CAPTAIN FLOOP (Billy Floopinski)
Created By: Stefan Jones
First Appearance: Opponents Unlimited
Role: Leader, Consumate Pro
Group Affiliations: The Floop Brothers
PL 163 (10)
STRENGTH 2 STAMINA 2 AGILITY 2
FIGHTING 8 DEXTERITY 2
INTELLIGENCE 7 AWARENESS 1 PRESENCE 2
Skills:
Athletics 2 (+4)
Close Combat: Floop-Fu 2 (+10)
Deception 6 (+8)
Expertise: Science 4 (+11)
Insight 4 (+5)
Intimidation 4 (+6)
Investigation 2 (+9)
Perception 4 (+5)
Persuasion 4 (+6)
Ranged Combat: Flame Gun 4 (+6)
Stealth 2 (+4)
Technology 6 (+13)
Treatment 4 (+11)
Vehicles 2 (+4)
Advantages:
Benefit, Wealth 3 (millionare), Defensive Attack, Equipment 2, Improved Critical 2: Weapon Training, Improvised Tools, Leadership, Quick Draw, Ranged Attack 5, Skill Mastery: Technology, Teamwork, Well-informed
Powers:
"Floop Flame Gun" (Easily Removable)
- Flame Blast: Line Area Blast 9 (DC 24; Line Area 2: 5 feet wide by 60 feet long, DC 19; Reduced Range: close)
AE - Focused Blast: Blast 9 (Alternate; DC 24; Secondary Effect)
"The Amazing Floop Wall" (Easily Removable)
- Force Wall: Create 10 ((0 active, 0/46 PP, 5/r-4), Volume: 1000 cft., DC 20; Impervious, Movable, Selective; Activation: move action, Diminished Range 3)
AE - Force Field: Protection 6 (Alternate; (0 active, 0/46 PP, 5/r-4), +6 Toughness; Affects Others, Impervious, Increased Range: ranged, Selective, Sustained; Activation: move action, Diminished Range 3)
Commlink, The Floop Complex
Offense:
Flame Blast: Line Area Blast 9 (DC 24), Focused Blast: Blast 9, +11 (DC 24), Unarmed, +10 (DC 17)
Initiative +2
Defenses:
Dodge 8 (DC 18), Parry 8 (DC 18), Fort 7, Tou 2/6/12, Will 7
Complications:
Motivation: (Greed) It's all about the Benjamins baby.
Relationship: (Family) Feels he has a responsibility to take care of his family.
Total: Abilities: 52 / Skills: 50--25 / Advantages: 19 / Powers: 50 / Defenses: 17 (163)
-Billy Floopinski grew up in a maximum security orphanage (Geez, the V&V world is HARSH!) with his brothers. He was the first out into the real world, and he engaged in petty larcenaries and got sent to jail. Eventually, all of his brothers joined him in jail, and they then decided this was a good time to form a gang(?) They got their powers through various and sundry means (Billy made his, or got them as payment for jobs well done.) After surviving for years from one job to the next, Billy sat down and rethought their entire organization. If they were going to be Mercs, then they should be well-trained, well-equipped, highly paid Mercs. So Billy had the team kidnap some experts, and the rest, as they say, is history.
-Captain Floop is mobile artillery. He can provide protection to anyone in rough shape, or make moving hard cover if needed. His Flame gun gives him a variety of options, from room clearing to lingering damage. He's a solid 10 on defenses, and very versatile with them. Offensively, he's a 9, but that's not his job. That role belongs to his brother Butch...
And an added bonus..
THE FLOOP COMPLEX - PL 6
Toughness 12, Size Huge
Features:
Combat Simulator, Communications, Computer, Fire Prevention System, Garage, Grounds, Gym, Hangar, Holding Cells, Infirmary, Laboratory, Library, Living Space, Personnel, Power System, Secret 4, Security System 4, Workshop
Power Points
Abilities 3 + Powers 0 + Advantages 0 + Features 24 + Skills 0 (0 ranks) + Defenses 3 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 5