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Volt Scorpion (PL12 NPC, Tier 2)


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Player Name:
Character Name: Volt Scorpion
Power Level: 12 (180/180PP)
Trade-Offs: +2 Attack / -2 Damage, -2 Defense / +2 Toughness
Unspent Power Points: 0
Progress To Bronze Status: 0/30

 

Theme: Heavy Violence (Hardcore Fighter), Fire! (Rev. 1){Reason 5} (Arrogant "Hero")

In Brief: Former street punk Martial Artist with a shocking punch.Volt Scorpion

Alternate Identity: Kang Jin-Ho
Identity: Secret
Birthplace: Seoul
Occupation:
Affiliations: Dr Sin, Lady Shen
Family: Unknown

Description:
Age: 21 (DoB: 1995 [12, October])
Apparent Age: (20 years old)
Gender: Male
Ethnicity: Asian (Korean).
Height: 6' 2"
Weight: 183 pounds
Eyes: Brown
Hair: Dark Red (Bleached. Natural: Black)

Lean and well-muscled, Kang Jin-Ho has unrully medium-short bleached red hair and brown eyes. He usually sports a self-sure grin. His casual attire consists of blue jeans, brown hiking boots, black shirt, white leather jacket, and black finger-less gloves.

 

His costume is mostly grey, composed of a spandex-like material, covers most of his body, except the face and hair, and it has extra pockets strapped at his thighs. He wears red boots with black stripes, a red sash around his waist, a black jacket with red shoulderpads, and red heavy gloves covering his hands up to his elbows.

Power Descriptions:
Kang Jin-Ho is a skilled martial artist, specialising in aggressive takedowns and combat, while foregoing defense. A combination of Judo, Tae Kwon Do, Boxing, Kickboxing, Shotokan, and Wing Chun, his Total Style Martial Arts allows him to strike with power, precision, and flexibility.

 

Furthermore, Volt Scorpion is able to augment his normal strikes with bio-electricity, running through his nervous system and muscles. Not only do his strikes become more powerful and more fast, but a well-placed strike can also cause the nervous system of his foes to collapse, and it is especially devastating against electronic equipment. Aside from his strikes, Volt Scorpion can also enhance his mobility by pumping his leg muscles full of bio-electricity, which grants him superhuman speed and jumping power.

History:
Kang Jin-Ho cared for only one thing; proving that he is the strongest. To that end, he pursued and mastered various martial arts, and got to fights wherever he found them, whether they were random street fights or illegal underground tournaments. By the time he was 16, Jin-Ho was already becoming notorious among Seoul's gangs. It was at that time that he got involved in an accident.

 

While beating up a bunch of delinquents, a van hit him in an abandoned street, rendering him unconscious. The driver, at the behest of his employer, a scientist by the name of Myung Do-He, took Jin-Ho inside the van, and taking him to the scientist's lab. Through this unfortunate event, Do-He saw a great opportunity to test her teleportation device on a living subject.

 

The experiment proceeded, but it was less than successful, due to a malfunction that caused the equipment to explode, and the entire building to catch fire. Do-He and her employee left the scene with haste, leaving the still unconscious Kang Jin-Ho to his fate. By the time he woke up, the entire building was engulfed with flames, and the only way out was through a window. The problem was that the window was situated too high for him, and there was nothing nearby that he could use as a makeshift ladder. Finally, desperation drove him to start jumping randomly, and it was at this point that he realised that he could jump at incredible distances, way beyond those of a normal human.

 

Jin-Ho had managed to save his own life, and soon, came to realise the extent of his newfound powers, which he took great advantage of, establishing himself as Seoul's #1 undefeated martial artist. It was this that attracted Lady Shen's attention, as she was scouting through Asia for disciples. Not particularly caring about her motivations, Jin-Ho nevertheless saw a great opportunity to further refine his martial prowess, accepting her invitation.

 

It was then, that Jin-Ho would participate in a "friendly sparring match" along with Lady Shen's other students, against captive Claremont students Net Fly, El Heraldo, and Tsunami. During their sparring match, Kang Jin-Ho made it increasingly obvious that he was holding back and going easy on Net Fly, as he didn't recognize Serge as a true martial artist, instead being more interested in proving his mettle against Tsunami. That his superpowers explicitly negate Net Fly's VibroNet Suit didn't help matters. Nevertheless, when the other Claremonters came knocking, a free-for-all battle royal errupted, during which Net Fly proved to Kang Jin-Ho that there are more ways to win a fight than a straight up martial arts contest, thus earning the grudging respect of Jin-Ho.

 

Soon after the escape, Jin-Ho broke ties with Lady Shen, and decided to follow Net Fly to America, adopting the villain monicker of Volt Scorpion. He soon developed an annoying knack of tracking Net Fly down during his patrols and commiting robberies or otherwise endangering innocents, in order to goad the young hero into meeting his challenge. To date, Net Fly has never managed to claim a clean victory over his rival, but Volt Scorpion hasn't come out clean from their scuffles, either. Indeed, so big is his obsession of using Net Fly as a punching bag, that he has, on occasion, joined forces with the young hero, on the rare occasion that he measured Net Fly's foes to be dangerously out of the hero's league. It wouldn't do, after all, to lose the best sparring partner you ever had, now, would it?

Personality & Motivation:
Brass and self-sure, Kang Jin-Ho has a fiery temperament to match his bleached hair. He usually doesn't bother being mean towards those he deems inferior to him, and may even treat them with something akin to kindness. However, he does not hesitate to reveal his fangs to those who could provide him with a decent fight. The only thing he cares about is getting stronger. Money and fame don't even begin to enter the picture for him. Nevertheless, if it'd get the attention of whatever foe he's currently interested in testing his mettle against in serious combat, Jin-Ho is not above commiting crimes. By the same token, on the other hand, if he feels that said foe's life or combat prowess is seriously threatened, he would gladly ally himself with said foe, even if it's a hero.

Powers & Tactics:
Rather straigth-forward in his tactics, Volt Scorpion runs headlong into his opponent, tackling them and pummeling them to submission. When the foe exhibits a bit more fight in them than that, he abandons recklessness for calculativeness, assessing the situation and responding in accord. Thanks to his powers, he is also able of engaging his opponents in hit-and-run tactics, and he can mow down a group with brutal efficiency.


Abilities: 10 + 10 + 12 + 0 + (-2) + 4 = 34PP
Strength: 20 (+5)
Dexterity: 20 (+5)
Constitution: 22 (+6)
Intelligence: 10 (+0)
Wisdom: 8 (-1)
Charisma: 14 (+2)


Combat: 10 + 20 = 30PP
Initiative: +13
Attack: +14 Melee, +5 Ranged
Grapple: +19
Defense: +10 (+10 Base, +0 Dodge Focus), +5 Flat-Footed
Knockback: -7/-3


Saving Throws: 4 + 8 + 6 = 18PP
Toughness: +14 (+6 Con, +8 [Defensive Roll])
Fortitude: +10 (+6 Con, +4)
Reflex: +13 (+5 Dex, +8)
Will: +5 (-1 Wis, +6)


Skills: 120R = 30PP

Acrobatics 17 (+22)Skill Mastery

Climb 5 (+10)Skill Mastery

Concentration 13 (+12)

Escape Artist 10 (+12)Skill Mastery

Intimidate 15 (+17)Skill Mastery

Knowledge (Streetwise) 10 (+10)Skill Mastery
Notice 15 (+14)Skill Mastery

Sleight of Hand 15 (+20)

Stealth 15 (+20)Skill Mastery

Swim 5 (+10)Skill Mastery


Feats: 39PP

Acrobatic Bluff

Accurate Attack

All-Out Attack

Assessment
Attack Focus (Melee) 9

Blind-Fight

Defensive Attack

Defensive Roll 4

Distract [Intimidate]

Elusive Target

Evasion 2

Fearless

Grappling Finesse

Improved Initiative 2

Improved Grab

Improved Pin

Instant Up

Move-By Action

Power Attack

Prone Fighting

Skill Mastery 2 (Acrobatics, Climb, Escape Artist, Intimidate, Knowledge[Streetwise], Notice, Stealth, Swim)

Startle

Takedown Attack 2

Uncanny Dodge (Normal Hearing)


Powers: 6 + 28 + 5 = 39PP

 

Damage 5 (Extras: Linked[Volt Amp], Feats: Mighty) [6PP] (Total Style)

 

Volt Amp 13 (26PP Array; Extras: Linked[Total Style], Feats: Alternate Powers 2) [28PP]

Base Power: Autofire Extra on Damage 10 (Extras: Linked[Paralyze], Linked[Trip]) + Paralyze 10 (Feats: Linked[Damage], Flaws: Slow) + Trip 10 (Extras: Linked[Damage], Flaws: Range[Touch], Feats: Improved Trip) [10 + 10 + 6 = 26PP] (Lightning Barrage)

 

Alternate Power: Penetrating Extra on Damage 3 (Extras: Linked[Drain]) + Drain 10 (Toughness; Extras: Affects Objects, Linked[Penetrating], Total Fade Flaws: Affects Objects Only, Limited[Electronics], Feats: Affects Insubstantial, Incurable, Slow Fade) + Paralyze 10 (Extras: Alternate Save(Fortitude), Linked[Penetrating], Flaws: Distracting) [3 + 13 + 10 = 26PP] (Thunder Strike)

 

Alternate Power: Area[Burst] Extra on Damage 10 (50ft radius; Extras: Linked[Trip], Selective, Flaws: Distracting) + Trip 10 (Extras: Area[Burst], Linked[Damage], Selective, Flaws: Range[Touch], Unreliable, Feats: Improved Trip) [10 + 11 = 22PP] (Shocking Takedown)

 

Bio-Electric Agility 2 (4PP Array; Feats: Alternate Power) [5PP]

Base Power: Speed 4 (100mph/1'000ft per Move Action) [4PP]

 

Alternate Power: Leaping 4 (x25 per Move Action, 750ft running long jump, 375ft standing long jump, 187ft standing high jump) [4PP]

 

Drawbacks: (-0) + (-0) = -0PP


DC Block

ATTACK                                       RANGE      SAVE                              EFFECT

Unarmed                                      Touch      DC20 Toughness (Staged)           Damage (Physical)
Total Style (Damage)                         Touch      DC25 Toughness (Staged)           Damage (Physical) 

Lightning Barrage (Damage+Paralyze+Trip)     Touch      DC25 Toughness (Staged)           Autofire Damage (Physical + Electrical)
                                                        DC20 Fortitude (Staged)           Paralyze (Slow)
                                                        1d20+10 vs STR or DEX (worse)     Trip
Thunder Strike (Damage+Drain+Paralyze)       Touch      DC25 Toughness (Staged)           Damage (Physical + Electrical)
                                                        DC20 Fortitude (Staged)           Paralyze + Drain (Toughness)
Shocking Takedown (Damage+Trip)              Area       DC25 Toughness (Staged)           Damage (Physical + Electrical) 
                                                        1d20+10 vs STR or Dex (worse)     Trip



Totals: Abilities (34) + Combat (30) + Saving Throws (18) + Skills (30) + Feats (39) + Powers (39) - Drawbacks (0) = 190/190 Power Points

Edited by Vahnyu
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  • 1 month later...

Combat

With +14/+6 Toughness, Volt Scorpion would have a knockback modifier of -7/-3, not -3/-5.

 

With a melee attack bonus of +14 and a strength of +5, Volt Scorpion's grapple modifier should be +19.

 

Skills

With a +5 Dex bonus, Escape Artist 10 would be a +15 bonus, not +12.

 

Feats

I may just be tired, but I think I count 38pp of feats, not 37pp.


Powers

You're short-changing yourself on the Drain - I'm guessing you wanted +Affects Only Objects, a +0pp/rank extra (or +Affects Objects / -Affects Only Objects), and then the additional -Limited: Electronics on top of that.

 

Minor typo in the last AP of the Volt Amp array; looks like a stray comma.

 

Totals

Even accounting for the feat count, above, you're only spending 189/190pp here. It's fine for a villain sheet to not use every last pp, but it should be noted appropriately.

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Right you are, Fox. Fixed, with the following changes/additions:

 

  • +1 Rank of Improved Initiative
  • Replaced Unreliable Flaw with the Affects Only Objects Flaw on the Drain Power.
  • Added the Distracting Flaw on the Area Extra on Damage of the last power.
  • Added the Extras Area[Burst] and Selective, as well as the Unreliable Flaw on the Trip of the last power.
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  • 2 weeks later...
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