I submitted this build to an Exlies campaign. As of this writing, he has not been approved. But I will be using this as the basis for both a straight character writeup, and for one of my ACIs (see front page).
Alex Wilder
PL10
If you haven't noticed the trend, I tend to like the comic characters that are a lot like me.AbilitiesStrength 3, Stamina 3, Agility 4, Dexterity 6, Fighting 4, Intellect 5, Awareness 4, Presence 2
Powers"
Tactical Mind: Quick Thinking: Quickness 4 [Limited to Mental Tasks], Battle Awareness: Enhanced Advantages 1 [Uncanny Dodge]
(3 points)
Gadgets: Shoes (Energy Dampeners): Movement 6 [Safe Fall, Wall-Crawling 2; Removable], Shoes (Energy Release): Leaping 1 [Removable], Vibranium Mesh Lining: Protection 3 [Impervious; Subtle, Removable]
(16 points)"
Equipment"
Arsenal Knife: Strike 1 [Strength Based; Improved Critical], Twin Pistols: Blast 6 [Split]
Standard Equipment PDA 2 (2 ep), Glasses (1 ep), GPS (1 ep), Multitool (1 ep)"
AdvantagesAccurate Attack, Assessment, Defensive Attack, Defensive Roll 2, Equipment 5, Hide in Plain Sight,
Improved Critical 1 [Knife], Jack-of-All-Trades, Improved Disarm, Improved Initiative 1, Improved Trip, Inventor, Extraordinary Effort, Ranged Attack 4, Set-up 1, Skill Mastery [Technology], Skill Mastery [Insight], Takedown 2, Teamwork,
Uncanny DodgeSkillsAcrobatics 4 (+8), Athletics (+3), Close Combat: Unarmed 4 (+8), Close Combat: Knives 4 (+8), Deception (+2), Expertise: Tactics 4 (+9), Expertise: Science 3 (+8), Expertise: Any (+5) Insight 8 (+12), Intimidation (+2), Investigation 4 (+9), Perception 6 (+10), Persuasion (+2), Ranged Combat: Guns 4 (+14), Sleight of Hand (+6), Stealth 4 (+8), Technology 7 (+12), Treatment (+5), Vehicles (+6)
OffenseInitiative +8
"Unarmed +8, Damage 3
Knife +8, Damage 4
Twin Pistols +14, Damage 6, Split"
DefenseDodge 10, Parry 6
Toughness 8 (Def Roll 2), Fortitude 7, Will 8
Power PointsAbilities 62 + Powers 19 + Advantages 27 + Skills 26 + Defenses 16 = Total 150Complications"Secret: Alex is the 616 Alex, seeking redemption for his betrayal of his friends.
Reputation: Traitor. Alex's past betrayal is a constant thorn in his side.
Honor: Never leave a man behind.
Temper: Anyone who mentions Alex's past issues with teamwork will set him off.
Disability: Nearsighted. -2 to Vision based checks. Negated by Glasses"
Design NotesAlex is the former leader and founder of the teen superhuman team The Runaways on Earth 616. He ultimately betrayed them in exchange for power and the people he loved. He was subsequently killed, and his soul trapped in a endless Limbo. Desperate to find a way back, he first tried communicating with his old team, with limited success. Eventually, his tapping into the power between worlds drew the attention of the Panopticron, and he was resurrected and put on assignment as a member of the Exiles.
Alex, having no superhuman powers, does weild a genius intellect and porved hismelf a capable tactitian and leader during his time with The Runaways. Now with the Exiles, he has undergone martial arts and weapons training from some of his former teammates, increasing his survivability, and has taken to ranged weapons quite well, often acting as a sniper (although his poor eyesight is still an issue). Of course, his greatest ability is still his mind, and thanks to a version of Forge, has begun developing his own devices and equipment for missions.