HEADSHOT Identity: Arthur Trubealt
Powers:
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During college he ran short on money and volunteered for some experiments for which he would be paid. As a result of these experiments, his meta-genes were activated and his powers developed. He dropped out of college, and tried to sell his new powers to the government or a corporation. However, in 1980, no one wanted to hire a 20-year old who could generate energy from his eyes. Well, no one legal anyway. Finally, a large criminal organization approached him and offered him a large salary if he would work for them. He agreed, and acted as hired muscle on several low-risk operations (the high-risk operations paid more, but they were also more dangerous). In 1989, he left this organization to become a free-lancer, hiring outto the highest bidder. In 1992, while working for Intercrime, he had the misfortune to encounter the Topeka Six, and while battling them, he was nearly disemboweled by a "cat-man" shape changer. He took a year long vacation, but has since returned to the mercenary "super-for-hire" business. Headshot generally stays as far from his opponents as possible. He uses the terrain for cover whenever possible. His codename Headshot is derived from his favorite battle tactic. Trubealt knows that his force beam is not powerful enough to stop most superhumans, so he always targets his opponents head. His skill with his optic blast is high enough that he almost always hits, and very few opponents can withstand two such shots without being rendered unconscious (many are stopped by just one shot). Headshot was originally developed in 1992 during my Topeka Six Champions campaign. The foundations of that campaigndate back a year or more to a conversation that John Gilmore and I had one evening about using Villains and Vigilantes powers to develop Champions characters. Each player character would start with the Talented Normal template in the Champions hardcover rules. The player would then roll 2d6, on a 2-9, the character had one power (rolled using the Revised V&V Powers table, and transliterated using the rules published by FGU in several V&V; adventures in the late 1980's), a result of 10-12 indicated two powers. Characters also received free bonuses to their characteristics and a block ofpoints to whatever the player wanted (with one power characters getting more freebies.) Each power was supposed to be about 60 active points. Player Characters ended up being in the 300-400 point range, but since there was no point munching, it didn't matter much, and the initial emphasis on skills made all the characters extremely well rounded. Anyway, the concept for Headshot was a Talented Normal with a 60-point power. In this case, it was an 8d6 Energy Blast, and +10 levels OCV. Boosting Headshot's DEX to 20, and his Speed to 4 (to make him more formidable) provided a 157-point character with the ability to hit even high DEX martial artists at reasonably long range, and to Stun tough opponents at short range (by using a called shot). Headshot gained a little experience during that campaign, and has been fleshed out a little more since then. Headshot is ©2000 Patric Rogers. All rights reserved. Back to Characters |
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