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Deel

Fortress (PL 10) - Deel

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Player Name: Deel                 
Character Name:  Fortress
Power Level: 10 (150/150PP)
Trade-Offs: +7 Attack / +13 Damage, +6 Defense / +14 Toughness
Unspent Power Points: 0
Progress To Bronze Status: 0/30

In Brief: A mutant crisis controller with a strong sense of US Patriotism.
Base of Operations: Freedom City

 Catchphrase: “Nobody escapes the Fortress!”  (Note that she rarely says that herself)

Alternate Identity:Janet Jones, JJ
Identity: Public
Birthplace:Waycross Ga
Occupation: Superhero, ‘metahuman first responder’
Affiliations: AEGIS
Family:  Victoria Jones (mother estranged), Simon Jones (father, estranged), Douglas Jones (brother, possible contact)

Description:
Age: 22
Gender: Female
Ethnicity: African American
Height: 7’                                                       
Weight: 400 lbs
Eyes: Brown
Hair: Black

Janet Jones is a huge woman, at least in terms of height.  From a distance she appears slender but up close her muscle definition is heavy and clear.  Generally she prefers the outdoors and other places where she can stand at full height; if she must occupy tighter spaces she generally kneels rather than duck her head.  Her skin is dark brown, and her hair is typically in neat cornrows.  All in all she gives an ongoing impression of tremendous restraint.

Janet apparently does not wear anything that isn’t red, white or blue.  Her costume (which she insists on calling a uniform) consists of an angular blue bodysuit with red accents and a white star on her chest.  Her rocket boots, power gloves and utility belt all add utilitarianism to her look.

Her voice is a high alto, and she usually speaks in calm and deliberate tones.

Power Descriptions:
Fortress is a basic brick, but thanks to her AEGIS connections she does have a few surprises.  Her rocket-boots permit her to fly.  She isn’t the fastest flyer around but her goal is to be able simply to reach any vantage point; she generally prefers to have her feet on the ground anyway.

Her power gauntlets are not protective in any substantial way.  Their real function is to refocus the impact of her punches so that the energy is transmitted to targets other than the one she hits.  This effectively permits her to punch more than one person at a time.  There are jokes about hitting someone so hard that someone else feels it, but Fortress can literally do that.

History:Janet occasionally says that the real lessons she learned in life she learned from the floor manager at the warehouse she worked at after moving to Freedom City some years ago.  Despite her great strength, he would insist that she and others know how to operate the forklift and screw jack.  “You’re not going to be working here forever, nobody is, not even me.  So it’ll pay everyone to remember how to do the obvious stuff to keep the place running.  You know what all that muscle is really good for?  Emergencies.”

Anthony never suggested out loud that Janet become a superhero, but there was always a subtext.  Sometimes she wondered if he was maybe an AEGIS plant, put there to encourage her into leaving mundane occupations behind and put on a costume and fight crime.  Certainly, when the AEGIS doctors had been helping her to adjust to her new self – the way her body was after that awful mutation – they had pushed the idea of superheroics strongly.  Janet simply hadn’t been interested. 

The drastic changes she had endured had included a capacity for destruction that she really hadn’t appreciated or looked for.  Some days it was like living in a world of smoke.  Most of her training – the training she really paid attention to – involved learning to control herself.  Some of that involved learning to control social interactions, at least her own.  This was crucial for her.  After the doctors had diagnosed her condition as an out of control mutant reaction, her parents had ceased to be by her bedside, and steadfastly refused to have anything more to do with her.  The AEGIS personnel had made certain that her rage was controlled and her capacity for friendship was uninhibited.  When she had made clear that she just wanted to live a quiet life, they had arranged for the warehouse job. 

But in retrospect, she didn’t imagine they had planted Anthony there.  His cynical New Jersey approach to work dominated his life, it seemed.  The fact that some of the things he said were wise and relevant to Janet’s life had to have been a coincidence. 

“You can’t hope things get better.  I mean, sometimes they do, you know?  But it’s a better deal if you can make things better.”

She had good reason to try to remember his words after the spillover from a battle of superhumans annihilated a swath of the warehouse district.  Anthony’s last words, practically, were an observation that the combatants weren’t just destroying the property of faceless corporations but vaporizing vehicles and other possessions that represented the life savings of some of her coworkers.  He was just pointing out how insurance would barely help when, with awful suddenness, the battle shifted in their direction.  Janet easily weathered the onslaught of impossible energies; Anthony did not.

Four days later, Janet showed up back at the AEGIS center and told the receptionist she wanted to speak to whoever was in charge of metahuman first responder training.


Personality & Motivation:
Janet was raised in a fairly strict religious environment.  This made her used to having a strong moral center, although what she believes now is certainly not what she was taught as a child.  As of now, she believes in trying to make the world a better place using the tools she has.  The value she once placed in religious devotion she has transferred to the principles embodied in the United States constitution.  She tends to use courtesy and conversation first, but if fisticuffs are necessary she will use them without restraint.

From Anthony’s teachings, and her own early years of poverty, she has retained a strong affinity for the poor and helpless.  She occasionally volunteers to work at soup kitchens and shelters, and cannot be made to think of anyone as unimportant.

Powers & Tactics:
Fortress emphasizes her protective impulses in combat; she uses Interpose at any occasion, focusing on getting an adversaries undivided attention and taking whatever they can dish out.  Not that she objects to avoiding attacks that might hurt her, but even when she is in trouble her first instinct is not to retreat.  She is always willing to negotiate a ceasefire, which occasionally puts her at a disadvantage.

Complications:
Inconvenient size:  Fortress is big and strong, with few of the usual superhuman adaptations for compensating.  While she can fit into most human-sized structures, many basic tools are difficult for her to use (including keyboards and cell phones).  If she isn’t careful, she can damage things she tries to manipulate.

Code of Honor:  In addition to the typical compulsion to defend the helpless, Fortress believes in trust as the foundation of civilization.  Consequently, she will trust someone who says they wish to negotiate as a matter of principle.  This can make her easy to trick (once bitten, twice shy though.  She’s principled, not an idiot.)  Furthermore, although she does understand the use of throwing huge objects she dislikes doing so, especially in an urban environment.


Abilities: 10 + 0 + 14 + 2 + 2 + 2 = 30 PP
Strength: 32(+11)/(20)(+5)
Dexterity: 10 (+0)
Constitution: 24 (+7)
Intelligence: 12 (+1)
Wisdom: 12 (+1)
Charisma: 12 (+1)


Combat: 14 + 12 = 26 PP
Initiative: +0
Attack: +7 Melee (14 PP)
Grapple: +38 (Attack +7, Enhanced Str +11, Super Str +20)
Defense: +6 (+6 Base, +3 Dodge Focus), +3 Flat-Footed (12 PP)
Knockback: -10


Saving Throws 0+0+4=4 PP
Toughness: +14 (+7 Con, +7 from Protection) Impervious 10
Fortitude: +7 (+7 Con)
Reflex: +0 (+0 Dex)
Will: +5 (+1 Wis, +4)


Skills: 20R = 5PP

Craft Structural 1 (+2)

Diplomacy 4 (+5)

Drive 1 (+2)

Intimidate 2 (+3)

Knowledge Tactics 1 (+2)

Medicine 1 (+2)

Notice 5 (+6)

Perform Sing 1 (+2)

Search 3 (+4)

Sense Motive 1 (+2)



Feats: 25 PP

Accurate Attack

All-out Attack
Attack Specialization Grapple 2

Benefit AEGIS Security Clearance

Distract (Intimidate)

Endurance 2 (+8)

Evasion 2

Equipment 2

Fearless

Grappling Finesse

Improved Grab

Improved Grapple

Improved Pin

Interpose

Power Attack

Quick Change 1

Set-up

Takedown Attack 2

Teamwork

Weapon Bind

 

 

 

Equipment:  2 Ranks = 10 XPP

2 Handcuffs 2

2 Rebreathers2

Flashlight 1

Multi-tool 1

Smartphone (AEGIS Spec – Functions as a cell phone, commlink, audio recorder and GPS.) 4 EP



Powers: 12+10+6+7+8+8=51PP

 

Enhanced Strength 12 (12)

Impervious Toughness 10 (10)

Immunity 6 (Cold, High Pressure, Heat, Critical Hits, Aging) (6)

Protection 7 (7)

Device 2 (Rocket Boots, 10 DP, Extra Effort:  Personal, Flaws: Hard to Lose) 8

·         Flight 10 (Flaws:  Distracting,  Cost:  10)

Device 2 (Power Gauntlets, 10 DP, Extra Effort: Personal, Flaws:  Hard to Lose) 8

·         Super Strength  10 (+50 STR for Sustained Applications)

·         Alternate Power:  Damage 5 (Extras:  Area – Burst, Selective, Flaws: Limited – Only while not grappling/requires both hands) Gauntlet Synergistic Shockburst



Drawbacks: -1 PP

Noticeable Appearance (7 feet tall and habitually dressed in red, white and blue, Uncommon and Minor) 1




DC Block

ATTACK              RANGE      SAVE                           EFFECT
Unarmed             Touch      DC 26 Toughness                Damage (Physical)

Shockburst      Area, Burst     DC 20 Toughness     Damage

Totals: Abilities (30) + Combat (26) + Saving Throws (4) + Skills (5) + Feats (25) + Powers (51) - Drawbacks (1) = 150/150 Power Points

 

 

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I like the backstory! 

 

One thing with FC is that it doesn't have superheroic law enforcement as such, but Fortress could easily be a super-rescue squad member without actually having police powers. 

 

You should put in her Heavy Load with her Super-Strength. 

 

I'm a little skeptical of the flaw on her Area Damage - how about just putting an Action flaw on it? 

 

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