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Rev (10/13) - Supercape


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Rev

REV.png
Power Level: 10/13 (234/250)
Unspent Power Points: 16
Trade-Offs: None (+4 Attack/-4 DC for Plasma Jet)
 
In Brief: Street Racer Cyborg
 
Alternate Identity: Lexa Venn
Birthplace: Freedom City
Residence: Freedom City
Base of Operations: Freedom City, Claremont
Occupation: Student, Mechanic
Affiliations: Claremont
Family: Daisy Jenkins (Mother, Nurse)
Catchphrase: “Jet, Set, GOOOO!”
 
Description:
Age: 17
Apparent Age: 17
Gender: Female
Ethnicity: Caucasian
Height: 5’6”
Weight: 100 Kgs
Eyes: Red
Hair: White

 

 

 

Rev is a young woman who usually wears cheap casual clothes like t shirts, and jeans. Her only oddity is white hair and red eyes (although she often wears sunglasses). She is often barefoot (because her jets will burn through shoes pretty fast), but does wear sneakers she can kick off quickly if need be. 

 

With power use, her artificial skin peels / burns off and metal cyborg limbs are revealed. She has two ports on the side of her neck, which she can use to pump fuel into her body. 
 
History:
Lexa Venn grew up a good kid, decent grades, friendly, outgoing. Bit of a tomboy. Her dad was a mechanic, her mother a nurse. That all changed on her 15th Birthday, when her Dad was killed in a shootout between some cops and a pair of cheap thugs. 

 

She didn’t go completely off the rails, but she certainly slid half off them. She fell in with a street gang called the “Junkin’ Donuts”, who specialised in joy riding and street racing, and rebuilding or modifying scrap yards cars. They weren’t a totally bad lot, just thrill seeking anarchists (As opposed to violent). Lexa had enough skill driving and repairing cars that she was pretty valued. 

 

After leaving high school early (aged 16) with disappointing but not bad grades (“could have done better”) she ended up working in an auto shop part time and hanging around the Junkin’ Donuts full time. And then, she took a race that would change her life.

 

The mysterious driver she raced again was using the “Mechaphage”, a strange metal based cybernetic bacteria (that was itself mutated by the Darwin-X virus) that integrated biological and mechanical components. He used this to literally “become one with his car”. He would have easily won the race, but Lexa would not have that. She called in her Donut friends who spiked the street with an oil slick. Next thing, Lexa and her opponent had an almighty crash. The mysterious driver, welded to his car, was whisked away by AEGIS in the aftermath. Lexa suffered horrific injuries, but slowly recovered, her broken, missing, or shattered limbs turning to steel, her hair turning white, her eyes turning red. She had been infected with the Mechaphage!


 
Personality & Motivation:
Rev is a thrill seeking, adventure loving woman who “Rev”els in her power. However, despite her need for speed, she really doesn’t have a bad bone in her body (mind you, she doesn’t have that many bones these days). She is generally a kind, loving kind of person, and has plenty of sympathy for others. 

 

Her motivation is thus simply to use her power helpfully. However this is not always simple; she can come into conflict with her own desire for power, or she can find herself torn in whom to help. She will tend to help others she knows, or has a personal investment in, rather than abstract helpfulness (on a geo-political or philosophical level, for instance). 

 

Her major hobby and interest is pulling apart engines and rebuilding them. And driving cars very very fast…
 
Powers & Tactics:
Rev has many machine parts, but mainly they are her legs and arms that are now fully mechanical. Her limbs can extend out and her feet and hands (and to a lesser extent the rest of her limbs) are loaded up with jets she can fire to fly, increase her strength, or use offensively (as a plasma cutting instrument). One limitation of her jets is that they require normal oxygen levels: They will not function at high altitude or underwater (for instance). 

 

Rev can “Rev” engines with touch, increasing their power and performance considerably by temporarily infecting them with the Mechaphage. For instance, she can boost a car to travel at 5000mph!

 

Rev is reckless but smart in a fight, meaning she will charge in without planning, and with a love for speed. But once in a fight she is not stupid – over confident, perhaps, but not stupid. She will use her powers in reasonably inventive ways. 
 
Power Descriptions:
Revs limbs are telescopic (if they do, see “Skin Job” complication), able to do so up to a hundred feet. Her limbs are also extremely strong and heat-resistant and have built in tools. 

 

Rev’s limbs can fire jets. These are mainly in her feet and hands, but she has a few lesser jet ports in her elbows and knees. They will fire blue plasma at her mental command. She can focus this fuel to massively increase her functional strength, at which point all her limbs will have a fiery blue glow deep inside them (and her artificial skin will peel off). 

 

Rev has some other biomechanical abilities: Her body is very resilient due to sub-dermal armour, and includes heat and energy dispersal systems. 
 
Complications:

Skin Job: Rev has artificial, plastic derived skin over her limbs, which tends to burn off during strain or damage, showing clearly metal limbs (making her recognisable). In addition, whist her hands have reasonable touch receptors (a little less than a normal humans), the rest of her limbs have very little or no touch sensation (meaning she could be insidiously damaged or affected without her noticing). 

 

Tanked up: Her limbs usually operate on electricity which she can spontaneously generate. However, using the Jet array requires fuel. She has to pump fuel into her body (either drinking it, or – more efficiently, by piping into a portal in her neck). Refuelling also means refining (to ultra high grade energy dense variants) which she can do in her body. However, this does mean emitting (from her jets) a rather unpleasant methane smell. 

 

Oiled up: In addition, Rev needs to apply lubricating oil to her limbs once a day or they will grind and be very noisy (making stealth impossible, for instance). Being in water or dirty environments will also cause grinding until she applies oil again. Very long periods (weeks) without lubricant will slowly make her limbs seize up altogether. 

 

Overcharge Burn: Her “Revving” boost is not completely reliable. She can break, rather than boost, engines (or possibly do both). 

 

Total Jerk: If hit by electricity, she will experience brief violent jerks in her limbs. She could accidentally drop or throw something, fall prone, or just flail about. 

 

Magnetic Vibes: Strong magnetic fields, or magnetic powers will also affect her, giving her a lingering fine tremor to her hands for an hour or so. This stops her from any fine manipulation. She could not accurately type, press a button, and cannot be precise with her plasma jet, let alone use craft or disable device skills. 

 

Red Eye: Rev has dispersed pigment in her eyes which means she is unable to “see” Red (instead, she picks up infrared). Red thus “appears” black to her. This could potentially cause problems with things like traffic lights or being unable to see in red light (or seeing badly during sunset).

 

Jet Crash: Normally, Rev flies gracefully. However, if she is flying with limbs occupied (such as holding things, or when her limbs are detached) she gets clumsy and progressively likely to crash and burn. As a rough guide, if she is "down" one limb, she will often fail tight turns but is generally functional. If she is down "two limbs" she is only able to reliably to simple things like long turns or landing. If she has only one limb "up", she can't even fly in a straight line or land without great peril. 


Abilities: 20 + 6 + 4 + 4 + 0 + 6 = 40
Strength: 30 (+10) [Effective Lifting Strength: 40]
Dexterity: 16 (+3)
Constitution: 14 (+2)
Intelligence: 14 (+2)
Wisdom: 10
Charisma: 16 (+3)

 

Combat: 20 + 20 = 40
Initiative: +11
Attack: +10, +14 Plasma Jet
Defense: +10 (+10 Base, +5 Flat Footed)
Grapple: +22 (additional +3from elongation)
Knockback: -5


Saving Throws: 7 + 10 + 7 = 24
Toughness: +10 (+2 Con, +8 Protection)
Fortitude: +9 (+2 Con, +7)
Reflex: +13 (+3 Dex, +10)
Will: +7 (+0 Wis, +7)


Skills: 80R = 20 PP
Acrobatics 8 (+11) Skill Mastery
Bluff 4 (+7)

Craft (Chemical) 4 (+6)
Craft (Electronic) 4 (+6)
Craft (Mechanical) 8 (+10) Skill Mastery

Craft (Structural) 4 (+6)

Disable Device 8 (+10) Skill Mastery
Drive 14 (+17) Skill Mastery
Intimidate 4 (+7)

Knowledge (Physical Sciences) 2 (+4)
Knowledge (Pop Culture) 4 (+6)
Knowledge (Streetwise) 4 (+6)
Notice 4 (+4)

Pilot 4 (+7)
Sense Motive 4 (+4)


Feats: 27 PP
Acrobatic Bluff
Ambidexterity
Beginner’s Luck

Equipment 7
Evasion 2

Favoured Opponent (Vehicles)
Grappling Finesse
Improved Grapple
Improved Initiative 2

Improved Sunder

Improved Throw
Luck 2

Move-by Action

Power Attack

Second Chance (Toughness save vs. Crashes)

Set Up
Skill Mastery (Acrobatics, Craft Mechanical, Disable Device, Drive)

Ultimate Effort (Drive)

 

Equipment: 7PP = 35EP

  • Vehicle: Dune Buggy STR 40 [4 EP], Toughness 12 [5 EP], Size Large [1 EP], Features: Alarm 1, Navigation System 1, Oil Slick, Smoke Screen [4 EP], Impervious Toughness 5 [5 EP], Communication 6 (20 miles, Radio, Omni Directional, One Way) [6 EP], Speed 5 [5 EP], Supermovement 2 (Surefooted, -50% penality reduction) [4 EP], Super Senses 1 (Radio) [1 EP]


Powers: 8 + 13 + 6 + 1 + 6 + 26 + 3 + 8 + 1 + 2 + 1 + 1 + 1 + 6 = 83

 

Anatomic Separation 4 (Arms, Legs) [8 PP] [Mechanical/Cybernetic]

 

Boost 4 (All Mechanical Effects, Feats: Selective, Slow Fade 4 [1 Hour], Flaws: Others Only) [13 PP] “Rev Engine!” (Mechanical, Cybernetic)

Example Common Uses

 

Most vehicles would be boosted from speed 5 to speed 9! (5000mph!) [4 PP]
Marine Vehicles would gain an additional 4 ranks of swim [4 PP]
Flying Vehicles would gain an additional 2 ranks of flight [4 PP]
Increasing Vehicle STR by 10/2 Ranks of Super Strength [4 PP]
Increasing damage from purely mechanical firearms by +2 (Increasing Blast by 2) [4 PP]

 

Elongation 3 (25’, Range Increment 30’, +3 to Grapple/Escape Artist, Extras: Continuous) [6 PP] “Servo Limbs” (Mechanical, Cybernetic)

 

Feature (Internal Compartment in Chest) [1 PP]

 

Immunity 6 (Light based visual dazzles [1], Limb heat damage [2], Cold and Hot Environments [2], Energy based critical hits [1]) [6 PP] "Energy dispersal systems" (Cybernetic)

 

Jet Array (24 PP Array, Feats: Alt Power 4 Drawbacks: Power Loss 2 [Low 02]) [26 PP] “Jets!”
BP: (Corrosion) Damage 6 (Feats: Accurate 2, Precise) Linked with Drain Toughness 6 (Extras: Affects Objects, Feats: Accurate 2, Precise) [9 + 15 = 24/24 PP] “Plasma Jet” (Plasma)
AP: Damage 8 (Extras: Area [Burst], Range) [24/24 PP] “Fiery Jet” (Fire)
AP: Dazzle 8 (Extras: Area [Burst]) [24/24 PP] “Jet Flare” (Light descriptor) (Light)
AP: Flight 11 (25,000 mph / 200K’ round, Feats: Moving Feint) [23/24 PP] “Turbo Jet” (Cybernetic)

AP: Trip 10 (Extras: Area [Line], Knockback, Flaws: Range [Touch]) [20/24 PP] "Wind Tunnel" [Cybernetic, Wind]

 

Leaping 3 (x10 Distance, Running 200', Standing 100', High 50') [3 PP] "Jump Jets" [Cybernetic, Jet]

 

Protection 8 [8 PP] “Sub dermal plating”

 

Regeneration 0 (Feats: Regrowth) [1 PP] [Cybernetic/Bacterial]

 

Quickness 3 (x10 Speed, Flaws: One Task [-2, Mechanical], Feats: Improvised Tools) [2 PP] "Inbuilt finger tools" [Mechanical/Cybernetic]

 

Speed 2 (25 mph, Flaws: Limited to detached limbs) [1 PP] [Mechanical/Cybernetic]

 

Super-Movement 1 (Slithering, Flaws: Limited to detached limbs) [1 PP] [Mechanical/Cybernetic]

 

Super Senses 1 (Infravision)

 

Super Strength 2 (+10 Effective Strength, Feats: Countering Punch, Groundstrike) [6 PP] (Mechanical, Cybernetic)

 

DC Block
ATTACK         RANGE        SAVE                  EFFECT
Unarmed        Touch        Toughness 25          Damage
Plasma Jet     Touch        Fort 16, Tough 21     Drain Tough, Damage
Fuel Bomb      Ranged/Burst Toughness 23          Damage
Flaring Jet    Ranged/Burst Reflex/Tough 18       Visual Dazzle

Wind Tunnel    Touch/Line   Reflex 20, Tough      Trip/Knockback
 

Totals: Abilities 40 + Combat 40 + Saving Throws 24 + Skills 20 + Feats 27 + Powers 83 = 234/250 Power Points

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