Name: SuperPatriot Val Char Cost 38/43 STR 28 20 DEX 30 20 CON 20 13 BODY 6 13 INT 3 10 EGO 0 8/18 PRE -2 2 COM -4 11/12 PD 3 7/8 ED 3 4 SPD 10 12 REC 0 40 END 0 42 STUN 0 Characteristic Rolls: STR: 17/18-, DEX: 13-, CON: 13-, INT: 12-, EGO: 11-, PER: 12- Run: 6", Swim: 2", Jump: 9", Lift: 4850½kg/9½ ton Cost Powers END/Roll !7 Density Increase-1 (×2 mass); Mass: 0 kg/0.00 lbs; Extra PD: +1; Extra ED: +1; Extra STR: +5; Knockback: -1"; Add to Characteristics: Yes; Always On: -½; Reduced END: Zero & Persistent, +1 0 15 Elemental Control: Nanoborg. (15-pt reserve) a-15 Armor (8 PD/8 ED); Hardened: ×1, ¼ b-12 Shape Shift: Change arms and legs at will. (Limited Group); Concentrate: ½ DCV, -¼; Reduced END: Zero, +½ 0 c-15 Stretching (4", NC: 8); Non-Combat Multiplier: ×2, +0; Reduced END: Zero, +½ 0 2 Immune to Aging; Limited Power: Ages slowly.: -½ 36 Multipower: Weapons systems. (45-pt reserve); Limited Power: Must shapeshift for one round before switching slots.: -¼ u-2 2d6 HKA (Total 4d6); Range: 0; Versus: PD; Multipower: Fixed Slot; Limited Power: Must shapeshift for one round before switching slots.: -¼ 3 u-3 1d6 RKA; Range: 225; Versus: PD; Multipower: Fixed Slot; Limited Power: Requires regular ammunition, but rarely runs out.: -¼; Autofire: 5 shots, ½; Reduced END: Zero, +1; Armor Piercing: 1, +½; Limited Power: Must shapeshift for one round before switching slots.: -¼ 0 u-2 2d6 RKA: Laser; Range: 225; Multipower: Fixed Slot; No Knockback: -¼; Increased END: ×2, -½; Armor Piercing: 1, +½; Limited Power: Must shapeshift for one round before switching slots.: -¼ 8 7 +10 PRE; Limited Power: Negative uses only.: -½ 6 Regeneration (1 BODY/hour); Regenerate: Standard, +0 5 Ultraviolet Vision Cost Skills, Talents, Perks Roll 3 Acrobatics 13- 1 Breakfall 8- 4 Martial Disarm (OCV -1, DCV +1) 4 Martial Strike (OCV +0, DCV +2, 10½d6) 4 Martial Dodge (OCV --, DCV +5) 0 Paramedic 8- 5 +3 level w/RKA. 3 Security Systems 12- 2 Small Arms 100+ Disadvantages 10 Berserk: When damaged in combat. (8-, 8-, Enraged Only); Circumstances: Common, +10 5 DNPC: Young heroes he takes under his wing. (Slightly Less Powerful, 11-); Skills: Useful, -5 20 Distinctive Features: Killer cyborg with flag theme.; Concealability: Concealable, 10; Reaction: Extreme, +10 20 Hunted: by various villains. (11-); Capabilities: As Powerful, 10; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0 5 Phys. Lim.: Heavy. (Infrequently, Slightly) 10 Psych. Lim.: Messed up brains, occasionally goes wacky. (Uncommon, Strong) 15 Psych. Lim.: Fights crime for fun. (Common, Strong) 10 Public Identity: John Quincy Armstrong 15 Reputation: Heroic patriot. (11-, Extreme) 5 Rivalry: With other patrotic heroes.; Situation: Professional, 5; Position: Equal, +0; Rival: NPC, +0 20 Susceptibility: to high level EM fields. (2d6 STUN/Phase); Condition: Uncommon, +5 10 2d6 Unluck 5 Watched: by the U.S. government. (11-); Capabilities: As Powerful, 10; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Actions: Only Watching, ×½; Punishment: Mild, -5 OCV: 7; DCV: 7; ECV: 3; Mental Def.: 0; Phases: 3, 6, 9, 12 PD/rPD: 20/8; ED/rED: 16/8 Costs: Char.: 97 Disad.: 150 Powers: + 153 Base: + 100 Total: = 250 Total: = 250 ''There was a time I'd have killed you monster. Be glad I'm not still the mindless killing machine that the Covenant turned me into.'' - SuperPatriot faces off with Mako in Freak Force #2. Real name: John Quincy Armstrong Other known aliases: None Occupation: Government agent, former bounty hunter, soldier, agent of Cyberdata, agent of the Covenant of the Sword and professional adventurer. Current group affiliation: S.O.S. Past group affiliations: Freak Force, Liberty League, Fighting Force, Allies. Major enemies: Mako, Covenant of the Sword. First appearance: Savage Dragon #1 Origin: Description: Johnny is 6'2'' tall and weighs 380 lbs. He has horrible scars on the left side of his face. His hair is white (formerly blonde) and his eyes are mechanical (formerly blue). His arms and legs are obviously mechanical, and can change their shape at his mental command. Explanation of the conversion: The limitation on his Ranged Killing Attack of "Requires regular ammunition, but rarely runs out." is because he rarely seems to ever run out of ammunition. In normal play he can be assumed to have enough rounds, but if he were cut off from buying more for a period of a few adventurers he would be unable to fire the Ranged Killing Attack without depleting his own mass and negatively affecting his abilities. Almost any ammunition will do, as his arms adapt to any size he can get a hold of. History: John Quincy Armstrong was born on July 4th, 1921 in Brooklyn, New York. Johnny Armstrong was a gifted athlete and promising student who quit school to fight in World War II on Dec. 11, 1941, the day Hitler declared war on the United States. Captured behind enemy lines, the Germans were anxious to create their own superhero to help battle the Americans. After many losses of their own best and brightest, the Nazis decided to use their prisoners as guinea pigs and John Armstrong was their first subject. Armstrong leveled the compound where he was being held and made sure that the Nazis could never duplicate their experiment on one of their own. Armstrong took on the guise of SuperPatriot and fought the Nazis at every turn throughout World War II. He fought, briefly, alongside a group of young heroes called the Allies. After the war, SuperPatriot helped form the Fighting Force to battle the communists and that group later became known as the Liberty League in the 1960s when the U.S. government started funding them. The times changed and SuperPatriot changed with them. SuperPatriot was opposed to the Vietnam war and he spoke out often on the subject as the war waged. In a heated exchange with Liberty League member, Battle Tank, SuperPatriot quit the group and went to help in the anti-war effort. Through her big brother Jake's FBI contacts, Rebecca Farrell met SuperPatriot and they had a brief fling. Unbeknownst to SuperPatriot, he fathered two children. On July 4, 1976 Rebecca gave birth to twins, naming them Liberty and Justice Farrell. In 1992, SuperPatriot was mauled by the superhuman freak known as Mako, an agent of Chicago's criminal organization, the Vicious Circle, and his arms, legs and half his face were damaged beyond repair by conventional means. In an arrangement with the criminal organization CyberData, his body was rebuilt utilizing cybernetic components. Endowed with cybernetic arms, legs, and eyes CyberData nearly wiped out his human mind in the process of repairing him in an effort to create for themselves an unstoppable killing machine. Virtually mindless, SuperPatriot was used as an agent of CyberData, was captured by Youngblood, and forced to do the bidding of the international secret society known as the Covenant of the Sword, before he regained his mental abilities. [Savage Dragon #2] SuperPatriot first encountered Dragon when three super freaks working for the Vicious Circle gang, Basher, Mako and Hellrazor, took hostages in a mall demanding that they send in Dragon. The Dragon went in and he was attacked, but then the fight was joined by the SuperPatriot. SuperPatriot started firing at freaks without mercy, killing Basher and wounding Mako and Hellrazor. When he was about to kill Dragon police officers stopped SuperPatriot, as he was unaware that Dragon was an officer and not a freak gang member. SuperPatriot ran off confused and the Dragon collapsed from the loss of blood (The Savage Dragon #2). Virtually mindless, SuperPatriot was used as an agent of CyberData until he was rescued by his old Allies teammate Die Hard. The United States government tried to reprogram their former agent into becoming their own personal assassin, but the Covenant of the Sword carried out a raid, led by Rockpile, and took the hero for their own agendas. Nanotechnology was used to carry out a serious upgrade of SuperPatriot who eliminated Rockpile and hundreds of his new allies in a field test. He was then sent on a raid on the Pentagon but Youngblood defended their government superiors and aid their ally in reclaiming his humanity. [Freak Force #1] The Mighty Man II approached the veteran cyborg and recruited him for the bounty hunting team, Freak Force. The team went on to battle a number of menaces, ranging from the super villains like the Fantastical Force, the Covenant of the Sword, the Throwaways, Master Atom, Bludgeon, their own evil clones and the Frightening Force, to the extraterrestrial Martians, Matrix Swarm and Cosmic Cops. They even faced off against other heroes like Badrock, the WildCATS and Cyberforce. SuperPatriot discovered that he was a father when he was sent by Jake Farrell to aid Liberty and Justice, who were on a mission to destroy a rogue Covenant of the Sword installation. The family was finally united, although Liberty never really forgave her father for not raising them, even if he was kept unaware of their existence. Eventually, SuperPatriot accompanied most of his teammates in joining the United States government's new super team to replace Youngblood (presumed dead from the Martian attack), the Special Operations Strikeforce. The hero gradually slipped into a state of depression after the loss of several teammates, including Rapture, and the crippling of Dart. SuperPatriot finally snapped when his son, Justice, was found in a beaten state. Before he fell into a coma, the young man warned that his twin sister had been taken by the Covenant of the Sword and was being brain-washed into becoming a full member of their organization. SuperPatriot left immediately to recover his daughter and avenge his son's injuries, but was taken out by both his grandson, Damien DarkLord, and the mentally-manipulated Smasher. He is once again converted into an agent of the Covenant of the Sword and remains working for them to the present. Trivia: The costume designs Erik Larsen did for SuperPatriot were originally intended for his redesign of the Crimson Commando for Marvel Comics revamped X-Factor team. The plans for Erik's X-Factor lineup were never used and when Erik joined up with Image Comics, he used those designs for this supporting character of Dragon's. Powers: SuperPatriot's pre-cyborg body had the stamina, endurance, strength, and agility of ten peak human athletic men as well as a slowed aging process. SuperPatriot's artificial eyes give him, beyond conventional sight, night vision, microscopic vision and telescopic vision. SuperPatriot's arms and legs have been replaced with nanite-powered cybernetic limbs, which can virtually obey his every mental command on a molecular level. When put to their most common use, his arms can assume the shape and function of any weapon he can think of, so long as they retain a constant mass. The ammunition for these weapons is, in most cases, stored elsewhere in his body but he can use actual components of his self-regenerating nanite-powered body. He can re-load with conventional ammunition and prefers it as using theother means reduces his mass. He can create a high powered laser beam as well. SuperPatriot's human form has an accelerated healing ability and as a cyborg he is capable of lifting (pressing) approximately 10 tons. Character created by Eric Larsen. Champions rules conversion by Mathew R. Ignash - mathewignash@yahoo.com. Last Updated - December, 2001