib shattering. The Crusher
released his hold and staggered back, gasping for breath. Daaen unloaded on
his opponent with an absolute fury of slams and pounds, the impact of which
was somehow unnatural. There was an impact to the air that accompanied
every blow, as though the air itself were assisting Daaen in his revenge.
Then almost as quickly as it started, it was over. The Crusher collapsed,
the ref slithered out of the ring and Daaen Allen, the kid nobody really
knew was left standing in the ring like a lightening rod which had just
diverted the finger of God. "Dude, that was like f-ing feedback or
something" some kid blurted out. From there, the chant of "Feedback" began
(partly because of what was said, but mostly because nobody remembered the
name of the loser turned hero in the ring). The chant was short lived
though, as the police escorted Daaen out of the building in cuffs to be
charged for assault. Even though he wasn't supposed to win and the Crusher
would probably never wrestle again, the crowd felt something for their new
hero, and the name Feedback would not be forgotten soon.
Powers/Tactics: