Origin
Tommy Hardin was just your average juvenile delinquent with unknown parents, shunted from foster home to foster home, until he hit puberty. Then strange things started to happen. When he felt upset, objects started to move of their own volition, or disappeared altogether. Things Tommy wanted mysteriously turned up - in his bag, under his bed and no-one believed his denials. By the time Tommy was 16, he was in juvenile hall with a record for petty theft. One day he was looking out the window and wanting out so bad - then suddenly he found himself outside the walls! His first few days on the streets were hard, but Tommy learned to get along with the help of others in the same boat, joining and running with several gangs. Eventually, though, the littleness of street life palled on him, and he got out, leaving both friends and enemies behind him. He still lives pretty much on the edge, and hasn't entirely abandoned his old friends. But now he uses a false name or two and has a small business as a motorcycle courier with a growing reputation. With his gifts, rapid deliveries are a snap, although he doesn't like to use his powers too much - he still doesn't have them fully under control.
But Tommy is starting to feel that the larger world is taking an interest in him. Several times recently he has had narrow escapes from freakish accidents - falling objects, strangely diverted cars and the like. It has occurred to him that he could arrange such accidents with his own powers. Is someone - someone like himself - hunting him, or is it some dark side effect of his own powers? Who are his family? Where did his powers come from? And what is he going to do with them?
With all this in his head, Tommy is seriously thinking of hooking up with some other supernormals. After all, they might know what's going on, and if someone is after him, he could use some help. Besides, being a superhero might not be too bad - if he's up to it.....
Identifying Quote "Well, I can't bounce bullets off my chest or anything, but I can do some neat stuff"
CHA |
VAL |
Cost |
![]() |
---|---|---|---|
STR |
15 |
5 |
|
DEX |
20 |
30 |
|
CON |
15 |
10 |
|
BOD |
14 |
8 |
|
INT |
14 |
4 |
|
EGO |
14 |
8 |
|
PRE |
14 |
4 |
|
COM |
13 |
1 |
|
PD |
3 |
||
ED |
3 |
||
SPD |
4 |
10 |
|
REC |
6 |
||
END |
30 |
||
STUN |
30 |
||
Total |
80 |
||
OCV |
7 |
± 4 with teleport powers |
|
DCV |
7 |
± 4 with teleport powers |
|
ECV |
5 |
||
Powers, Skills, Etc |
|
---|---|
6 |
Stealth, Combat driving (both 13-) |
9 |
Concealment, Streetwise, Conversation (all 12-) |
2 |
FAM: ground vehicles |
2 |
AK: Washington area (11-) |
37 |
Gadget pool 30 point reserve (all powers OAF, -1, only "acquired" items) |
9 |
6 PD/ED Armoured jacket (OIF, activate 14-, or alternatively covers torso, shoulder and arm locations) |
48 |
Teleport powers - 60 point reserve, all powers take activation 15- (-1/4) |
2 |
(u) "Blinking" - +5 DCV/ +5 to "Dive for cover" rolls |
4 |
(m) Teleport 20"@ 4 END, x2 mass |
4 |
(u) Teleport 10" 1000 km megascale (+1), x2 mass |
4 |
(u) Teleportal - 15 STR Telekinesis, fine work, x2 range (up to 1.9 km), no range mod.s, indirect, any direction @ 0 END |
4 |
(u) Teleportal - Clairsentience, sight, 256 x range (51 km) requires 1/2 DCV concentration |
2 |
(u) Teleportal - Clairsentience, sight, 1000 km megarange (+1) requires 1/2 DCV concentration |
5 |
(u) Teleport - 10" Teleport, 2x mass, usable as attack, at range @ 10 END |
4 |
(u) Teleport - 10" Teleport, 10 km megascale, usable as attack, at range @ 10 END |
4 |
(u) 4d6 RKA, indirect (any) - teleporting something into target, or part of a target away @ 10 END |
3 |
(u) 10 PD/ED Forcewall - Teleporting solid objects in path of attack, persistant, requires suitable objects (-1/4), DEF cannot be higher than DEF + BOD of objects (-1/4) @ 0 END |
4 |
(u) Missile Reflection - at range, any missiles, any direction |
12 |
+4 with Teleport powers |
5 |
1 fixed floating location |
170 |
Powers Cost |
250 |
Total Cost |
100+ |
Disadvantages |
---|---|
15 |
Secret ID (motorcycle courier) |
20 |
Normal Characteristic Maxima |
15 |
Psychological limit. - Must appear "cool" (Common, Strong) |
15 |
Psychological limit. - Street code of honour (looks after friends, won't fink, etc., Common, Strong) |
10 |
Psychological limit. - Insecure, worries about making it with real heroes (Common, moderate) |
5 |
Psychological limit - still likes to "lift" cool stuff (Uncommon, moderate) |
5 |
Psychological limit. - Disrespectful of authority (Uncommon, moderate) |
5 |
Reputation (8-, Petty thief) |
10 |
Rival (Warhead, of the Big Bombers gang - for the affections of Kris and in his courier business) |
10 |
DNPC (Kris, of the Heavy Sisters Gang, 8-) |
15 |
Hunted by ? (8-, similar powers) |
10 |
Hunted by Juvenile Hall (8-, extensive NCI, desiring to confine) |
10 |
Uncontrolled powers (under stress, uncommon, 11-, "poltergeist effect") |
5 |
Physical limit. (Youth, infrequent, slightly) |