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IanAndrewTroi

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  1. "Rig-el of Magna-Lor" Power Level: 10 (150/150PP) Unspent Power Points: 0 Trade-Offs: None In Brief: Catchphrase: Alternate Identity: Kenneth Clark, Entrepreneur & Fashion Model Birthplace: Magna-Lor Residence: Benedict Sans Building (Flrs 26-30) Base of Operations: Freedom City, Riverside Occupation: Fashion Model Affiliations: Claremont Board of Trustees, Nominee Rigel arrived on Earth with a great deal of wealth having been built by the AI of his ship: he knew immediately that he needed to put that to good use serving both human & superhuman kind, and thought the best place to do so was the schools in Freedom City which shepherd the youth. After proposing and donating funds to construct an Extraterrestrial Studies Center at Claremont, he was nominated to the Board of Trustees for Claremont so that he could help with the management of the school's endowment, as well as outreach to younger parents (both terrestrial and non). Rigel is not, however, interested in being on the school's Board of Directors. He does not want to administer the school, only enhance its capital resources. https://www.google.com/search?q=board+of+trustees+vs+board+of+directors&rlz=1C1CHBF_enUS897US897&oq=Board+of+Trustees+vs&aqs=chrome.0.0i512j69i57j0i512l7j0i390.6484j0j15&sourceid=chrome&ie=UTF-8 Family: Kor-el (17) & Nar-el (11) (younger brothers) Description: Age: 23 Apparent Age: 19 Gender: Ethnicity: Pale Height: 5’ 11” Weight: 169 lbs Eyes: Bright Blue Hair: Blue-Black Rig-el is extremely handsome History: Rig-el grew up on Magna-Lor, a decent happy kid who wanted to grow up to be a Seer, and hoped to be a Prophet like his father. That didn’t happen. His father knew everything that Arolla-Nor foresaw … and he also foresaw her treachery to the Lor Republic. So his parents packed up their sons in an augmented Preserver-Tech ship, and sent them to Earth, knowing the journey itself would transform them and make them ready for their new world. Personality & Motivation: Mostly Rigel does what his father told him to … protect his siblings and protect others. It isn’t that it’s a burden, totally, but he wishes he could be a slightly normaler young man; by Lor standards or by Earth standards, the hero gig takes a lot out of you. Modeling, though, does not really take a lot out of him, and his resources were created by the AI of their ship en-route; he really can spend all day saving the city when he needs to. Powers & Tactics: Rig-el’s powers derive from his early Seer training, but they also diverge into the extraordinary because his father planned for it. His Psionic Energy Matrix allows him to do some incredible things, but primarily, he flies and blasts things with his psychokinetic vision. He is practicing a broader, more balanced approach to his energy allocations, particularly to be faster. Both he and his little brother practice the powers the other is better at together on Sundays: for now, their littler brother mostly watches and studies. Power Descriptions: Overall, Rigel’s power effects are accompanied by a steel-blue aura; whether it’s a bullet strike, the soft glow when he flies, or the intense steel-blue of his psychokinetic blast, they all share that quality. His senses are subtle; when he uses his Wonder Vision, it's hard to tell, other than being a little distracted. Complications: Name: Family Rigel resents being “saddled” with looking after his little brothers, as much as he loves them. Rigel is leveraging the hell out of Claremont & Nicholson so that he can have someone else (someone elses) take care of them a lot of the time. He has been nominated to the Board of Trustees after proposing and donating funds to construct an Extraterrestrial Studies building. All that said, it would be a huge mistake to threaten either of his brothers. Unlike both of them, he feels he is American now. Family is first ... even before heroism. Name: Responsibility In spite of the resentment, Rigel knows that he needs to make things better, not only for his brothers, but for anyone in Freedom City and everyone on Earth who needs it. That is why he asked to serve on the Boards of both Claremont & Nicholson. Abilities: 10 + 10 + 20 + 0 + 0 + 10 = 50PP Strength: 20 (+5) Dexterity: 20 (+5) Constitution: 30 (+10) Intelligence: 10 (+0) Wisdom: 10 (+0) Charisma: 20 (+5) Combat: 10 + 10 = 20PP Initiative: +5 Attack: +5 Melee, +5 Ranged Defense: +5 Grapple: +10 Knockback: -10 Saving Throws: 0 + 4 + 9 = 13PP Toughness: +10 (+0 Con, +0) Fortitude: +10 (+0 Con, +0) Reflex: +9 (+0 Dex, +0) Will: +9 (+0 Wis, +0) Skills: 16R = 4PP Bluff 1 (+6 Total Bonus) Cooking 2 (+2 Total Bonus) Intimidate 5 (+10 Total Bonus) Diplomacy 3 (+8 Total Bonus) Gather Inf 5 (+10 Total Bonus) Feats: 11PP Attractive 3 (+12) Benefit 3 (Wealth) Equipment 2 Luck Quick Change Ultimate Effort (COOKING) Equipment: 2PP = 8EP HQ: Skyscraper (5 floors) https://tinyurl.com/BenedictSans Power Level: 10; Equipment Points Spent: 24 (16 shared) Toughness: +10 Features: Combat Simulator, Communications, Computer, Defense System, Fire Prevention System, Garage, Gym, Hangar, Infirmary, Laboratory, Library, Living Space, Personnel, Pool, Power System, Security System 3, Self-Repairing 2, Workshop Size: Large Powers: 11 + 10 + 23 + 12 + 6 = 62PP Descriptors: Psionic, Psychokinetic Immunity 11 (life support, sleep, starvation & thirst) – 11PP Impervious Toughness 10 – 10PP Psionic Energy Matrix (Array-8) (default power: flight) – 16 + 3 + 2 + 2 = 23PP Flight 7 (Default; [0 active, 0/16 PP, 2/r], Speed: 1000 mph, 8800 ft./rnd) Psychokinetic Vision (Blast 7) (Array; [0 active, 0/16 PP, 2/r+2], DC 22; Improved Range (175 ft. incr), Knockback) Super-Speed 3 (Array; [0 active, 15/16 PP, 5/r], Adds: Quickness 3, Speed 3, Feats: Improved Initiative 3) -- Quickness 3 (Perform routine tasks at 10x speed) -- Speed 3 (Speed: 50 mph, 440 ft./rnd) Super-Strength 7 (Array; [0 active, 15/16 PP, 2/r], +35 STR carry capacity, heavy load: 25.6 tons; +7 STR to some checks) Super-Senses 12 (acute: Vision, analytical: Vision, extended: Vision 2 (-1 per 1k ft), infravision, microscopic vision 2 (cell-size), ultravision, x-ray vision) - 12PP Telekinesis 3 (Strength: 15, Carry: 66 / 133 / 200 / 400) Drawbacks: (-3) + (-5) = -10PP Vulnerability (Plutonium; Frequency: UnCommon; Intensity: Major) [-3PP] Weakness (Plutonium; Frequency: UnCommon; Intensity: Major[x4]) [-7PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 20 Toughness Damage PK Vision 7 Ranged DC 19 Toughness Damage Totals: Abilities (50) + Combat (20) + Saving Throws (13) + Skills (4) + Feats (11) + Powers (62) - Drawbacks (10) = 150/150
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