Captain Coca-Cola
Tark Valentine


Value Roll Notes
5 STR 15/55 12- / 20- Lift: 200.0kg/51.2tons; Dice: HTH Damage 3d6/11d6 END [1]

Captain Coca-Cola

12 DEX 14/24 12- / 14- OCV 5/8 DCV 5/8
16 CON 18/28 13- / 15-
4 BODY 12 11-
5 INT 15 12- PER Roll 12-
2 EGO 11 11- ECV: 4
5 PRE 15/20 12- / 13- PRE Attack: 3d6 / 4d6
3 COM 16 12-
5 PD 8/27   8/27 PD (0/19 rPD)
4 ED 8/27   8/27 ED (0/17 rED)
6 SPD 3/5   Mental Defense: 0
0 REC 7/9   Phases: 4, 8, 12/3, 5, 8, 10, 12
0 END 36/56   Running: 6" (12" NC)
1 STUN 30/35   Swimming: 2" (4" NC)




40 Weapons Array: Multipower, 60-point reserve, (60 Active Points); all slots OIF (-1/2)
4u 1) Concussion Blast: Energy Blast 12d6 (vs. PD) (60 Active Points); OIF (-1/2) (uses END Reserve)
[Notes: There are some notes here.]
4u 2) Tangleweb Cannon: Entangle 6d6, 6 DEF (60 Active Points); OIF (-1/2) (uses END Reserve) 6
4u 3) Stunner: Energy Blast 6d6, No Normal Defense (Deafness, Ear Protection, Hearing Flash Defense) (+1) (60 Active Points); OIF (-1/2) (uses END Reserve) 6
4u 4) Strobe/Bang: Sight and Hearing Groups Flash 5d6, Area Of Effect (3" Radius; +1) (60 Active Points); OIF (-1/2) (uses END Reserve) 6
2u 5) Tractor Beam: Telekinesis (30 STR) (45 Active Points); Only to Move Things Forward and Backward (-1/2), OIF (-1/2), Affects Whole Object (-1/4) (uses END Reserve) 4
1u 6) Product Placement: Major Transform 1d6 (Create Coca-Cola Products--Cans, Bottles, Drinks, Etc.), Variable Special Effects (Limited Group of SFX; +1/4) (19 Active Points); OIF (-1/2) (uses END Reserve) 2
13 Armored Systems: Elemental Control, 40-point powers, (20 Active Points); all slots OIF (-1/2)
23 1) Armored Plating: Armor (19 PD/17 ED) (54 Active Points); OIF (-1/2) 0
13 2) Life Support Systems: Life Support (Eating: Character only has to eat once per week; Immunity All terrestrial poisons and chemical warfare agents; Immunity All terrestrial diseases and biowarfare agents; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (40 Active Points); OIF (-1/2) 0
13 3) Armor Boot Jets: Flight 15", x8 Noncombat (40 Active Points); OIF (-1/2) (uses END Reserve) 4
12 END Reserve: Primary: END Reserve (80 END, 17 REC) Reserve: , Recovery Rate: turn (+0) (25 Active Points); OAF (-1); REC: (17 Active Points); OAF (-1) 0
6 END Reserve: Back-Up: END Reserve (50 END, 6 REC) Reserve: , Recovery Rate: turn (+0) (11 Active Points); OIF (-1/2); REC: (6 Active Points); OIF (-1/2), Activation Roll 14- (-1/2) 0
13 Sensor Suite: Variable Power Pool, 10 base + 3 control cost, No Skill Roll Required (+1) (20 Active Points); Only for Enhanced Senses (-1); all slots OIF (-1/2), Requires a Systems Operations Roll (-1/2)
0 1) Telescopic Vision: +6 versus Range Modifier for Sight Group (9 Active Points); OIF (-1/2), Requires a Systems Operations Roll (-1/2) Real Cost: 4 0
0 2) Geiger Counter: Detect Radiation 14- (Unusual Group), Discriminatory (10 Active Points); OIF (-1/2), Requires a Systems Operations Roll (-1/2) Real Cost: 5 0
0 3) Infrared Vision: Infrared Perception (Sight Group) (5 Active Points); OIF (-1/2), Requires a Systems Operations Roll (-1/2) Real Cost: 2 0
0 4) Ultraviolet Vision: Ultraviolet Perception (Sight Group) (5 Active Points); OIF (-1/2), Requires a Systems Operations Roll (-1/2) Real Cost: 2 0
0 5) Range Finder: Absolute Range Sense (3 Active Points); OIF (-1/2), Requires a Systems Operations Roll (-1/2) Real Cost: 1
0 6) Onboard Clock: Absolute Time Sense (3 Active Points); OIF (-1/2), Requires a Systems Operations Roll (-1/2) Real Cost: 1
0 7) Panoramic View: Increased Arc Of Perception (360-Degree) with Sight Group (10 Active Points); OIF (-1/2), Requires a Systems Operations Roll (-1/2) Real Cost: 5 0
0 8) Microscope: Microscopic ( x100) with Sight Group (10 Active Points); OIF (-1/2), Requires a Systems Operations Roll (-1/2) Real Cost: 5 0
0 9) X-Ray Vision: N-Ray Perception (Sight Group) (10 Active Points); OIF (-1/2), Requires a Systems Operations Roll (-1/2) Real Cost: 5 0
0 10) High-Range Radio: Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-1/2), Requires a Systems Operations Roll (-1/2) Real Cost: 5 0
0 11) Ultrasonic Hearing: Ultrasonic Perception (Hearing Group) (3 Active Points); OIF (-1/2), Requires a Systems Operations Roll (-1/2) Real Cost: 1 0
63 Suit-Enhanced Characteristics: (Total: 105 Active Cost, 63 Real Cost) +40 STR (40 Active Points); No Figured Characteristics (-1/2), OIF (-1/2) (uses END Reserve) (Real Cost: 20) plus +10 DEX (30 Active Points); OIF (-1/2) (Real Cost: 20) plus +10 CON (20 Active Points); OIF (-1/2) (Real Cost: 13) plus +5 PRE (5 Active Points); OIF (-1/2) (Real Cost: 3) plus +1 SPD (10 Active Points); OIF (-1/2) (Real Cost: 7) 4




Combat Ready: Systems Operations




Contact: Coca-Cola Corporation (Contact has useful Skills or resources), Organization Contact (x3) (9 Active Points) 11-


Martial Arts
Maneuver Phase OCV DCV Notes
16 Police Combat Training
Aikido Throw 1/2 +0 +1 3d6 / 11d6 +v/5, Target Falls
Boxing Cross 1/2 +0 +2 5d6 / 13d6 Strike
Hold 1/2 -1 -1 Grab Three Limbs, 10 STR for holding on
Judo Disarm 1/2 -1 +1 Disarm; 25 STR / 65 STR to Disarm roll
Weapon Element: Clubs




Bureaucratics 8-


Breakfall 12- (14-)


Conversation 12- (13-)


Criminology 12-


Everyman Skills

AK: Atlanta, Georgia 11-

Acting 8-

Climbing 8-

Computer Programming 8-

Concealment 8-

Conversation 8-

Deduction 8-

Language: English (native)

PS: Police Officer 11-

Paramedics 8-

Persuasion 8-

Shadowing 8-

Stealth 8-

TF: Small Ground Vehicles (Everyman)


Oratory 8-


Paramedics 12-



KS: Coca Cola Company (INT-based) 12-

KS: Known Superhumans (INT-based) 13-

KS: Police Procedure (INT-based) 13-


Security Systems 12-


Shadowing 12-


Streetwise 12- (13-)


Systems Operation 12-


Tactics 12-


WF: Common Police Weapons (Pistol, Nightstick, Asp, Handcuffs, Pepper Spray)

200+ Disadvantages


DNPC: Jamelle Rodriguez, Project Manager 11- (Occasionally), Normal, Useful Noncombat Position or Skills


Hunted: Ankylosaur 8- (As Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish)


Normal Characteristic Maxima


Psychological Limitation: Impressed with Battlesuit Abilities (Common, Strong)


Psychological Limitation: Reluctant to Kill (Common, Strong)


Psychological Limitation: Wants to Be Taken Seriously (Common, Strong)


Quirk: Drinks Coke Products


Quirk: Has Crush on His Boss


Quirk: Likes to Talk to Cops


Quirk: Talks about Coke Products and Coke Trivia


Quirk: Touchy about Being Teased


Reputation: That Coke Guy, 11-


Rivalry: Professional (Pepsi Company; Rival Is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)


Social Limitation: Obligated to Follow Company Orders and Regulations (Frequently, Minor)


Social Limitation: Public Identity: Bryan Tarkington “Tark” Valentine (Frequently, Major)


Watched: Coca-Cola Company 11- (As Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)
3 Experience Points
Characteristics Cost 68 Base Points 200
Powers Cost 215 Disadvantages 150
Talents Cost 3 Experience Points 3
Perks Cost 9 Total Points 353
Martial Arts Cost 16
Skills Cost 42
Total Cost 353
Concept Powered Armor Hair Colour Brown
Nationality American Eye Colour Hazel
Place of Birth Atlanta, Georgia Height 1.88 m/6' 2"
Date of Birth October 21, 1973 Weight 88.00 kg/194 lbs

The Coca-Cola Company is always looking for dynamic new marketing plans, and had long considered the possibility of tapping into the superhero phenomenon. Overtures at hero endorsements weren’t very successful; most heroes were uninterested, and those who were interested weren’t high-profile enough for the company. Then someone hit on an exciting plan: create a new superhero under the Coca-Cola umbrella. The company investigated several different options, ultimately deciding that, rather than using (or creating) a superhuman, they would equip a trained normal with powerful equipment built to help him fight toe-to-toe with superhuman menaces. Through arrangements with a high-tech development firm (the details of which have not been disclosed to the public), the company purchased a suit of powered armor and launched a campaign to find the right person to wear it.

A worldwide search ultimately ended with the selection of a policeman from Coca-Cola’s Atlanta backyard. Bryan Tarkington “Tark” Valentine, a decorated policeman who had achieved wide recognition for his heroism negotiating with El Nino during a hostage crisis (he acted as first officer on the scene, not part of the hostage negotiation team). Tark hesitated for days before accepting the company’s offer; after all, although he’d always dreamed of being a superhero, he feared being made into a laughingstock as Captain Coca-Cola or, worse, being so hamstrung by the company that he ended up doing store openings instead of fighting crime. Still, the lure of the hardware and the potential it gave him (not to mention the decent salary) was strong, and Tark signed up. The Coca-Cola Company had debated keeping Captain Coca-Cola’s identity secret, but ultimately decided that keeping such a secret would be difficult and make the company appear secretive. Instead, it capitalized on Tark’s charisma and good looks, and worked to make him—and Captain Coca-Cola—a household name.

Tark is based in Atlanta, but travels around the world according to his company's direction.

Tark wants to use his powerful armor for good. While he’s obligated by contract—and by honor—to promote the best interests of the Coca-Cola Company, he sees that as secondary importance to fighting crime and protecting average citizens from superhuman menaces. His company sees him as a corporate icon and spokesman first and a crime fighter second (if that), but Tark sees things differently. This occasionally brings him into conflict with his project manager Jamelle Rodriguez (she’s part of Coca-Cola’s marketing department). The two also struggle with a degree of mutual attraction.
“You might think I’m just an imitation superhero, but the truth is, I’m the Real Thing.”

Tark is just learning the limits of what his armor can do. Right now, he feels that it can protect him from just about anything, but he’ll probably learn pretty quickly that that’s not the case. Although he can fly and maintain altitude, he often lands between bursts of flight, as he’s not used to aerial combat yet. He has a variety of attacks he can employ, but will do his best to avoid using his concussion blast unless he’s certain his less lethal choices won’t be effective. Tark’s Transformation power isn’t something to be used in combat; basically, he can use it to create Coca-Cola products (in cans or bottles, or dispensing straight into a receptacle) at will and dispense them to the public.


Out of his armor, Tark is a handsome guy. He’s 6’ 2”, has dark brown hair and hazel eyes, and has the kind of chiseled features that show up well on camera. His powered armor is heavy and adds several inches to his height. It’s red, white, and black, and features the Coca-Cola logo prominently.