Champions of Justice

MEGAMAN

NAME : Doyle O. Conan D.O.
PLAYER : ex-player character
Created by Neil Lindgren

36 [86]	STR	26 26-	4000 tons; 17d6; 4 END
18	DEX	24 13-	OCV:6 / DCV:(0)6(16)
30	CON	40 15-
15 [25] BODY	10 13-
18	INT	 8 13-	PER roll:13-/17-
14	EGO	 8 12-	ECV:5
20 [35] PRE	10 13-	PRE attack: 4d6/7d6
14	COM	 2 11-
20 [40]	PD	13	tPD:20/40 rPD:10/30
20 [40]	ED	14	tED:20/40 rED:10/30
 4	SPD	12	3,6,9,12
Megaman
13	REC	 0
60	END	 0
50 [60]	STUN	 2
 5"[50"]RUN	-2
 2"[20"]SWIM	 0
 6"[17"]JUMP	 0
Characteristics Cost: 167
5e
10	Nigh Invulnerability: Damage Resistance 10 PD/10 ED
 2	Nigh Invulnerability: Live Support - safe in high radiation
20	Basic Size Manipulation Elemental Control
20 a)	Basic Growth: Growth (+20 STR, +4 BODY, +4 STUN, -4" KB, -2 DCV, +2 PER
	 Rolls to perceive character, 5 m tall, 2 m wide, 1" reach) @ 0 END(+½), 
	 Persistent(+½)
13 b)	Basic Shrinking: Shrinking (0.457 m tall, 0.229 m wide, 1.4530 kg mass, 
	 +6" KB, +4 DCV, -4 PER Rolls to perceive character) @ 0 END(+½), 
	 Side Effects occur automatically when Power is used(-½): -5 STR,
	 -1 BODY and - 1 STUN per level, Persistent(+½)
30	Greater Size Manipulation Multipower, Cannot be Pushed (-¼)
 6 m	Expanded Growth: Growth (+30 STR, +6 BODY, +6 STUN, -6" KB, -4 DCV, +4
	 PER Rolls to perceive character, 7 m tall, 4 m wide, 2" reach), Costs
	 END Only To Activate(+¼) [Total of +50 STR, +10 BODY, +10 STUN, 
	 -10" KB, -6 DCV, +6 PER Rolls to be perceived, 20 m tall, 10 m wide, 
	 5" reach, x1024 mass]							3
 4 m	Expanded Shrinking: Shrinking (0.229 m tall, 0.114 m wide, 0.1820 kg
	 mass, +9" KB, +6 DCV, -6 PER Rolls to perceive character), Costs END
	 Only To Activate(+¼), Side Effects occur automatically when Power is
	 used(-½): -5 STR, -1 BODY and - 1 STUN per level, [Total of 6 cm tall,
	 3 cm wide, 3 g mass, +15" KB, +10 DCV, -10 to PER Rolls]		3
22	Tireless Strength: 86 STR @ ½ END (+¼)					4
35	Size based Invulnerability: Armor 8 PD/8 ED, linked to Basic Growth(-½),
	 reduced proportionately by shrinking(-¼) plus Armor 12 PD/12 ED, linked
	 to Expanded Growth(-½), reduced proportionately by shrinking(-¼)
54	Daddy Long Legs: Running +45" @ 0 END(+½) [50" total]; Can only use
	 5" running per 6 ft. of height(-1½)
11	Daddy Long Legs: Swimming +18" @ 0 END(+½) [20" total]; Can only use
	 1" swimming per 3 ft. of height(-1½)
 6	Size Impresses: +15 PRE; not usable for some kinds of interactions(-1), 
	 based on amount of upward height change (-½)
Powers Cost: 233

	Goggles, all slots: OIF (-½)
11	1) Flash Defense 16 points vs Sight Group
 5	2) Enhanced Perception +4 to PER Rolls for Sight Sense Group
 3	3) Nightvision, OIF(-½)
	Ear Coverings, all slots: IIF (-¼)
 2	1) Ultrasonic Perception
 6	2) Enhanced Perception +4 to PER Rolls for Hearing Sense Group
 8	3) Radio Perception/Transmission
13	4) Flash Defense 16 points vs Hearing Group
	Champions of Justice Computer Communicator COJ-042:
 7 a)	Communications: High Range Radio Perception, Flashed as Sight and
	 Hearing Group as well as Radio Group(-½), IIF(-¼)
18 b)	Broadcast Tracking: Detect Source of radio transmissions 12-, Analyze, 
	 Discriminatory, 360° Increased Arc of Perception, Range, IIF(-¼)
 8 c)	Onboard Computer: 50 Base, 0 Disads., IIF(-¼)
 5 d)	Scrambled Transmission Function VPP, Scrambler Pool, only for one
	 Language at a time(-1), IIF(-¼)
 9	Y Reversal Ray: Major Transform 3d6, Side Effects occur automatically 
	 whenever Power is used, only affects the recipient of the benefits of
	 the Power: traget is exhausted and cannot exert him/herself for several
	 days(+0), Improved Target Group: any person transformed by Madame Y's
	 usual techniques(+¼), Partial Transform(+½), Extra Time 20 Minutes(-2½),
	 OAF Bulky (-1½), 2 Charges(-1½), Gradual Effect: 1 Hour [1d6 per twenty
	 minutes](-1¼), Requires a SS: Medicine and SS:Parahuman Physiology rolls
	 No Active Point penalty to Skill Rolls(-¼), Must Concentrate, ½ DCV,
	 throughout use of Constant Power(-½), Gestures Requires both hands;
	 Complex(-¾)
Equipment Cost: 95

 4	Cross	+0 OCV +2 DCV	+2d6 (4d6 - 19d6)
 5	Jab	+1 OCV +3 DCV	+0d6 (2d6 - 17d6)
 3	Cinch	-1 OCV -1 DCV	Grab two limbs, +10 STR (21 - 96 STR)
Martial Arts Cost: 12

10	+2 with HTH Combat
 6	+2 with Boxing
20	+2 Overall 
 3	Deduction			 13-
 3	Hoist				 13-, INT-based
 5	Paramedics			 14-
 3	Shadowing			 13-
 3	Systems Operation		 13-
 3	Bureaucratics			 13-
 3	Climbing			 13-
 3	Power: Size Changing		 13-, INT-based
 3	Teamwork			 13-
 4	PS: Surgeon			 14-, INT-based
 3	PS: Radiologist			 13-, INT-based
 3	KS: Justice Squadron		 12-
 3	KS: Crusaders			 12-
 2	KS: Justice Squadron and
	     Crusader Foes		 11-
 0	Lang: English: Idiomatic, native
 2	Lang: Latin: Fluent Conversation 
	Champions of Justice Package Skills
 2 a)	KS: Champions of Justice	 11-
 2 b)	KS: Champions of Justice Enemies 11-
 2 c)	AK: Philadelphia	 	 11-
 3 d)	Breakfall		 	 13-
 0	KS: minature statue painting	 11-
 3	Scientist
 2 a)	SS: Biology			 13-, INT-based
 2 b)	SS: Medicine			 13-, INT-based
 2 c)	SS: Parahuman Physiology	 13-, INT-based
 1 d)	SS: Physics			 11-
 2 3)	SS: Radiation			 13-, INT-based
Skills Cost: 103

 2	Reputation: long-time size changing strongman, large group, 8- +2/+2d6
 6	Contact: former Crusaders					  11-
	 has significant Contacts of own, extremely useful Skills/resources, 
	 Very Good relationship, former Organisation Contact(+½)
 6	Contact: former members of the Justice Squadron			  11-
	 has significant Contacts of own, extremely useful Skills/resources, 
	 Very Good relationship, former Organisation Contact(+½)
 2	Fringe Benefit (Licensed Doctor of Ostiopathy, Licensed Suregeon)
 1	Fringe Benefit (Passport)
	Champions of Justice Package Perks
 3 a)	Fringe Benefit: Membership in the Champions of Justice
 5 b)	Contribution towards CoJ Bases: 25 pts.
 5 c)	Contribution towards CoJ Vehicles: 25 pts.
Perks Cost: 30

Total Cost: 631

Base Points: 350
 5	Social Limitation: Famous super, semi-public, Occas. 8-, Minor
 5	Reputation: former Crusader, Sometimes, 8-
 5	Reputation: former leader of the failed Justice Squadron, Infreq. 8-
20	Psych. Lim.: Dedicated to doing good for society, Very Common, Strong
20	Psychological Limitation: Hippocratic Oath, Common, Total
 5	Physical Limitation: assorted physical problems at assorted sizes, 
	 Infrequently, Slightly Impairing
10	Hunted by Madame Y, Less Powerful, 8-, Mildly Punish, Has Powerful
	 Henchmen, Has history with target and knows some of his secrets
20	Hunted by Saracen, More Powerful, 8-, Harshly Punish, target's
	 secrets are known to the hunter
 5	Vulnerability: 1½x STUN Gravitic attacks, Uncommon
 5	Vulnerability: 1½x STUN Sonic attacks, Uncommon
10	Vulnerability: 1½x Effect Visual and sonic flashes, Common
60	Champion of Justice Bonus
Disadvantages Total: 170
Justice Squadron Experience: 50
Experience Spent: 70		Experience Total: 86
Total Points: 629
Basic Size Manipulation
Height Weight growth shrinking STR Lifting Capacity Damage BODY STUN PD ED rPD rED Knockback Mod DCV PER Mod Running
18"3 lbs.02262000 lbs.5d613482010+610-41"
24"7 lbs.12312 tons6d614492111+510-42"
30"14 lbs.22364 tons7d615502313+49-32"
3'24 lbs.22364 tons7d615502313+49-33"
3'6"38 lbs.32418 tons8d616512414+38-23"
4'56 lbs.424616 tons9d617522515+28-23"
5'110 lbs.424616 tons9d617522515+17-14"
6'190 lbs.314616 tons9d617522515+06+05"
7'302 lbs.314616 tons9d617522515+06+06"
9'641 lbs.415132 tons10d618532717-16+08"
12'1520 lbs.305132 tons10d618532717-34+210"
15'2969 lbs.405663 tons11d619542818-44+213"

Known Background: Megaman debuted fifteen years ago, and was a founding member of the Justice Squadron. The Squadron elected him to be their team leader. He was an adequate leader, but not a great leader by any of stretch. When the problems with Hornet Girl and the second Hornet Man happened, Megaman was not able to keep the team together, especially after his role in the affair was revealed. He joined his former teammates Elastiwoman and Ruby when they joined the Crusaders. His failure with the Squadron weighed heavily on Megaman during this time, and he served with little distinction. His few attempts to "counter lead" through extreme negative example were misunderstood. Still, he remained with the original Crusaders until their dissolution. After that, he joined both U.N. Earthforce and the U.S. Marshals, though neither organisation lasted for very long. When the Villain revealed the secret identities of several of the original Crusaders, he did not include Megaman. It was about this time that Megaman effectively retired. In truth, in his civilian identity, already trained as a radiologist, he returned to school and interned and became a Doctor of Osteopathic Medicine. He also became one of the leaders in the field of parahuman medicine. About a year ago, he was recruited by the Champions of Justice to join their medical staff. No longer actively maintaining his double identity, he is comfortable doing field medicine, and has even suited up for traditional super heroing a few times with his latest team.

Personality: Doyle Conan has experienced a lot in his life over the past fifteen years. He feels that he was a failure as a super hero. The mistakes he made with Hornet Girl and the Justice Squadron still weigh upon him; he's generally avoided romantic entanglements since. Similarly, he's still living down his time with the Crusaders. Whether its the perception of him as "the big dumb guy" some of them had, the apathy that led to the Villain forgetting to include him, or his own resentment at Zeke Meyers' leadership style, Doyle's issues with the Crusaders remain, though he tries his best to keep them from affecting his work today. Conversely, he feels very successful and vindicated as a doctor and a researcher in the field of parahuman medicine. He understands that his powers make him the best medical professional to enter many battlefield conditions, and does not hesitate to do so. Between his Hippocratic Oath, his feelings of failure, and his awareness of the collateral property damage that tends to happen when he uses his powers to get large, he is generally reluctant to do traditional super hero work.

Basic and Greater Size Manipulation
Height Weight growth shrinking STR Lifting Capacity Damage BODY STUN PD ED rPD rED Knockback Mod DCV PER Mod Running
2¼"1/8 oz.0511250 lbs.2d610452010+1516-101"
3"¼ oz.1516500 lbs.3d611462111+1416-101"
4"½ oz.25211000 lbs.4d612472313+1315-91"
5"1 oz.35262000 lbs.5d613482414+1214-81"
6"2 oz.45312 tons6d614492515+1114-81"
9"6 oz.34312 tons6d614492515+912-61"
12"14 oz.44364 tons7d615502717+812-61"
18"3 lbs.54418 tons8d616512818+711-51"
24"7 lbs.644616 tons9d617522919+610-42"
30"14 lbs.644616 tons9d617522919+610-42"
3'24 lbs.534616 tons9d617522919+49-33"
3'6"38 lbs.635132 tons10d618533121+38-23"
4'56 lbs.735663 tons11d619543222+28-23"
5'110 lbs.8361125 tons12d620553323+17-14"
6'190 lbs.8361125 tons12d620553323+06+05"
7'302 lbs.7261125 tons12d620553323-16+06"
9'641 lbs.7261125 tons12d620553323-16+08"
12'1520 lbs.8266250 tons13d621563525-25+110"
15'2969 lbs.9271500 tons14d622573626-34+213"
18'2.6 tons102761000 tons15d623583727-44+215"
20'3.5 tons102761000 tons15d623583727-44+217"
25'7 tons91761000 tons15d623583727-53+321"
30'12 tons91761000 tons15d623583727-62+425"
35'19 tons101812000 tons16d624593929-72+429"
40'28 tons90812000 tons16d624593929-81+533"
45'40 tons90812000 tons16d624593929-90+638"
50'55 tons100864000 tons17d625604030-100+642"
55'73 tons100864000 tons17d625604030-100+646"
60'95 tons100864000 tons17d625604030-100+650"

Powers/Tactics: Megaman's powers are superhuman strength, resiliency, and his ability to change his size. He is casually able to adjust his height to be anywhere between 18 inches tall and fifteen feet tall. And even then his strength and toughness is evident. With effort he can increase the effectiveness of his powers where he can shrink to the size of an adult's thumb, grow to the size of a whale, or simply octuple his strength and resiliancy. As one would expect, as he grows, his stride grows. When sixty feet tall, Megaman has been clocked running 150 miles per hour. However, when tiny, he is easy to overlook, and can get into spaces far to small for a normal person. However, for all of this, perhaps Megaman's greatest asset is his analytical mind and medical training used in conjunction with his powers. A nigh-invulnerable paramedic and medical doctor can enter many situations that are simply to dangerous for most people. Similarly, tiny hands are sometimes useful during exploratory surgery.

Appearance: Doyle Conan is an athletic looking, but, generally, unremarkable looking individual. His forceful personality, though, has returned after several years of being "in remission". When he's on duty as the Champions' doctor, he tends to wear a white medical lab coat over his green bodysuit and black tights. His normal height and weight are 72 inches, even, and 190 lbs. This can change, though; he can be any where from 2¼ inches tall (at which point his weight is about an eighth of an ounce) to a little over sixty feet tall (when he weighs 95 tons). His weight is always in proportion to his height. His dark blond hair and blue eyes are concealed by his cowl and goggles when he's in uniform.

Megaman was created, designed, and played by Neil Lindgren. He is a non-player character now.

© Copyright 1988, 2012 - Neil R. Lindgren

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