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Exaccus

Dreadnought (PL12) Exaccus

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Dreadnought
Power Level: 12 (180/180)
Unspent Power Points: 0 

Trade-Offs: -5 Attack / ±5 Damage, -5 Defense / +5 Toughness

 

In Brief:

Catchphrase:

Theme: Crimson Tide, Deep Blue Sea

 

Alternate Identity: Joseph Walker (Public)
Birthplace: Liverpool, England

Residence: Liverpool, England
Base of Operations: United Kingdom & Continental Europe
Occupation: Shipwright
Affiliations:  Vanguard, UNISON
Family: Step-Brother: Peter Walker

 

Description:
Age: 20  (DoB: 1996 August 2nd)
Apparent Age: 20 
Gender: Male
Ethnicity: Caucasian
Height: 7’
Weight: 1,900lbs
Eyes: Dark Brown
Hair: Black

 

History:

Joseph Was born into poverty, With a neglectful father and and absent Mother, Joseph was no stranger to violence and was often subject to his fathers drunken rages, often finding himself locked in confined places for hours on end.

 

 

It was however not to last, Worried about the tired and quiet youngster constantly turning up to school late and with myriad injuries social services soon intervened and moved the young man into protective custody and eventually into a foster home with the Walker family and though he had a loving and healthy relationship with his foster parents, his would-be brother harboured resentment for the much larger and stronger boy and the bond he shared with his father.

 

 

It all came to a head one evening when, in London for a holiday the family were exposed to the Darwin X Virus, Killing both the walkers and leaving him and his brother catatonic in hospital beds.

 

 

Awakening to find his adoptive parents dead and his step-brother missing without a trace, Joseph had all but resigned himself to a life of quiet solitude, returning to his job in the shipyards when his powers emerged, vastly increasing not only his mass and stature but bestowing an unearthly might and unfathomable durability upon him.

 

 

Now with his great power he seeks his last remaining relatives, the father who abused him and the missing step-brother whom vanished without a trace.

 

 

Personality & Motivation:

 Joseph is a mirthful man who enjoys beautiful women, good company and fine food and drink, though his heart is troubled with the loss of his adoptive parents and the disappearance of his step-brother he tries not to let the past control him but is prone to distraction.

 

 

Powers & Tactics:
As the Indestructible Dreadnought, Josephs tactics are fairly simple, he seeks to rush in and engage the biggest threat he can identify, hoping to subdue them quickly or failing that allow his allies to manuver unhindered so they can bring themselves to bear as effectively as possible.

 

Power Descriptions:

Dreadnoughts powers are fairly subtle, save for the woosh of air betraying his incredible weight and speed when he moves. 

 

 

Complications:
 

Tempus Fudged it: For reasons unknown to Dreadnought he is prone to occasionally falling through time; this can remove him from play at inopportune times sometimes trapping him in the past and leading to him having to simply wait through time to the modern day and all that it entails.

 

ClaustrophobiaDue to the traumatic events in his early life, Dreadnought is extremely claustrophobic, leading him to become agitated, aggressive and fearful of confined places, he may refuse to enter such places or be driven into a wild and violent panic if entrapped in such a place, lashing out with his not inconsiderable might indiscriminately.

 

Temper: Joseph has an unhealthy level of repressed anger that he is for the most part unaware of; Abusive fathers, Neglectful mothers, Bullies and others who would abuse their position of authority or power rouse an incredible, biblical anger from Joseph Driving him into a wild rage, causing him to have dissociative hallucinations or psychogenic paralysis and lapses in self control.

 

Ready and Abel: Joseph would like very much to find and reconcile with his missing half brother to the point of his search can distract him from more immediate problems and cause him to loose sight of other things; He is also unaware that his brother is now a powerful and villainous telepath subtly antagonizing him through unknowing agents and victims both directly and through subtle manipulations.

 

Unfine Manipulation:  Due in part to his increased bulk and strength dreadnought has all but lost the fine control of his fingers rendering him unable to write or type, use of handheld devices is all but impossible and he may drop, break or crush things he is attempting to grab if his concentration slips even slightly.

 

Noisey: Above and beyond his vast weight and incredible might dreadnoughts mutation has made him very noisy, his booming footsteps can be heard from miles away and even normally silent actions produce a loud rumbling that can be felt blocks away.

 

Responsibility: Joseph is the founder and main benefactor of the Ironclad charity for abused children Dreadnought is often called upon to make public appearances and represent the organization, often performing feats with his superhuman strength to raise funds for them, he also has a deep connection with his co-workers at the drydocks and the local street gangs, any one of these groups may draw the ire of his enemies or be dragged into his personal conflicts or vice versa.  

 

Easily Manipulated: Due to his fragile Psychological state, Dreadnought is easily manipulated by those with the skill in behavioural sciences, with acess to his medical records there is very little that a skilled psychologist couldn't convince him of.

 

Distrust: Due in part to his previous experiences with large organizations Joseph is distrusting of them and their representatives, feeling that they have little to no interest in the welfare of people outside of themselves or anything that doesn't fit their agenda, this can and does extend to the government and its various institutions. 

 

Abilities: 6 + 4 + 6 + 0 + 4 + 0 = 20PP
Strength: 44 (+17)
Dexterity: 14 (+2)
Constitution: 36 (+13)
Intelligence: 10 (+0)
Wisdom: 14 (+2)
Charisma: 10 (+0)


Combat: 6 + 6 = 12PP
Initiative: +0
Attack: +7 Melee, +3 Ranged
Defense: +7 (+3 Base, +4 Dodge Focus), +2 Flat-Footed

Grapple: +24/+35 (w/ Super-strength)
Knockback: -14


Saving Throws: 0 
 + 4  + 8  = 12PP
Toughness: +17(Impervious 10 [8 ranks are Physical Only] (+13 Con, +2 Protect +2(Density)

Fortitude: Immune
Reflex: +6 (+2 Dex, +4)
Will: +10 (+2 Wis, +8)

 

Skills: 40R = 10PP

Intimidate 14 (+14),

Knowledge (current events) 4 (+4),

Knowledge (physical sciences) 4 (+4),

Knowledge (popular culture) 4 (+4),

Knowledge (streetwise) 4 (+4),

Language 2 (Base: English, French, German),

Notice 4 (+6),

Sense Motive 4 (+6)

Feats: 16PP
All-Out Attack

Attack Focus (melee) 4

Dodge Focus 4

Instant Up

Move-by Action,

Power Attack

Stunning Attack

Takedown Attack 2

Untapped Potential

 

Powers: 14 + 10 + 10 + 30 + 20 + 4 + 2 + 4 +20 + 1 = 115PP

Density 4 (+8 STR, +2 Toughness, Weight Multiplier: x2, Adds: Immovable 1, Super-Strength 1; Permanent; Innate)[14pp]
   Immovable 1 (Resist Movement: +4, Resist Knockback: -1; Unstoppable)
   Super-Strength 1 (+5 STR carry capacity, heavy load: 11.5k tons; +1 STR to some checks)
Enhanced Constitution 20 (+20 CON; Permanent)[10pp]
Enhanced Strength 20 (+20 STR; Permanent)[10pp]
Immunity 30 (fortitude saves) [30pp]
Immunity 40 (lethal energy damage, lethal physical damage; Limited (Changes to None-Lethal))[20pp]
Impervious Toughness 8 (Limited (Vs Physical Only)) [4pp]
Protection 2 (+2 Toughness) [2pp]
Speed 3 (Speed: 50 mph, 440 ft./rnd; PF: alternate Power) [4pp]

-Leaping 3 (Leaping distance x 10; Running Jump 270ft, Standing Jump: 135ft High Jump: 67ft)

Super-Strength 10 (+50 STR carry capacity, heavy load: 11.5k tons; +10 STR to some checks)[20pp]
Temporal Inertia (Features 1)[1pp]


Drawbacks: (-5)  = -5PP

Vulnerability: Very Common, Major, Magic (Being that his powers are entirely rooted in mundane physics, he is vulnerable to the effects that defy them)

DC Block

ATTACK         RANGE      SAVE                           EFFECT
Unarmed        Touch      DC 32 Toughness                Damage

 

Totals: Abilities (20) + Combat (12) + Saving Throws (12) + Skills (10) + Feats (16) + Powers (115) - Drawbacks (-5) = 180/180pp

 

Edited by Exaccus

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Thinking this might make a good basis for his heroing costume, juggernaut-ish but distinct enough. will have to see how it pans out.

Edited by Exaccus

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Wealth 8 is beyond the scale of these boards: we only go up to Wealth 4, which is comic book super-rich/Tony Stark levels of wealth. The sort of obscene wealth that can buy countries.

 

I'm not familiar with Untapped Potential. What does it do?

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Its a reading as in that his wealth score, not his benefit (which he has no ranks of) herolab sometimes just spits it out in the output.

 

Untapped potential is essentially a increase in the power of extra effort, increasing a power by three ranks instead of two. its a hero high feat.

 

 

Edited by Exaccus

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At Excaccus' Request, posting a skeleton build idea for brother / nemesis. 

 

Dreadbreath
 

Power Level: 10; Power Points Spent: 156

STR: +15 (8/40), DEX: +8 (6/26), CON: +15 (8/40), INT: +3 (16), WIS: +3 (16), CHA: +0 (10)

Tough: +15, Fort: +15, Ref: +8, Will: +10

Skills: Bluff 4 (+4), Diplomacy 4 (+4), Gather Information 8 (+8), Intimidate 4 (+4), Knowledge (business) 8 (+11), Knowledge (civics) 8 (+11), Knowledge (current events) 8 (+11), Knowledge (popular culture) 8 (+11), Notice 4 (+7), Sense Motive 8 (+11)

Feats: Benefit 2 (Wealth), Connected, Contacts, Improved Initiative 2, Well-Informed

Powers:
Concealment 10 (all senses; Custom (Can be sensed by brother))
Emotion Control 10 (DC 20; Limited (Despair); Mind Blank)
Enhanced Trait 84 (Traits: Strength +32 (40, +15), Constitution +32 (40, +15), Dexterity +20 (26, +8); Limited (Only when Mind Reading Brother))
Mind Reading 10 (DC 20; Duration (sustained), Sensory Link)

Attack Bonus: +5 (Ranged: +5, Melee: +5, Grapple: +20)

Attacks: Emotion Control 10 (DC Will 20), Mind Reading 10 (DC Will 20), Unarmed Attack, +5 (DC 30)

Defense: +5 (Flat-footed: +3), Knockback: -7

Initiative: +16

Languages: Native Language

Totals: Abilities 4 + Skills 16 (64 ranks) + Feats 7 + Powers 102 + Combat 20 + Saves 7 + Drawbacks 0 = 156
 

Marcus Walker was infected by the Darwin-X virus at the same time as his step brother, and, being weaker, was filled with despair - surely he would die, whilst his brother would survive. Marcus Walker was fighting for every breath...
The Virus wreaked havoc on his body, turning him into a shrivelled, wasted boy, but with psychic powers that reflected his emotional state. 
He is able to project despair onto others, and read minds. Always shy, he can now shield himself from the perceptions of others...
...Except his brother. Oh yes, his brother can always see him! Curses! But, Dreadbreath can also "copy" his brothers immense strength, matching him blow for blow...

Marcus Walker now operates as a businessman, "Cheating" with his mental powers. Frustrated by his crippled body, he seeks to humiliate his brother, but will never destroy him (even protect him), as his brother is the sole way he can become immensely physically powerful. And with that powerful body, he can do anything!

 

NOtes: If you fancy being truly awful, you could add Morph (Brother) power, limited to when mind reading Dreadnaught, linked to the enhanced stats. 

Also, as his concealment is psychic, may want it to be phantasm limitation (probably should be)

Edited by Supercape

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