<div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Colonel Steven Walker</div><div class="spoiler_body"><strong>Character Name:</strong> Steven Walker<br/><strong>Code Name: </strong>American Psycho<br/><strong>Origin:</strong> Super-Science<br/><br/>Appearance: Steven Walker is a tall, white male in peak physical condition. He has blond hair and blue eyes, with pleasant down home features of a mid-western farmboy. The man looks good in a uniform, and on a recruitment poster, although those days are long gone. His blond hair is done in a military regulation approved cut, leaving him with a high and tight. An American flag is tattooed upon Steven's face. No emotions display upon Steven's face, and looking into his eyes, there is nothing remaining but the cold, merciless disdain of a psychopath. <br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">images</div><div class="spoiler_body">(http://img856.imageshack.us/img856/4039/nuke2.png)<br/>(http://img593.imageshack.us/img593/9462/nuke14.jpg)<br/>(http://img818.imageshack.us/img818/9241/nuke9.png)(http://img99.imageshack.us/img99/7850/nuke3.png)<br/>(http://img23.imageshack.us/img23/2231/nuke18.png)<br/>(http://img692.imageshack.us/img692/3382/thunderboltsvol1139text.jpg)</div></div><br/><strong>Personality:</strong> There was once a man of honour, duty, and integrity who wore Steven's face, spoke with his face, and inhabited his body. That man is gone now. All that remains within Steven Walker is an entity that will answer to that name, dedicated to the mission, unconstrained by conventional ethics or morality. He no longer dreams of a better world for himself or others, of a wife, child, and a suburban home host to Sunday barbeques, or any aspect of the archetypical American dream. Those died, and what remains has no use for dreams of idealized civilian life. There are no more dreams for the thing within Steven Walker. When he sleeps, it is only unfathomable darkness. When he awakens, there is only the mission, and the will to see it carried through to the end.<br/><br/><strong>History:</strong> Steven Walker was born in the American mid-west. His parents were devout Christians, and in a twist, this meant that they took to heart the values of the religion. They loved their neighbors, helped those less fortunate where they could, and strove to leave the world a better place than they found it. Steven grew up comfortably, played sports, went to college, and enlisted in the United States Army with a naive notion that he would be giving back to the country that gave him so much. Basic training broke him down and then rebuilt him into a cog in the U.S. war machine. Action in combat brought the grim realities of what was necessary to ensure safety and prosperity at home. There was a cost in blood, sweat, and humanity, and Steven paid that price gladly until Steven was just a shell, an idea, and a distant memory.<br/><br/>Killing came as easily as breathing.<br/><br/>Steven was injured by an I.E.D., and left in a comatose state in a V.A. hospital. The extent of the damage made it seem as though Steven would never awaken, and if he did, brain damage would ensure he would not be able to function. His parents elected to pull him off life support, not wanting a shell of a son. As far as they believe, their son is dead. Instead, Steven was augmented and enhanced, then deployed in black operations. For a time, an artificial operating system governed the body. But eventually some remnant of a human being asserted itself, and Steven regained control. He remembered committing acts of terrorism on American soil and abroad, serving the needs of a shadow cabal of global rulers. He could have accepted dying for his country, but this was not to be suffered. He would not be a tool to serve the personal agendas of greedy men of power.<br/><br/>Steven vanished, and when he resurfaced, it as an instrument of vengeance against the corrupt underbelly of the world.<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Character Sheet</div><div class="spoiler_body"><strong>Affiliation:</strong> Solo: d10<br/>Duo: d6<br/>Team: d8<br/><br/><strong>Distinctions:</strong> Psycho Killer, Qu'est-ce que c'est?<br/>Black Ops Super-Soldier<br/>A History of Violence<br/><br/><strong>Cyborg Super-Soldier:</strong>Psychic Resistance d8; Cybernetic Senses d10; Enhanced Reflexes d8;<br/>Superhuman Durability d10; Superhuman Stamina d10; Superhuman Strength d10; Enhanced Speed d8;<br/>SFX: <i>Nano-Repair Sub-routines</i>: Spend 1 PP to recover your physical stress and step back physical trauma.<br/>SFX: <i>Combat Statistical Outcome Engine</i>: Spend 1 PP to borrow the highest die in the doom pool as an asset for your next action, then step back and return that doom die.<br/>SFX:  <em>The Terminator</em>: Step up your physical stress die and move it to the doom pool. Spend 1 PP to do the same to physical trauma.<br/>Limit: <i>Haunted By The Ghost In The Machine</i>: Step up mental or emotional stress to gain 1 PP.<br/>Limit:  <em>Software Compromised!</em>: When you take mental or emotional stress, change any Cyborg Super-Soldier power into a complication to gain 1 PP. Activate an opportunity or remove the complication to recover that power.<br/><br/><strong>87 Bazillion Guns:</strong> Weapon d10; Cloaking Device d8;<br/>SFX: <i>Ultraviolence</i>: Step back the highest die in your attack action pool to add a d6 and step up physical stress inflicted.<br/>SFX:  <em>Full Auto</em>: Against a single target, step up or double a 87 Bazillion Guns die. Remove the highest rolling die and use three dice for your total.<br/>SFX:  <em>Bazillionder</em>: Spend 1 PP or take d6 physical stress to step up or double your Weapon die.<br/>SFX:  <em>Explosives:</em> Against multiple targets, for every additional target add a d6 and keep an additional effect die. For each complication you create using your effect dice, step up that effect die and add d6 to the doom pool.<br/>Limit:  <em>Gear</em>: Shutdown an 87 Bazillion Guns power trait to gain 1 PP. Take an action vs. the doom pool to recover. <br/><br/><strong>Carrier Contact</strong>: Teleportation d10; Radiotelepathy d8<br/>Limit: <em>Convenient Plot Device</em>: Gain 1PP to shutdown Carrier Contact; take action against the doom pool or spend 1PP to recover.<br/><br/><strong>Specialties:</strong>Combat Master; Covert Master; Menace Master;<br/>Tech Expert; Vehicle Expert; Medical Expert<br/><br/><strong>Milestones:</strong> <br/><em>Eternal Soldier</em><br/>1 XP  when you make a battle plan with your allies.<br/>3 XP  when you put fellow soldiers into the line of fre for the sake of the mission. <br/>10 XP  when you sacrifice friends or family for the mission, or when you choose family or friends over the mission.<br/><br/><em>War . . . War Never Changes</em><br/>  1 XP  when you declare war on an enemy.<br/>  3 XP  when you use a Transition Scene to arm yourself or your allies. <br/> 10 XP  when you either take trauma in pursuit of your war or you are captured by the enemy. </div></div></div></div>