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Hyperactive (PL 10) - Ty Hamilton

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Hyperactive
Power Level: 10/12 (169/183PP)
Unspent Power Points: 14 

Trade-Offs: -5 Toughness / +5 Defense

 

In BriefA Speedster who has moved to Freedom City to make his own life and name for himself. He gains his powers from being able to manipulate and absorb kinetic energy.

Catchphrase“I’ll give you a headstart”

 

Alternate IdentityTyson Masters (Secret)
Birthplace: Chicago, IL

ResidenceApartment in Freedom City

Occupation: Hero / college student
Affiliations
Family, Waco Warriors

FamilyParents: The Sunset Speedster (aka Jennifer Masters, Mother) and Mr. October (Fredrick Masters, father), Kas Masters, Younger Sister (Claremont student). 
Wife? Emily Masters

 

Description:
Age
20 (DoB: Year [1997January 20])
Apparent Age: 20
Gender: Male
Ethnicity: Mix: Black and Hawaiian 

 

Height: 5’10”
Weight: 145 lbs
Eyes: Brown/Green glow while using powers
Hair: Short and black.

 

Tyson typically wears a long black duster coat and a short brimmed fedora hat over a t-shirt, jeans and Cowboy boots. He has dark brown skin and brown eyes. He is rail thin and lean. 
 

His costume is an all black suit with a green stripe down his front and back. The letter H is in Silver on the stripe on the front. His helmet is all silver with a green face shield that can either cover his whole face, or just the top. The helmet has a black stripe that extends from the forehead down the back. It all locks into one seamless piece.

 

 

History:
Tyson always knew he would be a hero. The Chicago heroes Mr. October and the Sunset Speedster are his parents after all. His Grandfathers had been heroes too, in fact it was expected that Tyson would take up the mantle of his Grandfather: the Summer Son. He grew up training, with the knowledge that one day he would be the next one in a long line of heroes. 

 

Tyson longed for the day that he would wear the costume of the Summer Son. He had watched and studied all the video and data. He had trained for hours and hours with his mother. He was ready to step in and take up the mantle that his grandfather had left behind. 

 

That is until he realized he couldn't live up to that. The original Summer Son lobbed fire balls, shielded himself with flame, and could fly. The new Summer Son couldn't, and the papers slammed him for it. No matter how hard he tried, Tyson couldn't quite measure up. Of course he couldn't quite escape the limelight of his parents either. The papers noted that even if Tyson was faster than his mother, he certainly was more spacey. They named him the Hyperactive Hero. 

 

His time as a Chicago hero saw him facing down old enemies of the family. Tyson began to chafe at the reputation he gained as being a sidekick to his parents. He also grew secretly aggravated that the only villains who would challenge him were those who had issues with the original Sumer Son. 

 

Things began to change when Tyson first fought the Gingerbread Man. A mobster with superhuman speed, who forced Tyson to choose between saving innocents and stopping the villain. Choosing the innocents, Tyson was both aggravated by his failure and satisfied that someone had decided to take him on directly. Unfortunately this was Tyson’s only relief from the relentless hammering of a media who felt that he was an insufficient replacement.

 

Yearning for a fresh start Tyson decided to transfer universities and move to Freedom City. He hung up the mantle of Sumner Son and made a new identity. He filed his paperwork and became a new hero: Hyperactive. 

 

 

Personality & Motivation:
Tyson moves from one topic to the next with speed. His brain moving too quickly even for him to track sometimes. As such his intelligence often goes unnoticed.
Hyperactive grew up training to be a hero, and protects people since it is right. In addition, he doesn't have an option to not from time to time run. He might as well do some good at the same time. 
He also wants a little bit of fame and recognition as a good and capable hero. 

 

 

Powers & Tactics:
Speed. His ability to move faster than most people can follow keeps him alive. While not that tough, he prefers hit and runs. He also can use his ability to manipulate kinetic energy to steal it from people and objects. With a touch he can use his powers to steal or convert a person's kinetic energy, freezing them in place. 

 

 

Power Descriptions:
As Hyperactive speeds up he tends to leave a green glow around him as he manipulates kinetic energy. This, of course, only applies to those who can see him moving near his top speeds.

 

 

Complications:
Showboat: Hyperactive won't ever take down the bad guys without first making it a show for his audience. If there's no audience, then he's far more likely to go in stealthily.

 

Out of the Shadows: While he does save people because it's the right thing to do, he prefers and craves recognition. If a bad guy makes the case that it'll make him look more impressive he might give them a head start running away. 

 

Legacy: He's still Summer Son II to some people, sometimes that's fans of his grandfather, sometimes that's the people he put away, and sometimes it's the legacy villains of those villains.

 

Relationships: He loves his family and will back them up if he's needed. Then there's Emily. Emily claims that she was his wife on another Earth. Her Earth was destroyed by Omega, and she is one of the few survivors making her story frustratingly difficult to fact check. She was never born on this world, because her parents never met. The only parent she does have on this world happens to be her father, his Archnemesis Gingerbread Man. While he may not entirely trust her story, he is attempting a relationship with her. 

 

Can't Stop Moving: Hyperactive is constantly absorbing kinetic energy and using it to power himself. If he can't use his powers he is still locking down energy. This begins to manifest as black smoke being coughed up, this is followed by nausea, then exhaustion, then blacking out. If he reaches an upper energy limit he can explode with the force of a nuclear weapon. 

 

Nullifying him doesn't dissipate the energy absorbed, but it will stop him from taking in more. Exposure to extreme cold can sap his energy (reflected in his weaknesses.) and can bring him to safe levels. 

 

Duty Calls: as head of the Warriors reserve he's expected to put Waco on his priorities. Even if that means letting a bad guy get away. 

 

I'm Not Me: Hyperactive is one of the few truly good and heroic versions of himself across the multiverse. (There are plenty of good versions and even plenty of heroic ones, but few are both.) He is often deeply shaken by the idea he could be like those other versions. Also any number of his doppelgängers could come to Prime hiding from Authorities. A case of mistaken identity is always possible. 

 

Shadow Zone: the Shadow Zone as Hyperactive has dubbed it, is a place beyond the speed of light, a place (but not the only one) where a speedster can wind up after moving faster than light. Anything that is in the Shadow zone gets stuck there, as the object's speed is maintained by the background vibrations and energy of the Shadow Zone. The Zone is a place where time and distance are in flux, usually this means that someone can enter the Shadow Zone and exit in drastically different locations. Perhaps someone can enter and leave in drastically different times or places. 

 

Besides super speed, exposure to Dark Energy can in some cases send one to the Shadow Zone.  Archetech has means of getting people to and from the zone. The Zone also borders on the Terminus and by extension the rest of the multiverse. Whenever Hyperactive moves through the multiverse he has to pass into the Shadow Zone even if just for a moment. 

 

The Attometer: Hyperactive built a hideout in the Shadow Zone, potentially someone could get stuck in the zone and discover it. 

 

Weakness: Power Loss when exposed to vibrations of 14.247 gigahertz. 


Abilities: 4 + 8 + 4 + 4 + 2 + 2 = 24 PP
Strength: 14 (+2)
Dexterity: 18 (+4)
Constitution: 14 (+2)
Intelligence: 14 (+2)
Wisdom: 12 (+1)
Charisma: 12 (+1)


Combat: 16 + 30 = 46 PP

Initiative: +12
Attack: +8 Base
Defense: +15 (+8 Base, +7 Dodge Bonus), +8 Flat-Footed

Grapple: +10
Knockback: -1/-2


Saving Throws:  3 + 10 + 4 =17 PP
Toughness: +5 (+2 Con, +1 protection, +2[
Defensive Roll])
Fortitude: +5 (+2 Con, +3)
Reflex: +14 (+4 Dex, +10 [Speed])
Will: +5 (+1 Wis, +4)


Skills: 56R = 14PP 

Acrobatics 4 (+8, skill mastery)
Diplomacy 13 (+14, skill mastery)
Disable Device 10 (+12)

Gather Information 8 (+9, skill mastery) 

Intimidate 7 (+8, skill mastery)
Notice 7 (+8)
Search 7 (+9)

 


Feats: 16PP

Acrobatic Bluff

Connected
Defensive Roll

Eidetic memory

Equipment 3
Evasion II
Fast overrun

Improved initiative II
Instant up
Move-by Action 

Skill mastery (diplomacy, gather information, intimidate, acrobatics) 

Well Connected

 

Equipment: 3PP = 15EP 

 

 The Attometer [15 EP]

Size: Large [2 EP]

Toughness: +20 [3 EP]

Features: [10 PP]

Communications, Computer, Gym, Infirmary, Isolated, Laboratory, Living Space, Power: Dimensional Travel [occupants only, any dimension], Power System, Security System (DC 20)

 

 

Powers: 1 + 10 + 10 + 3 + 31 = 55

 

Protection 1 (Shock Absorption) [1PP] (Kinetic)

 

Quickness 10 (X2,500) [10PP] (Kinetic)PF

 

Speed 10 (10,000 MPH) [10PP] (Kinetic)

 

Super Movement 3 (Wall-Crawling 2; Flaws: Only While Moving, Water Walking; Flaws; Only While Moving) [3PP] (Kinetic)

 

Kinetic Control Array 12 (24 PP Array; Feats: Alternate Power 7, Drawbacks: Power Loss [14.247 gigahertz vibrations]) [31 PP] (Kinetic) 

  • Base PowerDamage 10 (Feats: Accurate 1) {11/26}
  • Alternate Power: Damage 10 (Speeding Around Beating Down, Extras; area: Shapeable, Selective, Flaws; Action: full round, PFs; progression, accurate) {22/24}
  • Alternate PowerIllusion 4 (Displacement Images; Auditory and Visual; Extras: Action 2 [Free], Duration [Sustained], Flaw: Only While Moving) + Concealment 4 (All Visual Senses; Flaws: Limited [Only While Moving]) {20 + 4 = 24/24}
  • Alternate PowerInsubstantial 4 (Phasing; Extras: Affect Others) {24/24}
  • Alternate Power: Move Object 12 (Air Control; Extras: Range [Perception], Flaws: Limited [Air]) {24/24}
  • Alternate Power: Move Object 12 (Kinetic Drain; Extras: Duration [Continuous], Flaws: Limited [Stopping Moving Objects]) {24/24}
  • Alternate PowerParalyze 7 (Kinetic Drain, Extras: Affects Objects, Alternate Save [Fortitude, +0], Feats: Accurate) {22/24}
  • Alternate PowerSpeed 11 and Quickness 7 and Super Movement 3 (Dimensional Movement [Via Shadow Zone], Extras: Affect Others, Flaws: Limited [Moving at Lightspeed]) {24/24}

 

 

Drawbacks: (-2) + (-1) = -3PP

 

Vulnerability (Cold; Frequency: Common; Intensity: Moderate) [-3PP]
 


DC Block

 

ATTACK              RANGE      SAVE                           EFFECT
Unarmed             Touch      DC 17 Toughness                Damage

Damage              Touch      DC 25 Toughness                Damage

Paralyze            Touch      DC 17 Fortitude                Slowed
 

 

Totals: Abilities (24) + Combat (46) + Saving Throws (17) + Skills (14) + Feats (16) + Powers (55) - Drawbacks (3) = 169/183 Power Points

Edited by Fox
+1pp for March/April 2018

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Okay, a couple of things. It looks like the formatting got cut out here. Can you go through and move things around so it looks like the template sheets? 

 

http://www.freedomplaybypost.com/start/sample-characters/sample-character-2-martial-artist-r16/

 

In terms of bolding, italics, and spaces. 

 

Also put in some paragraphs and line spacing so we can read that backstory. :D

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12 hours ago, Avenger Assembled said:

Okay, full comments coming tomorrow. Thanks for your help so far! 

I'm so grateful for all the help I've gotten making this character work. 

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Sorry for the delay! 

 

Combat block needs to be fixed - grapple, knockback, ranged attack, etc. 

 

Can you fix the array so it looks like the ones on our sample sheet? 

 

Looking good outside of that.

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Ok I think I've fixed it, and I edited the "power loss". I realized exposure to those temperatures would kill anyone, and with his vulnerability to cold, he'd never actually make it to those numbers. I made it exposure to a specific hypersonic frequency instead. 

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Oh, shoot - I missed one thing. Defensive Roll actually gives +2 Toughness via our House Rules.

 

Go ahead and fix that - in the meantime, here is your first approval. 

 

APPROVED

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Defense: +15 (+8 Base, +7 Dodge Focus), +8 Flat-Footed  

is actually

Defense: +15 (+8 Base, +7 Dodge Bonus), +8 Flat-Footed  

 

Alright you can't buy TOU directly.  Well I suppose you could, buy 1 rank of the protection power, but can't buy it from the saves section.  That said

Will: +5 (+2 Wis, +3)
is actually

Will: +4 (+1 Wis, +3)
 if you wanted it to equal +5 your saves total would still indeed equal 17.  Otherwise you've only spent 16 into saves as you can't buy TOU from there as mentioned.

 

 

Alright, so the Profession skill.  Now, normally I'd say that despite the fact that it doesn't get much use unless you ask the GM if you can use it in lieu of a different skill it's up to you to take it.  But, in this case there's seemingly no reason for him to take it.  He's still a student, and he doesn't have an actual profession listed there.  If you want to add/change some fluff that's another matter, but that's 1pp that could be spent elsewhere.  For example, buying 1 rank of protection and 1 rank of Will Save to have the exotic save totals you wanted.

 

In the following three powers:

Speed 10 (10,000 MPH; Flaws: Power Loss when exposed to vibrations of 14.247 gigahertz) [10PP] (Kinetic)

Quickness 10 (X2,500; Flaws: Power Loss when exposed to vibrations of 14.247 gigahertz) [10PP] (Kinetic)

Super Movement 3 (wall running 2; Flaws: Only while Running, Flaws: Power Loss when exposed to vibrations of 14.247 gigahertz, Water running; Flaws; only while running,Flaws: Power Loss when exposed to vibrations of 14.247 gigahertz) [3PP] (Kinetic)

 

Power Loss is really just a drawback.  Much like how you made it one in the array.  That said, you didn't seem to factor in the cost of power loss into the powers.  So what I would suggest is just making the Power Loss drawback a Complication instead.  Or go back through and reduce the cost for each effect by 1pp. 

 

Moving on to,

·        Base Power: Strike 10 (Feats: accurate 4 (+8 to hit)) {14/26 though actually 14/24}

So Technically he can only have 1 rank of Accurate to not break caps.  So it really becomes

Damage 10 ( Feat: Accurate 1 [11/24]  

Still if I were you, I would consider adding the Autofire Extra.  For 21/24 PP you can have it simulate throwing a flurry of superfast punches.  Plus you have the points, so might as well.

 

·        Alternate PowerIllusion 3 (Displacement images; sight and sound, Extras: Action +1 (these maintain as a free action, Flaw: Only while moving) and Concealment 4(Flaws: only while moving)) {13/24}

So maintaining an Illusion as a Free Action would require the Duration Extra rather than Action Extra.  Moving it to a Sustained Duration.  Of course if you want to limit it to while you're moving you have to be able to use it while moving.  since it's a low rank of illusion you can bump up the Action to a Free Action as well   I assume the Concealment is from all visual senses?  And for no reason let's raise it another rank, The effect would look something like:

 Alternate PowerIllusion 4 (Displacement images; sight and sound, Extras: Action 2[Free], Duration [Sustained] Flaw: Only while moving) + Concealment 4( All Visual Senses; Flaws: only while moving)) {24/24}

  

·        Alternate PowerDeflect 7 (Kinetic Reflection; All Ranged, Extras: Reflect projectiles) {24/24}

SActually costs 28PP.  Deflect 6 (All Ranged) with the Reflection Extra costs 24pp though I wouldn't recommend getting either.  Too low of rank to have notable reason to switch to that Array slot when he has so much def.

 

Oh almost forgot, Knockback is half TOU rounded down.  So assuming you do buy Protection it would be.  -1/-2

 

 

 

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