Minuteman
INFO
REAL NAME:
IDENTITY:
AFFILIATION:
REGISTERED?:
​RELATIVE AGE:
MARITAL STATUS:
Hunter Hollister
Secret
American/Hero
Yes
Late 30s
Single
ALIAS(ES):
CURRENT TEAM:
FIRST APPEARANCE:
APPEARANCE DATE:
CREATED BY:
CREATION DATE:
Yankee Minuteman, The Hartford Vigilante
N/A
Don "Major Deej" Finger
29 May 2007
HISTORY
The Minuteman, although originally considered a mysterious yet heroic vigilante from Connecticut, is now a lauded, full-fledged New England hero and the leader of the Yankee Minutemen super-group.
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A few years ago, sightings and instances were being reported of a red, white and blue man with a large 'cannon' going around and taking out criminals and thugs. Crime in areas of Connecticut dropped dramatically as a result of this patriotic vigilante's actions.' The police and even the FBI had run-ins with him, however, they were always surprised to find the vigilante always had an escape plan. No police or feds were ever hurt or killed, however, a secretive police informant was beaten severely by the 'vigilante' during what was called the "Hartford Drug War". Suffice to say, within months, nearly all local thugs, lieutenants and bosses from the Solano Family, the Golden Dragons, F.E.M.S. and a new base of operations for CANIS were promptly arrested as they were all found beaten, bound and with a note identifying their crimes and the location of any evidence therein. Many of Connecticut's citizens praised the work of the vigilante, however, criminals in the state soon 'upped the ante' by recruiting super-powered mercenaries and enforcers to kill the interfering vigilante.
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Property damage started to soar as a result of the vigilante's clashes with these more powerful thugs. A super-group called "The Protectors" was called in to find, apprehend and stop this vigilante. In an epic battle at the Yale University campus, five super-powered members of the Protectors were summarily beaten and/or left unconscious by the vigilante, whom was later identified to be called the "Minuteman".
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After the Protectors' battle, Minuteman was soon placed on the FBI's "Most Wanted" top 10 list. Dozens of up-and-coming superheroes attempted to detain Minuteman over the next year, however, each failed, coming closer each time to his apprehension. Just as dozens of super-heroes were about to form a 'super-posse' and attempt to arrest him (again) is when New England faced their greatest challenge - the invasion of the villainous self-proclaimed "Emperor North" and his troops of the United Canadian Empire (UCE).
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Not too long ago, the UCE descended upon all of New England, invading its cities with thousands of high-tech troops. Several nuclear weapons were hidden in and around New England and used as a deterrent for the world to prevent them from retaking New England which the Emperor renamed as "New Canada". Minuteman, who has an amazing tactical computer neurologically linked to his brain, was able to not only identify where to find the nuclear weapons, but also how to beat the Emperor and the UCE, driving them out of New England with a 91.3% chance of success. To do so, he had to recruit several local super-heroes and skilled militants to aid him in his plan. Once contacted, the heroes were quickly trained in how to defuse the nukes as well as defeat the local troops in their respective states. The coordination was massive. It included contacting and assigning military units throughout New England (including units outside New England poised to attack the UCE's troops), working with the heroes and timing everything within a minute of each other's actions.
It went off like clockwork. within two seconds of detonation, all nukes were defused and disabled. Within 10 minutes all major military and superhero forces were fully engaged in attacking UCE positions and strongholds, and within half an hour, the UCE and the Emperor were summarily and thoroughly beaten and imprisoned. Minuteman, through his actions, saved all of New England from obliteration and invasion. He was immediately lauded a 'national hero'. Some on the team died while saving New England, to which Minuteman demanded proper memorials and full national honors paid to them and federal and state compensation to their families, all of which was uncontested by the US and state governments.
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Within days, Minuteman realized that the continued teaming with the several heroes that helped defused the bombs was a wise move, inviting these heroes to form a new super-group: The Yankee Minutemen. Some initially didn't agree, but eventually all did. One of the new members, a high-powered Boston lawyer/hero named "Lexington" took the time to get all city, state and federal charges dropped against Minuteman, and pushed the media and the public to see Minuteman for the hero he truly was. Minuteman's popularity since then has been incredible.
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Minuteman set-up a base in Providence, Rhode Island from which the Yankee Minutemen could operate from. The equipment and resources must have cost hundreds of millions of dollars, yet the team was equipped with the best computer, security and transportation systems available. Minuteman was provided several 'generous' donations totaling tens of millions of dollars to the group, of which one such donation was believed to be from the World War II legendary hero himself, Major Invader.
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Now considered a national and regional hero, Minuteman and his team of Yankee Minutemen continue in their non-stop escapade to stop evil and protect the people of New England and the world!
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POWERS
Power Origin: Natural/Technology
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Implanted Neurological-Connected Computer Brain (INCoBra)
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Minuteman has an amazingly powerful computer neurologically implanted into his brain.
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Allows hundreds of tactical plans to be processed per second.
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Functions to 'supercharge/adrenalize' his body's functions, muscles, nerves and senses.
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In using this computer brain, he can outperform Olympic level athletes (remarkable accuracy); mentally, he can out-think a scientist (remarkable reason) and out-process the Pentagon's strategy computers (increased initiative; remarkable intuition, remarkable fighting); when required, he can generate natural adrenaline on demand (good->excellent strength).
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EQUIPMENT
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Body Armor
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Provides excellent protection from physical, energy, heat, cold, toxic, acidic, radiation and magic attacks.
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Helmet
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Provides excellent protection from physical, energy, heat, cold, toxic, acidic, radiation and magic attacks.
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Contains a Neural Resistance Filter (NeRF) providing amazing mental protection and computer/neural hijacking/hacking prevention
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Contains powerful data links, comms links, full spectrum visuals and a complex Heads Up Display (HUD) inside his visor that can connect with his INCoBra (allows for intuition and initiative increases)
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Belt
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Minuteman carries several non-lethal devices to slow down or stop a combatant (such as caltrops, stun mines, gas traps, etc.) made of excellent materials, producing equivocal excellent effects.
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10 tracker tags (see Reconnaisance Drones
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range 10 mile
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Multi-Capability Assault Weapon (MCAW) - "Freedom" (AKA his 21st-Century 'Musket')
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Made of amazing material strength
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Standard typical coned machine gun busts or good single-target shots, range 500 yards
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Grenade launcher with 10 grenade storage for excellent area physical blast damage, range 200 yards
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Flamethrower with fuel for 3 minutes of use, range 250 yards
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Can shift gun mode to Stun Rounds
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Does knock-back/knockdown with total of 30 rounds per magazine; good physical and excellent stun effects.
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Contains a neural lock on the triggers and magazines; only Minuteman can operate his weapon
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When retractable telescopic sight is used for aiming, it allows Minuteman an increased level of accuracy
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Additional MCAW Magazines (on person)
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5 Magazines/Clips of standard ammunition (+good piercing, good shooting) - 5 bursts/magazine (30 rounds)
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2 Magazines of armor piercing (+remarkable piercing; good shooting) - 5 bursts/magazine (30 rounds)
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2 Magazines of Stun ammunition (+ feeble piercing, good physical damage, excellent stun effect) - 5 bursts/magazine (30 rounds)
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1 Magazine of Incendiary (Magnesium) ammunition (+ good piercing, good physical damage + poor fire effect (for 3 rounds)) - 5 bursts/magazine (30 rounds)
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Jet Boots
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Allows Minuteman to fly up to 500 mph ( -50 mph per additional 100 lbs up to max additional weight of 500 lbs)
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Can carry up to 500 lbs or additional weight
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Can fly up to 500 miles in flying by himself; -50 miles for each additional 100 lbs of additional weight
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Max altitude of 10,000 feet (with helmet oxygen system in use)
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Flame-Retardant Cape
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Provides amazing fire/heat protection and remarkable cold protection.
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Reconnaissance Drones (2)
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Carries 1 in each shoulder slot; programmable or manual control
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Quietly and stealthily flies at max speed of 100 mph; max altitude of 1,000 ft.
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Typical material/armor strength (weighs 3 lbs)
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Remarkable transmitted color and infra red/night-vision visuals; remarkable telescopic accuracy/tracking
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Can lock onto a tracker tag and pursue; range 2 miles
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Drone range-10 miles; drone video/tracking transceiver range-25 miles
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Locator beacon range-25 miles (battery allows for 5 days of transmitting)
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Can digitally record video and store up to 10 TB of data. Requires remarkable encrypted code to access.
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TALENTS
Current Occupation: SG Leader of the Yankee Minutemen
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Military (Expert)
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2x base knowledge of anything military-related; equipment, personnel, tactics, organization
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Military Tactics (Expert)
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2x base knowledge of all forms of military tactics, historical or otherwise
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2x reasoning/understanding of all types of formal military attacks/patterns
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Increased initiative to attacks
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Military Strategy (Expert)
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2x base knowledge of all forms of military strategic operations, plans and conditions
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1x intuition to attacks
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1x resource movement (logistics)
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Covert Operations (Expert)
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2x intuition vs opponent's stealth
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2x movement agility when using stealth
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2x knowledge about stealth equipment, operations, history, personnel
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Pilot (Proficient)
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Certified to fly fixed-wing (single and multi engine), rotary-wing and glider, all with instrument and multi-passenger ratings
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1x knowledge and understanding of aircraft, flight effects and aerospace engineering
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Martial Arts (Proficient)
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1x melee fighting
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Politics (Proficient)
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2x base knowledge of anything related to politics
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Communications/Computers (Master)
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3x base knowledge of anything related to computers and communications equipment
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3x knowledge on equipment based out of 20th century
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Marksman (Master)
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3x agility for shooting in any condition
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Weapons Expert: "Freedom" (Master)
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3x base knowledge of anything related to "Freedom" weapon
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4x agility for shooting with "Freedom" (supplants Marksman talent)
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Weapons Expert (Expert)
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2x base knowledge of anything related to any form of weapon, ancient to modern
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1x fighting skills with any weapon
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Navigation (Expert)
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2x base knowledge of anything related to navigation
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2x Intuition to directions and maps and spacial referencing
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Finances/Business (Expert)
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2x base knowledge of all forms of financial and business operations, stock market, accounting, money management
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Field Engineer (Proficient)
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1x knowledge to fix/maintain equipment in the field
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Can perform maintenance/repairs in field in 20% less time than average person
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