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Dreadnought (PL12) Exaccus (Bronze)


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Power Level: 12 (210/224)
Unspent Power Points: 14

Trade-Offs: -5 Attack / +5 Damage; -5 Defense / +5 Toughness

 

In Brief: A nigh-invulnerable juggernaut seeking reconciliation.

Catchphrase:

Theme: Playlist

 

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: 21  (DoB: 1996 August 2nd)
Apparent Age: 20's 
Gender: Male
Ethnicity: Caucasian
Height: 9’5"
Weight: 1,900lbs
Eyes: Dark Brown
Hair: Black

 

History:

Joseph Was born into poverty, With a neglectful father and absent Mother, Joseph was no stranger to violence and was often subject to his father's 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 who 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 maneuver 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 he is capable of drawing on an extradimensional source of mass to add unto his own, though rather than increasing his size it adds onto his strength and allows him to perform various other tricks. 

 

 

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. This is because Unbeknownst to him the strain of Darwin X he contracted is, in fact, a highly mutated one that developed trans-temporal properties from a mass outbreak in the distant future.

 

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 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 lose 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 access 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. 

 

Codus Immortus: Having been approached my Mr. Murke in london during the victorian era about the foundation of the Codus Immortus dreadnought was rather taken with the idea and has signed on and is as such bound by the terms of the contract, affording him access to the clubs resources and the wisdom of other, older immortals it also binds him to come to those same immortals aids should the need arise, in many cases he wishes to help the clubs, patrons, though he is as bound to aid beings he would otherwise regard as enemies.

 

Once and Future Dreadnought: In the basement of the Club immortus in soho london a large number of temporally displaced dreadnoughts slumber as they wait to return to their own eras, needless to say, a small army of nigh invulnerable juggernauts make for tempting targets for those with the means to bend them to their will, it is in part thanks to the clubs protections legal and physical as well as the secrecy and privacy it grants him, that have kept such an event from occurring, and the wise council of Mr. Murk and the other older immortals that has stayed his hands from waking future iterations of himself to attempt to learn the future and the possible ramifications of such actions have not yet been felt on the time lines,

 

Burned to the bone: Due to being the host for a spirit of fire in the Neolithic era dreadnought now reacts to effects of the fire descriptor more strongly, his skin blackening with even the smallest brush with flames, though it doesn't necessarily cause him any more hindrance than it normally would it is unsettling to look at and in extreme cases cause him to feel psychosomatic pain and fear. rendering him frozen when confronted with sufficiently large and hot fires and rendering him dazed with pain as well as making social interactions more difficult.

 
Abilities: 4+4+6+4=18pp
 

STR: 30/44 (+10/17))

DEX: 14 (+2) 

CON: 20/36 (+5/13),

INT: 10 (+0)

WIS: 14 (+2) 

CHA: 10 (+0)

 

Saves: 0+4+8 = 12pp
Toughness: +17 (+13 Con +2 Protection +2 Density; Impervious: 10)

Fortitude: Immune,

Reflex: +6 (+2 Dex, + 4)

Will: +10 (+2 Wis + ?

 

Combat:: 6+6 = 12

Attack Bonus

-Ranged: +2, (+3 Base, -1 Size)

-Melee: +7 (+3 Base, +5 Attack Focus Melee, -1 Size)
Defense: +7 (3 Base + 5 Dodge focus, -1 Size)

-Flat-footed:: +1
Grapple: +29/35/40

Knockback Resistance: -17

Initiative: +2
 


Skills: 9pp (36 ranks)

Intimidate 14 (+16)

Knowledge (current events) 4 (+4)

Knowledge (streetwise) 4 (+4),

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

Notice 6 (+8)

Sense Motive 6 (+8)

Feats: 19pp 

All-Out Attack,

Attack Focus (melee) 5

Challenge (Fast Startle)

Dodge Focus 5

Improved Crit 2 (unarmed)

Move-by Action 

Power Attack

Startle

Takedown Attack 2 

Powers: 11+ 14 + 16 +14 + 13 +30 + 20 + 10 + 3 + 10 + 1 = 142pp

Array 5("Mass Manipulation"; 10pp array, PF: Alternate power 1)[11pp]

BE: Super Strength 5 ("Muscle Mass!" +25 str: 104 effective strength, Heavy Load: 22.9 Ktons)

AE: Trip 10 ("Instant gravity well" Flaws: Range (touch), Distracting Extras: Knockback, Reversed (Pulls towards Dreadnought rather than away (+0) 

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: 716.8 tons; +1 STR to some checks)
Enhanced Constitution 16 (+16 CON)(16pp)
Enhanced Strength 14 (+14 STR)(14pp)
Growth 4 (+8 STR, +4 CON, +1 size category; Permanent; Innate)(13pp)
Immunity 30 (fortitude saves) (30pp)
Immunity 40 (lethal energy damage, lethal physical damage; Limited (Changes to Non-Lethal))(20pp)
Protection 2 (+2 Toughness; Impervious ? (10pp)

Speed 3 ("Massive Momentum" 50mph; 500ft a round) [3pp]
Super-Strength 5 (+25 STR carry capacity, Effective Strength: 79, heavy load: 716.8 tons; +5 STR to some checks)(10pp)
Temporal Inertia (Features 1: Unaffected by changes to the time-line, Remembers original course of events.) (1pp)

 

 

Drawbacks: (-3pp)

Vulnerable, very common, minor Magic (-3)

 

DC Block

 

Name                              Range                      DC                                                    Effect

Unarmed                         Touch                     DC32 toughness                              Damage
Instant grav Well            50ft burst               DC20 Reflex                                      Trip

 

Totals: Abilities 18 + Saves 12 + Combat 12 + Skills 9 (36 ranks) + Feats 19 + Powers 142 - Drawbacks -3 = 210/224pp

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I had No such plans! its not so much that he's a time traveller as time keeps moving around him and he can occasionally fall off certain parts of the timeline and into other parts, both past and future due to the weird circular nature of time travel and such. he has no control over it and i have no inclination to give him any.  just a sortt of quirk of the character.

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Basically its and extreme level and weird type of inertia control that works by increasing mass to mess with physics hence his super dense body and the resulting increase in strength, its just that he's capable of amplifying his temporal inertia to a point where it can fling him around time as well as space by affecting himself just enough to prevent decelleration.

 

EDIT: Basically, he's moving through time constantly same as anyone else, only thing is he doesn't "Slow down" at the bends and hairpin turns so he races off...but he's got to be somewhen so he winds up somewhenelse till he can be put back on track by the universe self correcting.

Edited by Exaccus
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  • 2 months later...
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