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Shock and Awe (PL 9)


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Sureshock

 

Power Level: 9/10 (150/156PP)

Trade-Offs: +3 Defense / -3 Toughness, -1 Attack, +1 Damage

Unspent Power Points: 6

 

Affiliations:  Claremont Academy, Shock and Awe

Family: Tabitha Hannigan (Twin Sister), Bill Hannigan (Father), Tandy Hannigan (Mother)

 

In Brief:  High School Football Star turned living generator

Alternate Identity:  Tremayne Hannigan
Identity: Private

Birthplace: Odessa, Texas

Occupation: Student

 

Description:

Age: 16

Gender:  Male

Height: 6'1

Weight: 200 lbs.

Eyes: Hazel

Hair: Black (With Colored Tips)

Tremayne is a muscular teenager with long black dreads.  The tips of his dreads are colored in autumn colors such as orange, and yellow.  His posture can be best described as nervous outside of his costume.  Hunched forward with his head held down by nature Tremayne attempts to avoid drawing attention to himself.  His right chest and arm are covered in a large and intrinsic tattoo sleeve with images representing his family, team members, and accomplishments on the football field.


His superhero costume is a repurposed football uniform colored black and gold with a visor added to obstruct his face.  The center of the jersey has two lightning bolts.  With an A emblem on his gloves as a tribute to a catchphrase he used during his football days, "Shock and Awe" now serving as his team name with his sister.  Much to her chagrin. 

 

History:


Odessa, TX is known for two things.  Violent crime and High School football.  And Tremayne Hannigan was high school football.  Despite being an underclassman the young wide receiver's average yardage made him a leading scorer in his division.  His future was bright.

 

That was until Tremayne's twin sister asked for him to accompany her to meet her online penpal.  Teresa may have been more withdrawn than her brother.  But, she wasn't a fool.  A teenage black girl in a small Texas city meeting up with a stranger online was a possible contender Cartel kidnapping in the making or any other story with the potential to find itself as a Lifetime movie one day.  Personally, Tremayne was half expecting to find some middle age old man in the pizza parlor his sister had agreed to meet.

In retrospect, he wasn't really wrong.  Sure, there was a teenage boy there who appeared all too keen to meet his sister.  But,  the pizza place was a cover facility established decades ago.  So what appeared to be an empty pizza shop with only employees and a cute teenage boy, quickly turned into an ambush by a group of middle-aged men whose faces seem to vanish from the teen's memories as quickly as they entered.  The next week was a blur as they underwent experimentation in the DnAscent process.  If not for the timely intervention of Captain Thunder, there was a good chance that the pair would have been sold off for some nefarious purpose.

 

Their parents were grateful to have their children returned to them.  But ill-equipped for the difficulties of raising powered children.  So when the invitation to Claremont Academy came. With a personal assurance from the headmaster herself that the school was uniquely suited to help their children safely harness their gifts and as.  They accepted for the sake of Tremayne and Tabitha.

 

Personality & Motivation:

Tremayne is a boy scout both in personality and in the actual association.  Adventurous, prepared, and always willing to put others first.  Fiercely protective of his sister, his only motivation of going to Claremont was to look out for her.  At least that's what he's willing to admit openly.  In fact, he misses being part of a team and as High School sports are out of the picture he is looking for something new to belong to as well.  

 

Powers (Descriptions & Tactics):

Sureshock can generate a massive amount of electrical energy and harness it as he wills.  Under Captain Thunder's tutelage, Tremayne learned to fire off arcs of electricity capable of leaping from target to target in a chain before grounding itself.  Putting his hands together he can create a searingly bright flash of electricity capable of blinding anyone looking in his direction.  Modulating the electricity he fires off, Sureshock is capable of stunning their nervous system akin to a taser.  Furthermore, by draining all electric power in an area around him, Sureshock is capable of deactivating Electrical equipment.  As this isn't meant to overload equipment it will leave them unharmed, unlike an EMP.  A field of electromagnetic repulsion surrounds him slightly protecting him from harm.

 

Tremayne's brain is different now.  He isn't quite aware of it, but the way his brain interprets electrical impulses fired off by the neurons is altered enough to provide a level of resistance from mental control.

 

Complications:

Conductor:   Surrounding Sureshock in a conductive material, or using electrically conductive equipment such as power cables might draw off stores of electricity, draining him like a battery faster than the stored electrical energy can be replenished
NRG:  Tremayne generates a massive amount of electrical energy which exists in a sort of state of homeostasis within his body.  Affecting that stability either through massive amounts of damage or overloading his body with more electricity can affect the electrical impulses in his body leading to temporary medical conditions such as seizures, mental confusion, hallucinations, or whatever else the GM feels appropriate.

Ride the Lightning:  Tremayne feels drawn to the “rush” of absorbing or conducting electricity. When properly controlled it can stimulate the brain’s pleasure centers unless his mind is compromised then he can find his pain centers being stimulated again.
Shock the System:  Accidents happen and, in a modern world where everything runs on electronics, it’s fairly easy for electrical powers to short-out or overload computers, electrical wiring, and power systems, causing blackouts, system crashes, and all of their associated problems.  Control of his powers can occasionally slip away from him causing such issues.

 

 

ABILITIES: 6 + 6 + 8 + 4 + 4 + 2 = 30PP

Strength: 16 (+3)

Dexterity: 16 (+3)

Constitution: 18 (+4)

Intelligence: 14 (+2)

Wisdom: 14 (+2)

Charisma: 12 (+1)

 

COMBAT: 8 + 10 = 18PP

Initiative: +11 (+3 Dex, +8 Improved Initiative)

Attack: +4 Base, +9 Ranged

Defense: +12 (+5 Base, +7 Dodge Focus), +3 Flat-Footed

Grapple: +7

Knockback: -3

 

SAVING THROWS: 1 + 4 + 3 = 8PP

Toughness: +6 (+4 Con, +2 Protection)

Fortitude: +5  (+4 Con, +1)

Reflex: +7 (+3 Dex, +4)

Will: +5/+9 (+2 Wis, +3, +4 Enhanced Will)

 

SKILLS: 12R = 3PP

Concentration 3 (+5)

Intimidate 2 (+3)

Knowledge (Current Events) 1 (+3)

Medicine 1 (+3)

Notice 2 (+4)

Perform (Stringed Instruments)  (+4)

 

FEATS: 39PP

Attack Focus (Ranged) 5

Beginner's Luck

Dodge Focus 7

Luck

Sidekick 25

 

POWERS:  30 + 3 + 4+ 2 + 5 + 2 + 2 + 1 + 3 = 52PP

 

Electricity Control ( 27PP Array; Feat: Alternate Power 3 [30PP]

BP:  Damage 9 (Extras: Autofire, Range [Ranged] ) {27/27PP} (Chain Lightning)

AP:  Dazzle 9 (Extra: Area [Perception: General, Vision], Flaw: Range [Touch] ) {27/27} (Lightning Flash)  

AP:  NulLify 9 (All Powers of Type [Electronics] Extras: Duration [Concentration], Nullifying Field )  {27/27} (Rolling Blackout)

AP: Stun 9 (Extra: Range [Ranged] ) {27/27} (Taser)

 

Enhanced Feats 3 ( Improved Initiative 2, Second Chance [Mind Control] ) [3PP] (Rewired Brain)

 

Enhanced Will 4 [4PP]

 

Features 2 ( Charger, Jump-Start ) [2PP]

Spoiler
  • Tyler can power electrical devices as if e were a battery or standard electrical outlet simply by touching or holding the device or its power cord.
  • Tyler can jump-start or reset an incapacitated construct with an electrical system.  Essentially allowing a Medicine check on Constructs

 

 

Immunity 10 ( Electricity; Flaw: Limited to Half-Effect ) [5PP]  (Electrical Resistance)

 

Move Object 1 ( Heavy Load=50 lbs. ) [2PP] (Static Electricity)

 

Protection 2 [2PP] (Electromagnetic Field)

 

Speed 1 [1PP] (Training)

 

Super-Senses 3 ( Acute [Mental], Electricity Awareness [Mental] [3PP]

 

 

DC Block

 

ATTACK

RANGE

DC

EFFECT

Unarmed

Touch

DC18 Toughness

Damage (Physical)

Chain Lightning

Ranged

DC24 Toughness

Damage (Electricity)

Lightning Flash

Perception Area

DC19 Reflex/Fortitude

Dazzle (Light)

Rolling Blackout

45’ Burst

DC19 Will

Nullify (Electronics)

Taser

Ranged

DC 19 Fortitude

Stun

 

 

TOTALS:

Abilities (30) + Combat (18) + Saving Throws (8) + Skills (3) + Feats (39) + Powers (52) - Drawbacks (0) = 150/156 Power Point

 

Edited by Thevshi
+1PP for Oct 2021
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The Spectacle

  

Power Level: 9(125PP Sidekick)

Trade-Offs: +1 Attack, -1 Damage

Unspent Power Points: 0

 

Affiliations:  Claremont Academy, Shock and Awe

Family: Tremayne Hannigan (Twin Brother), Bill Hannigan (Father), Tandy Hannigan (Mother)

 

In Brief:  Goth Teenager turned into metal

Alternate Identity:  Tabitha Teresa Hannigan
Identity: Public

Birthplace: Odessa, Texas

Occupation: Student

 

Description:

Age: 16

Gender:  Female

Height: 5'6

Weight: 234 lbs.

Eyes: Hazel (Before)/ Silver (Presently)

Hair: Black (With Colored Highlights )/ Silver (Presently)

Tabitha skin is metallic and reflective making her stand out wherever she goes.  Her hair is often styled in a cybergothic style with features such as tendrils, wisps, a shaved side and nape and lastly colored synthetic dreads running down her back.  In public she often dons a black hoodie to hide her features, but being a metallic girl of above average height tends to dampen the effects a hoodie can have up close.

 

 

 

History:


Odessa, TX is known for two things.  Violent crime and High School football.  And Tabitha Teresa Hannigan did not have a predisposition to either.  She worked after school in the local animal hospital, attended church functions, and aside from her style of dress did not really cause trouble for her family.  However, Tabitha's social life wasn't quite as expansive as her more popular twin brother who was the star wide receiver on their high school football team.  So she began seeking online correspondences in her spare time as a means of striking up new friendships.

 

Tabitha may have been more withdrawn than her brother.  But, she wasn't a fool.  A teenage black girl in a small Texas city meeting up with a stranger online was a possible contender Cartel kidnapping in the making or any other story with the potential to find itself as a Lifetime movie one day.  So she asked her brother to come with her to meet this mystery paramour.  Worst case scenario she was being catfished, best case scenario she was going to be the weird kid who took her brother on her first date.

In retrospect, the scenario could always get worse.  Sure, there was a teenage boy there who appeared all too keen to meet his sister.  But,  the pizza place was a cover facility established decades ago.  So what appeared to be an empty pizza shop with only employees and a cute teenage boy, quickly turned into an ambush by a group of middle-aged men whose faces seem to vanish from the teen's memories as quickly as they entered.  The next week was a blur as they underwent experimentation in the DnAscent process.  If not for the timely intervention of Captain Thunder, there was a good chance that the pair would have been sold off for some nefarious purpose.

 

Their parents were grateful to have their children returned to them.  But ill-equipped for the difficulties of raising powered children.  So when the invitation to Claremont Academy came. With a personal assurance from the headmaster herself that the school was uniquely suited to help their children safely harness their gifts and as.  They accepted for the sake of Tremayne and Tabitha.

 

 

Personality & Motivation:

Tabitha does not want to be a superheroine.  In fact, she doesn't want to be a super anything.  And would like nothing more than to undo the DnAscent process which has permanently changed her skin to living metal.  Making the best of the situation, and playing along with what she deems as her brother's childish whims she has gone along with the whole hero thing for now.  

 

Powers (Descriptions & Tactics):

The Spectacle is as tough and strong as steel.  Her flesh and organs have been converted to a living metal. Making her stronger than any ordinary man, but far from the most powerful thing around.  As such, Tabitha has elected to use the 52 Blocks fighting style.  Having picked up what older members of the congregation know as the method during Church meetups, The Spectacle's tactic in combat is a singular focus on close combat.  She also acts as shield for her brother during combat.  Protecting him from the hail of gunfire his more vulnerable flesh is less equipped to handle.

 

 

Abilities: 2 + 4 + 2 + 6 + 8 + 6 = 28PP

Strength: 12/26 (+1/+8)

Dexterity: 14 (+2)

Constitution: 12/+24 (+1/+7)

Intelligence: 16 (+3)

Wisdom: 18 (+4)

Charisma: 16 (+3)

 

Combat: 6 + 6 = 12PP

Initiative: +2 (+2 Dex)

Attack: +3 Base, +10 Melee

Defense: +9 (+3 Base, +6 Dodge Focus), +2 Flat-Footed

Grapple: +24

Knockback: -9

 

Saving Throws: 2 + 4 + 2 = 8PP

Toughness: +9 (+7 Con, +2 Protection)

Fortitude: +9  (+7 Con, +2)

Reflex: +6 (+2 Dex, +4)

Will: +6 (+4 Wis, +2)

 

Skills: 12R = 3PP
Craft (Mechanical) 1 (+4)

Handle Animal 7 (+10)
Intimidate 2 (+5)
Perform (Singing) 2 (+5)

 

Feats: 16PP

Animal Empathy
Attack Focus (Melee) 7

Dodge Focus 6

Interpose
Power Attack

 

Powers:  12 + 12 + 6 + 1 + 9 + 6 + 1 + 12  = 59PP

 

Density 4 (Flaw: Permanent[12PP]

Spoiler

Strength +8 [Total 26],  Impervious Toughness 2 [8 Total]; Immovable 1; Super Strength 1 [6 Total]

 

Enhanced Constitution 12 [12PP]

 

Enhanced Strength 6 [6PP]

 

Feature ( Hands Like Tools [1PP]

Spoiler

Tabitha has sufficient strength and toughness to use her bare hands to do things like pound nails, loosen or tighten lug-nuts and heavy bolts, and even carve metal and stone with nothing more than her fingertips. She can do a great deal of work without the circumstance penalty for lacking proper tools.

 

 

Immunity 9 ( Life Support [9PP]

 

Impervious Toughness 6 [6PP]

 

Super-Senses 1 ( Radio[1PP] (Metallic Resonance)

 

Super-Strength 5 ( Heavy load: 29.4 tons; Feats: Groundstrike, Thunderclap ) [12PP]

 

Drawbacks: -1PP 

 

Vulnerability (Magnetism:  Uncommon, Intensity) [1PP] 

 

DC Block

 

 

ATTACK

RANGE

DC

EFFECT

Unarmed

Touch

DC23 Toughness

Damage (Physical)

 

 

 

Totals: Abilities (28) + Combat (12) + Saving Throws (8) + Skills (3) + Feats (16) + Powers (59) - Drawbacks (1) = 125/125 Power Point

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