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Kavonde

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  1. Changes made. I ended up having to ditch the Enhance Aura (I was working under the assumption that if my damage went past the cap of 27, the excess would be discarded; I didn't realize it was a flat-out violation to be able to go past that cap at all). Instead I went with Enhance Skill (Intimidate) with a bunch of ranks of Fearsome Presence, since I was mostly going to use the Enhance Aura for terrifying mooks anyway. I also decided (with input from Limos) to scrap the whole Alternate Form array and make the powers individual. By adding Noticeable to Protection, the points come out the same and I get the same flavor effect, and it'll be easier to upgrade powers as I go. Anything else need fixing?
  2. Thanks to some very helpful advice from Raveled, I've changed the sheet around a bit. I added the Normal Identity drawback, put 1 point from it into a feat, and the other 3 into Skills. Also, I've changed his name to Gravestone, because, well, it sounds cooler.
  3. I know, I know, I said I was shelfing him. Inspiration struck! The big thing I'm predicting will be noted is his massive Toughness/Defense tradeoff. It does seem a little extreme, and I can trade some points from Protection to a permanent Shield sort of thing if that seems like it's going to be game-breaking (or just really stupid).
  4. [floatr][/floatr] Player Name: Kavonde Character Name: Volcano Power Level: 10 (150/150 pp) Trade-Offs: -2 Attack, +2 Damage; -5 Defense, +5 Toughness Unspent PP: 0 Gold Status: 0/30 In Brief: Normal guy from Southside undergoes spontaneous human semi-combustion and turns into a walking magma man. Alternate Identities: None Identity: Michael Cindra Birthplace: Southside, Freedom City Occupation: Unemployed, former bartender/DJ. Affiliations: None yet Family: Lisa Cindra (mother), Victor Cindra (estranged father), Robby Cindra (brother), Alissa Cindra (sister-in-law) Age: 27 (DoB: February 4th, 1984) Gender: Male Ethnicity: Caucasian Height: 5'11" Weight: 478 lbs. Eyes: Glowing orange (formerly green) Hair: Glowing orange (formerly red) Description: Handsome, with an athletic runner's build, shaggy red hair, and a small soulpatch. Resembles a young Michael J. Fox. Made of shiny obsidian that is searingly hot to the touch, with small cracks occasionally forming until they're sealed by the magma beneath. Volcano's superhero uniform was designed to look very tribal, with an ornate (and heat-resistant) chestplate and bracers, and tights and boots made of a heat-conducting material that redirects the heat radiating from his body up and out through his torso and arms. His street clothes, insomuch as he has any, are a few pairs of black pants with a high melting point, the same thick boots as his hero outfit, and a dark gray fireproof hoodie. Volcano often has to make use of public transportation to get around town, particularly subways. When he's going to be dealing with crowded areas, he wears a massive, bulky, gray containment suit that completely obscures his features save for a thick plasteel face panel. The suit insulates his heat and protects those around him, though it is still noticeably warm to the touch. Power Descriptions: Mike's transformation turned him into a living volcano, with magma for blood and obsidian for skin. He is extremely hot to the touch and unable to interact with most people and objects. When wounded, his magma blood solidifies outside his body, a crude form of regeneration. Mike's obsidian body grants him incredible strength and toughness, and combined with the searing heat of his skin, his firsts are absolutely devastating. He has learned to focus the heat of his body into conical blasts from his palms, which also allow him to propel himself into the air like jump-jets or launch himself like a rocket (though the latter is extremely tiring and tends to cause a remarkable amount of collateral damage). He can also focus his body heat into his mouth and throat (allowing him to eat and digest rocks for sustenance and other inorganic material for the sheer intimidation factor) or through the pores of his obsidian body, giving him a terrifying, demonic appearance that tends to send lesser crooks running. Power Source: Neither Mike nor the scientists are the Albright Institute are 100% sure what caused his sudden transformation, but the change itself is a complicated genetic mutation. This makes Mike vulnerable to powers and gadgets affecting mutants. History: Mike grew up in a rough part of Southside, rolling with a gang of juvenile delinquents and getting intro trouble constantly. He discovered he had a rare talent for baseball and, with his brother Robby's encouragement, used it to win a scholarship to Freedom City University. Unfortunately, a severe leg injury during his Sophomore year sidelined him and cost him the scholarship. He took jobs wherever he could to pay for the rest of his education, graduated in 2005 with a major in Communications, and eventually found himself tending bar at a Southside club and occasionally manning the turntables. In February of 2010, a week after his 26th birthday, he began manifesting his powers. The first sign was a massive fever that continued to soar upwards. His skin began to harden and blacken to rock-like consistency. His eyes started to glow with his internal heat. When he sneezed and spewed molten lava all over his living room, Mike decided he needed help. He contacted a childhood friend now working as a junior researcher at the Albright Institute, Zack Tan. Zack brought him in for examination, and soon the entire Institute was in an uproar trying to figure out what was happening. Mike hadn't come into contact with cosmic rays; he hadn't been bitten by any mutated or radioactive animals; he wasn't related to anyone with superpowers. And yet, suddenly, somehow, he'd turned into a metahuman. No real answer could be found. After a few months of tests and studies, the Albright Institute decided they couldn't figure out why the transformation had happened, or what they could do to reverse it. They gave Mike some custom-made fireproof clothing and a regular stipend for him to come in once a month or so for more tests, and sent him back to Southside. Mike hit a slump. He couldn't hold a job anymore. His girlfriend, Diana, had left him after the change. He couldn't touch anything without burning or melting it. He couldn't even eat food anymore; instead, he'd head to the local hardware store and buy a big bag of rocks. Finally, thanks to a run-in with an old friend he'd helped out as a kid, he decided to put his new abilities to some use. He got himself a costume, learned a few offensive uses for his powers, and decided to start helping Southside -- and Freedom City as a whole -- become a better place. But the minute someone finds a cure...he's out. Personality & Motivation: Mikey's a Southside street kid through and through. He's direct and to the point, enjoys being a smartass, and isn't afraid to start a fight. He's also steadfastly loyal to his friends and family, and willing to put it all on the line to help someone in need. He is, however, intensely lonely; he's no longer a part of the world in any real sense, thanks to his powers. It eats away at him constantly, but he tries to distract himself from thinking about it by helping people whenever and wherever he can. Powers & Tactics: Mike's a brawler at heart; he grew up on the street, and he knows how to rumble. However, he prefers not to engage non-superpowered enemies in melee, since he doesn't have any control over his body temperature and physical contact could leave serious scarring. Instead, when dealing with petty crooks and the like, he relies on his heat blasts, improvised weapons, and clever applications of his immense strength. When all else fails, he activates Boost and uses his Fearsome Presence to send the bad guys packing. Complications: The Building Was On Fire And It Wasn't My Fault: Volcano has no control over his body temperature; his obsidian skin can be used to fry eggs. He wears thick, heat absorbant tights and boots to prevent burning buildings down just by walking across them, but unfortunately, this material restricts movement and keeps him from just wearing a full-body suit. He has to be very, very careful at all times to keep his exposed skin from causing property damage. On The Albright Payroll: Since he can't hold down a job anymore, the Albright Institute kindly pays for Mike's expenses and equipment. However, this obligates Mike to check in regularly for tests and experiments, and also means he's on-call in case of an emergency. Like the Midas Touch, But With Burning and Melting: Mike can't have a beer with his friends. He can't hug his young nephews. He can't hold a woman close. He tries not to let himself think about this too much, but it eats away at him constantly. Deep down, he worries that it's just a matter of time til he goes nuts... I'd Take a Nuke For My Brother: Mike is extremely protective of his brother and his family. Since his identity is no secret, he's done what he can to make sure Robby's protected, but he knows it's just a matter of time until some enterprising villain takes a swing at them. T Minus Five: When Volcano uses his Flight power, he tends to cause significant property damage to everything he passes, and can utterly obliterate anything around his launch site. He's very, very hesitant to use it except in dire circumstances. The Two Senses: Volcano's transformation dulled (though didn't eliminate) his senses of touch, taste, and smell. He has difficulty manipulating small objects (even ones that don't melt on contact), and can't detect any but the strongest smells and tastes. Containment Suit: To get around town in subways or cars without endangering others, Volcano wears a thick containment suit. While in the suit, he can't use his Searing Aura or Heat Blast array of powers and his movement is clumsy and limited. He can remove the suit safely with two standard actions. Alternatively, he can remove the suit permanently by activating his Enhance Skill (Intimidate) power, which focuses heat through his pores and causes the suit to melt away. The Albright Institute frowns upon this method, however. Abilities: 6 + 4 + 6 + 4 + 0 + 2 = 22PP Strength: 32/16 (+11/+3) Dexterity: 14 (+2) Constitution: 26/16 (+8/+3) Intelligence: 14 (+2) Wisdom: 10 (+0) Charisma: 12 (+1) Combat: 12 + 10 = 22PP Initiative: +2 Attack: +6 (+8 [unarmed Attack]) Grapple: +23/+10 Defense: +5 (+5 base), +3 flat-footed Knockback: -11 Saving Throws: 2 + 3 + 4 = 9PP Toughness: +15/+3) (+8 Con, +7 [Protection]; [impervious 4]) Fortitude: +10 (+8 Con, +2) Reflex: +5 (+2 Dex, +3) Will: +4 (+0 Wis, +4) Skills: 36R = 9PP Bluff 5 (+6) Intimidate 8 (+9, +16 Enhanced Skill) Knowledge (Streetwise) 3 (+5) Notice 5 (+5) Perform (DJ) 6 (+6) Sense Motive 6 (+6) Stealth 3 (+5) Feats: 4PP All Out Attack Improved Overrun Takedown Attack 2 Powers: 84PP Density 3: (+6 Strength; Weight x2; Adds: Immovable 1, Protection 1, Super-Strength 1; Flaw: Permanent) (9pp) Enhanced Constitution 10 (10pp) Enhanced Feats: ([Attack Specialization [unarmed Attack] 1, Fearsome Presence 2) (3pp) Enhanced Strength 10 (10pp) Strike 10 (Heat Blast): (Cone Area: 100 ft.; Feats: Alternate Powers 4) (24 pp) Alternate Power: Enhanced Skill 2: (Intimidate 7; Power Feats: Fearsome Presence 10)(12pp) Alternate Power: Flight 6 (500 mph; 5000 ft./rnd; Flaw: Tiring) Alternate Power: Leaping 4 (Jump Distance x25) Alternate Power: Matter-Eating 10 (15pp) Impervious Toughness 4 (4pp) Protection 6: (Drawback: Noticeable) (5pp) Regeneration 4 (Recovery Rates: Bruised (1/round), Staggered (1/20 min), Injured (1/20 min), Disabled (1/5 hours)] (4 pp) Strike 1 (Searing Aura): (Extra: Duration 3 (Continuous), Aura (Touch)) (5pp) Super-Strength 4: (Effective Lifting Strength 57; Light Load: 11.1 tons; Medium Load:22.2 tons; Heavy Load: 33.3 tons; Max Load: 66.6 tons; Push/Drag: 166.4 tons; Feats: Groundstrike, Thunderclap) 10pp DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC26 Toughness (Staged) Physical Damage Searing Aura Touch DC16 Toughness (Staged) Heat Damage Unarmed + Aura Touch DC27 Toughness (Staged) Phys/Heat Dmg Heat Blast 100' Cone DC25 Reflex Heat Damage Groundstrike 110' Burst DC21 Reflex (to halve Trip) Trip Thunderclap 55' Burst DC21 Reflex Dazzle Fearsome Presence 15' Burst DC13 Will Shaken/Flee + Enhance 10 60' Burst DC22 Will Shaken/Flee Abilities (22pp) + Combat (22pp) + Saving Throws (9pp) + Skills (9pp) + Feats (4pp) + Powers (84pp) - Drawbacks (0pp) = 150 Power Points
  5. [floatr][/floatr] Player Name: Kavonde Character Name: Gravestone Power Level: 7 (105/105pp) Unspent PP: 0 Progress to Bronze Status: 0/30 In Brief: Young college student inherits his family's supernatural legacy, becomes ghostly cowboy protector of Freedom City. Identity: Alex Young Birthplace: Flagstaff, Arizona Occupation: Freshman at Freedom City University Affiliations: FCU Student Body Family: Clara Young (mother); Michael Young (grandfather, deceased); Nathaniel Graves (ancestor, semi-deceased) Age: 18 (DoB: September 3rd, 1992) Gender: Male Ethnicity: Caucasian Height: 6'4" Weight: 150 lbs. Eyes: Brown (in costume: glowing purple, mixed with black smoke) Hair: Straw blond (in costume: black) Description: Gravestone wears a black shirt under a dark gray vest, dark blue jeans over black cowboy boots, two revolvers holstered on a wide, black belt with a purple buckle engraved with a skull, a navy blue cowboy hat with a purple band, and a matching, calf-length duster. Tendrils of black-purple smoke rise from his hat and duster. He conceals his face with a black handkerchief wrapped around his nose and mouth. While uniformed, his eyes glow with a swirling, smoky purple, his skin turns a corpse-like shade of gray, and his hair becomes jet black. His voice becomes deep and bassy, and when he attempts to impress or intimidate others, it takes on a bone-rattling, hollow resonance. Out of costume, Alex Thompson is a tall, skinny teenager with straw-blond hair and metal-framed glasses covering his light brown eyes. He wears video game-related T-shirts, hoodies, and jeans, and he's trying to grow a goatee with little success. Power Descriptions: Gravestone's revolvers, Stetson hat, and duster all grant him different supernatural abilities. By themselves, Gravestone's revolvers appear to be a pair of antique, ivory-handled six shooters. When wielded, however, they become translucent and ghostly, with tendrils of mist floating off of them. They fire bullet-shaped blasts of purple energy, which disperse the impact over the target's body (unless Grave decides otherwise). The sound made by the revolvers is somewhat muffled, as if they were coming from inside a closed room. Gravestone's Stetson grants superhuman vision and hearing, enhancing those senses and granting him improved accuracy. It also causes the unnerving, smoky glow in his eyes, and the corpse-like pigmentation of his skin. Gravestone's duster is by far his most versatile tool; it is infused with mystical darkness, which he can manipulate in a variety of ways. He can become ghost-like and insubstantial, expand the darkness to obscure all sources of light in an area or into a shape of his choice, use it to turn himself completely invisible, create a spherical shield of shadowy energy to protect him from harm, and create gateways that allow him and others to teleport hundreds of feet. History: In 1869, Sheriff Nathaniel Graves of Needle Springs, Arizona, was framed for the murder of his wife, hanged, and buried. A week later, he rode into town with the real killer slung over his saddle, and the man was all too happy to confess his crimes. The townsfolk apologized to the sheriff and begged him not to hurt them. He let them say their piece, and then rode off without a word. Graves became a legend of the Old West, avenging the wrongfully accused and meteing out justice to the unlawful and the depraved. He would disappear into the wilderness for months at a time with nary a trace left behind, only to ride into some town in California or Kansas, right a few wrongs, and then vanish again. So it continued until 1923, when his descendant, Albrook Graves, received a package from the First National Bank of Peoria. Inside were an old, battered cowboy hat, a trail-worn duster, and a pair of ivory-handled six shooters. Albrook set them aside, having no real use for them. In 1927, his twenty-year-old son, Michael, found the package. He'd just had a friend murdered by the Chicago Mob, and, inspired by the masked men starting to appear around the country, decided to use the outfit and the weapons to strike back. He was immensely surprised to realize that the old clothes gave him remarkable supernatural powers, but he wasted no time in employing them against his enemies as the "Ghost Ranger." Years later, as the power of the Mob began to wane, did Michael start looking into the items' history. He discovered his connection with the fabled Sheriff Graves, and concluded that the clothing must have absorbed the ghostly cowboy's essence. He learned all he could of the suit, testing its powers and abilities to their limits. Sadly, he didn't have the suit on when a drunk driver ended his life. The costume passed through several hands before coming to Eric Young, Michael's grandson, in 1967. Eric discovered the outfit's powers and used them to fight the rampant street crime in his New York neighborhood, taking the name "Shadow Shot." He won a degree of fame among the superhuman community over his near decade in the suit, but finally retired in 1976 when his wife gave birth to their first child, Clara. Thirty-four years later, following Eric's death, the suit came into the possession of Clara's son, Alex, just as he was preparing to leave his Arizona home town to attend Freedom City University. With the suit was a notebook detailing everything Eric had learned about it during his time with it, including what he had found of Michael Grave's study into its history. Alex, a bright boy with an eidetic memory that gave him plenty of time to daydream about superheroes and living in the Old West, saw it as a huge stroke of luck. He was getting superpowers, and just as he was moving to the superhero capital of the world! He started experimenting with the powers immediately, and by the time he arrived at FCU, he felt he had the basics down. He bought what he needed to finish out the costume, and decided to announce his heritage by calling himself "Gravestone." Now it was just a matter of balancing school with his new hobby. And, though he didn't know it, keeping a bloodthirsty demon from enslaving his mind. The day that Nathaniel Graves was hanged, he made a deal with the devil. As his body kicked and fought for air, he bargained with dark spirits for the power to seek revenge on the men who murdered his wife and framed him for it. As the folk of Needle Springs shoveled dirt upon his body, he settled on the terms: he would share his body with a demon, and together, they would hunt the men who wronged him. For twenty years, he roamed the West, hunting down each and every member of the gang responsible. Each man he killed increased Nathaniel's powers, giving him new abilities and faster reflexes. And with each kill, he hungered just a little bit more for the next one. Finally, after hunting down his last target and fighting a bloody, out-of-control shootout in which more than fifty men died at his hands, a moment of clarity struck him. He was drenched in the blood of dead men, and could hardly think of anything but who he would get to kill next. He realized that the demon was turning him into a monster. He let the last man escape, and began looking for a way out. A Cherokee mystic gave him his answer: he would bind the demon into a series of inanimate objects, and seal them away forever. All he owned were his guns and the clothes on his back, so those would have to do. Midway through the ritual, the demon realized what was going on; it fought back with everything it had, initiating a contest of wills. When the mystic came to see what all the commotion was about, he found only Grave's Stetson hat, his duster, and his two pistols. The mystic carefully gathered the items, and then sealed them away in the safest place he could find: a safe deposit box in the First National Bank of Peoria. There they remained until 1923, when the bank, clearing out old inventory, tracked down Nathaniel Graves' closest living descendant and shipped him the box. The three men to wear the costume since its return have, unbeknownst to them, been the epicenter of a struggle between the demon, constantly pushing them to kill and give it greater power over them, and the soul of Nathaniel Graves, trying to protect them from the demon's influence. Nathaniel has succeeded twice, now, but the demon sees a prime opportunity: a naive, disconnected computer geek who has no idea what he's getting into. Personality & Motivation: Gravestone is very new at the superheroing game, but he has a lifetime of comic book and movie experience to draw upon. Being a scrawny kid all his life, he loves transforming into his gravelly-voiced alter ego and putting the fear of God in petty criminals. He's heroic, in his way, but he sees this as more of a hobby or a game and doesn't quite realize the life-and-death stakes he may be playing for. In-character, Gravestone does his best to project a stoic seriousness when dealing with bad guys, but he relaxes a bit with civilians and other heroes, adopting a Texan drawl and a sardonic, polite manner of speaking. He comes across as very down-to-earth and practical, always willing to explain his logic. In reality, Alex loves every second he spends in costume, and loves pulling off stunts that make him look badass or impressive. He considers each scenario with efficiency playing a close second to how cool he can make himself look. Powers & Tactics: Gravestone can fight toe-to-gun if need be, but he prefers to use stealth, misdirection, and psychological warfare against his enemies. He usually scouts an area thoroughly before engaging in combat, using his Invisibility, Insubstantialness, and Teleportation to infiltrate areas and his Super-Senses to pick out all his potential targets. He loves making a grand entrance, using Shadow Control to either blanket a room in total darkness or to form a giant silhouette of himself and then attack from a different direction. Once the fight's on, Gravestone activates his Shield ability and tries to stick to cover, keeping out of melee range. He's not above teleporting to a safe distance (or opening a Portal in a dark corner to dispatch unobservant goons via falling damage). If a fight seems unwinnable, he has a variety of options for escaping, though Teleport is by far the quickest and easiest. Complications: A Mild-Mannered Computer Science Declaree: Gravestone wants keep his life as Alex Young separate from his life as a vigilante, mainly so he'll be able to sleep in relative peace. He's also got to keep his grades up so he doesn't flunk out of college; the minute he does, it's back to Flagstaff with him. Just Like in Foreshadow #572...: Alex's deep love of comic books leads him to consider his actions in the context of how cool they would look on the printed page. He sets up ambushes with dramatic lighting in mind, and spends hours thinking of good one-liners to drop before he starts shooting. This flair for the dramatic can make it difficult for him to think tactically or take things seriously, and he instinctively looks for the coolest thing to do, rather than the smartest. There is a War Going On for Your Mind: Unknown to Alex, there's a battle for his mind and soul raging inside his enchanted gear. The soul of his ancestor, Nathaniel Graves, struggles to keep the dark spirit providing Alex with his power in check. The spirit wants Alex to kill, and constantly tries to edge him towards anger or tries to tamper with his powers to cause an accidental death. As Alex grows more attuned to his suit, the impulse to kill will get stronger and stronger. If he ever does take a human life, he'll start to slide down a slippery slope, with the spirit gaining more and more influence over his actions; when he's killed enough, Alex Young will essentially be gone, a mere puppet under the control of his dark benefactor. I Sense Something...a Presence I Have Not Felt Since...: Gravestone's power comes from dark sources. Anyone attuned to mystical energy or able to recognize demonic influence immediately notices the air of wrongness that hovers about Gravestone while he's in uniform. It can make introductions...awkward. Big Scary Dead Man: While wearing his enchanted Stetson, Gravestone's eyes glow with smoky purple energy and his skin takes on a gray, corpse-like pallor. This isn't particularly comforting to citizens, officers, or anyone not already aware that he's a good guy. Abilities: 0 + 4 + 2 + 6 + 2 + 0 = 14PP Strength: 10 (+0) Dexterity: 18/14 (+4/+2) Constitution: 12 (+1) Intelligence: 16 (+3) Wisdom: 12 (+1) Charisma: 10 (+0) Combat: 6 + 6 = 12PP Initiative: +8/+2 Attack: +3 (Gravestone's Revolvers +7) Grapple: +3 Defense: +3/+7 (+3 Base, +4 with Shield), +1 Flat-Footed Knockback: -2, -0 flat-footed Saving Throws: 4 + 3 + 3 = 10PP Toughness: +1/+7 (+1 Con, +6 [Defensive Roll]) Fortitude: +5 (+1 Con, +4) Reflex: +9/+7 (+4 Dex, +2 [Gravestone's Duster], +3) Will: +6/+4 (+1 Wis, +2 [Gravestone's Stetson], +3) Skills: 40R = 10PP Climb 4 (+4) Computers 12 (+15) Intimidate 0 (+8) Knowledge (Popular Culture) 10 (+13) Knowledge (Technology) 12 (+15) Notice 0 (+13/+1) Sense Motive 2 (+3) Stealth 0 (+12/+4) Survival 0 (+9/+1) Feats: 1PP Eidetic Memory Powers: 21 + 28 + 16 = 65PP Gravestone's Revolvers (Device 7) (Magic, Shadow; easy to lose) (21pp; 35pp container) Enhanced feats: (Accurate Attack, Improved Critical [Grave's Revolvers] 2, Ranged Pin, Quick Draw) (5pp) Ghost Bullets (Blast 7): (DC: 22; Power Feats: Precise, Split Attack 1; Extra: Autofire 2 [interval -2]) (30 pp) Gravestone's Duster (Device 7): (Magic, Shadow; hard to lose) (28pp; 35pp container) Enhanced Skills: (Stealth +8) (2pp) Enhanced Saves: (Reflex +2) (2pp) Enhanced Feats: (Defensive Roll 3, Evasion 2, Improved Initiative, Luck) (7 pp) Insubstantial 4: (incorporeal; affected by Light; Alternate Power 4) (24pp) Alternate Power: Darkness Control 5: (Range: 500ft; Radius: 100 ft.) (10pp) Alternate Power: Invisibility 4: (total concealment vs. all visual senses) (8pp) Alternate Power: Shield 4 (4pp) Alternate Power: Teleport 6: (Range: 600ft.; Extra: Portal; Feats: Change Direction, Change Velocity; Flaw: Short-Range) (20pp) Gravestone's Stetson (Device 4): (Magic, Shadow; hard to lose) (16pp; 20pp container) Enhanced Abilities: (Dexterity +4) (4pp) Enhanced Skills: (Notice +12, Intimidate +8, Survival +8) (7pp) Enhanced Saves: (Will +2) (2pp) Enhanced Feats: (Attack Specialization 2 (Grave's Revolvers), Uncanny Dodge [Hearing]) (3pp) Super-Senses 4: (Danger Sense [Audio], Darkvision, Direction Sense) (4pp) Drawbacks: -7PP Normal Identity (Frequency: Common (1 Full Round), Intensity: Major) (-4PP) Vulnerability (Light, Frequency: Common, Intensity: Moderate [x1.5 DMG]; does not affect Normal Identity) (-3PP) DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC15 Toughness (Staged) Damage (Physical) Ghost Bullets 70 ft. DC22 Toughness (Staged) Damage (Shadow, Magic) Fearsome Presence 10 ft. Burst DC12 Will Fear Abilities (14) + Combat (12) + Saving Throws (10) + Skills (10) + Feats (1) + Powers (65) - Drawbacks (-7) = 105 Power Points
  6. I get that you can't turn a Permanent power off, but Full Power doesn't have anything to do with that; it just means you can't lower the damage DC at all. As for the Flaw/Extra thing, yeah, that's gonna require some retooling. But I think I'm gonna put Volcano here on the backburner for a bit (no pun intended) and submit my PL7 guy, who should be a little less damaging to his environment. I want to rethink what I'm trying to do with Volc, anyway; he's kind of stuck halfway between a melee brawler and a ranged blaster, and I think I'd rather have him be more like the Thing and less like the Human Torch. So...I guess we delete the thread or something?
  7. Not trying to be argumentative, but could you explain why Full Power is unsuitable? Does Permanent cause the same effect?
  8. Small change made to the stuff listed above: I put Matter-Eating as an alternate power for my Heat Blast (since Volc's basically superheating his "food" so that it melts in his mouth). This freed up some points for Impervious and Regeneration.
  9. The TVTropes page is actually how I found this site. Well, sort of...I'd found it once back in '07, but was too busy to get involved. So I guess I rediscovered it. Anyway, once Volcano gets approved and starts busting heads, there's a few tropes for him: Blessed With Suck Dark Is Not Evil From Nobody to Nightmare (potentially) Magma Man Elemental Punch Hero Insurance I've spent countless hours on TVTropes and could probably come up with a list of like 100 things, so I think I'll stop now.
  10. Well, reviewing your notes and the discussion in the chat room, here's what I'm changing: 1) I'm dropping Absorption, per your suggestion. My idea of eventually using it to put out fires isn't supported by the mechanics, so I'll hafta figure out some other way to pull that off. But it's not something I need right away for the character concept, so it goes on the back burner. (No pun intended...) 2) I'm taking Boost as an alternate power stunt under Blast 10, bumping Searing Aura up to cap and giving me 8 more ranks of Fearsome Presence. So basically, this is now Balrog Mode. 3) I'm picking up Matter Eating from Ultimate Power, so Volc can eat rocks. I thought that was just a flavor thing, didn't realize they'd made it an actual power. It'll only be Rank 1, but that should be enough to eat rocks, right? (Or at least suck on 'em until they melt, like hard candy.) 4) I know how huge of a pain in the neck the permanent aura is, but it's vital to my character concept. Instead, I'm going to add a Complication about Volc's containment suit; while wearing it, he can't use any of his powers and has trouble moving, but he CAN travel around town without hurting anyone. I think having it take a couple rounds to remove safely (or a use of Boost to remove it permanently) should make it suitably cumbersome. About the Full Power drawback on the aura: I went with it on the understanding that not having Full Power meant Volc could regulate it down when he needed (so, say, it would only be doing DC 16 burns instead of DC19). That could work if I had to change it, but the idea with the aura is kind of like lava cooling after a fresh eruption; it might start forming a shell of obsidian right away, but underneath that, it's still lava, and you can very easily lose a finger or a foot by carelessly stepping on it. Also, the Full Power drawback is something I was planning to eventually buy off with PP, after a few missions. But, like I'll said, I'll change it if it's going to cause insurmountable problems or wreck anyone's fun. Anyway! Updatin' the charsheet now.
  11. Heya, all. I'm Kavonde, or Ed if ya like. I'm 27, finally finishing up college, and currently slaving away as an underpaid retail grunt. So, uh...get off my lawn, you damn kids. *shakes cane* Oh, I'm also a general purpose geek and learnin' the guitar. Or at least trying to. My neighbors may have other words for it. And I currently live in Bakersfield, California, but I'm outta here and heading to Seattle as soon as I graduate. I will embrace my hippie nature. Already growin' the hair long.
  12. [floatr][/floatr] Player Name: Kavonde Character Name: Volcano Power Level: 10 (150/150 pp) Trade-Offs: None Unspent PP: 0 Gold Status: 0/30 In Brief: Normal guy from Southside undergoes spontaneous human semi-combustion and turns into a walking magma man. Alternate Identities: None Identity: Michael Cindra Birthplace: Southside, Freedom City Occupation: Unemployed, former bartender/DJ. Affiliations: None yet Family: Lisa Cindra (mother), Victor Cindra (estranged father), Robby Cindra (brother), Alissa Cindra (sister-in-law) Age: 27 (DoB: February 4th, 1984) Gender: Male Ethnicity: Caucasian Height: 5'11" Weight: 478 lbs. Eyes: Glowing orange (formerly green) Hair: Glowing orange (formerly red) Description: Handsome, with an athletic runner's build, shaggy red hair, and a small soulpatch. Resembles a young Michael J. Fox. Made of shiny obsidian that is searingly hot to the touch, with small cracks occasionally forming until they're sealed by the magma beneath. Volcano's superhero uniform was designed to look very tribal, with an ornate (and heat-resistant) chestplate and bracers, and tights and boots made of a heat-conducting material that redirects the heat radiating from his body up and out through his torso and arms. His street clothes, insomuch as he has any, are a few pairs of black pants with a high melting point, the same thick boots as his hero outfit, and a dark gray fireproof hoodie. Volcano often has to make use of public transportation to get around town, particularly subways. When he's going to be dealing with crowded areas, he wears a massive, bulky, gray containment suit that completely obscures his features save for a thick plasteel face panel. The suit insulates his heat and protects those around him, though it is still noticeably warm to the touch. Power Descriptions: Mike's transformation turned him into a living volcano, with magma for blood and obsidian for skin. He is extremely hot to the touch and unable to interact with most people and objects. When wounded, his magma blood solidifies outside his body, a crude form of regeneration. Mike's obsidian body grants him remarkable strength and toughness, and combined with the searing heat of his skin, his right hook is absolutely devastating. He has learned to project blasts of intense heat from his palms, and can deliver precise strikes or conical blasts as needed. Mike can also hunker down and project heat from his entire body in a huge explosion. He has also learned to propel himself into the air for short, quick bursts by essentially launching himself like a rocket; this is extremely tiring, however, and he can't maintain it for long. Power Source: Neither Mike nor the scientists are the Albright Institute are 100% sure what caused his sudden transformation, but the change itself is a complicated genetic mutation. This makes Mike vulnerable to powers and gadgets affecting mutants. History: Mike grew up in a rough part of Southside, rolling with a gang of juvenile delinquents and getting intro trouble constantly. He discovered he had a rare talent for baseball and, with his brother Robby's encouragement, used it to win a scholarship to Freedom City University. Unfortunately, a severe leg injury during his Sophomore year sidelined him and cost him the scholarship. He took jobs wherever he could to pay for the rest of his education, graduated in 2005 with a major in Communications, and eventually found himself tending bar at a Southside club and occasionally manning the turntables. In February of 2010, a week after his 26th birthday, he began manifesting his powers. The first sign was a massive fever that continued to soar upwards. His skin began to harden and blacken to rock-like consistency. His eyes started to glow with his internal heat. When he sneezed and spewed molten lava all over his living room, Mike decided he needed help. He contacted a childhood friend now working as a junior researcher at the Albright Institute, Zack Tan. Zack brought him in for examination, and soon the entire Institute was in an uproar trying to figure out what was happening. Mike hadn't come into contact with cosmic rays; he hadn't been bitten by any mutated or radioactive animals; he wasn't related to anyone with superpowers. And yet, suddenly, somehow, he'd turned into a metahuman. No real answer could be found. After a few months of tests and studies, the Albright Institute decided they couldn't figure out why the transformation had happened, or what they could do to reverse it. They gave Mike some custom-made fireproof clothing and a regular stipend for him to come in once a month or so for more tests, and sent him back to Southside. Mike hit a slump. He couldn't hold a job anymore. His girlfriend, Diana, had left him after the change. He couldn't touch anything without burning or melting it. He couldn't even eat food anymore; instead, he'd head to the local hardware store and buy a big bag of rocks. Finally, thanks to a run-in with an old friend he'd helped out as a kid, he decided to put his new abilities to some use. He got himself a costume, learned a few offensive uses for his powers, and decided to start helping Southside -- and Freedom City as a whole -- become a better place. But the minute someone finds a cure...he's out. Personality & Motivation: Mikey's a Southside street kid through and through. He's direct and to the point, enjoys being a smartass, and isn't afraid to start a fight. He's also steadfastly loyal to his friends and family, and willing to put it all on the line to help someone in need. He is, however, intensely lonely; he's no longer a part of the world in any real sense, thanks to his powers. It eats away at him constantly, but he tries to distract himself from thinking about it by helping people whenever and wherever he can. Powers & Tactics: Mike's a brawler at heart; he grew up on the street, and he knows how to rumble. However, he prefers not to engage non-superpowered enemies in melee, since he doesn't have any control over his body temperature and physical contact could leave serious scarring. Instead, when dealing with petty crooks and the like, he relies on regulated heat blasts to disable them without doing any permanent damage. He's also learning how to absorb heat, hoping to use this ability to put out fires by drawing them into himself. He hasn't quite figured it out yet, however, but CAN absorb heat attacks aimed directly at him. Complications: The Building Was On Fire And It Wasn't My Fault: Volcano has no control over his body temperature; his obsidian skin can be used to fry eggs. He wears thick, heat absorbant tights and boots to prevent burning buildings down just by walking across them, but unfortunately, this material restricts movement and keeps him from just wearing a full-body suit. He has to be very, very careful at all times to keep his exposed skin from causing property damage. On The Albright Payroll: Since he can't hold down a job anymore, the Albright Institute kindly pays for Mike's expenses and equipment. However, this obligates Mike to check in regularly for tests and experiments, and also means he's on-call in case of an emergency. Like the Midas Touch, But With Burning and Melting: Mike can't have a beer with his friends. He can't hug his young nephews. He can't hold a woman close. He tries not to let himself think about this too much, but it eats away at him constantly. Deep down, he worries that it's just a matter of time til he goes nuts... I'd Take a Nuke For My Brother: Mike is extremely protective of his brother and his family. Since his identity is no secret, he's done what he can to make sure Robby's protected, but he knows it's just a matter of time until some enterprising villain takes a swing at them. T Minus Five: When Volcano uses his Flight power, he tends to cause significant property damage to everything he passes, and can utterly obliterate anything around his launch site. When flying vertically, he also can't land safely without using his Flight power a second time (at least, not without burning Hero Points). The Two Senses: Volcano's transformation dulled (though didn't eliminate) his senses of touch, taste, and smell. He has difficulty manipulating small objects (even ones that don't melt on contact), and can't detect any but the strongest smells and tastes. Containment Suit: To get around town in subways or cars without endangering others, Volcano wears a thick containment suit. While in the suit, he can't use any of his powers and has his movement greatly restricted. He can remove the suit safely with two standard actions. Alternatively, he can remove the suit permanently by activating his Boost power. The Albright Institute frowns upon this method. Abilities: 6 + 4 + 4 + 4 + 2 + 2 = 22PP Strength: 22/16 (+5/+3) Dexterity: 14 (+2) Constitution: 20/14 (+5/+2) Intelligence: 14 (+2) Wisdom: 12 (+1) Charisma: 12 (+1) Combat: 18 + 18 = 36PP Initiative: +2 Attack: +9 (+10 melee, +9 range; +10 unarmed, +9 blast) Grapple: +16 Defense: +9 (+9 Base, +0 Dodge Focus), +9 Flat-Footed Knockback: -7 Saving Throws: 4 + 4 + 4 = 12PP Toughness: +10 (+5 Con, +5 [Protection]; also, [impervious 4]) Fortitude: +9 (+5 Con, +4) Reflex: +6 (+2 Dex, +4) Will: +5 (+1 Wis, +4) Skills: 52R = 13PP Bluff 5 (+6) Clumb 4 (+10) Disguise 3 (+4) Escape Artist 2 (+4) Intimidate 9 (+10) Knowledge (Streetwise) 8 (+10) Notice 5 (+6) Perform (DJ) 4 (+5) Sense Motive 7 (+8) Stealth 2 (+4) Swim 2 (+8) Feats: 8PP All Out Attack Attack Focus (Melee) Defensive Attack Improved Overrun Improved Pin Improved Trip Power Attack Takedown Attack Powers: 59PP Alternate Form 15 (75pp Array, Flaws: Permanent, Drawbacks:Noticeable) (Heat) [59pp] Absorption 6 (Absorb Heat): (Absorbs: Energy; Effect: Boost (Searing Aura); Limited: Energy Type (Heat); Flaw: Personal) (6pp) Blast 10 (Heat Blast): (Range: 100 ft. (1000 ft. max); DC: 25; Feats: Alternate Powers 3, Improved Aim) (25 pp) Alternate Power: Boost (Searing Aura) 6: (Feats: Fearsome Presence 8, Flaw: Personal) (11pp) Alternate Power: Matter-Eating 10 (15pp) Alternate Power: Strike 10 (Cone): (Cone Area: 100 ft. cone; DC: 25) (20pp) Alternate Power: Strike 10 (Burst): (Burst Area: 50 ft. radius; DC: 25) (20pp) Enhanced Abilities 12: (Strength +6, Constitution +6) (12pp) Enhanced Feat 2: (Fearsome Presence 2) (2pp) Impervious Toughness 4 (4pp) Flight 4 (Propulsion): (Speed: 100 mph, 1000 ft./round; Flaw: Tiring) (4 pp) Protection 5 (5 pp) Regeneration 8 (Recover Bonus: +4, Recovery Rates: Bruised (1/round), Staggered (1/20 min), Injured (1/20 min), Disabled (1/5 hours)] (4 pp) Strike 4 (Searing Aura): (DC: 19; Extra: Duration 2 (Permanent), Aura (Touch); Drawback: Full Power) (15pp) DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC21 Toughness (Staged) Physical Damage Searing Aura Touch DC19 Toughness (Staged) Heat Damage + Boost 6 Touch DC25 Toughness (Staged) Heat Damage Unarmed + Aura Touch DC25 Toughness (Staged) Phys/Heat Dmg Heat Blast Ranged DC25 Toughness (Staged) Heat Damage Ranged/Cone DC25 Reflex Heat Damage Ranged/Burst DC25 Reflex Heat Damage Abilities (22pp) + Combat (36pp) + Saving Throws (12pp) + Skills (13pp) + Feats (8pp) + Powers (59pp) - Drawbacks (0pp) = 150 Power Points
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