Jump to content

Spaceman (PL9/12)


Recommended Posts

Spaceman

Power Level: 12

Effective Power Level: 9

Powers Points: 189/205PP
Unspent Power Points: 16PP
Trade-Offs: -5 Defense / +5 Toughness

 

In Brief: Young paragon with space manipulation powers, heavily Superman inspired.

Theme: Million - Divide Music

 

Alternate IdentityParker Powers (Secret)
Birthplace: Freedom City

Residence: Bayview, Freedom City
Base of Operations: Freedom City
Occupation: Student at Claremont Acadeny
Affiliations: Claremont Academy, Powers Holdings Inc.
Family: Peter Powers (Born 1975, father), Penny Powers (Born 1972, mother, CEO of Powers Holdings Inc.), Tracy Powers (Born 2003, sister, CEO of Powers Holdings)

 

Description:
Age: 16 (DoB: 2007 [May 27]
Gender: Male
Ethnicity: Caucasian
Height: 6'1''
Weight: 200 lbs.
Eyes: Light blue
Hair: Blonde

 

Parker has short blonde hair, and light blue eyes that seem almost inhuman in color. He has an athletic build, somewhat powerful build. He tends to stand up straight, and will usually have a friendly smile on his lips.

While in normal clothes, Parker tends to wear dress shirts and ties, ranging from solid colors to more abstract shapes and colors and to cartoon characters. He will usually wear dark pants or jeans, often in contrast to his shirt and tie. He has a habit of using his hands much when talking, gesturing to get his point across. 

As Spaceman, Parker wears a primarily white costume, with a black triangle shape at the top of his chest, starting from his solar plexus. He wears a black cape directly attached to the black area of his costume, near his shoulders. In the center of the black area on his chest, he displays his logo, a stylized golden "S". He wears a golden belt and golden armbands. He wears no mask. When he uses his powers, black bubble-like krackle tend to appear around him, growing in size and intensity the greater the feat.

spacer.png

 

History:

Peter and Penny Powers: What had started as a business partnership had evolved into romance and eventually marriage. Philanthropists, adventurers, explorers, they travelled across the world, spending their wealth and time to try and make the world a better place. Penny came from old money from the Freedom City Powers family, but she was all too happy to take Peter up on his offer to actually start using that money for good. Not even the birth of their daughter Tracy seemed to slow them down. 

 

During late August 2006, when their daughter Tracy was 3, the Powers family visited one of the many laboratories that Penny had set up, one that was researching alternative sources of power. One particular research group led by one Doctor Joseph Siegel was working on a device that would siphon energy from a theoretical buffer zone that laid between universes. While Doctor Siegel explained the machine and its potential uses to the Powers couple, young Tracy grew restless and bored, and started toying with the machine, unnoticed by all. One fateful click of a button, and Penny was bombarded with a cascade of rainbow energy from the machine. She screamed in shock, but the shock soon turned to confusion, as it seemed to be nothing more than colors. While Doctor Siegel scrambled to shut off the machine and was quick to apologize and subject Penny to a number of tests, all but one came up as negative: Penny was unharmed by the burst of energy, but she was pregnant with the Powers couple's second child. The experiment into the theoretical buffer zone continued, before eventually being shelved a few years later.

 

On May 27nd the following year, Parker Powers was born into a loving family. A doting older sister, parents that loved both siblings and did their best to teach them wrong from right, to threat everyone with respect and offer what help they could. In short, the Powers children were taught to believe in truth and justice, and to always apply those lessons to the best of their abilities. They attended the very best private schools in Freedom City, both Parker and Tracy loving the old Freedom Friends cartoon. Parker in particular idolized the Centurion, while his sister was always more fond of the Daedelus. The siblings were inseperable, spending virtually all their time together.

 

In 2007, on his tenth birthday, Parker first displayed super human abilities, as he found himself floating above the ground. Tracy was of course the first to discover it, even when Parker tried to keep it hidden. Still, after some experimentation where they discovered that flight was simply the first of Parker's abilities, the siblings came clean to their parents, revealing Parker's ability to seemingly manipulate space itself. While worried for their child's safety, Penny and Peter showed nothing but love for their children as they did their best to help Parker understand his strange new abilities and what he could do. Still, despite his parents' help, it was Parker's sister that helped him understand how he could use his abilities on not just the world around him, but himself as well, allowing him to emulate several abilities of his heroes. 

 

Parker spent the following years struggling with his powers and keeping them to himself. He couldn't risk discovery by the Moore Administration, but with everything he had been taught and how he had been raised by his parents, it felt wrong to not use his powers to help others. Eventually, in an effort to master both his powers and learn to become a true hero.

 

Personality & Motivation:

Parker is a confident young man, who is nonetheless struggling with the complexity of his power and what he might end up doing if he is unable to control them. While acting in his secret identity, he hides some of his confidence and changes his posture, hunching over somewhat and doing his best to appear different from his Spaceman identity. He has a strong sense of justice and has trouble accepting being unable to help others, even if he has to keep his identity secret. 

 

While acting as Spaceman, Parker tries to act much like he saw Centurion do in the old Freedom Friends cartoon: He is a champion, a defender, standing up for everyone in danger. He focuses on keeping people safe and tries to avoid violence whenever possible. If he finds himself believing that a villain can be redeemed, he will try to help them to the best of his ability, whether behind the scenes or with their knowledge, depending on their individual needs.

 

Powers & Tactics:

Parker tends to present himself as a typical paragon. Strong, fast, tough and can fly. While the more advanced uses of his powers are not exactly a secret, its not something he will boast about using. Spaceman's first priority is keeping people safe and out of harms way, and he prefers to solve conflicts through words. If the situation allows him to talk down a foe instead of fighting them, he will attempt to do so.

 

Power Descriptions:

Parker's powers come from a peculiar connection to Z-Space, the realm between universes in the multiverse. On top of a general physical enhancement, giving him greater reflexes and making him physically tougher, the connection allows him to manipulate space, the distance between two objects. He has a total spatial awareness and a constant sense of the exact distance between everything around him. He is also granted a peculiar ability to seem unassuming and have a forgettable apperance when he is out of his costume, an unconscious effect of his connection to Z-Space, a sort of dimensional ripple effect that makes him harder to recognize

 

By manipulating the distance between himself and other things, Parker can fly, or, by moving himself instantly, achieve a teleportation effect. Turning his powers on himself, he can make himself harder to hurt and move or stronger by increasing his molecular density and space, or become incorporal by decreasing his molecular space.

 

Turning his powers outward, Parker can decrease the distance between himself and his targets, allowing him to hit someone far away, even from different angles, or alternatively to hit everyone in an area at once, applying the full force of his strength at once. He can change the physical distance between two objects, effectively moving them through space, slam space itself into a target, create a sense of vertigo by manipulating the distance that a target's senses inform them about, or even effectively locking a target in place by increasing the distance between them and everything around them.

 

As Parker uses his powers, black bubble-like krackle tend to appear around him, growing in size and intensity the greater the feat.


Complications:

 

Chronic Hero Syndrome: Parker has always had some serious issues with not helping those in need. Walking ladies over the street, getting beat up fending off muggers, you name it. This makes it very difficult for him to ignore someone in need, a fact that can, and has been, used against him numerous times.

 

Deviant Doctor: Spaceman has earned the attention of a villain known that he knows only as Doctor Deviation, though he so far knows little about her, aside from that fact that she is a villain and primarily acts through various minions. While Doctor Deviation will never do anything to target Spaceman's family and friends, she is prone to aiding other villains when fighting Spaceman, either by sending minions, directly interfering or simply finding ways to make the situation more difficult, earning Parker a Hero Point from the GM in the process.

 

Son, Brother, Hero: Parker has a lot of responsibilities to his family. While his family might be understanding, that doesn't mean Parker won't feel responsible if he lets them down. The GM can award Parker with a Hero Point if he ends up in a situation where having to choose between his responsibilites somehow hinders Parker, including putting them in harms way, or even just having to answer a call from his mother who wants to chat while he is fighting Gargaton the Unspeakable.

 

Redemption Sponsor: Even if he is by no means naive, Parker would much rather redeem any villains or criminals into using their abilities for the good of society and others, rather than just beat them up. Of course, they have to be judged as the law dictates, but before, during and after serving their sentence, he is more than willing to help them. This also means that, if it is possible in the situation, Spaceman will often try to diffuse a situation without violence, and at least offer a villain a chance to surrender and turn their skills to good before a fight. A GM can award Spaceman a Hero Point if this stalls him during a battle or gives the villain a chance.

 

Secret Identity: Parker's parents and sister knows of his secret identity, though as the son of the owners of Parker Holdings Inc., getting found out might put his somewhat well known family in trouble.

 

Z-Spaceman: While he is aware that his powers are tied to somewhere or something else, Parker doesn't know how deep this connection runs, or just how the connection works, but it gives Parker a certain feel and background radiation that interdimensional travellers tend to be able to sense, attracting him a lot of the wrong kind of attention. The GM can award Parker a Hero Point if someone being able to sense or detect him due to being interdimensional travellers or having the right equipment causes trouble.



Abilities: 0 + 2 + 2 + 6 + 6 + 8 = 24PP
Strength: 10 (+0) / 28 (+9) w. Spatial Strength
Dexterity: 12 (+1) / 16 (+3)
Constitution: 12 (+1) / 38 (+14) w. Enhanced Constitution
Intelligence: 16 (+3)
Wisdom: 16 (+3)
Charisma: 18 (+4)


Combat: 8 + 4 = 12PP
Initiative: +3 (+3 Dex)
Attack: +4 Base, +9 Melee (+4 Base, +5 Attack Focus [Melee])
Defense: +4 (+2 Base, +2 Dodge Focus), +1 Flat-Footed

Grapple: See table below
Knockback: -7 (TOU 14/2) / -21 (TOU 5/2, -9 Imp. TOU, -10 Spatial Constant)

Grapple Table

Total Score

Base Attack + Attack Focus

(BA)

Increase Molecular Space (IMS)

Infinite Reach + Spatial Strength (IR)

Change Physical Distance (CPD)

Values

 

+9

+10

+16

+28

BA

+9

+9

 

 

 

CPD

+25

 

 

 

+28

IMS

+19

+9

+10

 

 

IR

+25

+9

 

+16

 

IR+IMS

+35

+9

+10

+16

 


  

Saving Throws: 0 + 3 + 7 = 10PP
Toughness: +14 (+1 Con, +13 Enhanced Con)
Fortitude: +14 (+1 Con, +13 Enhanced Con)
Reflex: +6 (+3 Dex, +3)
Will: +10 (+3 Wis, +7)


Skills: 56R = 14PP

Bluff 6 (+10)

Diplomacy 11 (+15)

Gather Information 6 (+10)

Knowledge [Behavioral Sciences] 2 (+5)

Knowledge [Physical Sciences] 7 (+10)

Language 3 (Native: English; French, German, Spanish)

Medicine 2 (+5)

Notice 7 (+10)

Search 3 (+6)

Sense Motive 7 (+10)

Survival 2 (+5)

 


Feats: 19PP

Accurate Attack

Attack Focus [Melee] 5

Benefit 2 (Wealth)

Chokehold

Dodge Focus 2

Improved Grab

Improved Grapple

Interpose

Luck 3

Power Attack

Ultimate Save [Toughness]
 


Powers: 33 + 22 + 35 + 12 + 8 = 110PP

 

Enhanced Physiology 6.6 (33PP Container) [33PP] (Descriptors: Physical Mutation, Z-Space)

Enhanced Constitution 26 [26PP]

Enhanced Dexterity 4 [4PP]

Feature 1 (Forgettable appearance out of costume) [1PP]

Flight 1 (Flight Speed: 10 mph, 100 ft./rnd) (Stacks with Spatial Flight from Space Movement Array) [2PP] (Descriptors: Spatial Flight, Space/Spatial, Personal Spatial Placement Manipulation)

Stacked Power: Flight 5 (Feats: Subtle 2) (Flight Speed: 250 mph, 2500 ft./rnd) (DescriptorsSpatial Flight)

 

Personal Space Control Array 10 (20PP Array; Feats: Alternate Power 2) [22PP] (Descriptors: Mutation, Space/Spatial, Z-Space, Personal Density Manipulation)

BP: {9 + 10 = 19/20}

Impervious Toughness 9 [9PP] (Descriptors: Increase Molecular Density)

Immovable 10 [10PP] (Descriptors: Spatial Constant)

APInsubstantial 4 (Incorporeal) {20/20} (Descriptors: Decrease Molecular Space)

APSuper-Strength 10 (+50 Strength to checks; Carrying capacity: Heavy load 51.2 tons (base), 417 tons (Spatial Strength)) {20/20} (Descriptors: Increase Molecular Space)

 

Space Control Array 16 (32PP Array; Feats: Alternate Power 3) [35PP] (Descriptors: Mutation, Space/Spatial, Z-Space)

BP: {12 + 18 = 30/32} (Descriptors: Personal Space Manipulation)

Elongation 7 (Feats: Indirect 3, Subtle 2) (Reach: 500 ft., range incr 70 ft.) [12PP] (Descriptors: Infinite Reach, Distance and Position Manipulation)

Enhanced Strength 18 [18PP] (Descriptors: Spatial Strength)

APMove Object 14 (Extras: Range [Perception]; Flaws: Distracting; Feats: Insidious, Precise, Subtle 2) {32/32} (Descriptors: Change Physical Distance, Distance and Position Manipulation)

APBlast 10 (Feats: Accurate 2, Indirect 3, Variable Descriptor 2 [Hazardous Environment]) {27/32} (Descriptors: Bring Hazard, Change distance to hazardous environment or effect)

AP: Paralyze 9 (Extras: Alternate Save [Reflex] (+0), Range 2 [Perception]; Flaws: Distracting; Feats: Subtle 2) {29/32} (Descriptors: Unending Prison, Distance Manipulation)

 

Space Movement Array 5 (10PP Array; Feats: Alternate Power 2) [12PP] (Descriptors: Mutation, Space/Spatial, Z-Space)

BPFlight 4 (Feats: Subtle 2) (Flight Speed: 100 mph, 1000 ft./rnd) {10/10} (Descriptors: Spatial Flight, Personal Spatial Position Manipulation)

Stacked Power: Flight 5 (Feats: Subtle 2) (Flight Speed: 250 mph, 2500 ft./rnd) (DescriptorsSpatial Flight)

APTeleport 4 (Feats: Change Direction, Change Velocity) (Range: 400 ft. as move action, 1 mile as full action) {10/10} (Descriptors: Change Personal Position, Instant Personal Spatial Position Manipulation)

APArea Strength 9 Adds (Extras: Area [Targeted Burst] 8, Selective 8; Flaws: Action [Full Round]) to Strength (40 ft. radius) {9/10} (Descriptors: Reach Everything)

 

Super-Senses 8 (Distance Sense, Spatial Awareness [Sense Type: Mental, Extras: Accurate, Acute, Extended 2 [Range Increment x100], Radius, Ranged]) [8PP] (Descriptors: Spatial Senses, Enhanced Senses, Mutation, Space/Spatial, Z-Space)  

 


Drawbacks: (-0) + (-0) = -0PP


DC Block

Name

Range

Save

Effect

Attack bonus

Unarmed

Touch

DC15 Tou (staged)

Damage

+9

Unarmed – Infinite Reach + Spatial Strength

Touch at 500 ft.
Range incr: 70 ft.

DC24 Tou (staged)

Damage

+9, Elongation 7, Indirect 3, Subtle 2

Change Physical Distance - Thrown Objects

140 ft.

DC24 Tou (staged)

Damage

Perception Range, Insidious, Precise, Subtle 2 

Bring Hazard

80 ft.

DC24 TOU (staged)

Damage

+8, Indirect 3, Variable Descriptor 2 [Hazardous Environment]

Unending Prison

Perception

DC19 Ref (staged)

Fail: Slowed
2nd Fail or Fail >5: Paralyzed

Perception Range, Subtle 2

 

 

Totals:

Abilities (24) + Combat (12) + Saving Throws (10) + Skills (14) + Feats (19) + Powers (110) - Drawbacks (0) = 189/205 Power Points

 

Edited by Thevshi
+1 PP for Aug 2024
Link to comment

Just a minor notation thing - on the attack line, it'd be "+8 Melee (+4 Base, +4 Attack Focus [Melee])". You've also bought 12PP of Combat stuff, but listed it as 20PP.

Link to comment
  • Fox changed the title to Spaceman (PL9/12)
  • Tiffany Korta locked this topic
Guest
This topic is now closed to further replies.
×
×
  • Create New...