Players Name: NothingToSeeHere
Power Level: 6
Trade-Offs: -2 Defense for +2 Toughness
Unspent PP: 0
Characters Name: Oswald Arnold
Alternate Identity: Oddball
Height: 5' 11Ã¢â‚¬Â
Oddball has pale skin and a wiry physic. His hair brown is cut close to the skull. A few days worth of thin coarse facial hair covers his angular facial features, giving him an unkempt appearance. While in costume, he wears a baggy pair of gray cargo pants over a simple dark blue form fitting suit that covers his entire body except for his mouth and chin. A bright red circle, almost like a target, adorns the chest of his costume.
The kinetic force field which surrounds his body is invisible most of the time. However, when struck with enough force, it emits a dim pale blue flash of light and low hollow whumping sound. The Ã¢â‚¬Å“force grenadesÃ¢â‚¬Â he is capable of projecting appear as small translucent spheres of the same color.
Oddball was born Oswald Arnold. Abandoned by his parents at an early age, he spent his youth in various orphanages and foster care facilities. By age 16, he fled the system to live with a number of other runaways and vagabonds. Inevitably, Oswald was drawn into the criminal element. He engaged in a number of illegal activities including muggings and protection racquets, but his favorite was burglary.
After years of being on his own, Oswald eventually fell in with a fledgling street level criminal organization (little more than a gang really), lead by an upstart troublemaker calling himself the Autocrat. Their first big job would be to hijack a small shipment Daka crystals making its way through Freedom City. However, Oswald's abrasive personality quickly put him at odds with the rest of the group, and he was ejected only days before the big heist.
Enraged, Oswald hatched his own plan to snatch the score of crystals right out from under his former companions. Never a brilliant strategist, Oswald's plan landed him secretly locked inside the hijacked armored car with the valuable crystals. As a last resort, he swallowed a number of the smaller ones, hoping to live long enough to recover them later. When the Next-Gen showed up to foil the heist, the car itself was caught in an explosion during the ensuing confrontation. Oswald miraculously survived the devastating force of the explosion, unharmed but forever changed.
After the battle, he was discovered by the Next-Gen lying unconscious among the rubble, and brought back to Claremont Academy. Once he came around, he claimed to have been taken hostage by the hijackers. When his newfound powers were discovered, he was quickly admitted to the academy.
For a time, things went well for Oswald. He was given a special suit designed to help regulate his kinetic powers and the training to use them. But it wasn't long before his inability to fit in would start generating friction between himself and his fellow students. After a failed romance, and a few training Ã¢â‚¬Å“accidentsÃ¢â‚¬Â, Oswald left the academy to be on his own, where he quickly fell back into old habits.
Personality & Motivation:
The one constant in Oswald's life is that he never seems to fit in. Whether his abrasive personality is a cause of this or a consequence is a matter of psychological debate. Whatever the reason, Oswald does not see himself as a part of society in general, and as such, does not feel bounded by its laws. He is irreverent, crass, and violent, though not particularly vicious. Neither is he overly ambitious. He pursues his criminal career as much for the thrill as for wealth. While he is not above doing mercenary work, most of his illicit activities are of the smash-and-grab variety.
Powers & Tactics:
Oswald's body is surrounded by a generally invisible force field that emits bursts of kinetic energy whenever struck by an outside force. This field protects him from physical harm and also causes him to Ã¢â‚¬Å“bounceÃ¢â‚¬Â when struck with sufficient force. Through training, he has gained some control over the field, allowing him to use its energy to augment his punches and kicks. He can even create tiny Ã¢â‚¬Å“pocketsÃ¢â‚¬Â of kinetic energy and hurl them like grenades to flatten enemies. While wearing his special kinetic energy regulation suit, he has even more control over this field, and can use it to screen himself from some energy attacks and to make controlled leaps.
Odd Man Out Ã¢â‚¬â€œ Oswald never fits into any social structure for long.
Enemy Ã¢â‚¬â€œ The remnants of the Autocrat's crew may still want revenge for his interference in there plans.
On the Run Ã¢â‚¬â€œ After leaving Claremont Academy, some of his former classmates may be out to bring him back for redemption or justice.
Str: 12 (+1)
Dex: 14 (+2)
Con: 14 (+2)
Int: 10 (+0)
Wis: 12 (+1)
Cha: 10 (+0)
Attack: +2 (+6 w/ Kinetic Strike)
Defense: +4 (+1 flat-footed) (Base Defense +2)
Knockback: - 7 against physical impacts, -2 against everything else
Toughness: +2 (+2 Con) (+8 vs Physical Damage (6 Impervious))(+4 vs. Energy Damage)
Fortitude: +5 (+2 Con, +3)
Reflex: +5 (+3 Dex, +3)
Will: +3 (+1 Wis, +2)
Skills: 28r = 7pp
Bluff 8 (+8)
Disable Device 4 (+6)
Drive 2 (+4)
Gather Information 2 (+2)
Knowledge (Streetwise) 4 (+4)
Notice 2 (+3)
Sense Motive 2 (+3)
Stealth 4 (+6)
Attack Specialization (Kinetic Strike) 2
Dodge Focus 2
Bouncing 6 (Kinetic Force Field, Extras: Bounce-Back-Attack+1, Pfs: Ricochet) 
Protection 6 (Extras: Impervious +1, Flaws: Limited (Physical Only)-1) 
Trip 6 (Kinetic Land Mine; Extras: Area (General, Burst) +1, Knockback +1, Opposed by (Strength) +0, 1 Alternate Power) 
AP: Strike 5 (Kinetic Force Strike, Pfs: Mighty, Knockback 3)
Device 1 (Energy Regulation Suit, Hard to Lose, Pfs: Restricted (People with Kinetic Powers)
Protection 2 (Flaws: Limited (Energy Only) -1,
Leaping 3) 
ATTACKS: --- SAVE DC: --- DAMAGE TYPE:
Hyper Kinetic Strike --- 21/Toughness --- Bruise (Staged)
Kinetic Grenade --- 16/Reflex --- Trip Opposed by Strength
Costs: Abilities (12) + Combat (8) + Saves (8) + Skills (7) + Feats (7) + Powers (48) - Drawbacks (0) = 90
There are a couple things I will need to get GM approval on regarding the Bouncing power (from Ultimate Power).
First, the Bouncing power provides a +2 bonus to toughness saves against falling and knockback damage for each rank. That means, that this characters toughness save bonus vs. falling and knockback damage would be +18, well above power-level limits. However, since this is such a limited save, and since the bouncing power makes it nearly impossible to stay under the toughness save cap without adding odd power-loss drawbacks to any other toughness save bonus, I was hoping you would allow it.
Second, the Impact Resistance extra on the Bouncing power states that you can add your bouncing rank to toughness saves against Ã¢â‚¬Å“all physical impactsÃ¢â‚¬Â. I understood that to mean Ã¢â‚¬Å“Physical DamageÃ¢â‚¬Â (as opposed to Ã¢â‚¬Å“Energy DamageÃ¢â‚¬Â). If you disagree, just let me know.
One more thing regarding the Bouncing power, Steve Kenson has stated on the Atomic Think Tank forums that ranks in the Bouncing power don't necessarily add to a characters Knockback modifier. Meaning, that even if the character succeeds on the toughness save, he may still be knocked back (or choose to be knocked back) by an attack. Since that isn't explicitly stated in the powers description, I thought I should confirm with you that this particular rule will be in valid one in this game.