Val	CHA	Cost	Roll	Notes
25	STR	15	14-	Lift 800 kg; 5d6 HTH Damage [2]
21	DEX	22	13-
25	CON	15	14-
13	INT	3	12-	PER Roll 12-
16	EGO	6	12-
15	PRE	5	12-	PRE Attack:  3d6

7	OCV	20
7	DCV	20
3	OMCV	0
5	DMCV	6
5	SPD	30		Phases:  3, 5, 8, 10, 12

10+7	PD	8		Total:  10/17 PD (0/7 rPD)
10+7	ED	8		Total:  10/17 ED (0/7 rED)
10	REC	6
50	END	6
13	BODY	3
40	STUN	10		Total Characteristic Cost:  183

Movement:	Running:	14m/28m 
		Flight:		80m/160m
		Leaping:	4m/8m
		Swimming:	4m/8m

Cost	Powers & Skills
60	Energy Matrix Field:  Multipower, 60-point reserve
6f	1)  Increased Strength I:  +60 STR, END 6
6f	2)  Increased Strength II:  +48 STR, Reduced Endurance (½ END; +¼), END 2
6f	3)  Increased Strength III:  +40 STR, Reduced Endurance (0 END; +½)
6f	4)  Heat Blast I:  Blast 12d6, END 6
6f	5)  Heat Blast II:  Blast 9 ½d6, Reduced Endurance (½ END; +¼), END 2
6f	6)  Heat Blast III:  Blast 8d6, Reduced Endurance (0 END; +½)
6f	7)  Energy Matrix I:  Resistant Protection (20 PD/20 ED)
6f	8)  Energy Matrix II:  Resistant Protection (16 PD/16 ED), Hardened (+¼)
6f	9)  Energy Flight I:  Flight 60m, END 6
6f	10) Energy Flight II:  Flight 48m, Reduced Endurance (½ END; +¼), END 2
6f	11) Energy Flight III:  Flight 40m, Reduced Endurance (0 END; +½)
3f	12) Hyper-Flight:  Flight 20m, MegaScale (1m = 10 km; +1 ¼); Increased Endurance Cost 
	(x2 END; -½), END 8
12	Spectra-Cloth Costume:  Resistant Protection (7 PD/7 ED); OIF (-½), Requires A Roll (13- roll; 
	locations 7-17; -¼)
5	Polarized Visor:  Sight Group Flash Defense (10 points); OAF (-1)
10	Energy Matrix Mental Static:  Mental Defense (10 points total)
10	Energy Matrix Bio-Field:  Power Defense (10 points)
2	Fast On His Feet:  Running +2m (14m total), END 1
10	Energy-Charged Physiology:  LS  (Immunity: All terrestrial diseases and biowarfare agents; 
	Longevity: Immortal)

1	Fringe Benefit:  Licensed EMT

10	+2 with Energy Matrix Multipower
6	Brawling:  +2 with Block, Dodge, Punch

3	Bureaucratics 12-
2	CK: Campaign City 11-
3	Climbing 13-
3	Computer Programming 12-
3	Electronics 12-
1	Forensic Medicine 8-
2	KS: Medicine 11-
2	KS: Super Hero World 11-
0	Language:  English (idiomatic; literate)
3	Mechanics 12-
5	Paramedics 13-
2	PS: Emergency Medical Technician 11-
3	Streetwise 12-
3	Systems Operation 12-
2	TF:  Common Motorized Ground Vehicles

Total Powers & Skill Cost:  232
Total Cost:  415

400+	Matching Complications (75)
0	Distinctive Features:  Altered Human (Not Concealable; Noticed and Recognizable; Detectable Only 
	By Technology Or Major Effort)
5	Distinctive Features:  Glowing Eyes (Easily Concealed; Noticed and Recognizable; Detectable By 
	Commonly-Used Senses)
20	Hunted:  UniCorp 8- (Mo Pow; NCI; Harshly Punish)
15	Psychological Limitation:  Man Of Action (Common; Strong)
10	Psychological Limitation:  Secretive About Past (Common; Moderate)
15	Social Limitation:  Secret ID (Scott Heatherington) (Frequently; Major)
10	Vulnerability:  1 ½ x STUN from Electrical Attacks  (Common)

Total Complications Points:  75
Experience Points:  15
Force Majure

Background/History: Some superheroes are born, some are made, and some, as Scott Heatherington found out, are made whether they want to be or not. Scott had the unique misfortune of possessing a desirable and adaptive genetic code—the type easily activated by various meta-genetic processes capable of producing superhuman attributes. UniCorp, whose research into superhumans, as well as superhuman powers, abilities, and origins has often crossed into questionable territory (of the human guinea pig variety) decided to take advantage of this by kidnapping Scott while he was responding to an emergency call with the rest of his EMT team. UniCorp (using hired superhuman mercenaries) wrecked the team's ambulance, killing everyone but Scott, and then spirited him away to a hidden research lab, hoping to add him to their collection of superhuman operatives.

What UniCorp couldn't predict was how successful their experiments would be. Scott's body was infused with a powerful bio-energy matrix, capable of being shunted into different forms, granting him the power of independent flight, an optically generated heat blast, resistance to damage, and superhuman strength. The latter ability is what facilitated his escape, as Scott soon found his maximum strength potential far outstripped UniCorp's ability to restrain him. Tearing (and blasting) his way free, Scott fled UniCorp's clutches, eventually setting up a new life in the city of Lewisport.

Personality/Motivation: For the most part, Scott’s experiences with UniCorp haven’t had a long-lasting effect. On the other hand, Scott is rather reluctant to talk about his life before he came to Lewisport and avoids mentioning UniCorp or what little he knows about them. Instead, he’s tried to begin his life anew, working as an EMT for the Lewisport fire department and acting as the superhero Force Majure when he can.

In truth, his new superhuman abilities have given Scott a taste for adventure and made him feel as if there’s nothing he can’t handle. While there’s an element of truth to that, Scott’s tendency to grab an idea and run with it (often before determining if it’s a good idea) is almost certain to lead him into trouble someday.

Quote: “Look, we can’t waste time arguing over what to do. We need to move and move now, if we expect to stop these guys before they hurt anyone. So let’s go!”

Powers/Tactics: As stated above, the bio-energy matrix bonded to Scott’s cellular structure can be expressed in many ways. At its most basic, Scott can use it to increase his already boosted strength to phenomenal levels, making him one of the strongest superhumans on the planet. The energy can also be projected as a searing bolt of heat, of even ‘extruded’ (so-to-speak) to provide a protective force field. Scott can also use the energy matrix to fly, by projecting it away from his legs and feet to provide thrust. However, he can only shunt the matrix field into one power expression at a time. Thus, he can be strong or invulnerable, but not both.

Even without actively manipulating the energy matrix, Scott is naturally stronger and faster then a normal human. The energy matrix also seems have a number of other benefits, such as rendering Scott virtually immune to many common diseases, as well as providing some degree of protection from psychic and psionic abilities. To supplement his natural powers, Scott wears a protective costume and a tinted vizor over his eyes.

In combat, Scott will normally activate Energy Matrix Field I until he’s sure of what the opposition is capable of. Then he’ll switch to either Increased Strength or Heat Blast, depending on what he thinks will be most effective. He normally only uses Energy Flight to get around, as he finds it too risky to use in the middle of most combats.

Appearance: Force stands 6'3" with blond hair, handsome features, and a well-defined muscular build. His eyes, formerly bright blue, now glow white with the energy matrix that has been merged with his body. His costume, made from Specta-Cloth, consists of a white stripe down the center of the body, with black trim and grey boots, belt, and gloves.

Designer's Notes: It should be obvious that Force Majure is my take on Ultra Boy from the Legion of Super-Heroes. The original version of Force had just four slots (STR, EB, Armor, Flight) and was 250 points or so, while this one adds a little flexibility and has been built up to over 400 points. Curiously, his origin (developed some time ago for a short-lived supers game) is identical in many ways to that of Roustabout’s (seen in the pages of Astro City). However, I hadn’t seen Roustabout when I developed this origin story (in fact, Astro City didn’t even exist when I created first Force Majure).

Game Masters may want to place Increased Endurance (x2 END) on the slot Increased Strength I to better balance Force’s powers. Also, for a really powerful version of Force, either give him a 120-point Multipower reserve and let him use two power sets at a time (such as Resistant Defence and Flight), or give him four Multipowers—one for each power set. If you want to go even further up the power scale, make the Multipower into a series of Unified Powers!

It’s possible Force Majure may develop other energy matrix powers. His Heat Blast, for example, could gain the Advantage Variable Advantage, allowing him to drop the two extra slots and use a suite of +1/2 Advantages, such as Armor Piercing, Explosive, Reduced Endurance, and No Range Modifier. Similarly, he might gain some sort of Flash Attack, the Protect Carried Items adder for his Energy Matrix Field, a Barrier, Healing (others only), and Teleportation.

Force Majure's Hero Designer File

(Character sheet created by Michael Surbrook)

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