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Thejoshie

Kenneth - Josh - PL 6 Villian

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Players Name: Josh

Power Level: 6 (90 pp)

Trade-Offs: +2 Save DC/ -2 Attack Bonus

Unspent PP: +2 Toughness/ -2 Defense Bonus

Characters Name: Kenneth is still searching for the 'perfect' one. As such he is constantly changing it.

Alternate Identity: Kenneth Baxter

Height: 5'7"

Weight: 167 lbs

Hair: Blond

Eyes: Silver

Description: Kenneth is an odd build. African American who has Blond hair and silver eyes, two traits not often found with most African Americans as far as racial traits go. Many feel that this is due to his meta-human abilities. Further more, when he uses he pushes his body, his muscles grow twice the size, making his teenage body look adult like.

History: The average brain, meta-human or not, only use just 10 percent of its potential.

Kenneth Baxter was gifted with the ability to use over 90 percent of his. Allowing him to be closer to full potential then ANY human before him, Meta or not.

At least, that what he thinks, anyway.

Kenneth, thanks to his advanced intelligence, was aware of his abilities at a young age. He learned information at a near insane rate, ultimately culminating with the ability to construct complex devices at the age of 8.

Yet, despite all this gift, he was born on the wrong side of Freedom City... the Southside. A prodigy such as himself was the child of a prostitute and a customer, only to be left at the doorstep of an orphanage that was crumbling and in ill repair.

His skills were blight, rather than a gift. He was neglected within and without. Despised for being different, most jealous cause of his intelligence. This built a deep, linguing hatred towards those he felt were below him. If they hated him for being better, that was 'there' fault, not his.

As he came of age, he began shattering traditional school education, even after skipping him several grades. At this point, after all the ridicule, he pretty much didn't give two wags of a dog's tail what people felt of him. He used his enhanced intelligence publicly, using it to keep space between himself and the 'normies'. Near the end of his time in public school, he even developed a poratble Tesla Generator for his science fair project.

It was here that he was introduced the Claremont Academy, As his science project (which stumped many reknowned scientists, was brought to the attention of Duncan Summers.

However, this change of scenery came a good few years too late, as Ken became very unsociable. He refused to listen to authority, refused to show restraint, and absolutely showed no leniency towards human life. Even scarier was the fact that he began learning how to inspire others, leading to him instilling the same anti-human dogma that he too began to embrace. After all, was he not evolved beyond them? They should be bowing to his genius.

It all came to a head during a Science Display. Naturally, Ken was improving on his portable Tesla Generator (succeeding in miniturizing it). A human female teenager bumped into the table of his exhibit, spilling water onto his generator and causing a massive short-circuit. The resulting explosion scarred his face, which caused the teen to go off the deep end. Blaming the girl for doing it on purpose, Ken went after her, forcing various teachers to restrain him. His ranting deeply disturbed Summers as he met with the Academy counselors on what should be done with him.

The result of the conference never reached Kenneth's ears. Kenneth... disappeared without a trace from his dorm room, his schemetics on his tesla device disapearing with him. As of now, no one knows where...

Personality & Motivation: Kenneth biggest and most noticeable trait is his arrogance and ego. While many will see it as justified based on how he was raised, it's still demeaning and very disrespectful towards those who don't know him, and rarely does he spread his life story around. This is made most noticeable by his gestures. He is always flipping or spinning some sort of coin and he refuses to give eye contact to those he fit as unworthy (All humans, and some Meta's that look down on him).

Ken has become a person who operates like a poker/chess player. He often plans two, three, or even ten moves ahead. Thus, He is quite skilled at being at the right place, at the right time, striking just as someone is vulnerable.

Ken, like any teenager, is someone who is more motivated by emotion more then logic and practicality. Thus, his hatred for humans and his disliking of being ruled by leaders 'dumber' then him aggravates him. Thus he aspires to take over the food chain... and who is better a better candidate then him?

Complications:

Hatred (Towards humans): Kenneth has been known to be excessively brutal to humans. The only reason he doesn't kill is because he's smart enough to know that there are worse fates then death.

Prejudice (Those 'dumber' then him): Kenneth has to be the leader of any group he's in, especially if he sees the potential that he can do a better job then the current moron... erh... 'leader'.

Stats: 14pp

Str: 8 (-1)

Dex: 14 (+2)

Con: 10 (+0)

Int: 18/24 (+4/+7)

Wis: 14 (+2)

Cha: 10 (+0)

Combat: 14pp

Attack: +4

Grapple: +3

Defense: +3 (+2 flat-footed)

Knockback: -6 (0 without suit)

Initiative: +7

Saves: 6pp

Toughness: +4/+8 (+0 Con, +8 other) NOTE:((+4 from Force Field, +4 with Protection = +8))

Fortitude: +2 (+0 Con, +2)

Reflex: +4 (+2 Dex, +2)

Will: +4 (+2 Wis, +2)

Skills: 52r = 13pp

format: skill X (+Y), where "X" = skill ranks and "Y" equals total modifier)

example: Knowledge (current events) 4 (+4)

Computers 8 (+15) 2 pp

Concentration 8 (+10) 2 pp

Craft: Electronic 8 (+15) 2 pp

Disable Device 8 (+15) 2 pp

Know: Physical Science 8 (+15) 2 pp

Know: Technology 8 (+15) 2 pp

Notice 4 (+6) 1 pp

Feats: 17pp

Assessment, Eidetic Memory, First Strike, Improvised Tools, Inspire, Inventor, Leadership, Luck 3, Master Plan, Power Attack, Speed of Thought, Teamwork, Equipment 3

Powers: 41pp

Enhanced Intelligence 6 6pp

Device 9 (Tesla Suit; Restricted use) 35 pp

-Flight 1 (Speed 10 mph)

-Force Field 4 (Ex: Impervious)

-Magnetic Control 8 (PF: Indirect, Subtle)

AP: Blast 8

AP: Deflect 6 (Deflects Fast and Slow projectiles, Extra: Ranged)

AP: Environmental Control 3 (Distraction DC15, Hamper Movement 50%; Extra: Selective)

AP: Obscure 9 (Electronics only; Extra: Selective)

AP: Snare 5 (PF: Tether; Extra: Constricting)

Drawbacks: -15pp

Normal Identity (Full Round to turn on suit) -4

Vulnerable (Water; Very Common, Major) -5

Power Loss (Submerged in Water; Very Common, Minor) -3

Power Loss (Suit needs re-charge; Very Common, Minor) -3

DC Block:

ATTACKS: SAVE DC: DAMAGE TYPE:

Blast 8 DC 23 Non-Lethal

Snare 5 Reflex DC 15

Costs: Abilities (14) + Combat (14) + Saves (06) + Skills (13) + Feats (17) + Powers (41) - Drawbacks (15) = 90

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Stats: 21pp

Str: 14 (+2)

Dex: 15 (+2)

Con: 14 (+2)

Int: 12/24 (+1/+7)

Wis: 14 (+2)

Cha: 12 (+1)

Adds up.

Combat: 18pp

Attack: +3

Grapple: +5

Defense: +6 (+3 flat-footed)

Knockback: -1

Initiative: +7

How is his initiative +7?

Saves: 6pp

Toughness: +2/+3 (+2 Con, +1 other)

Fortitude: +2 (+2 Con, +2)

Reflex: +4 (+2 Dex, +2)

Will: +4 (+2 Wis, +2)

Your Fort save should be +4

Skills: 40r = 10pp

format: skill X (+Y), where "X" = skill ranks and "Y" equals total modifier)

example: Knowledge (current events) 4 (+4)

Acrobatics 8 (+10)

Computers 4 (+11)

Concentration 8 (+10)

Drive 4 (+6)

Notice 8 (+10)

Sense Motive 4 (+6)

Only counting 9 points worth of skills here.

Feats: 13pp

Chokehold, Defensive Attack, Defensive Roll, Deflect Arrows, Diehard, Eidetic Memory, Fearless, Improved Mental Grapple, Inspire, Jack of All Trades, Leadership, Luck, Master Plan, Skill Mastery (Acrobatics, Notice, Concentration, Drive)

That's 14 feats.

Powers: 0pp

Format: Power X (name/descriptor; Extras: whatever; Flaws: whatever; PFs: whatever) [cost]

example: Blast 12 (fiery bolt; PFs: 1 Alternate Power) [25]

AP: Blast 8 (fireball; Extra: Explosion)

Super Senses 2 (Telepathic Descriptor; Detect Thoughts 2 (ranged); PF: Assessment)

The presence/absence of thoughts or what the the actual thought is? The latter is Mind Reading. What sense are you using to Dectect with? Why 2 ranks of Detect Thoughts?

Array 6 (90% of Brain)

Default: Enhanced Intelligence 10 (PF: Inate; Flaw: Concentration check required)

AP: Boost 6 (Any one Physical Traits; Extra: Total Fade; Flaw: Personal)

AP: Illusion 6 (Sight and Hearing; Extra: Selective Attack; Flaws: Phantasms, Concentration Check Required)

AP: Mind Control 5 (Extra: Councious; PF: Subtle; Flaws: Concentration check required, Duration (Lasts only an instant)

AP: Telekinesis 6 (Str: 30; Flaw: Concentration Check Required)

AP: Trip 6 (Telepathic Descriptor; Extra: Knockback; Flaw: Concentration check required.

First, Your Illusion costs 2 points a rank (sight [+2], hearing [+1], extra [+1], flaws [-2]) making it 12 points in all.

Second, the instant duration on Mind Control essentially makes it unusable. You establish control as a standard action and you command as a standard action. Once you have established control, you won't have time to command.

Third, the concentration check is not an actual flaw. Your Concentration skill has a +10 modifier and you have Skill Mastery with it. Meaning you automatically bypass your flaw.

Finally, your powers equal up to 15.

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Stats: 21pp

Str: 8 (-1)

Dex: 14 (+2)

Con: 10 (+0)

Int: 18/24 (+4/+7)

Wis: 14 (+2)

Cha: 10 (+0)

That's only 14 points.

Combat: 14pp

Attack: +4

Grapple: +3

Defense: +3 (+2 flat-footed)

Knockback: -6

Initiative: +7

Your Knockback should be -4 (for the Impervious Toughness) and +0 (when out of your suit).

Saves: 6pp

Toughness: +4/+8 (+0 Con, +8 other)

Fortitude: +2 (+0 Con, +2)

Reflex: +4 (+2 Dex, +2)

Will: +4 (+2 Wis, +2)

How are you getting +8 Toughness?

Skills: 52r = 13pp

format: skill X (+Y), where "X" = skill ranks and "Y" equals total modifier)

example: Knowledge (current events) 4 (+4)

Computers 8 (+15)

Concentration 8 (+10)

Craft: Electronic 8 (+15)

Know: Physical Science 8 (+15)

Know: Technology 8 (+15)

Notice 4 (+6)

That's 11 points and 44 ranks

Feats: 23pp

Assessment, Eidetic Memory, First Strike, Improvised Tools, Inspire, Inventor, Leadership, Luck 3, Master Plan, Power Attack, Speed of Thought, Teamwork, Equipment 3

That's 17 feats

Powers: 41pp

Enhanced Intelligence 6

Device 9 (Tesla Suit)

-Flight 1 (Speed 10 mph)

-Force Field 4 (Ex: Impervious)

-Magnetic Control 8 (PF: Indirect, Subtle)

AP: Blast 8

AP: Deflect 6 (Deflects Fast and Slow projectiles, Extra: Ranged)

AP: Environmental Control 3 (Distraction DC15, Hamper Movement 50%; Extra: Selective)

AP: Obscure 9 (Electronics only; Extra: Selective)

AP: Snare 5 (PF: Tether; Extra: Constricting)

That's 42 points of powers.

Drawbacks: -15pp

Normal Identity (Full Round to turn on suit) -4

Vulnerable (Water; Very Common, Major) -5

Power Loss (Submerged in Water; Very Common, Minor) -3

Power Loss (Suit needs re-charge; Very Common, Minor) -3

Your drawbacks can only equal up to you PL.

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I realize that this isn't my thread and I realy shouldn't be posting here, but....

The idea that humans use only 10% of their brain has been disprovan many times over. Infact, it's just the opposite. Humans use OVER 90% of their brain capacity.

Um... -cough- carry on >.>

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I realize that this isn't my thread and I realy shouldn't be posting here, but....

The idea that humans use only 10% of their brain has been disprovan many times over. Infact, it's just the opposite. Humans use OVER 90% of their brain capacity.

Um... -cough- carry on >.>

Comic Book Science. It's the explanation used for some of Deathstroke's powers.

*shoos FelixZ out with a broom*

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I notice no one has noticed this... but I edited the build for new looks. >>;

Yeah, we need you to tell us when you do that.

And you've still got way too many Drawbacks. You can only have [your PL] worth of Drawbacks, which means 6 points max for this PL 6 character.

*steps aside to let Sandman back in*

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Stats: 14pp

Str: 8 (-1)

Dex: 14 (+2)

Con: 10 (+0)

Int: 18/24 (+4/+7)

Wis: 14 (+2)

Cha: 10 (+0)

Adds up.

Combat: 14pp

Attack: +4

Grapple: +3

Defense: +3 (+2 flat-footed)

Knockback: -6 (0 without suit)

Initiative: +7

Errata notes Defense rounds down for flat-footed. Knockback should be -4 (0 without Force Field)

Saves: 6pp

Toughness: +4/+8 (+0 Con, +8 other) NOTE:((+4 from Force Field, +4 with Protection = +8))

Fortitude: +2 (+0 Con, +2)

Reflex: +4 (+2 Dex, +2)

Will: +4 (+2 Wis, +2)

Force Field is listed in your powers, but Protection is not.

Skills: 52r = 13pp

format: skill X (+Y), where "X" = skill ranks and "Y" equals total modifier)

example: Knowledge (current events) 4 (+4)

Computers 8 (+15) 2 pp

Concentration 8 (+10) 2 pp

Craft: Electronic 8 (+15) 2 pp

Disable Device 8 (+15) 2 pp

Know: Physical Science 8 (+15) 2 pp

Know: Technology 8 (+15) 2 pp

Notice 4 (+6) 1 pp

Adds up.

Feats: 17pp

Assessment, Eidetic Memory, First Strike, Improvised Tools, Inspire, Inventor, Leadership, Luck 3, Master Plan, Power Attack, Speed of Thought, Teamwork, Equipment 3

Equipment needs to be listed. The refs are looking into the First Strike feat.

Powers: 41pp

Enhanced Intelligence 6 6pp

Device 9 (Tesla Suit; Restricted use) 35 pp

-Flight 1 (Speed 10 mph)

-Force Field 4 (Ex: Impervious)

-Magnetic Control 8 (PF: Indirect, Subtle)

AP: Blast 8

AP: Deflect 6 (Deflects Fast and Slow projectiles, Extra: Ranged)

AP: Environmental Control 3 (Distraction DC15, Hamper Movement 50%; Extra: Selective)

AP: Obscure 9 (Electronics only; Extra: Selective)

AP: Snare 5 (PF: Tether; Extra: Constricting)

Suit costs 37 points. How is it restricted?

Drawbacks: -15pp

Normal Identity (Full Round to turn on suit) -4

Vulnerable (Water; Very Common, Major) -5

Power Loss (Submerged in Water; Very Common, Minor) -3

Power Loss (Suit needs re-charge; Very Common, Minor) -3

Your drawbacks can only equal up to you PL.

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