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Sovem

Sovem - Lucid - PL10 Hero

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Player Name: Sovem

Character Name: Lucid

Power Level: (10) (150/150PP)

Trade-Offs: +/-0 Attack / +/-0 Damage, +2 Defense / -2 Toughness

Unspent PP: 0

Progress To Bronze Status: 0/30

In Brief: Boy spends his adolescence in a coma; when he wakes up, he brings his dreams with him

Alternate Identities: Peter Jasper

Identity: (Secret)

Birthplace: Freedom City

Occupation: Student

Affiliations:

Family: David Jasper (Father), Yolanda Jasper (Mother), Maurice Jasper (younger brother)

Age: 18 (DoB: April, 1993)

Apparent Age: 18 as Peter, early 30's as Lucid

Gender: M

Ethnicity: African-American

Height: 5'8"

Weight: 140 lbs

Eyes: Brown

Hair: Black

Description: To say Peter Jasper is skinny is an understatement; he's put on a good deal of weight since waking up, but he's still skinny enough to look unhealthy. He dresses average for a teen student, and keeps his hair shaved short.

Peter doesn't like people to see him that way, though. He uses his powers to make himself appear taller, more muscular, and wearing the most fashionable name brands. When he's heroing, he adds another ten years to his apparent age, another 6" of height, and a good 70 lbs of muscle mass to better accentuate his form-fitting costume.

Power Descriptions: Though Peter calls them dream creations, they actually have little to do with REM or the astral realm of dreams. Peter's over-active imagination gets translated into physical reality by precise application of tele- and photokinesis. When concentrating on making the illusions, they seem incredibly real; it takes incredible mental acumen to distinguish a fake. At that level of detail, though, they're not strong enough to actually effect the world; Peter has to concentrate on a single illusion, releasing all others, to give it actual strength. When he does this, the image glows blue, giving away its nature.

Having grown used to creating his own reality for so long, Peter will often unconsciously "improve" the world around him. Colors will appear sharper, things he thinks should look clean look cleaner and brighter, things he thinks are dingy appear darker and dirtier. He's learned he has to be careful, though; an illusion of a cool breeze on a hot day will do him no good if he passes out from heat exhaustion.

History: Sometimes, people just happen to be at the wrong place, at the wrong time. Peter Jasper was one of those unfortunates, fated to be just another statistic in Freedom City's neverending war on crime. He was walking out of a grocer's one day, only a block away from the apartment he lived at with his parents, when a fierce battle between the Psions and the Atom Family came spilling down his street. The terrified thirteen year old tried to run and hide along with everyone else, but Professor Psion randomly chose Peter to take mental control of and send him at the Atoms. Chase Atom psychicly grappled with Psion to free Peter, but the uncaring professor used Peter's own mind as a shield for his, and the inexperienced Chase accidentally damaged Peter's mind before he realized the trick Psion had pulled. Professor Psion dumped Peter's useless body as Jump finally showed up to bail him out, and the Atoms assisted the FCPD in cleaning up the mess, as they always did. But Chase Atom had a special investment this time. He felt tremendous guilt over what happened to Peter, and he followed the boy to the hospital and worked with the doctors, trying to heal him. There was nothing the doctors could do; physically, Peter was fine. And Chase, despite all his powers, could not reactivate whatever motor control Professor Psion had shut down. Peter Jasper was perfectly awake, but was trapped inside his mind, paralyzed!

The youngest Atom visited Peter in the hospital frequently at first; using his powers to help the poor boy communicate with his distraught family, and trying whatever new tricks he could think of to cure Peter. But what Peter appreciated most was Chase's attempts to make his waking coma more bearable. Chase was a young boy, too, and new that more than anything, Peter needed to be able to run and play and feel normal. So he used his mental powers to construct elaborate waking dreams for Peter. They were so realistic, with colors and scents, the feel of a warm breeze, grass between his toes... Short of healing him, it was the greatest gift anyone could give.

As the months went on, Chase visited Peter in the hospital whenever he had some spare moments (between school, chores, and saving the world). Peter's favorite dreams were the ones Chase based off his own adventures. He would give Peter a costume and powers, and together they would re-enact taking down Dr. Simian or fighting off Omegadrones.

As Peter's coma wore on with no signs of getting better, Chase's visits grew less frequent. Peter might have resented it but for the fact that Chase's dreams were lasting longer and longer, even after the young Atom left. After two years of visits, Peter was able to control his own dreams, whether sleeping or awake, to a degree that matched Chase's for realism. His adventures in his mind grew ever grander, saving the world over and over alongside the Atom Family, or the Freedom League, or Centurion himself!

Chase still visited Peter every few months, to help him communicate with his parents and brother. Peter would never admit it, but he was actually starting to grow annoyed with the reminders that he was still a paralyzed victim in a hospital bed. In his dreams, he could forget all that and be the star of his own reality.

For five years, Peter Jasper lay in a hospital bed. Then, one day in early 2011, Peter's eyes suddenly opened. He could feel tingling in his limbs. He could smell the sterile hospital air in his nostrils. He could lift his head.

At first, Peter was terrified. He was back in the cold, harsh world where he was no longer special, just another kid in a sea of faces, another statistic, possibly a cripple. He wanted to go back; he didn't want to be here. He wanted to be anywhere but in a hospital bed... and suddenly, he was. He was on a warm beach, with an orange sunset and a cool breeze. Or, at least, he thought he was, until a nurse walked in and his illusion burst like a bubble.

Over the next few months, Peter slowly started to rebuild his strength. He's still not up to normal for his age, but he can walk on his own again. The adjustment back to the waking world has been as difficult as his adjustment to the coma was, but this time his new world is full of hope, rather than despair. He may not be Centurion--or even an Atom brother--but he does have powers, and he believes that, with practice, he can become the hero he always "dreamed" of being. Chase Atom got Peter a spot at Claremont; although Peter's old enough that he should be graduating this year, he's missed his entire High School education, and he could use some help with his powers, too.

Personality & Motivation: Peter Jasper has spent his adolescence inside a dream world where everything happened exactly the way he wanted--it might've turned him into a megalomaniac, but Peter's always been too much of a caring person to want to lord over people, even in his dreamworld. It has, however, made him completely inept at socialization. People in the real world don't always react the way he expects them to. It's also difficult not to be the center of everyone's attention anymore, something that's taken even more getting used to (and he often forgets).

Deep down, Peter just wants to be like his idol, Chase Atom. He hopes that if he trains hard, he'll become a true superhero and maybe one day be made an honorary member of the Atom Family.

Powers & Tactics: Peter prefers to use his illusions to cloak himself in combat situations, while confusing and harassing enemies with realistic illusions that shift the battle in his allies' favor. If along against a threat, Peter will use misdirection to confuse and anger his opponent, only resorting to a physical illusion if absolutely necessary. A favorite tactic of his is to project an incredibly disoriented jumble of colors directly in the face of an opponent, or hit them with the smell of raw sewage.

When flying, Peter usually creates an illusions of a giant eagle to ride, or a hover chair, or, if he's feeling really ignored, a chariot pulled by flaming horses.


Complications:

18 going on 14: Peter spent the last 5 years in a coma. He never went to High School, he doesn't have a driver's license, and he's lost 5 years worth of social learning.

Handicapable Peter's body is still rather weak. However, since he usually hides his frailty behind an illusion of strength, people can be surprised just how weak he is... and maybe pissed off when he refuses to help move the couch.

"Professor Psion, I presume" Peter has a score to settle with the Psion family. Although he's not thinking about it too much now, while his powers are so new, as he discovers how difficult being a hero is and he begins to resent not having a normal teen life, his feelings against Professor Psion will grow stronger.

A debt that can never be repaid Chase Atom tried to save Peter from Prof. Psion, and kept trying to save him when the doctors were helpless. In addition, he turned what could have been the most profound torture imaginable--being stuck inside one's head--into a fantasy world, and helped him get into Claremont when Peter woke and brought that world with him. Peter would do anything for Chase, or any of the Atoms.

Abilities: 0 + 4 + 0 + 2 + 6 + 4 = 16PP

Strength: 10 (+0)

Dexterity: 14 (+2)

Constitution: 10 (+0)

Intelligence: 12 (+1)

Wisdom: 16 (+3)

Charisma: 14 (+2)

Combat: 12 + 8 = 20PP

Initiative: +14 (+2 Dex, +12 Enhanced Initiative)

Attack: +6

Grapple: +6 Unarmed, +20 Move Object

Defense: +12 (+4 Base, +2 Dodge Focus, +6 Shield), +2 Flat-Footed

Knockback: -4

Saving Throws: 7 + 9 + 5 = 21PP

Toughness: +8 (+0 Con, +4 Defensive Roll, +4 Protection)

Fortitude: +7 (+0 Con, +7)

Reflex: +10 (+1 Dex, +9)

Will: +8 (+3 Wis, +5)

Skills: 44R = 11PP

Concentration 8 (+11)

Computers 4 (+5)

Intimidate 8 (+10)

Notice 10 (+13)

Sense Motive 4 (+6)

Stealth 10 (+9)

Feats: 12PP

Defensive Roll 2

Dodge Focus 2

Distract

Fearless

Improved Initiative 3

Improved Pin

Luck

Startle

Powers: 47 + 9 + 4 + 6 + 4 = 70PP

Waking Dream Array 22(44PP Array, Feats: Alternate Power 3) (Dream creations, Psionic) [44 + 3 = 47PP]

  • Base Power: Illusions 10(All senses, Feats: Progression 4 (100ft radius),) (Dream world) [44PP]

    Alternate Power: Move Object 10(Extras: Damaging, Range: Perception, Feats: Precise) (Coherent Projections) [41PP]

    Alternate Power: Nauseate 10 (Extras: Range: Perception, Alternate Save (Will)[+0]) [40PP] (Vertigo Wave)

    Alternate Power: Nauseate 10 (Extras: Range: Perception) [40PP] (Noxious Odors, Psionic)

Self Image Array 4 (8PP Array, Feats: Alternate Power 1) [8 + 1 = 9PP] (Personal holographs, psionic)

  • Base PowerConcealment 4 (All visual senses) [8PP] (3rd Person Observer)

    Alternate PowerMorph 4 (Any humanoid) [8PP] (Idealized Image)

Flight 4 (100 mph; Flaw: Platform) [4PP] (Coherent projections, Psionic)

Shield 6 [6PP] (Solipsistic Denial of Attack, Psionic)

Protection 4 [4PP] (Solipsistic Denial of Pain, Psionic)

Drawbacks: (-0) + (-0) = -0PP

DC Block:

ATTACK             RANGE          SAVE                                  EFFECT

Unarmed             Touch       DC15 Toughness (Staged)       Damage (Physical)

Illusion             Perception     DC20  Will                    Target fooled

Vertigo Wave       Perception     DC20 Will                        Sickened 

Noxious odors       Perception     DC20 Fort                         Sickened

Abilities (16) + Combat (20) + Saving Throws (21) + Skills (11) + Feats (12) + Powers (70) - Drawbacks (0) = 150/150 Power Points

Edit: raised abilities, saves; seperated powers, changed feats, finished off points; fixed formatting, finished DC Block, fixed minor errors

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I know you don't allow unspent power points; but since I'm sure there's to be some shuffling of points anyway and I'm not really sure where to put those last few, I figured I'd go ahead and get the mods' feedback so far.

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Sovem:

Non-finished sheets go in Character Building, not the Bank. :P

Just glancing it over, I'd put those points into your abilities and saves. Lucid would much rather get a PP for his physical weakness complication than just get beat up all the time because of crappy exotic saves.

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Like that? I'm hesitant to give him physical abilities higher than that; it would seem hard to justify a Complication for his disability.

Also, any Skills you can think of that he might need? I wanted him to have an OK Charisma but no social skills whatsoever. And I can't really justify Acrobatics or anything like that, or pop culture knowledge, etc., so I don't really know what to spend those last points on!

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Well, he has Defence +12 and Toughness +8. Even if it is "just" Defensive Roll, that's not in any way resembling frail, that's near-Batman levels of hardiness.

The problem is that, yes, we're not against a PC who is perhaps not of Batman physique. We've got plenty of them. But even the weakest tend to have at least one score at 12-14 (usually Constitution), simply because it's a superhero game. You're going to shot, stabbed, blown up, set on fire, and attacked by lightning shooting rocket apes.

I'd personally drop Defensive Roll/Defence slightly, and replace it with Force Field/Shield, which seem more apropos of a reality warping illusionist. I'd also take Flight out of the array, so Flight doesn't rob you of flexibility in your powers.

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Lightning shooting rocket apes on fire.

Just out of curiosity, why is Precise Shot one of the feats? He doesn't seem to have the kind of backstory that would breed the skills of a crack shot, but I could be wrong.

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Actually, I missed that. Since his attacks are Perception, apart from his Telekinesis which is already Precise, he doesn't actually need Precise Shot.

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I took the Precise Shot feat so he wouldn't have a penalty using his Move Object against someone engaged in melee. If that's not how it works, I'll remove it.

It's definitely hard not to create a juxtaposition-- I want be realistic to his having been in a coma for 5 years, but like you said, it's a superhero game and even Prof X probably has better ability scores than a real paraplegic should... Ok, point taken.

If I remove Flight from the Array, that frees up a lot of points for Move Object. Does Perception range work for MO? Would anyone object to me adding that for the switcheroo?

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I took the Precise Shot feat so he wouldn't have a penalty using his Move Object against someone engaged in melee. If that's not how it works, I'll remove it.

No, that is how it works. However, the Telekinesis has Precise already. Precise the power feat is pretty much Precise Shot the feat.

It's definitely hard not to create a juxtaposition-- I want be realistic to his having been in a coma for 5 years, but like you said, it's a superhero game and even Prof X probably has better ability scores than a real paraplegic should... Ok, point taken.

Oh, he definitely did. Check the muscles on his arms, a lot of paraplegics have some pretty gnarly upper body strength. His Constitution was probably also good (but that's because mutants are canonically slightly tougher, the old Marvel RPG gave all mutants a free +1 to their Endurance).

If I remove Flight from the Array, that frees up a lot of points for Move Object. Does Perception range work for MO? Would anyone object to me adding that for the switcheroo?

Why wouldn't Perception work on Telekinesis?

One thing to note is that Perception Telekinesis can still be used to grapple, however the grapple bonus isn't Attack + Power Rank, it's instead Power Rank x 2.

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Ok, I think I finally finished! ~phew~! Still not sure what the DC block is supposed to be, and I'm sure there's some other technical details to iron out... but, overall, how does the character look?

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Just wondering if I could get some feedback on my character--if I need to resubmit him in the Character Bank forum, if there are any changes that need to be made, etc? I'm anxious to play ^_^

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Improved Initiative 3 is a +12 bonus to your init. Adding in the +2 from your Dex, init ought to be +14, not +13.

Base grapple is attack bonus + STR bonus + Super-Str bonus + size modifiers + misc. modifiers. For this character that's 6+0= +6. If you grapple with Move Object it's +20, of course, as Ecal noted.

If your base Defense is +4, your Flat-Footed defense is +2.

Knockback is full Impervious Toughness + half non-Impervious Toughness + misc. modifiers. For this character that's just half toughness, for a knockback of -4.

Your Walking Dream Array should list its rank (in this case, 22): Walking Dream Array 22 (44pp Array; Feats: Alternate Power 3) (dream creations, psionic) [47pp]

There's flexibility in the notation, of course - I like lower-case 'pp's and semicolons separating the notes from the feats and extras, others like to do it differently. But it's important to have the information be there in one easily-understood form or another.

Descriptors on the array itself are assumed to belong to every power in the array; you don't need to list 'psionic' on every power if it's already listed up on the array itself.

Self Image Array, same deal: Self Image Array 4 (8pp Array; Feats: Alternate Power 1) (descriptors?) [9pp]

Again, my notation may or may not vary from others' notations. But the information should be there.

Minor formatting on this array, as your powers seem to have run aground on your Base Power and Alternate Power labels.

DC Block needs to be filled in.

Your costs check out, though, and that's always the hardest and most annoying part. Fix derived things like knockback and grapple, format your arrays, finish your DC Block, and as far as I can tell you should be mechanically good to go.

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