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Almilee

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Everything posted by Almilee

  1. I fixed most of that, I believe. I think the Array was off because I'd applied a Drawback to it, but since it's wrong that means I'm not completely clear on how drawbacks on arrays work. Do they not reduce the price of the Array itself? (I cut away the Drawback for now).
  2. Player Name: Almilee Character Name: Rahman the Undying Power Level: 10 (150PP) Trade-Offs: None Unspent Power Points: 0 Progress To Bronze Status: 0/30 In Brief: Lich Mage Residence: His mausoleum. Base of Operations: His mausoleum. Catchphrase: Alternate Identity: Ibraheem El-Hashem (when necessary to pass unremarked, he hides behind an illusion of a polite, well-dressed Arabic gentleman with a striking resemblance to the Rahman of flesh...not that most would remember what that looked like.) Identity: Rahman Nehjem Birthplace: London Occupation: Wizard Affiliations: The Order of Hermes Family: None Description: Age: 656 (6 August, 1959) Apparent Age: Dead Gender: Male Ethnicity: Arabic Height: 6'2” Weight: 90lbs Eyes: Blue-White Hair: White A tall drink of water, Rahman towers easily over the average person, but is about as muscular as a twig. His skin has been reduced to paper-thin, crackling and opening as he moves, and sits extremely close to his bones, close enough to allow them to be visible. Overall, he looks like a mummy who's wrappings someone took off. Where his eyes should be, there is nothing but a ghostly blue light that crackles like fire. Long threads of white hair sit on his head, patches of it missing, along with the skin that should have been under it, revealing greyish-white bone only a slightly different color from his skin. Rahman, when being himself, wears a set of deep red and black robes, as well as a slightly oversized hat. However, sometimes, he finds it enjoyable to throw on a fuzzy red bathrobe and slippers, when he's about to settle down with a good book - being a lich, after all, is no reason not to appreciate fine clothing. Power Descriptions: Rahman, quite simply, uses magic. Though the spells take different forms, they often look the same – waving and a short burst of chanting. The only real exception is when he uses the spells in his staff – those spells are permanently stored, and can be activated merely with his will and a wave of the staff (though that's mostly because it looks suitably dramatic). History: In Eastern Europe, during the mid 13th century, operated a group of wizards who called themselves simply by the moniker of The Order of Hermes. When young Rahman discovered the mysteries of magic in the late 13th century, these were the mages who came to teach him. They took him into their sanctum, and taught him the secrets of the schools of magic. When it came time to choose his own path, however, he surprised them. The Arabian wizard had been studying in secret, poring through the Order's ancient tomes, and had found a school of magic that he had barely been taught about – necromancy. However, the Order members, firm believers in pure knowledge, did not prevent him from choosing this path – a choice they would later regret. In the depths of the sanctum, over the next few years, Rahman studied. His attention was utterly devoured by his studies, as he dived deeper and deeper into the darkest art. One day, after having almost forgotten of the necromancer's existence, the Order was called to his workshop in the middle of the night by loud rumbling and manic chanting. What they found there surprised none of them, though it horrified them nonetheless. They watched, powerless to stop him, as Rahman carried out a dangerous ritual and tore his soul from his body, binding it into his staff in exchange for eternal life. Once the ritual was concluded, the wizard used a simple spell of Conjuration to disappear from the Sanctum, taking his tomes and secrets with him. Rahman did not stay hidden for long however, resurfacing within a week, as he sent hordes of skeletons to conquer a small town on the outskirts of what is now France. The wizards of the Order spent days following as he carved a swathe of destruction for no apparent reason beyond his own mad desire to bring about the Ends of things. Their tracking culminated in a long battle, wherein both sides called upon powers not meant for the ken or mortal minds but, finally, the Order prevailed over Rahman through sheer force of numbers. They trapped him in a sarcophagus, binding it with spells from each school, so that he would not escape, and finally, as an ultimate punishment, binding a scrying spell into it, that he could watch the world around him change and survive without him. A pact was struck by the Order, that their descendants would continue to watch the sarcophagus and renew the spells, and prevent such darkness from being brought down upon the world. The sarcophagus remained in place, watched over by the Order, until World War 2 came down onto Europe. Fearing that the Thule Society would release Rahman, whether on purpose or not, they took his sarcophagus and took it to Freedom City. It was placed into a mausoleum in the Lantern Hill Graveyard, and they continued to watch over it. However, in recent time, the Order disappeared from the sight of man or lich, and the spells binding Rahman into his eternal punishment weakened. Sensing his chance, the lich called upon what power he could and blasted open his prison, making an escape. Right when he thought he was free, however, the most dastardly of the original Order's traps sprang into action. A powerful spell, taking the form of an almost-imperceptible enchanted chain, wrapped itself around the necromancer, binding large parts of his power, and forcing him to follow the morals of the Order. Though he strains against the magic, Rahman is bound to the side of the Light in the eternal war, at least until he manages to remove his chains... Personality & Motivation: Rahman is not what one would normally think of as a 'hero'. He takes on crime and disorder more out of obligation than he does out of choice, though he would be lying if he said he didn't quite enjoy it...sometimes. Most of the time, it's something that gets in the way of his studies – but if he refuses to participate, the chains tighten and cause discomfort, on top of restricting his magic further. However, more often than he freely admits, he takes pleasure from demonstrating his power by removing some lesser villain. How dare they commit crimes in Freedom City anyway? It should be kept crime free, until it's his turn. It's only fair, after all. He's waited over six hundred years for it. Rahman has a simple motivation: freedom. He longs for the day when he cuts away the magical chains that bind him and is freed to use his magic however he wishes once more. Powers & Tactics: Due to his skill with magic – even bound as it is – Rahman is a versatile combatant. Depending on what is necessary, he can summon allies to fight his opponents, seek to trick them, or simply crush them like the insects he believes they are. In a situation where no special effort is necessary to defeat his enemies, he simply raises the bodies of the dead and hits his opponents with blasts of pure entropic energy, ripping the life from their very bodies as he strikes. One of his most common tactics for combat is simply to sheathe himself in entropic energy, summon a horde of the undead, and read a book while they beat whoever has aroused his ire, into unconsciousness. Despite how little he thinks of his enemies, Rahman is incapable of outright killing them - or even harming them beyond what is necessary. Trying to do so locks the chains and his magic with them, leaving him quite defenseless. Complications: Prejudice: As a powerful necromancer, Rahman faces much prejudice – his arts rip the dead from their graves to serve him, and even he is an undead abomination. How could anyone trust him? Infamy: Students of ancient obscure history may recognize the name Rahman as that of a necromancer who wreaked havoc in Europe in the late 13th and early 14th centuries before being captured and imprisoned by fellow mages. Chains of Magic: The ghostly chains that occasionally appear around Karahazar indicate a simple fact: Rahman is bound to work his magic only in the pursuit of order and upholding the law. Though the spells woven pull largely from his personal perception, they still heavily restrict his actions. If he tries to work against their restriction, his magic is locked away temporarily and he experiences terrible pain. Phylactery: Being a lich, Rahman has bound his soul into a gem on the top of his staff; should it be destroyed, it would deprive him of his eternal life and weaken him significantly. In addition, any who possess it literally have his soul, allowing them a great degree of power over him. Abilities: 2 + 0 + (-10) + 20 + 16 + (-4) = 24PP Strength: 12 (+1) Dexterity: 10 (+0) Constitution: -- (--) Intelligence: 30 (+10) Wisdom: 26 (+8) Charisma: 6 (-2) Combat: 10 + 6 = 16PP Initiative: +0 Attack: +5 Melee, +5 Ranged Grapple: +6 Defense: +5 (+3 Base, +2 Dodge Focus), +2 Flat-Footed Knockback: -4 Saving Throws: 0 + 3 + 0 = 3PP Toughness: +8 (+0 Con, +8 [Entropic Shield]) Fortitude: -- (+0 Con, +0, Immunity) Reflex: +3 (+0 Dex, +3) Will: +8 (+8 Wis, +0) Skills: 36R = 9PP Craft (Artistic) 2 (+12) Craft (Structural) 2 (+12) Intimidate 10 (+8) Investigate 4 (+14) Knowledge (Arcane Lore) 5 (+15) Knowledge (Tactics) 5 (+15) Knowledge (Theology and Philosophy) 5 (+15) Medicine 1 (+9) Sense Motive 2 (+10) Feats: 7PP Ambidextrity Artificer Dodge Focus 2 Fearless Fearsome Presence Ritualist Powers: 3 + 30 + 39 + 24 = 96PP Regeneration 4 (Lich; Resurrection 4; Extras: True Resurrection; Drawback: Power Loss (If Phylactery is Destroyed)) [3PP] Immunity 30 (Fortitude Saves) [30PP] Magic 16.5 (Spellcasting; 33PP Array; Feats: Alternate Power 8; Drawbacks: Power Loss (Requires Chanting and Waving) [-2PP]) [39PP] (Magic) Base Power: Summon 10 (Karahazar's Rising Dead; Feats: Progression 3; Extras: Horde) {33/33} Alternate Power: Teleport 7 (Endymion's Mystic Tunnel; Extras: Portal) {28/1} Alternate Power: Mind Control 16 (Karahazar's Create Thralll; Feats: Mental Link) {32/1} Alternate Power: Healing 14 (Zeniri's Undying Blessing; Feats: Persistent, Stabilize, Regrowth) {31/1} Alternate Power: Illusion 7 (Fenk's Unreal Constructs (All Senses); Feats: Damaging, Progression 4) {33/1} Alternate Power: Move Object 15 (Bigby's Invisible Hands; Feats: Precise) {31/1} Alternate Power: Speed 16 (Freya's Temporal Acceleration; Extras: Affects Others) {32/1} Alternate Power: Quickness 16 (Freya's Temporal Acceleration New and Improved!; Extras: Affects Others) {32/1} Alternate Power: Time Stop 4 (Freya's Stop The Clocks; Extras: Selective) {32/1} Device Rank 8 (Phylactery Staff; 25PP Container; Flaws: Easy-To-Lose) [24PP] (Magical, Necromantic) Protection 8 (Entropic Armor; Extras: Impervious) [16PP] Magic 12 (Stored Attack Spells; 22PP Array; Feats: Alternate Power 2) [24PP] Base Power: Blast 10 (Bolt of Decay; Affects Insubstantial, Accurate) {22/22} Alternate Power: Strike 10 (Lifesapping Blow; Feats: Affects Insubstantial, Accurate 2) {13/1} Alternate Power: Damage 7 (Aura of Death; Extras: Duration 2, Aura; Feats: Affects Insubstantial) {22/1} Drawbacks: (-3) + (-2) = -5PP Vulnerable (Fire; Frequency: Common; Intensity: Moderate) [-3PP] Weakness (Holy Symbols; Frequency: Uncommon; Intensity: Moderate) [-2PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 16 Toughness Damage 1(Physical) Bolt of Decay Ranged DC 25 Toughness Damage 10(Energy) Lifesapping Blow Touch DC 25 Toughness Damage 10(Physical) Aura of Death Touch (Aura) DC 22 Toughness Damage 7(Energy) Totals: Abilities (24) + Combat (18) + Saving Throws (3) + Skills (9) + Feats (7) + Powers (96) - Drawbacks (-5) = 150 PP
  3. Oh, add in Jeremy Stone AKA Fallout as a Junior! No roommate yet.
  4. Jimmy'd be down for a Halloween party of any sort, especially going out to an amusement park if it isn't full already.
  5. Jimmy would absolutely be down for lunch and more acquaintances!
  6. Jimmy's arrival to school was a rather unremarkable event for anyone else. But, for his family, it was incredibly traumatic, as was made clear by the fact his mother decided that if she hugged him hard enough, he would decide to return home instead. It wasn't quite clear to the young man exactly why she would think that. As far as he could tell, being unable to breathe would only make him want to stop there. It took forever to untangle himself and get his parents to be done with the tearful goodbyes, but finally he grabbed his suitcases and headed into the school. *** Hearing a semi-quiet argument in the distance, Jimmy's attention was drawn to the small group when he finally reached the school. He was huffing and wheezing - maybe he should have asked his family to help move his stuff. But noooo, he had to be independent. He could have slapped himself. Hearing someone talking about official welcomes and finding dorm rooms, though, returned his breathing to normal. The small African-American kid approached the group, dragging a pair of suitcases behind him. With him came the slightest hint of a heat increase, and every now and then something in the air around him would shimmer, almost like a mirage. Jimmy was dressed simply, wearing an unzipped grey hoodie over a red t-shirt, with cargo pants and sneakers. Most of it looked new, but definitely not expensive. He let one of his suitcases go, raising a hand in greeting and trying to recall how one introduced themselves to someone they'd never met. People on TV were usually really awkward about it, as far as he could recall. Not helpful. "Hi! Uh, I'm new to the school, I'm a Junior, and you said something about an official welcome, and, dorm rooms?" He spoke quickly, just barely keeping from stumbling over his words.
  7. Done! I added it to the sheet, but it's the DC 10 Check To Activate Unreliable. Also I realized I had the wrong Action level (since 2 is Standard and I wanted Full), so I moved it up one step and edited things to match.
  8. Alright, thank you! I dropped 2 ranks of Survival (by my count I was only at 26, and now at 24). To account for the price change, I dropped 1 rank of Alternate Form, the new price is 49 (since the total Drawbacks comes to -6 (-4 for Unreliable, -2 for Action), as I understand it). I dropped Environmental Control to rank 5, as appropriate for the cost with the Extra. Threw away the Damage and rerouted the 2 points to Flight. Bought a rank of Dodge Focus and Ranged Attack to account for the -1 from Dispersal Growth. Also bought 2 ranks of Immunity, for Mind Control and Starvation/Thirst.
  9. Player Name: Almilee Character Name: Fallout Power Level: 7 (105/108PP) Trade-Offs: None Unspent Power Points: 3 In Brief: Claremont Student and Radiation Controller Residence: Claremont Academy Base of Operations: Claremont Academy Catchphrase: Alternate Identity: Jeremy "Jimmy" Stone Identity: Secret Birthplace: New York City Occupation: Student Affiliations: Claremont Academy Family: Parents, Brother, Sister. Description: Age: 16 (December 12th, 1999) Gender: Male Ethnicity: African-American Height: 5'3" Weight: 110lbs. Eyes: Brown Hair: Brown Short, scruffy kid. Light brown hair that seems perpetually mussed up, and light brown eyes. Usually wears cheap, easy-to-replace clothing, usually with a sweater on top of a t-shirt. He's also quite thin, despite the fact that he greatly enjoys eating. Jimmy is often smiling or grinning, which gives him noticeable dimples. His Claremont uniform is about the same, but in Claremont colors - a hoodie over t-shirt, with jeans and sneakers. He wears a simple eye-covering mask, since if he's in combat uniform, he won't be Jimmy for long. Fallout, by contrast, is a giant. Standing almost eight feet tall, he is a humanoid lacking in most distinguishing features, including a mouth, nose, or genitalia (which is good, as he seems to not be a fan of clothing, either). The only part of him that is not bluish-black "skin" is two black eyes sitting right where they should on his head. Power Descriptions: In his human form, Jeremy Stone is a mostly ordinary boy. He has no powers that he consciously controls, although he occasionally puts out small levels of radiation - just enough to trip a geiger counter. However, that isn't the core of his power. If it were, he would find it awfully boring. Fallout is what he calls his alternate form, His powers are entirely radiation-based: he's able to control it, send it out as blasts, protect himself with it, and use it to weaken others physically. He, too, puts out radiation passively, though it's quite a bit more than Jimmy. To change forms takes a few seconds of concentration, during which Jimmy's radiation output spikes dramatically, rapidly sickening people who are too close. Jimmy's powers are as much curse as blessing, however. The whispers of the Entity often wake him up at night, in strange places, and the low levels of radiation he puts out periodically can slightly sicken those who spend too much time around him. Even worse, once he assumes the shape of Fallout, it takes hours for enough radiation to bleed off for him to regain his human form. History: Jeremy Stone was not a lucky child. His life didn't start out so bad - born to a pair of pure-bred Americans in the great city of New York, New York, he had all the advantages of upper middle-class life: a good school, good food, good clothes, fun toys. He even had two older siblings who didn't mess around with him too much, though that might just have been his parents' influence. His was an enjoyable life, for the first few years of it. Unfortunately, that couldn't last. When he was 10, a severe, very long-lasting case of coughing convinced his parents to take him to the doctor after a few days. After a series of tests were run, and all possibilities explored, the cause was discovered - an extreme case of lung cancer. It was already too big for them to operate, having been in just the right spot to avoid symptoms until then. They started treatment immediately, first with chemotherapy, then, after a year's treatment with few signs of improvement, they started irradiation treatments. After that didn't work either, they spent the next three years cycling through various different treatments, from the common to the almost unheard-of. Nothing seemed to work, until the Stones were contacted by a mysterious stranger. The man, from whom they never received a name, offered them a possible solution, one that he was sure would work. However, nothing would come without a cost. It was an untested cure, using a new form of radiation that spilled from what he referred to as an 'extradimensional rift'. The treatment was applied, and improvement was seen within a few weeks. The cancer grew smaller and smaller, until eventually it dissolved back into its bloodstream. Jimmy was cured. Soon after, the doctor took a several-thousand dollar payout from the family, and disappeared. Jimmy was feeling much better, and began to start enjoying life. He went out to try new things, eating new foods, convincing his parents to take him bungie-jumping, indoor sky-diving, and scuba diving. However, within a few months, his nights began being filled with terrible nightmares - dreams of an impossible Entity, a being so vast and alien that a mere human mind couldn't grasp it. It had no name, and its goals were too strange for Jimmy to understand, and when the dreams kept coming, his parents took him to see a parahuman therapist. After hearing of his problem, the therapist - who used mental powers to examine his patients' dreams - immediately leapt into action. He put the boy into a hypnotic sleep, and entered his dreams. He came out within just a few minutes, his face white as bone. He described the same Entity as Jimmy, but added one more thing: these were not mere dreams, but messages. Whatever had been on the other side of rift, it had sent through the radiation, and it had used it to get its claws into Jimmy. That night also marked the first emergence of his powers. Sensing an invasion of its host's mind, the Entity took control and handed over certain powers, so that it could defend him. That night, Jimmy transformed into Fallout in his sleep, under the control of the Entity, wreaking havoc in the building and then in the city block, before the local heroes managed to bring him down and under control, trapping him until the Entity released Jimmy and he returned to his normal form. An awakened Jimmy was extremely surprised at what had happened - he'd been dreaming, the first time in a long time that he'd had normal dreams. They educated him about what had happened, and the powers he'd manifested, then took him into a controlled environment and asked him if he could do it again. It took much effort and stretching of new 'muscles', but he finally did achieve it. Fallout emerged again, though this time under the control of Jimmy Stone. However, he could feel the Entity at the back of his mind much more clearly, even if it was quiet. Its will was present, occasional pangs of alien emotions drifting through. Even after he managed to bleed off the radiation and reassume his human form, he could feel it now. He was returned to his home and put under a close watch, lest a criminal organization try to add him to its ranks. A few weeks later, Jimmy received a letter in the mail, informing him that he had received a scholarship to go to Claremont Academy. After calling the number attached, his parents received an explanation - at the Academy, Jimmy would be trained to control his powers, resist the Entity, and maybe even eventually completely sever their link. It took a little while, but his parents agreed, and sent him off on his junior year of high school, to Claremont Academy. Personality & Motivation: Having spent a very large chunk of his remembered life being moved from hospital to hospital, or lying in bed, Jimmy intends to enjoy life. He throws himself happily into whatever it is he's doing, but tends to forget all about it and move on when something more interesting or entertaining comes up, or his current action becomes boring. He lives every day as if it's his last, because he remembers what it was like when that was a distinct possibility. Every now and then, however, he lapses into silence and stillness, staring off into the distance as if listening for something. It rarely lasts more than a few seconds, and then he shakes his head and returns to the real world. Powers & Tactics: As it takes time for Fallout's form to appear and recede, Jimmy prefers to do it in preparation for any fight, when he has plenty of concentration to spare for it. When he enters the form, he takes full advantage of its powers, though certain things limit him. Fallout is mostly only useful in a combat situation, given the fact he cannot touch anything without risking potentially severe harm, and tends to be relegated to guard or assault duty while other heroes do the kitten-rescuing. Not that he minds - it makes life more fun! Complications: Secret: Identity - Thanks to Fallout's different form, Jimmy has managed to keep his identity mostly secret. Several people here and there suspect, thanks to his radiation output, but no one outright knows. Accident - Jimmy is still new to his powers, and is prone to accidentally overusing them and rendering others sick. Foolhardy - Jimmy intends to enjoy life to its fullest! Sometimes, that means he jumps headfirst into a situation without thinking it over, but so what?! Extradimensional Whispers - In his human form, the Entity has less power over Jimmy. It exists as a lurking whisper in the back of his mind, sometimes distracting, and can only takes overt control while he is asleep or unconscious, which it does but rarely, taking him out sleepwalking or performing some strange action. Extradimensional Will - When Fallout emerges, the Entity gains the ability to exert greater control. This rarely causes injury to Fallout - the Entity would not tolerate anything hurting its host - but sometimes forces him to run in the face of danger, or perform some action that is not necessarily in the best interest of the mission, in exchange for his own safety. Abilities: 4 + 2 + 8 + 4 + 0 + 0 = 18PP Strength: 14 (+2) Dexterity: 12 (+1) Constitution: 18 (+4) Intelligence: 14 (+2) Wisdom: 10 (+0) Charisma: 10 (+0) Combat: 6 + 12 = 19PP Initiative: +1 Attack: +3/2 Melee, +3/2 Ranged (+4 [Radiation Control Specialization], +1 [Ranged Focus], -1 [Growth]) Grapple: +5/9 Defense: +8/7 (+6 Base, +2 Dodge Focus, -1 Size), +3 Flat-Footed Knockback: -2/3 Saving Throws: 3 + 3 + 4 = 10PP Toughness: +7 (+4 Con, [+3 Force-Field]) Fortitude: +7 (+4 Con, +3) Reflex: +4 (+1 Dex, +3) Will: +5 (+1 Wis, +4) Skills: 24R = 6PP Acrobatics 4 (+5) Gather Information 6 (+6) Medicine 4 (+4) Sense Motive 6 (+6) Survival 4 (+4) Feats: 6PP Attack Specialization 2 (Radiation Control) Attack Focus (Ranged) Dodge Focus 2 Evasion Precise Shot Powers: 53 = 53PP Human Form: Alternate Form 12 (Irradiated Form; Drawbacks: Unreliable [DC10 Check to Activate] (-4), Action 3 [Full Action] (-2)) [53PP] (Radiation) Irradiated Form: (All Abilities have "Radiation" descriptor) Radiation Control 9 (Radiation Control 15PP; Feats: Alternate Power 3; Drawbacks: Full Power) [16PP] Base Power: Blast 7 (Radiation Control; Feats: Improved Range) {15/15} Alternate Power: Drain Toughness 7 (Destroy Life; Extras: Ranged; Feats: Improved Range) {15/1} Alternate Power: Environmental Control 5 (Radiation Zone (Moderate Irradiation); Extras: Selective) {15/1} Flight 6 (Flight; 500 MpH) [12PP] Insubstantial 3 (Radiation Form; Extras: Continuous; Flaws: Permanent; Feats: Innate) [16PP] Immunity 5 (Radiation Environments, Suffocation, Mind Control) [5PP] Protection 3 (Radiation Aura) [3PP] Super-Senses 3 (Tracking Infravision, Ultravision) [3PP] Growth 4 (Large; Extras: Continuous; Flaws: Permanent, Dispersal; Feats: Innate) [5PP] Drawbacks: (-3) + (-4) = -7PP Normal Identity (Human Jimmy; Frequency: Common; Intensity: Major) [-4PP] One-Way Transformation (Bleed off Energy; Frequency: Very Common; Intensity: Minor (Few Hours)) [-3PP] DC Block ATTACK RANGE SAVE EFFECT Jimmy Punch Touch DC 17 Toughness Damage 2(Physical) Radiation Control Ranged DC 22 Toughness Damage 7(Energy) Totals: Abilities (18) + Combat (19) + Saving Throws (10) + Skills (6) + Feats (6) + Powers (53) - Drawbacks (7) = 105/108 Power Points
  10. Oh man, thanks Shaen! I took up a lot of your suggestions (I believe most of them, actually), but then that changed so much that I had to start reallocating points EVERYWHERE in my Alternate Form. Looks a lot different, now! Since I changed so much, there are possibly a few spots where numbers and stated stuff doesn't add up that I missed, so poke me if you find one and I'll clear it up. EDIT: And without further ado, Fallout has been submitted! Thank you for your suggestions and fixes.
  11. Alright, thank you! I jiggled around a bit with everything, and traded out Distracting for Unreliable (representing the fact he's still new to his power), does that work? I also tossed in Growth 2 to get 7-foot tall, though I had to move points around a bit (taking away a rank of Flight, and adding Drawback to the Array).
  12. Player Name: Almilee Character Name: Fallout Power Level: 7 (105/105PP) Trade-Offs: None Unspent Power Points: 0 Progress To Bronze Status: 0/30 In Brief: Claremont Student and Radiation Shifter Residence: Claremont Academy Base of Operations: Claremont Academy Catchphrase: Alternate Identity: Jeremy "Jimmy" Stone Identity: Secret Birthplace: New York City Occupation: Student Affiliations: Claremont Academy, Next-Gen Family: Parents, Brother, Sister. Description: Age: 16 (December 12th, 1999) Gender: Male Ethnicity: African-American Height: 5'3" Weight: 110lbs. Eyes: Brown Hair: Brown Description: Short, scruffy kid. Light brown hair that seems perpetually mussed up, and light brown eyes. Usually wears cheap, easy-to-replace clothing, usually with a sweater on top of a t-shirt. He's also quite thin, despite the fact that he greatly enjoys eating. Jimmy is often smiling or grinning, which gives him noticeable dimples. His Claremont uniform is about the same, but in Claremont colors - a hoodie over t-shirt, with jeans and sneakers. He wears a simple eye-covering mask, since if he's in combat uniform, he won't be Jimmy for long. Fallout, by contrast, is a giant. Standing almost eight feet tall, he is a humanoid lacking in most distinguishing features, including a mouth, nose, or genitalia (which is good, as he seems to not be a fan of clothing, either). The only part of him that is not bluish-black "skin" is two black eyes sitting right where they should on his head. Power Descriptions: In his human form, Jeremy Stone is a mostly ordinary boy. He has no powers that he consciously controls, although he occasionally puts out small levels of radiation - just enough to trip a geiger counter. However, that isn't the core of his power. If it were, he would find it awfully boring. Fallout is what he calls his alternate form, His powers are entirely radiation-based: he's able to control it, send it out as blasts, protect himself with it, and use it to weaken others physically. He, too, puts out radiation passively, though it's quite a bit more than Jimmy. To change forms takes a few seconds of concentration, during which Jimmy's radiation output spikes dramatically, rapidly sickening people who are too close. Jimmy's powers are as much curse as blessing, however. The whispers of the Entity often wake him up at night, in strange places, and the low levels of radiation he puts out periodically can slightly sicken those who spend too much time around him. Even worse, once he assumes the shape of Fallout, it takes hours for enough radiation to bleed off for him to regain his human form. History: Jeremy Stone was not a lucky child. His life didn't start out so bad - born to a pair of pure-bred Americans in the great city of New York, New York, he had all the advantages of upper middle-class life: a good school, good food, good clothes, fun toys. He even had two older siblings who didn't mess around with him too much, though that might just have been his parents' influence. His was an enjoyable life, for the first few years of it. Unfortunately, that couldn't last. When he was 10, a severe, very long-lasting case of coughing convinced his parents to take him to the doctor after a few days. After a series of tests were run, and all possibilities explored, the cause was discovered - an extreme case of lung cancer. It was already too big for them to operate, having been in just the right spot to avoid symptoms until then. They started treatment immediately, first with chemotherapy, then, after a year's treatment with few signs of improvement, they started irradiation treatments. After that didn't work either, they spent the next three years cycling through various different treatments, from the common to the almost unheard-of. Nothing seemed to work, until the Stones were contacted by a mysterious stranger. The man, from whom they never received a name, offered them a possible solution, one that he was sure would work. However, nothing would come without a cost. It was an untested cure, using a new form of radiation that spilled from what he referred to as an 'extradimensional rift'. The treatment was applied, and improvement was seen within a few weeks. The cancer grew smaller and smaller, until eventually it dissolved back into its bloodstream. Jimmy was cured. Soon after, the doctor took a several-thousand dollar payout from the family, and disappeared. Jimmy was feeling much better, and began to start enjoying life. He went out to try new things, eating new foods, convincing his parents to take him bungie-jumping, indoor sky-diving, and scuba diving. However, within a few months, his nights began being filled with terrible nightmares - dreams of an impossible Entity, a being so vast and alien that a mere human mind couldn't grasp it. It had no name, and its goals were too strange for Jimmy to understand, and when the dreams kept coming, his parents took him to see a parahuman therapist. After hearing of his problem, the therapist - who used mental powers to examine his patients' dreams - immediately leapt into action. He put the boy into a hypnotic sleep, and entered his dreams. He came out within just a few minutes, his face white as bone. He described the same Entity as Jimmy, but added one more thing: these were not mere dreams, but messages. Whatever had been on the other side of rift, it had sent through the radiation, and it had used it to get its claws into Jimmy. That night also marked the first emergence of his powers. Sensing an invasion of its host's mind, the Entity took control and handed over certain powers, so that it could defend him. That night, Jimmy transformed into Fallout in his sleep, under the control of the Entity, wreaking havoc in the building and then in the city block, before the local heroes managed to bring him down and under control, trapping him until the Entity released Jimmy and he returned to his normal form. An awakened Jimmy was extremely surprised at what had happened - he'd been dreaming, the first time in a long time that he'd had normal dreams. They educated him about what had happened, and the powers he'd manifested, then took him into a controlled environment and asked him if he could do it again. It took much effort and stretching of new 'muscles', but he finally did achieve it. Fallout emerged again, though this time under the control of Jimmy Stone. However, he could feel the Entity at the back of his mind much more clearly, even if it was quiet. Its will was present, occasional pangs of alien emotions drifting through. Even after he managed to bleed off the radiation and reassume his human form, he could feel it now. He was returned to his home and put under a close watch, lest a criminal organization try to add him to its ranks. A few weeks later, Jimmy received a letter in the mail, informing him that he had received a scholarship to go to Claremont Academy. After calling the number attached, his parents received an explanation - at the Academy, Jimmy would be trained to control his powers, resist the Entity, and maybe even eventually completely sever their link. It took a little while, but his parents agreed, and sent him off on his junior year of high school, to Claremont Academy. Personality & Motivation: Having spent a very large chunk of his remembered life being moved from hospital to hospital, or lying in bed, Jimmy intends to enjoy life. He throws himself happily into whatever it is he's doing, but tends to forget all about it and move on when something more interesting or entertaining comes up, or his current action becomes boring. He lives every day as if it's his last, because he remembers what it was like when that was a distinct possibility. Every now and then, however, he lapses into silence and stillness, staring off into the distance as if listening for something. It rarely lasts more than a few seconds, and then he shakes his head and returns to the real world. Powers & Tactics: As it takes time for Fallout's form to appear and recede, Jimmy prefers to do it in preparation for any fight, when he has plenty of concentration to spare for it. When he enters the form, he takes full advantage of its powers, though certain things limit him. Fallout is mostly only useful in a combat situation, given the fact he cannot touch anything without risking potentially severe harm, and tends to be relegated to guard or assault duty while other heroes do the kitten-rescuing. Not that he minds - it makes life more fun! Complications: Secret: Identity - Thanks to Fallout's different form, Jimmy has managed to keep his identity mostly secret. Several people here and there suspect, thanks to his radiation output, but no one outright knows. Accident - Jimmy is still new to his powers, and is prone to accidentally overusing them and rendering others sick. Foolhardy - Jimmy intends to enjoy life to its fullest! Sometimes, that means he jumps headfirst into a situation without thinking it over, but so what?! Extradimensional Whispers - In his human form, the Entity has less power over Jimmy. It exists as a lurking whisper in the back of his mind, sometimes distracting, and can only takes overt control while he is asleep or unconscious, which it does but rarely, taking him out sleepwalking or performing some strange action. Extradimensional Will - When Fallout emerges, the Entity gains the ability to exert greater control. This rarely causes injury to Fallout - the Entity would not tolerate anything hurting its host - but sometimes forces him to run in the face of danger, or perform some action that is not necessarily in the best interest of the mission, in exchange for his own safety. Abilities: 4 + 2 + 8 + 4 + 0 + 0 = 18PP Strength: 14 (+2) Dexterity: 12 (+1) Constitution: 18 (+4) Intelligence: 14 (+2) Wisdom: 10 (+0) Charisma: 10 (+0) Combat: 6 + 12 = 18PP Initiative: +1 Attack: +3 Melee, +3 Ranged Grapple: +5 Defense: +7 (+6 Base, +1 Dodge Focus), +3 Flat-Footed Knockback: -2/3 Saving Throws: 3 + 3 + 3 = 9PP Toughness: +7 (+4 Con, [+3 Force-Field]) Fortitude: +7 (+4 Con, +3) Reflex: +4 (+1 Dex, +3) Will: +4 (+1 Wis, +3) Skills: 24R = 6PP [Acrobatics] [4] (+5) [Gather Information] [6] (+6) [Medicine] [4] (+4) [Sense Motive] [6] (+6) [Survival] [6] (+6) Feats: 6PP Evasion Move-By-Actiont Precise Shot Dodge Focus 1 Attack Specialization (RadBlast) 2 Powers: 58 + 2 = 60PP Human Form: Alternate Form 15 (Irradiated Form; Flaws: Unreliable; Drawbacks: Action 2) [58PP] (Radiation) -Linked- Environmental Control 2 (Radiation Bleed (Major Irradiation); Flaws: Action (Full)) [2PP] Irradiated Form: (All Abilities have "Radiation" descriptor) Radiation Control 9 (Radiation Control 15PP; Feats: Alternate Power 3; Drawbacks: Full Power) [16PP] Base Power: Blast 7 (Radiation Control; Feats: Improved Range) {15/15} Alternate Power: Drain Toughness 7 (Destroy Life; Extras: Ranged; Feats: Improved Range) {15/1} Alternate Power: Environmental Control 7 (Radiation Zone (Moderate Irradiation); Feats: Selective) {15/1} Flight 9 (Flight; 5000 MpH) [12PP] Insubstantial 3 (Radiation Form; Extras: Continuous; Flaws: Permanent; Feats: Innate) [16PP] Immunity 13 (Radiation, Suffocation, Psionic) [13PP] Damage 1 (Radiation Aura; Extras: Aura, Continuous; Flaws: Permanent) [2PP] -Linked- Force-Field 3 (Radiation Aura; Extras: Continuous; Flaws: Permanent) [3PP] Super-Senses 3 (Tracking Infravision, Ultravision) [3PP] Growth 4 (Large; Extras: Continuous; Flaws: Permanent, Dispersal; Feats: Innate) [5PP] Regeneration 10 (Rad Healing; +2, Rate 8; Flaws: Limited (Source of Radiation)) [5PP] Drawbacks: (-5) + (-3) + (-4) = -12PP Involuntary Transformation (Can Take on Irradiated Form when Extremely Angry; Frequency: Common; Intensity: Major (Cannot Resist)) [-5PP] One-Way Transformation (Bleed off Energy; Frequency: Very Common; Intensity: Minor (Few Hours)) [-3PP] Normal Identity (Unpowered Jimmy; Frequency: Common (Full-Round Action); Intensity: Major) [-4PP] DC Block ATTACK RANGE SAVE EFFECT Jimmy Punch Touch DC 17 Toughness Damage 2(Physical) Radiation Control Ranged DC 22 Toughness Damage 7(Energy) Radiation Aura Touch DC 16 Toughness Damage 1(Energy, Aura) Totals: Abilities (18) + Combat (18) + Saving Throws (9) + Skills (6) + Feats (6) + Powers (60) - Drawbacks (12) = 105/105 Power Points
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