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  1. Player Name: Jimb011 Character Name: Interventor Power Level: 10 150/150pp Trade-Offs:None Unspent Power Points: 0 Progress To Bronze Status: 0/30 In Brief: A Mind Wiped Tech-Ninja Scientist from another dimension sent to protect His time line. Residence: (Optional) Where the character normally resides / lives (if anywhere). Base of Operations: Junk Yard Base Catchphrase: Alternate Identity: Identity: Birthplace: Occupation: Affiliations: People and/or groups you work with. Family: Description: Age: ??? (DoB: 2089 Earth #2133 time.) Apparent Age: If applicable. Gender: Male Ethnicity: Caucasian Height: 6'1” Weight: 187 Eyes: Brown Hair: Bald (Out of suit: A young, war-torn 30 year old. Scars in various places some visible on his face and arms. Wears Bi-Focal glasses. Not very muscular but always a curious look in his eyes) Power Descriptions: His power suit glows with a blue energy when in combat mode, Concealed in a blur of shadow when in stealth mode. History: In the Year 2077 The Eradicator finally overwhelmed the nuances of Law and Order and waged a war across the world. The devastation was immense and millions innocents and heroes lost their lives. Freedom city, at ground zero, was turned to ash. Soon other nations fell to the Eradicator's War until each country was either a war-zone or enslaved. In the year 2089 Earths remaining defenders formed a resistance: an alliance of nationalities that still fought against the Eradicator's iron fist. With constant warfare of attrition the resistance soon became desperate for a tipping point. They began sending Time-Travelers called Chrononauts to the year parallel to the present in Freedom city. However it was unknown that Time-Travel was flawed and instead of sending these brave warriors back to their past they ended up in an alternate dimension. An alternate earth. Once more, the Chrononaut's were voluntarily mind-wiped before they traveled through time. This was to insure only minimal damage to the past. However, Chrononauts were given psych evaluations to make sure they were suited to be heroes and implanted with mental instincts towards the completion of their mission. In the year 20101; at the brink of the resistance's collapse, Dr Greenwald.became the last Chrononaut to be sent through before the time traveling machine was destroyed. Given only minimal technology so as to further the protection of the time-line Dr. Greenwald, with no memory, became a citizen of Freedom city. Fighting for justice against an unknown inner demon and the scum and villainy of an alternate dimension's Ground Zero. His mission; whether he knows it or not, is to ensure the safety of a Miss Patriot: earths final defense against The Eradicator. Whether She exists in this dimension or not remains to be seen. Personality & Motivation: Greenwald is an intellectual always scientific about the tasks at hand. He is Motivated by finding out who he is and where he comes from. By merging his scientific prowess into crime-fighting created a public identity as Lance Isley: Private eye. But In reality he is a crime-fighting superhero known as: The interventor. Powers & Tactics: Being a warrior scientist from the past; Interventor strikes with the fury and calculation of a soldier. Most of the time he sneaks up on his enemy through cloaking technology and then strikes from above. His technology Gives him super strength, Protection, Power senses and Super Leaping: All of this is built into a battle-suit. Complications: Name: He doesn't know his real name due to his mind-wipe Identity: Detective Isley is his public name he gave himself, Interventor is his secret identity. Abilities: 0 + 0 + 4 + 10 + 4 + 0 = 18 PP Strength: 10/20 (+5) Dexterity: 10/16 (+3) Constitution: 14 (+2) 4pp Intelligence: 20 (+5) 10pp Wisdom: 14 (+2)4pp Charisma: 10 (+0) Combat: 21 + 18 = 39PP Initiative: +2 Attack: +14 Melee, +7 Ranged (21pp) Grapple: +14/+19 Defense: +12 (+6 Base, +6 Dodge Focus), +6 Flat-Footed (18pp) Knockback: -4 Saving Throws: 5 + 3 + 4 = 11PP Toughness: 8 (+2 Con, +6 [Other]) Fortitude: +5 (+3 Con, +2) (5pp) Reflex: +3/6 (+3 Dex, +0/3) (3pp) Will: 5 (+2Wis, + 3) (4pp) Skills: 0R =56PP Acrobatics 12 (+12/15) Bluff 12 (+12) Computers 12(+17) Concentration 4(+6) Craft (mechanical) 12(+17) Craft (Electronic) 12(+17) Craft (Chemical) 12(+17) Disable Device 9(+14) Escape Artist 4(+4/7) Gather information 9(+9) Intimidate 12(+12) Investigate 12(+17) Knowledge (Technology) 12(+17) Knowledge (Streetwise) 12(+17) Knowledge (Physical Sciences) 12(+17) Medicine 8(+10) Notice 12(+14) Pilot 8(+8/11) Profession (detective) 4(+6) Search 9(+14) Sense motive 12(+14) Stealth 12(+12/15) Survival 4 (+6) Feats: 13 PP Eidetic Memory Elusive Target Equipment 3 Evasion Fearless Improved Trip Inventor Move By Action Power Attack Skill Mastery: Computers, Disable device, Medicine, Gather information Take down 1 Equipment (15EP = 3PP) Junkyard (HQ) Size: Medium [1 ep], Toughness: 8 [0 ep], Features: Living Space, Computer, Power System, Defense System, Workshop (Mechanical, Electronic), Laboratory, Concealed, Garage, Fire Prevention System [ ep 10] - Total EP: 11 Quarterstaff strike 3 (PF Mighty) (4EP) Powers: 16PP Device 4 (Armor, 20PP, Flaw: Hard to Lose) [16PP] Super-Senses 1 (Low-Light Vision) [1PP] Leaping 2 [2PP] Array 8 (Power feats, Alternate power 1) (17PP) BE: Enhanced STR 10 + Force Field 6 [10+6=16/16} AP: Concealment 2 (normal vision, Flaw: Passive) [2PP] + Enhanced Dexterity 6 [6PP] + Force Field 6 [6PP] Super-Senses 2 (Infravision, Tracking [Infravision) [2PP] + Drawback (EMP Vulnerable; Frequency: [rare]; Intensity: [ Major]) [-3PP] DC Block ATTACK 14 Melee Quarterstaff 2dmg RANGE 7 SAVE DC 22 EFFECT Bludg. Unarmed 14 Touch 6 DC 15 Toughness 7 Damage (Physical) Totals: Abilities (18) + Combat (39) + Saving Throws (8) + Skills (59) + Feats (13) + Powers (16) - Drawbacks (3) = (150/150) Power Points
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