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Limos

Limos - Jello-Man - PL7 Hero

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Player Name: Limos

Character Name: Jello-man

Power Level: 7 (105/106 PP)

Trade-Offs: None

Unspent PP: 1

Gold Status: 1/30

In Brief: Intrepid teen college student at Freedom City university is victim of drug testing gone horribly wrong. Becomes the adhesive avenger, Jello-man.

Alternate Identities: Charlie Cooper

Identity: Public

Birthplace: Freedom City

Occupation: Unemployed

Affiliations:

Family: Patrick Cooper (Father), Martha Cooper (Mother), Sarah Cooper (Sister)

Age: 19

Apparent Age: Jello never goes stale

Gender: Male

Height: Fluid

Weight: 180 lbs

Eyes: None

Hair: None

Description: Manifesting as a waist high pile of sentient gelatin, Jello-man can take a slightly more humanoid form but cannot hide his tasty dessert resembling nature. His jello make-up is green and smells faintly of citrus, in addition to being just slightly transparent. He is able to stretch and reform his body as needed, even producing up to 8 functional limbs at one time. When angered he begins to expand to the size of a minivan, despite having no source for his additional gelatin. He tries to keep his human face up when in public however.

[floatr]m75o4m.png[/floatr]

History:

Charlie Cooper grew up an upper middle class white kid in Ashton and Grenville with no real direction or motivation of his own. He spent most of his free time following super hero blogs and dreaming about what it must be like to be powerful and cool. His emotionally distant parents paid tuition so that Charlie could attend Freedom City University, where he never got around to choosing a major, and only actually attended for one semester in which he did general education. As part of his Physchology elective he was required to be a test subject for the university trials. Usually these are psychological experiments, but in this case Charlie stumbled into a double blind trial of a new pill designed by a subsidiary of Grant Conglomerate. At first it appeared to have had no effect and the test was written off as a failure.

But three days later the police were summoned by frantic coeds, saying that the dorm was being attacked by a blob monster. The police officers were at a loss on how to kill a giant pile of goo, but luckily Charlie managed to pull himself together enough to make a head and burble out a frantic "Don't shoot!" before things got out of hand. He was asked politely to stop attending by the campus faculty, and returned home to his family. His parents were completely mystified on what they were supposed to do about the situation. The pharmaceutical company that supplied the drug vanished without a trace, and no settlement was ever arranged for the matter.

It wasn't until his little sister Sarah jokingly suggested that he fight crime that he realized his destiny. He needed to stop moping, pull himself up by his gelatinous boostraps, and live up to the responsibility his powers gave him. He would become Jello-man, the Adhesive Avenger. There's always room for Justice!

Personality & Motivation:

Charlie is a typical fanboy, enthusiastic when in his field of interest, disinterested and sullen otherwise. Luckily his field of interest is Super-heroism, and the super community itself. He is fond of making horrific puns and quips in battle, as well as bringing up obscure trivia about any heroes or villains in the vicinity. Many people might become depressed, finding themselves in a gelatinous state, but Charlie enjoys having Super Powers far too much to let a little lack of anatomy get him down. His only real regret is that no one respects him, he has yet to learn that respect is earned, and feels unappreciated.


Complications:

Hero Worship: Liable to geek out over famous heroes, as well as villains.

B-movie fodder: Jello-man is not particularly trustworthy looking! Civilians do not always react positively to Jello-man.

Abilities: 6 + 2 + 2 + 0 + 2 - 2 = 10 PP

Strength: 24 (+7)

Dexterity: 12 (+1)

Constitution: 16 (+3)

Intelligence: 10 (+0)

Wisdom: 12 (+1)

Charisma: 8 (-1)

Combat: 8 + 8 = 16 PP

Initiative: +1

Attack: +3 (+4 Base, -1 Size Large; +7 Melee)

Grapple: +12/+19 (+23 if Large sized and using all 8 limbs in grapple)

Defense: +7 (+4 Base, -1 Size Large, +4 Dodge Focus), +2 Flat-Footed

Knockback: -4/-5

Saving Throws: 3 + 5 + 5 = 13 PP

Toughness: +7 (+3 Con, +2 Protection, +2 Defensive Roll) , +5 Flat-Footed

Fortitude: +8 (+5 Con, +3 Base)

Reflex: +6 (+1 Dex, +5 Base)

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

Skills: 12r = 3PP

Gather Information 4 (+4)

Notice 4 (+4)

Sense Motive 4 (+5)

Feats: 11 PP

Attack Focus (Melee) 4

Dodge Focus 4

Defensive Roll

Improved Grab

Well Informed

Powers: 3 + 2 + 12 + 10 + 5 + 6 + 14 = 52 PP

Additional Limbs 3 (Extra: Duration (Sustained)) [3 PP]

Elongation 2 [2 PP]

Growth 4 (Flaw: Permanent) [12 PP]

Immunity 10 (aging, life support) [10 PP]

Insubstantial 1 (Flaw: Permanent) [5 PP]

Super Movement 3 (Slithering 1; Sure-footed 1; Wall Crawling 1) [6 PP]

Snare 7 (Extra: Engulfing) [14 PP]

DC Block:

ATTACK      RANGE          SAVE                EFFECT

Unarmed     Touch     DC23 Toughness     Damage (Physical)


Snare          Touch     DC 17 Reflex          Bound

Costs: Abilities (10) + Combat (16)+ Saves (13) + Skills (3) + Feats (11) + Powers (52) - Drawbacks () = 105/106 pp

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Large Size imposes a -1 penalty to your Attack and Defense scores, so you won't hit caps at Large size. Growth is Sustained duration by default.

Insubstantial costs 5pp/rank.

Super-Movement costs 2pp/rank, not 1pp/rank.

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Large Size imposes a -1 penalty to your Attack and Defense scores, so you won't hit caps at Large size. Growth is Sustained duration by default.

EDIT: Ah what the heck, I'll make Large permanent and then apply the 4 points I get back to bringing Attack and Defense back to cap.

Insubstantial costs 5pp/rank.

Give me a second to find another free point somewhere.

Super-Movement costs 2pp/rank, not 1pp/rank.

Fixed

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Nope. Sustained Duration and Permanent Duration have the same cost.

Sustained -> Continuous -> Permanent.

Sustained means you need to make a token effort every round to maintain it, you can use Extra Effort with the Power, but the power could turn off if you fail a Concentration check.

Continuous: The effect is either on or off, your choice, and the power will stay in that setting until you say otherwise (barring Drains/Nullifies). You retain the ability to use Extra Effort. This duration is an "Extra" applied to a Sustained Power.

Permanent: A Continuous power that is stuck in the "on" position. You lose the ability to use Extra Effort with this effect. This is a "Flaw" added to an effect with a Continuous duration.

Sustained and Permanent Effects wind up having the same cost because the Extra for making it continuous and the Flaw for making it Permanent cancel one another out.

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Okay I dropped Impervious Toughness since I couldn't think of anywhere else to get those points from. Growth is back to 12 PP, everything should balance out now.

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Apparent Age: Jello never goes stale
]

Snerk.

Abilities: 6 + 2 + 2 + 0 + 2 - 2 = 10 PP

Strength: 24 (+7)

Dexterity: 12 (+1)

Constitution: 16 (+3)

Intelligence: 10 (+0)

Wisdom: 12 (+1)

Charisma: 8 (-1)

Adds up.

Combat: 8 + 8 = 16 PP

Initiative: +2

Attack: +3 (+4 Base, -1 Size Large; +7 Melee)

Grapple: +12/+19 (+23 if Large sized and using all 8 limbs in grapple)

Defense: +7 (+4 Base, -1 Size Large, +4 Dodge Focus), +2 Flat-Footed

Knockback: -4/-5

Adds up.

Saving Throws: 3 + 5 + 5 = 13 PP

Toughness: +7 (+3 Con, +2 Protection, +2 Defensive Roll) , +5 Flat-Footed

Fortitude: +8 (+5 Con, +3 Base)

Reflex: +7 (+1 Dex, +5 Base)

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

Adds up.

Skills: 12r = 3PP

Gather Information 4 (+4)

Notice 4 (+4)

Sense Motive 4 (+5)

Adds up.

Feats: 11 PP

Attack Focus (Melee) 4

Dodge Focus 4

Defensive Roll

Improved Grab

Well Informed

Adds up.

Powers: 3 + 2 + 12 + 10 + 5 + 6 + 14 = 52 PP

Additional Limbs 3 (Extra: Duration (Sustained)) [3 PP]

Elongation 2 [2 PP]

Growth 4 (Flaw: Permanent) [12 PP]

Immunity 10 (aging, life support) [10 PP]

Insubstantial 1 (Flaw: Permanent) [5 PP]

Super Movement 3 (Slithering 1; Sure-footed 1; Wall Crawling 1) [6 PP]

Snare 7 (Extra: Engulfing) [14 PP]

Adds up.

:approved:

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