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Meatheral


Vahnyu

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Player Name: Vahnyu

Character Name: Meatheral

Power Level: (8) (120/120PP)

Trade-Offs: -4 Earth Form Attack / +4 Earth Form Damage, -2 Fire Form Attack / +2 Fire Form Damage, +2 Air Form Attack / -2 Air Form Damage, -4 Earth Form Defense / +4 Earth Form Toughness, +2 Fire Form Defense / -2 Fire Form Toughness, +2 Air Form Defense / -2 Air Form Toughness

Unspent Power Points: 0

Progress To Bronze Status: 0/30

In Brief: Hero with the power to transform into any one the 4 elementals.

Alternate Identity: Jeremiah 'Jerry' Cornwell

Identity: Secret

Birthplace: Freedom City

Occupation: University Student (Theologian)

Affiliations: Freedom City University (FCU)

Family: Father: Anthony Cornwell, Mother: Jacqueline Cornwell, Older Sisters: Tiffany Cornwell, Melissa Cornwell, Younger Brother: Samuel Cornwell.

Description:

Age: 20 (DoB: June the 17th, 1994)

Apparent Age: 20

Gender: Male

Ethnicity: Caucasian

Height: 6' 2"

Weight: 175 lbs

Eyes: Light Brown

Hair: Red

Description:

Jeremiah is a tall young man, with amber red hair and light brown eyes. He wears blue jeans, a red t-shirt, and black athletic shoes.

As Meatheral, Jerry dones a full cloth costume with very wide alternating white and green horizontal stripes. The costume has a cape that is white on the outside and green on the inside. He keeps most of his head, except his mouth, covered by a green full face mask.

However, Meatheral spends most of his active in one of his four assumed elemental forms. As an Earth Elemental, his body becomes rocky and hardened. As a Fire Elemental, his body becomes consumed in flames. As a Water Elemental, his body turns liquid and becomes semi transparent. Finally, as an Air Elemental, his body becomes composed of air particles that spin rapidly in a concentrated area, creating the impression of a small tornado.

Power Descriptions:

By chanting the appropriate incantation, Meatheral is able to transform his body in one of the 4 elementals. Doing so slowly replaces his body with the appropriate element(rocks for when assuming the Earth Form, Water for the Water Form, etc.). Assuming back his human form causes the elements to slowly withdraw, indicating that the transformation is being reversed.

Earth Form: Meatheral's body becomes super condensed and enlarged, giving him incredible strength and durability, at the expense of making him react slower. His hands are capable of unleashing high energy sonic waves upon impact. His legs are powerful enough to send him flying on a jump, and he becomes capable of swiftly digging his way through the ground.

Fire Form: Meatheral transforms into a living flame. He can use those flames to propel himself at high speeds. The flames he produces are harmful on contact, and he can extend his arms on short range as if they were whips. By concentrating energy, he is able to unleash and direct a big ball of flames at his opponents.

Water Form: By assuming a liquid form, Meatheral is able to stretch or otherwise manipulate his body in order to both absorb damage and fight at long ranges. While malleable, he can still produce superhumanly high amounts of pressure. He is equally fast on land, where he transports from place to place like a torrenting river, and on water, where he is able to launch himself with the speed of a torpedo.

Air Form: Meatheral's body becomes a small tornado capable of flying at high speeds. By slightly expanding, dispersing, and slowing his molecules down, he is able to become completely transparent, and naked to all eyes. In this form, he is able to generate high speed tornadoes that he can launch at his opponents with great accuracy and from affar, or generate multiple smaller hurricanes and fire them at closer range.

History:

Jerry grew up in Kingston of Freedom City, just another boy in a middle-class family. Though his parents were never well-off, by any stretch of the word, they always managed to get by with what they had, and they made sure to provide for both Jerry and his 3 siblings. His family wasn't overly religious, but nevertheless, Jerry found from an early age fascinated in religion and mythology, less as a believer, and more as audience. He found the larger than life characters described within fascinating, and their exploits extraordinary. He enjoyed reading various different myths that handled similar subjects and themes, and making comparrisons between them.

Eventually, after studying hard, Jerry managed to gain entrance at the Freedom City University, as a student of Theology. While most of the first year was hard on him, what with reallocating to the capital, away from his parents, and with balancing a tight budget, Jerry eventually fell into a nice pace, where he could comfortably dedicate himself to his studies. It was during this time, when as a 1st year student, he took up visiting museums and libraries, for a term paper he was working on for the second semester. He eventually stumbled upon an old bookshop, that held many rare tomes about Shintoism, Taoism, Masai mythology, Ceremonial magic, Seidr, and many more.

After a few weeks, while studying the contents of a book that had no title, but only the image of a square divided in four smaller squares, each with a different name, a mysterious event occured that would forever mark Jerry. A fire broke out, engulfing the entire place. The people at the library found themselves trapped, and inexplicably unable to exit the building, as if held by an invisible force. As for Jerry himself, another phenomena was occupying his attention. The book he was reading started having its pages erased. While this was going on, as if in response, it caught fire, it's pages become wet, they were shredded to fine dust, and scattered by a strong wind. The dust landed on Jerry, and he felt a sudden surge of knowledge, unlike anything he had felt before.

Finding himself transform into a being of pure water, and after the initial shock passed, Jerry put his newfound abilities to good use, putting out the fire, and saving the people trapped in the library. The rest of the books were not as lucky; Jerry found out later that their contents had been completely erased, as if they never were. After the incident, Jerry slept for three days, due to the shock and exhaustion he felt. When he woke up, he found himself curious about his newfound abilities, which granted him the ability to transform into one of four elementals. After three months of trainning and testing, he had managed to gain considerable control over his abilities. It was then that he decided that the time had come for him to debut as a Superhero. Going by the name of Meatheral, hero of the four elements, Jerry has added one more group of activities in his daily balance. And he has yet to find out details regarding the Tetramegeton, the mysterious grimoire which granted him his four elemental forms. Or about the mysterious fire that triggered everything, which vanished as it came, leaving no traces behind.

Personality & Motivation:

Jerry loves stories. He can spend an entire evening listening to people talking, without losing his focus or attention. On his free time, he enjoys, in a strictly non-professional way, writting fantasy novels, worldbuilding, and mythbuilding. He is passionate, but virtuous and accomodating. Though he is not religious, despite his collegial pursuits, he does not reject the divine, identifying as an agnostic. Jerry became a superhero out of a strong, if ultimately detached, sense of duty and rightness. He's always trying his hard to help others, but he hasn't been tempered yet in the field of heroics.

Powers & Tactics:

As a human, Meatheral has neither powers of his own, nor any significant combat trainning, so when trouble arises, his first order of business is to assume one of the four elemental forms he possesses access to. Each form presents it's own strengths and weaknesses, and depending on the situation, Meatheral may find himself cycling through them as needed.

Earth Form: Durable short range melee combat and grappling specialist. Strong, but has slow reactions. Excavating capabilities, and a surprisingly explosive step for its size make up for its otherwise limited maneuverability. Meatheral uses this form to launch at his foes and grapple them to submission.

Fire Form: All range flyer fighter with crowd-control capabilities. Powerful, but fragile. Can fly at extremely high speeds. Meatheral uses this form to take care of multiple threats at once, and then focus on handling one enemy using hit-and-run tactics.

Water Form: All range grappling specialist. All around powerful and durable. Moderately fast on land, it is exceedingly maneuverable inside water enviroments. Neatheral uses this form to grapple enemies from a safe distance, and this is his go-to form for when he needs to assess a threat, due to its versatility and all-around sturdiness.

Air Form: Long range flyer, avoidance, and stealth specialist. Precise, but very fragile. It can fly at moderate speeds. Meatheral uses this form in order to snipe enemies from afar, while keeping out of sight.


Complications:

Just a Man: Though he has the power to transform into an elemental, Meatheral's original human form is simply that of a man, and as such, has no innate powers of its own.

Multiform Backlash: Jerry is still learning the ropes around his transformations. Transforming multiple times without a long rest of at least 4 hours(Sleep, Realaxation, unpowered sports activity, etc), results in his transformation going haywire(The form he transforms into becomes Uncontrollable, meaning, the flaw Uncontrollable is applied to the entire Alternate Form). Furthemore, he can no longer change forms, until he takes a long rest of at least 4 hours. Alternatively, at the GM's disgression, a Healing power from another character may allow Jerry to instantly recover full use of his power(remove the Uncontrollable flaw from his current alternate form), and allow him one additional transformation(before the Uncontrollable effect takes hold again), all at the cost of 1 of Jerry's HPs. Currently, the maximum amount of transformations he can go through(including Transforming back to human) is 5.

Limited Forms: Currently, Meatheral only has access to one of four elemental forms at a time(Even with Extra effort, he'd still be limited to the forms he currently possesses, although he might be able to reconfigure them. The new alternate form would count as the alternate form of the same element he has, for purposes like the Multiform Backlash Complication).

Like an Open Book: Jerry is fused with the Tetramegeton, and while the magical grimoire does not exist in a physical plane, everyone with an ounce of magic talent within close proximity to Jerry(a 10x10 room) is able to discern that Jerry has possession of its powers(provided that they can percieve Jerry or one of his alternate forms at the moment). At the very least, they'd know that Jerry is fused with a powerful artifact that holds/emanates elemental powers.

Spell Chanting: Asuming one of the alternate forms requires Meatheral to chant the appropriate spell, something which he may not always be able to do(Such as when gagged, when in vacuum, etc.)

Secret: Identity.

Talentless: Though he is able to channel the few spells Tetramegeton still has intact, Jerry has zero talent and less than zero aptitude for magic, (recognising spells, performing rituals, etc).

Tetramegeton: Jerry is fused with a grimoire called Tetramegeton, also known as the Libri Quatuor Elementorum, or the Book of Four Elements.

Abilities: 0 + 0 + 0 + 0 + 10 + 0 = 10PP

Strength: ---/10/20/34 (+0/+5/+12)

Dexterity: 10/18/20 (+0/+4/+5)

Constitution: 10/18/28 (+0/+4/+9)

Intelligence: 10 (+0)

Wisdom: 20 (+5)

Charisma: 10 (+0)

Combat: 8 + 8 = 16PP

Initiative: +0/+4/+5/+8

Attack: +4 Melee, +4 Ranged, +4 Earth Form, +6 Fire Form, +8 Water Form, +10 Air Form

Grapple: +4/+19/+26

Defense: +6, +4 Earth Form, +8 Fire Form, +8 Water Form, +10 Air Form (+4/+8 Base, +2/+4 Dodge Focus, -2 Size), +2/+4 Flat-Footed

Knockback: -0

Saving Throws: 1 + 1 + 2 = 4PP

Toughness: +0/+6/+8/+12 (+0/+9 Con, +0/+4/+6 [Defensive Roll], +0/+2 [Density], +0/+1/+4 [Protection])

Fortitude: +1/+3/+7/+10 (+4/+10 Con, +1/+2/+3)

Reflex: +1/+7/+8/+10 (+0/+4/+5 Dex, +1/+4/+5/+7)

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

Earth Form

Toughness: +12 (+9 Con, +2 [Density, Impervious], +1 [Protection])

Fortitude: +10 (+9 Con, +1)

Reflex: +1 (+0 Dex, +1)

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

Fire Form

Toughness: +6 (+0, +6 [Defensive Roll])

Fortitude: +4 (+0 Con, +4)

Reflex: +8 (+4 Dex, +4)

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

Water Form

Toughness: +8 (+4 Con, +4 [Defensive Roll])

Fortitude: +7 (+4 Con, +3)

Reflex: +7 (+0 Dex, +7)

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

Air Form

Toughness: +6 (+0 Con, +6 [Defensive Roll])

Fortitude: +1 (+0 Con, +1)

Reflex: +10 (+5 Dex, +5)

Will: +7 (+4 Wis, +3)

Skills: 40R = 10PP

Concentration 5 (+10)

Diplomacy 5 (+5)

Knowledge (Theology and Religion) 10 (+10)Skill Mastery

Notice 5 (+10)Skill Mastery

Sense Motive 10 (+15)Skill Mastery

Survival 5 (+10)Skill Mastery

Feats: 3PP

Dodge Focus 2

Skill Mastery (Knowledge[Theology and Religion], Notice, Sense Motive, Survival)

Powers: 77 = 77PP

Quadelemental Form 37 (74PP; Feats: Alternate Powers 3, Accurate, Drawbacks: Action[Move]) [77PP]

Base Power: Alternate Form 16.4 (78PP Container; Drawbacks: Vulnerability[Air, Frequency: Common, Intensity: Major (x2)]) [74PP] (Earth Form)

Burrowing 6 (50mph/500 feet per Move Action) [6PP] (Tunneling)

Density 4 (+8 STR, +2 Toughness, +2 Impervious, +1 Immovable, +1 Super Strength, x3 Mass; Extras: Duration[Continuous], Flaws: Permanent) [12PP] (Rocky Body)

Enhanced Constitution 10 [10PP]

Enhanced Feats (Grappling Finesse, Improved Grab, Improved Pin) [3PP]

Growth 8 (+16 STR, +8 Constitution, Huge Size, -2 Attack, -2 Defense, +8 Grapple, -8 Stealth, +4 Intimidation, 16ft height, 96Klbs, 15ft space, 10ft reach, +10 base Speed, +10 Effective STR; Extras: Duration[Continuous], Flaws: Permanent) [24PP] (Rocky Body)

Leaping 4 (x25 per Move Action, 900ft running long jump, 450ft long jump, 225ft high jump) [4PP]

Immunity 10 (All Earth Effects) [10PP] (Earth Elemental)

Super Senses (Tremorsense) [3PP] (Earth Connection)

Super Strength 1 (54 Effective STR; Feats: Groundstrike, Shockwave, Thunderclap) [5PP] (Earth Power)

Protection 10 [1PP]

Alternate Power: Alternate Form 16.4 (78PP Container; Drawbacks: Vulnerability[Water, Frequency: Common, Intensity: Major (x2)]) [74PP] (Fire Form)

Damage 8 (200ft radius; Extras: Area[burst], Flaws: Action[Full Round], Distracting, Feats: Progression[Area] 2) [6PP] (Fire Explosion)

Damage 8 [8PP] (Flame Whip)

Damage 2 (Extras: Aura, Duration 3[Continuous], Linked[insubstantial], Flaws: Permanent) + Insubstantial 3 (Coherent Energy[Fire]; Extras: Duration[Continuous], Linked[Damage], Flaws: Permanent) [8 + 15 = 23PP] (Flame Body)

Enhanced Dexterity 8 [8PP]

Enhanced Fortitude 3 [3PP]

Enhanced Reflex 3 [3PP]

Enhanced Feats (Defensive Roll 3, Dodge Focus 4, Elusive Target, Evasion, Improved Initiative, Instant Up, Move-By Action) [14PP]

Flying 5 (250mph/2500 feet per Move Action) [10PP](Rocket Flying)

Immunity 2 (All Suffocation Effects) [2PP]

Super Senses 1 (Infravision) [1PP]

Alternate Power: Alternate Form 16.4 (78PP Container; Drawbacks: Vulnerability[Fire, Frequency: Common, Intensity: Major (x2)]) [74PP] (Water Form)

Damage 3(Feats: Mighty) [4PP] (Aqua Hammer)

Elongation 5 (100 feet per Move Action, up to 250ft, 50-250ft) [5PP] (Fluidity)

Enhanced Strength 10 [10PP]

Enhanced Constitution 8 [8PP]

Enhanced Fortitude 2 [2PP]

Enhanced Reflex 6 [6PP]

Enhanced Feats (Attack Specialization[Water Form], Attack Specialization[Grappling] 2, Defensive Roll 2, Dodge Focus 2, Evasion, Grappling Finesse, Improved Initiative, Improved Grab, Improved Pin) [12PP]

Immunity 10 (All Water Effects) [10PP] (Water Elemental)

Immunity 2 (All Suffocation Effects) [2PP]

Insubstantial 1 (Water; Extras: Duration[Continuous], Flaws: Permanent) [5PP] (Water Body)

Super Senses 3 (Tremorsense) [3PP]

Super Strength 2 (30 Effective STR) [4PP] (Water Power)

Swimming 6 (100mph/1000 feet per Move Action; Feats: Enviromental Adaptation[Aquatic]) [7PP](Water Propelling)

Alternate Power: Alternate Form 15.9 (78PP Container; Drawbacks: Vulnerability[Earth, Frequency: Common, Intensity: Major (x2)]) [74PP] (Air Form)

Blast 6 (600-1500 ft; Flaws: Action[Full-Round], Feats: Improved Range 3, Progression[Range]) [10PP] (Typhon Lance)

Blast 6 (60-600 ft; Extras: Autofire, Flaws: Distracting, Unreliable) [6PP] (Hurricane Volley)

Concealment 4 (All visual senses; Flaws: Blending) [4PP] (Molecule Dispersion)

Enhanced Dexterity 10 [10PP]

Enhanced Defense 4 [8PP]

Enhanced Reflex 4 [4PP]

Enhanced Feats (Attack Specialization[Air Form] 2, Defensive Roll 3, Elusive Target, Evasion 2, Improved Aim, Instant Up, Precise Shot 2) [12PP]

Flying 2 (25mph/250 feet per Move Action) [4PP](Force Flying)

Immunity 10 (All Air Effects) [10PP] (Air Elemental)

Insubstantial 2 (Gas [Tornado]; Extras: Duration[Continuous], Flaws: Permanent) [10PP] (Wind Body)

 

 

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

DC Block

ATTACK                RANGE           SAVE                             EFFECT
Unarmed               Touch           DC15 Toughness (Staged)          Damage 


Unarmed(Enhanced)     Touch           DC27 Toughness (Staged)          Damage (Earth)
Groundstrike          Area            1d20+12 vs STR or DEX (best)     Trip 
                                      DC22 Reflex (Staged)
Shockwave             Area            DC25 Toughness (Staged)          Damage (Earth) 
                                      DC20 Reflex (Staged) 
Thunderclap           Area            DC20 Reflex (Staged)             Dazzle (Auditory) 


Fire Explosion        Area            DC23 Toughness (Staged)          Damage (Fire)
Flame Whip            Touch           DC23 Toughness (Staged)          Damage (Fire)
Fire Body             Aura            DC17 Toughness (Staged)          Damage (Fire) 


Unarmed(Enhanced)     Touch           DC20 Toughness (Staged)          Damage (Water)
Aqua Hammer           Touch           DC23 Toughness (Staged)          Damage (Water)

 
Typhon Lance          Ranged          DC21 Toughness (Staged)          Damage (Air)
Hurricane Volley      Ranged          DC21 Toughness (Staged)          Damage (Air)
Totals: Abilities (10) + Combat (16) + Saving Throws (4) + Skills (10) + Feats (3) + Powers (77) - Drawbacks (0) = 120/120 Power Points Edited by Vahnyu
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