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Impact (PL07) - Sophistemon


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IMPACT

Power Level: 7 (105/108PP)

Unspent Power Points: 3

Trade-Offs: Defense varies between DEF -3/TOU+3, None, and DEF +3/TOU -3

 

In Brief: A nigh-invulnerable teenager takes to the streets to avenge his brother’s death.

Catchphrase: "Nice try!"

Theme: Unknown Brain – Superhero

 

Alternate Identity: Grant Potosi (secret)

Birthplace: Vibora Bay, Florida

Residence: Freedom City, New Jersey

Base of Operations: West End, Freedom City

Occupation: Student / amateur superhero

Affiliations: N/A

Family: Mara Potosi (mother), Lee Potosi (brother, deceased), Father (status unknown)

 

Description:

Age: 16

Apparent Age: Mid-teens

Gender: Male

Ethnicity: Latino

Height: 5'9"

Weight: 145lbs

Eyes: Brown

Hair: Black

 

Athletic and powerfully built for his age, Grant has a clear complexion, dark brown eyes, and a head of straight black hair he keeps clipped close to the scalp. As a civilian he can usually be found wearing a pair of faded denim bluejeans and an inexpensive, monochromatic tee-shirt. When dressed and on duty as Impact, Grant trades his normal tee-shirts for a one bearing his symbol: a white exclamation point on a black shield. A knockoff Claremont Academy varsity jacket, black fingerless gloves, and a simple cloth mask complete his “uniform.” Grant has a secret notebook filled with costume sketches he hopes to make real when he can afford the materials. When his powers are active, Impact’s body is covered with a field of semitransparent energy that glistens faintly in the light and sparks aggressively when struck. Impact is learning to manipulate the field into a variety of shapes, notably various melee weapons, and it turns a cloudy white resembling frosted glass when extended beyond Grant’s body.

 

History:

Mara Potosi moved to Freedom City from Vibora Bay with her children, Lee and Grant, shortly after the latter was born. Unfortunately, the Val Verdian native was unable to find long-term gainful employment, and the family often struggled financially. Feelings of helplessness drove Lee, the eldest brother, to leave school at 15 and join a youth gang called the Hornets for profit and protection. Grant, 12 years old at the time, was expected and encouraged by his brother to do the same. On the night of his initiation, Grant joined his brother Lee and other Hornets members to rob a convenience store in the territory of a rival gang. Before they could escape with their loot, however, their group was targeted by a drive-by shooting, and only Grant survived – completely unharmed. Shattered by the experience, he left the Hornets behind to focus on exploring his newly discovered powers. In just over a year, he felt prepared enough to take to the streets as Impact and target the gangs that had stolen his brother away.

 

Personality & Motivation:

Grant’s powers echo his personality. Generally speaking, he is closed-off and defensive, slow to trust and quick to take offense. At the same time, his abilities allow him to reinforce a teenage boy’s natural bravado with a legitimate invincibility, resulting in a young man who has a tendency to be brash and impulsive. Internally, Grant is suffering from a tremendous survivor’s guilt and post-traumatic stress as a result of his brother’s murder, which drives him to put on the mask and seek justice as a vigilante.
 

Powers & Tactics:

All of Impact’s superpowers derive from his ability to generate a skintight telekinetic field of remarkable durability. While primarily defensive, Grant can shape the field to serve offensively in combat. He can enhance his strength, form blades and bludgeons, or project the field outward as beams of crushing force. With enough concentration, Grant can even fly by “surfing” on a platform he creates underfoot. Impact is an unskilled fighter and relies on his invulnerability to carry him through.
 

Power Descriptions:

Impact’s telekinetic field is potentially a very potent power, with many applications Grant hasn’t yet discovered. As it stands, he is still in the process of learning how it works and has mastered only its crudest abilities. His extreme durability allows him to largely ignore most mundane threats, and his offensive capabilities are respectable, if unsophisticated, for his weight-class. When struck, or used to strike something else, Impact’s telekinetic field throws off pale sparks and a brief burst of cool heat.
 

Complications:

Impulsive: Impact is a bulletproof teenager, and is prone to acting before he thinks things through.

Obsession: Nothing will stand in the way of putting an end to the Hornets and their leader, EZ-E.

Responsibility: Impact is a part-time high school student, and his mediocre grades are slipping further.

Secret: Grant endeavors to keep the fact that he is also the hero Impact unknown to everyone else.

Temper: Sometimes it can be easier to lash out than it is to work through your emotional problems.

 

Abilities: 6 + 4 + 8 + 2 + 4 + 2 = 26PP

Strength: 16 (+3),24 (+7)

Dexterity: 14 (+2)

Constitution: 18 (+4)

Intelligence: 12 (+1)

Wisdom: 14 (+2)

Charisma: 12 (+1)

Combat: 10 + 8 = 18PP

Initiative: +2 Base, +10 (Improved Initiative)

Attack: +5 Base, +7 (Attack Specialization)

Defense: +4 Base, +7 (Shield 3), +10 (Shield 6), +2 Flat-Footed

Grapple: +8 (base; +5 attack, +3 strength), +15 (+5 attack, +7 strength, +3 Super-Strength), +17 (+5 attack, +7 strength, +3 Super-Strength, +2 Super-Strength)

Knockback: -2 Base, -4 (Force-Field 3), -5 (Force-Field 6)

Saving Throws: 1 + 3 + 3 = 7PP

Toughness: +4 Base, +7 (Force-Field 3), +10 (Force-Field 6)

Fortitude: +5 (+4 Con, +1)

Reflex: +5 (+2 Dex, +3)

Will: +5 (+2 Wis, +3)

Skills: 52R = 13PP

Bluff 6 (+7)

Diplomacy 6 (+7)

Gather Information 6 (+7)

Intimidate 6 (+7)

Knowledge: Streetwise 6 (+7)

Language 1 (Native: English; Learned: Spanish)

Notice 5 (+7)

Search 6 (+7)

Sense Motive 5 (+7)

Stealth 5 (+7)


Feats: 10PP

All-Out Attack

Attack Specialization (Offensive Telekinetic Array)

Beginner’s Luck

Evasion 2

Improved Initiative 2

Luck 2

Power Attack

 

Powers: 8 + 17 + 6 = 31PP

Defensive Telekinetic Array 3 (6PP Array, Feats: Alternate Power 2) [8PP] (All Telekinetic)

  • Base Power: Force-Field 3 [3PP], Shield 3 [3PP] {6/6}

  • Alt: Force-Field 6 {6/6}

  • Alt: Shield 6 {6/6}

Offensive Telekinetic Array 7.5 (15PP Array, Feats: Alternate Power 2) [17PP] (All Telekinetic)

  • Base Power: Blast 7 (Feat: Variable Physical) {15/15}

  • Alt: Enhanced Strength 8 (Feat: Variable Physical) [9PP], Super-Strength 3 [6pp] {15/15}

  • Alt: Strike 4 (Feats: Mighty, Variable Physical; Extra: Area [General Burst] 7) {15/15}

Utility Telekinetic Array 2.5 (5PP Array, Feat: Alternate Power 1) [6PP] (All Telekinetic)

  • Base Power: Flight 4 (Flaw: Platform) [4PP], Slow Fall 1 [1PP] {5/5}

  • Alt: Super-Strength 2 (Feat: Groundstrike) {5/5}


Drawbacks: N/A

 

DC Block

ATTACK

RANGE

SAVE

EFFECT

Unarmed

5ft

DC 18 TOU

Damage (staged)

Blast

70ft

DC 22 TOU

Damage (staged)

Enhanced Strength

5ft

DC 22 TOU

Damage (staged)

Groundstrike

70ft Radius

DC 17 REF

Trip

Strike (Area)

35ft Radius

DC 17 REF, 22 TOU

Damage (staged)

 

Totals: Abilities (26) + Combat (18) + Saving Throws (7) + Skills (13) + Feats (10) + Powers (31) - Drawbacks (0) = 105/108 Power Points

Edited by Thevshi
+1pp for March 2022
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8 minutes ago, Avenger Assembled said:

Tell me more about the Variable on his attacks

Absolutely! The idea is that he can shape the telekinetic field that covers his body and form it into crude bludgeons, blades, and spikes as needed. As he gains points, I plan to invest in greater and greater precision and control.

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Just a tiny bit of math:

 

By my count, the Grapple bonuses would be +8 (base; +5 attack, +3 strength), +15 (+5 attack, +7 strength, +3 Super-Strength), and +17 (+5 attack, +7 strength, +3 Super Strength, +2 Super-Strength).

 

I may be missing a bonus somewhere, though.

 

 

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15 hours ago, Fox said:

Just a tiny bit of math:

 

By my count, the Grapple bonuses would be +8 (base; +5 attack, +3 strength), +15 (+5 attack, +7 strength, +3 Super-Strength), and +17 (+5 attack, +7 strength, +3 Super Strength, +2 Super-Strength).

 

I may be missing a bonus somewhere, though.

No, I think that accounts for everything if it doesn't take the Attack Specialization into account. I've pasted your math into the sheet. Thanks for the help!

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Alas, no; 'Grapple' is technically a separate kind of attack from a strike or specific power. It's why "Attack Focus (Melee)" applies to grapple, but "Attack Specialization (Unarmed)" doesn't. Specialization's usually just too narrow to include a bonus to grapple attacks, unless you specifically buy "Attack Specialization (Grapple)", which...I don't think anyone ever does, for pretty good reason!

 

APPROVED!

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