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Thunder King

Solar Sentinel (PL 8) - Thunder King (Silver)

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Player Name: Thunder King
Character Name: Solar Sentinel
Power Level: 8/9 (120/141PP)
Trade-Offs: -2 Defense/+2 Toughness
Unspent Power Points: 21

In Brief: Cosmically empowered immortal veteran of an interstellar war

Alternate Identity: Henry William Mason
Identity: Secret
Birthplace: Adolphus, Kentucky
Occupation: Firefighter
Affiliations: Freedom City Fire Department, the Zarnashi Military
Family: None

Description:
Age: 116 (DoB: January 18th, 1896)
Apparent Age: 35
Gender: Male
Ethnicity: Caucasian
Height: 6'3"
Weight: 230 lbs
Eyes: Gray
Hair: Brown

Henry is tall and broad shouldered, with a ruggedly handsome face, and stern features. He looks reasonably young, but anyone who sees into his eyes will see the age in them. He keeps his hair short and walks upright. He favors work pants and button up shirts, claiming to feel naked in t-shirts. He also favors leather shoes and boots, having a dislike for sneakers.

Henry's costume is blue and gold, designed to look sleek and fast even when it's not in motion.

Power Descriptions:

Henry's cosmic energy manifests as a brilliant blue, though for certain things he can suppress the glow, such as using his normal flight or super-strength. The exact manifestations of this energy follow;

Blast: Henry's blasts are manifested as blue bolts of energy, slightly resembling flame.
Flight: When Henry flies, it manifests as a slight blue aura. When he's pulling power from his cosmic array, it produces a blue contrail that follows after him.
Super-Strength: When accessing his array to enhance his strength, Henry's glow intensifies relative to the effort he needs to put forth.
Healing: The recipient of his healing also glows slightly when affected by it.
Extra Effort: The higher his energy output is, the more flame-like the manifestations become.


History:
Henry was born in Kentucky to a poor farm family. His father and mother both died early in his life, leaving him orphaned at 12 years old. At 16, he lied about his age and joined the US Army, where he served until the end of WWI, serving with distinction as a Non-Commisioned Officer. He was discharged honorably in 1920, and settled down in Freedom City. It was in 1922, however, that everything changed.

One night, a friend of his invited him to stay out with him in the country, at his home in rural Pennsylvania. He never got there. Instead, an alien space craft captured him for study, crewed by members of the Zarnashi race. They were planning on sending him back after their tests, but they spotted an enemy vessel on their sensors. In their haste to escape the enemy craft, they accidentally brought their passenger, Henry, with them.

Over the next few months, it was increasingly evident that war was inevitable between the Zarnashi and the Makh'rell peoples. Unable to go home, Henry became an ally of the Zarnashi race. A few months later, he found himself on a brand new space craft with an experimental FTL drive. The drive's core ended up with a massive breach. Selflessly, Henry helped everyone escape from the room, but he himself was trapped. The damaged drive bathed him in cosmic energy. The Zarnashi were surprised to find that he was not only alive, but far more powerful.

He willingly joined the war against the Makh'rell race, becoming a respected and feared member of their military.

However, the war dragged on for years. Henry fought for 88 years in a war that wasn't his own. Once the Zarnashi had secured peace, however, there was no reason to keep such an oddity among their ranks. And so, with his permission, they dropped him back on Earth with a few key supplies. Little did he know how much the world had changed.

He managed to get enough help to set himself up again, with a new job; firefighter with the Freedom City Fire Department. However, after years of fighting, he found himself having a hard time adjusting to society. So, he decided to make himself a costume and start a new war; a war on crime. He'd never take another life again, but fighting is all he knows, and all he has.

Personality & Motivation: Immortality has taught Henry a great deal about life, death, and survival. He has the long view on life, but also knows to cherish life's pleasures. Honor is very important to him. He considers his word paramount, and is reluctant to give it unless he knows he can live up to it. He fights crime because fighting is all he knows. He feels that he's seen too much blood, and will neither take a life, nor neglect to save civilians.

Powers & Tactics:
He uses the same tactics now that he did in the war; hit them fast, hit them hard. He makes ready use of move-by-action, charging in to blast, hitting them fast and moving out of range. When pressed, he has no problem closing distance and hammering at the opposition until it breaks. His powers leave little room for finesse or subtlety, but he's just fine with that.
 



Complications:
This looks like a job for...the fire alarm!?: Henry takes his duties as a Firefighter seriously, so sometimes, the job gets in the way of hero work.
Secret: Identity. Nobody knows that Henry is a superhero, he likes it that way
A Stranger In His Own Land: He's lived in space for most of his life. Earth, especially modern Earth, is so different that he won't get pop culture references and doesn't understand modern social norms very well.
Child of Battle: He's been fighting for so long that sometimes he chooses to fight when he might have gotten away with a nonviolent solution.
Blood on his hands: Henry is responsible for the deaths of hundreds, if not thousands of sentient beings, this does not sit well on his concience.
The Bloody Stranger: During the war, Henry had a bit of a reputation for being a ferocious and nigh-unkillable warrior. Sometimes this reputation gives him problems when dealing with extra-terrestrials.


Abilities: 8 + 0 + 0 + 0 + 2 + 4 = 14PP
Strength: 18/26 (+4/+8)
Dexterity: 10 (+0)
Constitution: 10 (+0)
Intelligence: 10 (+0)
Wisdom: 12 (+1)
Charisma: 14 (+2)


Combat: 6 + 4 = 10PP
Initiative: +4
Attack: +8 Melee, +4 Ranged, +8 Blast
Grapple: +14/+16 (+22 Super-Strength)
Defense: +6 (+2 Base, +4 Dodge Focus), +1 Flat-Footed
Knockback: -5


Saving Throws: 6 + 6 + 5 = 17PP
Toughness: +10 (+0 Con, +10 Protection)
Fortitude: +6 (+0 Con, +6)
Reflex: +6 (+0 Dex, +6)
Will: +6 (+1 Wis, +5)


Skills: 52R = 13PP
Diplomacy 10 (+12)
Intimidate 10 (+12)
Knowledge: Galactic Lore 10 (+10)
Language 1 (English[native], Zarnashi)
Notice 12 (+13)
Sense Motive 9 (+10)

Feats: 15PP
Attack Focus (melee) 5
Attack Focus (ranged)
Attack Specialization (Cosmic Blast) 2
Dodge Focus 4
Improved initiative
Move-by-action
Power attack

Powers: 20 + 4 + 10 + 10 + 6 + 1 = 51PP

Cosmic Energy Control 8 (16PP Array; Feats: Alternate Power 4) [20PP]

 

 

Base Power: Blast 8 [16PP] (Cosmic Blast)

Alternate Power: Enhanced Flight 8 (2500 MPH, 25,000 ft per move.) to Flight 13 (100,000 MPH, 100,000 ft per move.)[16PP]

Alternate Power: Healing 5 (Extras: Action (to Standard), Power Feats: Regrowth) [16PP]

Alternate Power: Space Travel 8 (250x light speed) [16PP]

Alternate Power: Enhanced Strength 8 (to 26) + Super-Strength 4 [16/16]

 


Super Strength 2 (Effective STR 28/56, Heavy load; 3,680 lbs/29.44 tons) [4PP]

Flight 3 (50 mph, 500 ft/move) [6PP]

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

Protection 10 [10PP]

Space Travel 1 [1PP]

DC Block:

 

 

 

 

ATTACK RANGE SAVE EFFECT

Unarmed Touch DC23 Toughness (Staged) Damage (Physical)

Blast Ranged DC23 Toughness (Staged) Damage (Energy)

 

 


Totals: Abilities (14) + Combat (10) + Saving Throws (17) + Skills (13) + Feats (15) + Powers (51) = 120/141 Power Points

 

 

 

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Good concept!

Under Combat, you've apparently got +3 base Attack, +3 base Defense. But the point cost reflects +3 base Attack, +2 base Defense. While the Totals at the bottom have the right of it, and leave me believing you intended +3/+3, you may want to straighten it out.

Please list point costs for Powers.

If you're looking to save a few points, you might consider folding Enhanced Strength into your Cosmic Energy Control Array. Perhaps shave some points off of Super-Strength and make it Enhanced Strength 12 [12 PP] + Super-Strength 2 (Effective Lifting Strength 36) [4 PP]. Or, make the Super-Strength separate from the Enhanced Strength, and attach Power Feats like Penetrating Unarmed Strike 4 or Improved Critical (Unarmed) 2 to Enhanced Strength to make up the remaining 4 points.

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Made some adjustments;

Put his enhanced strength in the array along with ranks of super strength

Added in a couple more super-strength outside the array

Adjusted his base strength to 18

Added a few more skill points, as well as ranks in Galactic Lore

Added point costs for powers, adjusted his defense (and made it accurate)

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Re-check your grapple bonus - should be (Attack 8 + Str +4 + S-Str 2 =) +14, or +22 when using the Enhanced Strength/Super-Strength array setting.

+2 Base Defense and +4 Dodge Focus means a Flat-Footed defense of +1.

The math on saving throws is right, but Will should be listed as "Will: +6 (+1 Wis, +5)". Alternatively, if you wanted Will +7, you'll need to scrounge a point from somewhere.

I've updated the format on your powers a bit to make it easier to read.

You do not need an extra to stack Space Travel 8 onto Space Travel 1. This stacking happens automatically when activating that slot of the array.

Similarly, Super-Strength 4 automatically stacks onto Super-Strength 2 when activated, granting you an effective Super-Strength 6; this plus the enhanced strength would be a heavy load of 24 tons, if I'm doing my math correctly.

Super-Strength 2 gives the character an effective strength of 28, heavy load 1,200 lb.

Please list the pp costs of your powers alongside those powers, in addition to the tally at the top of the powers section.

The range of a rank 8 Blast effect is not 80 feet, but rather ten 80-foot range increments - maximum range 800 feet, at a cumulative attack penalty for each range increment. Or you could just list 'Ranged' for the power's range in your DC Block.

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I listed all the things you said, to include a grapple bonus for his base natural strength of 18.

Base strength is 26...each rank of super strength brings his effective strength (for carrying capacity) up by 5, so...

6 ranks of Super-Strength x the +5 bonus

30 effective strength, for a total of 56...

when calculating unlisted carrying capacities, the formula is;

pick a number that is listed, multiply by 4 for every 10 points above that it is.

56-26=30. So 4x4x4, or 920x4x4x4, one 4 for every 10 points above 26.

920x4x4x4=58,880 pounds...58,880/2,000 = 29.44 tons.

I double checked the table, 29.44 fits neatly between 24 tons (strength of 55) and 50 tons (strength of 60).

I had to double check all my math, but I think this is correct. If I'm mistaken, feel free to let me know and I'll make further adjustments, thanks in advance for checking it.

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Defining carrying capacity with that level of detail is fine! Just very unusual.

Looks like everything else checks out now.

:approved:

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