Val Char Cost
50 STR 40
18 DEX 16
25 CON 15
20 BODY 10
5 INT -5
10 EGO 0
20 PRE 10
8 OCV 25
8 DCV 25
3 OMCV 0
3 DMCV 0
30 PD -2
20 ED -2
4 SPD 20
15 REC 11
60 END 8
60 STUN 20
15m RUN 3
0m SWIM -2
39m LEAP 3
Characteristics Cost: 195
14 Contagious Stupidity: Drain INT 1 1/2d6, Area Of Effect (4m Radius; +1/4), Personal Immunity (+1/4), Persistent (+1/4), Constant (+1/2), Uncontrolled (+1/2), Reduced Endurance (0 END; +1/2) (49 Active Points); No Conscious Control (-2), No Range (-1/2)
30 Steel-Hard Skin: Resistant Protection (20 ED)
45 Steel-Hard Skin: Resistant Protection (30 PD)
50 Strength Tricks: Multipower, 50-point reserve
4f 1) Knockback Resistance -50m (50 Active Points); Costs Half Endurance (-1/4)
5f 2) Leaping +29m (39m forward, 19 1/2m upward) (x64 Noncombat), Reduced Endurance (1/2 END; +1/4) (50 Active Points)
5f 3) Tunneling 11m through 12 PD material, x4 Noncombat, Reduced Endurance (1/2 END; +1/4) (50 Active Points)
Powers Cost: 153
Cost Martial Arts Maneuver
4 Charge: 1/2 Phase, +0 OCV, -2 DCV, 12d6 +v/10 Strike, FMove
4 Crush: 1/2 Phase, +0 OCV, +0 DCV, 14d6 Crush, Must Follow Grab
4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
3 Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 60 STR for holding on
4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 12d6 Strike
5 Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, 14d6 Strike
Martial Arts Cost: 24
16 +2 with HTH Combat
3 Breakfall 13-
3 Climbing 13-
3 KS: Janitorial Arts 10-
3 Streetwise 13-
Skills Cost: 28
Total Character Cost: 400
15 Hunted: Police Frequently (Less Pow; PC has a Public ID or is otherwise very easy to find; Harshly Punish)
5 Negative Reputation: Not Very Bright, Frequently (Known Only To A Small Group)
15 Psychological Complication: Coward (Common; Strong)
15 Psychological Complication: Bully (Common; Strong)
15 Social Complication: Public Identity Frequently, Major
10 Unluck: 2d6
Disadvantage Points: 75
Base Points: 400
Experience Required: 0
Total Experience Available: 0
Experience Unspent: 0
Height: 6' 4"
Weight: 286 pounds/130 kg
Background/History: Ashmoore Whitlock was once a simple thug who had problems spelling his own name, let alone successfully committing crimes without the help of others. During a routine heist, Ashmoore was instructed to break into a chemical warehouse and open the valves on two specific tanks. Amazingly, Ashmoore did this successfully. What he didn't do was don any sort of protective gear before the dumped the contents of the two tanks onto the warehouse floor. The resultant mixture of the two substances created fumes that interacted with Ashmoore's physiology and brain chemistry, granting him his abilities of immense strength and his "stupidity field".
Not surprisingly, it turns out that Ashmoore's break in was set to be a distraction while his "friends" robbed a jewelry exchange and made off with a small fortune in uncut gems.
Since then Ashmoore/Groundpounder has been in and out of prison numerous times. How he escapes prison typically falls into one of three categories... Someone is breaking him out because their plan needs a strong, dumb guy... There is a breakout by someone else, and Groundpounder just sort of finds himself in the outward flow of things... or eventually, the guards and other prison personnel forget about his secondary ability and he just strolls out because they forgot to lock the doors behind them.
Personality/Motivation: Groundpounder is your stereotypical "dumb thug". He just happens to come with the added bonus of being able to bring those around him (friend or foe) down to his intellectual level without much effort. His general personality is that of a bully and a coward. If Groundpounder has the upper hand on someone, he'll gladly keep pounding on them until something or someone else draws his attention elsewhere. When faced with a straight-up fight he cannot easily win, Groundpounder will simply claim that he's bored and leap away.
Quote: "I'mma make you stupid!"
Powers/Tactics: Hit it until it stops moving. If it made you mad while it was moving, hit it a couple more times, just because. (GM Note: Keep in mind that his stupidity field just simply exists. Groundpounder has *ZERO* control over it and it is always on... ...even when he is unconscious.)
Campaign Use: Groundpounder is the guy who gets used by and thrown under the bus by everyone who hires him out or claims to be his friend. If a team needs a "big dumb guy" slot filled, or (more usually) needs someone to be a distraction for the heroes while the real crime is being committed, GP fits the bill nicely.
Appearance: Large. Moderately tall. Moderately wide. Pretty non-descript. Groundpounder doesn't typically wear a mask as he has been caught so many times, his identity is more than public. Plus, even if he *HAD* a secret identity, it wouldn't be a secret for long as Ashton would just probably leave his mask at home or forget to put it on, even if he had it with him in the first place.