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Galvanic (PL12/13) - Ecalsneerg


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Galvanic


Power Level: 12/13 (206/208 PP)
Trade-Offs: -5 Attack / +5 Damage (melee); -4 Defense / +4 Toughness
Unspent Power Points: 2

 

In Brief: Empowered paragon from a race of electrical aliens
 
Residence: No fixed abode
Base of Operations: None (wandering hero)
 
Alternate Identity: Chlo'zel Elzak
Identity: Public, although irrelevant outwith Tempest
Birthplace: The planet Tempest.
Occupation: Climate scientist/full-time superhero
Affiliations: None formal
Family: Mother, father and sister on Tempest
 
Description:
Age: 23 Earth years (born 1993)
Apparent Age: Human equivalent of 20-25
Species: Tempestian
Height: 5'1''
Weight: 95 lbs
Eyes: Deep red
Hair: White

 

Chlo'zel is a Tempestian, and thus has the characteristic blue skin of her people. Hers is a darker, Cerulean hue. She is also of a Tempestian ethnicity which doesn't have the visible antennae on the forehead that most of the species do, although small circles under the skin can be seen glowing slightly when using her innate abilities. 
 
Her most prominent physical attribute is her height. She is very short, and slender but for some level of whipcord-thin muscle, belying the massive strength and durability her powers lend her. Her face is heart-shaped, with a somewhat sharp and pronounced chin and nose. Naturally excitable and inquisitive, her expression is usually set in a smile, frantic discussion, or a mix of both, red eyes literally sparking with intelligence. She wears her shoulder-length white hair loose and free, apparently Tempestian electric immunity extending to not frazzling her tresses.
 
Off-duty, she usually wears a simple tunic and boots, customary to the oft-simple lifestyle enjoyed on Tempest. As Galvanic, she dresses a little more dramatically. She wears a gold-yellow coat with long floor-length tails, with blood-red trim on the cuffs, tail and front clasps. Beneath, she wears a leotard and leggings of a pale icy blue, and leather knee-high boots; made from the pale orange hide of the Tempestian wrackbeast.

 

Power Descriptions:
 
Chlo'zel is a Tempestian, and thus has innate powers to absorb and direct electrical energy in a variety of forms. While most of her people simply use this ability to redirect the lightning strikes from the storms which assail their planet, Chlo'zel is one of those who have applied effort and ingenuity into a variety of uses. Not only can she accurately direct bolts of lighting at her foes, she can wreath her body in it to harm enemies, produce blinding surges of arc lightning, and most impressively of all, convert her body into a seething mass of electromagnetic energy to propel herself through the hard vacuum of space. She can project her energy in an electromagnetic field that resists attack and dissipates some forms of energy entirely. If she focuses the field, she can disperse the effects of environmental conditions, and power the chemical reactions keeping her alive through stored electricity like a biological battery. Doing so, however, leaves her more vulnerable to assault. Her lightning takes on varying shades of blue and white, her projected blasts being the bluest, her energy fields much whiter, and her electromagnetic form somewhere in between.
 
However, vulnerable is relative. The effects of the terraformer backlash extensively mutated her Tempestian physiology to impossible levels. She can lift and hurl phenomenal weights, resist massively heightened levels of physical stress and damage with little effect, and soar through the air at high speeds.  She uses her powerful intellect to complement these powers, with such feats as turning into electricity so as to move unimpeded at even higher speeds through the air, or send shockwaves of displaced air rushing at foes.
 
One weakness, however, is due to the properties of water. Pure water does not conduct electricity, whereas mineral deposits in impure water conduct it quite well. This means that, if soaked in it, she is unable to project the electricity past the water and is thus hampered from using her electrical powers.

 

History:
 
The world of Tempest is not one to produce galactic adventurers. It is riven by storms, its people surviving due to an ability to absorb and redirect the lightning. But the same storms also shred technology and make travel on and off planet fraught at best. As such, it's generally backwater and peaceful, not huge on technology, but developed in civilisation. There are few wars, as the sy itself rages against the planet. They are allies to the Lor Republic, and like them likely evolved from humans dispersed by Precursors. But beyond a few travellers and members of the Lor military and various mercenary bands, Tempestians are not big news on the galactic stage.
 
Growing up on a small farmstead there, Chlo'zel Elzak was always a very bright girl. She delighted in the rocks, the soil, even in the perpetual storm in the sky. Despite the comparative poorness of the farm, her father and mother still arranged to send her off to the best schools, what money they lacked made up for in scholarships and grants for this intelligent, friendly young woman.
 
She accrued great expertise in geology and climatology, and through her studies saw pictures and maps of other worlds brought during some of the limited contact the planet had with the Lor. And it amazed her. All this diversity and wonder, all these different species and worlds. It was just... remarkable, to a girl from a planet with a handful of biomes and one weather pattern: atrocious. 
 
So, upon graduation, she became attached to a project to do a limited terraforming, hoping to change the weather patterns which beget the perpetual storms. In doing so, the project hoped to manage to facilitate more contact with other worlds, to perhaps be more able to travel and share knowledge, and enrich the lives of the Tempestian peoples.They built a great terraforming tower, insulated and shielded, hoping to fire a directed pulse and disrupt the storm clouds. The loss of equilibrium would hopefully lead to periods of time where the storms were much weakened.
 
It might have worked, were it not for one of the worst storms on record. As Chlo'zel and her colleagues laboured, one of the greatest storms in recorded history converged on the tower. Lightning struck again and again, melting the insulation, weakening the structural integrity of the entire project. Many scientists fled, but a hardbitten few tried to salvage some of the equipment, fighting to keep as much of it undamaged as possible. At the height of the assault, parts of the reactor began to melt down, driving the very last of the scientists away.
 
Not Chlo'zel. She'd always wanted to see new worlds. To explore the universe. And so she stayed, and tried to activate the directed pulsar early. The reactor exploded, and the whole structure seemed to shake with the pulse, crumbling in on itself even as the storm abated. The scientists stood shocked as the dust cloud settled... to reveal Chlo'zel flying through the wreckage unharmed at great speed, give great powers by the irradiated chemicals and energy being driven into her system as the lightning has pummeled her.
 
She found she could lift great weights, and didn't tire. At first, she used her abilities to help clear the wreckage and salvage the wounded or dead, and any equipment to perhaps, one day, try the project again. But she grew restless, increasingly pacing the clouds, experimenting with her limits by wrestling native beasts. This climaxed with her one day shooting up, and up, faster and faster, igniting her mass into electrical energy as she went, and bursting through the storm-hewn atmosphere...
 
... and she saw the stars. It was only a matter of time before, having sufficiently mastered fine control enough to attempt personal space travel, she left. To look for new worlds, new species. To study and to help them. To see the universe, and to, if one day it needed it, defend it.
 
Personality & Motivation:
 
Chlo'zel is a genuinely vivacious, friendly person. Hailing from a backwater world, she is still full of wonder at the wider universe and the people and places in it. Still young, yet also possessed of a keen scientific mind, she has both the unbridled enthusiasm of the young, and the excitement at small natural processes innate to climatologist and geologists. This does, however, often leave her rambling on and occasionally putting her foot in her mouth, or getting distracted by something when a larger issue looms.
 
There is still a little of the farmgirl in her, and at times she can be painfully naive to things such as galactic politics and xenophobia. This can be a boon, as even the weirdest most tentacled gribbly alien doesn't disturb her, and she will merrily talk to it. It also means she's somewhat ignorant to the scale of the threat presented by the Khanate or Grue. Nonetheless, when she does recognise a threat, she can harden, unrelentingly defending those around her by charging into battle. What she lacks in experience or formal combat training, she makes up for in determination and raw power.
 
What ultimately drives her is her past. Tempest is a storm-beset planet, which limits technology use. While they're aware of other worlds and people, space travel is unreliable given the difficulty in getting craft on and off the planet. Thus, when she soared above the raging storms and gazed upon the stars, she saw something wonderful and beautiful and terrifying. And she still finds it so, and will stand firm if it needs defending.


 



 
Complications:
 
Battery's Nearly Dead: Tempestians in general, while mainly absorbing and redirecting energy, aren't that limited off-world. Ambient static, the electric potentials their body produces, varying levels of innate aptitude for lightning bolts, there are various factors meaning they don't really need to 'charge up'. Galvanic has quite developed electrical powers, but isn't an unlimited font. Prolonged fighting won't really drain her, nor will long period uses of her powers. However, consistently using Extra Effort and Extraordinary Effort, especially when already wounded or tired, can lead to her powers reducing in rank or shutting off until she can regain her strength or find a power outlet or a friendly teammate with a lightning gun...
 
Fun with Magnets: Tempestian electric powers can have some unforeseen magnetic effects, although Chlo'zel rarely consciously harnesses that due to her massive strength. However, use of her powers can sometimes disrupt or move magnetized objects, and on the flipside, concentrated and powerful magnetic fields can disrupt her attacks and if strong enough, shut down her ability to project electricity.
 
Fzzzzt! Equipment on Tempest is made to last, as its air, animals and inhabitants are shooting, absorbing and redirecting lightning storms here there and everywhere. While Chlo'zel does have control over her powers, accidents do happen and it's possible she could flash-fry your food replicator.
 
Let Me Strike This Awesome Pose: At heart, Chlo'zel is a bit of a showboat. She enjoys dramatically bursting onto a battlefield and hovering arms folded as laser shots bounce harmlessly from her force fields. However, this could prove a disadvantage when more superpowers come into play, as the posing and showboating makes her more vulnerable to attacks which can injure her.
 
Oh My God, Fjords! A gifted geologist and climatologist from a planet with a quite singular biosphere, Chlo'zel finds alien environments simply fascinating. It's easier to divert her attention by showing her a beautifully clear starry night, a lush and not-at-all-wrecked-by-storms forest, a light rain shower not accompanied by explosive thunder... In Earth terms, she's the Australian who hasn't seen snow in person yet.
 
Pollyanna: Chlo'zel is still new to the wider galactic realm, and is thus ignorant to many local customs, politics, enemies and dangers. As such, the issues she faces include a wide variety of problems, from accidentally offending your host or local political group, not realising she's talking to and possibly being manipulated by villains, or trying to pet the carnivorous death kitty of Zoltran VIIII.
 
Rollin' On Into Town: Since leaving Tempest, Chlo'zel has had no fixed abode. She rolls into a planet/town/space station, helps with any troubles they may have, and then moves on. This has a number of effects. Firstly, her Wealth level is Impoverished. Secondly, due to the scarcity of Tempestians in the galaxy, and the fact she is very very often new to an area, the locals may not immediately trust her, even with her sunny disposition.

 

 

Abilities: 4 + 0 + 6 + 8 + 2 + 4 = 24PP
Strength 14/45 (+2/+17)
Dexterity 10 (+0)
Constitution 16/38 (+3/+14)
Intelligence 18 (+4)
Wisdom 12 (+1)
Charisma 14 (+2)

 

Combat: 12 + 8 = 20PP
Initiative: +4
Attack: +6, +7 melee, +12 Electrical Control
Grapple: +9, +25 with powers, up to +32 with full Super-Strength
Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed
Knockback: -1/-8, [-14 vs energy attacks]

 

Saving Throws: 1 + 5 + 6 = 12PP
Toughness: +3/+16 (+3/+14 Con, +2 Protection), [Impervious 12 vs energy attacks]
Fortitude: +4/+15 (+3/+14 Con, +1)
Reflex: +5 (+0 Dex, +5)
Will: +7 (+1 Wis, +6)

 

Skills: 48R = 12PP
Computers 6 (+10)
Concentration 7 (+8)

Diplomacy 8 (+10)
Knowledge ("Earth" sciences) 11 (+15)
Knowledge (Physical sciences) 6 (+10)
Language 2 (Galstandard, Lor, default: Tempestan)
Notice 4 (+5)
Sense Motive 4 (+5)

 

Feats: 13PP
All-out Attack
Attack Focus (melee) 1
Dodge Focus 4

Environmental Adaptation (Zero-G)
Improved Grapple
Improved Initiative

Leadership
Luck 2
Power Attack

 

Powers: 31 + 8 + 22 + 31 + 2 + 17 + 10 + 2 + 2 + 3 = 128PP
 
Electrical Control Array 13.5 (27pp array, Power Feats: Alternate Power 4) [31pp] (alien, electric)

Base Power: Blast 12 (Electrical Control, Power Feats: Accurate 3) [27pp] (alien, electric)
Alternate Power: Insubstantial 3 (electrical form) [15PP]; Flight 5 (up to Flight 13 [100,000 MPH]) [10PP] and Super-Movement 1 (Space Travel 1>2 [interstellar]) [2PP] [total 27PP] (alien, electric, electromagnetic form)
Alternate Power: Damage 6 (Extras: Reaction (to melee attacks against her) [+3]) [total 24PP] (alien, electric)
Alternate Power: Blast 12 (ball lightning, Extras: Area - Burst [+1], Flaws: Action - Full -1] [24PP] (alien, electric)
Alternate Power: Dazzle 12 (arc lightning, visual Dazzle, Extras: Area - Cone [+1], Flaws: Range - Touch [-1]) [24PP] (alien, electric)

 

Electromagnetic Aura Array 3.5 (7pp array, Power Feats: Alternate Power 1) [8pp] (alien, electric, force field)

Base Power: Immunity 7 (all environmental effects, and suffocation; Extras: Duration - Continuous [+1), Flaws: Duration - Sustained [-1]) [7PP] (alien, electric, force field)
Alternate Power: Impervious Toughness 12 (Extras: Duration - Continuous [+1], Flaws: Duration - Sustained [-1], Limited to Energy attacks [-1]) [6PP] (alien, electric, force field)

 

Enhanced Constitution 22 (superhuman endurance) [22PP] (genetic, mutant)

 

Enhanced Strength 31 [31PP] (genetic, mutant)

Flight 1 (10MPH / 100' per round) [2pp] (genetic, mutant)

 

Paragon Powers Array 7 (14pp array, Power Feats: Dynamic, Dynamic Alternate Power 1) [17pp] (genetic, mutant)

Base Power: Flight 7 (total of 8, 2500 MPH / 25,000' per round, Feats: Dynamic, 1 Dynamic Alternate Power) [17PP] (genetic, mutant)
Alternate Power: Super-Strength 7 (total of 8, heavy load: 1,600 tons) [14PP] (genetic, mutant)

 

Immunity 10 (electrical effects) [10PP] (alien)

 

Protection 2 [2PP] (genetic, mutant)

 

Super-Movement 1 (space travel [interplanetary]) [2PP] (genetic, mutant)
 
Super-Strength 1 (Heavy load: 12 tons, Power Feats: Shockwave) [3PP] (genetic, mutant)

Drawbacks: 3PP
Power Loss (Electrical Control array and Force Field, when wet, Common, Moderate, -3PP)

 

DC Block:

ATTACK                   RANGE           DC                             EFFECT
Unarmed                  Touch           DC32 Toughness (staged)        Damage (Physical)
Arc Lightning            Touch Cone      DC22 Reflex/Fortitude Visual   Dazzle, Reflex is for Area, Fort for recovery
Electric aura Reaction   Touch           DC21 Toughness (staged)        Damage (Electricity)
Shockwave                Touch Cone      DC23 Reflex/DC 28 Tough        Damage, Reflex is for Area
Blast                    Ranged          DC27 Toughness (staged)        Damage (Electricity)
Ball Lightning           Ranged Burst    DC27 Toughness (staged)        Damage (Electricity)

Abilities (24) + Combat (20) + Saving Throws (12) + Skills (12) + Feats (13) + Powers (128) - Drawbacks (3) = 206/208 Power Points

Edited by Thevshi
+1 PP for Jan 2024
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My only query here is the electrical aura / reaction?

 

Damage 5 (reaction to melee attack) essentially costs the same as Damage 5 (Sustained Aura) i.e. 20 PP. 

 

The former is, on first glance, superior, as it wont fail if you are stunned / dazed, etc (like a sustained aura), on the other hand ,if its a reaction to a melee attack, does this mean melee attacks on you, or melee attacks you make, or both? If its the latter, it feels a bit like getting a continuous duration aura on the cheap?

 

In other words, would this not be more simply done as Damage 7 (Extras: Sustained Aura [5 Ranks] [+3], Feats Mighty) 23 PP?

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Powers

What are you, allergic to the proper Array structure? :(

Math on the third AP is a little off, in the main electric array - I'm guessing you meant to put +Range on this?

The pp cost on Immunity 7 currently reads 'xPP'.

EDIT: Ahaha, I see Cape was trawling the bank at the same time I was. Well, then!

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My only query here is the electrical aura / reaction?

 

Damage 5 (reaction to melee attack) essentially costs the same as Damage 5 (Sustained Aura) i.e. 20 PP. 

 

The former is, on first glance, superior, as it wont fail if you are stunned / dazed, etc (like a sustained aura), on the other hand ,if its a reaction to a melee attack, does this mean melee attacks on you, or melee attacks you make, or both? If its the latter, it feels a bit like getting a continuous duration aura on the cheap?

 

In other words, would this not be more simply done as Damage 7 (Extras: Sustained Aura [5 Ranks] [+3], Feats Mighty) 23 PP?

 

It's explicitly not done as an Aura because, as of UP, Auras add to unarmed damage instead of being a separate effect, to simplify it and also to stop breaking action economy. So it's done as a reaction so as to not shatter caps in half, while still having an electrical aura, and keeping a cleaner format than an Aura with additional Flaws/Drawbacks.

 

So it doesn't apply to melee attacks she makes, and isn't done as an Aura so it doesn't apply to melee attacks she makes. Edited to clarify.

 

The not failing against stunned/dazed, I hadn't considered, honestly. My main motivation was finding a way to do an Aura without the cap issue, so HG and TT suggested cribbing 3E's Aura structure.

 

 

Powers

What are you, allergic to the proper Array structure? :(

Math on the third AP is a little off, in the main electric array - I'm guessing you meant to put +Range on this?

The pp cost on Immunity 7 currently reads 'xPP'.

EDIT: Ahaha, I see Cape was trawling the bank at the same time I was. Well, then!

 

Only in two-option arrays :P

 

Fixed it to read Blast, not Damage. 

 

Fixed it to 7PP

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