Betatron (Powerhouse 10): HD 10d10+20; HP 90; Init +3; Spd 30 ft; Defense 10, flatfooted 10 (+3 Dex, +7 Class); BAB +10; Atk +11 melee (1d6+0, weapon), or +13 ranged (1d6+0, weapon); SQ Melee Master, 3 DR (not vs. piercing), +7 saving throws against radiation attacks, 14 DR vs. radiation attacks, radiation eater; AL The Resistance, No Killing, Mutant Rights; SV Fort +9, Ref +6, Will +2, Rec +7; Rep +5; Str 12, Dex 16, Con 14, Int 10, Wis 8, Cha 14.
Occupation: Super Team Perks 6+2 power stunts (Group Cohesion, Inspire Courage, Immunity to Radiation, Multiple Powers x2 [for Power Nullification], Radiation Eater; Radiation Sickness, Resist Radiation)
Skills: Athletics 4 (+5), Influence 13 (+15), Leadership 13 (+15), Legal 13 (+13), Power Control 13 (+15), Streetwise 4 (+3), Unarmed 4 (+5), Vehicles 4 (+7)
Feats: Career Advancement x2: +4 perks, Control Radiation, Flight, Power Nullification: only device-based powers (PL +2), Teamwork (The Resistance): +3 attack rolls when working with team, Power Level x7
Access/Contacts/Followers: 5 points favors
Possessions: Undercover vest (built into costume)
Character Disadvantages: Code: No killing (DSR 5), Code: Mutant Rights (DSR 3)
Background: Betatron is a 3rd generation superhero. He is the grandson of Ground Zero, an outlaw hero of the Cold War who fought crime while a fugitive of justice to keep certain covert elements of the United States government from turning him into a living atomic bomb. His father, who also fought crime under the code name Ground Zero was a member of the legendary New Coalition that fought criminals and corruption in Chicago and the Midwest during the 80’s and 90’s.
Though born into a dark future, Betatron is every bit the hero his father and grandfather was and seems to relish the life he was born into. A natural leader with a magnetic personality, he has drawn allies to the Resistance and serves as the team’s field commander. In fact, the only teammate he has any conflicts with is Roughshod, who feels that Betatron is too reticent to use his powers for fear of taking a life, even when he is fighting enemies that have no such compunctions against violence.
Against the battlesuits and robots of USHER, Betatron will frequently use his ability to create an EMP pulse to disable some of their powers, making him a particularly effective combatant against these forces.
Quote: “My powers are dangerous. Don’t make me use them.”