Woodrow “Woody” Van Chelton has always been reckless and wild. The adopted brother of Eric Henderson, the pair were a classic “odd couple” or “buddy cop” pairing. If Eric is the overly wound-up, straight edge, Woody is the headstrong mess. They get on each others nerves constantly and often go long times without seeing each other. Hell, after an incident in high school, the pair didn’t see each other again until their father’s death.
After a brief fight at the funeral, Woody, of course, suggests breaking into their dad’s lab and investigating his death. The pair ended up getting caught in an explosion at their father’s lab — that they caused — and getting superpowers. Woody decides, after a brief fight with the police, that they should become superheroes.
And, thus, the world’s worst superheroes were born!
Woody’s the offensive pair of the duo, which fits his personality to a “T”. His ability allows him to fire a beam that destabilizes an object’s molecules and cause it to explode. This pairs well with Quantum’s power to create shields. Of course, if there is anyone who should have the power to blow anything up, Wood is probably not it.
Woody’s bombastic, ego driven, kleptomania, conman personality might make him look like a poor choice for a hero, but the duo has managed to save the world many times. He might be a fool and he might be a dick and he might be a criminal himself (ironically), but he has saved the day a few times and that’s got to count for something.
Woodrow “Woody” Van Chelton [public]
Sleazy Con Man
[d4 (+1 PP) or d8]
Pew Pew d10
SFX: Area Attack. Target multiple opponents. For every additional target, add d6 and keep +1 effect die.
SFX: Destabilizing Force. Step up or double Pew Pew die against a single target. Remove highest-rolling die and add an additional die to your total.
SFX: Unleashed. Step up or double Pew Pew power for one action. If the action fails, add a die to doom pool equal to the normal rating of
SFX: Versatile. Replace Force Blast die with 2d8 or 3d6 on your next roll.
Limit: Fading Into Atoms. Take a d8 Destabilizing Atoms complication to get 1 PP. Step up each round unless you and Quantum spend an action to “klang” your bracelets. If Destabilizing Atoms goes over d12, get taken out, as usual, but take d10 physical trauma instead of d6 physical trauma.
Limit: Reckless. Change Pew Pew into a complication and gain 1 PP. Activate an opportunity or remove the complication to recover the power.
Business Expert d8
Crime Expert d8
Covert Expert d8
Vehicle Expert d8
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6]
The “Bad” Brother
1 XP when you say or do something offensive and rude.
3 XP when you drag someone into trouble.
10 XP when you either start to take things seriously (for now) and actually be an adult (as long as that will last) or you save the day with sleaze, lack of class, and a huge mess.
1 XP when you talk about your family.
3 XP when you first relate something to an important event when growing up as a child in a scene.
10 XP when you either reconcile with your brother and try to rebuild your broken family or get into a big, dumb fight and go your separate ways.