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Player Name: Ari
Character Name: The Salmon
Power Level: 7 (105/131PP)
Trade-Offs: +3 Attack/-3 Damage, +3 Defence/-3 Toughness
Unspent Power Points: 26

 

In Brief: Aquatically-adapted and linguistically-gifted mutant way out of his depth in the Emerald City underworld.

 

Residence: 635 Tkope Ekoli Way, Riverfront District, Emerald City
Base of Operations: (Incomplete) A cave in the flooded subway tunnels.
Catchphrase: "I got this!/I don't got this!"

Alternate Identity: Ishmael Paris Redwater/Ishi/Fishy
Identity: Secret
Birthplace: Emerald City, Oregon, USA
Occupation: Student, translator, superhero
Affiliations:  Golden Dragon Society, the Malakov Mafiya, the Takazumi-gumi, Emerald City Community College
Family: Ellen Riverrun(aunt, paternal), Abraham Hector Redwater(brother, elder)

Description:
Age: 18 (March 21st, 1998)
Apparent Age: N/A
Gender: Man
Ethnicity: Coastal Chinook(Clatsop)
Height: 5'6"
Weight: 160 lbs
Eyes: Brown
Hair: Black

Ishmael is slim and athletic with shoulder-length straight black hair. Everything from his fresh-faced, guileless good looks to his relaxed, fluid body language to his relentlessly casual dress sense seems almost tailored to make people feel comfortable around him. He generally wears clothes at least one size larger than fits (mostly hand-me-downs from his brother), many of which have pithy slogans or intricate designs. His favorite outfit, regardless of weather, is a beaten green jacket, red t-shirt, green cargo pants and scuffed red sneakers. His voice is usually soft and awkward, but can quickly switch to clear and projecting.

 

He has the names "Priam" and "Cassandra" tattooed on his shoulders. When talking in most languages, he does not have a noticeable accent.

 

As the Salmon he wears a green and black costume with slanted orange eyes and patterns of thick wavey lines of the same color on the trunk. In costume he becomes much more expressive and animated, talking with a slight accent he doesn't have in normal life.

 

Power Descriptions:
Ishmael's powers are internal and nonlbvious besides what they let him do, being a mutation of his body chemistry and biology making him superhumanly-fast, his skin capable of absorbing oxygen in liquid form and improving his ability to sense vibrations.

 

History:

 

Abandoned by his parents as an infant, Ishmael grew up with his brother Abraham in the extended Riverrun family. The boys early formed a bond with their aunt, Ellen, and Ishmael still lives with her and helps out at the art gallery she runs.

 

Growing up, the boy developed none of his brother's self-assurance or independence, instead remaining reliant on others for direction and purpose. As a result, Ishmael's social skills quickly surpassed solitary, introspective Abraham's, and the younger brother became adept at getting in and out of trouble, confident in his legion of pals to back him up. Exposed to so many people from other cultures, he also quickly picked up on other languages with a dedication that far outstripped his academic efforts.

 

While his brother was around, Ishmael had a steady role model to keep himself out of the ever-present gangs around their school. But only two years after Abraham left on a scholarship to Freedom City's Hanover Institute of Technology 'Ishi' has become an invaluable asset to the Emerald City underworld. 

 

Lured in by both the promise of easy money and the stylish, iconoclastic flair of mob prince Ryu Takazumi, Ishmael became enmeshed in the inner politics of the crime families as an interpreter and go-between. Thanks to his Amerindian ethnicity and facility with languages and people, Ishmael was ideal as a neutral, inconspicuous party. Even after graduating high school and starting at Emerald City Community College, even after it's become obvious just who he works for and what they do, Ishmael has found it impossible to leave. Besides the money and implicit threats, it's the first time in his life that he's really felt needed or wanted

 

He has only just come into his powers and already made a monumental, horrible mistake with them that resulted in the death of now-late Triad dragon head and beloved Jadetown community leader "Uncle" Zhi. Ishmael's alter-ego, the Salmon, is already a murder suspect and hunted by both the law and the mob. Fighting against his employers as much to survive as to try and redeem himself, he's finally on the path to becoming his ownperson.

 

Personality & Motivation:
Ishamel is a jokey, cocksure, fun-loving and irreverent guy who's grown adept at lying to people(including and especially himself) and telling them what they want to hear. He doesn't like making his own opinions known, and mostly just goes with majority views and whatever will get him off the hook fastest, which has badly-strained his relationship with his family. Ellen doesn't know what he does for money, but as he evades and dodges she gets more and more worried, which pushes him to lie more.

 

At heart, Ishmael is deeply unsure of himself and afraid of being abandoned or unwanted. But as he starts to understand that the underworld needs him more than he needs them, that's beginning to change. For now, however, he's still learning that his alter-ego can be something besides a liability and convenient cover.  

 

As the Salmon, Ishmael mostly just copies what he's seen speedsters like Johnny Rocket and Velocity be like on TV: confident, quippy and a little impulsive and prone to water or fish-based puns(Johnny went through a rockets and speed jokes phase that the League is trying very hard to forget).

 

Powers & Tactics:
Run up to a guy real fast and hit them, maybe run around a bunch of guys and get them tangled up in some stuff. The Salmon is still very new at this, and his martial training is very basic.

 

Complications:
After my alter-ego: The Salmon is not a popular guy after he apparently killed the respected "Uncle" Zhi. The police and the city's underworld are both after him, and they may not exactly have different ideas of what happens after he's caught.

Black mark: Being partly responsible for a man's death has left a deep scar on Ishmael's soul. He'd do anything to avoid that happening again, and anything to undo what he has done.

Blind Side: The Salmon's senses aren't near as fast as his top speed, and trying to get aroundin confined spaces(like anything built for normal people) can be incredibly dangerous to himself or others.

Dependence: Ishmael is very easy to get latched onto things or people.

Identity: Secret.

Responsibility: Family, especially his aunt, Ellen Riverrun.

The lowdown: Ishmael knows a lot of what's going on in Emerald City, much of it could cost him his life if it's found he told someone.

Switcheroo: As the Salmon, he can't show he knows what Ishmael does. As Ishmael, he won't reveal anything about the Salmon, not even to other heroes.



Abilities: 6 + 6 + 6 + 4 + 2 + 6 = 30PP
Strength: 16 (+3)
Dexterity: 16 (+3)
Constitution: 16 (+3)
Intelligence: 14 (+2)
Wisdom: 12 (+1)
Charisma: 16 (+3)


Combat: 8 + 8 = 16PP
Initiative: +3
Attack: +10 Melee, +4 Ranged
Grapple: +13
Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed
Knockback: -2/-1


Saving Throws: 1 + 4 + 4 = 9
PP

Toughness: +4 (+3 Con +1 Protection)
Fortitude: +4 (+3 Con, +1)
Reflex: +7 (+3 Dex, +4)
Will: +5 (+1 Wis, +4)


Skills: 48R = 12PP

Bluff 7 +(10/+14)

Diplomacy 7 (+10/+14)

Drive 2 (+5)

Gather Information 7 (+10)

Knowledge(Streetwise) 8 (+10)

Languages 8 (Chinook Jargon, English(native), Italian, Japanese, Korean, Mandarin, Russian, Spanish, Vietnamese)

Sense Motive 9 (+10)



Feats: 18PP

Attack Focus(Melee) 6

Attractive

Benefit (civilian I.D. trusted by the Emerald City underworld)

Contacts

Dodge Bonus 6

Equipment 1

Move-by-Action

Well-Informed

 

Equipment 1= 5EP

Caltrops [1EP]

Handcuffs [1EP]

[Masterwork] Smart Phone(Nova Comm's network)[1EP]

[Masterwork] Lock-release Gun[2PP]

Motorcycle(book-standard)[0EP]

Size: Medium

Str: 15

Spd: 5

Def: 10

Tou: 8

 


Powers: 20 = 20PP

 

Physiology Mutation 4 (20PP Container; Action: Passive, Duration: Permanent) [20PP] Biology, Mutation

 

Enhanced Array 6 (12PP Array, Feats: Alternate Power 2) [14PP]

Base PowerDamage 1 (Extra: AutofireFeats: Mighty [DMG4]) [4/12PP]

APEnhanced Feats 2 (Moving Feint, Wall Run)[2PP] + Enhanced Speed 4 (to Speed 5 [250MPH, 2500FPH]) [4PP] + Enhanced Swimming 4 (to Swimming 5 [50MPH, 500FPR]) [4PP] + Super-Movement 1 (Water-Walking) [2PP] = 12PP

AP: Snare 6 (Extras: Area [Burst, 30ft], Blocks Sense [Visual, Normal]; Flaws: Range [Touch], Limited [requires suitable materials(clothing, drapes, carpets, etc)]) [12PP]

 

Immunity 1 (Drowning) [1PP]

Protection 1 [1PP]

Speed 1 (10MPH, 100FPR) [1PP]

Super-Senses 2 (Tremorsesense [Danger Sense, Radius, Tactile]) [2PP]

Swimming 1 (2.5MPH, 25FPR) [1PP]



Drawbacks: (-0) + (-0) = -0PP



DC Block

ATTACK              RANGE      SAVE                           EFFECT
Unarmed             Touch      DC 18/23 Toughness    Damage(physical)

 

 

Totals:

Abilities (30) + Combat (16) + Saving Throws (9) + Skills (12) + Feats (18) + Powers (20) - Drawbacks (0) = 105/131 Power Points

 

Edited by Fox
+3pp for March 2020
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Enhanced Array 6(12PP Array, Feats: Alternate Power 2)[14PP]

Base PowerDamage 1(Extra: Aura, AutofireFeats: Mighty[DMG4])[12PP]

AP: Enhanced Feats 2(Moving Feint, Wall Run)[2PP] + Enhanced Speed 4(to Speed 5(250MPH, 2500FPH))[4PP] + Enhanced Swimming 4(to Swimming 5(50MPH, 500FPR) + Super-Movement 1(Water-Walking)[2PP]

Enhanced Feat 2(Improved Initiative 2)[2PP] = 12PP

AP: Snare 6(Extras: Area(Burst, 30ft), Blocks Sense(Visual, Normal); Flaws: Range(Touch), Limited(requires suitable materials(clothing, drapes, carpets, etc))[12PP]

 


Walk me through the intent here. What's represented by these powers?

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Base Power: whirlwind of super-fast punches.

AP1: Focused speed.

AP2: Mad dash where the Salmon tries to tangle people up in whatever's close at hand. He couldn't, for instance, use that on somebody wearing a suit of armor in an empty room.

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Sundry proofreading.

 

Edited sheet to add the Complication Blind Side to represent his baby!speedster problems with close quarters movement.

 

In Equipment added Caltrops and Handcuffs, rounding his Equipment up to 5EP.

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Combat:

Protection modifies your knockback, like any other Toughness bonus; this character would have Knocback: -2/-1.

 

Feats:

I count 18pp of feats, unless I'm missing something.

 

Powers:

Damage 1 with a +1/rank extra and one feat costs 4pp, not 8pp.

 

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