Golden Age Super Villain



Rank: Novice (10)
Attributes: Agility d4, Smarts d4, Spirit d4, Strength d10, Vigor d10
Skills: Fighting d10, Intimidate d6, Notice d6, Stealth d6
Charisma: -4, Pace: 6, Parry: 9, Toughness: 15 (23 vs. Kinetic Powers)
Gear: Hammerfist (1d10+1d6+1d6+1, Magical, AP 1 vs. rigid armor (plate mail); Hammer is fused to his arm
Hindrances: Ruthless (Major), Bloodthirsty (Major), Distinctive Appearance (Minor, Hammer is permanently part of his arm, One Arm (Major, Tasks that require two hands, such as Climbing, suffer a –4 modifier)
Edges: Arcane Background [Super Powers], Brawny, Mighty Blow (When dealt a Joker, Hammerfist doubles his total damage when making a successful Fighting attack this round), Take the Hit (add +2 to Soak rolls made to eliminate wounds)
Languages: English
Load Limit (8x Strength): 80 lb
Super Powers (Four Color Rising Stars: 20)
Armor (Hardened Skin, Heavy Armor, 5): The armor is considered Heavy Armor, and can only be damaged by Heavy Weapons.
Attack (Hammerfist, Magical +1, 5-1=4): AP 2, +2d6 to melee attack
Doesn’t Eat (1): Hammerfist doesn’t need sustenance of any kind and ignores the effects of Hunger
Earthquake (2-1=1): Hammerfist can create a small rend in the earth that can stun and entrap foes. The crack is a shallow (two feet deep or so) crevice which races 12” from Hammerfist in a straight line. Every target in the line of attack must make an Agility roll or be Shaken. Those who are Shaken are stuck in the crack and cannot move until they become unshaken.
Parry (2-1=1): +2 Parry
Resistance (Kinetic, 2): +8 Toughness and Opposed Rolls vs. Kinetic powers
Toughness (6): +6 Toughness



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