Val	CHA	Cost	Roll	Notes
28	STR	18	15-	Lift 1212.6kg; 5 1/2d6 HTH Damage [3]
23	DEX	39	14-	OCV:  8/DCV:  8
25	CON	30	14-
18	BODY	16	13-
13	INT	3	12-	PER Roll 12-
15	EGO	10	12-	ECV:  5
20	PRE	10	13-	PRE Attack:  4d6
10	COM	0	11-

12/15	PD	6		Total:  12/15 PD (0/3 rPD)
12/15	ED	7		Total:  12/15 ED (0/3 rED)
5	SPD	17		Phases:  3, 5, 8, 10, 12
12	REC	2
50	END	0
45	STUN	0		Total Characteristics Cost:  158

Movement:	Running:	7"/14"
		Leaping:	5"/10"
		Swimming:	3"/6"

Cost	Powers & Skills
114	"Betsy":  Multipower, 228-point reserve, all slots OAF (M60E3 Machine Gun; -1)
6u	1)  M60E3:  RKA 2d6+1, +1 Increased STUN Multiplier (+1/4), Autofire (10 shots; +1), 
	250 Charges (+1); OAF (M60E3 Machine Gun; -1) plus +1 OCV; OAF (M60E3 Machine Gun; -1) 
	plus Penalty Skill Levels:  +2 vs. Range Modifier with All Attacks; OAF (M60E3 Machine Gun; -1), [250]
5u	2)  Light Anti-Tank Weapon:  RKA 6 1/2d6, +1 Increased STUN Multiplier (+1/4), 
	Armor Piercing (+1/2), Explosion (+1/2); 1 Charge (-2), OAF (M60E3 Machine Gun; -1), 
	Extra Time (Full Phase, -1/2) plus Penalty Skill Levels:  +1 vs. Range Modifier with All 
	Attacks; OAF (M60E3 Machine Gun; -1), [1]
3u	3)  Napalm Launchers:  RKA 2d6, Explosion (+1/2), Sticky (+1/2), Continuous (+1); 
	2 Continuing Charges lasting 1 Turn each (-1), OAF (M60E3 Machine Gun; -1), [2 cc]
2u	4)  Flamethrower:  RKA 3d6, Side Effects (see Dark Champions page 255; +0), Armor 
	Piercing (+1/2), Area Of Effect (26" Line; +1); 1 Charge (-2), OAF (M60E3 Machine Gun; -1), 
	No Range (-1/2), [1]
1u	5)  M60E3 Butt:  HA +4d6, Reduced Endurance (0 END; +1/2); OAF (M60E3 Machine Gun; -1), 
	Hand-To-Hand Attack (-1/2)

11	Combat Knife:  HKA 1d6 (2d6 w/STR), Reduced Endurance (0 END; +1/2); OAF (-1)
12	Fragmentation Grenade:  RKA 2d6, Explosion (+1/2); 2 Charges (-1 1/2), OAF (-1), 
	Range Based On STR (-1/4), [2]
9	Plastic Inlaid Skin:  Armor (3 PD/3 ED)
40	Plastic Inlaid Skin:  Physical Damage Reduction, Resistant, 50%; STUN Only (-1/2) plus 
	Energy Damage Reduction, Resistant, 50%; STUN Only (-1/2)
5	Rebuilt Skin and Muscles:  Lack Of Weakness (-5) for Normal Defense
5	Rebuilt Skin and Muscles:  Lack Of Weakness (-5) for Resistant Defenses
2	Move Soldier!:  Running +1" (7" total), END 1
1	Special Forces Training:  Swimming +1" (3" total), END 1
3	Protective Gas Mask:  LS  (Expanded Breathing); OIF (-1/2)

	Reds, Whites, and Blues
	Notes:  In the original story, "The Colonel" (see text) carried the pills, this version allows 
	Nuke to have his own supply.
30	1)  Reds:  Aid 3d6, 32 Boostable Charges (+1/4), DEX, SPD, END, STUN simultaneously (+1); 
	OAF (bottle of pills; -1), Gestures (must ingest pills; -1/4), [32 bc]
27	2)  Whites:  Dispel Reds 20d6, 32 Charges (+1/4); OAF (bottle of pills; -1), No Range (-1/2), 
	Gestures (must ingest pills; -1/4), [32]
0	3)  Blues:  Special Effect (see text)

10	Follower:  "The Colonel" (50 point normal)

16	Combat Sense 13-

16	+2 with All Combat
6	+2 with "Betsy"

5	Accurate Sprayfire
3	Breakfall 14-
5	Concentrated Sprayfire
3	Climbing 14-
0	Concealment 8-

3	Demolitions 12-
2	KS: Military World  11-
2	KS: US Army History And Customs 11-
0	Language:  English (idiomatic; literate)
2	Navigation (Land) 12-
3	Paramedics 12-
3	First Aid Kit:  +2 with Paramedics; OIF (first aid kit; -1/2)
2	PS: Soldier 11-
5	Rapid Autofire
5	Shadowing 13-
3	Stealth 14-
2	Survival (Temperate/Subtropical) 12-
3	Tactics 12-
2	TF:  Common Motorized Ground Vehicles
6	WF:  Small Arms, Flamethrowers, General Purpose/Heavy Machine Guns, Grenade Launchers, Knives
383	Total Powers & Skills Cost
541	Total Character Cost

200+	Disadvantages
15	Distinctive Features:  Flag Tattoo On Face (Not Concealable; Noticed and Recognizable; 
	Detectable By Commonly-Used Senses)
15	Hunted:  United States Army 11- (Mo Pow, NCI, Watching)
10	Physical Limitation:  Addicted to Reds, Whites And Blues  (Frequently, Slightly 
15	Psychological Limitation:  Addicted to Reds, Whites And Blues  (Common, Strong)
25	Psychological Limitation:  Blindly Patriotic (Very Common, Total)
10	Psychological Limitation:  Casual Killer (Common, Strong)
0	Psychological Limitation:  Obsessed With "Our Boys" (Common, Strong)
15	Social Limitation:  Secret ID (Agent Simpson) (Frequently, Major)
20	Social Limitation:  Subject To Orders (Very Frequently, Major)
216	Super Soldier Bonus
541	Total Disadvantage Points

Background/History: Nuke was created as part of the United States military super-soldier program. Since the formula used to make Steve Rodgers (i.e. Captain America) has been lost, a second solution was found. A select group of men were heavily modified with synthetic muscle, metal and plastics to produce a new "super-soldier." Nuke is the last of these agents, as the rest have all died (most likely in action).

Personality/Motivation: Due to a steady diet of chemical enhancers, as well as extensive training and a strong dedication to duty, Nuke has become somewhat unhinged. He is a patriot to the point of being blind to his own actions, and is the perfect example of "my country, right or wrong." He is obsessed with freeing "our boys" from captivity in Vietnam, despises the "liberal media," and can even be talked into conducting a full-scale assault on a New York neighborhood in order to destroy someone who Nuke has been told (in effect) is "anti-American."

Quote: "Give me a red..."

"Our boys... our boys..."

Powers/Tactics: Before entering combat, Nuke will ask "The Colonel" for a "Red." I presume this to be an amphetamine of some sort that serves to accelerate his adrenaline output. After combat, he will ask for a White, which I presume helps to supress the effects of a Red. When experiencing downtime, Nuke is fed Blues, which I guess act as some sort of suppressant (ak.a.a a "downer"), keeping Nuke calm and stable.

In combat, Nuke carries "Betsy," a modified M60E3 light machine gun. Mounted on top of the barrel is a standard LAW rocket, while two rails (on either side of the barrel) have small napalm dischargers. Under the barrel is the tube of a flame-thrower. Ammunition for the machine-gun is kept wrapped around Nuke's torso.

Nuke seems to prefer using a minimal amount of ordinance to do the most damage. Thus, he will fire at large groups of opponents with explosive attacks, fire the napalm into something flammable, use the rocket to take out a large or tall structure, and hit vehicles with the flame-thrower. Anyone else will be fired on with the machine-gun.

All weapon stats were derived from 5th Edition Dark Champions.

Appearance: Nuke stands about 6'3" to 6'6" tall and must weigh well over 275 pounds. He is solid muscle, with a thick build. He goes into combat bare-chested, dressed only in BDU trousers and boots. His belt holds a grenade, his gasmask and a first aid kit, while the knife is kept in a boot sheath. Nuke's hair is blond, and he has an American flag tattooed onto his face.

Designer's Notes: Nuke appeared in Daredevil for only three or four issues. He was part of the seven issue series that was collected into the Born Again trade paperback (which I think is one of the best comics stories written). I modified him slightly for this write-up, as some of his exhibited abilities made no sense. For example: Nuke fires 3-4 rockets in one battle, but we never see him carry any spares or reload; his gun uses a small clip, yet fires endlessly (and he carries ammo belts over both shoulders); it is not clear what "Blues" do.... I tinkered with Nuke just enough to make him logical, without altering the central ideas behind the character.

One commentator to this character sheet wrote:
"Reds" are some type of amphetamine... Nuke takes them right before he goes into battle, and the "rush kicks in like a rocket blast". Plus, Daredevil noted that Nuke's heartbeat was going way too fast, "probably amphetamines".

"Whites" are what Nuke takes immediately after combat—most likely, they're a barbiturate, the direct counterpart to the "Reds", so he can 'come down' after one of his tactical rampages and get back in the chopper and go home.

"Blues" are what they feed him to keep him relatively docile back in the barracks for long periods of time between missions... most likely some type of Prozac.

And suggests the following:
Buy "Reds" as 3d6 Aid to SPD (and possibly to nonresistant PD and ED as well, to represent 'feels no pain'), with a Side Effect (Enraged at X-) and a Vulnerability (fades immediately if "white" is taken.)

"Blues" are purely a special effect.

As you can see, I applied some of these ideas to the revised character sheet.

Nuke's Hero Designer File

(Nuke created by Frank Miller, character sheet created by Michael Surbrook)

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