DELTA RED

MAJOR THOMAS "TANK" MCCOY

Val	Char	Cost	Roll	Notes
40	STR	15	17-	Lift 6400 kg; 8d6 HTH Damage [4]
16	DEX	18	12-	OCV:  5/DCV:  5
25	CON	30	14-
14	BODY	6	12-
15	INT	5	12-	PER Roll 13-
10	EGO	0	11-	ECV:  3
25	PRE	10	14-	PRE Attack:  5d6
10	COM	0	11-

12/30	PD	6		Total:  12/30 PD (0/8 rPD)
8/26	ED	3		Total:  8/26 ED (0/8 rED)
4	SPD	14		Phases:  3, 6, 9, 12
11	REC	0
50	END	0
50	STUN	7		Total Characteristic Cost:  114

Movement:	Running:	8"/16"
		Leaping:	8"/16"
		Swimming:	2"/4"

Cost	Powers
	Rage Meter
20	1)  Rage Filler:  Absorption 2d6  (Energy, Energy/Physical), Varying Effect (+1)
3	2)  Rage Meter:  Endurance Reserve  (50 END, 0 REC) Reserve; Begins Combat at Zero (-1/2); REC, 
	Filled by Rage Filler (+0); Personal REC (-1/2)

	Martial Arts:  Commando Training
	Maneuver	OCV	DCV	Notes
3	Akido Throw	+0	+1	10d6 +v/5, Target Falls
4	Boxing Cross	+0	+2	12d6 Strike
4	Choke		-2	+0	Grab One Limb; 3d6 NND
4	Escape		+0	+0	65 STR vs. Grabs
4	Hold		-1	-1	Grab Three Limbs, 20 STR for holding on
4	Judo Disarm	-1	+1	Disarm; 60 STR to Disarm roll
4	Karate "Chop"	-2	+0	HKA 2d6
4	Kung Fu Block	+2	+2	Block, Abort
8	+2 HTH Damage Classes (already added in)
2	Weapon Element:  Clubs, Knives

	Large Fighter/Grappler
5	1)  Greater Strength:  +5 STR, END 1
2	2)  Grappling Might:  +5 STR; Only With Grappling Maneuvers (-1/2), No Figured 
	Characteristics (-1/2), END 1
2	3)  Greater Mass:  +1 BODY
5	4)  More Impressive:  +5 PRE
14	5)  Nice Try Little Man:  +10 PD; Only Versus Opponents One Size Smaller (-1/2) plus 
	+10 ED; Only Versus Opponents One Size Smaller (-1/2)
10	6)  Sturdy and Stubborn:  Knockback Resistance -5"
4	7)  Long Legs:  Running +2" (8" total), END 1
4	8)  Reach:  Stretching 1", Reduced Endurance (0 END; +1/2); Always Direct (-1/4), No Noncombat 
	Stretching (-1/4), No Velocity Damage (-1/4)
	 
57	Cyber Weaponry:  Multipower, 115-point reserve, all slots Activation Roll 14-, Jammed (-1)
2u	1)  Electrostatic Charge:  EB 8d6; Activation Roll 14-, Jammed (-1), Beam (-1/4), Reduced By 
	Range (-1/4), END 4
4u	2)  Overload Charge:  EB 15d6, Explosion (Line; -1 DC/3"; +1/2); Activation Roll 14-, Jammed (-1), 
	Double Endurance Cost (-1/2), END 11
	 
	Cyber Gear
7	1)  Cybernetic Strength Enhancement:  +10 STR; No Figured Characteristics (-1/2), END 1
14	2)  Cyborg Armor:  Armor (8 PD/8 ED); Activation Roll 13- (-3/4)
20	3)  Cyber Ear:  High Range Radio Perception (Radio Group), Concealed (-4 with High Range Radio 
	Perception PER Rolls), Rapid (x10):  x10, Telescopic (+1):  +1
8	4)  Cyber Eye:  Infrared Perception (Sight Group), Telescopic (+2):  +2, Transmit
16	5)  Cybernetic Systems:  Life Support  (Immunity Alcohol; Safe in High Pressure; Safe in Low 
	Pressure/Vacuum; Self-Contained Breathing)
	 
	Training
2	1)  Focus:  Mental Defense (4 points total)
3	2)  Accute Senses:  +1 PER with All Sense Groups

	Perks
1	Fighting World:  Contact 8-
3	Contact: E. Honda (Good relationship with Contact) 11-
1	Black Belt:  Custom Perk
24	MI-6 Agent:  Fringe Benefit:  Basic 8- Contact: Intelligence Agencies, Concealed Weapon Permit 
	(where appropriate), Federal/National Police Powers: UK, International Driver's License, License 
	to Kill, Membership: Member of Delta Red, Passport, Security Clearance: UK
2	World Warrior:  Reputation (A large group) ; 11-, +1/+1d6

	Talents
3	Cybercalculator II:  Absolute Range Sense
3	Cyberclock:  Absolute Time Sense
3	Cyber Compass:  Bump Of Direction
3	Cybercalculator:  Lightning Calculator

	Skills
10	+2 with HTH Combat
6	+2 with Martial Art
4	Grappler:  +2 with Hold
	 
3	Analyze:  Style 12-
3	Breakfall 12-
3	Computer Programming 12-
3	Electronics 12-
3	Mechanics 12-
2	PS: MI-6 Agent 11-
1	PS: Street Fighter 8-
3	Paramedics 12-
3	Streetwise 14-
2	WF:  Small Arms
3	Scholar
1	1)  KS: Commando Training 11-
2	2)  KS: Cybernetics 12-
1	3)  KS: International Crime Cartels 11-
1	4)  KS: MI-6 11-
1	5)  KS: Martial Arts World 11-
2	6)  KS: Military/Mercenary/Terrorist World 12-

Total Powers & Skill Cost:  343
Total Cost:  457

200+	Disadvantages
15	Distinctive Features:  Large Man With External Cybernetic Enhancements (Concealable; Always 
	Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
10	Distinctive Features:  Style Limitation (Not Concealable; Noticed and Recognizable; Detectable By 
	Commonly-Used Senses; Not Distinctive In Some Cultures)
5	Hunted:  Fighters of Note 11- (As Pow, Watching)
20	Hunted:  Shadowlaw 8- (Mo Pow, NCI, Harshly Punish)
10	Physical Limitation:  Cybernetics require specialized medical attention (Infrequently, Greatly Impairing)
5	Physical Limitation:  Large Size & Weight (at least 200 KG +) (Infrequently, Slightly Impairing)
20	Psychological Limitation:  British Patriot (Common, Total)
15	Psychological Limitation:  Enjoys Combat (Common, Strong)
10	Psychological Limitation:  Tech geek (Common, Moderate)
5	Reputation:  Dated Cybernetic Soldier, 11- (Known Only To A Small Group)
5	Reputation:  Powerful Fighter, 8-
15	Social Limitation:  Subject To Orders (Frequently, Major)
5	Unluck: 1d6
10	Vulnerability:  2 x STUN Magnetic Based (Uncommon)
107	Experience Points

Total Disadvantage Points:  457

Background/History: A burly MI-6 Agent, Major Thomas "Tank" McCoy was caught in an ambush by agents of Shadowlaw. Only his sheer orneriness kept him alive long enough for his back up to find him. He was taken to a hospital straight away. When told that he would be retired from active duty, he was crushed. Returning to the desk he spent seven uninspiring dull months at headquarters when he came across a request for volunteers to undergo a high tech (at the time) cybernetic enhancement. Tank took them up on it and after a series of painful operations, he returned to active duty. While his bionics are no longer state of the art, McCoy has kept them running quite well. He is considered the UK's most successful bionic agent. He has over the seven years he has been a cyborg, developed considerable knowledge, and expertise in Cybernetics. He is almost a tech geek these days.

Personality/Motivation: Jovial basher, tech geek.

Quote: "Bugger! Yer gonna pay fer that one, bloke!"

Powers/Tactics: He's a tank. He's got some weapons built in but he really prefers to tank it up.

Campaign Use: Jovial Brawler, rival big man. High tech consultant. He's got a lot of potential.

Group Relations:

Appearance: Tall, burly, and powerful. He's obviously a brick. He has curly red hair and green eys (though one is gone now) he wears a blue version of the Delta Red Costume with red beret. He has obvious cybernetics on him. He is as often clean shaven as he is with beard. He likes to sport mutton-chops when he feels the need for facial hair.


Cammy White | Colonel Keith Wolfman | George Ginzu | Lieutenant Rita Ruwanda | Major Thomas McCoy


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