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Spitfire (PL 11) - Eviscerus

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Player Name: Eviscerus

Power Level: PL 11 (164/167pp)

Trade-Offs: +2 Defense for -2 Toughness

Unspent PP: 3

Progress to Bronze Status: 17/30

Name: Spitfire

Alternate Identity: Maxwell "Maxie" Compton, AKA: Max the Fire Eater, AKA: Maxie Napalm

Height: 5'8"

Weight: 146 lbs

Hair: Bald (Black normally)

Eyes: Red

Age:: 17

Description: Maxie likes tattoos, a lot. Both his arms, back and chest are covered in them. On his left arm there's a long chinese type dragon who's mouth ends at his write, breathing fire up his hand to his fingertips. On his right arm there's a similar dragon, but this one done in the style of H.R. Geiger, breathing black fire. The tattoos on his chest are more varied, including some less than clad women and mermaids, a flaming skull, a number thirteen with some dice and playing cards around it, as well as some script circling his navel reading: Walk Through the Fires of Hell and Come Out Clean. The tattoos on his back are a bit more ordered than his chest. On each shoulderblade there are tattoos of bat wings and down the center of his back there's a tattoo that looks like his skin has been burned and slashed open, and beneath the skin there's a red dragon.

Maxie's eyes have turned red as an effect of his mutation, which only helped him fit into the carnival business better. His smile is surprisingly dazzling his skin is well tanned.

History: Maxie was born to poor rednecks who moved and lived along the Rio Grande. Being unable to afford to take care of a child, they sold him to a travelling carnival that took an interest in him because of his red eyes and pointed dazzling teeth like fangs. Growing up among carnies taught Maxie many lessons most children don't recieve, such as how to lift someone's wallet, how to play a crowd, how to clean up after elephants, and how to take his turn on high flying trapeze. For the first few years of his internship, Maxie did little more than clean and run errands. Knowing no other way to live, Maxie loved his life in the carnival, the adventuresome spirit lended well to life on the road, and Maxie loved seeing new places.

When the carnival (the carnival was named Deedra's Travelling Menagerie) finally got it's very own fire eater, Maxie was immediately drawn to the man. His tattoos and amazing abilities related to fire seemed to speak to Maxie, and so he became the man's apprentice. The fire eater was named Bertram Firebrand, or at least that's what he said, and he had a very easy manner and a soft voice, which belied his abilities that seemed so fantastic and uncommon. Bertram wasn't only a fire eater, he also walked on hot coals, walked into a specially made furnace and came out unscathed, basically any trick that involved fire, Bertram did, and also taught to Maxie.

One day, while practicing in the fire chamber, the contraption malfunctioned, usually a sheet of fire was only displayed on the outer side of the chamber, the rest of the chamber remained free and ventilated, but the pilot light blew, causing fire to fill the chamber with Maxie inside. Maxie was horrified and screamed, sure that he was to be burned alive. He heard shouting outside the tank, as Bertram and others were trying to get him out, and he prayed they wouldn't be too late, or he wouldn't be too badly burned. Ten seconds passed, and still Maxie felt nothing. He reasoned that his nerve endings had been burned shut, closing his body off to the pain, which was fine by him. His hair and eyebrows had already been singed away, that he knew, still he refused to open his eyes, afraid they would burst and boil from the heat. After about thirty seconds of raging flames and building pressures, the tank exploded, and Maxie went flying out. Maxie landed against a nearby elephant and was knocked unconcious. He awoke some time later, with his friends, and Deedra, standing over him. Maxie feared the worst, but they were all smiling and congratulating him on the greatest trick they'd ever seen. Only Bertram looked concerned. Apparently Maxie was unscathed, not a burn on him. This puzzled Maxie, but when everything had settled down, Bertram pulled him aside and told him of his suspicions.

Bertram believed Maxie was a metahuman, and the tank had triggered his talents. Maxie found this preposterous, but no other logical explanation remained. After a few private tests, Bertram and Maxie learned that he could breath fire, as well as withstand any intensity of flame. Maxie was excited and frightened, all at the same time. He could really breathe fire! Bertram considered his new powers for weeks, and when the carnival arrived in Freedom City, Maxie took his leave of the carnival, with his pay in hand, and decided to make a new life as a hero in the greatest city in America!

Personality and Motivation: Maxie is an upbeat, fast talking boy, and always seems to see the good side of things. Growing up with freaks and misfits has made Maxie extremely accepting, and judges few based on their appearance or background. This trait has also made him develop a seething hatred for bigots and racists. Maxie believes no matter what you look like, or what differences or deformities you have, you can make a difference, and so seeks to be a hero to make the most difference. He does not think less of those who, like he did before, made a difference simply by aweing a crowd, or making someone smile.

Powers & Tactics: Maxie can breath fire and can skate across the ground at high speeds while melting it with his breath. He is relatively new to the heroing business so his tactics are pretty straightforward, first he'll go in with his flame blast, after attempting to catch the target unawares. After that he'll continue to blast away till whatever it is goes down.


Carnie (people are naturally mistrusting and fearful of carnies)

Stats: 4+6+10+2+4+4 = 30pp

Str: 14 (+2)

Dex: 16 (+3)

Con: 20/22 (+5/+6)

Int: 12 (+1)

Wis: 14 (+2)

Cha: 14 (+2)

Combat: 22 + 16 = 38pp

Attack: +11

Grapple: +12

Defense: +13 (+8, Dodge Focus 5), +4 flat-footed

Knockback: -4

Initiative: +3

Saves: 1+7+5 = 13pp

Toughness: +9 (+5 Con, +1 Enhanced Con, +3 Costume)

Fortitude: +7 (+5 Con, +1 Enhanced Con, +1)

Reflex: +10 (+3 Dex, +7)

Will: +7 (+2 Wis, +5)

Skills: 76r = 19pp

Acrobatics 12 (+15)

Climb 3 (+5)

Craft (artistic) 7 (+8)

Bluff 8 (+10)

Concentration 8 (+10)

Escape Artist 7 (+10)

Knowledge: Streetwise 4 (+5)

Notice 8 (+10)

Sense Motive 3 (+5)

Sleight of Hand 7 (+10)

Stealth 7 (+10)

Swim 2 (+4)

Feats: 10pp

Acrobatic Bluff

Dodge Focus 5

Equipment 1


Power Attack

Uncanny Dodge (Visual)

Equipment 1 (5EP)


Costume: Protection 3 [3EP]

Grapple Gun: Super Movement 1 (Swinging) [2EP]

Powers: 2 + 38 + 10 + 4 = 54pp

Enhanced Constitution 2 [2 pp] 'mutant'

Fire Eater Tricks 15.5 (33PP Array; PFs: Alternate Power x5) [38PP]

BE: Strike 11 ("Fire Breath"/Fire descriptor; Extras: Area [Cone], Duration [Concentration]) {33/33}

AP: Blast 11 ("Spitball"/ Fire descriptor; Extras: Area [55-ft. Burst]b]) {33/33}

AP: Blast 11 ("Spitfire"/Fire descripor; Extras: Autofire) {33/33}

AP: Dazzle Visual 11 ("Fireblind" / Fire Descriptor; Extras: Area [55-ft. Burst]) {33/33}

AP: Corrosion 11 ("Slagbreath" / Fire descriptor) {33/33}

AP: Suffocate 11 ("Breathtaker" / Fire Descriptor; Extras: Range [Ranged]) {33/33}

Immunity 10 (Fire Effects) [10pp]

Speed 4 (100 mph / 1,000 feet per Move Action; "Firewalker") [4pp]

Drawbacks: 0+0+0 = 0pp

DC Block

ATTACK            RANGE          SAVE                             EFFECT

Fire Breath       Touch Cone     DC21 Reflex, DC26 Toughness      Bruised [Staged]

Spitball          Ranged Burst   DC21 Reflex, DC26 Toughness      Bruised [Staged]

Spitfire          Ranged         DC26 Toughness (Autofire)        Bruised [Staged]

Fireblind         Touch Burst    DC21 Relfex                      Blinded

Slagbreath        Touch          DC21 Fortitude, DC26 Toughness   Drain Toughness [Staged], Bruised [Staged]

Breathtaker       Ranged         DC21 Fortitude                   Suffocating

Costs: Abilities (32) + Combat (38) + Saves (11) + Skills (19) + Feats (10) + Powers (54) - Drawbacks (00) = 164/167pp

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Super Movement 1 (Swinging) costs 2PP (or 2EP in the case of his grappling gun), so he either needs to drop something or but another rank of Equipment. I'm also concerned that complete Immunity 5 (Fire Damage) is probably beyond the scope of Equipment; perhaps half immunity to all fire effects for the same price?

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