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Officer John Powers
Played By: Spikey

Officer John Powers by Spikey

TEAM: Sentinels

SECTOR: Industrial

KIT CLASS: Everyman


Hall Of Fame!

Survival - 8 wins!

Fight Record
League Wins: 8
League Losses: 3
Out Of League Wins: 0
Out of League Losses: 1
Total Wins: 8
Total Losses: 4
The Hidden Terror - Win 14-11
The Beast - Win 12-8
Insider - Loss 7-17

John powers was an officer on the Khazan Police force. He would go out every day and try to stop the super villain of-the-day. Try is the operative word here. An every day rent-a-cop doesn't do very well against the likes of Mr. Graves or the Ball of DEATH. After all, if cops were all we needed to stop a super villain, we wouldn't need super heroes. This, however, doesn't stop John from trying. Unfortunatly for John, he got a little too close to the CX7J Maintenance Robot when a nearby explosion took out both of John's legs. You see, CX7J was fighting The Detenator at the time and he had gotten between the two. John was lucky to survive. He was, however, thrown off the force. An officer with no legs can't protect the people. The problem was getting his legs blown off hadn't done anything to dampen his spirits, so John did the only thing he could do. He used his disability money to buy a Big Ass Mech� and joined the SLJ.

 

Strength:

 

Standard Normal human strength.Agility:

 

Standard Normal human agility.
Body:

 

Weak BELOW normal human endurance.
Goes down easy and stays there.
Mind:

 

Standard Normal human mental resources.

HyperDrive Zeta

  • Power: Berserker
  • Level:Supreme
  • Melee Attack Attack usable only hand to hand.
Quite a handy device concocted by the good scientist The Brainy Guy. Especially made for those of the Mecha-Cyborg bent, it can accelerate their systems to the point where their resilience and strength is enhanced. Unfortunately, it was stolen before he had finished its construction, and as such there are certain limitations it imposes on its users, namely a loss of maneuverability and disorientation.

Big Ass Mech�

  • Power: Mechanized Armor
  • Level:Ultimate
  • Reinforced Defenses Defense blocks Armor Piercing attacks.
After the accident, John took the money from the disability insurance and used it to buy the best suit of mechinized armor money can buy, had a crack team of engineers reinforce it, and added a sharp looking coat of paint. It doesn't matter what gets thrown at this thing, nuclear missiles, atomic fire blasts, or even the giant sledge hammer o' death, it just keeps going.

 

Homing Missiles

  • Power: Missiles
  • Level:Superior
  • Seeker This attack hunts and follows its target.
  • Ranged Attack Attack usable at a distance (only).
  • Weakness: Not usable in terrain Caves
As a bonus for buying the most expensive Mech in the shop, Crazy Abdul threw in some free missiles. The missiles came complete with the latest heat seeking technology, so John hardly even needs to aim. John won't use them in the caves because of the risk of causing a cave in.

Ion Cannon

  • Power: Electricity
  • Level:Superior
  • Double Damage Causes Double the damage to Cyberware class characters.
  • Ranged Attack Attack usable at a distance (only).
  • Weakness: Not usable in terrain Swamp
John also added an Ion Cannon to the Mech in order to, in his words, "Give those evil doers a good zapping." The cannon also scrambles any cybernetics that his opponent may be using. John doesn't use this in wet places like the swamps because he would just electrocute himself.

Flash Bombs

  • Power: Smoke Screen
  • Level:Standard
  • Area Effect This attack causes damage in a large area.
  • Ranged Attack Attack usable at a distance (only).
  • Weakness: Limited Uses -Multi-Use
  • Weakness: Not usable in terrain Hall of Mirrors
John has also rigged the Mech with a few flash bombs that can blind his opponent. The Mech can only carry ten at once because the rest of the space is taken up by his seemingly unlimited supply of missiles. These don't work in the hall of mirrors because the flashes reflect back and blind him.

Radar System

  • Power: Radar
  • Level:Standard
  • Weakness: Not usable in terrain Khazan Mall
One of the standard features on Crazy Abdul's Mechs is a nice radar system. It comes complete with two sound effects, a bleep and a bloop. It doesn't work in the mall because there are too many people around the get a fix on the opponent.

Napalm Bombs

  • Power: Fire
  • Level:Standard
  • Area Effect This attack causes damage in a large area.
  • Ranged Attack Attack usable at a distance (only).
  • Weakness: Power in Item -Hard to Loseitem
  • Weakness: Not usable in terrain Ancient Forest
Using the last of his disability money, John bought some napalm bombs and a launcher that attaches to the Mech's right arm. The bombs have a wide dispersal range and fry anything they hit into an extra crispy meal deal. John won't use them in the ancient forest because he doesn't want to burn it down.