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Supercape

Snapfinger

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More slots arriving, so posting up the ideas early!

 

This PC is a rebuild of the Handyman, who I thought had an interesting set of powers but I executed the character poorly. I also never played him. So this time, I fancied a character who drifts around the world of the ultra-rich, both individuals and organisations, and tries to "police" those people and companies so rich that they border on the unpoliceable. Does he act within the law, or in tandem with it? With armies of lawyers, bribery, corruption, and complex international politics, Snapfinger ends up conflicted about what he should, and should not do...

 

Snapfinger


Power Level: 8 (150/150)
Unspent Power Points: 0

 Trade-Offs: none

In Brief: Teleporting Playboy

Catchphrase: “I’ll take that”

Alternate Identity: Justin Thyme
Birthplace: London, England

Residence:  Freedom City
Occupation: Gambler, philanthropist, businessman
Affiliations: None
Family: Lady Annette Loss, Aunt

 

Description:
Age: 30
Apparent Age: 30
Gender: Male
Ethnicity: Caucasian
Height: 5’11”
Weight: 80Kgs
Eyes: Varies
Hair: Blonde

 

Justin looks like a handsome man with mid length blonde hair and a cool wardrobe, usually involving jackets and turtle necks. He likes fine and stylish clothes and usually wears sunglasses.

 

History:
Justin grew up fabulously rich after his parents died in a boating accident when he was seventeen. He was half taken in by Lady Loss, his aunt, although their relationship was complicated.

 

Justin went to university in London, studying economics, and came out with a good degree. With his skill and charm, and vast wealth, he has spread out an empire of catering and casino’s, and many aspects of entertainment, called Party Thyme.

 

Bored and hedonistic, Justin is also a gambler, and the stakes are high. Sometimes it is more than money he gambles, and on one occasion he won a strange device, called the Quantum Field Gun, from a drunk Russian.

 

Examining the device in his penthouse, Justin accidentally set it off, causing it to explode in his face. He didn’t die but he came out altered. He found he had developed the ability to teleport!

 

He had always dreamed of being a superhero, or spy, or agent. He was already half-way there, but this newfound ability propelled him all the way. Calling himself “Snapfinger” after the peculiarities of his power, Justin is carving out a new identity as a Superhero who circles with the rich and famous. With his charm, skill, and powers, Snapfinger looks to root out the corrupt and malign forces within the world of the super-rich and all the business that flows around them.  

 

Personality & Motivation:
Snapfinger has a big ego, and doing good melds with this need. It is not, however, the sum of his personality which is complex. The loss of his parents has made him both a thrill seeker (he wishes to face risk and adventure, not turn from it), and sympathetic towards those who have lost.

 

In addition, whilst he parties with the rich and is noted for his hedonism, he has noted some corrupt and unpleasant sides to the world of the rich. He feels that with such power comes responsibility, and he is motivated to cut down the malign side of wealth. Of course, such motivations and personal interests often conflicts.

 

Powers & Tactics:
Firstly, Snapfinger prefers to use manipulation or persuasion, or even stealth and subterfuge, to any violent conflict. However, he does not shirk from violence if needed.

 

He usually fights at range, teleporting around to disorientate. He will start by disarming any armed fighters quickly (with his teleport power), and then more to disrupt their molecular structure, weakening them. Once done with that, he will finish the job off by throwing objects with considerable force. He is quite happy disarming an opponent and using their weapons against them (with the normal parameters of lethal force use).

 

Power Descriptions:
Snapfingers powers create a slight smell of ozone. He has to mentally focus to use his teleportation, and the only reliable way he has found (due to psychological block), is to click his fingers and point at either where he wants to teleport to, or what he wants teleporting to him. There is a slight “pop!” sound when he does so.

 

Complications:
Point and Click: Snapfinger has a psychological block. He can only teleport by clicking his fingers and mining a “pistol” with his finger. It is possible that he might transiently overcome this block with great inspiration or danger, or with psychological help, however.

 

Boom Bust: Snapfinger had a dangerous machine blow him up. Sort of. Whilst normally a cool customer, he hates explosions. He will do anything to avoid them, and they can cause great anxiety or even panic if he even sees one (much less gets caught in one).

 

Party Person: Justin is a hedonistic pleasure seeker. He simply must have anything shiny or exciting, and must go to every party and meet every interesting person. He can be manipulated, seduced, or distracted very easily.

 

Off Target: Quantum or dimensional effects, or even high energy reactors, force fields, etc, can block or “bend” his teleportation effects. He might stop at a forcefield, or a reactor could send him off target, from a few inches to even throwing him off course at ninety degrees.

 

Take a gamble. Snapfinger loves risk. To an extent this gives him a bold, magnetic personality, but it also means he will do risky things impulsively, as well as never turning down an offer of a bet, or a game of cards.


Abilities: 2 + 2 + 2 + 6 + 6 + 12 = 30
Strength: 12 (+1)
Dexterity: 12 (+1)
Constitution: 12 (+1)
Intelligence: 16 (+3)
Wisdom: 16 (+3)
Charisma: 16 (+3)

Combat: 12 + 12 = 24
Initiative: +5
Attack: +6 Melee, +8 Ranged
Defense: +6, +3 Flat Footed

Grapple: +7
Knockback: -5

Saving Throws: 3 + 7 + 5 = 15
Toughness: +10 (+1 Con, +9)
Fortitude: +4 (+1 Con, +3)
Reflex: +8 (+1 Dex, +7)
Will: +8 (+3 Wis, +5)

Skills: 80R = 20PP

Bluff 8 (+14)

Diplomacy 8 (+14)

Gather Information 4 (+10)

Intimidate 4 (+10)

Knowledge (Art) 4 (+7)

Knowledge (Business) 8 (+11)

Knowledge (Civics) 4 (+7)

Knowledge (Current Events) 4 (+7)

Language 4 (Arabic, English [Native], French, German, Spanish)

Notice 8 (+11)

Profession [Gambler] 12 (+15)

Sense Motive 12 (+15)


Feats: 8PP
Attack Focus [Ranged] 2

Attractive 1

Benefit 3 (Wealth)

Improved Initiative 1

Jack of All Trades


Powers: 5 + 9 + 6 + 34 = 54

Enhanced Trait 5 (Throwing mastery 5) [5 PP] “Explosive hands” [Dimensional, Velocity]

 

Protection 9 [9 PP] “Dimensional hardening” [Dimensional]

 

Teleport 5 (500’, Feats: Change Direction, Flaws: Short Range) [6 PP] [Dimensional]

 

Teleport Array (32 PP Array, Feats: Alt power 2) [34 PP] [Dimensional]

BP: Teleport 8 (Extras: Attack Reflex [+0], Perception Range [+2], Reflexive Use, Feats: Change Direction, Flaws: Limited [-1] to teleporting things into hand, Drawbacks: 500’ Maximum Range) [32/32 PP] “Come here”

This power allows Snapfinger to teleport anything he can see into his hands (although held objects or mobile targets get a reflex save. The reflexive use extra means that if he uses a standard action to teleport and object he can immediately use a move action to use the object in his hand. This could mean initiate a grapple attack, fire a blaster, or throw a brick

AP: Suffocate 8 (Extras: Perception Range [+2], Drawbacks: 500’ Maximum Range) [31/32 PP]” “Suck Air”

AP: Drain 8 (Toughness, Extras: Affects Objects, Perception Range [+2], Feats: Slow Fade 1, Drawbacks: 500’ Maximum Range) [32/32] PP

Drawbacks: -1 PP

Vulnerability (Dimensional, Minor) [1 PP] 


DC Block

ATTACK                RANGE      SAVE                  EFFECT
Unarmed               Touch      DC 16 Toughness       Damage

Teleport Attack       Perception DC 25 Reflex          Teleport

Suffocate             Perception DC 25 Fort            Suffocate

Drain                 Perception DC 25 Fort            Drain Tough

Throw Object          Ranged     DC 21 Toughness       Damage

Throw Harmless Object Ranged     DC 20 Toughness       Damage
 

Totals: Abilities 30 + Combat 24 + Saving Throws 15 + Skills 20 + Feats 8 + Powers 54 - Drawbacks 1 = 150/150 Power Points

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If you have a better name, I am all ears. Not sure why it is bad. 

 

I appreciate the teleport attack range thing is a problem for some. It has been discussed and approved before, and for prosperity I will try to encapsulate the arguments to the best of my recollection: It was over a year ago, however, so it may be fuzzy recollections. 

 

Teleport attack isn't allowed in the house rules. 

Yes, for the reason that it can do horrible things, a "save or die" effect. Most particularly, teleporting someone into middair to crash, or things like into a pool of larva or cage. When we discussed this the limitation "into hand only" effectively renders these concerns obsolete. He can't fly or stand in a pool of larva. Hence, the rationale behind the ban, and quite justified, was felt to be addressed. 

 

Ranged / Perception TK / Disarm would work better. 

Not quite. Firstly, transparent obstacles are an issue (for instance, a cage or reinforced glass would stop TK move object not teleport). Secondly, things like immovability work against telekenesis, and the mass of the object comes into play. One also has to consider the movement speed, which is not instant. So it doesn't do a very good job of mimicking the power. The fact that strength shouldn't resist this and reflexes should could possibly be subverted by replacing alt save (Reflex vs STR) on TK but its a bit clunky. 

 

 

 

 

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