Jump to content

Prime Mover (PL 8, 150 points)


Recommended Posts

Prime Mover
Power Level: 8 (150/150PP)

Unspent Power Points: 0
Trade-Offs: -2 Attack / +2 Damage, -2 Defense / +2 Toughness

 

In Brief: A folksy and optimistic farmer kid who happens to have kinetic abilities and a budding career in super-science. 

Catchphrase: 

Theme: Prime Mover by Rush

 

Alternate Identity: Owen Akerlund, Public
Birthplace:  Badger Bluff, Wisconsin

Residence: Freedom City
Base of Operations: Claremont Academy
Occupation: Student, Farmer, Superhero
Affiliations: None yet.
Family: Henry and Lily Akerlund [Parents], Gary and Jackson [Older Brothers]. 

 

Description:
Age: 16
Gender: Male
Ethnicity: Caucasian, Norwegian heritage.
Height: 5’11
Weight: 180
Eyes:  Light Blue
Hair:  Dirty Blonde, cut short. 

Owen grew up working on his family’s dairy farm, so while being towards the larger side, would be best described as “sturdy”. He keeps his hair cut fairly short, but since moving to Freedom City has considered letting it grow out a little. He has light blue eyes that show his kind heart. 

 

History:

 

Owen was a normal kid until his 14th birthday. He grew up with his loving parents and two older brothers, who taught him the value of hard work on their dairy farm. He had decent grades growing up, not stellar, but not failing either. He spent his time out of school doing community activities such as baseball, 4H Club, and Future Farmers of America. In short, he was an all-American kid with a big smile on his face. 

 

This all changed when he walked outside on his 14th birthday. His father wanted to surprise him with his own tractor to help out on the farm (Owen had been driving them since he was 12, but the small town of Badger Bluff overlooked such things). Owen was so overcome with joy and surprise that his powers activated suddenly and with explosive force, leveling one of his family's barns and completely destroying his new tractor. 

 

He liked growing up in Badger Bluff, but one thing he learned very quickly was that everyone gossiped, and Owen was soon the talk of the town. Kids at school that he had previously known as friends treated him like he was an alien species, and his parents were very concerned. They reassured him that the property damage wasn't his fault, but Owen wasn't convinced. He spent several weeks in a deep funk, unable to feel the optimism that filled his life before the accident.

 

Stranger still, his powers seemed to spark a change in his perspective - his way of viewing the world. Suddenly, the math that had plagued him seemed easy, effortless. He quickly transferred to his school's upperclassman physics classes, and even that was incredibly easy. He had learned long ago the basics of vehicle maintenance, but now he had these new ideas, and he couldn't rest until he could draw them out. Owen was filled with strange and new ideas, spending many sleepless nights drawing out blueprints for more efficient engines for his family's farming vehicles, and furiously scrawled out wild mechanical ideas that, as far as he knew, no one had thought of yet. 

 

Though he wasn't a bad student, his power awakened in him a greater understanding of the world around him, and Owen quickly realized that his mutation turned him into a living kinetic battery, and that another power surge was inevitable unless he learned to control it, or built something to keep it contained. As his parents and school started to notice his absense more and more, Owen was hard at work on his first true invention: a sort of "power vest", as he called it, to keep his power contained, and in fact, give him control over them. The first few prototypes were big and clunky, but he quickly refined it to something he could easily wear under his clothes. He returned to school with a newfound confidence as he could finally pass for a normal kid again. 

 

But Badger Bluff doesn't exist in a vacuum, and news of the young man's powers spread to Freedom City, and soon Owen received a discreet letter asking him to attend an academy for special youths such as himself. Owen was initially confused, and nervous. He had never lived anywhere other than Badger Bluff before, and other than occasional vacations to Wisconsin Dells or Lake Geneva, hadn't left the state of Wisconsin. But with his parent's blessing, he struck out on his own, and now finds himself a new student at Claremont Academy. 

 

Personality & Motivation:

 

Owen is incredibly optimistic, even under bad circumstances. He sees the good in everyone, which may lead to some issues (see below). He is more than a little naïve, having grown up in a mostly wholesome environment means that he was not exposed to those things many teenagers dabble in, such as smoking, drinking, and swearing. Having grown up working with his family to their common good, he loves being part of a team and helping others. In many ways, he feels that his life up to this point was training him to be a hero. 

 

Powers & Tactics:

 

Owen's powers give him a powerful mastery over kinetic energy, which he uses to great effect. He first focuses on making sure that any civilians are safe, then attacks foes at range with powerful bursts of kinetic energy, only using the larger Kinetic Detonation when he's absolutely sure it's safe. Owen can mix it up in hand-to-hand combat by powering his punches with explosive kinetic force. His useful ability to slow down and sap any flight or super-speed powers of his enemies can be quite useful in a dangerous situation as well. Owen also excels as part of a team, and helps his allies by setting up advantages they can use in combat. 

 

Power Descriptions:
Owen has built and designed a power vest, which is a harness that he wears under his clothing at all times to help him control his powers. His body is always generating a small amount of kinetic energy, so it does not typically interrupt his day-to-day life. The harness looks like a thin black vest with numerous circuits and wires. This strange equipment helps him shunt the excess power his body generates and helps him refine its use. 

 

The kinetic energy his body generates is typically invisible, but when he's in a fight or he has a "power surge", the massive amount of kinetic force he uses resembles a blurring swirl of energy, somewhat like looking at an object moving too fast to see. Owen's powers also make a lot of noise, so he rarely if ever resorts to stealth! 

 

Complications

 

Lemme Scooch Past You There: Owen is used to plain speaking, and has difficulty in situations where delicate rules of etiquette are important. In addition, his power vest has a tendency to malfunction when he's nervous or unable to concentrate on maintaining his powers...

 

Uff Da: Owen is constantly tinkering with his kinetic harness that helps him control his powers. Sometimes it fails, resulting in potential for property damage. 

 

You Betcha!: Owen is a very friendly, genuinely “Midwestern Nice” kind of guy. He would do anything for his friends, and sees the best in everyone. This means his good intentions can be taken advantage of easily. 

Abilities: 2 + 0 + 4 + 8 + 4 + 4 = 22PP
Strength: 12 (+1)
Dexterity: 10 (+0)
Constitution: 14 (+2)
Intelligence: 18 (+4)
Wisdom: 14 (+2)
Charisma: 14 (+2)


Combat: 4 + 4 = 8PP
Initiative: +0
Attack: +6 (+2 Base, +4 Kinetic Array)

Defense: +6 (+2 Base, 4 Dodge Focus), +1 Flat-Footed

Grapple: +3
Knockback: -9


Saving Throws: 5 + 4= 9PP
Toughness: +10 (+2 Con, +8 Force Field)
Fortitude: +7 (+2 Con, +5)
Reflex: +8 (+0 Dex,+8 Enhanced Reflex)
Will: +6 (+2 Wis, +4)


Skills: 64R = 16PP 

 

Craft [Electronic] 8 (+12)

Craft [Mechanical] 10 (+14)

Diplomacy 8 (+10)

Disable Device 8 (+12)

Knowledge [Current Events] 8 (+12)

Knowledge [Physical Sciences] 8 (+12)

Notice 6 (+8) 

Profession [Farming] 8 (+10)


Feats: 11PP

 

Eidetic Memory

Improvised Tools

Inspire

Luck 2
Power Attack

Takedown Attack 2

Teamwork 3

 

Enhanced Feats: Improved Critical 2 (Impact Fist) from Kinetic Mastery Array


Powers: 36 + 18 + 16 + 2 + 12 = 84PP

 

Kinetic Mastery Array (30PP Array; Feats: Accurate 2, Alternate Power 4) [36PP] (Kinetic Energy, Mutation, Super-Science)

  • Base Power: Blast 10 (Kinetic Surge; Extras: Penetrating 8, Power Feats: Precise, Split Attack) {30/30}

  • Alternate Power: Blast 10 (Kinetic Detonate; Extras: Area [Burst, Targeted]) {30/30PP} 

  • Alternate Power: Strike 10 (Impact Fist; Extras: Knockback, Penetrating 8, Power Feats: Improved Critical 2) {30/30PP}

  • Alternate Power: Paralyze 10 (Sap Kinetic Energy; Extras: Area [Burst, Targeted], Alternate Save [Fortitude, +0], Selective) {30/30PP} 

  • Alternate Power: Drain Movement Powers 9 (Steal Momentum; Extras: Ranged, Alternate Save [Reflex, +0]; Feats: Slow Fade [1 rank/minute]) {28/30PP}

 

Flight 6 (Kinetic Propulsion, Extras: Affects Others) [18PP]

 

Force Field 8 (Extras: Impervious 8) [16PP]

 

Super-Senses 2 (Direction Sense [visual], Distance Sense [visual]) [2PP] 

 

Enhanced Reflex 8 + Enhanced Feat (Dodge Focus 4) [12PP]
 

Totals:

Abilities (22) + Combat (8) + Saving Throws (9) + Skills (16) + Feats (11) + Powers (84)  = 150/150 Power Points


DC Block

ATTACK                         RANGE             SAVE                       EFFECT
Kinetic Surge                Ranged            Toughness 25                Damage 

Kinetic Detonate           Ranged            Reflex 20/Tou 25           Damage

Impact Fist                    Touch              Toughness 25                 Damage

Sap Kinetic Energy       Ranged            Reflex 20/Fortitude 20   Paralyze

Steal Momentum          Ranged             Reflex 20                        Drain

 

Edited by Lone_Star
Link to comment

Oh ho! I do have a weakness for kinetic/telekinetic types...let's get to the math! Mostly just the same math and housekeeping stuff most sheets go through, here:

 

At +1 Strength and +2 Base Attack, Prime Mover would have a +3 Grapple bonus.

 

At +2 Base Defense, Prime Mover would have a +1 Flat-Footed defense.

 

Prime Mover's Toughness depends on their array setting and should be noted as +2/+10. (Which is not normally recommended - keep in mind that you can only change its setting once per round, which could hurt if repeated attacks wear down your Deflect while you Toughness is low!)

This also affects their Knockback: with +2/+10 (8 Impervious) Toughness, Prime Mover would have a Knockback modifier of -1/-9.

 

The Force Field power should either be in an array, or have the Alternate Power feat (pushing it to 19PP), rather than listing the Deflect at 1PP on its own - though this is mostly a housekeeping thing and I won't fight you too much on it.

 

You've bought 87pp of powers, rather than 84pp, which puts this build a bit over-budget.

 

I'm afraid the drawback may not work here - Noticeable only works for powers that are Continuous, Permanent, or inherently Subtle (like some mental powers) - but Prime Mover does not have any of those other than the Enhanced powers and Super-Senses. All of this character's other abilities are Noticeable by default. What is the gameplay impact of the Noticeable drawback intended to be?

Link to comment
15 hours ago, Fox said:

Oh ho! I do have a weakness for kinetic/telekinetic types...let's get to the math! Mostly just the same math and housekeeping stuff most sheets go through, here:

 

At +1 Strength and +2 Base Attack, Prime Mover would have a +3 Grapple bonus.

 

At +2 Base Defense, Prime Mover would have a +1 Flat-Footed defense.

 

Prime Mover's Toughness depends on their array setting and should be noted as +2/+10. (Which is not normally recommended - keep in mind that you can only change its setting once per round, which could hurt if repeated attacks wear down your Deflect while you Toughness is low!)

This also affects their Knockback: with +2/+10 (8 Impervious) Toughness, Prime Mover would have a Knockback modifier of -1/-9.

 

The Force Field power should either be in an array, or have the Alternate Power feat (pushing it to 19PP), rather than listing the Deflect at 1PP on its own - though this is mostly a housekeeping thing and I won't fight you too much on it.

 

You've bought 87pp of powers, rather than 84pp, which puts this build a bit over-budget.

 

I'm afraid the drawback may not work here - Noticeable only works for powers that are Continuous, Permanent, or inherently Subtle (like some mental powers) - but Prime Mover does not have any of those other than the Enhanced powers and Super-Senses. All of this character's other abilities are Noticeable by default. What is the gameplay impact of the Noticeable drawback intended to be?

 

Duly noted! EP pointed out the grapple/knockback thing too. 

 

I got rid of Deflect, but I'd love your advice modeling that particular power in the future when he has some points! 

 

Played around with the powers a bit, and got rid of the drawback. It would really just be for when he uses his powers, which wouldn't be right in this context. 

Link to comment
  • Fox locked this topic
Guest
This topic is now closed to further replies.
×
×
  • Create New...