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The Channeler Power Level: 7 (105/105PP) Unspent Power Points: 0 Trade-Offs: +5 Attack, -5 Damage/+5 Defense, -5 Toughness In Brief: Elemental hero who is still discovering how his powers work. Can control all four elements, but progresses slower with them. 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, and has converted one room into a sort of base. That's about it. 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. Description: 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. History: 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 owned by a company named Terracorp, 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 further explanation needed? 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. His interrogation techniques are often similar to that of vigilantes, threatening pain or death upon someone, but he usually just knocks them out if needed, sets them down and moves on. In truth, he'll only kill if he absolutely has to. 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. Complications: Can't Go Back: 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 people 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. Abilities: 0 + 4 + 4 + 6 + 6 + 0 = 20PP Strength: 10 (+0) Dexterity: 14 (+2) Constitution: 14 (+2) Intelligence: 16 (+3) Wisdom: 16 (+3) Charisma: 10 (+0) Combat: 2 (2PP / Base Attack) + 6 (2PP / Base Defense) = 16PP Initiative: +0 Attack: +2 Melee, +2 Range Defense: +12 (+6 Base, +6 Dodge Focus), +12 Flat-Footed (Uncanny Dodging) Grapple: +0 Knockback: -0 Saving Throws: 2 (1PP / Fortitude) + 3 (1PP / Reflex) + 3 (1PP / Will) = 8PP Toughness: +2 (+2 Con, +0) Fortitude: +4 (+2 Con, +2) Reflex: +5 (+2 Dex, +3) Will: +6 (+3 Wis, +3) Skills: 52R = 10PP (1PP = 4 Skill ranks) Intimidate 12 (+12) - 12 ranks in Intimidate (3 PP) Investigate 8 (+8) - 8 ranks in Investigate (2 PP) Profession [Cooking] 8 (+8) - 8 ranks in Profession [Cooking] (2 PP) Craft [Mechanical] 8 (+8) - 8 ranks in Craft [Mechanical] (2 PP) Craft [Electronic] 4 (+4) - 4 ranks in Craft [Electronic] (1 PP) Feats: 21PP Uncanny Dodge 1 Invent 1 Taunt 1 Dodge Focus 6 Equipment: Leaving this area here because I will be getting the trait later down the line, but not yet... Powers: Powers: 23 + 0 + 0 + 0 + 0 = 23PPAll a result of genetic alterations.Elemental Control 11 (22PP Array, Feats: Alternate Power) [23PP]Base Power: Blast 10 (100-1'000ft; Feats: Accurate) [21 PP]Alternate Power: Telekinesis 10 (100-1000ft, Effective STR 50) [20 PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness Damage Blast Ranged DC 25 Toughness Damage Totals: Abilities (20) + Combat (16) + Saving Throws (8) + Skills (10) + Feats (21) + Powers (23) - Drawbacks (0) = 150/150 (or 105/105) Power Points
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