As a good example, one of the first supers of the show, and one of my personal favorites, is Deathlok.
Name: Michael Peterson
Race: Human (Cyborg)
Experience: 70 (Heroic)
Power Level: Four Color with Super Karma (Rising Stars, 50 PP)
Agility d8; Smarts d6; Spirit d6; Strength d12+3; Vigor d10
Pace 6; Parry 7; Charisma –2; Toughness 14 (4)
Hindrances: Bad Luck, Heroic,
Edges: Arcane Background (Super Powers), Take the Hit, First Strike, Nerves of Steel, Dodge, Combat Reflexes, Marksman.
Skills: Climbing d6, Fighting d10, Intimidation d6, Notice d8, Persuasion d6, Shooting d8, Stealth d6, Streetwise d6.
Inventory: Arm-missiles ×2, EMP missiles ×2.
Powers:
- Armor +4 (3): Hardy, Partial Protection (–1). Device (–1, body armor).
- Gifted (2): Deathlok is able to access the internet and learn to do nearly anything on a dime.
- Heightened Senses (4): Infravision, Low Light Vision, Super Sight. Spatial Sense (X-Ray Vision). Requires Activation. (Cybernetic eye.)
- Interface (2): Cybernetic interface.
- Leaping (3): Level 3. Leaps 8" vertically and 16" horizontally. (Centipede serum and cybernetic leg.)
- Regeneration (1): Level 1, rolls to heal every day. Limitation (–1, must eat ten times as much food).
- Speed (2): Pace 12. (Centipede serum.)
- Super Attribute (12): Agility +1, Strength +3, Vigor +2. (Centipede serum.)
- Super Skill (1): Shooting +1.
- Toughness +3 (3): Centipede serum.
Melee Combat (Switchable)
- Attack, Melee (7): Damage Str+d6. Climb, Multiple Attacks. Switchable (primary). (Centipede serum.)
with
- Attack, Melee (5): Damage Str+2d6, AP 4, Heavy Weapon, Lethal, One Arm. (Cybernetic leg).
- Attack, Ranged (10): Range 12/24/48, Damage 3d6, RoF 2, MBT, AP 2, Heavy Weapon, Lethal, Requires Material (–2, arm-missiles). Switchable (primary).
with
- Malfunction (4): MBT. Limitation (–1, requires Shooting roll). (EMP missiles.)
Centipede, however, stepped in and provided Mike is an experimental serum that restored his health and granted him incredible powers of superhuman strength and durability.
Centipede Serum (25 PP):
- Attack, Melee (5): Damage Str+d6. Climb, Multiple Attacks. (Centipede serum.)
- Leaping (2): Level 2. Leaps 4" vertically and 8" horizontally. (Centipede serum.)
- Regeneration (1): Level 1, rolls to heal every day. Limitation (–1, must eat ten times as much food).
- Speed (2): Pace 12. (Centipede serum.)
- Super Attribute (12): Agility +1, Strength +3, Vigor +2. (Centipede serum.)
- Toughness +3 (3): Centipede serum.
Several months later, Peterson was being trained by S.H.I.E.L.D. in methods to increase his hand-to-hand combat skills and physical strength when he was requested by Coulson to help bring down the Centipede Project, to which Peterson immediately jumped onboard. They were able to subdue a few other Centipede super soldiers, but was then blackmailed by Raina into betraying Coulson to the Centipede Project. On the bridge where the double-crossing occurred, a massive explosion occurred which appeared to have killed Mike. Unfortunately, Mike woke up with half of his face scarred and one of his legs amputated, where he began receiving orders directly into his newly-cybernetic eye from Centipede.
Slowly, Deathlok was supplied with more and more tech enhancements, and began to lead S.H.I.E.L.D. on a wild goose chase before HYDRA emerged from within. After their emergence, Deathlok worked directly with the Clairvoyant, as his son was being held hostage. He directly assisted in apprehending Skye to unlock information about the GH.325 chemical. A few days later, however, his son was rescued by Skye, and Mike turned on the Clairvoyant, attempting to kill him.
After this, Mike was upgraded with EMP missiles instead of lethal ones, and began to work with S.H.I.E.L.D. again, tracking down a HYDRA scientist named List, before being called back to the states to save Coulson and Hunter from a new rogue faction of S.H.I.E.L.D. He then assisted the team in tracking down Skye, who had been kidnapped by the Inhumans, and later HYDRA. During his capture, he was disassembled, and is still recuperating from the injuries. It is unknown if he will ever return to service.
Power Stunt:
- Stun (9): Heart Attack (+6), Strong. Once—and only once—Deathlok used a short range, experimental shock unit to stop Grant Ward's heart. The attacker must win with a raise, but if he does, the victim is immediately Incapacitated and must make a Vigor roll. On a success, he is Shaken and remains so for 1d4 rounds. On a failure, he dies in 2d6 rounds (which can be saved by a Healing roll at –4, though the victim remains Incapacitated). The user can also start hearts again, by touching the target and making a Spirit roll (this doesn't heal any wounds, only restart a stopped heart).