Val	CHA	Cost	Roll	Notes
45	STR	35	18-	Lift 12.8 tons; 9d6 HTH Damage [4]
24	DEX	42	14-	OCV:  8/DCV:  8
25	CON	30	14-
20	BODY	20	13-
18	INT	8	13-	PER Roll 19-
18	EGO	16	13-	ECV:  6
20	PRE	10	13-	PRE Attack:  4d6
18	COM	4	13-

9/29	PD	0		Total:  9/29 PD (0/20 rPD)
7/27	ED	2		Total:  7/27 ED (0/20 rED)
5	SPD	16		Phases:  3, 5, 8, 10, 12
14	REC	0
50	END	0
56	STUN	0		Total Characteristic Cost:  183

Movement:	Running:	6"/12"
		Flight:	60"/480"
		Leaping:	9"/18"
		Swimming:	2"/4"

Cost	Powers & Skills
43	Shoulder-Mounted Weapons Suite:  Multipower, 130-point reserve, Can Only Change Slots In
	"Lab" (-1/2), Can Only Select One Heavy Weapon And One Light Weapon, Or Two Light Weapons From 
	List (-1/2); all slots OAF (-1)
5u	1)  20 mm Cannon (H):  RKA 3d6+1, +1 Increased STUN Multiplier (+1/4), 20 Charges (+1/4), 
	Autofire (5 shots; +1/2); OAF (-1), [20]
5u	2)  .30 cal Machine Gun (L):  RKA 2d6+1, +1 Increased STUN Multiplier (+1/4), 
	125 Charges (+3/4), Autofire (10 shots; +1); OAF (-1), [125]
2u	3)  Dazzler:  Hearing Group Flash 8d6, Explosion (+1/2); OAF (-1), END 4
2u	4)  Grenade Launcher, Explosive (L):  EB 8d6, Explosion (+1/2); OAF (-1), 5 Charges (-3/4), [5]
1u	5)  Grenade Launcher, Smoke (L):  Darkness to Sight Group 3" radius, 5 Continuing Charges 
	lasting 1 Minute each (cleared away by high winds, rain, or the like; +0); OAF (-1), [5 cc]
5u	6)  Grenade Launcher, Tear Gas (L):  Sight Group Flash 6d6, NND (defense is sealed 
	systems over the eyes or not needing to breathe; +1/2), Area Of Effect (2" radius; +3/4), 
	Continuous (+1); OAF (-1), 5 Continuing Charges lasting 1 Turn each (cleared away by high winds, 
	rain, or the like; -1/4) plus EB 2d6, NND (defense is sealed systems over the eyes or not
	needing to breathe; +1/2), Area Of Effect (2" radius; +3/4), Continuous (+1); OAF (-1), Linked 
	(Flash; -1/2), 5 Continuing Charges lasting 1 Turn each (cleared away by high winds, rain, or 
	the like; -1/4), [5 cc]
5u	7)  Lightning Gun (H):  EB 16d6, Reduced Endurance (1/2 END; +1/4); OAF (-1), END 4
6u	8)  X-ray Laser (H):  RKA 4d6, Invisible to Sight Group, SFX Only (+1/4), Reduced 
	Endurance (1/2 END; +1/4), No Range Modifier (+1/2); OAF (-1), END 5

40	FF (20 PD/20 ED), END 4
26	Computer Mind:  Mental Defense (30 points total)
162	Flight 60", x8 Noncombat, Reduced Endurance (1/2 END; +1/4), END 6
20	Insubstantial Body:  Desolidification ; Increased Endurance Cost (x3 END; -1), END 12
45	Android Body:  LS  (Eating: Character does not eat; Immunity All terrestrial poisons and 
	chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents; Safe in 
	High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in 
	Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character does not sleep)
18	Computer Senses:  +6 PER with all Sense Groups
12	Internal Radio:  HRRP (Radio Group)
5	IR Vision:  IR Perception (Sight Group)
20	Radar (Radio Group), Increased Arc Of Perception (360 Degrees)

3	Computer Mind:  Absolute Range Sense
3	Computer Mind:  Absolute Time Sense
9	Android Body:  Ambidexterity (no Off Hand penalty)
3	Computer Mind:  Bump Of Direction
5	Computer Mind:  Eidetic Memory
3	Computer Mind:  Lightning Calculator

24	+3 with All Combat
12	Penalty Skill Levels:  +4 vs. Range Modifier with All Attacks

3	AK: (choice) 13-
5	AK: United States Of America 15-
5	CK: New York City 15-
0	Language:  English (idiomatic; literate)
2	WF:  Small Arms

Total Powers & Skill Cost:  499
Total Cost:  682

200+	Disadvantages
10	Distinctive Features:  Totally Hairless And Has A Transparent Skull (Concealable; Noticed and 
	Recognizable; Detectable By Commonly-Used Senses)
15	Physical Limitation:  Does Not Heal Body Damage (Must Be Repaired) (Infrequently, Fully Impairing)
10	Physical Limitation:  Still Isn't Totally Sure How To Be "Human" (Frequently, Slightly Impairing)
15	Psychological Limitation:  Determined To Try Everything (Very Common, Moderate)
10	Psychological Limitation:  Likes To Romance (Common, Moderate)
15	Psychological Limitation:  Must Obey Dr. Travnicek (Common, Strong)
407	Experience Points
682	Total Disadvantage Points

Description: Modular Man (a.k.a. Mod Man) has to be one of the more unusual characters in Wild Cards. He’s a synthetic android, standing 6'2" and weighing anywhere from 200 to 400 pounds. He's very handsome, although hairless and has a transparent skull. Modular Man gains all of his power from his "flux capacitors," which allow him to fly, resist attacks, and go insubstantial. He also can mount an assortment of weapon modules into slots upon his shoulders.

Modular Man is under the control of Dr. Travnicek and is subject to the following orders: "Obey my creator. Guard his identity and well-being. Test myself and my equipment under combat conditions by fighting the enemies of society in a way to gain maximum publicity for Modular Man Enterprises. Preserve my own existence and well-being."

Modular Man, with an Ego roll, can try and creatively "reinterpret" an order he doesn't really like. Also note since he is a robot, he will lose powers if damaged and he must be repaired by Dr. Travnicek when this happens.

Campaign Use and Designer’s Notes: Modular Man is one of my favorite characters, mainly because it was a lot of fun to see him in action (and interact with others.) I’m not sure what eventually happened to him, but I know Dr. Travnicek caught the wild card again from Typhoid Croyd and turned into something more plant than human. This meant Mod Man couldn’t be repaired anymore. However, it also meant Mod Man was more free to do as he pleased (IIRC). Anyway, in your campaign you could leave him as is, reduce his Multipower down to just one or two basic weapons (Dazzler and Lightning Gun are good choices), and make Travnicek more benevolent. You might also want to define the “flux capacitors” as a form of END Reserve.

Modular Man's Hero Designer File

(Modular Man created by Walter Jon Williams, character sheet created by Michael Surbrook)

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