Captain Hollywood - PL 9
Strength 3, Stamina 3, Agility 3, Dexterity 3, Fighting 10, Intellect 2, Awareness 2, Presence 3
Advantages
Attractive, Benefit, Wealth 3 (millionare), Close Attack 2, Connected, Defensive Roll, Equipment 14, Improved Initiative, Power Attack, Quick Draw, Ranged Attack 8, Takedown
Skills
Acrobatics 6 (+9), Athletics 6 (+9), Deception 6 (+9), Expertise: Business 6 (+8), Insight 4 (+6), Intimidation 6 (+9), Investigation 6 (+8), Perception 6 (+8), Persuasion 6 (+9), Sleight of Hand 4 (+7), Stealth 4 (+7), Technology 4 (+6), Vehicles 4 (+7)
Powers
Gauntlets: Strength-based Damage 2 (DC 20)
Heavy Body Armor: Protection 4 (+4 Toughness; Impervious)
Mask: Senses 6 (Extended: Vision 1: x10, Infravision, Low-light Vision, Tracking: Infravision 2: full speed, Ultravision)
Sensory Protection: Immunity 5 (Sensory Affliction Effects)
Strobe Lights: Cumulative Perception Area Affliction 3 (1st degree: Impaired, 2nd degree: Disabled, Resisted by: Will, DC 13; Perception Area: DC 13 - Sight, Cumulative, Reaction 3: reaction; Limited: Sight, Limited Degree)
Electromagnet Staff (Easily Removable)
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Electromagnet
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Bullet Deflection: Burst Area Immunity 5 (Damage Effect: Bullets; Burst Area: 30 feet radius sphere, DC 15, Selective)
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Electromagnetic Beam: Move Object 7 (3 tons, DC 22; Damaging, Precise; Limited Material: Ferrous materials)
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Electromagnetic Clamp: Movement 1 (Wall-crawling 1: -1 speed rank)
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Electromagnetic Disruption: Nullify 7 (Counters: Electrics, DC 17; Effortless, Precise)
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Electromagnetic Field: Senses 9 (Accurate: Electromagnetic, Detect: Electromagnetically reactive objects 2: ranged, Penetrates Concealment: Electromagnetic, Radius: Electromagnetic)
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Electromagnetic Propulsion: Flight 4 (Speed: 30 miles/hour, 500 feet/round; Platform)
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Electromagnetic Shield Spin: Protection 7 (+7 Toughness; Impervious, Sustained)
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Voltage Stun: Cumulative Affliction 6 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 16; Cumulative, Reach (melee) 2: 10 ft.)
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Staff
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Brace: Enhanced Strength 1 (+1 STR; Limited to Lifting)
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Parry: Enhanced Trait 2 (Traits: Parry +2 (+12))
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Strike: Strength-based Damage 2 (DC 20; Linked: Voltage Stun: Cumulative Affliction 6, Reach (melee): 5 ft.)
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Vault: Leaping 1 (Leap 15 feet at 4 miles/hour)
Escrima Sticks: Strength-based Damage 2 (DC 20; Split: 2 targets)
Shot
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Birdshot: Damage 5 (DC 20; Accurate: +2, Increased Range: ranged; Diminished Range)
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Rubber Slug: Cumulative Affliction 6 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 16; Cumulative, Increased Range: ranged; Diminished Range, Inaccurate: -2, Resistible: Toughness)
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Solid Shot: Damage 6 (DC 21; Increased Range: ranged; Diminished Range, Inaccurate: -2)
Equipment
Cell Phone (Smartphone), Concealable Microphone, Costume [Gauntlets: Strength-based Damage 2, DC 20; Heavy Body Armor: Protection 4, +4 Toughness; Impervious; Mask: Senses 6, Extended: Vision 1: x10, Infravision, Low-light Vision, Tracking: Infravision 2: full speed, Ultravision; Sensory Protection: Immunity 5, Sensory Affliction Effects; Strobe Lights: Cumulative Perception Area Affliction 3, 1st degree: Impaired, 2nd degree: Disabled, Resisted by: Will, DC 13; Perception Area: DC 13 - Sight, Cumulative, Reaction 3: reaction; Limited: Sight, Limited Degree], Escrima Sticks [Escrima Sticks: Strength-based Damage 2, DC 20; Split: 2 targets], Flashlight, Gas Mask, Handcuffs, Mini-tracer, Rebreather, Shotgun Pistol [Shot], Smoke Grenade, Toolkit (Basic)
Offense
Initiative +7
Birdshot: Damage 5, +13 (DC 20)
Electromagnetic Beam: Move Object 7, +11 (DC 22)
Electromagnetic Disruption: Nullify 7, +11 (DC Will 17)
Escrima Sticks: Strength-based Damage 2, +12 (DC 20)
Gauntlets: Strength-based Damage 2, +12 (DC 20)
Grab, +12 (DC Spec 13)
Rubber Slug: Cumulative Affliction 6, +9 (DC Fort/Tou )
Smoke Grenade, +11 (DC 19)
Solid Shot: Damage 6, +9 (DC 21)
Strike: Strength-based Damage 2, +12 (DC 20)
Strobe Lights: Cumulative Perception Area Affliction 3 (DC Will 13)
Throw, +11 (DC 18)
Unarmed, +12 (DC 18)
Voltage Stun: Cumulative Affliction 6, +12 (DC Fort 16)
Languages
Native Language
Defense
Dodge 10, Parry 10, Fortitude 7, Toughness 8/3, Will 7
Power Points
Abilities 58 + Powers 16 + Advantages 34 + Skills 34 (68 ranks) + Defenses 16 = 158
Captain Hollywood operates in the west coast National City, fighting crime in the bright sunshine of California rather than the bleak gloom of Gotham. In civilian life he is a successful film actor, doing mostly action movies as he is really only a passable actor. Notable film credits include
Run and Shoot IV,
Angry, Drunken Cop II and
Gladiator Something. The revenues from this schlock he uses to make money to fund his real obsession. National City is as crime ridden as any other major American city, Gotham if anything has a lower than average crime rate, especially these days after the prolonged crusade of Batman and his allies.
National City is known especially for its gun-toting gangs, firefights on the streets occurring with some frequency in parts of the city. Cap Hollywood uses a short-barreled shotgun to take down gangbangers, stunning them with heavy rubber slugs, rather than striking from ambush. National City is mostly low-rise sprawl rather than the crammed together multi-storey tenements of Gotham so there is much less scope for dropping down from above and no gargoyles to lurk on. His electromagnet staff lets him stop bullets in flight all around him so he can move through a firefight quite openly striking down all those involved in it. Like most criminals those he fights have never learned proper combat techniques, having rotten aim, no idea of positioning, cover or mutual support, and carry poorly-maintained and unreliable weapons. He can beat up several dozen gang members in the space of a few minutes. His real objectives though are those running in the drugs and guns that fuel the crime and violence in the city. Many of them are wealthy and well-connected, with patronage and connections from politicians and big business in the city, including his own profession of acting that is riddled with drug abuse. He pretends to be a heavy coke user so dealers will approach him, who he can then later track down as Captain Hollywood and beat information on their suppliers out of.
He has encountered Supergirl a few times since she moved out to National City and became its resident superhero. Her move here was to get into media publishing at Cat Grant's new west coast offices. The two of them do not like each other, she is horrified at how violent he is, his use of guns and advanced weapons, while he regards her getting involved with human crime as outside of her experience. When she has confronted him he has quite openly told her to stick to fighting space aliens and leave human affairs to him. His suit has a lead foil lining which blocks her x-ray vision and he is expert at vanishing into the teeming city. His car is not an ostentatious bat-themed armored car like Batman uses but is a disguised regular vehicle. Even Supergirl cannot pick it out of the millions of vehicles cramming the roads of National City in its infamous traffic. She has recently interviewed him in real life for her job and has actually started dating him! Currently both of them are unaware that the other person is a superhero. The idea that Supergirl even has a secret identity as a regular civilian is unknown to almost all people, the public just assumes that she goes off to some space base such as the Justice League Watchtower when not saving the city. Similarly the urban legend of Captain Hollywood is not thought to secretly be some famous person, most people would scoff at the idea, which is also of course how Bruce Wayne gets away with it.