Name: The Midnighter Val Char Cost 25 STR 15 23 DEX 39 20 CON 20 14 BODY 8 30 INT 20 18 EGO 16 30 PRE 20 14 COM 2 12 PD 7 12 ED 8 5/6 SPD 17 8 REC -2 40 END 0 37 STUN 0 Characteristic Rolls: STR: 14-, DEX: 14-, CON: 13-, INT: 15-, EGO: 13-, PER: 19- Run: 6/10", Swim: 2", Jump: 5", Lift: 800kg Cost Powers END/Roll 6 Armor (3 PD/3 ED); OIF: -½ 8 Running (+4", 10", NC: 20"); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 18 2 2 +1 SPD; Costs END: -½; Increased END: ×10, -4; END Cost: : 10 12 Enhanced Perception (all) (+4 to PER) 15 Detect Electrical Activity of Brainwaves (10) Detect Electrical Activity of Brainwaves (+0 to PER); Time Required: Instant, +2; Range: Ranged, +5 (5) Discriminatory Sense (Detect) 15 Detect "Enhancements" (10) Detect "Enhancements" (+0 to PER); Time Required: Instant, +2; Range: Ranged, +5 (5) Discriminatory Sense (Detect) Cost Skills, Talents, Perks Roll 3 Combat Sense 15- 5 Defense Maneuver 3 Fast Draw 14- 3 Lightning Calculator 5 Resistance (+5 to EGO Rolls) 3 Speed Reading 3 Bugging 15- 3 Bureaucratics 15- 3 Climbing 14- 3 Combat Driving 14- 3 Concealment 15- 3 Contortionist 14- 3 Disguise 11- 3 Electronics 11- 3 Interrogation 15- 3 Lip Reading 11- 73 Martial Arts (based on Ninjitsu) (3) Acrobatics 14- (3) Breakfall 14- (2) Knowledge Skill: Ninjutsu 11- (5) Weapon Familiarities (2) Common Melee Weapons (3) Common Martial Arts Weapons, Off Hand (4) Martial Strike: Punch (OCV +0, DCV +2, 9d6) (5) Offensive Strike: Kick (OCV -2, DCV +1, 11d6) (4) Killing Strike: Knife Hand (OCV -2, DCV +0, 2d6 HKA) (4) Nerve Strike: Atemi Punch (OCV -1, DCV +1, 3d6 NND) (4) Martial Block (OCV +2, DCV +2 (4) Martial Dodge (OCV --, DCV +5 (5) Breaking Throw (OCV -2, DCV -2, 1½d6 HKA); Phase: 0; Damage Type: Killing; Extra DC: 2; Effect: Grab One Limb, Disable, Target falls (5) Choke Hold (OCV -2, DCV +0, Grab, 3d6 NND) (4) Reversal (OCV -1, DCV -2, STR 50) (3) Sacrifice Throw (OCV +2, DCV +1, 7d6) (5) Takeaway (OCV +0, DCV +0, STR 45) (3) Takedown (OCV +1, DCV +1, 7d6) (3) Martial Throw (OCV +0, DCV +1, 7d6+v/5) (7) Martial Arts Weapons: Fist-Loads; Unarmed Combat: +0; Pole Arms: +1; Swords: +1; Chain and Rope: +1; Karate Weapons: +1; Quarterstaff: +1; War Fan: +1; Extra Points: 1 8 +2 DC for Martial Attacks 12 +4 level w/Martial Arts 16 +2 level w/All Combat 3 Shadowing 11- 3 Security Systems 15- 3 Stealth 14- 3 Streetwise 15- 3 Survival 11- 3 Systems Operation 15- 9 Tactics 18- 3 Tracking 15- 2 Common Missile Weapons 2 Small Arms 20 +2 level w/Overall Level 100+ Disadvantages 15 Psych: In Love with Apollo (Common, Strong) 10 Psych: Vengeful (Uncommon, Strong) 20 Psych: Violent SOB (Very Common, Strong) 15 Reputation (11-, Extreme) 20 Hunted by enemies of The Authority and Stormwatch (11-); Capabilities: As Powerful, 10; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0 10 Watched by United Nations (11-); Capabilities: As Powerful, 10; Non- combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Only Watching: ×½; Punishment: Harsh, 0 OCV: 8; DCV: 8; ECV: 6; Mental Def.: 0; Phases: 2, 4, 6, 8, 10, 12 PD/rPD: 15/3; ED/rED: 15/3 Costs: Char.: 170 Disad.: 90 Powers: + 273 Base: + 100 Exp.: + 253 Total: = 443 Total: = 407 Background: Little is known about The Midnighter, which is probably the way he likes it. Several years ago, Henry Bendix recruited a number of SPBs - ostensibly under the Stormwatch umbrella - to form a covert strike team. These individuals all volunteered for a covert operation so 'black' that all records of it, and the teams existence were expunged even before the mission was to take place. The team was teleported in for a smash-and-grab, deep behind 'enemy' lines. Unfortunately, intelligence didn't mention that the facility was guarded by Daemonites. Tragically, the manipulative Bendix had programmed the teleporter only to recall the team if it detected the presence of the item they had been sent to acquire. Faced with overwhelming odds and no avenue of retreat, the heroes gave a good accounting for themselves, before being slaughtered, one by one. Only two operatives survived the incident. Apollo with his solar enhanced physique and The Midnighter with his tactics engine mind were able to escape the massacre. For the next 5 years, they lurked in the alleyways of America, fighting crime on the fringes of society - until they were discovered by Jackson King's Stormwatch and brought in from the cold. Given new identities to replace the ones stolen from them, this duo seemed ready to fade gracefully into retirement - until Jenny Sparks called to form a new team. The Midnighter is the ultimate fighting machine. He's smarter, faster, stronger and mainly meaner than almost any opponent you could throw against him. His super-keen senses feed into his enhanced mind, which processes all the information available to it - constantly. Before you've thrown the first punch in a fight, The Midnighter has already worked through thousands of possible offensive and defensive combinations - which is where his superhuman agility and strength come into play. With a bad attitude. It has been revealed that the Midnighters cybernetically enhanced senses can detect enhancements in others as well as the electrical activity of brainwaves. Also, his speed is such that a Gamorran 'soldier' was unable to snap a childs neck before the Midnighter killed him. The Midnighter was standing at least 5 feet away at the time. Since the Midnighter has shown no obvious signs of super speed, it is possible that he can only move at this level for short bursts. ============================================================================== Disclaimer : All characters mentioned within are copyright Wildstorm-DC-Comics, and are used without their permission. Character write-up by John Desmarais for The Great Net Book of Real Heroes Much background information on characters found at: The Carrier - Headquarters for The Authority