Jump to content

Vi'kter Slaven PL 10 Villain


Recommended Posts

Players Name: Slaven

Power Level: 10

Trade-Offs: -3 Attack for +3 Damage, -3 Defense for +3 Toughness

Unspent PP: 0

Characters Name: Vi'kter Slaven

Height: 6'3"

Weight: 215 Ilbs.

Hair: Shaven/None

Eyes: Sky Blue

Description:

Vi'kter is a reasonably tall, 6'3", and extraordinary well-built male with obvious signs of Romanian and Germanic descent. He shaves his head religiously with a rusted, old kitchen knife when he is stressed out, so his hair never really gets a chance to grow very much. His normal attire is a reasonably skin tight, black metallic nanosuit that he built, designed, and engineered himself.

History:

In a thousand years from now Vi'kter Slaven will be born. A bright and determined child, he will rise from the slums in which he will be raised to live a rich and meaningful life with his wife and son as a bio-molecular and temporal engineer for the military of his Motherland. He will win many awards for his innovation and military field work, going so far that some will even say that he would be the next President. But all that will be will aslo change.

It will be a cold winter's day when his wife and child will die. A car crash will take them - collateral damage in a fight between a then local superhero and a few bank thieves he will be chasing. Vik'ter will blame the accident on the hero, Captain Orange, as he should, it was the brash man's fault. The event will drive him into madness.

Blaming all superpowered individuals for the ease in obtaining power without the learned knowledge of the repsonsibility that it can entail, he will set out to create a line of military grade nanasuits that will give chosen soldiers the ability to deal with the always present threat of powered individuals. His lust of revenge will take him as far as to think that his theories on time travel would best used to "fix" the metahumans before they began to get out of control. It will be four years and eleven months before he completes Prototype - X.

In the quiet of his own home, Slaven will don the suit - his 9th Symphony. Flawless in design and executed to perfection with all the ideas and schematics he will acquire, and write, over the years, it will have a renewable power supply that feeds off of the wearer's own energy and fuse with the individual and make him...perfect. And in the lonely walls of his mansion, he will activate the temporal shift.

There will be many calculations that should have had more time put into them. Time travel is a delicate matter. Vik'ter's craving for what he will call justice blinded him to make a few mistakes. He didn't end up when he wanted, or where. He doesn't know where he is. He only knows that it is cold, wet, and dark. Trying to fix the problem at hand, he realizes that the temporal shifter was broken in the junt. His head feels cloudy, and he has too many painful memories flooding into him. He wants them to stop. Now!

Personality & Motivation:

He feels the weight of his family weighing on him. He knows he can't fix what will happen, but he knows what he can do to stop everyone that will bring them, and him, enduring agony. He is cold, calculated, and precise, but has a hard time controlling his own emotions.

Stats: 23pp

Str: 15 (+2) [Enhanced]

Dex: 12 (+1)

Con: 16 (+3)

Int: 16 (+3)

Wis: 12 (+1)

Cha: 12 (+1)

Combat: 0pp

Attack: +0 (+7 Melee)

Grapple: +14 (+31 /w Super-strength)

Defense: +0 (+0 flat-footed)

Knockback: -13

Initiative: +5

Saves: 5pp

Toughness: +13 (+3 Con, +13 other)

Fortitude: +3 (+3 Con, +0)

Reflex: +1 (+1 Dex, +0)

Will: +6 (+1 Wis, +5)

Skills: 20pp

Computer 10 (+13)

Craft (Mechanical) 10 (+13)

Craft (Electrical) 10 (+13)

Knowledge (Life science) 10 (+13)

Knowledge (Physical Science) 10 (+13)

Knowledge (Tactics) 10 (+13)

Knowledge (Technology) 10 (+13)

Disable Device 10 (+13)

Feats: 16pp

Attack Focus (Melee) 7

Fearless

Improved Grab

Improved Grapple

Improved Pin

Improved Initiative

Power Attack

Improved Critical (Strike)

Benefit - Wealth 2

Powers: 86pp

--------------------------------------------

Device 21 (Powersuit; PFs: Restricted 2)

--------------------------------------------

Flight 4

Protection 13 (Extra: Impervious)

Strike 7 (Powerfists; Extras: Penetrating 7; Power Feats: Mighty)

Immunity 4 (Aging, Disease, Poison, Radiation)

Super-Senses 2 (Darkvision)

Enhanced Trait (Strength) 9

Super-strength 17 (Variable Power Modes; Power Feats; Bracing, Groundstrike, 5 Alternate Powers) [41]

AP: Teleport 10 (Extras: Accurate; Power Feats; Change Direction, Easy, Change Velocity, Turnabout)

AP: Strike 8 (Telepunch; Extras: Area, Selective, Penetrating 8; Power Feats: Mighty)

AP: Regeneration 17 [Recovery Bonus: +5, Recovery Rate(Bruised 3/Unconscious 3/Staggered 6): + 12 (Extra: Continuous; Power Feats: Persistent)]

AP: Immunities 18 [Entrapment (Grappling, Snares, or bonds), Suffocation, Environmental Conditions (cold, heat, high pressure, vacuum), Critical Hits, Emotion Effects]

AP: Matter-Eater 32

--------------------------------------------

--------------------------------------------

Costs: Abilities (23) + Combat (0) + Saves (5) + Skills (20) + Feats (16) + Powers (86) - Drawbacks (00) = 150 pp

Powerfists 7 (Strike), DC 28/Toughness Bruise

Telepunch 8 (Area Strike), DC 28/Toughness Bruise

Link to comment

Welcome to FC PbP! If you've not already done so, please introduce yourself in the Secret Identities thread (link in my .sig).

Sounds like this guy has quite a few things in common with one other PC villain here (Malice), and possibly one PC hero (Dr. Archeville). Related?

Background's okay, but be aware we try to keep this place more towards the Silver (and Bronze) age of things more than Iron.

Stats: 23pp

Str: 15 (+2) [Enhanced]

Dex: 12 (+1)

Con: 16 (+3)

Int: 16 (+3)

Wis: 12 (+1)

Cha: 12 (+1)

Adds up.

Combat: 0pp

Attack: +0 (+7 Melee)

Grapple: +14 (+31 /w Super-strength)

Defense: +0 (+0 flat-footed)

Knockback: -13

Initiative: +5

... adds up, but why does he have absolutely no defense?

Saves: 5pp

Toughness: +13 (+3 Con, +13 other)

Fortitude: +3 (+3 Con, +0)

Reflex: +1 (+1 Dex, +0)

Will: +6 (+1 Wis, +5)

Points add up, but totals don't. That's a toughness of +16, which breaks your caps. Caps are "hard" caps, which means you can't have extra/overage and just not use it, you're not allowed to have any overage. His Constitution or Protection needs to be lowered.

Also, it helps to list the total Impervious next to the Toughness save, so it's all in one convenient place.

Skills: 20pp

Computer 10 (+13)

Craft (Mechanical) 10 (+13)

Craft (Electrical) 10 (+13)

Knowledge (Life science) 10 (+13)

Knowledge (Physical Science) 10 (+13)

Knowledge (Tactics) 10 (+13)

Knowledge (Technology) 10 (+13)

Disable Device 10 (+13)

Adds up, but please alphabetize the skills.

Feats: 16pp

Attack Focus (Melee) 7

Fearless

Improved Grab

Improved Grapple

Improved Pin

Improved Initiative

Power Attack

Improved Critical (Strike)

Benefit - Wealth 2

Please alphabetize the skills.

How is he so wealthy? Did he bring back lots of valuables to trade from ten centuries in the future?

Which Srike does that Improved Crit apply to, the Power Fist (the one outside th Array) or the Telepunch (the one in the Array)?

Powers: 86pp

--------------------------------------------

Device 21 (Powersuit; PFs: Restricted 2)

--------------------------------------------

Flight 4

Protection 13 (Extra: Impervious)

Strike 7 (Powerfists; Extras: Penetrating 7; Power Feats: Mighty)

Immunity 4 (Aging, Disease, Poison, Radiation)

Super-Senses 2 (Darkvision)

Enhanced Trait (Strength) 9

Super-strength 17 (Variable Power Modes; Power Feats; Bracing, Groundstrike, 5 Alternate Powers) [41]

AP: Teleport 10 (Extras: Accurate; Power Feats; Change Direction, Easy, Change Velocity, Turnabout)

AP: Strike 8 (Telepunch; Extras: Area, Selective, Penetrating 8; Power Feats: Mighty)

AP: Regeneration 17 [Recovery Bonus: +5, Recovery Rate(Bruised 3/Unconscious 3/Staggered 6): + 12 (Extra: Continuous; Power Feats: Persistent)]

AP: Immunities 18 [Entrapment (Grappling, Snares, or bonds), Suffocation, Environmental Conditions (cold, heat, high pressure, vacuum), Critical Hits, Emotion Effects]

AP: Matter-Eater 32

--------------------------------------------

--------------------------------------------

Again, the "hard" PL caps means several things here (or in other stats) need to be changed.

As things stand now, the Super-Strength gives him an effective Str of 109, enough to lift an entire ocean liner overhead. That's almost as strong as Centurion, the setting's Superman analogue (his effective Str was 110). Is he supposed to be that strong?

As mentioned under Toughness, his Protection or Constitution need to be lowered.

Telepunch: General Area Effects don't get the benefit of trade-offs, so you're limited to 10 ranks max there. Ranks, in this case, being the same as total Damage. The Selective on the Telepunch should read Selective Attack. Also, what shape Area is that? I'm also not sure how Mighty would interact with an Area thing, if it should work as it does with a Ranged effect (since you don't need to be next to someone and can affect more than one target at a time). Lastly, what's the descriptor on it?

Immunity is Permanent, so the duration needs to be changed to Sustained (no change in cost) or Continuous (double cost) to be allowable as an AP. How does the suit make him immune to Crits and Emotion Effects?

What's the descriptor for his teleport?

Matter Eater 32 is Immunity 5 (ingested things) plus Drain Toughness 27. That's not allowed.

Link to comment

-nods-

After reviewing what you said and going over my own ideas again, I believe I will be doing a pretty massive overhaul on the character to be posted as soon as I finish. I will be trying my best to preserve the core idea for him, while still getting the most out of what I was looking for, but we'll see.

Link to comment
×
×
  • Create New...