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The Channeler (PL10) - The Channeler

The Channeler

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Thanks a lot to EternalPhoenix for helping me with the character build! I have no idea what the Trade-Offs required for this app are, but just tell me and I'll edit them in.


The Channeler
Power Level: 10 (150/150PP)
Unspent Power Points: 0
Trade-Offs: None


In Brief: Elemental hero who is still learning about his powers. Studying to become a scientist.

Catchphrase: None

Theme: None


Alternate Identity: Samuel Glase (Secret)
Birthplace: Downtown Freedom City.

Residence: He never left Downtown Freedom City.
Base of Operations: He owns a three-room apartment at Parkside. He has moved the stuff from his bedroom into the main room, and turned what was the bedroom into his base of operations as the Channeler.
Occupation: He has a part-time job cooking at a diner. He's currently going to college so he can study to become a scientist, and perhaps discover what caused his powers to sort of "stall" for two years.
Affiliations: He is currently doing things alone.
Family: His sister, Cassie, lives across from him. He'd do anything to protect her.


Age: 23(Date of birth: September 6, 1993)
Apparent Age: See real age.
Gender: Male
Ethnicity: American
Height: 5'11"
Weight: 185 lbs.
Eyes: Bright blue, turn white when channeling his abilities, or if he's attempting to appear threatening.
Hair: Brown, kinda messy. Covers his left eye when he's not suited up.

He appears fairly physically fit, even in his civilian guise. His head is kind of egg-shaped, with a ski-slope nose, and he normally wears glasses in his civilian guise.


His casual attire generally includes various T-shirts with pop culture references, jeans, and a pair of black shoes. He also owns a blue hoodie.


As the Channeler, he generally wears a blue domino mask. He has a blue, sleeveless "shirt" with dark blue shoulder pads, and small red, white, light blue and green circles in the center - he claims they represent the four elements he uses. He has blue gloves, as well as pretty basic blue spandex for the tights, and dark blue boots.



Samuel "Sammy" Glase's story tends to remain ambiguous - what he believes to be the 'priming' event for his powers took place 2 years ago, and as such he doesn't remember the full details. To make a long story short, he took a tour of a laboratory, and sort of...Well, he got distracted by a very odd-looking device and, always the curious type, wandered off. He stumbled into the machine, and got zapped with some sort of energy, going into a coma for 6 months. When he woke up, he thought everything was normal...2 years after the incident, he discovered his powers, creating a "misfire" which resulted in the burning of a painting he bought at a yard sale.


Afterwards, he began to study his powers. He's been practicing for a week, and has learned how to control the very basics of his abilities. Having been inspired by the other heroes of Freedom City, he decides to do the right thing - protect his city. Ordering what he called "a Halloween costume" custom-made, he suits up and prepares to fight crime as the Channeler.


Personality & Motivation:


Motivation - He's surrounded by heroes, and is in fact inspired by them. It's hard not to take the good path with heroes all around you. Is there really anything else that needs to be said?


Personality - Since he's developed his powers, he's attempted to keep from getting too close to anyone, for fear  of villains using them to their advantage. He's a bit of a deadpan one, and tends to make remarks in the middle of combat. He sometimes acts mysterious, dropping hints to what happened to him or who he really is. As with most siblings, he tends to tease his sister. He seems to have a zero-tolerance policy for criminals, in both his civilian and superhero guises.


Powers & Tactics:
He has been shown to create and manipulate all four elements - Fire, Air, Earth, and Ice. There are very few tactics used in his efforts, mostly just trying to hit the opponent a lot and not get hit back.


Power Descriptions:
Energy blasts can be orange(for fire,) green(for earth,) white(for air,) or light blue(for ice), though the element/color used is purely aesthetic. There is no visible "short-hand" for using his elemental manipulation abilities.


Gone Too Far: On the contrary to the example flaw, he's too cautious - anyone who's done evil in the past, he won't trust. And he will confront them for just about any slip-up.

Family Matters: As stated, he'd do anything to keep his sister safe - grab her, and he'll do anything to save her. You can use this to your advantage, and even make a deal to get loose without charges - or worse.

Curiosity Killed the Cat: He is incredibly curious in his pursuits, and will likely investigate anything out of the ordinary, whether civilian or superhero. You can use this to catch him off guard.

Strength: 10 (+0)
Dexterity: 12 (+1)
Constitution: +0 (0)
Intelligence: 20 (+5)
Wisdom: 14 (+2)
Charisma: 14 (+2)

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

Grapple: +4
Knockback: -11

Saving Throws: 8 (1PP / Fortitude) + 4 (1PP / Reflex) + 6 (1PP / Will) = 16PP
Toughness: +0 (+0 Con, +0 [Example: Protection, Defensive Roll]) / +12 (+12 Force Field)
Fortitude: +8 (+0 Con, +8)
Reflex: +5 (+1 Dex, +4)
Will: +0 (+2 Wis, +6



Bluff 6 (+8), Concentration 10 (+12), Craft (electronic) 5 (+10), Diplomacy 6 (+8), Gather Information 6 (+8), Knowledge (technology) 5 (+10), Notice 8 (+10), Sense Motive 8 (+10)


Feats: 20PP


Accurate Attack

All-Out Attack

Attack Focus(Ranged) 4

Defensive Attack

Dodge Focus 4

Improvised Tools


Luck 3

Move-by Action

Power Attack

Precise Shot

Uncanny Dodge (Auditory)


Equipment: Leaving this area here because I will be getting the trait later down the line, but not yet...

Powers: 30 + 10 + 12 + 0 + 0 = 62PP


All a result of genetic alterations.


Elemental Abilities 13 (Array, 30PP, Alternate Power 4; Main - Blast 12)

-> Air Control 12

-> Blast 12 (Variable Descriptor 2 - Any elemental)

-> Earth Control 12

-> Fire Control 12

-> Water Control 12


Flight 5 (10 PP)

Force Field 12(12 PP, +12 Toughness; Impervious)

DC Block

ATTACK              RANGE      SAVE                           EFFECT
Unarmed             Touch      DC 15 Toughness                Damage

Blast               Ranged     DC 27 Toughness                Damage


Totals: Abilities (20) + Combat (16) + Saving Throws (18) + Skills (14) + Feats (20) + Powers (62) - Drawbacks (0) = 150/150 Power Points

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Right, I've got a few things here. I'd like to preface it with that everyone has issues with their first sheet, I listed them to help you fix it, not make you feel bad, and it looks much longer than there are actually errors, because a lot of this is explaining how to fix those errors.



Thanks a lot to EternalPhoenix for helping me with the character build! I have no idea what the Trade-Offs required for this app are, but just tell me and I'll edit them in.

Equipment: Leaving this area here because I will be getting the trait later down the line, but not yet...


Firstly, can you remove any commentary like this from the build? This, and tags like 'probably wrong', etc don't really help, this sheet is meant to be an in-play reference for the character and their backstory. I edited your tags, so you'll just need to get rid of the commentary. Similarly, we don't give a damn if you will buy Equipment until you do buy it.


Description looks good, although I'd ask you change Ethnicity. American doesn't tell us if he's white, black, Asian, Native, etc. 


I'd expand on the history a bit, as it's a little short. We also don't like especially ambiguous backstory. Remember, just because the character doesn't know, and those threading with him don't know, doesn't mean that we, the Refs, shouldn't know. If you're really set on not revealing it, maybe include a reason why he, and only he, was affected, or if indeed it was only him? If he's close with his sister, maybe include some of his family life? Really, just my thoughts on it are it could stand to be a little longer, I'm not getting who this guy is or what he's about from it. Angrydurf also pointed out to me late 1993 is an auspicious time to be born in Freedom City. He'd be among some of the first kids to be born in the months followed the city's invasion by Omega and the Terminus.


For the sheet, I ask that you follow the formatting a little more stringently. The blue parts are meant to be removed, the black parts are meant to be kept in, albeit with edited values. So, say, it should be: 

Abilities: 0 + 2 + 0 + 10 + 4 + 4 = 20PP

Strength: 10 (+0)
Dexterity: 12 (+1)
Constitution: 10 (+0)
Intelligence: 20 (+5)
Wisdom: 14 (+2)
Charisma: 14 (+2)


Your maths is correct on Abilities, though.


Similarly, your pp maths for Combat is correct. However, you should omit the blue and include the base Attack value. Additionally, your knockback should include your unpowered value, and has an issue I'll get to in the Powers section. Thus it should be:

Combat: 8 + 8 = 16PP
Initiative: +1
Attack: +4 Base, +8 Ranged
Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed

Grapple: +4
Knockback: -11/-0


The same applies for Saving Throws. Maybe make Toughness look a little neater, like  Toughness: +12/+0 (+0 Con, +12 Force Field [Impervious Toughness 10])


Skills, please list them in a list format, not on one line. And additionally, it should be Skills: 56r = 14PP


Feats add up, but please bold and underline the heading, and as mentioned, you don't need Equipment if you don't have Equipment.


Powers, a few issues here. Firstly, review the template again for what they should be looking like. 

Can you list the speed for Flight so people don't need to reference. So. Flight 5 (250MPH) [10PP] (genetic)


Your Force Field doesn't add up. Firstly, per our House Rules, you can only have Impervious Toughness 10. This is fine on Force Field 12, you can buy it as a partial Extra, and only pay for it on the first 10 ranks of Force Field. The other problem is that Impervious Force Field costs twice that. Force Field 10 (Extras: Impervious 10) is 22pp, not 12pp. If you don't want to make too many radical changes to it, you can just scrap Impervious, and just have an above average Toughness save, which still works! Then your Knockback would be -6/-0. Or you could pay the extra, and it'd be -11/-0.


Your main power... basically, you don't need all 4 Elemental Controls. Fire Control is just Move Object (2pp/rank) with an Extra upgrading its range to Perception from Ranged for +1pp/rank, and including a Limited Flaw to 'only fire' for -1pp/rank. Which means... you could just buy Move Object and in fact should do so, as it's not really a Flaw. Your Move Object can move other things if you expend a free action to change which power in your array you're using. You don't necessarily need it to be Perception range, keeping it as its default 2pp/rank Ranged version can work just as well.


Variable Descriptor rank 1 would cover water/fire/air/earth, don't worry about buying rank 2.


And beyond those, your array formatting is a little bit off. It's a 26pp Array which costs 30pp (you don't include the cost of the Alternate Powers in the size of the array). Under my proposed changes, it'd be:


Elemental Abilities Array 12.5 (25pp array, Power Feats: Alternate Power 1) [26PP]

  • BP: Blast 12 (Power Feats: Variable Descriptor [4 elements]) [25PP] (elemental blast)
  • AP: Move Object 12 [24PP] (elemental control)
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