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Cannonade (PL 11/15) - Trollthumper (Gold)

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Player Name: Trollthumper

Character Name: Cannonade

Power Level: 11/15 (169/249PP)

Trade-Offs: -2 Defense / +2 Toughness

Unspent PP: 80

Progress To Impervium Status: 138/150 (Platinum Status earned with Nick Cimitiere)


In Brief: Would-be working class hero/anti-racist skinhead trying to live up to his WWII hero grandfather's legacy.


Alternate Identities: Joe Macayle

Identity: Secret

Birthplace: Freedom City

Occupation: Steelworker

Affiliations: None

Family: Greg Macayle (father, construction worker); Sandra Macayle (mother, hairdresser); Andy Macayle (brother, high school student)


Age: 21 (DoB: Nov 11, 1988)

Apparent Age: 21

Gender: Male

Ethnicity: "British Isles Mutt"

Height: 6'2"

Weight: 220 lbs.

Eyes: Brown

Hair: Black, usually worn close-shaved


Description: On the job, Joe doesn't dress that different from the other guys -- work boots, work shirt, jeans. When he goes to shows or is hanging out with his friends, he usually wears his gear -- jeans, Doc Martens, band T-shirt/polo shirt, braces, and a black flight jacket with a circular SHARP patch on the arm.


As Cannonade, his style doesn't change much -- he trades his blue jeans for black, his black flight jacket for a red one, and his band T-shirts for a white T with a cannon firing a ball into the air as a logo. The only true adornment he wears is a project made from some of the leftover cast-offs at work -- a steel Trojan helmet, meant more to cover his identity and pay homage to his grandfather than to protect.


History: "Always be proud of what you are."


That was Greg Macayle's constant advice to his oldest son, Joe. Greg and his wife Sandra managed to eke out a pretty good living for their kids in Southside -- sure, money was tight sometimes, but they always managed to get by. Greg taught Joe the value of hard work, accepting others, and not letting the world grind you down. Most importantly, he taught Joe that it's important to stand up for what you believe in.


Sometimes, Greg wondered if he taught Joe this a bit too well. The first real indicator was when he fell in with the punk scene in high school; from there, it was a short jump to the local SHARPs. Very few parents are especially thrilled that their son's become a skinhead. It took Joe a long series of explanations about the history of skins and how not all of them had white power sympathies -- hell, the ones he ran with positively loathed Nazis. While the issue was dropped, his folks always kept hoping he would grow out of it.


The second indicator was when Joe decided to get a job at the steelworking plant right out of high school. Greg and Sandra had hoped he would think about college, but Joe pointed out that his grades weren't good enough to qualify for a scholarship, and Andy had a better chance of getting into a quality school. He'd just put aside what he could at work to pay for night school while studying in his free time.


Joe quickly adapted to life at the plant -- getting along with the other guys, learning the ins and outs of the union, and always keeping his eye on the ball. One day three years into the job, however, there was a spill-over at the plant. Safety procedures went into effect, but Joe's hand got splashed by a stray glob of molten iron. The pain was immense... and then it mysteriously stopped. Joe looked down at his hand to find that it was burned, but not as badly as it could've been. In the days after the accident, Joe found that things could change. When a pen rolled under the couch, he went to retrieve it -- and ended up lifting it single-handed.


Desperate to talk to someone about what he was going through, Joe went back to his parents and told them about the changes in his life. That was when Greg revealed to Joe a series of medical records dating back to when he was born, stamped with the AEGIS logo. Greg told Joe the truth about his grandfather, Paul Macayle.


Paul had been a labor organizer with socialist tendencies during the Great Depression. He'd managed to get the auto plant he worked at unionized, but some of the guys at work questioned his patriotism. Paul loved America, but thought that it could lend a better hand to its poor. When Pearl Harbor was bombed, Paul signed up for service -- not to prove his patriotism, but to aid his country. Word of his sympathies caused a few hang-ups with officers left over from the post-WWI Red Scare, however, and the question of whether he was fit for service was bounced around the local brass. One officer, however, not only stood up for Paul, but submitted his name for a top secret program.


Using knowledge of genetics retrieved from a German defector, Paul was altered to become an ideal fighting machine, a field operator who could break up heavy artillery and soften up enemy battalions for the other soldiers. The program had failed to take on many soldiers, and the number crunchers at the Pentagon were beginning to wonder if it was worth it. Paul, however, not only pulled through the regimen, but emerged with greater strength and resilience than any other soldier. He was the Legionnaire.


Paul fought in the German theater from 1941-1944. During his time overseas, he met Laura, a composer working with the USO shows. The two fell in love, and got married in August of 1944. But as Legionnaire's unit approached convened on the Ardennes Mountains, they were assaulted by a strike group led by Superior. Legionnaire managed to get his men to safety, but at the cost of his own life. He was buried a hero, leaving behind Laura... and their son. Greg had been tested when he was born, and while Legionnaire's genetic profile had been passed on, it was latent. The chances were it would trigger if he was exposed to mortal peril, but Laura refused to let such a thing happen, even in a controlled setting. Greg himself didn't learn about the chance of trigger until Laura had died, and by that time, with Joe learning to talk and Andy on the way, he felt he couldn't take the risk.


Joe was the first to inherit the mantle of his grandfather, the Legionnaire. After spending a few nights debating with himself on what to do next, he went with what he's always done -- stand up for what he believed in.


Power Descriptors: Mutation (Legacy derived; the DCU term would be "metahuman")


Personality & Motivation: Out of costume, Joe is warm, open, and friendly. He tends to lose himself in passion, whether it be joy or anger, and if challenged, will try to resolve things peacefully -- though if someone's being a jerk to him, he'll likely bring his anger to bear verbally.


In costume, Cannonade tries to be stoic, calm and stalwart, the kind of man Joe thinks his grandfather was on the field. This works out better in theory than as practice as of now, as sometimes he manages to lose himself in the flow of battle -- especially when dealing with a foe he really, really hates.




...And The American Dream: Joe wants to represent the beliefs his grandfather stood for -- the idea that America is a land of ideals, a place where those who fall can expect a hand to guide them back up, a place where a person can take pride in what they do. He'll proudly stand up for these beliefs when challenged, and may let anger or despair take hold when he sees the flouting or failure of these ideals.

Lurking In The SHADOWs: As far as Joe knows, most of the agents of Nazi Germany his grandfather fought against have been neutralized. Nacht-Krieger is missing, Superior is imprisoned, and Overshadow is dead. But a lot happened during the War, and a lot is still unknown. Who knows who may be still bearing a grudge over the failure of the Third Reich? Especially if they wish to take out that grudge on someone taking up the mantle of one of the very Allies who dogged their heels...

"New Jersey Nazis...I Hate New Jersey Nazis": In addition to the bone-deep hatred for Nazis that most SHARPs bear, Joe's dislike for fanboys of the Third Reich is deepened by the knowledge of his grandfather's death at the hands of one of Hitler's supermen. This is a problem, as Joe knows he needs to live up to Legionnaire's legacy, and his old approach to dealing with Nazis usually contravened First Amendment regulations -- and assault laws.

No, Not That Kind Of...: From his manner of dress to his declarations, Joe's still pretty clear about the fact that he's a skin. Of course, he'll usually follow this up with an explanation about the various subsets of the skinhead subculture and the general antipathy for white power "boneheads" in various street scenes, but, well, still doesn't change the fact that once you've introduced yourself as a skinhead, it may not win you any favors.

A Working Class Hero Is Something To Be: Joe still works a 9-to-5 job that isn't exactly big on breaks, which means if there's danger afoot, it might not be easy for him to get out. And there's only so long his union rep is gonna cover for him...



Abilities: 9 + 2 + 10 + 2 + 4 + 6 = 33PP

Strength: 32/19 (+11/+4)

Dexterity: 12 (+1)

Constitution: 36/20 (+13/+5)

Intelligence: 12 (+1)

Wisdom: 14 (+2)

Charisma: 16 (+3)



Combat: 12 + 12 = 24PP

Initiative: +5

Attack: +6 Ranged, +11 Melee

Grapple: +24, +14 w/out powers

Defense: +9 (+6 Base, +3 Dodge Focus), +3 Flat-Footed

Knockback: -10/-2



Saving Throws: 0 + 5 + 6 = 11PP

Toughness: +13 [imp 11]/+5 (+13/+5 Con)

Fortitude: +13/+5 (+13/+5 Con, +0)

Reflex: +6 (+1 Dex, +5)

Will: +8 (+2 Wis, +6)



Skills: 80R = 20PP

Acrobatics 8 (+9) SM

Craft (Structural) 4 (+5)

Diplomacy 8 (+11) SM

Gather Info 8 (+11)

Intimidate 8 (+11) SM

Knowledge (Current Events) 8 (+9)

Knowledge (History) 4 (+5)

Knowledge (Pop Culture) 4 (+5)

Knowledge (Streetwise) 8 (+9)

Notice 8 (+10) SM

Profession (Steelworker) 4 (+6)

Sense Motive 8 (+10)



Feats: 26PP

All-Out Attack

Attack Focus (Melee) 5

Challenge [Fast Startle]

Dodge Focus 3

Improved Grab

Improved Initiative

Inspire 5


Luck 2

Power Attack

Skill Mastery (Acrobatics, Diplomacy, Intimidate, Notice)


Takedown Attack 2




Powers: 16 + 13 + 11 + 2 + 2 + 11 = 55PP


Enhanced Constitution 16 (to 36/+13) [16PP]


Enhanced Strength 13 (to 32/+11) [13PP]


Impervious Toughness 11 [11PP]


Speed 2 (25mph / 250ft per Move Action) [2PP]


Super-Movement 1 (Slow Fall) [2PP]


Super-Strength Array 5 (10 points; Feat: Alternate Power) [11PP]


Base Power: Super-Strength 4 (effective STR 50 [Heavy Load: 12 tons]; Feats: Shockwave [100-ft Cone], Super-Breath [100-ft Cone]) {10/10}


Alternate Power: Leaping 10 (x2,500; Running Long Jump 50,000 ft., Standing Long Jump 25,000 ft., High Jump 12,500 feet at rank 10 [6 rounds]; Running Long Jump 500 ft., Standing Long Jump 250 feet, High Jump 125 feet at rank 4 [move action]) {10/10}



Drawbacks: -0PP




DC Block:



Unarmed Touch DC 26 Toughness (Staged) Damage (Physical)

Shockwave Touch/Area DC 21 Reflex 1/2 Effect

DC 26 Toughness (Staged) Damage (Physical)

Super-Breath Touch/Area DC 21 Reflex 1/2 Effect

Contested STR/DEX vs +11 Prone



Abilities (33) + Combat (24) + Saving Throws (11) + Skills (20) + Feats (26) + Powers (55) - Drawbacks (0) = 169/249 Power Points

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Great sheet, love the background!

Go in and add your heavy load with super-strength and your leaping distance.

Don't forget to add your descriptors. (Mutation, presumably?)

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