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Character Name The HandymanThe Handyman
Power Level: 10/12 (180/180)
Unspent Power Points: 0
Trade-Offs: None

 

In Brief: Teleporting Ex-crook turned AEGIS agent.  

Catchphrase: “I’ll take that…”

 

Alternate Identity: Sebastian Black
Birthplace: Freedom City

Residence: Various (Freewheeling Agent)
Occupation: AEGIS agent, Gambler
Affiliations: AEGIS
Family: Amber Black, Sister (Jazz Singer), Ace Black, Brother (Marine), Daisy Black, Mother (Elderly and Infirm)

 

Description:
Age: 32
Apparent Age: 32
Gender: Male
Ethnicity: Caucasian
Height: 5’10”
Weight: 75Kgs
Eyes: Blue
Hair: Black

 

The Handyman, as an AEGIS agent, wears a black fedora, coat and costume. He wears an eye-mask to conceal his identity. This is unusual for an AEGIS agent, but done so that nobody recognises him as an ex-crook.

 

He is a man in reasonable, but not exceptional, physical shape.

 

History:

Blessed with nimble fingers, sharp mind, and smooth tongue, Sebastian Black soon became a gambler, a cheat, and a thief. He was pretty good at it, and amassed a small fortune.

 

He also amassed a Quantum Field Gun, an experimental weapon stolen off a Russian scientist. The QFG was very effective, but also completely unreliable. When Sebastian tried to use it, it blew up in his face. The field generator did not do his brain any favours (and in fact has given him epilepsy), but allowed him the ability to generate quantum entanglement fields himself – namely, teleportation abilities.

 

Flush with the disorientation of his accident and his new powers, Sebastian was busted by Foreshadow II. Faced with either a long jail sentence, he agreed to undergo intensive, experimental physical and mental rehabilitation with AEGIS.

 

Personality & Motivation:
The Handyman is actually a people person. He likes people, talking, friends, and is naturally inclined to look after them. Broadly. He also has compulsive lying, stealing, and cheating behaviours.

 

Experimental hardcore AEGIS psychological “rehabilitation” has made him unquestioningly loyal to AEGIS, the government and the military. This has left him with slightly paranoid and suspicious traits.

 

Powers & Tactics:
The Handyman can cause specific local quantum field effects. He can teleport himself short distances. He can also teleport distant things into his hands, either to disarm people, grab objects, or even take out chunks (damaging them). With concentration, he can even teleport air into his hand, suffocating his opponent.

 

His “accident” has also rendered him naturally superhumanly resilient to harm, although not impervious to it.

 

Aside from his acquired power, the Handyman is a skilled thief and conman, and has additional AEGIS operative training. He is also a skilled marksman, and can throw things like playing cards with great force.

 

Whilst the Handyman likes to deceive, negotiate and steal to solve problems, in a fight he will try to maintain mobility, teleporting around, and will always disarm opponents who carry dangerous objects. If needs be, he will throw his playing cards at opponents. Whilst an able hand to hand fighter, he will avoid such fights if he can.

 

Power Descriptions:
The Handymans teleportation powers make an audible “pop” sound with a slight smell of ozone at the point of departure and arrival.

 

Complications:
 

Kleptomaniac, Gambler, and Cheat For all his rehabilitation, the Handyman is obsessive-compulsive in all these areas. He might not do major crimes like bank robbery, but he fights urges to pickpocket, gamble, and cheat at cards all the time. Whilst there is some acceptance (due to his value and mitigating circumstances) of these crimes, it can still land him in hot water.

 

Psychological Programming As a result of his intense and experimental psychological treatment, the Handyman is unquestioningly loyal to AEGIS and (to only slightly less intensity) the Government, the State, and the Military. Due to his other psychological problems, it does not apply to the Police. Nevertheless, this programming could be used against him by deceptive or cunning individuals (or groups), especially if they have appropriate psychology training or access to his AEGIS medical records.

 

History / Secret ID / Mask Back when the Handyman was plain old Sebastian Black, he scammed and cheated (or even fairly beat) a lot of rich and powerful people. If they recognise him, they might be ill disposed or malignant. This list might include heads of state, royalty, businessmen, or criminals. It is for this reason that the Handyman wears a mask. His actual ID can be found out (not easily, but certainly with effort). The flip side is that whist he wears a mask, he might be treated with suspicion regarding his AEGIS agent status.

 

Point and Click Due to the explosive nature of his power acquisition, the Handyman has a psychological block on his powers. He must point his finger and click his fingers, like a play gun, in order to teleport somewhere, or teleport something into his hand.

 

Epilepsy the Handyman has acquired epilepsy. This is normally controlled by medication, but if deprived of his twice-daily dose, or exposed to other pro-convulsant effects (like flashing lights or large doses of caffeine), it might resurface, especially at times of stress.

 

Scrambled Brains If exposed to Quantum field effects again, his brain can get scrambled (as it was when he had his accident). “Quantum” descriptor effects (other than his own powers, unless, plausibly, he uses them excessively) might cause confusion, panic, distraction, or a seizure.


Abilities: 2 + 12 + 2 + 6 + 4 + 6 = 32

Strength: 12 (+1)
Dexterity: 22 (+6)
Constitution: 12 (+1)
Intelligence: 16 (+3)
Wisdom: 14 (+2)
Charisma: 16 (+3)

Combat: 20 + 20 = 40
Initiative: +6
Attack: +10
Defense: +10, +5 Flat Footed

Grapple: +11
Knockback: -5

Saving Throws: 5 + 4 + 6 = 15
Toughness: +10 (+1 Con, +9 Protection)
Fortitude: +6 (+1 Con, +5)
Reflex: +10 (+6 Dex, +4)
Will: +8 (+2 Wis, +6)

Skills: 96 R = 24 PP
Bluff 12 (+15)

Computers 4 (+7)

Diplomacy 4 (+7)

Disguise 4 (+7) Skill Mastery

Drive 4 (+10) Skill Mastery

Escape Artist 4 (+10) Skill Mastery

Gather Information 4 (+7)

Intimidate 4 (+7)

Investigate 4 (+7)

Knowledge (Behavioural Sciences) 4 (+7)

Knowledge (Civics) 4 (+7)

Knowledge (Current Events) 4 (+7)

Knowledge (Streetwise) 4 (+7)

Language 2 (English [Native], French, Spanish)

Notice 8 (+10)

Search 4 (+7)

Sense Motive 8 (+10)

Sleight of Hand 14 (+20) Skill Mastery



Feats: 10 PP

Benefit 1 (AEGIS clearance)

Equipment 1

Precise Shot 2

Skill Mastery (Disguise, Drive, Escape Artist, Sleight of Hand)

Throwing Mastery 5

 

Equipment – 5 EP (AEGIS agent stuff)

            Binoculars [1 EP]

Concealable Microphone [1 EP]

Lock Release Gun [1 EP]

            Mini-Tracer [1 EP]

            Pack of Playing Cards [0 EP]

Masterwork Cellphone [1 EP]

               




Powers: 9 + 42 + 10 = 61

 

Protection 9 [9 PP]

 

Quantum Field Array (40 PP Array, Feats: Alt Power 2) [42 PP]

BP: Teleport 10 (Extras: Attack [Reflex], Quick Use*, Perception Range [+2], Flaws: Limited [Teleport into his hand only]) [40/40PP] “Into the hand”

*Quick Use: By taking a full round action, the Handyman can teleport something into his hand, and, if successful also use it (most typically, initiating a grapple, or attacking with the equipment or device).

AP: Damage 10 (Extras: Penetrating, Perception) [40/40 PP] “Take a chunk”

AP: Suffocate 10 (Extras: Perception) [40/40 PP] “Suck out the air”

 

Teleport 10 (1000’, Flaws: Short Range) [10 PP]


Drawbacks: 2 PP

Vulnerability (Fear and Intimidation Effects; Frequency: Common; Intensity: Minor [+1]) [-2PP] “Rehabilitation trauma”

DC Block

ATTACK              RANGE      SAVE                EFFECT
Unarmed             Touch      DC 16 Toughness     Damage
Teleport            Perception DC 25 Reflex        Teleported
Damage              Perception DC 25 Toughness     Damage

Suffocate           Perception DC 25 Fort          Suffocation

Playing Cards       10’/50’    DC 20 Toughness     Damage

 

Totals: Abilities 32 + Skills 24 + Feats 10 + Powers 61 + Combat 40 + Saves 15 – Drawbacks 2 = 180/180 PP

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Additional Note on Teleport (Attack) Power. 

 

Although this has been bandied about in chat and generally accepted, notating it here. 

 

Technically of course, Teleport Attack is banned. The reason for this, as I understand it, is that it is exploitable: Teleporting someone into space, into midair, or lava. The Handyman could, potentially do this albeit at great and possibly lethal personal risk. Essentially the limitation removes most if not all of this exploit. 

 

I would imagine the Handyman could, for instance, teleport someone into his hand and let go; if he was leaning over a cliff (or more likely a building), or perhaps if a flying character would carry him; but i would suggest that even in such circumstances, the attacked character would get another Reflex save (probably low DC?) to grab onto the Handyman before falling. 

 

Secondly, the custom extra: This is to represent the handyman for instance teleporting a gun into his hand (disarming someone) and firing it in a smooth motion (for a full round action). Again, technically this is kind of two attacks in one round. However, in defence, so is linking attacks. In addition, the attack he makes (unless he gets hold of a truly world shattering weapon) is going to be much less effective than his regular, perception range, penetrating attack. 

 

From discussion in chat with various, the consensus was that this would all be reasonable (and obviously I wouldn't have put it up if I thought otherwise!), but I am notating the rationale here for prosperity and explanation. 

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So Short Range isn't a reasonable flaw for the Teleport Attack, since by default you can only really use it with Short-Range teleports.  But, since Attack is a +0 Extra (unless you want to be able to both teleport with the power and attack with it) the cost winds up the same even without it. 

 

Anyways it all adds up.  So I'll just give you the chance to remove the Short-Range Flaw before Approving.

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I trust you to handle the whole "brain put back together by AEGIS, who added a thing or two" detail well, but... while the organization is run by Patriot, who is shadier than a drag ball, it's usually kept as a relatively light gray so that players can be affiliated with it, if need be. So I'd like to know a little bit more about what the explosion did to the Handyman's brain, as well as whose idea it was to put his brain back together with a few loyalties grafted in.

 

Math-wise, it checks out. Though I see, on the Powers heading, you have the Teleport listed as costing 100 PP. 

 

EDIT: Talked it out with SC, okay with where he's coming from.

 

APPROVED

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