Jump to content

Solar Sentinel (PL10/11)


Recommended Posts

large.5945bee870d2a_SolarSentinel.png.3f16dd77fe48191e5c8fbc2dc85f45c4.png

(This is a PL10 rebuild of Solar Sentinel)

Player Name: Thunder King
Character Name: Solar Sentinel
Power Level: 10 (160/162)
Trade-Offs: -4 Defense/+4 Toughness
Unspent Power Points: 2

In Brief: Cosmically empowered immortal veteran of an interstellar war

Alternate Identity: Henry William Mason
Identity: Secret
Birthplace: Adolphus, Kentucky
Occupation: Firefighter
Affiliations: Freedom City Fire Department, the Zarnashi Military
Family: None

Description:
Age: 121 (DoB: January 18th, 1896)
Apparent Age: 35
Gender: Male
Ethnicity: Caucasian
Height: 6'3"
Weight: 230 lbs
Eyes: Gray
Hair: Brown

Henry is tall and broad shouldered, with a ruggedly handsome face, and stern features. He looks reasonably young, but anyone who sees into his eyes will see the age in them. He keeps his hair short and walks upright. He favors work pants and button up shirts, claiming to feel naked in t-shirts. He also favors leather shoes and boots, having a dislike for sneakers.

Henry's costume is blue and gold, designed to look sleek and fast even when it's not in motion.

Power Descriptions:

Henry's cosmic energy manifests as a brilliant blue, though for certain things he can suppress the glow, such as using his normal flight or super-strength. The exact manifestations of this energy follow;

Blast: Henry's blasts are manifested as blue bolts of energy, slightly resembling flame.
Flight: When Henry flies, it manifests as a slight blue aura. When he's pulling power from his cosmic array, it produces a blue contrail that follows after him.
Super-Strength: When accessing his array to enhance his strength, Henry's glow intensifies relative to the effort he needs to put forth.
Healing: The recipient of his healing also glows slightly when affected by it.
Extra Effort: The higher his energy output is, the more flame-like the manifestations become.


History:
Henry was born in Kentucky to a poor farm family. His father and mother both died early in his life, leaving him orphaned at 12 years old. At 16, he lied about his age and joined the US Army, where he served until the end of WWI, serving with distinction as a Non-Commisioned Officer. He was discharged honorably in 1920, and settled down in Freedom City. It was in 1922, however, that everything changed.

One night, a friend of his invited him to stay out with him in the country, at his home in rural Pennsylvania. He never got there. Instead, an alien space craft captured him for study, crewed by members of the Zarnashi race. They were planning on sending him back after their tests, but they spotted an enemy vessel on their sensors. In their haste to escape the enemy craft, they accidentally brought their passenger, Henry, with them.

Over the next few months, it was increasingly evident that war was inevitable between the Zarnashi and the Makh'rell peoples. Unable to go home, Henry became an ally of the Zarnashi race. A few months later, he found himself on a brand new space craft with an experimental FTL drive. The drive's core ended up with a massive breach. Selflessly, Henry helped everyone escape from the room, but he himself was trapped. The damaged drive bathed him in cosmic energy. The Zarnashi were surprised to find that he was not only alive, but far more powerful.

He willingly joined the war against the Makh'rell race, becoming a respected and feared member of their military.

However, the war dragged on for years. Henry fought for 88 years in a war that wasn't his own. Once the Zarnashi had secured peace, however, there was no reason to keep such an oddity among their ranks. And so, with his permission, they dropped him back on Earth with a few key supplies. Little did he know how much the world had changed.

He managed to get enough help to set himself up again, with a new job; firefighter with the Freedom City Fire Department. However, after years of fighting, he found himself having a hard time adjusting to society. So, he decided to make himself a costume and start a new war; a war on crime. He'd never take another life again, but fighting is all he knows, and all he has.

Personality & Motivation: Immortality has taught Henry a great deal about life, death, and survival. He has the long view on life, but also knows to cherish life's pleasures. Honor is very important to him. He considers his word paramount, and is reluctant to give it unless he knows he can live up to it. He fights crime because fighting is all he knows. He feels that he's seen too much blood, and will neither take a life, nor neglect to save civilians.

Powers & Tactics:
He uses the same tactics now that he did in the war; hit them fast, hit them hard. He makes ready use of move-by-action, charging in to blast, hitting them fast and moving out of range. When pressed, he has no problem closing distance and hammering at the opposition until it breaks. His powers leave little room for finesse or subtlety, but he's just fine with that.



Complications:
Secret: Identity. Nobody knows that Henry is a superhero, he likes it that way
A Stranger In His Own Land: He's lived in space for most of his life. Earth, especially modern Earth, is so different that he won't get pop culture references and doesn't understand modern social norms very well.
Child of Battle: He's been fighting for so long that sometimes he chooses to fight when he might have gotten away with a nonviolent solution.
Blood on his hands: Henry is responsible for the deaths of hundreds, if not thousands of sentient beings, this does not sit well on his concience.
The Bloody Stranger: During the war, Henry had a bit of a reputation for being a ferocious and nigh-unkillable warrior. Sometimes this reputation gives him problems when dealing with extra-terrestrials.

New War, New Responsibilities: Recent cosmic events have dragged Henry back into combat in space. He is finding himself more involved in events out in space than ever before. 

 

Abilities: 

10+0+4+6+4+4= 28PP
Strength: 20/30 (+5/+10)
Dexterity: 10 (+0)
Constitution: 14 (+2)
Intelligence: 16 (+3)
Wisdom: 14 (+2)
Charisma: 14 (+2)

 

Combat: 8+6 = 14PP
Initiative: +4
Attack: +10 melee +4 ranged +10 Cosmic Blast
Grapple: +15N/+18B/+28S
Defense: +6 (+3 base, +3 dodge bonus) +2 flat-footed
Knockback: -7

N: Nullified, B: Base S: With Strength Array

 

Saving Throws: 8+6+6 = 20PP
Toughness: +14 (+2 Con, +12 Protection)
Fortitude: +10 (+2 con, +8 base)
Reflex: +6 (+6 base)
Will: +8 (+2 wis, +6 base)

 

Skills: 56R = 14PP
Diplomacy 10 (+12)
Intimidate 10 (+12)
Knowledge: Galactic Lore 7 (+10)
Knowledge: Tactics 9 (+12)
Language 2 (English[native], Zarnashi, Galstandard)
Notice 10 (+12)
Sense Motive 8 (+10)

 

Feats: 17PP
Attack Focus(Melee) 6
Attack Specialization 3 (Blast) 
Benefit (Tactics to Master Plan)
Dodge Focus 3
Improved Initiative
Master Plan
Move-By-Action
Power Attack

 

Powers: 23+10+10+12+6+6 = 67PP

 

Azure Flame (20PP array; Feats: Alternate Power 3) (23PP)

 BP: Blast 10 20PP

 

AP: Enhanced Flight (5 to 15) 500,000 mph, 4,400,000 ft/rnd) 20PP

 

AP: Healing 6 (Extras: Action (to standard) PFs: Regrowth) 19PP

 

AP: Enhanced Strength 10 (to 30) + Super-Strength 5 20PP (Effective str 70, Heavy Load 204 tons)

 

Flight 5 (250 mph, 2200 f/rnd) 10PP

Immunity 10(Aging, Life Support)  (10PP)

Protection 12 (12PP)

Super-Movement 3 (Space Travel 3) (6PP)

Super-Strength 3 (6PP) (Effective str 35, Heavy Load, 3.2 tons)

 

DC Block

Unarmed    Touch    DC25    (staged)    Damage    (physical)
Blast      Range    DC25    (staged)    Damage    (energy)

 

Totals: Abilities (28) + Combat (14) + Saving Throws (20) + Skills (14) + Feats (17) + Powers (67) - Drawbacks (0) = 160/162

Edited by Thevshi
+1 PP for Jan 2024
Link to comment

Let's see, mostly formatting stuff here....

 

Abilities

Please list the ability score bonuses next to each ability score, for ease of reference. It's useful for you and GMs to be able to see the bonus at a glance!

 

Saves

Please note the template for formatting the exotic saves and where they get bonuses from. It's really, really useful for when anybody - players and refs alike! - go to do sheet edits.

 

Feats

From context I'm guessing that your Attack Specialization applies to Cosmic Blast, but that should be made explicit on the feat itself.

 

Powers

Blast 10 is missing its pp cost (trivial for this power, but important for auditing and future edits).

 

General

The bottom of your sheet is missing the final pp tally, though I believe it does indeed all add up to 160pp.

 

You should probably note your Unarmed attack in your DC Block - sometimes you've just gotta punch a dude.

Link to comment
Guest
This topic is now closed to further replies.
×
×
  • Create New...