Steel (John Henry Irons)
PL 10/PP 150
Attributes: STR 18, DEX 14, CON 20, INT 18, WIS 16, CHA 12
Skills:
Acrobatics 4+2 = 6
Climb 4+4 = 8
Computers 8+4 = 12
Craft (Technology) 12+4 = 16
Diplomacy 4+1 = 5
Disable Device 8+4 = 12
Intimidate 8+1 = 9
Investigate 8+4 = 12
Knowledge (Technology) 12+4 = 16
Notice 8+3 = 11
Search 8+4 = 12
Sense Motive 8+3 = 11
Feats:
Acrobatic Bluff, All-Out Attack, Ambidexterity, Attack Specialization (Hammer) 1, Defensive Attack, Eidetic Memory, Fearless, Improved Critical (Hammer) 5, Interpose, Inventor, Luck 2, Move-By Action, Power Attack, Stunning Attack, Takedown Attack 2, Ultimate Toughness
Powers:
Steel Powersuit 10 (Hard-To-Lose Device)
Steel Powersuit
Analytical Radius Sight
Impervious Protection 5
Shield 10
Flight 3
Super-Strength 5
The Hammer 4 (Easy-To-Lose Device, Restricted 1: Super-Strength Required)
The Hammer
Mighty Extended Reach 3 Strike 6 (A.P.: Mighty Thrown Improved Critical 2 Strike 6)
Move-Action Deflect (2/rank, Slow/Fast Projectiles) 4
Trip 2
Initiative/Defense: +2/10 [20]
Saves: FORT +10, REF +2, WILL +11, TOUGH +5 [+10, 5 Impervious]
Attack/Damage: +7 (+9 Hammer)/+4 (+10 Hammer)
DVD Commentary:
Steel is a paragon amalgamated with a battlesuit hero - his battlesuit does the paragon work while Steel just has to hit hard and fast with that hammer. Improved Critical (2) is a power feat of the Thrown Strike, and not the Hammer itself, because John Henry hits so hard with the normal hammer, he doesn't need to target weak points - however, when he's throwing it, he needs to make sure the hit counts for all that it can, and thus he has to throw as hard as he can to make absolutely sure it hits exactly where it needs to.
The Kerevision moves on to an episode of Bleach, but John Henry Irons lingers in your thoughts.





