Bonecrusher
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Mutants & Masterminds, Third Edition is ©2010-2012 Green Ronin Publishing, LLC. All rights reserved.
Bonecrusher
History
Raised in low-income inner-city projects, Malik Clark was doomed to a future of crime. Which he found before reaching high school. Picking-up the local street "hustle", Malik became a half-way decent gangster, although deep down he was only doing what the concrete jungle demanded for survival. His mother was ill and his "activities" generated money for medication, bills or whatever else the city demanded of them. Malik would stand on trash-ridden rooftops overlooking rows of project-housing resembling the gargantuan tombstones of fallen and forgotten gods.
Then.
That day.
The massive explosion of two superhumans battling shattered the normal evening calm of the projects. Tenements held together by dust and hope shook with the terrible force of the combatants attacks. Neither would fall. Neither seemed to care panicked families watched from mere yards away, too frightened to run or even move. Everyone fled the courtyard between four buildings - except Malik. He had to see. He wasn't afraid. He was drawn to the display of incalculable power.
The bad guy struck a horrific blow, dropping the good guy. It was over. The glowing villain gazed around, then flew away. Malik watched the downed hero, smoking with pain. He approached, maybe to help or gawk. He'd never se---
As Malik paced forward, the mortally-wounded hero exploded with the force of 100 suns, showering the entire block in blinding light! The wild, organic, quantum forces of a slain superhuman whipped across the area. Searching. Finding a host, Malik was struck by the earth-shattering energy, charging his atoms with mind-rending power. When he stopped glowing moments later, Malik looked around. Everyone was wondering outside and staring at him. And? Surveying himself, Malik realized he was now much bigger. Much stronger. Much more powerful.
This would go somewhere.
Malik put his name in the criminal underground's "hat", letting prospective terrorists and run-of-the-mill crooks know his services were available. He liked the name Bonecrusher. It fit, especially after what Malik had done to local thugs who tried to threaten the new super-villain. The Fatal Five needed a fifth, so Malik filled. Then the Wizards of War needed muscle. Okay. Later, local mob bosses wanted protection from national mob bosses. Bonecrusher took on any job and established himself as one of the more capable bruisers on the street. Then, Malik became a papa.
Bob was the apple of his dad's eye and Malik slowly found himself changing. He wanted more. A life for his son that he'd never had. Something meaningful. With Bob's mother (part-time thief, Evangeline) in prison, Malik was a single-dad facing all the demands of a parent. Meanwhile, the alien forces fell upon the Earth, the whole world watching as a new cosmic terror appeared!
The heroes rose against the alien forces and fell almost as quickly. Governments tumbled. Except for the aliens, it was wonderful. But, in the aftermath, everyone watched as the conquerors began marching across the Earth. Before long, everyone would be in chains. Or dead. Malik made contact through the normal circles of criminals and learned many of them were launching an offensive against the invaders. The villains had long outnumbered the heroes, but greed and arrogance always proved our downfall.
This time we'd unite. Malik would do it for Bob. Bob was all that mattered. Bonecrusher would do whatever was necessary to set things right on his planet. Even work with the most dangerous scum imaginable. For Bob.
Male
Age: 26
Height: 7' 1"
Weight: 800 lb.
Eyes: Black
Hair: None
Power Level 10, 150 PP; Abilities 34 + Powers 92 + Advantages 15 + Skills 9 (18 ranks) +
Defenses 0
Abilities
Strength 12 Agility 0 Fighting 8 Stamina 12 Dexterity 0 Intellect 0 Awareness 5 Presence 4
Offense
Initiative: +8
Back Up!: Cone-Area (120') Damage 10, DC 25, Limited: Knockback only
Stomp: Burst-Area Affliction 10, DC 20, Limited: Ground-based
Throw +8, DC 27, Bludgeon, Crit 20
Unarmed +8, DC 27, Bludgeon, Crit 20
Now I'm Mad: Grab-Based Affliction 10, +8, DC 20 (vs. Parry), Power Attack, All-Out Attack,
Crit 18+
Powers
Super-Damn-Dangerous (85 PP);
- Built for Whatever: Immunity 15 (8 PP)
Quantum Forces, Interaction Skills, Life Support; Limited - Half Effect (Personal - Permanent)
- Not a Scratch: Enhanced Stamina 12 (24 PP)
Quantum Forces, +12 STA (Free - Personal - Sustained)
- Hard-Headed: Enhanced Trait 6 (6 PP)
Quantum Forces, Will +3 ( +8), Advantages: Fearless, Second Chance 2: Mind & Emotion Control
(Personal - Sustained)
- Flying's for Suckers: Leaping 10 (5 PP)
Quantum Forces, Leap 1 mile at 250 miles/hour in 12 seconds; Distracting (Move
Personal - Instant)
- He's Quick Too: Enhanced Trait 8 (8 PP), Dodge +8 ( +8) (Personal - Sustained)
- Don't You Know Who I Am?: Impervious Toughness 12 (12 PP)
Quantum Forces (Free - Personal - Continuous)
- Feel My Flex: Enhanced Strength 12 (29 PP)
Quantum Forces, +12 STR (Free - Personal - Sustained)
- Back Up!: Damage 10 (alternate; 1 pp)
Quantum Forces, DC 25; Cone Area 2: 120 feet cone, Resisted by Toughness; Limited: to Knockback only, Quirk: shatters nearby glass (Standard - Close - Instant)
- Now I'm Mad: Affliction 10 (alternate; 1 pp)
Quantum Forces, 1st degree: Impaired, 2nd degree: Stunned, 3rd degree: Paralyzed, DC 20,
Advantages: Improved Critical 2 Alternate Resistance: Parry, Distracting, Grab-based
(Standard - Close - Continuous)
- Stomp: Burst-Area Affliction 10 (alternate; 1 pp)
Quantum Forces, 1st degree: Vulnerable, Hindered, 2nd degree: Defenseless, Prone, DC 20;
Alternate Resistance: Dodge, Burst Area 2: 60 feet radius sphere, Extra Condition; Limited:
Bonecrusher & targets must be in contact w/ ground, Limited Degree (Standard - Close -
Instant)
- Where You Want This?: Enhanced Strength 24 (alternate; 1 pp)
Quantum Forces, 400 k-tons; Limited: to Lifting (Standard - Close - Sustained)
- I Can Pound You To Dust: Enhanced Trait 9.5 (alternate; 1 pp)
Quantum Forces, Intimidation +11 ( +15), Advantages: Daze (Intimidation), Fascinate
(Intimidation), Skill Mastery (Intimidation) (Personal - Sustained)
Defenses
Dodge 8/0
Parry 8
Fortitude 12
Impervious: +12
Toughness 12
Will 8/5
Advantages
All-out Attack
Benefit: Ambidextrous
Chokehold
Connected
Diehard
Fast Grab
Fearless
Improved Critical 2
Improved Grab
Improved Hold
Improved Initiative 2
Improvised Weapon
Interpose
Power Attack
Prone Fighting
Second Chance 2 (Mind & Emotion Control)
Weapon Break
Complications
Enemy: Alien invaders
Motivation: Survival
Relationship: Son
Reputation: Criminal
Responsibility: Son
Languages: English
Skills
Acrobatics -
Athletics - (+12)
Close Combat: Unarmed - (+8)
Deception - (+4)
Expertise: Streetwise 5 (+5)
Expertise: Crime 5 (+5)
Insight - (+5)
Intimidation - (+4/+15)
Investigation -
Perception - (+5)
Persuasion - (+4)
Ranged Combat: Throw 8 (+8)
Sleight of Hand -
Stealth -
Technology -
Treatment -
Vehicles -
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