The LA StrikeforceChampions of Justice

FIREFORCE

NAME : Capt. Peter McMurphy
PLAYER : Jim Caswell
Created by Jim Caswell

50 (15)	STR	  5 17-	30 tons; 10d6, 1 END
26 (14)	DEX	 12 14-	OCV:8 / DCV:8
18	CON	 16 13-
13	BODY	  6 12-
18	INT	  8 13-	PER roll:13-
14	EGO	  2 12-	ECV:5
18	PRE	  8 13-	PRE attack: 3½d6
10	COM	  0 11-
 5	PD	  2	tPD:20/26  rPD:15/30
 5	ED	  1	tED:20/26  rED:15/30
 4  (3)	SPD	  6	3, 6, 9, 12
Peter McMurphy: Head of the LA Strikeforce
 7	REC	  0
36	END	  0
30	STUN	  0
12"	RUN	-12	0 END
 2"	SWIM	  0	1 END
22"	JUMP	 -3	0 END
Characteristics Cost: 57
5e
11	Battle Armor Elemental Control, Battlesuit Focus(-½)
 9 a)	Exo-skeleton: +35 STR, No Figured Characteristics(-½), uses END Reserve	3
 8 b)	Cybernetic Relays: +12 DEX, No Figured Characteristics(-½), cybernetic(-¼)
10 c)	Leg Servos: +12" Running, x8 Non-combat Multiples, 120 miles per hour
	 cybernetic(-¼), uses END Reserve					3
19 d)	15 PD/15 ED Armor
 5	heavy armor: -4" Knockback Resistance, Battlesuit Focus(-½)
 8	armor plating: Armor 6 PD/6 ED, Act. Roll 13-(-¾), Battlesuit Focus(-½)
 7	leg servos: +12" Leaping, 36"forward, 18"upward, Battlesuit Focus(-½), 
	 cybernetic(-¼), uses END Reserve					1
23	Micro-Fusion Reactor: 150 END 20 REC END Reserve, Battlesuit Focus(-½)
 3	Battle Armor Helmet Elemental Control, Battlesuit Focus(-½)
 3 a)	cybernetic relays: +1 SPD, cybernetic(-¼)
 4 b)	Night vision lenses: Infrared Perception plus Nightvision
 3 c)	Telescopic lenses: +6 Telescopic to PER Rolls, only to offset the Range
	 Modifier, Sight Group
 3 d)	Protective lenses: 1- points Flash Defense, Sight Group
 3 e)	Strikeforce Radio: Radio Perception/Transmission
30	Shield Multipower, OIF(-½)
 3 u	Defensive Use I: 15 PD/15 ED Armor, OIF(-½)
 2 u	Defensive Use II: Missile Deflection, Any Ranged Attack, Adjacent
	 Hex(+½), Will Not Work Against Heavy Missiles(-¼) plus +3 with
	 Missle Deflection, OIF(-½)
 2 u	Sharp Edge: Armor Piercing on 50 STR @ ½ END(¼), OIF(-½)		1
 1 u	Blunt Strike: Hand-To-Hand Attack(-½) +5d6 @ ½ END(+¼), OIF(-½)		1
 1 u	Big, hard to avoid Shield: +2 with OCV, OIF(-½) works w/either Sharp
	 Edge or Blunt Strike
50	Utility Belt Multipower, 75 points, OIF(-½)
 3 u	Taser Sidearm: Energy Blast 10d6, Reduced Penetration(-¼), 16 Charges(+0),
	 OAF(-1) plus Energy Blast 5d6, STUN Only(+0), No Knockback(+0), 16
	 Charges(+0), OAF(-1) Total is 15d6 EB; every third d6 is STUN only; the 
	rest are Reduced Penetration.
 3 u	Gas Gernades w/Gas Mask: Energy Blast 4d6, Explosion(+½), Continuous(+1), 
	 No Normal Defense(+1), 4 Continuing Charges lasting 1 Turn each(-½), 
	 OAF(-1) plus Life Support: Expanded Breathing In Gas, Gestures(-¼), 
	 Extra Time: Delayed Phase, Only to Activate(-¼), OIF(-½)
 3 u	Mace - pepper spray: Energy Blast 2d6 @ 0 END(+½), No Normal Defense:
	 Immunity to toxins(+1), OAF(-1) plus Sight Group Flash 6½d6 @ 0 END(+½), 
	 OAF(-1), Does Not Work Against Desolidified Characters(-¼), Beam(-¼)
 3 u	Blackout Bombs: Darkness to Sight Group, Radar and Spatial Awareness 5"
	 radius, Personal Immunity(+¼), OAF(-1), 6 Continuing Charges lasting 1
	 Turn each(-¼)
 1 u	Suction Cups: 25 STR Clinging, OIF(-½)
 1 u	Mini-camera: Eidetic Memory, Visual images only(-¼), OIF(-½)
 1 u	Mini-recorder: Eidetic Memory, Sound only(-¼), OIF(-½)
 1 u	Flashlight: Sight Group Images 2" radius(+¼), 1 Continuing Fuel Charge
	 lasting 6 Hours(+0), Only To Create Light(-1), OAF(-1)
 2 u	Titanium Cuffs: Entangle 4d6, 6 DEF @ 0 END(+½), Set Effect: Hands
	 Only(-1), OAF(-1), No Range(-½)
 4 u	Electromagnetic Cannon: 3d6+1 Ranged Killing Attack Armor Piercing(+½),
	 16 Charges(+0), OAF(-1)
22	Elctromagnetic Pulse Effect: 1d6+1 Ranged Killing Attack, No Normal
	 Defense Does BODY: not having electonic parts, not being a being who'd
	 be affected by EM pulses(+2), Linked to Electromagnetic Cannon being
	 used at full power(-¾), 16 Charges(+0), OAF(-1)
17	Swingline Gauntlet: Multipower, 25 pts, OIF(-½)
 2 u	Swingline: Swinging 20" @ ½ END(+¼), OIF(-½)
 2 u	Rapid rewind pull: Leaping 20", @ ½(+¼), OIF(-½)
 2 u	Rope and winch tricks: +8 with Climbing, Breakfall, or Dive for
	 Cover, OIF(-½)
 1 u	Rope Tricks: Telekinesis 13 STR, @ ½ END(+¼), OIF(-½), Affects Whole
	 Object(-¼), cannot push targets away just pull or whip them around(-¼)
	Champions of Justice Computer Communicator COJ-022:
 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 13-, Analyze, 
	 Discriminatory, 360° Arc of Perception, IIF(-¼)
 8 c)	Onboard Computer: 50 Base, IIF(-¼)
 5	Scrambled Transmission Function VPP (Scrambler Pool), only for one
	 Language at a time(-1), IIF(-¼)
Equipment Cost: 314

10	+2 Skill Levels with HTH Combat
15	Penalty Skill Levels: +3 vs. Range Modifier with All Attacks
 3	Acrobatics		14- (3-)
 3	Climbing		14- (8-)
 3	Combat Driving		14- (12-)
 3	Fast Draw		14- (12-)
 3	Lockpicking		14- (12-)
 3	Stealth			14- (12-)
 3	Teamwork		14- (12-)
 3	Criminology		13-
 3	Deduction		13-
 3	Interrogation		13-
 3	Shadowing		13-
 3	Streetwise		13-
 3	Tactics			13-
 2	Weapon Familiarity: Small Arms
	Champions of Justice Package Skills
 3 a)	KS: CoJ			13-
 3 b)	KS: CoJ Enemies		13-
 3 c)	AK: Los Angeles		13-
 3 d)	Breakfall		14- (3-)
 3	Linguist
 0 a)	Language: English, native
 1 b)	Language: Spanish, Fluent Conversation
 1 c)	Language: Cantonese, Basic Conversation
 1 d)	Language: Korean, Basic Conversation
 3	Transport Familiarity:
	 Jetskis, Small Motorized Ground Vehicles, Small Planes, 
	 Small Wind-Powered Boats, Two-Wheeled Motorized Ground Vehicles
Skills Cost: 87

16	Vehicle: Armored Fireforce motorcycle (80 pts. 17 disads.) 
10	x4 more Vehicles: Handicap-accessable full-size van
	 with motorcycle storage hatch consealed in conversion system, 
	 Customized Wheelchair, Houseboat
 5	Fringe Benefit: Concealed Weapon Permit where appropriate, 
	 Local Police Powers, Rank of police captain
 2	Reputation, A medium-sized group		14-	+1/+1d6
	 Los Angeles supercop and Commanding Officer of Strikeforce
 3	Well-Connected
 2 a)	Contact - Warden Elizabeth Ryan		11-
	 has access to major institutions, significant Contacts of her own, 
	 useful Skills or resources, and Good relationship with Contact
	 Warden of Matthew Radke Ultra Security Prison
 2 b)	Contact - Warden			11-
	 has access to major institutions, significant Contacts of his own, 
	 useful Skills or resources, Good relationship with Contact
	 Warden of Pennsylvania Internment Taskforce Center (The PIT)
 2 c)	Contact - Doctor Gordon Alister		11-
	 has useful Skills or resources
	 Warden of Alister Institute For the Criminally Insane
 1 d)	Contact - Mayor of Los Angeles		 8-
	 Contact has access to major institutions, significant Contacts of own
 1 e)	Contact - LAPD Commissioner		 8-
	 has access to major institutions, significant Contacts of his own, 
	 useful Skills or resources, and Good relationship with Contact
 1 f)	Contact - Captain Jerry Johnson		11-
	 has access to major institutions, useful Skills or resources, 
	 and Good relationship with Contact
	 Commanding Officer of Chicago Strikeforce
 1 g)	Contact - Captain Fredrick Wyte		11-
	 has access to major institutions, useful Skills or resources
	 Commanding Officer of Washington D.C. Strikeforce
 1 h)	Contact - Captain Maurice Bode'		11-
	 has access to major institutions, useful Skills or resources
	 Commanding Officer of New Orleans Strikeforce
 1 i)	Contact - Captain Leann Kirby		11-
	 has access to major institutions, useful Skills or resources
	 Commanding Officer of Empire City Strikeforce
 2 j)	Contact - Captain Roger Stevens		11-
	 has access to major institutions, very useful Skills or resources
	 Commanding Officer of Houston Strikeforce
	Champions of Justice Package Perks
 5 a)	Contribution towards CoJ Vehicles: 25 pts.
 5 b)	Contribution towards CoJ Bases: 25 pts.
 3 c)	Fringe Benefit: Membership in the Champions of Justice
Perks Cost: 61

Total Cost: 519

Base Points: 300
20	Normal Characteristic Maxima
10	Social Limitation: Public Identity, Frequently, Minor
10	Social Limitation: Subject to orders, Frequently, Minor 
15	Physical Limitation: Severed Spine (corrected w/Cybernetic Battle Armor), 
	 Frequently, Greatly Impairing
10	Vulnerability: Electricity - Only in Battle Armor, Common, 1½x STUN
10	Vulnerability: Electricity - Only in Battle Armor, Common, 1½x BODY
15	Psychological Limitation: Code against killing, Common, Strong
15	Psychological Limitation: Dedicated to Justice, Common, Strong
15	Psychological Limitation: In love with Paula Rostokov, Common, Strong
 5	Psychological Limitation: In love with deceased wife, Uncommon, Moderate
15	Hunted: Various LA Underworld figures, Less Powerful, Frequently, Harshly
	 Punish, PC has a Public ID or is otherwise very easy to find, Extensive
	 Non-Combat Influence, Limited Geographical Area
60	Champion of Justice Bonus
Disadvantages Total: 200
Experience Spent: 19		Experience Total: 43
Total Points: 519

Background: Peter McMurphy had everything his heart desired: he had just earned his gold shield, leaving the days of being a L.A. beat cop behind, he had been happily married to his high school sweetheart for the past fifteen years, and they were at the mall to buy her a new engagement ring to celebrate his promotion. Then everything went horribly wrong. When a (then thought to be) insane Count Zero began attacking former allies, the battle was fought in the same mall that the McMurphy's were shopping. Thanks to a good deal of collateral damage, Peter was left trapped and crippled as his wife died under rubble.

While in the hospital recuperating and receiving physical therapy, Peter was visited by Alex Wells on behalf of Adams Industries, sponsors of the Champions of Justice. In an attempt to make amends for everything McMurphy lost, they offered to equip him with the latest in cybernetic and exo-skeleton technology. But Peter wanted more. His life had been dedicated to two things, keeping the peace and loving his wife. He lost the latter forever; he didn't want to loose the former as well. Wells agreed to help him and created the Fireforce battle armor. Shortly thereafter, Peter was introduced to the CoJ, but still harbored some ill-feelings toward the group and turned down their offer to join.

Fireforce spend the next few months working the streets of LA as a vigilante while holding down a desk job at the precinct during the day. When his path crossed with the CoJ again, however, he accepted membership with the team, in spite of the fact that (and, in truth, partially because) Count Zero had rejoined the team, claiming that the attack was committed by his "evil twin, " Captain Zero. If Zero went evil again, Fireforce wanted to be there to help take him down. Over time, however, Peter managed to form friendships with teammates (even Count Zero eventually) and overcame most of his psychological hang-ups that had formed after that fateful day. He even managed to fall in love again with the team's resident pilot, Ms. Scarlet. He also built up the courage to reveal his dual identity to his bosses at the police department, sparking the development of the Strikeforce branch of law enforcement.

Personality: When Fireforce first arrived on the scene, he was still harboring deep-seeded anger and pain and his personality reflected that. He was suspicious, hard-driven and merciless, but still held to his true nature by not going over the edge. Over time, however, his psyche healed thanks to the efforts of his friends and teammates and he learned to smile again. He can now joke with others and enjoy socializing, but knows when its time for business and is one of the most dedicated people on the team. His natural leadership qualities sometimes cause conflict with those who don't feel leaders are needed, but serves him well in organized institutions like the police force and Strikeforce.

Powers/Tactics: McMurphy is first and foremost a cop. As such, he will handle almost every situation like a police officer would, making his expectations known upfront and being no-nonsense in serious situations. When it comes time for combat, he tries to subdue the perpetrator as quickly as possible using any and all of the tools at his disposal. Thanks to his exo-skeleton powersuit, he is stronger, faster and more durable than any normal human and uses those abilities to their full advantage. He also carries a variety of tools and armaments, most notably a Tazer sidearm and the Pulse Cannon; an electromagnetic weapon releases a powerful EMP blast (formerly referred to the ZeroKiller earlier in his career). He also carries a shield that serves the dual purpose of providing extra protection and acts as a powerful bludgeoning weapon.

Appearance: Peter McMurphy is 6'1" tall and 205 pounds, with the Fireforce battle suit adding 3" and 200 lbs. to his mass. Peter's build is athletic, with his arms holding the majority of his musculature. Through daily physical therapy, though, the rest of his body is in decent shape. When out of the powersuit, Peter moves about thanks to a manual wheelchair with the hidden mechanics to power-lift him to a standing position. The Fireforce suit is a stripped-down design of the Technon armor, painted black and grey. The cybernetic helmet system crosses the design of a riot gear headpiece and a modern visored football helmet, leaving the bottom half of the face exposed.

Fireforce was created, designed, and played by Jim Caswell.

© Copyright 1989, 2012 - James Caswell

5th Ed.

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