Sandman

From WestGuard

Sandman

Leader of The Agency

A cunning and deadly adversary

Background

Former U.S. Army Lt. Col. LaMont Thibedeaux is a 1982 West Point graduate who served in the Green Berets and the 1st Special Forces Operational Detachment-Delta (Delta Force), seeing extensive action in South America and the Middle East. Maj. (at the time) Thibedeaux received the Distinguished Service Cross in 1993 for conduct during Operation Gothic Serpent that was later popularized by the movie Black Hawk Down. The loss of men under his command, and what Thibedaux perceived as avoidable strategic errors by his superior officers, had a deep, negative impact on him. Thibedeaux's role in the Battle of Mogadishu was excised from both the film and the official records.

In 1996, Lt. Col. Thibedeaux was assigned to lead security for Project PHANTOM. The project, managed by the Scythian Corporation, was intended to develop and test a man-portable generator which would allow soldiers to slip in and out of phase with our reality. The technology was flawed, and resulted in hundreds of deaths as the entire staff and test facility was warped into a writhing, fused mass. The only survivor was Lt. Col. Thibedeaux, who subsequently turned to a life of crime and adopted the name Sandman.

Personality

Extensive military training, coupled with the psychological effects of Mogadishu and the Project PHANTOM disaster, have made Sandman into a cunning, deadly adversary. He is organized, disciplined and does not make mistakes. He provides clear instructions to the people who work for him and trains them to get the job done. On a personal level, he is cold and inscrutable, and doesn't seem to have any emotional investment in the decisions that he makes.

Tactics

If the PCs encounter Sandman it's because he wants to deal with them in person, and the encounter will begin according to his plan. He will have multiple contingencies in place should things go awry. Sandman will use lesser villains as fact-finding pawns to identify the strengths and weaknesses of the PCs long before he engages them. If the PCs have any tendencies toward flawed tactics, Sandman will take advantage of them.

In combat, Sandman is a master tactician. Among his favored options——desolidify himself and a single target, eliminate the target, then move on to the next. Sandman's in combat tactical decision making is superb: he will not hesitate to use the terrain and non-combatants to his advantage. He will know the strengths and weaknesses of his opponents, and will use martial arts, ranged damage or drain attacks depending on what will be the most effective. If it will give him a tactical advantage he will heal an ally. Likewise, in addition to having good defenses and the ability to heal through absorption, he can heal himself.

GM Note: Sandman is a master villain——mentally, physically and tactically superior to all but the most seasoned PCs (not players but PCs). Unless the PCs execute a good plan for defeating Sandman, they will lose. Sandman is one step ahead of them. Do not be afraid to beat the hell out of the PCs and leave them crying in the dirt.

Champions Version

Characteristics

 Val  Char   Cost  Notes 
30   STR 20   HTH Damage 6d6 END [3]
24   DEX 42   OCV 8 DCV 8
38   CON 56  
13   BODY 6  
18   INT 8   PER Roll 13-
23   EGO 26   ECV: 8
23   PRE 13   PRE Attack: 4 1/2d6
18   COM 4  
 
10/25   PD 4   10/25 PD (0/15 rPD)
10/25   ED 2   10/25 ED (0/15 rED)
6   SPD 26   Phases: 2, 4, 6, 8, 10, 12
14   REC 0  
80   END 2  
50   STUN 3  
 
11"  Running 10   22" Noncombat, Max: 79 KPH / 49 MPH
2"  Swimming 0   4" Noncombat, Max: 14 KPH / 9 MPH
6"  Leaping 0   12" Noncombat, Max: 43 KPH / 27 MPH
222   Characteristics Cost

Powers

Cost   Power   END
80   Molecular Binding Control: Multipower, 80-point reserve    
8u   1) Desolidification , Usable As Attack (+1)    8
8u   2) Drain STUN 5d6+1, Ranged (+1/2)    8
8u   3) Healing STUN 4d6, Ranged (+1/2), Reduced Endurance (0 END; +1/2)    0
       
30   Personal Area Molecular Command: Elemental Control, 60-point powers    
20   1) Absorption 6d6, Absorption As A Defense (x2); Costs Endurance (-1/2)    6
20   2) Desolidification , Reduced Endurance (0 END; +1/2); Cannot Pass Through Solid Objects (-1/2)    0
30   3) Force Field (15 PD/15 ED/10 Power Defense), Reduced Endurance (0 END; +1/2)    0
       
30   Mark VII GyroJet Pistol: Multipower, 60-point reserve, all slots 4 clips of 12 Charges (+0) (60 Active Points); all slots OAF (GyroJet Pistol; -1)    
3u   1) Killing Attack - Ranged 4d6 (60 Active Points); OAF (GyroJet Pistol; -1)    0
3u   2) Killing Attack - Ranged 2 1/2d6, Armor Piercing (+1/2) (60 Active Points); OAF (GyroJet Pistol; -1)    0
3u   3) Killing Attack - Ranged 2 1/2d6, +1 Increased STUN Multiplier (+1/4), Semi-Armor Piercing (+1/4) (60 Active Points); OAF (GyroJet Pistol; -1)    0
3u   4) Killing Attack - Ranged 2 1/2d6, Autofire (3 shots; +1/4), +1 Increased STUN Multiplier (+1/4); OAF (GyroJet Pistol; -1)    0
       
15   Mental Defense (20 points total)    0
261   Powers Cost

Martial Arts

Cost   Martial Arts Maneuver
16   +4 HTH Damage Class(es) 
3   Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, 12d6 Strike 
5   Defensive Strike: 1/2 Phase, +1 OCV, +3 DCV, 10d6 Strike 
4   Killing Strike: 1/2 Phase, -2 OCV, +0 DCV, HKA 2 1/2d6 
3   Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 11d6 Strike, Target Falls 
4   Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 
4   Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 60 STR to Disarm 
4   Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 
4   Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, 65 STR vs. Grabs 
3   Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 60 STR for holding on 
5   Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, 14d6 Strike 
55   Martial Arts Cost

Skills

Cost   Skill
32   +4 with All Combat 
3   Analyze: Combat 13- 
3   Breakfall 14- 
3   Bribery 14- 
3   Bugging 13- 
3   Climbing 14- 
3   Combat Driving 14- 
3   Combat Piloting 14- 
3   Computer Programming 13- 
3   Concealment 13- 
3   Cryptography 13- 
3   Deduction 13- 
3   Demolitions 13- 
3   Electronics 13- 
2   Forgery (Documents) 13- 
3   Interrogation 14- 
3   KS: Scythian Corporation 13- 
3   KS: Supervillians 13- 
3   KS: The Syndicate 13- 
3   KS: U.S. Army - DELTA Force 13- 
3   KS: WestGuard 13- 
3   Lipreading 13- 
3   Lockpicking 14- 
3   Mechanics 13- 
4   Navigation (Air, Land, Marine) 13- 
3   Parachuting 14- 
3   Paramedics 13- 
3   PS: Mercenary 13- 
3   PS: Army Officer 13- 
3   Security Systems 13- 
3   Shadowing 13- 
3   Stealth 14- 
3   Streetwise 14- 
10   Survival (Temperate/Subtropical, Tropical, Desert, Mountain, Urban) 13- 
3   Systems Operation 13- 
3   Tactics 13- 
3   Teamwork 14- 
3   Tracking 13- 
15   WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Common Missile Weapons, Emplaced Weapons, Small Arms, Flamethrowers, General Purpose/Heavy Machine Guns, Grenade Launchers, Shoulder-Fired Weapons, Vehicle Weapons 
165   Skills Cost

Perks

Cost   Perk
10   Money: Wealthy 
6   Vehicles & Bases Donation 
6   Jean-Martin de Thierry: Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources, Good relationship with Contact) 11- 
22   Perks Cost

Talents

Cost   Talent
3   Absolute Range Sense 
3   Absolute Time Sense 
3   Bump Of Direction 
3   Lightsleep 
10   Resistance (10 points) 
3   Simulate Death 
25   Talents Cost

Disadvantages

Val   Disadvantages
150   Villian Bonus 
150   Disadvantage Points

Summary

350   Base Points
150   Disadvantage Points
750   Total Character Cost
250   Experience Required
250   Total Experience Available
0   Experience Unspent