MAN-O-WAR
Nero Horntooth
 
Cost

Characteristic

Value Roll Notes
8 STR 18 13- Lift: 300kg; 3½d6; [1]

24 DEX 18 13- OCV: 6    DCV: 6
16 CON 18 13-
10 BODY 15 12-
5 INT 15 12- PER Roll 12-
10 EGO 15 12- ECV: 5
5 PRE 15 12- PRE Attack: 3d6
0 COM 10 11-
4 PD 8   Total: 11/21 PD (3/13 rPD)
4 ED 8   Total: 11/21 ED (3/13 rED)
12 SPD 4   Mental Defense: 0
4 REC 10   Phases: 3, 6, 9, 12
2 END 40   Running: 6" / 12"
7 STUN 40   Swimming: 10"/30" (320"/960")
 

Cost

Powers

END

20 Tendrils: Elemental Control, 60-point powers, (30 Active Points); all slots Restrainable (-1/2)
13 1) Electro-Blast: Energy Blast 12d6 (60 Active Points); 6 Charges (-3/4) 0
12 2) Extendable Tendrils: Stretching 8", Reduced Endurance (0 END; +1/2) (60 Active Points); Always Direct (-1/4), Tendrils Only (-1/4), No Velocity Damage (-1/4), No Noncombat Stretching (-1/4) 0
12 3) Tendril-Assisted Swimming: Swimming +20" (10"/30" total) (x32 Noncombat), Reduced Endurance (0 END; +1/2) (60 Active Points); Gestures, Requires Gestures throughout (-1/2), Lockout - Requires All Ten Tendrils (-1/2) 0
11 4) Paralysing Strike: Entangle 4d6, 8 DEF (60 Active Points); Extra Time (Full Phase, -1/2), Entangle Has 1 BODY (-1/2), Limited Range 15" (-1/4) 6
20 5) Psychic Stunning Charge: Ego Attack 2d6, Reduced Endurance (0 END; +1), Autofire (5 shots; +1 1/2) (70 Active Points); Normal Range (-1/4), Limited Range 15" (-1/4) 0
12 6) Tendril Strength: +40 STR, Reduced Endurance (0 END; +1/2) (60 Active Points); No Figured Characteristics (-1/2), Only with Extra Limbs (-1/2) 0
8 Atlantean Strength: +20 STR (20 Active Points); Only In Water (-1), No Figured Characteristics (-1/2) 2
8 Atlantean Swimming: Swimming +8" (10"/30" total) 1
5 Enhanced Vision: Infrared Perception (Sight Group) 0
3 Enhanced Hearing: Ultrasonic Perception (Hearing Group) 0
5 Tendrils: Extra Limbs (10) 0
9 Tough Skin: Armor (3 PD/3 ED) 0
11 Water Breather: Life Support (Longevity: 200 Years; Safe in High Pressure; Safe in Intense Cold; Safe in Low Pressure/Vacuum; Water Breathing) 0
8 Air Supply: Life Support (Self-Contained Breathing), 2 Continuing Charges lasting 1 Hour each (+0) (10 Active Points); IIF (-1/4) 0
21 Atlantean Body Armour: Armor (10 PD/10 ED), Hardened (+1/4) (37 Active Points); OIF (-1/2), Real Armor (-1/4) 0
5 Helmet Defences I: Sight Group Flash Defense (8 points) (8 Active Points); OIF (-1/2) 0
5 Helmet Defences II: Hearing Group Flash Defense (8 points) (8 Active Points); OIF (-1/2) 0
 

Cost

Talents

3

Atlantean: Environmental Movement: (No penalties in Water)

6

Quicker Underwater: Lightning Reflexes: +8 DEX to act first with All Actions (12 Active Points); Only In Water (-1)

Cost

Perks

4

Contact: Dr. Khalen Hax, Atlantean Scientist (Contact has: very useful Skills or resources, Good relationship with Contact) 8-

Cost

Skills

6

+2 with All Tendril Attacks

2

AK: Atlantis 11-

2

AK: New York City, New York 11-

2

Animal Handler (Aquatic Animals) 12-

2

Argonauts Team Package

AK: Argus City, New Jersey 11-

AK: Philadelphia, Pennsylvania 11-

AK: Pittsburgh, Pennsylvania 11-

Argonaut Communicator Ear Piece: Radio Perception/Transmission, Concealed -5 to Radio PER Rolls (15 Active Points); Focus (IIF; -1/4), Must Talk To Communicate (-1/4)

Computer Link: "Jason"

KS: Known Uberhuman Criminals 11-

KS: The Argonauts Superhero Team 11-

Monitored: Local Law Enforcement Agencies 8-

Psychological Limitation: Dedicated To The Argonauts' Charter

Reputation: Heroes (large group) 11-, +2/+2d6

3

Computer Programming 12-

3

Deduction 12-

0

Everyman Skills

AK: San Diego, California 11-

Acting 8-

Climbing 8-

Concealment 8-

Conversation 8-

Deduction 8-

Language: English (idiomatic)

PS: Marine Biologist 11-

Paramedics 8-

Persuasion 8-

Shadowing 8-

Stealth 8-

TF: Small Motorized Ground Vehicles

4

KS: Atlantean Culture 13-

3

Language: Atlantean (completely fluent)

2

Navigation (Marine) 12-

3

Paramedics 12-

18

Scientist

SS: Atlantean Sciences 13- (4 Active Points)

SS: Biology 12- (3 Active Points)

SS: Marine Biology 14- (5 Active Points)

SS: Mathematics 12- (3 Active Points)

SS: Oceanography 12- (3 Active Points)

SS: Toxicology 12- (3 Active Points)

-11

Scientist Package (Cost: 4)

Education: Doctorate in Marine Biology

KS: Research Methods 12-

PS: Academic Researcher 11-

PS: Specialist In Atlantean Sciences 12-

Social Limitation: Occupation

Social Limitation: Publish or Perish

3

Stealth 12-

2

Survival (Marine) 12-
200+ Disadvantages

15

Distinctive Features: Atlantean Hybrid With Luminescent Tendrils

20

Hunted: Elementals 8-

15

Monitored: Atlantean Authorities 11-

20

Normal Characteristic Maxima

15

Physical Limitation: Weird Biochemistry Requires Specialist Medical Care

20

Psychological Limitation: Code Against Killing

15

Psychological Limitation: Sees Himself As The Protector Of The Surface World Against Any Atlantean Or Lemurian Incursion

5

Rivalry: Professional: Jaws

15

Social Limitation: Public Identity

10

Vulnerability: 2 x STUN Heat and Fire Attacks
28 Experience Points
 
Characteristics Cost 111 Base Points 200
Powers Cost 188 Disadvantages 150
Talents Cost 9 Experience Points 6
Perks Cost 4 Total Points 356
Martial Arts Cost 0
Skills Cost 44
Total Cost 356
 
Concept Energy Blast Hair Colour Luminescent Yellow, Coral and Green
Nationality Atlantean / American Eye Colour Black
Place of Birth San Diego, California, USA Height 1.72m
Date of Birth December 9, 1972 Weight 82kg
 
Background

Nero was born in the public eye. His mother was a human and his father was an Atlantean, and when complications arose during the birth, his mother was taken to Sea World where he was brought into the world in front of a worldwide media circus. His early life remained in front of the cameras until interest generally waned. He became a resort exhibit. His mother enjoyed the money but grew bored with the attention. When Nero was fourteen he was sent to Atlantis where he began to learn about his father's ancestry. During his stay he resolved to take control of his life, and when the Atlanteans showed no long-term interest in him, he returned to America. It was at that time that his ubergene abilities also surfaced, and he joined the youthful super team Rising Stars.

Nero came back into the world spotlight when Atlantis invaded New York City in 1996, and stood with Sanction as the two country's leaders met on Liberty Island. From that point on, Nero dedicated himself as the surface world's protector against any Atlantean or Lemurian incursion. He feels confused about where his loyalties should lie, but also believes that the Atlanteans are not to be fully trusted. Ironically, in the past the American government has managed to use Nero's cynicism of Atlantean politics to garner important information about the underwater kingdom.

When Captain Comet returned to Earth he set about forming the Argonauts and actively sought out Nero, having heard about his stand against the Atlanteans. Nero agreed to join, but still feels uncomfortable among humans. He especially feels uncomfortable around Captain Comet who has often made racist comments about Atlanteans around Nero. Rather than confront the Captain, however, Nero remains passive and even more tormented.

Personality
Nero is an outcast in two societies. He only truly feels comfortable alone below the waves, but finds that he has less and less time to do so since the Argonauts have become more active, as well as his job with the New Yok Aquarium. In recent times he has come into conflict with Jaws from the Heroes of Filmland, after some underwater film activities caused the death of marine life and almost resulted in a conflict between an Atlantean sentry squad and the production team. Nero has found the Shark Man to be incredible dense and the antithesis of everything he stands for.
Quote
"There are two worlds on this planet, and neither one has any real idea of the other."
Powers

Nero's hybrid physiology allows him to survive in the surface world and under the water. In addition to these natural abilities he also developed ubergene abilities which manifested themselves as prehensile tendrils which sprouted from his head similar to jellyfish stingers. These tendrils are able to grasp objects, deliver electric shocks as well as paralysing opponents and enhancing his natural swimming ability.

Appearance

Nero has ten luminescent tendrils attached to his head which he considers his hair. They are semi-transluscent in the air, but flood with colour when he is emotional or when he is immersed in water. His face is Atlantean, with fish-like eyes, protruding upper lip and porous green skin. As Man-O-War he wears an Atlantean battle armour which is black with yellow highlights: colours which symbolise danger.