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14c64b92571df59262267090472.jpgQuelqu'un

Power Level: 10 (150/151)

Unspent Power Points: 1

Trade-Offs: +3 Defense / -3 Toughness. +5 Attack / -5 Damage (unarmed).

 

In Brief: Get psychic powers? Go to America to improve them! Learn to fight after you survive the first few nights.

Catchphrase: "Un. Deux. Trois. Fini."

Theme:

 

Alternate Identity: Raphael Valcourt (secret).

Birthplace: Beauvais, France.

Residence: Freedom City University Dorms.

Base of Operations: North End, Freedom City.

Occupation: Massage Therapist.

Affiliations: None.

Family: Marie Valcourt, mother.

 

Description:

Date of Birth: 9 September 1999.

Apparent Age: college age.

Gender: Male.

Ethnicity: Caucasian.

Height: 5'10".

Weight: 175 pounds.

Eyes: Blue.

Hair: Black.

 

An athletically lithe and strong build due to his training in parkour and martial arts. Muscular, but not excessively so. Keeps his hair short so it doesn't get in the way when he's free-running.

 

Very slacker-esque wardrobe. Jeans, t-shirts, sandals, knit cap. Seems to prefer browns. Costume is one made of morphic molecules, clings to everything. it switches from black to dark blue sometimes.

 

History: Raphael's mother always referred to him as her little angel baby. Marie was tricked into believing her abduction and 'experimentation' was a visit from the holiest of holies, when it was really just some curious aliens wondering what Earth people were like. Not that Raphael thought his mother was crazy, but he didn't question her either.

 

He spent his younger years very active. Running, crawling and tumbling over anything he could get on. Just like his parkour and skateboard heroes. A few scrapes and bruises were nothing in the pursuit of happiness.

 

Come his mid to late teenage years he started to have headaches of the unbearable type. For no reason the doctors could find. They put him on pain medicine and watched him. It went for days, weeks, one time he couldnt get out of bed for a whole moth, which was hell on him for more than just the headaches. When he slept he dreamt of weird alien landscapes. And angels for some reason. His mother was there too. Was she not crazy after all? Was he going crazy? After that the headaches lessened. But when they stopped, the real weird stuff happened. He could use his mind to influence others. Like a superhero?

 

He saved up come cash. Instead of going to Uni in France, he wanted to get some help with his powers in Freedom City. He left to go to the States and particularly, Freedom City University. He settled in before he ran around the city like a vigilante. But the first few nights were a wake up call, just because you have superpowers doesn't mean you don't get your ass kicked. So he went to a place where he could train to fight. He hasn't been back on the street yet, but in due time.

 

Personality & Motivation: A very laissez-faire attitude in his civilian attitude. Seems to let everything slide off of his back. Chill to the point some think him a pacifist until they learn he's very well trained in martial arts. While in hero mode, his attitude takes an energetic about face. He's new to the world of heroes and villains and goes after criminals creatively and on all cylinders.  He won't throw himself into danger, but the psychic powers seemingly make the fighting go a little easier.

 

Powers & Tactics: Through his training in parkour, he can run faster, and jump higher than most without such activities. His command of the mind gives him an edge too. It's very easy to apprehend someone when their own mind doesn't agree with them. If they give up after a few brain shots, that's great. But if they're stupid enough, he can go hand to hand (or foot to foot?) very easily. He's not the best at it, but he can hold his own in a fight.

 

Power Descriptions: Leaping, Speed, and Wall-Crawling are 'normal' training of years of parkour.  Super-Senses and Telepathy array are because his partly alien lineage.

 

Complications:

Foreigner: His English is semi-fluent. He may flub sentences or not know what to communicate.

Headaches: If he uses too much psychic power he'll start to feel a low thrum until it grows into a migraine.

Job/School: He has to keep up his studies to stay in Uni, and go to work to pay bills.

New Here: While he thinks he knows this place, he's in a foreign land and is bound to get lost sometime.

Thrillseeker: While getting his hero kicks or just enjoying a parkour run, he like to do big grandiose stunts.

 

 

Abilities: 10 + 8 + 6 + 2 + 4 + 6 = 36PP

Strength: 20 (+5)

Dexterity: 18 (+4)

Constitution: 16 (+3)

Intelligence: 12 (+1)

Wisdom: 14 (+2)

Charisma: 16 (+3)

 

Combat: 10 + 10 = 20PP

Attack: +5 base, +15 unarmed

Defense: +13 (+5 Base, +8 Dodge Focus), +3 Flat-Footed

Initiative: +4

Grapple: +10

Knockback: -3, -1 Flat-Footed

 

Saving Throws: 3 + 5 + 7 = 15PP

Toughness: +7/+3 (+3 Con, +4 Defensive Roll)

Fortitude: +6 (+3 Con, +3)

Reflex: +9 (+4 Dex, +5)

Will: +9 (+2 Wis, +7)

 

Skills: 68R = 17PP

Acrobatics 11 (+15, Skill Mastery)

Bluff 7 (+10, +18 Attractive, Skill Mastery)

Concentration 8 (+10)

Craft (electronic) 4 (+5)

Diplomacy 7 (+10, +18 Attractive)

Knowledge (physical sciences) 4 (+5)

Knowledge (technology) 4 (+5)

Language 1 (English, French [native])

Notice 8 (+10, Skill Mastery)

Perform (keyboards) 2 (+5)

Search 4 (+5)

Sense Motive 8 (+10, Skill Mastery)

 

Feats: 29PP

Acrobatic Bluff

All-Out Attack

Ambidexterity

Attack Specialization (unarmed) 5

Attractive 2

Conspiracy Theorist 2 (19-20)

Defensive Roll 2

Dodge Focus 8

Evasion

Improved Throw

Improved Trip

Power Attack

Skill Mastery (Acrobatics, Bluff, Notice, Sense Motive)

Taunt

Uncanny Dodge (mental)

 

Quote

Conspiracy Theorist: You are adept at reading between the lines and making connections between two apparently unrelated facts. This is not so much intuition as the ability to process and compare information on the fly. If you roll a natural 20 on any Gather Information, Investigate, or Knowledge check, you gain an insight that appears unrelated to the subject at hand. You can then make a new check for any one of the skills mentioned without needing to have any tools or reference material readily available. The subject of the second roll doesn’t need to be related to the first one, so a hero could suddenly deduce the answer to a scientific problem that had been plaguing her for weeks after talking about the latest baseball game while searching local bars for information on weapon shipments. Each additional rank in this feat moves the die roll threshold that allows a second check by one, up to a natural roll of 16 to 20.

 

Powers: 1 + 1 + 1 + 4 + 26 = 33PP

 

Leaping 1 (x2; 30ft running long jump, 15ft standing long jump, 7ft high jump) [1PP] (parkour, training)

 

Speed 1 (10mph, 100ft per round) [1PP] (parkour, training)

 

Super-Movement 1 (Wall-Crawling 1 [half speed]; Flaws: Limited [while moving]) [1PP] (parkour, training)

 

Super-Senses 4 (Accurate [mental], Acute [mental], Ranged [mental]) [4PP] (blindsight, psychic)

 

Telepathy 11 (Feats: Alternate Power 4) [26PP] (psychic)

Base Power: Communication 10 (earth to the moon; Extras: Linked [Mind Reading]; Feats: Subtle), Mind Reading 10 (Extras: Linked [Communication]; Feats: Subtle) [22/22]

Alternate Power: Concealment 10 (all senses; Extras: Affects Others; Flaws: Passive; Feats: Close Range, Progression 1 [Affects Others, 2]) [22/22]

Alternate Power: Confuse 10 (Extras: Range [Perception]; Feats: Subtle) [21/22]

Alternate Power: Emotion Control 10 (Feats: Mind Blank, Subtle) [22/22]

Alternate Power: Illusion 10 (auditory, visual; Flaws: Phantasms; Feats: Progression 2 [Area. 25ft]) [22/22]

 

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

 

DC Block

Unarmed             Touch          DC 20 Toughness                      Damage

Confuse             Perception     DC 20 Will                           Confuse

Emotion Control     Perception     DC 20 Will                           Emotion Control

Illusion            Perception     DC 20 Will                           Illusion (auditory, visual)

Mind Reading        Perception     Opposed Power Check vs Will Save     Mind Reading

 

Total: Abilities (36) + Combat (20) + Saving Throws (15) + Skills (17) + Feats (29) + Powers (33) + Drawbacks (-0) = 150/151 Power Points

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