Val CHA Cost Roll Notes 33/48 STR 23 16-/19- Lift 2425.1 kg/19.4 tons; 6 1/2d6/9 1/2d6 HTH Damage  16 DEX 18 12- OCV: 5/DCV: 5 13/30 CON 6 12-/15- 11/14 BODY 2 11-/12- 16 INT 6 12- PER Roll 12- 10 EGO 0 11- ECV: 3 20 PRE 10 13- PRE Attack: 4d6 16 COM 3 12- 30 PD 23 Total: 30 PD (30 rPD) 30/33 ED 27 Total: 30/33 ED (30 rED) 4 SPD 14 Phases: 3, 6, 9, 12 10/13 REC 0 30/64 END 2 35/47 STUN 0 Total Characteristic Cost: 134 Movement: Running: 7"/10"/14"/20" Leaping: 6"/12" Swimming: 2"/4" Cost Powers & Skills Martial Arts: Jujutsu Maneuver OCV DCV Damage 5 Block +1 +3 Block, Abort 4 Disarm -1 +1 Disarm; 43 STR/58 STR to Disarm 4 Escape +0 +0 48 STR/63 STR vs. Grabs 3 Joint Lock -1 -1 Grab Two Limbs, 43 STR/58 STR for holding on 3 Legsweep +2 -1 7 1/2d6/10 1/2d6 Strike, Target Falls 3 Slam +0 +1 6 1/2d6/9 1/2d6 +v/5, Target Falls 50 Giant Size: Growth (+15 STR, +3 BODY, +3 STUN, -3" KB, 800 kg,-2 DCV, +2 PER Rolls to perceive character, 4 m tall, 2 m wide), Costs END Only To Activate (+1/4) plus +17 CON; Linked (Growth; -1/4) plus Running +3" (7"/10" total); Linked (Growth; -1/2), END 2 10 High Pain Threshold: Physical Damage Reduction, Resistant, 25%; STUN Only (-1/2) 30 Invulnerability: Damage Resistance (30 PD/30 ED) 2 Fast On His Feet: Running +1" (7"/10" total) 1 Perks 9 Contact: Supertemps (Contact has access to major institutions, Contact has useful Skills or resources), Organization Contact (x3) 8- 1 Fringe Benefit: License to practice Law 2 Reputation: Honest Metahuman Lawyer (in and around Birmingham, Alabama) 8-, +2/+2d6 Skills 5 +1 with HTH Combat 5 Naturally Clear and Resonant Voice: +1 with Interaction Skills 3 Acting 13- 3 Breakfall 12- 3 Climbing 12- 3 Conversation 13- 3 High Society 13- 0 Language: English (idiomatic; literate) 3 Language: Spanish (fluent conversation; literate) 5 Oratory 14- 3 Persuasion 13- 3 PS: Lawyer 13- 2 SS: Psychology 11- 3 Stealth 12- 3 Tactics 12- 1 TF: Equines 3 Scholar 1 1) KS: Dance 11- 2 2) KS: Ecology 12- 1 3) KS: Football 11- 1 4) KS: History 11- 4 5) KS: Law/Metahuman Law 14- 4 6) KS: Politics 14- Total Powers & Skill Cost: 190 Total Cost: 324 200+ Disadvantages 25 Accidental Change: when the character experiences extreme stress, Always (Common) 10 DNPC: Karen Retherford 8- (Normal) 20 Psychological Limitation: Code Versus Killing (Common, Total) 10 Psychological Limitation: Environmentalist, Strong Advocate For Animal Rights Issues (Common, Moderate) 20 Psychological Limitation: Honest (Common, Total) 15 Social Limitation: Public Identity (William Raintree) (Frequently, Major) 15 Social Limitation: Subject To Orders (by Supertemps) (Frequently, Major) 9 Experience Points Total Disadvantage Points: 324
Background/History: While a political science graduate student at the University of Alabama, Joe Kazanski dropped a computer disk containing his thesis down a storm drain. In a fit of rage, he yanked the drain free, tossed it aside, and recovered the disk—which was six feet down! When Joe stood up, it was to discover he was over 12 feet tall—Joe, it seemed, was a metahuman.
Initially Joe was afraid his condition would mark him as a "freak" and bar him from both a future in law and eliminate any chances for political office. However, his girlfriend, Karen Retherford, convinced him otherwise. Metahuman rights and law were a very hot topic, and now Joe was in the perfect position to take advantage of it.
Joe quickly made himself a well-known figure in and around the town of Tuscaloose and eventually came to the attention of the Atlanta of Supertemps. They made him an offer—they'd pay for his lawschooling if he'd work for them. Joe agreed instantly, and has since become the leader of the Birmingham Supertemps Defense team, although these days he spends a lot of his time in courtrooms or seminars and metahumans and the law.
Personality/Motivation: Deacon Blues is very much a leader figure in the same cloth as Captain America and Superman—he's concerned about the welfare of his fellow Americans (and humans), courteous to others, kind, and drinks his milk. He also open and honest, abhors killing, and likes to take charge of a situation if at all possible. However, Deacon Blues is also very ambitious, and his public image is in some ways a bit of a front for strong political agenda. Deacon would like to get into politics and many of his actions are a meant to better his public image. At times, instead of doing what he knows to be right, he does what he thinks the public wants. So far, this ideology hasn't had any serious repercussions.
Powers/Tactics: In combat, Deacon will direct his teammates to tackle those opponents they are best suited to fight. As for himself, he will active his growth and then tackle whoever looks strongest, using low levels of strength until he's figured out what his opponent is capable of. If on the defensive, Deacon will resort to his jujutsu training, going for a surprise legsweep or slam, but he tends to use this only if he really needs it.
Appearance: Deacon Blues is 6' 3" tall and weighs in at a well-muscled and fit 180 lbs. When fully grown, he's 12 '6" tall and weighs 1,440 lbs. He has black hair, blue eyes, a fair complexion, and handsome features. His costume is white, with a blue left arm, and a blue strip running down the left side of his body. His folder-over boots are blue as well. Deacon Blues doesn't wear a mask.
Designer's Notes: Deacon Blues is found in GURPS Supertemps, which wasn't a bad sourcebook. He was one of several characters I rather liked, and adapted a long time ago for an old Champions campaign of mine. His adaptation to the HERO System was fairly simple (especially when compared to such characters as Cascade or L'Ange Blue), and at 318 points, he has a lot of room for improvement if he was to be used as a 350 point starting character. The major problem I had with the adaptation was trying to figure out what GURPS Supers was trying to tell me with regards to several powers and how they worked. For example, he has the "Super Disadvantage" of "Uncontrolled Change" which means that under extreme stress he switches into a totally different form (in this case his Growth turns on... I guess). The rules state any character with this should have a second separate character sheet (much like Multiform), but the book doesn't provide one. Then came the trouble with how GURPS handles powers. GURPS Supers states Growth doubles a character height, doubles their HT (health) score, and increases movement. Thus, I had to link all that together to create the same power in HERO System.
Oh, and my biggest beef about the GURPS Supers books—they don't give a proper character description anywhere!
(Deacon Blues created by Sean T. DeLap and Mark Johnson, character sheet created by Michael Surbrook)
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