Thanks again for the pirates, mateys! Now it's time to get back to our usual work and we've got this new item for Aisle 1 and it's another
WILD AT HEART SPECIAL!
The Weather forecast calls for...cool...JACKSON KINGPL: 11 (223 pts) -
OPL: 11 ;
DPL: 11
ABILITIES: STRENGTH 3, STAMINA 3, AGILITY 3, DEXTERITY 3, FIGHTING 8, INTELLECT 4, AWARENESS 4, PRESENCE 4
SKILLS: Athletics 6 (+9), Close Combat [Unarmed] 3 (+11), Deception 6 (+10), Expertise [Bureacracy] 6 (+10), Expertise [Civics] 6 (+10), Expertise [Tactics] 6 (+10), Insight 8 (+12), Intimidation 5 (+9), Investigation 7 (+11) [
Contacts, Well-Informed], Perception 6 (+10), Persuasion 8 (+12) [
Connected], Ranged Combat [Guns] 5 (+11), Stealth 4 (+7), Technology 4 (+8), Vehicles 2 (+5)
ADVANTAGES: Benefit (3) (Status – Stormwatch Weatherman), Connected, Contacts, Defensive Roll (3), Equipment (5), Improved Initiative (1), Inspire (1), Leadership, Ranged Attack (3), Takedown (1), Teamwork, Well-Informed
POWERS:Illusory Guise: Feature 1 (You can project an illusion that you are wearing a costume or uniform, allowing you to “change” instantly [as a free action] without any need to carry other clothing); 1 pt
Psionic Array: 45 pt Dynamic array; 53 pts
Mental Blast: Perception Ranged Psychic Damage 11 (Extra: Alternate Resistance [Will], Dynamic); 45 pts
Telepathy: Mind Reading 11, Communication 3 (Mental, Small Nation; Extra: Dynamic, Subtle); 1 pt
Mind Control: Perception Ranged Affliction 11 (Resisted/Overcome by Will; 1st: Dazed, 2nd: Compelled, 3rd: Controlled, Extra: Cumulative, Subtle); 2 pts
Telekinesis: Perception Ranged Move Object 11 (Extra: Dynamic, Subtle); 2 pts
Telekinetic Blast: Perception Ranged Damage 11 (Extra: Dynamic); 2 ptsWeatherman Tech: 18 pts traits, Removable (-4 pts); 14 pts
Cybernetic Headset: Senses 2 (Communication Link [Radio, Stormwatch Database], Radio), Communication 4 (Radio, Worldwide); 18 pts EQUIPMENT:(25ep)Headquarters: (25ep)Skywatch: Size - Colossal, Toughness - 20 Features: Combat Simulator, Communications, Computer, Defense System, Fire Prevention System, Gym, Hangar, Holding Cells, Infirmary, Isolated, Laboratory, Living Space, Power System, Security System, Teleport (Affects Others); 25ep
OFFENSE:Initiative +7
Close Attack +8
Unarmed +11 [Unarmed +3]
Ranged Attack +6
Guns +11
Special Attack [Mental Blast +11,
Perception; Telekinesis +11,
Perception; Telekinetic Blast +11,
Perception;]
DEFENSES:Dodge +12 [DC22] Parry +12 [DC22]
Toughness +6, Fortitude +9, Will +13
COMPLICATIONS:Big Shoes to Fill: Jackson generally handles his Weatherman responsibilities well, but he is sometimes overwhelmed by the magnitude of his position
Enemy: Henry Bendix, the original Weatherman
Relationships: His long-time girlfriend, Christine Trelane, his brother Malcolm and his mentor, Charles Xavier
Responsibility: Being the leader of Stormwatch and the primary link between the superhero community and the world's governments
Abilities 64 + Skills 41 (82 ranks) + Advantages 22 + Powers 68 + Defenses 28 = 223 / 223Comments: I’m waiting for Jackson King’s inclusion in the new DCU since he was a mainstay of the original Wildstorm universe. I think he’d be a nice inclusion in the Justice League, actually, since they are short a telepath since J’onn is with the Stormwatch.
Jackson is a telepath/telekinetic that originally was pretty 90-fied, with his telekinesis being focused and fired through some big ass guns and being a cranky field leader type. Over time, his character morphed a bit into a more congenial leader, great tactician and a well-respected leader in the superhero community. I built him where he was around the end of The Monarchy phase power-wise, but I added his Weatherman gear since I want him as the Weatherman for my setting(s).