Slamdance

Mike Ryan / Slamdance

Secret Identity: Michael Ryan
Played by Rob Farquhar

"We hurt too, even when you can't see it. Especially when you won't."


History

The memories of the HyperBoomer - an extremely advanced model of combat cyberdroid - known as Slamdance begin at the moment he awoke in the bowels of Genom Sydney during the Night of Madness, several hours after the USSD particle beam strike. He is a created being, with no family, no old friends, nothing but an encyclopaedic knowledge of almost every cyberdroid make and model in existence and a lethal set of combat skills. He didn't even have a name - he took "Mike Ryan" from characters in books.

Also apparently missing is a mission or purpose. He knows no commander and has no orders; his only guide is a will to help those in need, a goal strangely against the raison d'etre of a combat cyberdroid. This makes him leery of turning himself over to his makers, Genom, for fear they'll make him into the killing machine they meant him to be.

He earned his nom du guerre through his formidable displays of martial arts prowess, able to rapidly dispatch enemies at close quarters.

Personality

Mike is motivated by a desire to help wherever and whenever he can. He gains satisfaction from saving lives and helping people; it's not something he questions; he just does what he does, and if anyone asks him why, he'd simply say "It's the right thing to do." He also has a severe problem turning the other cheek, and can't really understand why people wouldn't want to "get involved" if it means helping someone else.

Mike is a babe in the woods when it comes to living. He's naïve and impulsive, with a knee-jerk tendency to answer honestly, which can become a problem when asked about his history (although he's become good at omitting certain incriminating details; he passes off the fact that he has no memories prior to his awakening as amnesia). His main flaws are his naïveté and impulsiveness. While he's a strong tactician, he's not a great strategist, judging situations at face value.

Powers/Tactics

Unlike standard covert-combat Boomers, Mike's human disguise isn't an overlay; it's built directly into his armour, which morphs into human form when he "compresses". This means that, while he can regain human form (barring clothes, of course) at any time, his disguise can't be altered so that he looks like someone (or something) else. While compressed, he is still phenomenally strong, capable of lifting almost ten tons; he has access to some of the features of his advanced optics, like infrared and lowlight. Vision and hearing are buffered against extremes.

When in combat mode, Slamdance's strength increases eightfold. Triple blades are hidden in each of his forearms, from where they can spring out and lock around his fists. Like his BU-55C brethren, he has a laser lens concealed within his mouth, capable of slicing through steel, is capable of hoverflight (and full flight for a few seconds) on a set of jet turbines built into his torso and calves, and has a limited form of fusion, with which he can physically join with and "possess" inorganic objects such as guns or cars (or even other Boomers).

Occupation

Operative for the as-yet-unnamed group managed by Dick Smith.

Appearance

Mike has two "modes" of operation. When in disguise, he appears to be a tall, healthy, very fit, well-muscled man of Latin extraction in his mid-twenties. He has black hair and emerald-green eyes.

When needed, Mike "decompresses" combat mode - expanding and reconfiguring in a second to become a sleek, eight-and-a-half foot combat Boomer. His red armour plate is trimmed in blue, and his eyes glow a bright blue. It is in this configuration that he has become known across Sydney as Slamdance.

Compressing back down to disguise mode takes around five seconds, and can't be done while Slamdance is walking or running. As the disguise doesn't include clothes, Mike must have a change on hand or find some in short order.


Character Sheet

Superheroic (Very High Powered) Character (400 CP, 200 Disadvantage Points)

STR: 43 DEX: 24 CON: 40 BODY: 30
INT: 18 EGO: 24 PRE: 18 COM: 13
PD: 9 ED: 12 SPD: 5 REC: 17 END: 80 STUN: 72
RPD: 20 RED: 20 HTH: 8.5d6 Lift: 9.7 Tons
OCV: 8 DCV: 8 Run: 10" Leap: 14"/17"
Powers END
Improved Optics: IR Perception (Range, Targeting Sense); Lowlight (+3 PER rolls for single Sight Group)  
Comm System: High Range Radio Perception  
Visual/Audio Buffers: 5 Flash Defense (Sight & Hearing Sense Groups) 9
Oxygen Filter: Extended Breathing (1 END per Turn) 1
Armoured Structure: 20PD/ED Armour  
Improved Musculature: Increases to Run and Leap (factored into stats)  
Compress / Deploy: Shape Shift (Single Form: Sight, Hearing & Touch Groups); Costs END Only to Change Shape; Full Phase 5
Combat Mode: Density Increase 800Kg (+15 STR, +3PD/ED, -3" KB, Lift 9.7 Tons, 11.5D6 HTH); Reduced Endurance (0 END); Limitation (Always On in Combat Mode) [-1/4]; Only In Heroic Identity 7
NOTE: All powers below built with Only In Heroic Identity  
Tri-Blades: Hand-to-Hand Killing Attack: 2D6 (+STR) vs PD 3
Mouth Laser: Ranged Killing Attack 4.5D6 vs ED; Beam 7
Hover Jets: Flight 30"; Only In Contact With A Surface 6
Fusion (Limited): Minor Transform 4D6, Improved Target Group (Part of Own Body/Control over Object); Limited Target (Metal / Other Boomers); Limitation (Can only absorb 186Kg material max); No Range 5
ECCM: 7 Flash Defense (Radio Sense Group) -
Options (Skills/Talents/Perks) Roll
Acrobatics 14-
Combat Skill (Level 1): Mouth Laser +1 OCV
Cryptography 12-
Knowledge: Boomers 16-
Knowledge: Genom 12-
Martial Arts: Barehand  
Legsweep  
Martial Dodge  
Martial Throw  
Weapon Element: Tri-Blades  
Systems Operation 13-
Tactics 15-
Teamwork 14-
   
Acting 8-
Climbing 8-
Concelament 8-
Conversation 8-
Deduction 8-
Native Language: English  
Paramedics 8-
Shadowing 8-
Stealth 8-
Transport Familiarity: Small Motorised Ground Vehicles  
   
Absolute Time Sense  
Ambidexterity  
Eidetic Memory  
Lightning Calculator  
Complications
Code Against Killing: Will Not Take a Human Life; Will Only Kill a Boomer if Evidently Insane.
Distinctive Appearance: Boomer (Concealable; Noticed and Recognisable)
Hunted: Slamdance's Designer (More Powerful, Imprison/Kill) (8-)
Hunted: Genom (More Powerful/NCI, Watching) (11-)
Psychological Limitation: Not Quite Human (Common, Moderate): Mike doesn't understand human concepts like "family", and won't react as a "regular person" would when they come up. Also has no sex drive.
Psychological Limitation: Must Assist Those In Peril, No Matter Cost To Self (Uncommon, Total)
Social Limitation: Possibly Rogue Boomer of Unknown Power; Potentially Dangerous (11-)
Social Limitation: Secret Identity (Mike Ryan) (11-)
Experience: - Grand Total: 586

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