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Skybreaker
F Gd 10 |
A Ex 20 |
S Ty 6 |
E Gd 10 |
R Ty 6 |
I Gd 10 |
P Ty 6 |
Res Ex 20 |
Pop Ty -5
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Origin:
Skybreaker is a paranormal, a sort of altered human who gained his powers during the White Event, an astronomical incident that forever set the New Universe apart from our more standard reality. His powers are psionic in nature, and allow him to defy gravity at his leisure.
Known Powers:
Natural Psi-Powers (psimotive):
Anti Gravity (t): James has a specialized version of this psimotive talent; special in that he can only use it to fly. He can fly at great speeds - Incredible (40), or 300 m.p.h., but doing so at top speed is somewhat tricky; that's why he wears a small, winged backpack while on the job.
Equipment:
Browning .45 Calibre Pistol: if blasting away at an opponent with his M-203 isn't necessarily practical, James can use this smaller hand cannon to inflict Typical (6) Shooting damage per shot, provided he hits his target, of course. James usually has several reloads worth of ammo handy for this gun.
Explosives: these thermite strips can be used to inflict Remarkable (30) Edged Attack damage to everyone within one cubic area, making them great for demolitions work. James usually has four of these handy, in order to either blow up buildings, walls, doors, or particularly obstinate opponents.
Flight Suit: James utilizes a rather sophisticated flight suit that offers him Amazing (50) protection from friction burn (which, at maximum speeds, could remove his skin like a soft orange peel) and the cold experienced at high altitudes (he can fly up to 40,000 feet high - at least). Additional accessories include:
* Helmet: James' creepy helmet has communications gear inside that allows him to talk to Medusa Web agents with Typical (6) range - 100 miles. It also has cameras and microphones installed within, that allow him to record what he's seeing and transmit it back to Babel.
* Oxygen Supply: James' flight suit provides him about ten minutes of emergency air, should he inadvertently fly too high, or find himself inside a cloud of toxic gas. In his line of work, you tend to run into that sort of thing more often than you'd guess...
* Wing Pack: this device is basically a back pack that contains two expandable, forward swept wings. They provide James no lift, but seem to offer him added maneuverability in high speed flight. In game terms, consider this a +2 CS to his Agility, for purposes of turns and such.
M-203 Grenade Launcher, on Hip Swivel: this man-killer can be used to fire automatic rounds or launch grenades at a target. The bursts of bullets inflict Excellent (20) Shooting damage per hit, and the grenades inflict Remarkable 30 Edged Attack damage to anyone within 10' of their impact point.
Napalm Bolos: these things can be used to inflict Excellent (20) rank SD Energy damage to a target. Now, if the target doesn't spend a full turn removing the napalm (painful work, mind you), the SD effect is twice as intense as is usually the case with fire attacks...
Telescopic Lances: James has four of these on his person at any one time. He doesn't use them all that often, but he has them secreted about his person for convenient access should the need to do so arise. Each inflicts one of the following effects in combat:
* Bayonet: the tip of this lance is, in effect, a sharp pointy thing. It can be used by James to inflict Typical (6) EA damage per strike. He usually saves this one for last, as his other lances tend to be less... permanent in the nature of harm they inflict.
* Neurotoxic: the tip of this lance has a needle on the end, coated with an Remarkable (30) rank paralytic neurotoxin. A target hit with this baton must make an Endurance FEAT against this rank or fall to the ground paralyzed for 1d100 turns.
* Projection: the tip of this lance, when extended, shoots off at a target, inflicting Good (10) Blunt Attack damage to the target. This item has a 1 area range, but can only be used once without retrieving the end that is shot off - or by acquiring a new end; James may have some extra projectile ends handy.
* Taser: the tip of this lance is equipped with two high voltage prods that are used to inflict Excellent (20) Stunning Energy damage, and his would-be target must make an Endurance FEAT against this rank or be stunned for 1d10 turns - not a good place to be when he's around, and feeling frisky...
Quirks:
Bluntness: James is a randy, randy man. A true potty mouth and rude man, to the extreme. He says what's on his mind, and he doesn't care who hears it. In fact, he must make a Psyche FEAT roll at -1 CS in order to edit himself, should it be necessary.
Snob: James has become obsessed with the notion that the skies are his, and that those invading them must be dealt with. As such, he looks down on ground folk, and takes pains to knock others out of 'his' skies. As you can guess, he doesn't take well to other fliers in general.
Talents:
Aerial Combat: James is extremely well versed in aerial combat, and he is truly a nuisance to aircraft that are larger and less maneuverable than he is. He has a +1 CS to all combat FEATs he makes while airborne, whether they be Ftg or Agy based, though the latter is usually preferred.
Detective / Espionage: Since he's practically invisible to radar, James makes a great surveillance tool. The Medusa Web recognized this, and had him trained in proper spying techniques. Whether he is doing a high altitude fly-by or general surveillance, James is competent with such work.
Guns: James is well skilled in the use of guns, whether they be normal, semi-automatic, or fully automatic rifles or pistols, and when doing so, he may add a +1 CS to all Agy FEAT rolls required to hit a target with said weaponry. He'd rather just nail a body with one of his lances, but you never know...
Weapon Skill / Bolo: James is also skilled at the use of his napalm bolos, and makes attack rolls using them at his Agy score +1 CS. He's down right deadly with these things, being able to wrap them around just about any part of the human body - and he loves watching people squirm as they burn...
Contacts:
James is a generally reliable member of the Medusa Web, and could probably rely on them for aid should he need it - unless they had a good reason not to. Also, James has worked for a time as a member of the London Black Market; he presumably has some criminal contacts in that loose-knit group of thugs...
Costume:
Originally, James wore a primarily blue suit; had blue pants and vest, with black arms and helmet, and silver gloves and boots, complimented by his wing pack. Now, the body suit's all black, with a sort of red skull mask on the helmet. He's going for the more creepy look, I believe.
Personality:
James is an obnoxious twit. He was a jerk when he was a slime ball in the London Black Market, and he's a jerk now in the Medusa Web, thanks to his serious flight powers. He even thinks that it is his mission to dominate the skies, and he tries to do this to the best of his ability. He so loves doing so...
Real Name: James Colin Anderson
Occupation: mercenary, former gun runner, former drug dealer
Legal Status: U.K. citizen with a criminal record
Marital Status: divorced
Alias(es), if any: none
Group Affiliation: the Medusa Web
Height: 6' 3"
Hair: blonde
Eyes: blue
Weight: 165 lbs
Other Distinguishing Characteristics: none
Story:
James Colin Anderson was a petty, dark-minded jerk that was a known criminal in England, where he was your bargain basement gun runner, drug dealer, and all around piece of garbage. Of course, this all changed after the White Event.
Well, not really. He was still an obnoxious and petty jerk, but an obnoxious and petty jerk with powers. The power of flight, to be exact. James was about to start a new level of smuggling when he was approached by Babel, of the Medusa Web.
Liking their offer (essentially lots and lots of cash), James joined the Medusa Web as their airborne scout, by the name of Skybreaker. And that's just what he did: he scouted for trouble, and if possible, he definitely took care of it - with a smile on his face.
Skybreaker was present on the Medusa Web operation where the group came into conflict with Psi-Force. He was ready to kick some butt, but he underestimated the combat prowess of Thomas Boyd, and got knocked out of the sky for his error, quite unconscious.
His second appearance was when he, Potiphar, and Troublemaker were assigned to collect the Mark 3 M.A.X. armor schematic, which was being held by the Canadian government after it was used against Psi-Force. The wetworks trio managed to acquire the armor plans, killing Jake Travest in the process.
Skybreaker next appeared when the Medusa Web freed Psi-Force from the Siberian Project, and subsequently fought the creature known as Rodstvow to death -- a lot. James was hurt in this battle, blasted out of the sky, but he's still alive and kicking.
Skybreaker was thought to be active during (and after) the War, the conflict at the end of the New Universe line, but that has yet to be seen. In fact, none of his exploits beyond this point have been chronicled...
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