Val CHA Cost Roll Notes 80 STR 70 25- Lift 1.6ktons; 16d6 HTH damage 25 DEX 45 14- OCV: 8/DCV: 8 26 CON 32 14- 37 BODY 54 16- 14 INT 4 12- PER Roll 12- 20 EGO 20 13- ECV: 7 18 PRE 8 13- PRE Attack: 3 1/2d6 24 COM 7 14- 32 PD 16 Total: 56 PD (24 rPD) 10 ED 5 Total: 58 ED (48 rED) 8 SPD 45 Phases: 2, 3, 5, 6, 8, 9, 11, 12 21 REC 0 96 END 22 85 STUN -5 Total Characteristics Cost: 323 Movement: Running: 6"/12" Flight: 28"/224" Swimming: 2"/4" Cost Powers & Skills 225 Solar Attacks: Multipower, 225-point reserve 16u 1) Light Laser: RKA 7d6, Autofire (5 shots; +1/2), END 16 18u 2) Long Range Laser: RKA 7d6, Megascale (1" = 1 km; +1/4), Autofire (5 shots; +1/2), END 18 20u 3) Solar Wave: RKA 6 1/2d6, Area Of Effect (21" Cone; +1), END 20 22u 4) Long Range Solar Wave: RKA 6 1/2d6, Megascale (1" = 1 km; +1/4), Area Of Effect (26" Cone; +1), END 22 16u 5) Solar Blast: RKA 4 1/2d6, Area Of Effect (14" Radius; +1 1/4), END 16 17u 6) Long Range Solar Blast: RKA 4 1/2d6, Megascale (1" = 1 km; +1/4), Area Of Effect (17" Radius; +1 1/4), END 17 Martial Arts: Flight-Based Fighting Maneuver OCV DCV Damage 4 Crush +0 +0 20d6 Crush, Must Follow Grab 5 Flying Grab -2 -1 Grab Two Limbs, 90 STR for holding on; FMove 3 Flying Tackle +0 -1 18d6 +v/5 Strike; You Fall, Target Falls; FMove 3 Grappling Throw +0 +2 18d6 Strike; Target Falls; Must Follow Grab 4 Human Missile +2 -2 16d6 +v/5; FMove 5 Killing Throw -2 +0 HKA 1/2d6, Target Falls 3 Martial Grab -1 -1 Grab Two Limbs, 90 STR for holding on 3 Martial Throw +0 +1 16d6 +v/5, Target Falls 4 Martial Strike +0 +2 18d6 Strike 72 Invulnerability: Armor (24 PD/24 ED) 18 Immunity to Heat: Armor (0 PD/24 ED); Only Works Against Heat/Fire (-1) 15 Missile Deflection (Bullets & Shrapnel) 115 Combat Speed: Flight 28", x8 Noncombat, Variable Advantage (+1/2 Advantages Limited Group of Advantages; +3/4), END 11 7 Solar Regeneration: Healing 1 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2), Only In Sunlight (-1/4) 33 Solar Metabolism: Healing 5 BODY, "Heals" END, not BODY (+0), Reduced Endurance (0 END; +1/2), Persistent (+1/2); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2), Only In Sunlight (-1/4) 40 Solar Metabolism: Life Support (Eating: Character does not eat, Immunity: All terrestrial diseases and biowarfare agents, Immunity: All terrestrial poisons and chemical warfare agents, Longevity: 200 Years, Safe in High Radiation, Safe in Intense Cold, Safe in Intense Heat, Self-Contained Breathing) 9 Telescopic Sight: Telescopic +6 to PER Rolls (only to offset the Range Modifier) (Sight Group) 5 Ultraviolet Perception 27 Detect Air Currents: Spatial Awareness (Discriminatory, Increased Arc of Perception: 360-Degree, Telescopic (+7), Tracking), Megascale (1" = 1 km; +1/4); Activation Roll 12- (-3/4), Not In Vacuum Or Underwater (-1/4) Talents 6 Lightning Reflexes: +4 DEX to act first with All Actions Skills 64 +8 with All Combat 6 +2 with all attacks vs Range Penalties 4 +2 with Light Laser 9 Acrobatics 17- 3 Tactics 12- 8 Navigation (Air) 15- 3 Seduction 13- 3 Stealth 14- Total Powers & Skills Cost: 815 Total Cost: 1138 550+ Disadvantages 10 Physical Limitation: Most powers don't work if he is low on Endurance (below 1/4th) (Infrequently; Greatly Impairing) 10 Distinctive Features: Glows when he uses his powers (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 5 Social Limitation: Openly Gay (Occasionally; Minor) 15 Psychological Limitation: In Love with Midnighter (Common; Strong) 15 Psychological Limitation: Optimistic and good natured, tries to look on the bright side (Very Common; Moderate) 10 Social Limitation: Famous, public ID (Frequently; Minor) 523 Experience Total Disadvantage Points: 1138
Background/History: Apollo is a genetically engineered life form intended to be one of the most physically powerful beings ever created. He first appeared working for Henry Bendix, former Weatherman for Stormwatch as a member of a covert black ops team. When Bendix betrayed the team during a mission the team was wiped out except for Apollo and The Midnighter. Thanks to The Midnighters tactical prowess the pair managed to survive and escape to go underground where they remained for quite awhile. With no one else to turn too, they became lovers. Midnighter and Apollo only resurfaced fairly recently and were approached by Jennifer Sparks to form the core membership of The Authority. Apollo was enthusiastic, particularly compared to Midnighter as he thought they had an important role to play in the new team.
Personality/Motivation: Apollo is an optimist. He has a great faith that things will turn out right in the end and tends to look on the bright side of things. While not nave, hes generally in good spirits and off set his dour lover nicely. Since the disaster that was his first mission, Apollo acts as follower despite his physical power. Hes simply not comfortable with idea of his choices potentially costing many people there lives. He is not coward though and is willing to bank his natural invulnerability and sheer power against almost anything for the cause and his team mates.
Powers/Tactics: Apollo is a solar powered juggernaut. When fully charged with solar energy he is an immensely powerful being, nearly invulnerable and able fire intense beams of destruction energy. He can fly at upwards of 4 million KPH, but limits himself to 1.2 million on so in atmosphere. Apollos Human Missile attack is just that, he flies right into the target at a high speed. As such he typically uses it against structures or other large targets such a opponents with Growth, usually with lethal results.
(Apollo created by Warren Ellis, character sheet created by Kim Foster <nexus@qx.net>)
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