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Carlton West
Cost Characteristic Value Roll Notes
10 STR 20 13- Lift: 400.0kg; HTH: 4d6; END: [2]
30 DEX 30 15- OCV: 10  DCV: 10
20 CON 20 13-
0 BODY 10 11-
8 INT 18 13- PER Roll: 13-
8 EGO 14 12- ECV: 5; Mental Defense: 12
10 PRE 20 13- PRE Attack: 4d6
2 COM 14 12-
3 PD 7   Total: 15 PD (8 rPD)
3 ED 7   Total: 15 ED (8 rED)
10 SPD 5   Phases: 3, 5, 8, 10, 12
0 REC 8   Running: 10" / 20"
0 END 40   Swimming: 5" / 10"
5 STUN 35  
Paradigm | Summary
Real Name: Carlton West Hair Color: Brown
Concept: Martial Artist Eye Color: Blue
Affiliation: Headhunters Height & Weight: 6' 1" (1.86 m) / 216 lbs (98.00 kg)
Played By: James Diel Date of Birth: November 23, 1969
Created By: James Diel Place of Birth: Cardiff, Wales
Cost Powers END
15 Precision: Elemental Control, 30-point powers
15 1) Precise Coordination: +10 DEX (30 Active Points) 0
17 2) Precise Sensory Awareness: Spatial Awareness (Unusual Group), Increased Arc Of Perception (360 Degrees), Range (32 Active Points) 0
26 3) Precise Evasion: (Total: 60 Active Cost, 34 Real Cost) Energy Damage Reduction, Resistant, 50% (30 Active Points); Only Works Against Attacks Which Paradigm Is Aware Of (-1/2), Requires A DEX Roll (-1/4) (Real Cost: 17) plus Physical Damage Reduction, Resistant, 50% (30 Active Points); Only Works Against Attacks Which Paradigm Is Aware Of (-1/2), Requires A DEX Roll (-1/4) (Real Cost: 17) 0
83 Master of A Thousand Skills: Variable Power Pool, 45 base + 38 control cost, Powers Can Be Changed As A Zero-Phase Action (+1), No Skill Roll Required (+1); Limited Class Of Powers Available Limited (VPP Can Only Be Used For Skills, Talents, and Skill-Based Powers; -1/2), Limited Power Must Make Successful CHAR Roll (Of Skill Appropriate Type) To Add "Skill Based Power" To Pool (does not apply to Skills/Talents) (-1/4)
0 1) Precise Escape: Desolidification (40 Active Points); Does Not Protect Against Damage (-1) Real Cost: 20 4
0 2) Precise Escape II: Teleportation 15", Position Shift, Safe Blind Teleport (+1/4) (44 Active Points); Must Pass Through Intervening Space (-1/4) Real Cost: 35 4
0 3) Precise Concealment: Invisibility to Sight and Hearing Groups , No Fringe (35 Active Points); Requires A Stealth Roll (-1/2) Real Cost: 23 3
0 4) Flurry of Precise Strikes: Energy Blast 2d6, Reduced Endurance (1/2 END; +1/2), Autofire (3 shots; +1/4), Non-Standard Attack Power (+1), Attack Versus Limited Defense (Lack of Weakness; +1 1/2) (42 Active Points); No Range (-1/2), Restrainable (-1/2) Real Cost: 21 2
0 5) Precise Nerve Strike: (Total: 45 Active Cost, 22 Real Cost) Sight and Hearing Groups Flash 2d6 (15 Active Points); No Range (-1/2), Restrainable (-1/2) (Real Cost: 7) plus Energy Blast 3d6, No Normal Defense (+1) (30 Active Points); No Range (-1/2), Restrainable (-1/2) (Real Cost: 15) Real Cost: 22 4
0 6) Precise Nerve Strike II: Entangle 2d6, 4 DEF, Cannot Be Escaped With Teleportation (+0), Takes No Damage From Attacks Limited Group (+1/4) (37 Active Points); No Range (-1/2), Cannot Form Barriers (-1/4) Real Cost: 21 4
0 7) Precise Killing Strike: Killing Attack - Hand-To-Hand 2 1/2d6 (4d6 w/STR) (40 Active Points); Restrainable (-1/2) Real Cost: 27 4
0 8) Precise Strike: Hand-To-Hand Attack +7d6, Reduced Endurance (1/2 END; +1/4) (44 Active Points); Hand-To-Hand Attack (-1/2) Real Cost: 29 1
0 9) Precise Powerful Blow: Hand-To-Hand Attack +9d6 (45 Active Points); Hand-To-Hand Attack (-1/2), No Knockback (-1/4) Real Cost: 26 4
0 10) Precisely Thrown Objects: Killing Attack - Ranged 2d6, Autofire (3 shots; +1/4) (37 Active Points); OIF (Thrown Objects of Opportunity; -1/2) Real Cost: 25 4
0 11) Precise Analysis: Find Weakness 13- with All Attacks (40 Active Points) Real Cost: 40 0
0 12) Precise Linguist: Universal Translator 13- (20 Active Points) Real Cost: 20 0
0 13) Precise Application Of Strength: +45 STR (45 Active Points); No Figured Characteristics (-1/2), Limited Power Only For Grab + Hold, Crush, Push, Or Other Applications Involving Leverage or Precisely Applied Force (-1/2) Real Cost: 22 4
0 14) Precise Climbing: Clinging (normal STR) (10 Active Points); Cannot Resist Knockback (-1/4) Real Cost: 8 0
0 15) Precise Deflection: Missile Deflection (Any Ranged Attack), Adjacent Hex (+1/2) (30 Active Points) Real Cost: 30 0
0 16) Precise Evasion: Desolidification (affected by Attacks Which Paradigm Cannot Perceive or Is Not Aware Of) (40 Active Points); Cannot Pass Through Solid Objects (-1/2) Real Cost: 27 4
0 17) Precise Observation: Telepathy 6d6, Reduced Endurance (0 END; +1/2) (45 Active Points); Requires A Deduction Skill Roll (-1/2), Extra Time (Full Phase, -1/2), Limited Power Character Must Closely Observe Subject, Including Facial Expressions During the Full Phase (-1/2), Concentration (1/2 DCV; -1/4) Real Cost: 16 0
0 18) Precise Master of Disguise: Shape Shift (Sight Group, limited group of shapes), Uncontrolled (+1/2), Reduced Endurance (0 END; +1/2) (40 Active Points); Extra Time (1 Turn (Post-Segment 12), Only to Activate, Character May Take No Other Actions, -3/4), Requires A Disguise Skill Roll (-1/2) Real Cost: 18 0
0 19) Precise Acrobatics: Leaping +30" (34" forward, 17" upward) (Accurate), combat acceleration/deceleration (+1/4) (44 Active Points); Limited Power Only within 1" of a vertical service or to decelarate from falling (-1), no Noncombat movement (-1/4), Requires A DEX Roll (-1/4) Real Cost: 18 4
0 20) Precise Tactical Acumen: +2 Overall, Usable Simultaneously (up to 4 people at once; +3/4) (35 Active Points); Limited Power Must Be Able to Perceive Subjects (-1/2), Incantations (-1/4) Real Cost: 20 0
10 Precision of Thought: Mental Defense (12 points total), Hardened (+1/4) (12 Active Points); Nonpersistent (-1/4) 0
8 Flawless Combatant: (Total: 10 Active Cost, 8 Real Cost) Lack Of Weakness (-5) for Normal Defense (5 Active Points); Nonpersistent (-1/4) (Real Cost: 4) plus Lack Of Weakness (-5) for Resistant Defenses (5 Active Points); Nonpersistent (-1/4) (Real Cost: 4) 0
6 Precision of Conservation: Power Defense (8 points) (8 Active Points); Nonpersistent (-1/4) 0
14 Armored Costume: Armor (8 PD/8 ED) (24 Active Points); OIF (-1/2), Real Armor (-1/4) 0
Cost Perquisites
4 Reputation: World-Class Martial Artist (A large group) 11-, +2/+2d6
Cost Skills
3 Acrobatics 15-
3 Breakfall 15-
3 Conversation 13-
3 Deduction 13-
3 Shadowing 13-
3 Streetwise 13-
0 Everyman Skills (Cost: 0 Points)
Language: English (idiomatic) (4 Active Points)
AK: Cardiff 11-
Acting 8-
Concealment 8-
Deduction 8-
PS: Mercenary 11-
Persuasion 8-
TF: Custom Adder, Small Motorized Ground Vehicles
14 Military Package (Cost: 14)
Climbing 15-
Demolitions 13-
KS: Mercenary Customs and History 11-
KS: The Mercenary World 11-
Navigation (Land) 13-
PS: Member of the Military 11-
Paramedics 8-
Social Limitation: Civilians Just Don't Get It
Stealth 15-
Tactics 13-
WF: Small Arms, Blades
200+ Disadvantages
10 Distinctive Features: Moves with Unnatural Grace and Precision (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
10 Distinctive Features: Tangible Aura of Self-Confidence (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
15 Hunted: Remus 11- (Mo Pow, NCI, Watching)
15 Hunted: by European Authorities (Interpol, various regional governments, assorted hero groups) 8- (Mo Pow, NCI, Limited Geographical Area, Harshly Punish)
15 Psychological Limitation: Ruthless (Common, Strong)
15 Psychological Limitation: His Word Is His Bond (Common, Strong)
10 Psychological Limitation: Enjoys The Good Life (Common, Moderate)
10 Psychological Limitation: Arrogant (Common, Moderate)
10 Reputation: Ruthless Mercenary, 11-
20 Social Limitation: Wanted Supervillain (In Villain ID) (Frequently, Severe)
15 Social Limitation: Secret Identity (Frequently, Major)
1 Quirk: Love of Fine Wines
1 Quirk: Collects Military Antiquities
1 Quirk: Enjoys Playing A "Man of Mystery"
1 Quirk: Relaxes Through Gardening
1 Quirk: Neat Freak
0 Experience Points
Paradigm | Points Summary
Characteristics Cost: 120 Base Points: 200
Powers Cost: 194 Disadvantages: 150
Talents Cost: 0 Total Experience: 0
Perks Cost: 4 Spent Experience: 0
Martial Arts Cost: 0 Unspent Experience: 0
Skills Cost: 32 Total Points: 350

Carlton West was born in Cardiff, the son of a career officer in the R.A.F. His childhood was pleasant, typical of what would be expected for the middle-class son of a career officer. It was always assumed he would follow in the family tradition of military service to the Crown, and his natural aptitude for the career carried him forward with little difficulty. Carlton served with distinction, and gradually moved up through the ranks (much to his family's delight). He was assigned overview of the "enhanced soldier combat project" after a decade's devoted service, and strategic command found nothing to fault in his dilligence in executing his assigned tasks. When his parents died in a tragic auto accident, Carlton seemed to bear the loss well, declining leave and "soldiering onward" despite the evident emotional impact of his loss.

Despite his outward show of continuing devotion, everything had changed with his parent's demise. His eyes had been opened to the arbitrary nature of his existence. If his father's loyalty to duty and honor had been repaid with an early grave, what difference did his service make? Carlton's new focus was on the here and now, and he quickly put into place a plan where he could cash in on his own service in a way his superiors hadn't anticipated.

Using his security access, he acquired a sample of a neural enhancer that showed considerable promise in the animal trials that had been overseen on the project. There were literally dozens of potential markets for such a substance, and his newfound mercenary mindset had Carlton convinced he could parlay it into millions... far more compelling than the pittance his father had received from the R.A.F. for his years of service. He covered his tracks perfectly, labelling the sample as one destroyed with the last batch of "medical waste" and corrupting the datafile which had offered such compelling evidence of the material's efficacy. It was all going according to plan, when Carlton's haste in his flight resulted in inadvertant exposure to the entire quantity of material... in short, he tripped, fell flat on the vial, and found himself with a massive dose of experimental neurological enhancement in his system.

Panicking, Carlton raced into the night. He couldn't go to the authorities, they'd lock him up and throw away the key! Medical attention was out of the question... he went home and kept his mouth shut. Terrible fever and nervous tremors racked him for three days, but when it was over he found reality had a glassy calm laid over it that he'd never noticed before. Incredibly complex tasks were now child's play, and he was able to execute virtually any physical activity with a level of precision that was quite superhuman. Carlton exulted in his new abilities, and quickly determined he'd keep them to himself. After completing the months left in his current enlistment, Carlton West honorably discharged from the R.A.F. with an exemplary service record and disappeared from the public view.


The next dozen years, the mercenary known as "Paradigm" was the scourge of the third world, participating in at least two dozen globe spanning conflicts as he sold his services to the highest bidder. His talents were so formidable that he defeated several known uber-human adversaries, and easily escaped when authorities or hero teams attempted to apprehend him (once vanishing without any evidence of his egress from a locked prisoner transport van while in transit to be processed and incarcerated). In Paradigm's hands any object is a deadly weapon, and he let it be known that he expected to be paid in proportion to the talents he brought to bear.

Carlton West had found his life's calling, and as Paradigm he continues his lucrative career as a globe-spanning uber-powered mercenary, fighting any adversary in any locale so long as the price is right...



Paradigm is a ruthless and dangerous adversary, who won't hesitate to use whatever tactics are necessary to accomplish his mission. His parent's death deeply scarred Carlton, and his subsequent success as a super-powered mercenary operative has caused him to become somewhat arrogant and aloof from the rest of humanity. It is entirely possible, indeed it appears likely, that the neurological enhancements which he received via the mysterious serum have resulted in psychological effects that magnified his emerging antisocial traits. In any case, the sole evident remaining component of the code of honor which has served the West family for generations is that Paradigm's word remains his bond. He'll lie, cheat, and steal to achieve an objective, but once he gives his word Paradigm sticks to it. That has made him a valuable asset for government black ops, criminal organizations, and mercenary units across the planet in the last decade or more as he seeks to maintain himself in the lifestyle to which he's become accustomed. Though a wanted criminal in much of Europe (certainly throughout the EU), Paradigm has been hired in the past by shadowy government representatives to do their dirty work (and undoubtedly will again in the future). It's his expensive style of living that keeps him "hungry for work", despite a significant history of success. This circumstance has never bothered Paradigm for long, as he's in this as a business... and business is good.



"It's nothing personal, hero... but I have a job to do"



Paradigm has had his body's nervous system massively enhanced, giving him far greater than normal reaction time, coordination, physical memory, and so forth. More to the point, he has become incredibly precise, almost perfect, in his execution of virtually any task. Paradigm's experience and astonishing precision have given him nearly "photographic reflexes", enabling him to display a dizzying variety of skills that border on (and sometimes equal) the superhuman. His other attributes are highly trained, but "merely mortal" (no greater than any other rigorously trained professional athlete/soldier). Paradigm's most common tactic is to research his opposition in advance, utilizing his talents to identify weaknesses and determine flaws in their defenses. He will then use stealth if possible or move about the perimeter of conflicts between multiple uber-human adversaries, striking only when he sees opportunity (and then with deadly effectiveness). If capture appears inevitable he'll use his talents to flee (through stealth most often, or by fleeing where a pursuer cannot follow), and Paradigm will be pragmatic in the face of defeat rather than "fight to the death" (though he's also not above feigning surrender only to strike down a vulnerable adversary in a hail of precisely hurled ballpoint pens or the like). He is a relentless and dangerous opponent that is underestimated at his opponent's peril.



Paradigm wears an armored costume composed of advanced ballistic composite mesh fabric with integrated hardened-ceramic plating concealed within the weave. His uniform is invariably camoflaged to match the environment of the target mision (urban camo for city settings and so forth), with a black half-mask concealing the lower portion of his face (and black trim in the belt, boots, gloves, and so forth). Paradigm's costume is intentionally militaristic in design, permitting him to transition between battlefields and covert ops without difficulty.

As Carlton West, he dresses in "business casual" clothing most of the time. Carlton wears a closely trimmed beard (concealed by his mask in his criminal identity), and sometimes eyeglasses (though there is nothing wrong with his vision).