World That Needs Heroes: Vanguard Academy: Continuum

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Arggh. Multipost.

Post by JackGiantkiller » Mon Sep 25, 2006 5:13 pm

Multipost deleted.
Last edited by JackGiantkiller on Mon Sep 25, 2006 5:18 pm, edited 1 time in total.

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Post by JackGiantkiller » Mon Sep 25, 2006 5:13 pm

multipost
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Post by JackGiantkiller » Mon Sep 25, 2006 5:13 pm

multipost
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Grief

Post by JackGiantkiller » Mon Sep 25, 2006 5:14 pm

Grief

Power Level: 6 (90 power points)

Abilities: STR 10(+0) DEX 14(+2) CON 10(+0) INT 14(+2) WIS 14(+2) CHA 32(20)(+11( -- ))

Skills: Acrobatics 3 (+5), Concentration 3 (+5), Diplomacy 3 (+14), Knowledge (Arcane Lore) 3 (+5), Knowledge (Behavioral Sciences) 4 (+6), Knowledge (Theology and Philosophy) 3 (+5), Language ( Latin ), Notice 3 (+5), Profession (Doctor) 4 (+6), Sense Motive 5 (+7), Stealth 6 (+8 )

Feats: Attack Specialization (Sword of Woe), Attractive, Dodge Focus 2, Fascinate (Diplomacy), Power Attack, Force of Personality

Powers: Enhanced Ability (Charisma) 12 (PF:
AP-Emotion Control 6 (E: Area - Burst (30' Radius), Contagious ;
F: Limited (Despair only), Limited (only affects those she flies over)),
AP-Majesty 6 (must make will save to attack her, (Mind Control, area,
one command sight dependant, sustained )) ,
AP-Mental Blast 3,
AP-Mental Blast 6 (F: Mental Weapon)) 'Sword of Woe'
Flight 4 (F: winged )
Force Field 6 (E: Impervious; PF: Subtle )

Combat: Attack +4 (+6 w/ "Sword of Woe" mental blasts)
Damage unarmed +0 (dc 15)
Sword of Woe melee +6 (dc 21), ranged +3 (dc 18 )
Defense 16 (Flat-footed: 12) Initiative +2
Grapple: +4 (Attack - +4,Strength - +0,Size - +0)


Saves: Toughness +0(+6 w/ forcefield, Impervious)
Fortitude +5 Reflex +6 Willpower +11

Lifting: 100 lb.

Drawbacks:
Full Power (Enhanced Cha AND AP's ; Uncommon , Minor),
Normal Identity (free action; Common, Moderate),
Vulnerable (emotion control; Common, Moderate)

Cost Summary:
Ability 22 + Skills 10 (40 Ranks) + Feats 7 + Powers 33 + Combat 16 + Saves 9 - Drawbacks -7 = 90 / 90


She was always a bright child, easy and outgoing. She had a certain 'flame of spirit', that attracted others. She was sweet, noble and kind, raised that way by loving parents. She was raised Greek Orthodox, by ethnic Greek parents, who also taught her something of ancient Greek myth. When her entire family was killed by a psychopath calling himself the Cleanser, she required a great deal of therapy. She eventually decided to go into pyschology herself, and try to cure dangerous psychopaths so that no one else would ever feel her pain. But her own pain did not go away, and soon after graduation from medical school she was visited by Ania, an ancient Greek personification of grief (one of several, called the Algea, actually). She would be granted a way to punish those who dealt such grief, by causing them to feel it in turn...and perhaps this would be of aid in eventually healing them. When it was put that way, she could not refuse..and now she flies above the streets of Barrow, often by night, visiting grief upon the deserving. By day, she tends the mentally disturbed at the Barrow Asylum, a former nunnery still called Our Lady of Perpetual Misery.

But of course, Ania is also a spirit of trouble, and does not really care if they are healed. She merely revels in the opportunity to cause grief directly, and be seen doing it, instead of acting in secret.

Her 'force field' is an ongoing manifestation of her abilities at Emotion Control...it is merely very difficult to make oneself harm her, and even when one succeeds the effect is lessened.
Her mental blast AP's are the Sword of Woe, a black energy blade she manifests mentally which she can throw for lesser efficacy. She can, when she wills, cause Despair in any who are touched by 'the shadow of her wings' and they, in turn, convey that despair to others. Note that as all of her emotion control powers are AP's of her Enhanced Charisma, she isn't as good a speaker, or nearly as attractive, when she so diverts her attention.
Last edited by JackGiantkiller on Sat Sep 29, 2007 8:17 am, edited 1 time in total.

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The Barrow Devil

Post by JackGiantkiller » Tue Sep 26, 2006 2:47 pm

The Barrow Devil

Power Level: 8 (120 power points)

Abilities: STR 30(+10) DEX 26(+8 ) CON 30(+10) INT 4(-3) WIS 14(+2) CHA 6(-2)

Skills: Acrobatics 5 (+13), Climb 13 (+23), Intimidate 11 (+9), Notice 6 (+8 ), Stealth 5 (+13), Survival 5 (+7), Swim 2 (+12)

Feats: All-out Attack, Chokehold, Diehard, Fearsome Presence 5, Improved Grab, Improved Grapple, Improved Pin, Power Attack, Startle, Track, Uncanny Dodge

Powers:
Immunity 5 (Aging, Cold, Disease, Heat, Poison),
Impervious Toughness 6
Leaping 1
Regeneration 1 (Resurrection (1 week);E: True Resurrection),
Speed 1
Super-Movement 1 (Swinging)
Super-Senses 2 (Low-Light Vision, Scent)
Super-Strength 1 (PF: Groundstrike)

Combat: Attack +6 Defense 16 (Flat-footed: 16)
Damage +10 unarmed, +10 razor (dc 25 nonlethal/lethal)
Initiative +8
Grapple: +17 (Attack - +6,Strength - +10,Size - +0, Super Strength +1)


Saves: Toughness +10 (6 impervious)
Fortitude +10 Reflex +8 Willpower +3

Lifting: 1 tons

Complications:
Addiction (blood), Prejudice (He's an orangutan.)

Drawbacks:
Disability (mute; Very Common, Moderate)

Cost Summary:
Ability 50 + Skills 12 (47 Ranks) + Feats 15 + Powers 22 + Combat 24 + Saves 1 - Drawbacks -4 = 120 / 120

Size: Medium
Description:


Created With Mutagen! version 0.8.7a - beta



Clyde was just a normal orangutan in the Barrow Zoo until a vampire with a strange sense of humour broke him out and tried to ‘turn’ him. It didn’t take, exactly, but Clyde was left with enhanced mental and physical abilities and a taste for blood. He resists, usually, because it is just too strange for his simian mind, but sometimes he gives in. He’s been living on the streets for five years now, getting more cunning and dangerous… He’s really just a wild animal, still. So he’s become an urban legend, rarely seen… but every now and then he’ll kill somebody. Sometimes he’ll use a straight razor the vampire comedian gave him. (The vampire had a thing for Poe.)
Last edited by JackGiantkiller on Sat Sep 29, 2007 8:21 am, edited 1 time in total.

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Brownstone

Post by JackGiantkiller » Sat Sep 30, 2006 6:22 am

Brownstone

Power Level: 6 (90 power points)

Abilities: STR 26(+8 ) DEX 12(+1) CON 26(+8 ) INT 10(+0) WIS 12(+1) CHA 12(+1)

Skills: Climb 2 (+10), Craft (Mechanical) 5 (+5), Craft (Structural) 5 (+5), Drive 1 (+2), Intimidate 9 (+10), Knowledge (Streetwise) 5 (+5), Language (Spanish, ), Stealth 4 (+5)

Feats: All-out Attack, Attack Focus (Melee) 2, Diehard, Endurance, Improved Sunder, Power Attack, Startle

Powers: Immovable 3
Impervious Toughness 8
Super-Strength 6 (PF: Groundstrike)

Combat: Attack +2 (+4 melee)
Damage +8 unarmed (dc 23)
Defense 14 (Flat-footed: 12)
Initiative +1
Grapple: +16 (Attack - +2,Strength - +8,Size - +0, Super Strength +6)
Saves: Toughness +8 Fortitude +8 Reflex +1 Willpower +6

Lifting: 29 tons

Complications:
Enemy (gangs), Hatred (gangs and dealers), Prejudice (minority and obvious parahuman), Reputation (former gang member), Reputation (meddling do-gooder), Temper (loses it when he sees injustice)

Drawbacks:
Disability (stone body;Common,Moderate),
Vulnerable (sonic;Common,Moderate)

Cost Summary:
Ability 38 + Skills 9 (36 Ranks) + Feats 8 + Powers 24 + Combat 12 + Saves 5 - Drawbacks -6 = 90 / 90

Size: Medium
Description:


Jakim Brown is a bad boy gone good: He used to be a gangster, but ever since his body was turned to the stone of a nearby building, ( A stray curse from an evil magician, not even meant for him…) he’s used his strength to defend the weak and helpless from the urban predators, like drug dealers and the less scrupulous gangs. He’s 7’ foot tall, and made of brown stone… this gives him a –5 to swim checks, and he weighs about 600 pounds.


I would have done increased Density, but breaking it down worked better.
Last edited by JackGiantkiller on Sat Sep 29, 2007 8:23 am, edited 1 time in total.

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Rigger

Post by JackGiantkiller » Sat Sep 30, 2006 7:37 am

Rigger

Power Level: 6 (90 power points)

Abilities: STR 10(+0) DEX 14(+2) CON 10(+0) INT 24(+7) WIS 14(+2) CHA 14(+2)

Skills: Acrobatics 3 (+5), Computers 3 (+10), Disable Device 3 (+10), Drive 5 (+7), Escape Artist 3 (+5), Investigate 5 (+12), Knowledge (Earth Sciences) 1 (+8 ), Knowledge (Life Sciences) 1 (+8 ), Knowledge (Physical Sciences) 3 (+10), Knowledge (Streetwise) 1 (+8 ), Knowledge (Tactics) 1 (+8 ), Knowledge (Technology) 5 (+12), Medicine 1 (+3), Notice 5 (+7), Pilot 1 (+3), Profession (Engineer) 3 (+5), Search 1 (+8 ), Sleight of Hand 3 (+5)

Feats: Attack Specialization (stun rod) 2, Defensive Roll, Dodge Focus 4, Eidetic Memory, Equipment 7, Improved Initiative, Improvised Tools, Inventor, Master Plan, Power Attack, Quick Draw, Skill Mastery (Computers, Disable Device, Knowledge, Drive)

Powers: Device (easy to lose) 3, Device (hard to lose) 1

Combat: Attack +4 (+8 stun rod) +6 defense (flatfooted 12) Initiative +6
Grapple: +4 (Attack - +4,Strength - +0,Size - +0)
Damage (+4 stun rod (dc 19 dmg, dc 14 stun))

Saves: Toughness +3(+6 w/ armor)
Fortitude +0 Reflex +2 Willpower +2

Lifting: 100 lb.
Devices:
Armor (Hard to Lose): Protection 3, Immunity 2 (Cold,Heat)
Utility Harness (Easy to Lose):
Stun Rod /Strike 4 (E:Penetrating; PF:Thrown, AP-Stun 4 )
AP-Comm Unit / Communication (Radio) 4 (E:Area - Burst (20' Radius);PF:Selective)
AP-Control Unit /Datalink (Radio) 4 (PF: Improved Range x2,Machine Control, Precise, Subtle (Difficult to Notice))
AP-Flash panels / Dazzle (Visual) 4 (E:Area - Burst (20' Radius);F:Range (Ranged->Touch))
AP- jet pack / Flight 4
AP:Analysis HUD /Super Senses 9 (Acute (Microscopic vision), Ultravision, Darkvision, Direction Sense, Microscopic Vision (cellular), Scent , Time sense,Tracking (Half-Speed)))
Equipment (35 points):
Camera (1), Cell Phone (1), Computer (Laptop) (1), Digital Audio Recorder (1), Video Camera (2), Caltrops (1), Handcuffs (1), Lock release Gun (1), Binoculars (1), Night Vision Goggles (1), Mini-Tracer (1), Concealable Microphone (1), Parabolic Microphone (1), Flash Goggles (1), Gas Mask (1), GPS Receiver (1), Multi-tool (1), Rebreather (1)
Armored Car (11) (Features: Alarm, Caltrops, Oil Slick, Smokescreen, Remote Control)

Cost Summary:
Ability 26 + Skills 12 (48 Ranks) + Feats 22 + Powers 14 + Combat 16 + Saves 0 = 90 / 90

Rigger is a gadgeteer, with both a wide array of devices, all which depend on a single power source in the harness, and cease to function if detached, as well as an impressive amount of equipment in pouches on her harness and person and in her armored car.

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Predator

Post by JackGiantkiller » Sat Sep 30, 2006 8:24 am

Predator

Power Level: 6 (90 power points)

Abilities: STR 16(+3) DEX 22(+6) CON 16(+3) INT 10(+0) WIS 16(+3) CHA 8(-1)

Skills: Acrobatics 4 (+10), Intimidate 10 (+9), Notice 6 (+9), Sense Motive 6 (+9), Stealth 4 (+10), Survival 5 (+8 ), Swim 5 (+8 )

Feats: All-out Attack, Attack Specialization (claws) 2, Beginner's Luck, Defensive Roll 3, Dodge Focus 4, Fearless, Power Attack, Track, Uncanny Dodge

Powers: Concealment 4 (F:Blending; PF:Close Range),
Regeneration 23 (Ability Damage (5 hours),Recovery Bonus (+6),Recovery Rate (Bruised - 1 Round),Recovery Rate (Disabled - 1 minute),Recovery Rate (Injured - 1 minute),Recovery Rate (Staggered - 1 Round),Recovery Rate (Unconscious - 1 Round),Resurrection( killed permanently by flint) (1 day);F: Limited (not vs. flint or obsidian)(1) PF:Persistent, Regrowth)
Strike 3 (E:Penetrating x2;PF:Mighty)
Super-Movement 5 (Slow Fall, Sure-Footed ,Swinging, Wall-Crawling (Normal Speed))
Super-Senses 2 (Darkvision,Scent)

Combat: Attack +2 Defense 16 (Flat-footed: 16) Initiative +6
Grapple: +5 (Attack - +2,Strength - +3,Size - +0)
Damage claws +6 dc 21 penetrating

Saves: Toughness +3 Fortitude +3 Reflex +6 Willpower +6

Lifting: 230 lb.

Drawbacks:
Involuntary Transformation (devil mind and flashbacks; Common, Major), Power Loss (holy ground; Uncommon, Minor), Vulnerable (flint weapons; Uncommon ,Major ), Vulnerable (obsidian weapons; Uncommon ,Minor), Weakness (exorcism; Uncommon ,Major), Weakness (jade; Uncommon ,Major)

Cost Summary:
Ability 28 + Skills 10 (40 Ranks) + Feats 15 + Powers 41 + Combat 8 + Saves 3 - Drawbacks -15 = 90 / 90


The Predator is a devil of punishment, dispatched to Earth to do heinous things to sinners. He's also riding the body of a brain damaged teen, who has, shall we say, left the building. He regularly suffers flashbacks from the teen's life, episodes where the teen's persona temporarily takes over the body, and episodes where the pure evil of his diabolic self overrides his mission. Weapons of certain types of stone damage him, and the presence of jade weakens him. He has no powers at all while on holy ground, (because such places are Sanctuary), but holy weapons do not particularly hurt him...he serves as a punisher for God, not as God's enemy. Memories of many mortal lives allow him to access many different sorts of skills temporarily.

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Post by Power-Glove » Sat Sep 30, 2006 1:20 pm

Predator is VERY interesting.

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Post by JackGiantkiller » Sat Sep 30, 2006 5:13 pm

I built it, the player asked for certain tweaks...basically he's a heavily modified Beast/Wolverine/Nightcrawler/Ghostrider/Spiderman...ok, he's so much of a conglomerate that he ends up being original feeling.:) And it all started from the Predator movies...which he resembles in only one way: Concealment(Blending). He's a red skinned devil, with scales...although he does have dreadlocks.

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Post by Fisdenallus » Sun Oct 01, 2006 12:21 pm

Excellent work, nothing but priase for you. It is nice to find some builds working under PL 10.

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Post by JackGiantkiller » Mon Oct 02, 2006 12:59 pm

Thanks. We played at PL 10 with 200 PP at the beginning of 2E...we quickly discovered that we could all do everything, and that once we started gaining PL's, it got even crazier. Also, we noticed that PL 10 is basically equivalent to an experienced hero group. So we dropped to PL 6, which is 'just barely super'. But as you can see, one can achieve a great deal of super heroic power on 90 points. Of course, extreme trade-offs like Bruiser are only recommended if you can juggle your PC's well. Somebody built to hurt Bruiser turns Grief into mush with one hit.

edit: BTW...Feel free to use any of these, should anyone need lower PL NPC's or villains, or someone likes the idea of one of these builds as a PC. Just tell people where you got it.:)

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Jack the Giantkiller

Post by JackGiantkiller » Wed Oct 04, 2006 2:06 pm

Jack the Giantkiller
Jack Spriggins Gogsbane
Power Level: 6 (90 power points)

Abilities: STR 16(+3) DEX 26(+8 ) CON 14(+2) INT 16(+3) WIS 10(+0) CHA 16(+3)

Skills: Acrobatics 4 (+12), Bluff 7 (+10), Climb 5 (+8 ), Diplomacy 4 (+7), Escape Artist 4 (+12), Gather Information 3 (+6), Handle Animal 4 (+4), Knowledge (Arcane Lore) 3 (+6), Knowledge (Tactics) 3 (+6), Perform (String Instruments) 3 (+6), Sense Motive 4 (+4), Sleight of Hand 4 (+12), Stealth 4 (+12), Survival 4 (+4)

Feats: Attack Specialization (sword), Attractive, Defensive Roll, Dodge Focus 2, Equipment, Evasion, Move-by Action, Quick Draw, Taunt, Uncanny Dodge(hearing)

Powers: Device (easy to lose) 2, Device (hard to lose) 3

Combat: Attack +4 (+6 w/sword) Defense 16 (Flat-footed: 16) Initiative +16
Grapple: +7 (Attack - +4,Strength - +3,Size - +0)
Damage: +3 unarmed, +6 sword (penetrating)
Saves: Toughness +2(+5 w/chain mail shirt, +6 w/ Defensive roll)
Fortitude +2 Reflex +8 Willpower +0

Lifting: 230 lb.
Devices:
Seven League Boots (Hard to Lose): Super-Speed 2 (F:Unreliable (Uses);PF:AP-Teleport 6,Wall Run,Water Run,Rapid Attack)
Sword of Sharpness (Easy to Lose): Strike 3 (Penetrating x2(includes Str);PF:Mighty)
Coat of Invisibility (Hard to Lose): Concealment 4 (F:Passive; PF:Close Range, Subtle (Difficult to Notice))
Equipment (5 points):
Chain-Mail Armor(Subtle, hidden under clothes) (4), Caltrops (1)

Complications:
Enemy (trickster and giantkiller, many enemies), Fame (faerie tale hero), Honor (always keeps his word)

Drawbacks:
Disability (Anachronism;Common,Moderate), Weakness (lack of magic, all stats, can kill;Common,Major)

Cost Summary:
Ability 38 + Skills 14 (56 Ranks) + Feats 11 + Powers 18 + Combat 16 + Saves 0 - Drawbacks -7 = 90 / 90


Long ago, Jack was a simple Cornish lad, living on a farm. But he dreamed of more...and more came to him. Conned out of his cow by an old man peddling magic beans, Jack found his way up the beanstalk that grew from the beans when his mother tossed them out. He got a number of treasures from the castle up the beanstalk, and ended by cutting it down to kill the Giant that was chasing him. He left the treasures with his mother, and set off to find his fortune in the wide world.


Answering a cry for help, he trapped the giant Cormoran in a pit, and slew him, gaining a belt that proclaimed him a hero and a giant killer: "This is the valiant Cornish man, who killed the giant Cormoran." Now somewhat popular, he sets across the land fighting giants everywhere...though only those that do ill. After all, his own uncle is a giant, who provides him with all his magical gear.

He has fought everything from vampires to the devil himself...but always, it comes back to giants.

After many years of this, he is knighted by King Arthur. A few days later, an evil magician catches him out of time. With a single spell, he is thrown from his own world, time and place, into Britain of today. He's out of his element, unfamiliar with the language, the technology...but he's still a knight of Britain, and there are still giants and monsters to fight. There is still a place in the world for Jack the Giantkiller.

Note that he has become a figure of legend, and thus is dependant on magic for his very survival.
Last edited by JackGiantkiller on Wed Nov 21, 2007 3:04 pm, edited 1 time in total.

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Facet: The Last Cabukarian

Post by JackGiantkiller » Wed Oct 04, 2006 6:59 pm

Facet

Power Level: 6 (90 power points)

Abilities: STR 22(+6) DEX 14(+2) CON 20(+5) INT 14(+2) WIS 14(+2) CHA 14(+2)

Skills: Computers 5 (+7), Knowledge (Physical Sciences) 3 (+5), Knowledge (Technology) 5 (+7), Language (Cabukarian, Meangerin), Pilot 5 (+7)

Feats: Attack Specialization (Strike) 2, Attack Specialization (laser vision) 3

Powers: Flight 1,
Immunity 15 (Aging,Damage Type (light),Life Support), Impervious Toughness 5,
Light Control 6 (F:Distracting;PF:AP-Blast 6 (F:Distracting),AP-Dazzle (Visual) 6 (F:Distracting),AP-Illusion (one sense type) 6,AP-Morph (humanoid group) 6 (F:Limited (visual only)(1))), Protection 5 (E:Impervious),
Strike 2 (E:Aura;PF:Mighty) (note that the Aura does not benefit from the mighty feat...its just hitting him hurts a little because he's hard and sharp. +2 dmg, easily ignored by supertough people...but normal people will have bloodied hands)
Super-Senses 2 (Infravision,Ultravision),
Super-Strength 1

Combat: Attack +0 (+4 unarmed, +6 laser vision)
Defense 12 (Flat-footed: 11) Initiative +2
Grapple: +6 (Attack - +0,Strength - +6,Size - +0)
Damage +8 unarmed, +6 laser vision


Saves: Toughness +10(+5) Impervious
Fortitude +5 Reflex +2 Willpower +2

Lifting: 1,040 lb.

Drawbacks:
Noticeable (diamond body;Uncommon,Minor), Vulnerable (sonics;Common,Major), Vulnerable (vibratory attacks;Common,Major), Weakness (lack of sunlight;Common,Major)

Cost Summary:
Ability 38 + Skills 5 (20 Ranks) + Feats 5 + Powers 51 + Combat 4 + Saves 0 - Drawbacks -13 = 90 / 90

Facet is the last of his people, a race of diamond humanoids from the planet Cabukar. His world was destroyed by a being called the Collector (it may have been a Curator drone or something similar), and he was harvested as a unique sample. The Collector's ship was destroyed in Earth orbit by the Centurion several years ago, and over 100 unique aliens, including Facet, were released onto the Earth. Few of them are heroic...

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Metalstorm

Post by JackGiantkiller » Wed Oct 11, 2006 1:18 pm

Metalstorm

Power Level: 6 (90 power points)

Abilities: STR 10(+0)/22 (+6) DEX 14(+2) CON 12(+1) INT 24(+7) WIS 10(+0) CHA 10(+0)

Skills: Computers 5 (+12), Craft (Chemical) 5 (+12), Craft (Electronic) 5 (+12), Craft (Mechanical) 5 (+12), Disable Device 5 (+12), Drive 1 (+3), Investigate 1 (+8 ), Knowledge (Physical Sciences) 5 (+12), Knowledge (Technology) 5 (+12), Notice 4 (+4), Pilot 3 (+5), Search 4 (+11)

Feats: Eidetic Memory, Improvised Tools, Inventor, Skill Mastery (Computers,Knowledge,Disable Device,Craft)

Powers: Device (hard to lose) 10

Combat: Attack +4 (+6 w/mag blast or gauss gun)
Defense 15 (Flat-footed: 12) Initiative +2
Grapple: +4/+10 (Attack - +4,Strength - +0/+6 w/ SS active,Size - +0)
damage +6 dc 21 (Enhanced punch or mag blast) +4 dc 19 (gauss gun, autofire)

Saves: Toughness +7(+1) Impervious
Fortitude +1 Reflex +2 Willpower +0

Lifting: 100 lb./3 tons over head w/ Super Strength Active
Magnetic 1600 lbs hvy load, 1.5 tons as a full action, 3 tons extra effort

Devices:
Metalstorm Battlesuit (Hard to Lose):
Magnetic Control 6 (PF: Precise
AP-Blast 4 (E:Autofire(3);PF:Accurate), Gauss Gun
AP-Blast 6 (PF:Accurate), Magnetic Blast
AP-Datalink (Blindsight (radar)) 6 (PF:machine control),
AP-Enhanced Ability (Strength) 12 Magnetic Myomer Enhancement, Short burst
AP-Force Field 6 (E:Affects Others (Only),Area - Burst (30' Radius))
AP-Super-Strength 6, Magnetic Myomer Enhancement, long burst)
Flight 6
Impervious Toughness 1, Protection 6 (E:Impervious)
Super-Senses 4 (Blindsight), Sensory Shield (Normal sight) 1

Radar Shield (Hard to Lose): Concealment 2 (F:Limited)

Drawbacks:
Normal Identity (full round to don armor;Common,Major)

Cost Summary:
Ability 20 + Skills 12 (48 Ranks) + Feats 4 + Powers 40 + Combat 18 + Saves 0 - Drawbacks -4 = 90 / 90

Size: Medium
Description:


Created With Mutagen! version 0.8.7a - beta



Metalstorm is, in reality, gifted technologist and theoretical physicist Doctor Kevin Stromburg. He created the Metalstorm battlesuit as an exercise in applied Magnetic technology. He’s using it to fight crime in order to showcase its utility so that he can sell it and other facets of the technology he has developed for huge amounts of money. He doesn’t have the resources to mass produce it himself, so he’s looking for a sponsor, governmental or otherwise. He plans to use the funds so gained to indulge in further research, of course, as well as ensure that he himself lives very comfortably. Plus, in the mean time, he’s helping people. Everybody wins.

The AP structure means he can only configure the magnetic control circuits to fire either type of blast (a stream of magnetically propelled projectiles or a blast of pure magnetic force), directly manipulate metallic objects, control metallic or electrical machines, defend an area around himself with a magnetic forcefield, enhance his short-burst Strength OR enhance his heavy lifting capability each round. Basically, all these us the same magnetic control systems, and he hasn’t optimized them for simultaneous use yet. He has managed to get separate magnetic flight and magnetic armor reinforcement. His blindsight is actually modified MAD gear.

The radar baffle is an entirely separate gadget worn as a belt.

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