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Bombadier (Player Character) (Magnetism)

Bombadier


Power Level:
Game system: DC Heroes Role-Playing Game

Context

This character is an original creation. We often call these “homemades” or “homebrewed” – think home cooking or craft beer.

Many of these characters were created to take part in tabletop role-playing game sessions. Others were invented as a creative writing exercise, often as part of a community event.


Background

  • Real Name: Johnathan Marcus.
  • Marital Status: Single.
  • Known Relatives: None.
  • Group Affiliation: Solo.
  • Base Of Operations: River City (Memphis).
  • Height: 6’1” Weight: 195 lbs. Age: 26
  • Eyes: Hazel Hair: Dark brown


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Powers and Abilities

All of Bombadier’s innate powers spring from his incredible skill at wielding his gene-bomb induced magnetic abilities.

  • By using the Cere coil effect of intense magnetic fields, he can fly, or even manipulate gravity, itself.
  • By causing the soles of his feet, or the soles of his armor’s boots, to be held to the ground with incredible force, he can hold his position against incredibly powerful blows.
  • He can magnetically ionize a path of air from himself to his target, while spinning a magnetic field around the path. This generates a potent amount of electricity, drawn along the lines of the ionized air, launching mini lightning bolts at a foe.
  • His force field seems to be merely a mass-spectrum gravimetric anomaly that echoes his every move. This anomaly blunts the effects of lethal attack, but it is limited in just how efficient it is.
  • By focusing his power on the component molecules of metals and alloys, he can not only lift them, he can shape them, such as forming several trash cans into a blender, plates, and silverware for a party.
  • He can also render technological devices temporarily inoperative, by a combination of electromagnetic pulses, and using his metal manipulation to briefly fuse metallic elements of the device.

He is exceptionally intelligent, with an IQ that has been measured at approximately 195. He is also one of the leading experts in quantum mechanics, and occasionally travels the lecture circuit.


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Bombadier suit

In order to mask the origin of his abilities, Bombadier has built an armored suit with an arsenal backpack. The helmet includes a scrambled, frequency-hopping radio system capable of communicating with most military radios, and automatic flare compensation in the visor. The backpack has tubes reaching over the shoulder, leading to the ammunition storage compartment.

Each pellet is roughly one inch in diameter, and contains various circuitry or other materials. They are inert until he activates them, at which point he magnetically ’throws’ them at a target, and have a light on one side so they appear to have propulsion systems.

  • The Boomers have a small amount of a powerful explosive, with an impact detonator.
  • The Freon Pellets have a combination of chemical and unknown reagents to freeze atmospheric water into blocks of ice.
  • The Napalm pellets have exactly what their name says, released on impact once they are activated.
  • The Screamers have a powerful microphone and speaker in close proximity, rapidly turning background noise into painful feedback.

While wearing the suit, he fiddles with his belt buckle when using his abilities. This is to add to the illusion that the suit has his various powers, and not him.


History

Johnathan Marcus, Johnny to his friends, was experimenting in his college Physics lab at River City University as part of his post-graduate studies. He was attempting to generate a theoretical device known as a Cere coil. This used intense magnetic fields to neutralize the force of gravity.

Unfortunately, the Cere coil’s power began growing exponentially. It bombarded him with wave after wave of virtual photons, the quantum particle that carries the force of magnetism. Eventually, it burned itself out. But not before he discovered he now had the ability to generate and manipulate magnetic fields.

For a year before he actually took up adventuring, he honed his powers, doing everything he could to come up with new uses for them. Then, constructing the devices he uses as Bombadier, he went to the streets. He has been an active adventurer for only six months.


Description

A six foot, one inch tall, slender man, he usually wears the archetypical button down and khakis in civilian clothes, sometimes with sunglasses if the mood strikes him.

His heroic identity consists of a shiny, white, metallic armor suit, with red gloves, boots, and helmet, and a red metallic triangular strip down the middle of his torso (think Nightcrawler). His helmet has a one-way silvered faceplate.

On his back, he wears a slender backpack, with two tubes leading over each shoulder. On his waist, his belt buckle has a confusing array of (useless) buttons.


Personality

Flamboyant, flashy, imaginative, impulsive, and lighthearted. Bombadier loves both the action, and the attention, he gets from adventuring.

When he is not in costume, however, he is quiet, and very inquisitive, almost nerdy. As the owner of a (very) small electronics store, he uses his personal cut from the store to fund his gadgets, and as a contact to obtain expensive components at wholesale prices.


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Bombadier

Dex: 05 Str: 03 Bod: 06 Motivation: Responsibility of Power
Int: 10 Wil: 12 Min: 09 Occupation: Adventurer, Electronics Engineer
Inf: 06 Aur: 07 Spi: 07 Resources {or Wealth}: 007
Init: 021 HP: 050

Powers:
Flight: 08, Force Field*: 03, Gravity Decrease: 07, Gravity Increase: 07, Joined: 09, Lightning: 11, Magnetic Control: 12, Metal Manipulation: 11, Neutralize: 10

Bonuses and Limitations:

  • Flight Contingent on Magnetism.
  • Force Field: Can Attack Through Field, Contingent on Magnetism.
  • Gravity Decrease: Contingent on Magnetism.
  • Gravity Increase: Contingent on Magnetism.
  • Joined: Contingent on Magnetism.
  • Lightning: Contingent on Magnetism.
  • Metal Manipulation: Contingent on Magnetism.
  • Neutralize: Area Effect, Only affects technology-based powers, Contingent on Magnetism.

Skills:
Gadgetry*: 10, Scientist: 12

Advantages:
Headquarters (Confined), Scholar [Quantum Mechanics].

Connections:
Electronics Wholesalers (Low).

Drawbacks:
Debt (+1), SIA (Trick Shots), Secret Identity.

Equipment:

  • BOMBADIER ARMOR [/BODY/ 11, Radio Communication: 11, Sealed Systems: 13, Shade: 09, HP Cost: 364. Power Bonuses and Limitations: Radio Communication is Scrambled].
  • BOOMERS [BODY 05, Bomb: 11, Ammo: 05, R#03, HP Cost: 50. Power Bonuses and Limitations: Bomb: No AV].
  • FREON PELLETS [BODY 05, Ice Production: 07, Ammo: 04, R#03, HP Cost: 59 Power Bonuses and Limitations: Ice Production: No AV].
  • NAPALM PELLETS [BODY 5, Flame Project: 11, Ammo: 05, R#03, HP Cost: 48. Power Bonuses and Limitations: Flame Project: No AV].
  • SCREAMERS [BODY 05, Sonic Beam: 11, Ammo: 08, R#03, HP Cost: 59. Power Bonuses and Limitations: Sonic Beam: No AV].
  • 9 AP C Omni-Gadget (x6).

Design Notes

Here’s a character I played for a while, and built up in versatility, instead of sheer power. Of course, the campaign had AP limits…


By Bil Chamberlin.

Source of Character: Original.

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