
FIREFORCENAME : 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 |
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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 |
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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.