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Revlarge_Rev3.jpg.6bfe090474f5d869e6ceb756ef073642.jpg


Power Level: 10 (248/250)
Unspent Power Points: 2
Trade-Offs: None 
In Brief: Street Racer Cyborg
 
Alternate Identity: Lexa Venn
Birthplace: Freedom City
Residence: Freedom City
Base of Operations: Freedom City
Occupation: Mechanic
Affiliations: Claremont
Family: Daisy Jenkins (Mother, Nurse)
Catchphrase: “Jet, Set, GOOOO!”
 
Description:
Age: 24
Apparent Age: 24
Gender: Female
Ethnicity: Caucasian
Height: 5’6”
Weight: 100 Kgs
Eyes: Red
Hair: Platinum Blonde

 

Rev is a young woman who usually wears cheap casual clothes like t shirts, and jeans (her favourite is probably dungarees). Her only oddity is red eyes (although she often wears sunglasses). Her hair is platinum blonde to the point of being white. She is often barefoot (because her jets will burn through shoes pretty fast), but does wear sneakers she can kick off quickly if need be.

 

With progressive power use, her artificial skin peels / burns off and metal cyborg limbs are revealed. She has two ports on the side of her neck, which she can use to pump fuel into her body. 

History:
Lexa Venn grew up a good kid, decent grades, friendly, outgoing. Bit of a tomboy. Her dad was a mechanic, her mother a nurse. That all changed on her 15th Birthday, when her Dad was killed in a shootout between some cops and a pair of cheap thugs. 

 

She didn’t go completely off the rails, but she certainly slid half off them. She fell in with a street gang called the “Junkin’ Donuts”, who specialised in joy riding and street racing, and rebuilding or modifying scrap yards cars. They weren’t a totally bad lot, just thrill seeking anarchists (As opposed to violent). Lexa had enough skill driving and repairing cars that she was pretty valued. 

 

After leaving high school early (aged 16) with disappointing but not bad grades (“could have done better”) she ended up working in an auto shop part time and hanging around the Junkin’ Donuts full time. And then, she took a race that would change her life.

 

The mysterious driver she raced again was using the “Mechaphage”, a strange metal based cybernetic bacteria (that was itself mutated by the Darwin-X virus) that integrated biological and mechanical components. He used this to literally “become one with his car”. He would have easily won the race, but Lexa would not have that. She called in her Donut friends who spiked the street with an oil slick. Next thing, Lexa and her opponent had an almighty crash. The mysterious driver, welded to his car, was whisked away by AEGIS in the aftermath. Lexa suffered horrific injuries, but slowly recovered, her broken, missing, or shattered limbs turning to steel, her hair turning white, her eyes turning red. She had been infected with the Mechaphage!

 

After a spell in Claremont, Rev has set up shop us the Superhero Mechanic, with her own garage. 


 
Personality & Motivation:

 

Thrill seeking, Loyal, Friendly


Rev is a thrill seeking, adventure loving woman who “Rev”els in her power. However, despite her need for speed, she really doesn’t have a bad bone in her body (mind you, she doesn’t have that many bones these days). She is generally a kind, loving kind of person, and has plenty of sympathy for others. 

 

Her motivation is thus simply to use her power helpfully. However this is not always simple; she can come into conflict with her own desire for power, or she can find herself torn in whom to help. She will tend to help others she knows, or has a personal investment in, rather than abstract helpfulness (on a geo-political or philosophical level, for instance). 

 

Her major hobby and interest is pulling apart engines and rebuilding them. And driving cars very fast…
 
Powers & Tactics:
Rev has many machine parts, but mainly they are her legs and arms that are now fully mechanical. Her limbs can extend out and her feet and hands (and to a lesser extent the rest of her limbs) have inbuilt jets she can fire to fly or spray fire, She cyborg limbs can also separate from her body and have increased strength. 

 

One limitation of her jets is that they require normal oxygen levels: They will not function at high altitude or underwater (for instance). 

 

Rev can “Rev” engines with touch, increasing their power and performance considerably by temporarily infecting them with the Mechaphage. For instance, she can boost a car to travel at 5000mph!

 

Rev is reckless but smart in a fight, meaning she will charge in without planning, and with a love for speed. But once in a fight she is not stupid – over confident, perhaps, but not stupid. She will use her powers in reasonably inventive ways. 
 
Power Descriptions:

 

Rev’s limbs can fire jets. These are mainly in her feet and hands, but she has a few lesser jet ports in her elbows and knees. They will fire blue plasma at her mental command.
 
Complications:

 

Skin Job: Rev has artificial, plastic derived skin over her limbs, which tends to burn off during strain or damage, showing clearly metal limbs (making her recognisable). In addition, whist her hands have reasonable touch receptors (a little less than a normal humans), the rest of her limbs have very little or no touch sensation (meaning she could be insidiously damaged or affected without her noticing). 

 

Tanked up: Her limbs usually operate on electricity which she can spontaneously generate. However, using the Jet array requires fuel. She has to pump fuel into her body (either drinking it, or – more efficiently, by piping into a portal in her neck). Refuelling also means refining (to ultra high grade energy dense variants) which she can do in her body. However, this does mean emitting (from her jets) a rather unpleasant methane smell. Using hyperburn power will drain fuel extremely fast.

 

Oiled up: In addition, Rev needs to apply lubricating oil to her limbs once a day or they will grind and be very noisy (making stealth impossible, for instance). Being in water or dirty environments will also cause grinding until she applies oil again. Very long periods (weeks) without lubricant will slowly make her limbs seize up altogether. 

 

Overcharge Burn: Her “Revving” boost is not completely reliable. She can break, rather than boost, engines (or possibly do both). 

 

Total Jerk: If hit by electricity, she will experience brief violent jerks in her limbs. She could accidentally drop or throw something, fall prone, or just flail about. 

  

Jet Crash: Normally, Rev flies reasonably gracefully. However, if she is flying with limbs occupied (such as holding things, or when her limbs are detached) she gets clumsy and progressively likely to crash and burn. As a rough guide, if she is "down" one limb, she will often fail tight turns but is generally functional. If she is down "two limbs" she is only able to reliably to simple things like long turns or landing. If she has only one limb "up", she can't even fly in a straight line or land without great peril. 

 

Red Eye: Using Infravision makes Rev's Eyes glow. Sure, she can see in the dark, but everyone call also spot her (two glowing points of red light!)

 

Oxygen Dependent Using her jet powers requires oxygen. They will rapidly fail if in an oxygen depleted environment such as space or underwater.


Abilities: 20 + 8 + 6 + 4 + 0 + 6 = 44
Strength: 30 (+10) [Effective Lifting Strength: 40]
Dexterity: 18 (+4)
Constitution: 16 (+3)
Intelligence: 14 (+2)
Wisdom: 10 (0)
Charisma: 16 (+3)

 

Combat: 20 + 20 = 40
Initiative: +12 (+4 Dex, +8 Improved Initiative)
Attack: +10 (+12 with Cutter)
Defense: +10 (+10 base, +5 flat footed)
Grapple: +22 (additional +2 from elongation)
Knockback: -5


Saving Throws: 7 + 9 + 7 = 23 PP
Toughness: +10 (+3 Con, +7 Protection)
Fortitude: +10 (+3 Con, +7)
Reflex: +13 (+4 Dex, +9)
Will: +7 (+0 Wis, +7)


Skills: 80R = 20 PP
Acrobatics 8 (+12) 
Skill Mastery
Bluff 4 (+7)

Craft (Chemical) 4 (+6)
Craft (Electronic) 4 (+6)
Craft (Mechanical) 8 (+10) 
Skill Mastery

Craft (Structural) 4 (+6)

Disable Device 8 (+10) Skill Mastery
Drive 14 (+18) Skill Mastery
Intimidate 4 (+7)
Knowledge (Pop Culture) 4 (+6)
Knowledge (Streetwise) 4 (+6)
Notice 4 (+4)

Pilot 6 (+10)
Sense Motive 4 (+4)


Feats: 26 PP
Acrobatic Bluff
Ambidexterity
Beginner’s Luck

Equipment 9
Evasion 2

Favoured Opponent (Vehicle)
Improved Grapple
Improved Initiative 2

Improved Sunder

Improved Throw

Move-by Action

Prone Fighting

Second Chance 2 (Toughness save vs. Crashes and Reflex save vs Fire)
Skill Mastery (Acrobatics, Craft Mechanical, Disable Device, Drive)

Ultimate Effort (Drive)

As Enhanced Traits: Improvised Tools

 

Equipment: 9PP = 45EP

  • Vehicle: Dune Buggy STR 40 [4 EP], Toughness 12 [5 EP], Size Large [1 EP], Features: Alarm 1, Navigation System 1, Oil Slick, Smoke Screen [4 EP], Impervious Toughness 5 [5 EP], Communication 6 (20 miles, Radio, Omni Directional, One Way) [6 EP], Speed 5 [5 EP], Supermovement 2 (Surefooted, -50% penality reduction) [4 EP], Super Senses 1 (Radio) [1 EP] [35 EP Total]
  • Headquaters: Chop Shop Toughness 10 [1 EP], Size: Small, Features: Communications, Fire Prevention System, Garage, Living Space, Security System 3, Workshop [8 EP] [Total 9 EP] [Location: Southside)

Caltrops [1 EP]


Powers: 8 + 13 + 4 + 1 + 1 + 6 + 34 + 1 + 6 + 7 + 10 + 2 + 1 + 1 = 95

 

Anatomic Separation 4 (Arms, Legs) [8 PP] [Mechanical/Cybernetic]

 

Boost 4 (All Mechanical Effects, Feats: Selective, Slow Fade 4 [1 Hour], Flaws: Others Only) [13 PP] “Rev Engine!” (Mechanical, Cybernetic)

 

Elongation 2 (10’, Range Increment 20’, +2 to Grapple/Escape Artist, Extras: Continuous) [4 PP] “Servo Limbs” (Mechanical, Cybernetic)

 

Quickness 3 (x10, Flaws: Limited to one task: Craft Mechanical [-2]) [1 PP] “Inbuilt tools”

 

Enhanced Trait 1 (Feat: Improvised Tools) “Inbuilt tools”

 

Immunity 6 (Light based visual dazzles [1], Limb heat damage [2], Cold and Hot Environments [2], Energy based critical hits [1]) [6 PP] "Energy dispersal systems" (Cybernetic)

 

Jet Array (30 PP Array, Feats: Alt Power 4) [34 PP] “Jets!”
BPBlast 10 (Extras: Area Burst) [30/30 PP] “Fireball”
APDazzle 10 (Extras: Area [Burst]) [30/30 PP] “Jet Flare” (Light descriptor)

AP: Trip 10 ( 5 x 25-205’ Line Extras: Area [Line], Knockback, Feats: Decrease Area 9, Improved Trip, Flaws: Range [Touch]) [24/24 PP] "Wind Tunnel" [Cybernetic, Wind]

AP: Corrosion Strike 8 (Feats: Accurate, Improved Critical 1, Precise) [11 PP] Linked with Drain Toughness 8 (Extras: Affects Objects, Feats: Accurate, Improved Critical 1, Precise) [19 PP] “Cutter”

AP: Blast 10 (Extras: Secondary Effect) [30 PP] "Ignite"

  

Speed 1 (10mph) [1PP] [1PP] (Mechanical, Cybernetic) “Cybernetic Strength”

 

Super Strength 2 (+10 Effective Strength, Feats: Groundstrike, Shockwave) [6 PP] (Mechanical, Cybernetic) “Cybernetic Strength”

 

Protection 7 [7 PP] “Sub dermal plating”

 

Flight 5 (250mph) [10 PP] “Jets”

 

Flight 2 (Stacks with basic Flight power for 1000mph, Flaws: Unreliable [5 uses/round only]) [2PP] “NO2 boost”

 

Super-Movement 1 (Slithering, Flaws: Limited to detached limbs) [1 PP] [Mechanical/Cybernetic]

 

Super Senses 1 (Infravision)

 

 

DC Block
ATTACK         RANGE        SAVE                  EFFECT
Unarmed        Touch        Toughness 25          Damage
Plasma Jet     Touch        Fort 16, Tough 21     Drain Tough, Damage
Fuel Bomb      Ranged/Burst Toughness 23          Damage
Flaring Jet    Ranged/Burst Reflex/Tough 18       Visual Dazzle

Wind Tunnel    Touch/Line   Reflex 20, Tough      Trip/Knockback
 
Totals: Abilities 44 + Combat 40 + Saving Throws 23 + Skills 20 + Feats 26 + Powers 95 = 248/250 Power Points

 

Edited by Supercape
Minor format change (fix error)
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Double-check the Saving Throws:

* Looks like Rev landed just under combat caps - you list Protection 8 up in the Saving Throws, but only Protection 7 down in the Powers.

* You've also shorted yourself a little on the Reflex save, which lists +3 Dex instead of +4.

* Saving throw point tally doesn't match the points invested in the saves themselves.

 

If you had your heart set on some other feats in the Cutter attack, you only need to buy a Feat once for a linked power - it applies to all applicable powers in the linked set. No harm in listing them anyway though if the power would just be under-budget.

 

The Ignite power would be 30PP, not 24PP, though this is still within the array budget.

 

You've shorted yourself 1PP on the Powers section - I sum it up at 95PP total, rather than 96PP.

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Thanks Fox,

 

Should be PL 10, so Protection 7 is the order of the day (Tough +10, Def +10) - Corrrected. 

 

Reflex should be +13 (so +4 Dex, +7) - Corrected this and the PP cost

 

Ignite powered corrected to 30 PP

 

You are right in powers, should be 95 PP, corrected this (247 PP)

 

BUT, on reflection I think Rev is a little quicker off the firing line, so added in another rank of Improved Initiative (1 more PP), so bumped up the initiative, the feat count, and the total at the bottom. 

 

 

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