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Vahnyu

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Posts posted by Vahnyu

  1. I was thinking that a subtle movement would be used to help him sneak up on enemies, without producing much noise, if at all. His vibrational control is such that it subconciously cancels out any noise(Which is basically a mechanical wave produced by vibrations) he creates when not exerting himself, such as when attacking. He is still detectable by means of smell or sight, and his offensive powers require to much power to be subtle.

    On his backstory, Net Fly used subtle movement, in order to not alert his captors.

    EDIT:

    Reading the Errata, I think I made a mistake in the build, by limiting my powers in the Sonic Converter array, so that they don't exceed it's rank. I reverted the Linked powers so that they are only limited by it's power point pool(18 PP pool).

    Base Power: Enhanced Strength 14 (Extras: Linked[super Strength]) + Super Strength 2 (Effective Strength 38, Heavy Load 2.4 tons, Extras: Linked[Enhanced Strength]) [14 + 4= 18PP] (Volume Amp)

    Alternate Power: Blast 9 (90-900 feet, Extras: Linked[stun], Flaws: Action(Full Round)) + Stun 9 (Extras: Linked[blast], Range[Ranged], Flaws: Action(Full Round), Daze) [9 + 9 = 18PP] (Sonic Beam)

    I also corrected the math, once again... sigh.

  2. EDIT 2: Also, corrected the Linked Powers inside the Sonic Converter Array(9 ranks), so that their ranks' sum doesn't exceed the Array's rank, and tweaked them a little. More specifically:

    Base Power: Enhanced Strength 6 (Extras: Linked[super Strength]) + Super Strength 3 (Effective Strength 35, Heavy Load 1.5 tons, Extras: Linked[Enhanced Strength]) [9PP] (Volume Amp) (6+3 <=9)

    Alternate Power: Blast 4 (200-2000 feet, Extras: Linked[stun], Penetrating Flaws: Action(Full Round), Feats: Improved Range 2, Knockback 2) + Stun 4 (Extras: Linked[blast], Range[Ranged], Flaws: Action(Full Round), Daze, Feats: Improved Range 2) [12 + 6 = 18PP] (Sonic Beam) (4+4<=9)

    I also corrected the math regarding those powers, such as grapple, DCs, etc.

  3. 'Tis done. Blasts are no longer Mighty.

    EDIT: Question. His blasts generate Sonic Energy, which is basically a mechanical wave. Since they are ranged, shouldn't I add a Power Loss drawback, for instances of absence of medium through which they could travel, like in vaccum, and if so, what would the modifier be(I'm guessing a -1)? Or is it too small an occurance to even count?

  4. Ok, how about this?

    Enhanced Strength 8 (Extras: Linked[super Strength]) + Super Strength 5 (Effective Strength 47, Heavy Load 8.32 tons, Extras: Linked[Enhanced Strength]) [18PP] (Volume Amp)

    I added it inside the array, as a base power. He still has Damage and Blast, but their Mighty accounts only for the Enhanced Strength outside the Device(+2 Modifier). That's 2 more Alternate Powers(to a total of 5), so I had to reduce the Datalink power to 1 rank(from 3). I can have Enhanced Strength linked to Super Strength, right?

    Note: Sorry about yesterday. I started replying, and my keyboard failed before it could complete the reply. :P I had to resort to copy-pasting words and letters in order to complete it...

  5. A good point, but then his Enhanced Strength would be completely dependant on the suit. He has powers without the suit, it's just that with the suit, they get stronger. Hmmm... maybe I should substract a few ranks from his Sonic Converter, and make them an additional Enhanced Strength inside the Device(for example, he has 4 ranks of Enhanced Strength without the suit, and an additional 6 ranks of Enhanced Strength with it)? I'm sorry but my keyboard ran out of batteries.

  6. I didn't know if I should say "his Strength" or "his Super-Strength", since I haven't bought the Super-Strength Power... Should I say "his enhanced Strength is the result of his powers"?

    And yes, on it's own, it's not a justification for putting Mighty on the Blasts. It's when you combine it with the fact that the suit doesn't generate power on it's own, that it makes sense.

    I was thinking of it this way, the Sonic Blast is an extension of his Sonic Punch, like making your punch a ranged effect(creating sonic pressure that carries the same energy as a punch). The Sonic Beam also has Mighty, because it redirects all of his energies in his chest.

  7. :(

    I did post a reply on that. In fact, it was the first thing of those you asked me that I addressed. His strength isn't the result of Muscle. It's the result of vibrations that produce high levels of Work that mimic Work produced by muscle. Of course, the way his powers work, a lot of it goes wasted. The Suit works as an amplifier and a focus tool. It doesn't generate Sonic blasts from a built-in power source. It's power source IS Net Fly himself. The Blasts are generated from the exact same source his Strength is. It fits, having the suit as an amplifier and channeler of the already existing innate powers and not a generator of powers, explains the Enhanced Strength and the Mighty Blasts(Start her on prednisone and she should be fine in a few days!).

    Ok, seriously, if it still doesn't make any sense, AvengerAssembled, I'll change it. Just tell me, Ok?

    PS: Maybe to clear this up, I should make it apparent in the descriptors that his powers(the result of his mutation) are sonic?

  8. Actually, I seem to have misscalculated the power points of Sonic Beam.

    Alternate Power: Blast 7 (70-700 feet, Extras: Linked[stun], Flaws: Action(Full Round), Feats: Mighty 2) + Stun 7 (Extras: Linked[blast], Range[Ranged], Flaws: Action(Full Round), Daze) [16 + 14 = 30PP] (Sonic Beam)

    According to the Core Rules, about the Linked Extra:

    This modifier does not change the cost of the component powers;

    simply add their costs together to get the new power’s cost. If you can

    use the Linked powers either separately or together, increase the cost of

    all but the most expensive power by +1 per rank (if the powers all have

    the same cost, choose one), or acquire non-Linked versions as Alternate

    Powers.

    I wasn't aiming to use those powers seperately(and even if i did, it would only count as a +1 modifier for Stun), yet I have listed it as a +1 per rank modifier on both Blast[(2+1-1)*7+2=16] and Stun[(2+1+1-1-1)*7=14].

    I'm changing it to a +0 per rank modifier, and as a result, I'm also changing the rest of the the Sonic Converter Array, to reflect that(now a rank 9 array, instead of a 15), the Vibro-Suit Device(now a rank 6 30PP container for 26PPs instead of a rank 8 40PP container for 34PPs), and assigned the free PPs to his saves(+2PPs), skills(+4PPs), and his Fly Movement Array(+2PPs).

  9. he has costumised his Vibro-Suit so that he can further harness those powers and re-focus them into sonic energy.

    The suit doesn't have any actual power by itself. It just converts Net Fly's innate powers. That's the reason why I've bought his Strength as an Enhanced Trait and not directly. It's also the reason why I bought the device as Restricted to only Net Fly, as he has costumized it. A normal person wearing it wouldn't unleash those sonic powers, or even have access to the imperviousness of the suit(The Datalink is another matter altogether, though you could aslo hang-wave it as being designed to correspond to Net Fly's brain waves only).

    As you could already tell, AvengerAssembled, indeed, I was going for basically Peter Parker with Shocker's Weapons(or something). :P

    The Vulnerabilities... well... umm... my interpretation was that his powers protect him better against mundane attacks, but mystical ones can bypass those protections. In fact, if not for the PL cap, I would add a few more, like emotion and mental vulnerabilities(even if I couldn't recieve the benefit). If it still doesn't make sense, then let me know, and I'll remove them(and rework the sheet so that I'm not over the limit). :(

    Anyways, thank you, and sorry for causing trouble.

  10. Net Fly
     

    Power Level: 9/10 (130/157 PP)
    Trade-Offs: -2 Attack / +2 Damage, +2 Defense / -2 Toughness
    Unspent Power Points: 27

    In Brief: Young gadgeteer genius Serge Explinker dons a simple yet sophisticated sonic harness/vibro-suit, in order to enhance his mutant powers and fight crime as the masked superhero Net Fly.


    Identity: Secret
    Alternate Identity: Serge Explinker

    gallery_631_23_29026.jpg

    Identity: Secret
    Birthplace: Freedom City
    Occupation: Student
    Affiliations: None
    Family: Father: Andrew Explinker. Mother: Catherine Coldear. Step-Father: Gregory Lineburg.

    Description:
    Age: 16 (DoB: March the 19th, 1995)
    Apparent Age: 16
    Gender: Male
    Ethnicity: Caucasian
    Height: 5' 10"
    Weight: 180 pounds
    Eyes: Green
    Hair: Blonde

    Description:
    A lean, light-skinned teenager of medium height, Serge has curly short blonde hair and green eyes. He wears prescription reading glasses, although ever since his powers awoken, he stopped needing them. His casual attire consists of lion-colored baggy pants or jeans, a light-grey tank-top and a green camp shirt.

    His costume is mostly grey, composed of a spandex-like material, and covers most of his body, except the eyes, and it has extra pockets strapped at his thighs. He wears black boots and black briefs, on top of the suit, with a blue tool belt. He has blue mechanical gauntlets, and a white megaphone strapped on a blue x-shaped harness, in front of his chest. Finally, he has two blue head-pieces that cover his ears, on top of his mask.

    Power Descriptions:
    Net Fly is a mutant, with the power to influence his body's vibrations. This gives him an assortment of innate abilities, like enhanced agility, strength, and stamina, the ability to "stick" on surfaces, and the ability to fly. Further-more, he has costumised his Vibro-Suit so that he can further harness those powers and re-focus them into sonic energy. He can concentrate his gloves with sonic energy in order to enhance his fists or produce Sonic Blasts and hit his opponents from a distance. He can also opt to redirect his powers to his chest-phone, and unleash a powerful Sonic Beam. The suit also channels Net Fly's vibrational energies to create a protective Vibro-Field, which lessens the impact of attacks. Finally, his suit comes equipped with a Net Dive device, which allows him to interact with machinery and even enter the cyberspace.

    History:
    Serge was a gifted young boy, and he showed from an early age an aptitude with complex machinery and computers. While he comes from a divorced family, his parents have managed to keep a good relationship with each other and their son.
    When he became an adolescent, Serge started exhibiting his latent mutant abilities. It wasn't, however, until much later, when he became unwittingly entangled with a heist, that he decided to use his powers for a purpose.
    A group of armed robbers ambushed an armory car and stole a bunch of high-tech equipment. During the heist, things quickly escalated, and Serge, allong with a few other bystanders, was captured as a hostage, and held against his will.
    At first, he was paralyzed from fear, until he witnessed the robbers shot a man in front of him, in order to force the police to meet their demands. Finding an opportunity, Serge sneaked out of sight and undid his bonds with his strength. He took a few devices that were laying close to him, and tinkered with them as quickly as he could, fashioning them into Sonic Blasters. Before the robbers realized what had happened, Serge, wearing a makeshift outfit to conceal his identity, attacked them, and quickly subdued them.
    After rescuing everyone, Serge left the crime-scene. For the next few days, he reflected on what had just transpired. He realized that he could use his powers to fight crime, but in order to do so, he needed to make a costume for himself.
    Tinkering and improving upon the devices he aqcuired during the heist, and using a few more that he had created on his own, Serge was able to adapt them into a functioning suit.
    Now, Serge has emerged as the superhero Net Fly. He has performed adequately, but after a few close calls too many, he decided to enroll in Claremont Academy, and further hone his crime-fighting abilities.

    Personality & Motivation:
    Serge's desire to help people is matched only by his curiosity and inquisitiveness. Serge spends a lot of his time fine-tuning his suit or practicing his programming skills. When he isn't tinkering with his devices, Serge can often be found socializing with his friends.

    Powers & Tactics:
    Net Fly doesn't take hits well, so he prefers a hit-and-run fighting style over duking it out for prolonged periods. Having said that, however, he is perfectly capable of unleashing devastating attacks in close range, as well as take care threats from a distance. If he wishes to avoid fighting, he can opt to hide in the ceilings.

     

     



    Complications:
    On the Job Learning: Is learning as he goes.
    Secret: Identity.
    Snarker Within: Extreme insecurity about his own faillings has developed into a sort-of split personality/alter self that tends to point out said flaws. Even so, Serge is usually more than willing to point his own errors himself, without outside, or for that matter, inside help, and thus, this alter self pops up very occasionally, during times of extreme duress(That is to say, more extreme than usual for a kid hero)
    Technobabble Motormouth: Is prone on making tangential notes about science, whenever he finds the opportunity.
    Trying Hard to Keep Up: Is prone on overexerting himself
    Abilities: 0 + 0 + 0 + 10 + 2 + 0 = 12PP
    Strength: 10/16/30 (+0/+3/+10)
    Dexterity: 10/16 (+0/+3)
    Constitution: 10/20 (+0/+5)
    Intelligence: 20 (+5)
    Wisdom: 12 (+1)
    Charisma: 10 (+0)


    Combat: 10 + 12 = 22PP
    Initiative: +12/+15/+19
    Attack: +5 Base, +7 Sonic Converter
    Grapple: +4/+7/+20
    Defense: +9/+11 (+6 Base, +3/+5 Dodge Focus), +3 Flat-Footed
    Knockback: -3/-2/-1


    Saving Throws: 2 + 5 + 5 = 12PP
    Toughness: +5/+7 (+3/+5 Con, +2 [Defensive Roll])
    Fortitude: +5/+7 (+3/+5 Con, +2)
    Reflex: +8 (+3 Dex, +5)
    Will: +6 (+1 Wis, +5)


    Skills: 52R = 13PP
    Acrobatis 7 (+10)
    Climb 3 (+3/+5/+9)
    Computers 13 (+18)Skill Mastery
    Craft (Electronics) 5 (+10)Skill Mastery
    Craft (Mechanical) 1 (+6)
    Disable Device 10 (+15)Skill Mastery
    Knowledge (Technology) 5 (+10)Skill Mastery
    Notice 4 (+5)
    Stealth 4 (+7)


    Feats: 11PP
    Defensive Roll
    Dodge Focus 3
    Improved Initiative 3
    Inventor
    Online Research
    Move By Action
    Skill Mastery (Computers, Craft (Electronics), Disable Device, Knowledge (Technology))


    Powers: 34 + 6 + 6 + 6 + 8 = 56PP

    Device 8 (40PP Container; Flaws: Hard-To-Lose, Feats: Restricted 2[Net Fly]) [34PP] (Vibro-Suit)

    Sonic Converter 12 (24PP Array; Feats: Accurate, Alternate Power 4) [27PP]
    Base Power: Enhanced Strength 16 (Extras: Linked [super Strength]) + Super Strength 4 (Effective Strength 52, Heavy Load 16 tons, Extras: Linked [Enhanced Strength]) [16 + 8= 24PP] (Volume Amp)

    Alternate Power: Damage 8 (Extras: Autofire, Penetrating 4 Feats: Mighty) [21PP] (Sonic Fists)

    Alternate Power: Damage 9 (Extras: Area[burst] 200ft Radius, Linked[Trip], Selective, Flaws: Action(Full-Round), Distracting, Feats: Progression[Area] 2) + Trip 9 (Extras: Area[burst], Linked[Damage], Selective, Flaws: Action(Full-Round), Range(Touch), Feats: Improved Trip, Progression[Area] 2) [11+12=23PP] (Sonic Maelstorm)

    Alternate Power: Blast 11 (275-1'100 feet, Feats: Improved Range, Split Attack) [24PP] (Sonic Blasts)

    Alternate Power: Blast 11 (110-1'100 feet, Extras: Linked [stun], Linked [Trip], Flaws: Action (Full Round), Distracting) + Stun 11 (Extras: Linked [blast], Linked [Trip], Range [Ranged], Flaws: Action (Full Round), Daze, Unreliable) + Trip 11 (Extras: Linked [blast], Linked [stun], Knockback, Flaws: Action (Full Round), Feats: Improved Trip, Knockback) [5 + 5 + 12 = 22PP] (Sonic Beam)

    Datalink 3 (Radio, 1000 feet, Feats: Cyberspace) [6 +6 + 12PP] (Net-Dive Harness)

    Enhanced Constitution 4 [4PP] (Mutation Enhancement)

    Enhanced Dodge Focus 2 [2PP] (Mutation Enhancement)

    Enhanced Improved Initiative [1PP] (Mutation Enhancement)

     


    Enhanced Strength 6 (Heavy load 230 lbs) [6PP] (Mutation)

    Enhanced Dexterity 6 [6PP] (Mutation)

    Enhanced Constitution 6 [6PP] (Mutation)

    Fly Movement 3 (6PP Array; Feats: Alternate Power 2) [8PP] (Mutation)

    Base Power: Flight 2 (25mph/250ft per Move Action, Feats: Subtle) [5PP]

    Atlernate Power: Speed 5 (250mph/2500ft per Move Action, Feats: Subtle) [6PP]

    Alternate Power: Super Movement 2 (Wall Crawling, 3mph/30ft per Move Action, Feats: Subtle) [5PP]

     


    Drawbacks: (-0) + (-0) = -0PP


    DC Block

    ATTACK RANGE SAVE EFFECT
    Unarmed Touch DC15 Toughness (Staged) Damage (Physical)
    Enhanced (Unarmed) Touch DC18 Toughness (Staged) Damage (Physical)
    Volume Amp (Unarmed) Touch DC25 Toughness (Staged) Damage (Physical)
    Sonic Fists (Damage) Touch DC25 Toughness (Staged) Damage (Sonic)
    Sonic Maelstorm (Damage+Trip) Area DC23 Toughness (Staged) Damage (Sonic)
    1d20+8 vs. STR or DEX(worse) Trip
    Sonic Blasts (Blast) Ranged DC25 Toughness (Staged) Damage (Sonic)
    Sonic Beam (Blast+Stun+Trip) Ranged DC25 Toughness (Staged) Damage (Sonic)
    DC20 Fortitude Dazed
    1d20+10 vs. STR or DEX(worse) Trip

     

     

     

     

     

     

    Totals: Abilities (12) + Combat (22) + Saving Throws (12) + Skills (13) + Feats (11) + Powers (60) - Drawbacks (0) = 130/157 Power Points

  11. He's at +7 to hit, all his Damage effect (Damage 7) have enough Mighty to apply his full Str bonus of +8, for Damage 15. That breaks caps for a PL 10 character. (Attack + Damage, divided by 2, must not exceed your PL. 7 + 15 = 22 / 2 = 11, which is more than 10.)

    It is done.

    Please change Spatial Control to Teleport. Teleport is the effect, and that's what the Refs need to see.

    So is this.

    Dynamic Alternate Powers cost 2pp, not 1. 1pp for the alternate power, +1 more to make it Dynamic.

    Well, I'm sorry, but I'm not sure I get it. In this sheet, I have Energy Manipulation with 1 base power and 6 alternate powers, 3 of which are dynamic. I have already bought those three as alternate powers(6 alternate powers=6PPs), and I've also expended 3 more PPs to make the three of them Dynamic. Should I expend 3 more on the Array? Or do you mean that I should apply the +1 bonus on the dynamic powers themselves(for example, make <> into <>)?

    as soon as you answer me, I'll make the appropriate change

  12. From the Power Descriptions:

    Energokles is imbued with cosmic powers which enable him to absorb and manipulate Energy. He has the ability to shift and channel his energies as he sees fit [...] for a few examples, he can convert his Potential Energy to Thermal Energy and channel it through his mouth in order to produce a Flame Breath, he can convert his Kinetic Energy to Electric Potential Energy in order to produce a Static Field, or he can convert his Chemical and Thermic Energies into Mechanic Energy in order to withstand attacks or hit his opponent with his Super Strength, etc.

    That explains both why he has so many Energy Controls, and why they are Mighty. He literally puts his Strength behind them.

    ...Fine. I'm changing it(again). Got rid of the control/blast powers, except for magnetic control, got rid of some more skills, added Damage with the Area extra and the Variable Descriptor 2 [any energy] PFs. I also changed the Saving throws, in order to have a more respectable Will Save. Got rid of some more skills.

    If there's anything wrong, please let me know. :)

  13. Worked the attacks to meet their caps. Removed 1 rank skills. Put Life Support out of the Array. Reworked the Attributes.

    I am sorry, AvengerAssembled, for all the trouble I've caused you. I just really, really, REALLY wanna make this sheet work. I saw your suggestions, but they just don't appeal to me... If I worked very, very hard at adjusting the fluff, as you say, I might make one of them work for my tastes, but since I've already put all this work, it would simply feel like a waste.

    Again, I'm sorry for frustrating you.

  14. Edits! God I hope I'm done.

    As per Dr Archeville's suggestions/requests, I removed Enhanced Traits from the Energy Transmutation Array, which I had to merge with the Energy Manipulation Array. Corrected a lot of math, adjusted the DCs, made a lot of rebalances in the Energy Manipulation Array, and added the missing metrics, Knockbacks, Grapples, etc.

  15. Enhanced Constitution is not something I would advise putting in an Array: since it directly alters your Toughness score, dropping it means dropping your Toughness score. So if you've got it set to Enhance Str (to help lift something), you're weaker and eeasier to injure.

    I know, but that's part of the character concept. He is adaptable. If he needs, he'll focus on his defences, but if he doesn't he can divert those powers to offensive use. It's not optimal from a combat perspective, but it fits naratively. For example, when he is in outer space, he is focusing all his powers on sustaining his metabolism, so he is left more vulnerable to attacks, and less capable of focusing his attention on counterattacking, etc. I'm making the suggested alterations on Life support.

    You may not have more Drawbacks than your PL. PL 10 = no more than 10pp worth of Drawbacks. Having one for Magic and one for Mental should probably be adequate.

    My bad. Missinterpretation of the rules... Can I have an 11PP or higher total worth of drawbacks, with only 10 of them counting towards my total PPs? As in, they exist from the get go, I just don't benefit from all of them in terms of PP, until I reach the appropriate power level(i.e. if I have 15PPs worth of drawbacks, and I'm at 10PL, I only benefit from 10PPs, but when I'm 13PL, I get 3 additional PPs.).

    I'm not sure what this is. A rank 1 Morph effect, to switch to Lightspeed form? Is this supposed to represent how he looks different when in his superpowered Lightspeed form? If so, you don't need this; simply having powers and a costume is enough.

    Well, shortoff. It's his Lightform, and it's always active. It indicates that Energokles has transformed into his superheroic identity. It's purely cosmetic, but it's not technically a simple costume change. If he still doesn't need to buy it, could I simply list it as a 0 PP power?

    Fire Control's base effect is Move Object (Extra: Range [Perception]; Flaw: Limited [Fire only]), not Blast, so Mighty is inapplicable, Range [Touch] is inapplicable, and Area is iffy.

    We don't keep very close track of the position of characters during combat, so we recommend people take the Area [burst] Extra instead of the Explosion extra.

    But I don't want a Pyrokinetic power, I want a fire breath. If that's the case, should I buy it as a Blast Power, and designate Fire Blast or Fire Breath as it's description?

    The base effect for Cosmic Energy Contorl, Electricity Control, and Plasma Control is Blast, a Ranged Damage effect. If you want to add Mighty, you'd need to add 1 rank per point of Str bonus to add your full Str bonus.

    Plasma Control is basically a touch range power. I was aiming for plasma fists. Should I buy it as a Strike Power, instead?

    Anyways. Made changes and recallibrations in skills and powers. Many powers now fall under the Energy Transmutation Array. Also, made corrections, especially on the Saving throws. I hope it's a bit more sane, this time.

  16. Made a major overhaul. As you may notice, this build follows much more closely 2 archetypes, the Energy Manipulator and the Paragon.

    Made many cuts, especially in skills and Feats, introduced a new array, which should have been there from the beginning, squized a few powers in it both for concept and cost efficiency, and added 2 more vulnerabilities.

    As always, I'm expecting corrections/suggestions/improvements. Every input is helpful.

  17. Thanks for the input, trollthumpter.

    I used the tradeoffs on Attack, Defence, Toughness and Damage.

    Trade-Offs: -3 Attack / +3 Damage, -5 Defense / +5 Toughness

    so a base 7 Attack would become 3. The Defence thing is a Base 7 plus 2 from Defence Focus, minus 5 from the tradeoff.

    Should I list them without the tradeoffs, or should I apply them, but also indicate the penalties?

    Likewise, Toughness has a +5 to Toughness bonus from tradeoffs.

    The flight thing was because, according to the house rules, I can have Flight and Space Travel on the same array, provided that I have bought them seperately. If I missinterprated them, please correct.

    I will make corrections, but I'll also need your further input.

  18. Player Name: Vahnyu
    Character Name: Energokles
    Power Level: 10 (150/150PP)
    Trade-Offs: -3 Attack / +3 Damage, -5 Defense / +5 Toughness
    Unspent Power Points: 0
    Progress To Bronze Status: 0/30

    In Brief: When Aggelos Evanakis was hit by a combination of magic and an experimental particle accelerator during a school trip, he dematerialised and rematerialised in space, having gained energy manipulation powers. Now, he uses those powers to help people in whatever way he can.

    Alternate Identity: Aggelos Evanakis
    Identity: Secret
    Birthplace: Athens, Greece.
    Occupation: Student.
    Affiliations: None
    Family: Father: Gerasimos Evanakis. Mother: Vasiliki Evanaki. Brother: Kimonas Evanakis.

    Description:
    Age: 16 (DoB: January the 10th, 1995)
    Apparent Age: 25(When in Lightform)
    Gender: Male
    Ethnicity: Caucasian
    Height: 6'9" (5'11")
    Weight: 286.6 pounds (220.46 pounds)
    Eyes: Light-Blue, no pupils (Brown)
    Hair: Light-Blue (Dark Brown)

    [floatl]Aggelos_Evanakis.jpg[/floatl]
    Aggelos Evanakis is a teenager, with short-to-medium-short dark-brown hair and brown eyes. He isn't well-built at all, in fact he is a bit chubby, which shows in his belly and his cheeks. Not very tall, just over 1.80 meters, yet weighting 100 kilos, he wears a blue and light-blue t-shirt, along with blue short-jeans, held by a brown belt. His usual attire completes a pair of blue athletic shoes with red tips, and a pair of blue fingerless gloves.

    [floatr]Energokles.jpg[/floatr]
    When transformed into his Lightform, his body receives a complete overhaul. He grows to over 2 meters tall and becomes 120 kilos heavy. His body gains muscles, becoming much more well-built. His skin changes composition, as reflected by it's color, which becomes blue, and by the fact that it seems to emit energies. Finally, his clothes change as well, into a tight suit composed of a blue t-shirt and blue shorts, blue gloves with white stripes and fingers, blue boots with one white stripe, a lightning shaped white belt, and a light-blue cape, while he wears a dark-blue open mask, which conceals his cheeks and forehead, with lightning shaped ornamental earpieces.

    Power Descriptions:
    Energokles is imbued with cosmic powers which enable him to absorb and manipulate Energy. He has the ability to shift and channel his energies as he sees fit. There are several different ways his power can manifest. For a few examples, he can convert his Potential Energy to Thermal Energy and channel it through his mouth in order to produce a Fire Blast, he can convert his Kinetic Energy to Electric Potential Energy in order to produce a Static Field, or he can convert his Chemical and Thermic Energies into Mechanic Energy in order to withstand attacks, lift his opponents or other objects with his Super Strength, or even imbue his fists with destructive Plasma Energy. He is able to run and fly at extreme speeds, or he can convert into electrical signals and travel through cables. When in outerspace, he can tranverse distances at a rate of 50 times the speed of light. He can use his powers to alter his body on a cellular and molecular level, thus creating his Lightform, under which he operates as a Superhero, enhance his metabolism so that he can survive in extreme conditions, or he can use them to change his vibrational phase, so that he becomes invisible to the naked eye.
    In fact, a lot of his abilities change his body on a profound level. As such, while the range of his abilities is near-limitless, Energokles finds that his mind won't allow him to break some thresholds. His mind may dictate what his body is and can do, but his body can change his mind just as much. This also means that, as Energokles has no innate mental defenses, he is prone to Mental attacks, from post-hypnotic suggestions to outright mental control. Even Psi-Blasts can hurt him, since they don't manifest physically, rather, they attack the mind into thinking it's body was attacked, making it's body experience the effects of the attack. His mind can resist a very limited amount of mental attacks, such that would force him to lose his powers completely, especially in an environment were doing so would be fatal, or making him lose his Light Form. As a general rule of thumb, any non-physical or physically based attack bypasses his defences.
    Furthermore, due in fact to magic being partly responsible for his existence, and due in fact that he technically is a personification of natural laws, he is very weak to magic attacks(since magic is basically forcing one's will upon the laws of nature), magic can completely bypass his defenses and greatly harm him. This isn't a vulnerability. Rather, it's an outright weakness.

    History:
    Aggelos Evanakis was an ordinary, if a bit introverted, boy. He grew up in Athens, Greece, before moving out to Freedom City, in America, where he attended highschool. He wasn't particularly studious; in fact he avoided doing anything more than homework, focusing his attention instead on his videogames. But he had a great aptitude with natural and normal sciences, mainly physics, mathematic, and chemistry.
    Still, he was picked up as one of a handful of students, to attend to a Panamerican physics convention, on the subject of “sub-atomic particles and the creation of the universeâ€. One of the exhibits included an experimental higgs-boson particle generator, which was unfortunate, because it attracted the attention of an unkown superhuman terrorist group.
    Most civilians managed to evacuate the university, which had transformed to a battlefield between the supervillains and a local group of superheroes, but Aggelos was stuck in the room with the particle generator, having hidden himself behind the machine. Maybe he was too paralyzed from fear to move, maybe he just didn't realized the magnitude of danger he was in. Or maybe destiny had guided his steps, up to that moment, that fateful moment when a misfired weapon hit the generator followed by a magic blast thrown by a Supervillain. The generator went critical, and threw a particle beam, which caught Aggelos straight on the chest, disintegrating him on a sub-atomic level. The effect was instantaneous, as Aggelos didn't even get the chance(or the lungs necessary) to scream, so not even the heroes were really aware of what (or to whom) happened, instead focusing on repelling the villains and containing the damage.
    It should go without saying, however, that Aggelos wasn't dead. Far to the contrary, he found himself rematerialized in space, on a galaxy by the name of Nova Arcadia, about 6 Light Years from the Solar System. Furthermore, he realized that he now was made of pure energy, no longer requiring to breath or eat(mostly), and being capable of surviving in hostile environments. He could change his appearance back to human and forth at will. He was given great strength and agility, and he could absorb and generate attacks capable of leveling entire cities. In short, he had the ability to manipulate energy.
    The road home wasn't very easy, or even pleasant, though, as he got caught in the middle of a transgalactic war between the corrupted Overgalactic Central Echelon Alliance Navy(O.C.E.A.N.), and the theocratic state of the powerhungry, warmongering god-tyrant Black Holder. Aggelos gained the enmity of both sides, due to his interference in the system of Valhalla, which was to be the latest battlefield of the war. He repelled both forces, because the ensuing battles, should even one of the armies take a foothold on any of the system's planets, would result in the death of billions of civilians. Due to his actions, Aggelos set back their plans by 10 years, and so it came that Black Holder and OCEAN ordered his head on a plate(Black Holder, in particular, ordered his everything on a plate each; never let it be said that the god-tyrant was wasteful, minimalist, or unimaginative).
    Having gained their gratitude, the citizens of Valhalla presented Aggelos with a star map, which he quickly memorized(due to his brain being literally speaking light). He entered FTL flight, and in a couple of days he finally arrived at Earth. Reuniting with his family, who told him that he had been missing for a whole month, he told them about his newfound powers, explained to them his adventures, and informed them of his decision, to lend his abilities to help mankind. After some initial hesitation from Vasiliki, his mother(mainly about her concerns that being a superhero would detract from his time studying and affect negatively his grades, a fear that Aggelos was quick to disprove stating that he didn't really spent much time to tend to his studies before the recent events either way, and that he had acquired an eidetic memory as a result of them), Aggelos assumed the superheroic identity of Energokles, the Active Glory.


    Personality & Motivation:
    Energokles is a very cheerful person, opting to have fun when he can afford to. While he prefers to follow orders when given, he occasionally prefers to take initiative. He isn't very confrontational, mostly because he doesn't care about many things, and because he prefers to listen than to talk, so he usually doesn't raise any objections to his teammates' opinions, but that doesn't mean he doesn't have an opinion of his own. In fact, when he is positively sure about something he will go to great, even annoying levels, to ensure that everyone realizes that he is right. Energokles fights for justice, but he isn't zealously law-abiding. He knows that for all the good they do, laws are manmade, and therefore inherently flawed.

    Powers & Tactics:
    At combat, Energokles usually provides air support, weakening and exhausting his foes from afar while his teammates take them on, until they themselves start becoming fatigued, in which case Energokles will join the fray. Due to his versatility, he can act as both infantry, air and artillery support, backup coordinator, and even gather Intelligence, should the need arise. For all his powers, Energokles can really shine only when he works as part of a team.




    Complications:
    Enemy: Black Holder.
    Secret: Identity.
    On the Job Learning: Is learning as he goes.
    Responsibility: School.


    Abilities: 0 + (-2) + 0 + 4 + 6 + 0 = 10PP
    Strength: 10/26 (+0/+8)
    Dexterity: 8/18 (-1/+4)
    Constitution: 10/26 (+0/+8)
    Intelligence: 14 (+2)
    Wisdom: 16 (+3)
    Charisma: 10 (+0)


    Combat: 10 + 6 = 16PP
    Initiative: +
    Attack: +5 Melee, +5 Ranged, +7 Energy Manipulation
    Grapple: +12, +15 with powers, up to +28 with full Super-Strength
    Defense: +5 (+3 Base, +2 Dodge Focus), +1 Flat-Footed
    Knockback: -


    Saving Throws: 0 + 1 + 2 = 3PP
    Toughness: +4/+9 (+0/+5 Con, +4 [Defensive Roll]), )
    Fortitude: +0/+5 (+0/+5 Con, +0)
    Reflex: +1/+5 (+0/+4 Dex, +1)
    Will: +5 (+3 Wis, +2)


    Skills: 60R = 15PP
    Concentration 10 (+13)
    Knowledge (Life Sciences) 10 (+5)Skill Mastery
    Knowledge (Physical Sciences) 10 (+10)Skill Mastery
    Language 3 (Greek[Native], English, Lor, Galstandard)
    Notice 7 (+7/+10)Skill Mastery
    Stealth 10 (+10/+14)

    Sense Motive 10 (+13)Skill Mastery


    Feats: 8PP
    Assessment

    Defensive Roll 2
    Dodge Focus 2
    Evasion 2
    Skill Mastery (Knowledge (Life Sciences), Knowledge (Physical Sciences), Notice, Sense Motive)


    Powers: 1 = 106PP

     

     

    Boost (Extras: Autofire, Feats: Penetrating 13, Split Attack 2, Mighty) [26PP] (Plasmacuffs[Plasma Attack])

     

    Energy Manipulation 12.4 (62PP Container) [



    Enhanced Constitution 10 [10PP] (Dynamic Shift)
    Enhanced Strength 6 [6PP] (Mechanic Shift)
    Enhanced Dexterity 2 [2PP] (Kinetic Shift)

    Energy Manipulation 13 (26PP Array; Alternate Power 3, Dynamic Alternate Power 3) [35PP]
    Base Power: Damage 5 (Extras: Autofire, Feats: Penetrating 13, Split Attack 2, Mighty) [26PP] (Plasmacuffs[Plasma Attack])
    Alternate Power: Damage 5 (50-500 feet, Extras: Area (Shapeable) 2 [2 10ft cubes], Feats: Variable Descriptor 2[Any Energy], Range (Ranged), Mighty 8) [26] (Energokinetic Dynamo[Any Energy])
    Alternate Power: Magnetic Control 12 ([120-1200 feet], [50 tons], Feats: Split Attack 2) [26PP] (Magnetokinesis)
    Alternate Power: Concealment 8 (Total Visual, Total Olfactory, Total Auditory, Extras: Selective, Drawbacks: Action (Move Action)) [8PP] (Phase Shift)
    Alternate Power (Dynamic): Immovable 6 (Extras: Unstoppable) [12PP] (Momentum Shift)
    Alternate Power (Dynamic): Quickness 13 (x25'000) [13PP] (Coordination Shift)
    Alternate Power (Dynamic): Super Strength 13 (Heavy load 3'840 tons, Flaws: Duration(Sustained), Feats: Countering Punch, Groundstrike 50/80 feet) [15PP] (Super Shift)Flight (10mph / 100ft per Move Action) [2PP]
    Space Travel (1c) [1PP]

    Lightform Speed 6 (12PP Array; Alternate Power 3) [15PP]
    Base Power: Flight 5 (250mph / 2500ft per Move Action, Feats: Subtle 2) [12PP] (Ion Flight)
    Alternate Power: Space Travel 6 (50c) [6PP] (Quantum Speed Travel)
    Alternate Power: Speed 6(500mph / 5000ft per Move Action)[12PP] (Ground Dash)
    Alternate Power: Teleport 5 (500 feet, Extras: Accurate, Flaws: Medium(Electric currents) Feats: Easy) [11PP] (Conductor Flash-Step)Impervious Extra on Toughness 5 (Hardened Cells) [5PP]
    Immunity 9 (Life Support) [9PP] (Chemical Shift)
    Regeneration 2 (Resurrection +1, Recovery Bonus +1 [1 week]. Extras: True Ressurection, Feats: Persistent, Regrowth) [4PP] (Photon-Synthesis)


    Drawbacks: (-4) + (-5) = -9PP

    Vulnerable (Psionic, Frequency: Common, Intensity: Major[x2]) [-4PP]
    Vulnerable (Magic, Frequency: Very Common, Intensity: Major[x2]) [-5PP]



    DC Block

    ATTACK                   RANGE             SAVE                             EFFECT
    Unarmed                  Touch             DC20/DC23 Toughness (Staged)     Damage (Physical)
    Plasmacuffs              Touch             DC25/DC28 Toughness (Staged)     Damage (Plasma)
    Energokinetic Dynamo     Ranged (50ft)     DC25/DC28 Toughness (Staged)     Damage (Any Energy)
    

    Totals: Abilities (10) + Combat (16) + Saving Throws (3) + Skills (15) + Feats (8) + Powers (0) - Drawbacks (9) = 43/150 Power Points

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