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The Seeker (PL10) - BingoBongo

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Character Name: The Seeker1280686454_robotdetective.jpg.992098bd3ff60cd03ce403cfe34d0fd0.jpg
Power Level: 10 (150/151PP)
Unspent Power Points: 1
Trade-Offs: +4 Attack / -4 Damage, +4 Defense / -4 Toughness


In Brief: Daredevil if he randomly saw glimpses of the future

Alternate Identity: Sam Stewart (Secret)
Birthplace: Freedom City, South Freedom

Residence: Freedom City, Parkside
Occupation: Retired police detective
Affiliations: None yet
Family: Alexander Stewart (Father), Marie Stewart (Mother), Steven Stewart (Brother), Allison Stewart (Niece)


Age: 29
Gender: Male
Ethnicity: Caucasian
Height: 6'0"
Weight: 200 lbs
Eyes: Blue
Hair: Black

The trademark piece of The Seeker's attire is a dark mask that wraps completely around his head. The mask features two highly reflective eyes, which appear to glow when light strikes them in the right way. The rest of his outfit consists of the shirt, slacks, tie, and trenchcoat that one might associated with a pulp detective. While his build is more imposing than an average Joe but more slender than the average super, the trenchcoat is designed to give the impression of a broader build.

When in his civilian identity, Sam tends towards an "office casual" appearance. Polo shirts or button-downs in inoffensive neutral colors, matched with simple slacks. He adopts the dark glasses and cane widely associated with blindness as part of maintaining his secret identity.


A Freedom City native, Sam Stewart learned a deep love of his hometown from his mother and father, a police officer and journalist respectively.
After passing FCU's criminal justice program, he eagerly joined the city's police force. He pushed himself to his limits and excelled in his work, rising quickly to the rank of Detective.
He worked for years in his position, dedicated to handling the "mundane" crime of the city, diligently working to catch the worst offenders so that, in his words, the "real heroes" remained free to handle the larger threats.
Eventually, Sam became involved in larger cases, including helping to bust larger operations and chipping away at the city's crime rings. Eventually, he became  involved in the round-up of a smuggling ring that only seemed to grow larger and larger as they took away the pieces. Emboldened by the results, Sam began treating the case as his sole focus, spurred on by the idea of taking down what had to be one of Freedom City's largest criminal undertakings.
Unbeknownst to Sam, the crime ring he was working so hard to destroy was an asset of The Labyrinth. One that they would not allow themselves to lose. As Sam and a squadron of police officers prepared to raid another smuggling compound, they were ambushed by Labyrinth operatives led by Ms. Scarlet. Scarlet and her men took down the police squadron with only a token effort. Sam lost several brothers and sisters in arms that day, and he suffered a near-fatal blow from Scarlet herself.
He survived within an inch of his life, and spent several weeks in a coma. When he awoke, he quickly realized that he had lost his sense of sight. During his recovery from his injuries he accepted an early retirement and began learning how to live with his blindness. As he started becoming mobile again, he realized over time that he was receiving sensations that he couldn't explain. Flashes of insight as to his surrounding. It came and went, but he simply knew what surrounded him. He kept this information to himself so as not to worry his loved ones.
These insights came more and more frequently as time went on. With practice, he reached a point where he felt he had almost recaptured his old life. However, having been listless and without purpose since his injury, he took the opportunity to pick up where he left off. These new abilities represented the perfect opportunity to continue his work taking down Freedom City's criminal element.
Adopting his new identity as The Seeker, he continued to hone his physical abilities and his newfound second sight. As he became more sure of himself, his visions reached new heights. He found hismelf not only sensing what was happening around him, but catching brief glimpses of possible futures. Sam has taken this as confimration that he is moving in the right direction.
He now has two goals to accomplish; figure out exactly what caused him to develop these abilties, and track down the figures at the center of the conspiracy that attempted to silence him in the first place.


Personality & Motivation:
At his core, Sam is spurred by his desire to bring down the organized crime in Freedom City. In particular, he desires to learn more about The Labyrinth and, if it is at all possible, put a stop to them as well. He also has a need to understand the origin of his powers, which are currently a mystery to him.
He is deeply driven, and tends to laser focus on whatever task he currently has at hand. He carries a no-nonsense attitude, which he doubles down on when in his Seeker identity. In contrast, he downplays it in his civilian identity as part of an effort to appear harmless and content.
Despite the hardboiled exterior, he is a genuinely idealistic person at heart. He does what he does out of a love from Freedom City and its people.


Powers & Tactics:
Seeker's sixth sense, including his mental sense and enhanced abilities, manifests as a sort of inherent knowledge. There is no component that he could explain to another person. The exception to this would be his premonitions. He observes these visions as though he were watching the events as a spectator.
He prefers a tactical approach to any situation. While confident in his combat abilities in a melee situation, he cateogrically refuses to put others at risk on his orders again.

Power Descriptions:
Unbeknownst to him, Sam's powers are the result of his status as a mutant.
Seeker's Device takes the form of a utility belt which includes an array of weapons and a grappling hook.


I Want Answers: Seeker tends to tunnel vision on his goals, and can be blind to all else when he's on the trail. (Gain a HP when Seeker's focus on following the next lead causes him to walk into a trap or overlook important information.)
Unfeeling Exterior: In his Seeker persona, Sam deliberately plays up a hard, brooding persona, hoping to avoid dragging others into hurt. (Gain a HP when Seeker chooses to distance himself from a potential ally.)
Only Mostly Blind: Sam's mental awareness does not operate as true sight. He is aware of his surrounding in a way perhaps similar to sonar, meaning it lacks in certain areas where true sight helps, such as reading text on a paper or a display on a screen.
Don't Get Caught Flat: Sam almost always prefers the cautious, analytical approach. (Gain a HP when Seeker's caution loses him a meaningful opportunity.)


Abilities: 8 + 16 + 8 + 2 + 14 + 0 = 48 pp
STR 18 (+4)
DEX 26 (+8)
CON 18 (+4)
INT 12 (+1)
WIS 24 (+7)
CHA 10 (+0)
Combat: 16 + 16 = 32 pp
ATK: +8 (+14 melee)
DEF: +14 (+6 Dodge Focus, +8 Base, +4 Flat-Footed)
Init: +12
Grapple: +22
Knockback: -3/-2
Saves: 2 + 4 + 0 = 6 pp
TOU +6 (+4 Con, +2 Defensive Roll)
FORT +6 (+4 Con, +2)
REF +12 (+8 Dex, +4)
WILL +7 (+7 Wis)
Skills: 8 pp=32 r
Acrobatics 12 (+20) [Enhanced]
Climb 1 (+5)
Escape Artist 2 (+10)
Gather Info 4 (+5)
Intimidate 5 (+5)
Investigate 9 (+10)
Languages 1 (Braille) (Base: English)

Medicine 1 (+2)
Notice 12 (+20) [Enhanced]
Search 9 (+10)
Sense Motive 12 (+20) [Enhanced]
Stealth 12 (+20) [Enhanced]
Feats: 5 pp
Defensive Roll
Grappling Finesse
Improved Initiative   
Quick Draw

-Enhanced Feats:

Acrobatic Bluff

Attack Focus: Melee 6

Challenge (Fast Acrobatic Bluff)

Defensive Attack

Dodge Focus 6

Evasion 2

Hide In Plain Sight

Power Attack

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

Takedown Attack 2

Uncanny Dodge (Mental)
Powers: 7 + 23 + 12 + 9 = 51 pp
Device 2 (Baton, Flaw: Easy to Lose, PF: Subtle [collapsible]) [7PP] [Technology]
Damage 2 (PFs: Extended Reach 1 [10 ft], Improved Crit, Mighty, Variable Descriptor 1 [bludgeoning/piercing/slashing]) [6DP]  
Super-Movement 2 (Swinging, Wall-Crawling) [4DP]
Enhanced Feats 23 (Acrobatic Bluff, Attack Focus: Melee (6), Challenge (Fast Acrobatic Bluff), Defensive Attack, Dodge Focus (6), Evasion (2), Hide in Plain Sight, Power Attack, Skill Mastery (Acrobatics, Notice, Sense Motive, Stealth), Takedown Attack (2), Uncanny Dodge (mental)) [23PP] [Mind, Mutant]
Enhanced Skills 12 (Acrobatics 12, Notice 12, Sense Motive 12, Stealth 12) [12PP] [Mind, Mutant]
Super-Senses 11 (Accurate Acute Analytical Radius Ranged [6] Mental Sense, Danger Sense (Tied to Mental Sense), Precognition (Flaw: Uncontrolled)) [9PP] [Mind, Mutant]


Abilities 48 + Combat 32 + Saves 6 + Skills 8 + Feats 5 + Powers 51 = 150/151 PP

Edited by Thevshi
+1 PP for March
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A couple things:
If you don't have Drawbacks, you don't need them as a line.
We prefer a summary line at the end of sheet covering each sections costs. Ex: Abilities + Combat + Skills + Feats + Powers - Drawbacks (if you have them) = PP Total.
The powers will need Descriptors.  So a Source/Origin Descriptor and an Effect Descriptor, where possible.  These are how things interact with them for stuff like Immunity, Nullify, Drain, Boost, etc,.


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Nice! Looks like mostly just some math stuff, on my end:



Might be worth double-checking the math on the skills - I count 35 ranks of skills, not 36, so you have a free point to put somewhere - but 36 ranks of skills would cost 9pp, not 6pp.



Damage 2 with four power feats would be 6pp total (2pp for the Damage, 1pp per feat), not 4pp - and thus it'd cost 6dp inside the device.


You have 23pp of Enhanced Feats, not 24; it appears to be correct in the Powers tally, but not as-noted on the power itself.


Precognition is normally 4 ranks of Super-Senses (and thus, 4pp); flawed to be Uncontrollable, it'd go from 1pp/rank to 1pp/2 ranks, and cost 2pp for the required 4 ranks. (Super-Senses math is obnoxious; blame the game designers!) That puts your Super-Senses over-budget: 6pp for the mental sense, 1pp for the danger sense, and 2pp for Precognition costs 9pp total.

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