I should probably introduce the New Universe a bit, huh?
Okay, so, 1986 was the 25 anniversary of Marvel, so they decided to launch a comic series set in a universe totally unlike the Marvel continuity, one without space gods, mutants or magic, where being superhuman really counted for something and the effect of a single super could have a dramatic effect on things. The goal here was a sense of realism, that the events took place in a world the reader could understand because it looked a lot like theirs. Or was supposed to. In reality, it was kind of a boring setting because the superheroics were so subdued you almost didn't notice them, and the "realistic consequences" . . . weren't.
The introduction of superhumans into the world should've changed everything, but instead it basically didn't change anything. Eventually they blew up Pittsburgh and things were interesting for a little while after that, but it was too late and in 1989 the line was cancelled.
All-American comes out of Kickers, Inc., a comic series about a quarterback who gains superhuman powers and, naturally, joins up with a couple of other football players to form a team of superheroes.
Yeah, the New Universe had problems with the realism thing from the start.
Anyhow, All-American was a star quarterback until he realized that he was totally cheating by being superpowered, and that he'd crush a dude's ribs if he actually threw a football as hard as he could, so he decided to fight crime. Or something. I bought three issues of Kicker's, Inc, and if there was an actual plotline I can't tell you what it was because it just wasn't terribly good.
He's basically a moderately powerful brick. I put in a couple of SFX intended to carry through the idea in the comics that his powers are dangerous because he can't stop being superhuman, making things like shaking hands and playing a pick-up game of basketball a dangerous proposition.
Where Angels Fear To Tread
Wild and Dangerous
Enhanced Reflexes 1d8
Enhanced Speed 1d8
Enhanced Stamina 1d8
Enhanced Strength 1d8
Superhuman Durability 1d10
SFX: 110% - Step up or double any Intensifier Treatment power for one action. If the action fails, add a die to the doom pool equal to the normal rating of your power die.
SFX: All-Star - Use two or more Intensifier Treatment powers in a single dice pool at -1 for each additional power.
SFX: Charge - Step up or double an Intensifier Treatment power against a single target. Remove the highest rolling die and add three dice to the total.
Limit: I Break Things - Gain 1 PP to turn an Intensifier Treatment power into a complication. Make a recovery during a Transition Scene to recover.
Combat Expert 1d8
Covert Expert 1d8
Crime Expert 1d8
Vehicle Expert 1d8