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Prince of Boredom

Brainstorm - PL 6 Hero - Prince of Boredom

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Player's Name: Prince of Boredom

Power Level: PL 6

Character's Name: John Smith

Alternate Identity: Brainstorm

Height: 5’11

Weight: 140#

Hair: Blonde with slight blue tint

Eyes: Violet

Description: John is an exotically handsome young man of 18 years. He stands nearly 6 feet tall and has an innocent unblemished face that easily makes girls of his own age swoon. His exotically colored hair and eyes add to his attractiveness, and mark his Lor heritage to those that notice those things. With most of his years spent in a vegetative state, John has developed very little muscle mass and has only recently begun to develop any muscle definition.

History: John’s knowledge of his own past is based on reading the minds of those around him when he awakened from nearly 18 years in a vegetative state. What he knows is that more than 17 years ago, when he war roughly 8-10 months old, he was found abandoned in an apartment in South Freedom City. The apartment was completely empty, and was rented to an unknown alias. The child was taken to the local hospital, and after more than two weeks of observation, doctors concluded that he was in a vegetative, near comatose state, and was unlikely to recover. Shortly thereafter he was transferred to the Providence Asylum where he spent the next 17 years with no hope of recovery.

Shortly after what hospital staff had decided was John’s 18th birthday, a miracle happened and John awoke. A recently hired member of the janitorial staff of the asylum was a low-level telepath who had a grand scheme to use his abilities to make some extra money by reading the minds of the invalids at the asylum and learning where their money and valuables were, and taking them. However, his plan was short-lived; when he touched John’s mind, it instinctively reacted, frying the mind of the janitor and freeing John from his state. Unable to control his newfound powers, John uncontrollably read the minds of everyone in the room, and risked going crazy from the sensory overload. His mind however compensated, and he passed out from the stress.

A short while later, John was cleared of any criminal charges after an exhaustive inquiry which included the telepathic help of Pseudo of the Freedom League. John is now trying to find his way in world with no practical experience in it.

The truth of John’s origins are even more fantastic than even he can imagine. His father was a covert agent of the Lor empire sent to Earth to monitor the activity of a Grue cell operating in Freedom City. During his time in Freedom City, John’s father fell in love with a beautiful human woman who worked at the diner near his hotel. Rationalizing to himself that a relationship with this woman would improve his cover, he asked her to marry him. Three years later, they had a child, John. However, shortly before his birth, John’s father was discovered by the Grue he was investigating, and they summarily hunted him down. Their final confrontation happened at their small apartment in South Freedom, where John’s mother and father were killed and their bodies destroyed. However, before they were killed, they were forced to watch their son’s mind completely drained of any self-awareness. It was this Grue mental attack that left John in the state he lived in for 17 years.

Stats:

Str: 10 (+0)

Dex: 10 (+0)

Con: 10(+0)

Int: 14 (+2)

Wis: 16 (+3)

Cha: 10(+0)

Cost - 10 PPs

BAB: +2 (+6 Telekinesis)

BDB: +0 (+5 w/ Dodge Focus)

Initiative: +0

Cost - 4 PPs

Saves:

Toughness: +0/+6 (Force Field)

Fortitude: +4 - 4 PPs

Reflex: +5 - 5 PPs

Will: +3/+11 (Mind Shield)

Cost - 9 PPs

Skills:

Concentration [+4]

Knowledge (Behavioral Sciences) [+4]

Knowledge (Life Sciences) [+4]

Medicine [+4]

Cost - 4 PPs

Feats:

Attack Specialization (Telekinesis) [+2] - 2 PPs

Attractive [+1] - 1 PPs

Dodge Focus [+5] - 5 PPs

Cost - 8 PPs

Powers:

Telepathy - Container [+6] - 30 PPs

- Super-Senses [+1] (Uncanny Dodge [Mental]) - 1 PP

- Mind Shield [+8] - 8 PPs

- Telepathic Array [+9] (Subtle x2, Alternate Power x1) - 21 PPs

-- Base Power: Mental Communication [+3] (Area, Selective), Comprehend (Languages) [+1] (Linked with Mental Communication), Mind Reading [+4] (Area) - 17 PPs

-- AP 1: Mental Blast [+6] (Distracting, Incurable, Full Power) - 18 PPs

Telekinesis - Container [+5] - 25 PPs

- Force Field [+6] (Subtle x2) - 8 PPs

- Telekinetic Array [+6] (Subtle x2, Alternate Power x3) - 17 PPs

-- Base Power: Move Object [+6] - 12 PPs

-- AP 1: Blast [+6] - 12 PPs

-- AP 2: Strike [+6] (Area [General, Burst, Touch, Attached], Knockback x3, Progression x3 [Reduction], Distracting) - 12 PPs

-- AP 3: Flight [+6] - 12 PPs

Cost - 55 PPs

Costs: Abilities (10) + Combat (4) + Saves (9) + Skills (4) + Feats (8) + Powers (55) - Drawbacks (0) = Total Cost

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Player's Name: Prince of Boredom

Power Level: PL 6

Character's Name: John Smith

Alternate Identity: Brainstorm

Height: 5’11

Weight: 140#

Hair: Blonde with slight blue tint

Eyes: Violet

Description: John is an exotically handsome young man of 18 years. He stands nearly 6 feet tall and has an innocent unblemished face that easily makes girls of his own age swoon. His exotically colored hair and eyes add to his attractiveness, and mark his Lor heritage to those that notice those things. With most of his years spent in a vegetative state, John has developed very little muscle mass and has only recently begun to develop any muscle definition.

History: John’s knowledge of his own past is based on reading the minds of those around him when he awakened from nearly 18 years in a vegetative state. What he knows is that more than 17 years ago, when he war roughly 8-10 months old, he was found abandoned in an apartment in South Freedom City. The apartment was completely empty, and was rented to an unknown alias. The child was taken to the local hospital, and after more than two weeks of observation, doctors concluded that he was in a vegetative, near comatose state, and was unlikely to recover. Shortly thereafter he was transferred to the Providence Asylum where he spent the next 17 years with no hope of recovery.

Shortly after what hospital staff had decided was John’s 18th birthday, a miracle happened and John awoke. A recently hired member of the janitorial staff of the asylum was a low-level telepath who had a grand scheme to use his abilities to make some extra money by reading the minds of the invalids at the asylum and learning where their money and valuables were, and taking them. However, his plan was short-lived; when he touched John’s mind, it instinctively reacted, frying the mind of the janitor and freeing John from his state. Unable to control his newfound powers, John uncontrollably read the minds of everyone in the room, and risked going crazy from the sensory overload. His mind however compensated, and he passed out from the stress.

A short while later, John was cleared of any criminal charges after an exhaustive inquiry which included the telepathic help of Pseudo of the Freedom League. John is now trying to find his way in world with no practical experience in it.

The truth of John’s origins are even more fantastic than even he can imagine. His father was a covert agent of the Lor empire sent to Earth to monitor the activity of a Grue cell operating in Freedom City. During his time in Freedom City, John’s father fell in love with a beautiful human woman who worked at the diner near his hotel. Rationalizing to himself that a relationship with this woman would improve his cover, he asked her to marry him. Three years later, they had a child, John. However, shortly before his birth, John’s father was discovered by the Grue he was investigating, and they summarily hunted him down. Their final confrontation happened at their small apartment in South Freedom, where John’s mother and father were killed and their bodies destroyed. However, before they were killed, they were forced to watch their son’s mind completely drained of any self-awareness. It was this Grue mental attack that left John in the state he lived in for 17 years.

Stats:

Str: 10 (+0)

Dex: 10 (+0)

Con: 10(+0)

Int: 14 (+2)

Wis: 16 (+3)

Cha: 10(+0)

Cost - 10 PPs

BAB: +2 (+6 Telekinesis)

BDB: +0 (+5 w/ Dodge Focus)

Initiative: +0

Cost - 4 PPs

Saves:

Toughness: +0/+6 (Force Field)

Fortitude: +4 - 4 PPs

Reflex: +5 - 5 PPs

Will: +3/+11 (Mind Shield)

Cost - 9 PPs

Skills:

Concentration [+4]

Knowledge (Behavioral Sciences) [+4]

Knowledge (Life Sciences) [+4]

Medicine [+4]

Cost - 4 PPs

Feats:

Attack Specialization (Telekinesis) [+2] - 2 PPs

Attractive [+1] - 1 PPs

Dodge Focus [+5] - 5 PPs

Cost - 8 PPs

Powers:

Telepathy - Container [+6] - 30 PPs

- Super-Senses [+1] (Uncanny Dodge [Mental]) - 1 PP

- Mind Shield [+8] - 8 PPs

- Telepathic Array [+9] (Subtle x2, Alternate Power x1) - 21 PPs

-- Base Power: Mental Communication [+3] (Area, Selective), Comprehend (Languages) [+1] (Linked with Mental Communication), Mind Reading [+4] (Area) - 17 PPs

-- AP 1: Mental Blast [+6] (Distracting, Incurable, Full Power) - 18 PPs

Telekinesis - Container [+5] - 25 PPs

- Force Field [+6] (Subtle x2) - 8 PPs

- Telekinetic Array [+6] (Subtle x2, Alternate Power x3) - 17 PPs

-- Base Power: Move Object [+6] - 12 PPs

-- AP 1: Blast [+6] - 12 PPs

-- AP 2: Strike [+6] (Area [General, Burst, Touch, Attached], Knockback x3, Progression x3 [Reduction], Distracting) - 12 PPs

-- AP 3: Flight [+6] - 12 PPs

Cost - 55 PPs

Costs: Abilities (10) + Combat (4) + Saves (9) + Skills (4) + Feats (8) + Powers (55) - Drawbacks (0) = Total Cost

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Player's Name: Prince of Boredom

Power Level: PL 6

Character's Name: John Smith

Alternate Identity: Brainstorm

Height: 5’11

Weight: 140#

Hair: Blonde with slight blue tint

Eyes: Violet

Description: John is an exotically handsome young man of 18 years. He stands nearly 6 feet tall and has an innocent unblemished face that easily makes girls of his own age swoon. His exotically colored hair and eyes add to his attractiveness, and mark his Lor heritage to those that notice those things. With most of his years spent in a vegetative state, John has developed very little muscle mass and has only recently begun to develop any muscle definition.

History: John’s knowledge of his own past is based on reading the minds of those around him when he awakened from nearly 18 years in a vegetative state. What he knows is that more than 17 years ago, when he war roughly 8-10 months old, he was found abandoned in an apartment in South Freedom City. The apartment was completely empty, and was rented to an unknown alias. The child was taken to the local hospital, and after more than two weeks of observation, doctors concluded that he was in a vegetative, near comatose state, and was unlikely to recover. Shortly thereafter he was transferred to the Providence Asylum where he spent the next 17 years with no hope of recovery.

Shortly after what hospital staff had decided was John’s 18th birthday, a miracle happened and John awoke. A recently hired member of the janitorial staff of the asylum was a low-level telepath who had a grand scheme to use his abilities to make some extra money by reading the minds of the invalids at the asylum and learning where their money and valuables were, and taking them. However, his plan was short-lived; when he touched John’s mind, it instinctively reacted, frying the mind of the janitor and freeing John from his state. Unable to control his newfound powers, John uncontrollably read the minds of everyone in the room, and risked going crazy from the sensory overload. His mind however compensated, and he passed out from the stress.

A short while later, John was cleared of any criminal charges after an exhaustive inquiry which included the telepathic help of Pseudo of the Freedom League. John is now trying to find his way in world with no practical experience in it.

The truth of John’s origins are even more fantastic than even he can imagine. His father was a covert agent of the Lor empire sent to Earth to monitor the activity of a Grue cell operating in Freedom City. During his time in Freedom City, John’s father fell in love with a beautiful human woman who worked at the diner near his hotel. Rationalizing to himself that a relationship with this woman would improve his cover, he asked her to marry him. Three years later, they had a child, John. However, shortly before his birth, John’s father was discovered by the Grue he was investigating, and they summarily hunted him down. Their final confrontation happened at their small apartment in South Freedom, where John’s mother and father were killed and their bodies destroyed. However, before they were killed, they were forced to watch their son’s mind completely drained of any self-awareness. It was this Grue mental attack that left John in the state he lived in for 17 years.

Stats:

Str: 10 (+0)

Dex: 10 (+0)

Con: 10(+0)

Int: 14 (+2)

Wis: 16 (+3)

Cha: 10(+0)

Cost - 10 PPs

BAB: +2 (+6 Telekinesis)

BDB: +0 (+5 w/ Dodge Focus)

Initiative: +0

Cost - 4 PPs

Saves:

Toughness: +0/+6 (Force Field)

Fortitude: +4 - 4 PPs

Reflex: +5 - 5 PPs

Will: +3/+11 (Mind Shield)

Cost - 9 PPs

Skills:

Concentration [+4]

Knowledge (Behavioral Sciences) [+4]

Knowledge (Life Sciences) [+4]

Medicine [+4]

Cost - 4 PPs

Feats:

Attack Specialization (Telekinesis) [+2] - 2 PPs

Attractive [+1] - 1 PPs

Dodge Focus [+5] - 5 PPs

Cost - 8 PPs

Powers:

Telepathy - Container [+6] - 30 PPs

- Super-Senses [+1] (Uncanny Dodge [Mental]) - 1 PP

- Mind Shield [+8] - 8 PPs

- Telepathic Array [+9] (Subtle x2, Alternate Power x1) - 21 PPs

-- Base Power: Mental Communication [+3] (Area, Selective), Comprehend (Languages) [+1] (Linked with Mental Communication), Mind Reading [+4] (Area) - 17 PPs

-- AP 1: Mental Blast [+6] (Distracting, Incurable, Full Power) - 18 PPs

Telekinesis - Container [+5] - 25 PPs

- Force Field [+6] (Subtle x2) - 8 PPs

- Telekinetic Array [+6] (Subtle x2, Alternate Power x3) - 17 PPs

-- Base Power: Move Object [+6] - 12 PPs

-- AP 1: Blast [+6] - 12 PPs

-- AP 2: Strike [+6] (Area [General, Burst, Touch, Attached], Knockback x3, Progression x3 [Reduction], Distracting) - 12 PPs

-- AP 3: Flight [+6] - 12 PPs

Cost - 55 PPs

Costs: Abilities (10) + Combat (4) + Saves (9) + Skills (4) + Feats (8) + Powers (55) - Drawbacks (0) = Total Cost

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1.

Will: +3/+11 (Mind Shield)

I'm sure you know this, but since it came up just recently I'll mention it again. Mind Shield only gives you a bonus to Will save against against powers with a mental descriptor, not all Will saves (e.g. Nullify).

2. I'm not sure what "Progression x3 [Reduction]" means in the AP . . .

-- AP 2: Strike [+6] (Area [General, Burst, Touch, Attached], Knockback x3, Progression x3 [Reduction], Distracting) - 12 PPs

Everything else looks good.

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1.

Will: +3/+11 (Mind Shield)

I'm sure you know this, but since it came up just recently I'll mention it again. Mind Shield only gives you a bonus to Will save against against powers with a mental descriptor, not all Will saves (e.g. Nullify).

2. I'm not sure what "Progression x3 [Reduction]" means in the AP . . .

-- AP 2: Strike [+6] (Area [General, Burst, Touch, Attached], Knockback x3, Progression x3 [Reduction], Distracting) - 12 PPs

Everything else looks good.

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1.

Will: +3/+11 (Mind Shield)

I'm sure you know this, but since it came up just recently I'll mention it again. Mind Shield only gives you a bonus to Will save against against powers with a mental descriptor, not all Will saves (e.g. Nullify).

2. I'm not sure what "Progression x3 [Reduction]" means in the AP . . .

-- AP 2: Strike [+6] (Area [General, Burst, Touch, Attached], Knockback x3, Progression x3 [Reduction], Distracting) - 12 PPs

Everything else looks good.

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1.

I'm sure you know this, but since it came up just recently I'll mention it again. Mind Shield only gives you a bonus to Will save against against powers with a mental descriptor, not all Will saves (e.g. Nullify).

Yep, understood.

2. I'm not sure what "Progression x3 [Reduction]" means in the AP . . .

The reduction is to lower area of the burst. From the UP:

The Progression feat can also reduce the size of an Area effect:

each feat acquired for this purpose lowers the effect’s effective

rank by one to a minimum of one rank. This is a separate applica-

tion of Progression and is likewise optional, you choose how much

to reduce the area’s size, or if you reduce it at all.

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1.

I'm sure you know this, but since it came up just recently I'll mention it again. Mind Shield only gives you a bonus to Will save against against powers with a mental descriptor, not all Will saves (e.g. Nullify).

Yep, understood.

2. I'm not sure what "Progression x3 [Reduction]" means in the AP . . .

The reduction is to lower area of the burst. From the UP:

The Progression feat can also reduce the size of an Area effect:

each feat acquired for this purpose lowers the effect’s effective

rank by one to a minimum of one rank. This is a separate applica-

tion of Progression and is likewise optional, you choose how much

to reduce the area’s size, or if you reduce it at all.

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1.

I'm sure you know this, but since it came up just recently I'll mention it again. Mind Shield only gives you a bonus to Will save against against powers with a mental descriptor, not all Will saves (e.g. Nullify).

Yep, understood.

2. I'm not sure what "Progression x3 [Reduction]" means in the AP . . .

The reduction is to lower area of the burst. From the UP:

The Progression feat can also reduce the size of an Area effect:

each feat acquired for this purpose lowers the effect’s effective

rank by one to a minimum of one rank. This is a separate applica-

tion of Progression and is likewise optional, you choose how much

to reduce the area’s size, or if you reduce it at all.

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