Saturday, March 19, 2016

Making MHR Characters: Fight-Man (ANOHotMU #4)

Frank Bigelow is an idiot with a violent temper and the self-control one typically associates with a toddler.

Unfortunately, he pretty much has the Superman suite of super-powers. Somewhat hilariously, he also premiered at the start of the 90s, when Marvel was going through its extreme phase, with overly violent heroes in virtually every title.

I've never read a Fight-Man comic, but the descriptions I've read caused me to write this profile with this question in mind: "What would happen if Superman were an idiot with no basic sense of decency?"

What also stuck out to me is that he really does seem to make most of his own problems - this is a great character to play if you're the kind of player who wants to play a character that makes life more complicated for everyone. Really, he sounds like an ideal character for the Watcher to bring in as an "ally" who's more trouble than he's worth.

Fight-Man
Solo 1d6
Buddy 1d10
Team 1d8


Distinctions
For Great Justice
So, So Hated
Utter Imbecile


Mysterious Powers
Energy Blasts 1d10
Flight 1d10
Godlike Durability 1d12
Godlike Stamina 1d12
Godlike Strength 1d12
SFX: Berkserk - Add a die to the doom pool to one or more attack actions. Step up the doom pool die by +1 for each action; return it to the doom pool when you’re done.
SFX: Collateral Damage - Instead of spending 1 PP, add 1d6 to the doom pool to create a Mysterious Powers stunt.
SFX: Dangerous - Add a 1d6 to your dice pool for an attack action and step back the highest die in the pool by -1. Step up physical stress inflicted by +1.
SFX: Invulnerable - Spend 1 PP to ignore physical stress or trauma unless caused by asphyxiation.
SFX: Multipower - Use two or more Msyteirous Power powers in a single pool at -1 step for each additional power.
SFX: Unleashed - Step up or double any Mysterious Powers power for one action. If the action fails, add a die to the doom pool equal to the normal rating of your power die.
Limit: It Can Always Be Worse - Both 1s and 2s on your dice count as opportunities when using a Mysterious Power power.
Limit: Uncontrollable - Change any Mysterious Powers power into a complication and gain 1 PP. Activate an opportunity to remove the complication to recover the power.


Specialties
Acrobatic Expert 1d8
Combat Expert 1d8
Menace Expert 1d8

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