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KnightDisciple

Ultimate (Power Level 12) Tier 3 NPC

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Character Name: Ultimate
Power Level: 12
Trade-Offs: N/A

In Brief: Youngest child of Ultima Thule, Quo-Dis has made it her mission to help better understand the larger world, and to help protect the innocent people of the world as Ultimate!

Alternate Identity: Quo-Dis
Identity: Secret
Birthplace: Ultima Thule
Occupation: Member of the Champions superhero team.
Affiliations: Champions, Claremont Academy, Ultima Thule
Residence: California (primary); Hughes household (secondary)
Base of Operations: Champions HQ, XX, California
Family: Sa-Ur (Mother); Kal-Zed (Father; Secret); Corbin Alphonse Hughes (Husband); Albert Hughes (Father-In-Law); Sarah Hughes (Mother-In-Law)

Description:
Age: 131 (DoB: 1883)
Apparent Age: Mid-20's
Gender: Female
Ethnicity: Ultimen/Caucasian
Height: 6'4"
Weight: 210 lbs.
Eyes: Gray
Hair: Blonde

Description:
Quo-Dis is a statuesque individual; her height puts her at least a few inches above the average man in height, and often a head and shoulders above many women. Her build is simultaneously powerful, and undeniably feminine, imbued with intrinsic grace, beauty, and strength. Her golden-blonde hair, which reaches past her shoulder blades, is typically kept in a neat ponytail. Most days not in costume, she wears comfortable casual clothes, preferring pants or mid-length skirts/dresses to shorts or the like. 
 
As Ultimate, Quo-Dis cuts a more imposing and professional figure than she once did as Ultiteen. The suit has a base "layer" that is a sleeveless bodysuit that goes from neck to ankle, of dark red. She sports a white belt with a gold buckle, as well as white cuff boots that reach mid-thigh, and short white gloves that reach the wrist. She has a separate mask of the same shade of red that covers all but her eyes, mouth&chin, and a hole in the back for her ponytail. Completely the look is a white half-cape that rests to the left side, often covering her left shoulder, though it tends to end up tossed back during a fight. 
 
Power Descriptions:
Quo-Dis's very biology carries the same powerful alterations as all Ultimen posses. She is strong and hardy, resistant to many things that might hurt her. And what injuries she does take often heal in minutes, instead of days! Further, her body can withstand environments that would prove extremely hostile to normal humans; both the depths of the ocean and the depths of space can be explored by this (comparatively) young powerhouse! Further, this same vitality vastly extends her lifespan, and makes it where she barely needs sleep or rest. 
But as with all Ultimen, that is not the full measure of her power. Quo-Dis also commands the powers of the mind and of the fundamental electromagnetic energies of the universe. She can fly, both in the atmosphere and in the dark of space. The energies crackling through her body lend even more power to her muscles, letting her easily lift incredible loads.
Less obvious (or at least less flashy) is her ability to speak with anyone and have both parties be understood. For her it's as simple as breathing, but to others it's an incredible gift.
The main measure of her surging power can be put to various uses. She can, with the power of her mind and the energies at her command, lift incredible loads and move them without ever touching them. She can serve as a sort of "communications hub" for herself and many teammates, covering many miles with barely any effort. She can reach into the mind of another and take what information she needs, often with them left none the wiser. She can concentrate the same energies that broaden her mind into more direct bolts of searing power, or produce blinding bursts of light directly in an enemy's eyes. Those same mental talents can be turned to producing a variety of artificial emotional states in a target, rendering them full of despair, or enthralled in mindless rage. Finally, she can simply overload the nervous system of a target with a couple of well-placed, well-charged blows. 

History:
Quo-Dis spent her childhood and most of her "adolescence" in Ultima Thule, learning alongside the small group of other young ones there. Her father, Kal-Zed, was a respected figure...until about 70 years ago, when he went to the "outside world" and ended up joining forces with a deranged mortal with twisted ideas of genetics and "master races". While it certainly didn't force Quo-Dis and Sa-Ur into exile or anything of the like, the pall hanging over the family did affect things and strain relationships.
So when the chance came several years ago to leave Ultima Thule and join a class at Claremont Academy, Quo-Dis took it. She could learn more about the Outside, while also giving herself some space to make her own reputation. 
Of course, Claremont brought its own difficulties; between Quo-Dis's unfamiliarity with anything outside Ultima Thule, her generally trusting nature, and the mean-spirited works of the likes of Daisy Gibbons, her first couple of years (which focused on educating her more on the history and culture of the world at large) were rather unpleasant. Then, she met and began a romantic relationship with one Corbin Hughes, aka Cobalt Templar. While rocky at first, their relationship slowly grew deeper and more intimate. By the time they both graduated, there was a thought they may well end up married before too long, though Corbin was a bit young (comparatively). Still, the relationship had passed the muster of Ultima Thule, and so things were good.
 
And then, not too long after Quo-Dis moved to the West Coast to join the lineup of the Champions, her beloved came to her, a different man than he had been just a few weeks prior. She had not heard from him at all for a time, and had become concerned, but was told by his friends and family that he was traveling the world seeking more of the Seven Rings. 
It turns out his journey had taken him a bit further, in both time and space. Corbin had, in fact, ended up being almost 50 years old, in his semi-subjective experience. Traveling through both time and dimensions will do that to a young man. Still, he was the same person Quo-Dis had fallen in love with, and the added years only brought maturity and perspective. And a sense of purpose, since he proposed marriage to her the same day he met her after his return. They kept the engagement quiet for a time, but eventually word spread among friends and family.
It was only a short time ago that the nuptials were sealed in a fairly small, private ceremony with just close friends and family attending.
 
Personality & Motivation:
Quo-Dis is a joyful personality who often finds herself being a bit more literal than those around her. The differences in how Ultima Thule and the rest of Earth communicate means that she sometimes comes across as blunt or socially awkward. In truth, it is simply a difference in how she was raised. Quo-Dis strives to be honest and forthright, which is sometimes the source of her "bluntness"; she sees little point in spending several minutes dancing around a topic that should be discussed directly.
With that said, she sometimes can be a bit...not impulsive precisely, but she makes decisions with a level of finality more rapidly than many of her peers. The issue might arise if she does so on a matter that others might perceive as being something they should know of; again, much of this stems from the mentality she spent a century growing up with, rather than anything like true malice or thoughtlessness.
When faced with a foe, Quo-Dis is fearless in a fight, but does not easily give in to emotional decision-making. She tends to prioritize disabling targets, but certainly will risk herself to keep bystanders safe if the danger is noted. She tends to speak or banter little in the field, other than to coordinate with her team, guide civilians to safety, or give an offer of surrender to villains and criminals. 

Powers & Tactics:
Ultimate fights with "maximum efficiency" in mind; she leverages her great strength and durability to wade directly into a fight and disable opponents as rapidly as possible. Her flight assures that she can be wherever she is needed on the battlefield. Her mental abilities mean that sometimes, she serves as a sort of "communications hub" for the Champions while using her raw strength to batter foes down. If that mental communications net is unneeded in a fight, it's likely that Quo-Dis will focus her cosmic powers on blasting foes with rays of energy to disable them, setting off blinding flashes of light directly in their faces, or giving them blows that deliver enough energy to overload their nervous systems. 
If not in the middle of a fight, she can use her mental abilities to delve into a criminal's mind for more information, though it is something she does sparingly and only under specific conditions. She does have the ability to induce altered emotional states in people, but it is also something she does only sparingly. 
Her ability to use her mind and control over energy to move objects is called upon to often move debris away from trapped people or to clear roads and the like, though its power is sufficient to hold up sections of buildings to briefly prevent collapse. 



Story Hooks:
-Secret (Origins): Quo-Dis works to hide the fact she is from Ultima Thule from all but a very small, select group of people. Especially as the secrets of Ultima Thule might prove an enticing prize for the more ruthless people in the world...
-Secret (Identity): Quo-Dis works to prevent her hero identity and civilian self from being too closely associated, especially now that she is married into a family that includes non-powered individuals. 
-Overbearing Father: Quo-Dis is the only child of Kal-Zed, the infamous Superior of the fallen Nazi regime. At his best he is an arrogant, misguided, powerful individual. At his worst, he is a tyrant whose power is equal to the Centurion, willing to use that power to exert his will over the masses. He also may or may not approve of her new husband. 
 
Abilities: 10 + 10 + 10 + 6 + 2 + 6 = 44PP
Strength: 30/20 (+10/5)
Dexterity: 20 (+5)
Constitution: 30/20 (+10/5)
Intelligence: 16 (+3)
Wisdom: 12 (+1)
Charisma: 16 (+3)

Combat: 24 + 24 = 48PP
Initiative: +5
Attack: +12 Melee, +12 Ranged
Grapple: +24/17
Defense: +12 (+12 Base), +6 Flat-Footed
Knockback: -6

Saving Throws: 1 + 4 + 11= 16PP
Toughness: +12 (+10 Con, +2 [Protection])
Fortitude: +11 (+10 Con, +1)
Reflex: +9 (+5 Dex, +4)
Will: +12 (+1 Wis, +11)

Skills: 40R = 10PP
Acrobatics 8 (+13)
Concentration 4 (+5)
Knowledge (Art) 3 (+6)
Knowledge (History) 8 (+11)
Knowledge (Physical Sciences) 4 (+7)
Languages 1 (English, Ultima Thule [Native])
Notice 8 (+9)

Sense Motive 4 (+5)

Feats: 7PP
All-Out Attack
Accurate Attack
Blind Fight
Eidetic Memory
Move-By Action
Power Attack
Quick Change

Powers: 45(10+10+10+1+2+12) + 55(6+16+4+31) = 100PP
 
Ultiman Physiology 9 (45 PP Container [Passive, Permanent]) [45PP] (Life Energy)

Enhanced Constitution 10 [10PP]
Enhanced Strength 10 [10PP]
Immunity 10 (Aging, Life Support) [10PP]
Immunity 1 (Need for Sleep, Starvation & Thirst; Flaws: Limited [Half Effect]) [1PP]
Protection 2 [2PP]
Regeneration 10 (Bruised 3 [No Action]; Injured 6 [No Action]; Resurrection 1 [1 week (not when beheaded)]; Power Feats: Persistent, Regrowth) [12PP]

 
Cosmic Energy Infusion 11 (55PP Container [Passive, Permanent]) [55PP] (Electromagnetic Energy)
Comprehend 3 (Speak and Understand All Languages At Once) [6PP]
Flight 8 (2,500 MPH/25,000 feet per Move Action) [16PP]
Super-Strength 2 (Effective Strength 40; Heavy Load 3 tons) [4PP]
 
Cosmic Energy Control 12.5 (25PP Array; Feats: Alternate Power 6) [31PP]
Base PowerMind-Reading 12 (Extras: Action [Move/Standard]; Feats: Subtle [DC 20 Notice Check]) [25PP] (Psionic)
Alternate PowerCommunication 6 ([Mental], 20 miles; Extras: Area, Affects Others; Feats: Selective, Subtle 2) [21PP] (Psionic)
Alternate PowerDamage 12 (Extras: Range [Ranged], 10 120 foot increments, 1,200 feet max range) [24PP]
Alternate PowerEmotion Control 12 [24PP] (Psionic)
Alternate PowerMove Object 12 (Effective Strength 60, Heavy Load 50 tons; 10 120 foot range increments, 1,200 foot max range) [24 PP]
Alternate PowerDazzle 12 (Visual Sense Type; 10 120 foot increments, 1,200 feet max range) [24PP]
Alternate PowerStun 12 [24PP]

 
 
Drawbacks: (-0) + (-0) = -0PP
 
 
DC Block
ATTACK                 RANGE         SAVE                           EFFECT
Unarmed                Touch         DC25 Toughness (Staged)        Damage (Physical)
Damage                 Ranged        DC27 Toughness (Staged)        Damage (Physical)
Mind-Reading           Perception    DC22 Will                      Mind Reading
Emotion Control        Perception    DC22 Will (Staged)             Special
Stun                   Touch         DC22 Fortitude (Staged)        Dazed/Stunned/Unconscious
Dazzle                 Ranged        DC22 Reflex                    1/2 Effect
                                     DC22 Reflex                    Blinded
                                     DC22 Fortitude                 Recover

 
Totals: Abilities (44) + Combat (48) + Saving Throws (16) + Skills (10) + Feats (7) + Powers (100) - Drawbacks (0) =  225 Power Points

Edited by KnightDisciple

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Alright, let's see, here....

General

Did a couple quick formatting fixes - some of your sheet sections (saves, skills, feats) had sorta glommed together, and the Physiology container had some orphaned bbcode tags hanging out in it.

Abilities

Dex 20 grants a +5 bonus, not +2.

Combat

Init, Grapple, and knockback need filling out here. Annoying, I know, but it'll save people trouble when they reference the sheet later - do math once now, don't have to do it every time in the future!

Skills

Acrobatics 8 + Dex 20 = Acrobatics +13, not Acrobatics +10.

You bought Languages 1 to get English, but haven't actually noted her native tongue.

Powers

While priced correctly, Immunity (Aging, Life Support) is a 10-rank power.

I'm unsure what you're doing with Communication here, though I may just be missing something. It doesn't require Affects Others (the entire purpose of the power is to affect others!), and be careful with Area - as-built, Ultimate is broadcasting to every intelligent creature within 20 miles (which also makes Subtle silly, since everyone who could eavesdrop is also receiving!). You probably want Selective on here.

Final tally

While less important to an NPC, the final pp total is useful for a vague sense of NPC power/versatility; the tally here is off (Combat is 24 instead of 48,

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*Sighs*

 

I had a nice point-by point reply typed up and then I closed my window accidentally.  :facepalm:

 

Anyway, most of these are just "whoopsie" and I will get them fixed ASAP.

 

The Communications power is actually supposed to be Affects Others. The idea is that normally, Communications lets her talk to anyone, but those folks can only in turn talk to her. So she could send something to 12 people, but those 12 could only ever reply to her, if she just had Communications; they couldn't directly communicate with each other. With Affects Others (and Selective, which I totally should have had in there, that's more of an oversight), my understanding is she can switch it on, and those 12 people can talk to her or each other. She's still the "cell tower", but she's no longer a "switchboard operator", if that makes sense. The basic point is to give her a way to "link up" the team so they can privately communicate ("the team" typically being The Champions out there on the Granola Coast). 

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Aha - makes sense, and fair enough! Thank you very much for clarifying.

Lemme know when you've done whatever else you want done.

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Alright, let's see, here....

General

Did a couple quick formatting fixes - some of your sheet sections (saves, skills, feats) had sorta glommed together, and the Physiology container had some orphaned bbcode tags hanging out in it.

Abilities

Dex 20 grants a +5 bonus, not +2.

Combat

Init, Grapple, and knockback need filling out here. Annoying, I know, but it'll save people trouble when they reference the sheet later - do math once now, don't have to do it every time in the future!

Skills

Acrobatics 8 + Dex 20 = Acrobatics +13, not Acrobatics +10.

You bought Languages 1 to get English, but haven't actually noted her native tongue.

Powers

While priced correctly, Immunity (Aging, Life Support) is a 10-rank power.

I'm unsure what you're doing with Communication here, though I may just be missing something. It doesn't require Affects Others (the entire purpose of the power is to affect others!), and be careful with Area - as-built, Ultimate is broadcasting to every intelligent creature within 20 miles (which also makes Subtle silly, since everyone who could eavesdrop is also receiving!). You probably want Selective on here.

Final tally

While less important to an NPC, the final pp total is useful for a vague sense of NPC power/versatility; the tally here is off (Combat is 24 instead of 48,

 

Right. 

-Math Errors fixed. I hope.

-Added Selective to her Communications power.

-Designated "Ultima Thule" as her native tongue; I figure they have some offshoot language of their own.

-Spent 1 more PP to give her 4 ranks of Sense Motive, and also round her up to 225 PP even.

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