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Tarrakhash

Delta - PL 10

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Delta
Power Level:10 (150/150PP)
Unspent Power Points: 0
Trade-Offs: +0 Attack / +0 Damage, -5 Defense / +5 Toughness

 

In Brief: Telepathic Cyber soldier from the Terminus trying to hide from his squad and the man who made him.

Catchphrase: "No it's not Halloween, those are my eyes."

 

 

Alternate Identity: Unknown
Birthplace: The Terminus

Residence: Freedom League Lodgings
Base of Operations: Freedom City
Occupation: Cybersoldier
Affiliations: Freedom League
Family: Alpha, Beta, Charlie and Echo - the squad that is hunting him down still mind control by Dr. Düster.

 

Description:
Age: 10 years of memories since awakening
Apparent Age: 28
Gender: Male
Ethnicity: Terminus
Height: 6ft
Weight: 300lbs
Eyes: Large Bulbous mechanical looking Cyber eyes both seem to 'wrap' around his head to the back with cables connecting the eyes the base of his skull where the Cyberarms start.
Hair: None

 

Dark brown skin covers what would normally be a pretty well muscled frame, but is contrasted against by black and red metal that seems to cover large swathes of Delta's body. He is clearly an ungodly amalgam of man and machine and no amount of politeness could pretend otherwise. Large bug like cybernetics have replaced his eyes, they have overlapping plates that wrap around his head covering the base of his skull and running down his neck where they join more plates running up from the cybernetic shoulders, arms and glowing power plant that is in the center of where his shoulder blades would normally be. The metal itself is a strange ore from deep in the terminus that is normally pitch black, but some parts are picked out in red and the power plant is a raised disc that glows cherry red when he uses his arm cannons. The lip of the disc is raised a further inch from his back in what must be some kind of heat dispersal. The plates themselves slide and move allowing tools and weapons to slide out of them. The base of his skull has further raised parts that whir and hum like a large DVD player when he is using the various computer parts installed there. Covering the rest of his body there are signs of more implants in his legs, arms and face, but most of that is covered by an obviously armored suit that has a number of collapsible gadgets hanging from the belt and pouches on the light jacket covering his chest and on the pants and shoulders. The clothing is camo greens and browns but is not manufactured from this present time seeming to have no seam and offers much more protection than normal.

 

History:

Delta's memories started ten years ago, when he woke on a surgery table his body 18 years old, his mind almost a total blank and a face he would become very familiar with looking over him asking if he was alright. It was Dr. Düster, the surgeon who had decided that after the last defeat at the hands of super heroes that they didn't need more soldiers, they need an infiltration squad to take down super heroes, their families and surgical strikes contested by super heroes. So he was putting together, he hand picked Terminus residents, prisoners, soldiers and mercenaries from around Lord Omega's realm. Then he got to work, he created five of them and named them like a scientist creating soldiers would. Alpha, Beta, Charlie, Delta and Echo. First he removed most of their personal memories, most of their personality, treated them with genetic treatments, implanted computers and mind control chips in their heads and equipped them for infiltration, military action and then he added more cybernetics.That was when Delta woke up and started training, his MO was the Engineer, computer expert and flanker. Simulations gave way to live fire and then strikes with in the Terminus all part of the training.

 

About four years in something went wrong and an enemy got behind Delta and did severe damage enough to require the amputation of both of his arms and major rebuilding of the back of his skull but that didn't slow down Düster down he simply found a rare metal local to the are that would work, a few interesting materials and he put together a set of arms that made Delta even more flexible...but the materials interacted with Delta's genetic mutations and developed one of their own. It started slowly but Delta became aware, first that the mind chip was still delivering commands but that he could not ignore them  as he developed more and more self control and then it got weird things started closing the last inch to his hand with out any outside source of movement he started finishing peoples sentences, people he had just met.

 

He kept it hidden it as best he could, having four mind controlled squad mates helped as they did little more than follow orders. Another 3 years of free will went by, Delta helped the people he could but deep in Terminus territory he had no where to go. Finally the strike on Earth and Freedom city, Delta waited till they were through the portal on a strike mission and he ran for it. His target the same as his brothers, a freedom league outpost, he got there first warned them what was coming and earned himself the amnesty, and a place he could call his own and not have anyone in his head...but he started developing the ability to put commands in peoples head as well and he is starting to fear he is becoming the things he fears.

 

Personality & Motivation:

Delta has limited memories to draw on, but most of them are of the blasted lands of the Terminus, he will do whatever it takes to stay on Earth. He will fight whoever he needs to if it means friendly relationships with the powers that be on Earth. Delta is motivated primarily by the search for freedom and for freedom for his 'brothers' he wants to free the rest of his team and in the end the rest of the Terminus. A grand dream but he has so little else to hold on to, a normal life is not for him, he looks like something out of a horror movie and knows it, he longs for a normal life and wonders about who he was before he was captured. The last decade holds nothing but war, fighting and training and so Delta tends to react more strongly in many circumstances than he should logic and tactics rule his thinking and he is continuously suspicious of other peoples motives and even more so of his growing powers. He inherently respects other peoples freedom and will react with more force than needed to the sight of those oppressed, enslaved or otherwise helpless as he feels a strong bond with them.

 

Powers & Tactics:

Although Delta has the power to take on many more powerful foes head on his preference is stealth, misdirection and striking from a position of knowledge and power. He likes to plan, he likes to scout out what he is about to face and then he likes to strike like a bolt of lightening from an unexpected direction. Between his ability to teleport, send out scout robots and hack computers from a distance he typically dissects a situation very thoroughly before he jumps in but his abilities and power often allows him to do that in a very short space of time.

 

Power Descriptions:
The obvious things are his massive cyber arms, cyber eyes and the modifications made to his skull, all black metal, spikes and red edges the large disk shaped power source on his back glows red when he is exerting his strength or firing his arm cannon. The flexible black metal on his arms slides and shapes itself to allow blades, spikes and blunt edges to form allowing him to strike with any kind of surface he would like, his telekinetic short range abilities have manifested with extreme precision allowing him to mimic many of the weapons hidden in his arms with telekinetic blows of varying degrees of 'sharpness' within about a 10' radius those of course are all but invisible but for their effects. When ranged combat is needed his hand retracts exposing a massive cannon that runs the length of his forearm and allows him to shoot bolts of bright scarlet energy with extreme precision. His less precise long range telekinesis allows him to lift great weights, even pinning people in place without any obvious source other than the pulsing of the disc shaped power source on his back.

 

More dangerous than his weapons is the computer assembly and the telepathic powers that are crammed into his skull. His cyber eyes look like something of a cross between a camera lens with a large visible shutter and the front end of binoculars when fully exposed. Various antenna extend from the black cybernetics mounted in his skull as he access computers or communicates over long distances. When he is in full processing modes small red LED's flash along the sides and back of his skull as he uses more power than normal to have the computer fully focused on what he is doing, colorful overlays giving him instructions are visible in front of him as he activates the skill chips in his processing core and when he uses his telepathic powers small arc of electricity leap from implant to implant...usually larger arcs mean something went wrong.

 

His armor contains a belt that teleports him in a flash of light, a cloaking device strapped to the center of his chest that looks like a black donut about the size of his palm with multiple electric blue overlays that flash before he vanishes in a shimmer. Several black and gold tubes of nanite activators hang from his belt to activate the nanites in his body as well as several cyber implants repairing damage to flesh and machine. In a small pouch he has four orbs that expand into scouting robots that cloak themselves and fly around scanning the area around him feeding information about what they see and hear directly into his mind leaving him vulnerable to attacks on the drones. Finally a strangely shaped square strapped to his back expands out to a hover board allowing him to fly at great speeds, the board itself is controlled by some of the mechanics in his headware and can be recalled to catch him if he is knocked off, it has red jets beneath it to keep it up and the same at the back to drive it forward.

 

Finally in combat he can call up an almost transparent yellowish field of telekinetic energy that protects him from most small arms and close combat weapons, but it has been known to overload with too much damage causing it to implode in a rush of energy that can both blind and deafen Delta if he doesn't react quickly enough.

 

Complications:


There is only War!:

Delta's only memories is training and war, he views almost all things as tactical problems that can be solved by brute strength or cunning. This is not necessarily the best thing to deal with social situation, police officers, people who want to ask questions, reporters or putt-putt courses. Frequently his reaction is overbearing, aggressive or violent when there is in fact a better way.

 

Mad Scientist alert:

Dr Düster is out there, and so are his brothers they are looking for him as is anyone else in charge of looking for soldiers/deserters from the last Terminus invasion. There may even be a price on his head for villains, bounty hunters or others who have contact with the Terminus system.

 

It's not Halloween:

Delta is not pretty, he hardly looks human and he has more machine parts than your average blender. This causes many awkward situations when he has to go through metal detectors, fancy dress parties or anything that normally requires you not to look like something out of a Terminator/Alien mash up. He makes children cry, raises fear in the locals he's come to rescue and has a hard time getting into places where weapons are not welcome.

 

Lobotomy:

Large portions of Delta's brain was removed in the operations that made him what he is most of those had to do with his memories from his past, others were to do with his personality and compliance. This sometimes manifests, even though he has redeveloped much of his capabilities through his psionic power, in him having phantom memories of his past, not catching jokes/innuendo or subtle body language, following instructions that he shouldn't and taking things extremely literally...a problem in a society where comments like 'well just shoot me', 'let it burn' and 'squash them like a bug' are a somewhat regular occurrence.

 

Not the eyes!:

Delta's eyes have been completely replaced by his cybernetics, cybernetics made from the same material that seems to have interacted with his genetic changes to spark his psionic powers. The problem is they are still machines, they tend to get swirly around strong magnets, turn off altogether if they get hit with a certain frequency or jarred in a certain way. All kinds of failures occur from time to time, usually when it's least convenient from something as innocuous as switching colors, getting focused on something they shouldn't be so everything else is blurry up to glowing red for no apparent reason or...on occasion...shooting out some kind of beam that may or may not melt whatever he was looking at. Dr Düster made many modifications to his eyes and he is only scratching the surface of what they can do.

 

I have a machine in me:

As with his eyes there are many, many implants in Delta and a swarm of nanites occupy his blood building molecular level implants around his body even now. It is unclear whether it is some kind of high speed evolution but it means there is always something going on inside of him and that there are a number of implants that have abilites he is not aware of. This can manifest positively in unexpected beneficial powers but also in things happening around him that he doesn't expect. Cars stop working as he walks past, all the electronics in a room reset and send all their information to him, his thoughts manifesting on screens around him. His eye view showing up on the mall security screens miles away from where he is, most of the time he is very much in control but every now and again something he doesn't expect happens...

 

Abilities: 4 + 6 + 6 + 4 + 4 + 0 = 24 PP
Strength: 14/26 (+2/+8)
Dexterity: 16 (+3)
Constitution: 16 (+3)
Intelligence: 14/36 (+2/+13)
Wisdom: 14 (+2)
Charisma: 10 (+0)


Combat: 12 + 4 = 16PP
Initiative: +3
Attack: +6 Base (+10 Cyberarms)
Defense: +5 (+2 Base, +3 Dodge Focus), +1 Flat-Footed

Grapple: +2/+8
Knockback: -2/-4/-8 (Con/Armor/Force-field)


Saving Throws: 3  + 3  + 7 = 13 PP
Toughness: +3/+8/+15 (+3 Con, +5 Armor, +7 Telekinetic Force Field[+7 Impervious])
Fortitude: +7 (+3 Con, +1 Gear, +3 Base)
Reflex: +9 (+3 Dex, +1 Gear, +5 Base)
Will: +7 (+2 Wis, +5 Base)


Skills: 80 R = 20 PP

Computers 14 (+16/+27)skill mastery

Disable Device 14 (+16/+27)skill mastery

Drive 4 (+7)skill mastery

Knowledge (Tactics) 8 (+10/+21)

Notice 12 (+14)

Pilot 4 (+7)skill mastery

Search 8 (+10/+21)

Stealth 8 (+11)

Survival 8 (+10)

 

Feats: 15 PP

Accurate Attack

Ambidexterity

Attack Specialization (Cyber Arms) 2

Dodge Focus 3

Elusive Target

Evasion

Lucky 3

Power Attack

Skill Focus(Computers, Disable Device, Pilot, Drive)

Stunning Attack

 

Powers: 1 + 3 + 1 + 7 + 16 + 23 +16 = 62 PP

 

Super Senses(Cyber eyes; Infravision, Ultravision, Drawbacks: Noticeable) 1 PP

Enhanced Feats(Built in Skill Chips; Beginners Luck, Eidetic Memory, Jack of All Trades) 3 PP

Enhanced Feat(Built in Tools: Improvised Tools) 1 PP

Protection 7 (Telekinetic Force Field; Extras: Impervious 7, Flaws: Side Affect (Dazzle 4 [Auditory + Visual]) 7 PP

 

Techno-pathic Array 5.5 (11 PP Array; Feats: Alternate Power 5) [16 PP]

  • Base Power: Super Senses 9 (Radio Scanner; Radio, Enhancements: Accurate [+2], Extended 2 [10 000ft, Notice], Danger Sense [Radio], Uncanny Dodge[Radio] Counters Concealment 2 [Radio]) [11PP] (technology)
  • Alternate Power: Datalink 10 (Internal Computer; 200 000 miles, Feats: Machine Control) [11PP] (technology)
  • Alternate Power: Communication 10 (Long range radio; 200 000miles, Feats: Subtle) [11PP] (technology)
  • Alternate Power: Enhanced Intelligence 22 (Full processing power; Flaw: Sustained) [11PP]
  • Alternate Power: Mind Control 10 (Flaw: Side Effect[Stun 5]; Feats: Mental Link) [11 PP] (psionic)
  • Alternate Power: Mind Reading 10 (Extra: Action[Move/Standard]; Flaw: Side Effect[Stun5]; Feat: Subtle) [11PP] (psionic)

 

Techno-kinetic Array 10.5 (21 PP Array; Feats: Alternate Power 2 Drawback: Noticeable) [23 PP]

  • Base Power: Strike 2 (Cyber-weaponry; Feats: Mighty, Variable Descriptor[Blunt, Slashing, Piercing]) + Enhanced Strength 12 (Cyberarms; Drawback: Arms Only) + Elongation 2(Close range Telekinesis; 10' Extras: Projection, Indirect 3, Drawbacks: Arms Only) [21PP] (psionic/technology)
  • Alternate Power: Move Object 10 (Telekinesis; Feats: Subtle) [21PP] (Psionic)
  • Alternate Power: Blast 10 (Arm Cannon; Feats: Precise) [21PP] (Technology)

 

Device 4 (Combat Suit; 20 PP Container; Flaws: Hard to lose) [16PP] (Technology)

Protection 5 (Armor) [5PP]

Enhanced Trait 2 (Environmental Protections; +1 Fort Save, +1 Ref Save) [2PP]

Gadget Array 5 (10 PP Array; Feats: Alternate Power 3) [13PP]

  • Base Power: Teleport 7 (Teleportation Generator; Flaws: Short Range Only, Feats: Turnabout, Change Velocity, Change Direction) [10PP]
  • Alternate Power: Concealment 4 (Cloaking Field; All Visual; Feats: Close Range, Selective) [10PP]
  • Alternate Power: Healing 8 (Nanite Activator; Flaws: Self Only, Feats: Persistent, Regrowth) [10PP]
  • Alternate Power: ESP 4 (Scout Bots; 1 Mile, Visual + Auditory; Flaws: Feedback, Feats: Rapid 4 (x10000), Subtle 2) [10PP]

 

Drawbacks: (-3) + (-0) = -3PP

Vulnerability (Magnetism; Frequency: Uncommon; Intensity: Moderate[x1.5]) -3 PP

 

DC Block

ATTACK                 RANGE      SAVE                           EFFECT
Cyberarm/Telekinetic   10'        DC 25 Toughness                Damage (Slashing/Piercing/Bludgening), Indirect 3

Arm Cannon             100/1000   DC 25 Toughness                Damage (Precise)

 

Totals: Abilities (24) + Combat (16) + Saving Throws (13) + Skills (20) + Feats (15) + Powers (62) - Drawbacks (3) = 150/150 Power Points

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Initiative does get your Dex bonus.
Also, we tend to not do Noticeable on Protection if it's a suit.  That is sort of inherent.

If you want to stretch some things, you can have the suit as a Device

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It's already part of a device, I could rejigger and move a point from the array and lose the hoverboard and move that point to the armor to make it 5 to hit caps.

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You're going to have to.  If it was a native power for him that was always one, then you could have Noticeable for the Protection.

 

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Okay made those edits, Initiative now reflects +3 for the dex bonus. Armor lost the Noticeable drawback and the gear array was reduced by one losing the hoverboard to make up the extra point.

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Did some editing/formatting for clean up.

 

It is strongly recommended to not leave the blue text from the template in submission.

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So I am struggling a little regarding the tone.

We, ideally, want to aim towards a co-operative sort of thing.  Whereas the conceits of the character is loner, with complications meant to enforce loner, whilst carrying a tone that is a bit bleaker than is necessary for a non-Bedlam character.

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Hmmm, tone wise I was trying to aim for someone who has lived a difficult life and is desperate for help or guidence. He's operated in a team his whole remembered life so I had imagined him wanting to be part of a team again.

 

I will happily tone down the complications, I was kind of aiming for a cable/wolverine/bishop type of background where he can soften with time as he works with others. More to highlight the difference in his previous life than isolate him.

 

Does that make sense?

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It does, it is just a general concern I voice with the presented character show demonstrably 'loner' characteristics.  As this poses an issue with developing contacts/threads and such.

The last question I have is why are the enhanced feats separate?  Is there something meaningful for the power there?

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They don't need to be separate. I imagine skill chips in his head and the tools in his cyber arms or other body parts.

 

You can't array enhanced feats so I could squish them together. It's just a positional thing.

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