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Ulysses(PL11) - Exaccus

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Player Name: Exaccus
Character Name:Ulysses
Power Level: 11 160/164PP
Trade Offs: -1 attack/+1 damage And -2 Defense/+2 toughness
Unspent Power Points: 4
In Brief
A Jovial man whom draws power from the spirit of Industrial progress manifesting in the theme of locomotives; seeks the middle ground between mans progress and natures preservation
Alternate Identity Alexander Cross
Birth Place: London England
Occupation: Museum of Science and industry Night Guard
Affiliations: N/A yet
Apparent Age: 50
Gender: Male
Ethnicity: Caucasian
Height: 6'3
Weight: 180lbs
Eyes:Dark Brown
Hair:Graying Black
A tall man of a trim Formerly-Athletic build, Alexander has aged gracefully and some would say "well" with only the slight graying of his hair and wrinkling of his forehead and the corners of his mouth to show his true age, though the latter is mostly covered by his prominent mustache.
He prefers a snug but comfortable suit, reflected in his choice of costume; a slightly doctored old-style conductors uniform and cap with a engineers neckerchief remade into a cowl to protect his identity
Power Description
Ulysses will begin billow thin whisps of steam after prolonged Activity. he will produce much more profuse steam when using his obscure effect

Born to a Middle class family in the 1930's Alexander Cross spent his earlier years fascinated with trains and the impressive feats the titanic machines accomplished hauling materials and connecting distant places bringing the Light and hope of civilization to the most distant and wildest Corners of the earth, taking a apprenticeship to a engineer as soon as he was old enough.
In retrospect it should have been apparent to him even then for when he first stepped into the engines cab he was Intoxicated, the scalding heat of the furnace, the visceral smell of Blazing carbon and boiling Oils was for all its intensity comfortable, the lurching thunder of the pistons as it pulled away from the station felt more like the confident stride of a giant than the clumsy Juddering and rattling of a mere contraption coming to life.
He Spent 30 years of his life; quiet and content in that cab and others like it as he travelled across Europe and when his Railway was closed down he made the move to America, ever eager to ride boldly into the wilderness; to tame the wild places and connect the world, all in the name of progress; following (quite literally) in the tracks of the pioneers who first lay the path till finally at age 60 he was forced to retire; simply not as quick or as sharp minded as he had been he found himself often narrowly avoiding what could've been catastrophic accidents and for all his love of locomotives Alexander cross was not so selfish as to risk the lives of others for his own Happiness.
It was in this crucible of frustration and Obsession that awakened His long dormant powers as a totem of Industrial progress and through a subconscious use of his aspect that hurled him nearly 20 years into the future to see what lay ahead for his beloved machines.

After a brief period as a night guard for freedom cities museum of science and industry Ulysses found himself shunted into the dimension known as Earth-Victoria along with Synapse a member of the united kingdoms premier super-team, the vanguard; finding himself drawn into the schemes of and eventually, temporarily under the direct thrall of the spirit that empowers him, upon fulfilling the spirits demands in a happy compromise he was returned to earth prime.

After sometime had passed he received a formal invitation to return to his home country and join the vanguard which he promptly accepted.

Personality & Motivation
Alexander; Is a calm friendly presence; slow to anger and quick to forgive; it takes someone truly cruel or wicked to rouse his Ire and fighting spirit; Though he tries not too he often underestimates those who are younger than himself and interferes when he should perhaps not. 
Due to the nature of his abilities Alexander is now convinced that the way forward is through the advancement of technology and industry and that it is his job as an incarnation of these ideals to strike the correct balance with those whom are nature made manifest to prevent the devastation of the Environment  and the stagnation or recession of human culture and industry.
Powers & Tactics
Alexander is a somewhat two-fisted character and will happily charge in and trade blows and attempt to grapple foes,Though when clearly at a disadvantage he will use his obscure effect and Attempt to regroup


Industrial Revolution: Ulysses plays semi-willing host to the spirit of industry, the spirit is amoral and alien and has the power to usurp Ulysses control of himself from simply imposing an imperative (which case i will play the character as taking the fastest and easiest route to its completion.) or assuming direct control (in which case i invite the gm to dictate my actions or if they're uncomfortable with such, picking my targets and destinations for my own actions.) The spirit is not immune to reason but has very different values from a human and is generally uninterested in things outside of its portfolio.  

Man out of time: Alex was Born and Raised in a By-gone era and whilst he possess a Optimistic and open mind he sometimes finds himself at odds with the modern world in opinion and is slow to adapt.
Abilities: 12 + 0 + 8 + 0 + 4 + 4= 28PP
Strength:34[22] (+12/+6)
Dexterity:10 (+0)
Constitution 30[18] (+10/+4)
Intelligence:10 (+0) 
Wisdom:14 (+2)
Charisma:14 (+2)
Combat: 12 + 12 = 24pp
Attack: +6 Base / +10 Melee
Grapple: +16(base)/+29(w/Locomotive Might power)
Defense: +10 (+6 Base +4 dodge focus) +3 flat footed
Knockback: -15/-11 without Express line
Saving Throws:0 + 5 + 6 = 11PP
Toughness:+12 (+10 con +2 protection; Impervious 10)
Fortitude:+10 (+10 con)
Reflex:+5 (+0 dex +5)
Will:+8 (+2 Wis +6)
Skills: 40R = 10PP
Drive 4: +4
Intimidate 8: +10
Investigation 4: +4
Knowledge (civics) 6:+6
Knowledge (history) 6: +6
Languages 2: +2 (English Native, German and Spanish)
Notice 4:+6
Sense Motive 6:+8
Attack Focus: Melee 4
Dodge Focus 4
Improved Grapple
Improved Grab
Improved Pin

Takedown Attack
Powers: 28+12+18+1+11+2 = 72PP
Array 14 ("Pneumatic Might") {28PP}

 Enhanced STR 12 Linked with Super strength 7 (PF: Super Breath, Countering Punch. Effective STR 64; Heavy Load: 90 tons)  (Descriptors: Fire, Water, Ideas) {28P}

Enhanced Constitution 12 ("Endurance of an Iron horse" Descriptors: Ideas, Fire, Water, Metal.) {12PP}

Express Line (Descriptors: Fire, Water, Ideas) {18PP}']

Immovable 4 ( Resist movement +16, Resist Knockback +4 Extras: Unstoppable) [8PP]
Speed 4 (100 MPH, 880ft a round) [4PP]
Super movement 3 (wall crawling 2 [Full speed] Sure Footed 1 (25% penalty Reduction) [6pp]

Immunity 1 ("A Timeless classic",Descriptor:Ideas, Fire, Water: Immunity to ageing) {1PP}
Impervious Toughness 11 ("Immense Durability" Descriptors: Ideas, Metal) {11PP}

Protection 2 ("Ironsides" Descriptors: Metal, Ideas) [2PP]



DC Block
Unarmed   Touch     DC27       Damage (Physical)
Obscure    100ft       DC20       Obscure (visual Senses)
Totals: Abilities (28) + Combat (24) + Saving Throws (11) + Skills (10) + Feats (15) + Powers (72) - Drawbacks (0) = 160/164 Power Points

Edited by Fox
+1pp for November 2015
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Looks like the pp summary on the Combat line is incorrect - 12 + 12 = 24, not 28.

I may be missing something, but I calculate his max Grapple as 8 (attack bonus) + 12 (str bonus) + 6 (super-str ranks) = +26, not +28.

Wall-Crawling 2 and Sure-Footed 1 would require Super-Movement 3, not Super-Movement 2, though your pp cost is correct.

Protection 2 is missing its pp cost.

Powers in general should be alphabetically listed.

That being said, these are all pretty superficial, and the math itself works out. I've made the edits for you, and with those, I say this awesome character is...


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