Val CHA Cost Roll Notes 3 STR -7 10- Lift 37.9 kg; 1/2d6 HTH Damage 20 DEX 30 13- OCV: 7/DCV: 7 10 CON 0 11- 5 BODY -10 10- 30 INT 20 15- PER Roll 15- 30 EGO 40 15- ECV: 10 15 PRE 5 12- PRE Attack: 3d6 10 COM 0 11- 2 PD 1 Total: 2 PD (0 rPD) 2 ED 0 Total: 2 ED (0 rED) 4 SPD 10 Phases: 3, 6, 9, 12 4 REC 2 20 END 0 12 STUN 0 Total Characteristic Cost: 91 Movement: Running: 4"/8" Swimming: 1"/2" Cost Powers & Skills 178 Magnetic Field Amplifier: Multipower, 178-point reserve 16u 1) Force Blast: EB 14d6, Invisible to Sight Group, Source Only (+1/4), Area Of Effect (18" Cone; +1), END 16 10u 2) Shockwave: RKA 5d6, Invisible to Sight Group, Source Only (+1/4), Indirect (can affect people inside suits of rigid armor; +1/2); No Knockback (-1/4), END 13 16u 3) Psychokinesis: Telekinesis (40 STR), Affects Porous, Invisible to Sight Group, Source Only (+1/4), Area Of Effect (18" Cone; +1), END 16 10u 4) Telekinetic Wall: FW (23 PD/23 ED; 3" long and 1" tall), Invisible to Sight Group (+1/2); No Range (-1/2), Restricted Shape (arc; -1/4), END 18 -4 Small Size: Running -2" (4" total) -1 Small Size: Swimming -1" (1" total) 43 Magnetic Field Energy: Endurance Reserve (100 END, 33 REC) Perks 4 Fringe Benefit: Colonel Skills 6 +2 with Magnetic Field Amplifier 10 Hard To Hit: +2 with DCV 2 Concealment 15-; Self Only (-1/2) 2 KS: Arcam Foundation 11- 3 KS: MJ-12 and the Machiner's Platoon 15- 2 KS: "Noah" 11- 0 Language: English (idiomatic; literate) 2 Language: Hebrew (Classical) (basic conversation; literate) 3 PS: Soldier/Commander of the Machiner's Platoon 15- 3 SS: Environmental Science 15- 3 SS: Meteorology 15- 3 Stealth 13- 3 Tactics 15- Total Powers & Skill Cost: 314 Total Cost: 405 200+ Disadvantages 10 Hunted: Machiner's Platoon and MJ-12 8- (Mo Pow, NCI, Watching) 5 Physical Limitation: Small (Infrequently, Slightly Impairing) 15 Psychological Limitation: Casual Killer (Common, Strong) 20 Psychological Limitation: Megalomaniac; Wants To Build A New World/Create New Life (Common, Total) 20 Social Limitation: Subject To Orders (Very Frequently, Major) 135 Experience Points 405 Total Disadvantage Points
Background/History: Colonel MacDougal is the Commander of the Machiner's Platoon, and according to Little Boy, the Platoon's strongest soldier. Physically, he isn't all that imposing, being approximately 10 years-old. Professor Mayzel states that a "brain magnetic field amplifier" was implanted in MacDougal's head, a procedure with only a 1% survival rate. The device can and will kill MacDougal without warning, and even MacDougal admits to having a lifespan of only a few more years.
Personality/Motivation: MacDougal is a classic megalomaniac. He wants to get inside Noah's arc so he can use Noah itself to wipeout the human race and create a new world and new life. He works for MJ-12 only as long as it is convenient for him, and then turns against them (and the rest of humanity) once he has Noah in his possession.
Quote: "I got the power of a god from MJ-12. But, I must say I'm grateful to them... they've allowed me to pass judgment on the human race!"
Powers/Tactics: MacDougal's powers are psychokinetic in nature, and include invisible forceblasts, a lethal shockwave, telekinesis, and protective force fields. He is seen pushing clouds of gas around, as well as telekinetically smashing an entire roomful of men in a single shot. His shockwave is defined as "Indirect," as he injures Yu Ominae inside his armored suit. MacDougal may have other powers, but since his appearance in Striker is limited to only a few pages, I didn't try to go any further.
Appearance: MacDougal is a small boy, standing about three-and-a-half feet tall. He wears jeans, sneakers, shirt, a baseball hat and what looks like a high school letterman's coat. His hair is blond.
Colonel MacDougal's Hero Designer File
(Colonel MacDougal created by Hiroshi Takashige and Ryoji Minagawa, character sheet created by Michael Surbrook)
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