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Girder - Ari - PL10


Ari

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Posted (edited)

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

 

In Brief: Metalbending messiah.

Catchphrase:  "One must listen to know, know to understand, understand to judge. And judge I shall."

ThemeIt Seemed The Better Way - Leonard Cohen

 

Alternate Identity: Oluremilikun Ransome-Kuti / "Remi" 
Birthplace: Abeotuka, Nigeria

Residence: Freedom City, USA
Base of Operations: Claremont Academy
Occupation: Messianic trainee, political activist, superhero
Affiliations: Theosophic Western Order, 
Family: Amatuken Ransome-Kuti(mother), Eiyowuawi Ajayi(father(deceased)), thirteen elder sisters, Oloroo Ransome-Kuti(younger sister)

 

Description:
Age:  (DoB: 2002 (April 5th)
Apparent Age: Mid-teens
Gender: Masculine
Ethnicity: Yoruban
Height: 5'9"
Weight: 150lbs
Eyes: Brown
Hair: Black

 

Remi is a strong, sturdy young man whose crisp minimalism encompasses almost every aspect of his life, from his monochromatic clothes to a curt growl of a voice. He wears his hair long in an unruly mane of long curls that covers his shoulders and frames his solemn face. The only concessions to personal flavor are a platinum necklace and a steel armband around his left bicep stamped with a glyph recognizable as the Atlantean word for "student". The necklace bears the insignia of the Theosophic Society, interlocked religious symbols surrounded by an ouroboros engraved with the words "There Is No Religion Higher Than Truth". On-campus at Claremont Academy he always wears the school uniform, modified to resemble the original private school's uniform two-piece suit. If his skin is broken his true nature is revealed, as thick, smoking-hot black ichor seeps from the wound.

 

Girder wears bulky clothes in road-sign orange and yellow, with a featureless steel mask concealing his face, thick gloves with metal-tipped fingers and truly terrifying steel-toed boots. In costume, he never speaks if he can help it.

 

History:

 

Many throughout history have killed a dragon, but Amatuken Ransome-Kuti is the only living soul on Earth known as the Dragonslayer. The skulls of a thousand such decorate her fortress-like home in Nigeria, along with those of countless other, lesser creatures. Amatuken is master of a thousand spells, the elements tremble at a glance of her golden eyes, spirits bow before her and through force of will and spirit she commands many of Atlantis' deepest secrets. The recreation of Atlantis, which she sees as necessary to save "this Fallen world", has consumed her life since she learned of her family's ancient heritage there. Seizing on the fanciful myths of the island-nation's founding, its heroes having "dragon's blood", Amatuken made a very simple plan: she would capture infant dragons, replace their hearts with those of her children and vice versa, and this new generation would be born with the magical gifts necessary to save the world. In addition, the possession of a human heart would link these worms to her children as guides and protectors, ensuring their survival and direction in life. All would be born with the fire of a dragon's ambition, a thirst for power and glory, tempered by human cunning and restraint. As well, they would have the very literal power to create and control fire.

 

Ransacking dragon hoards and other monster lairs leaves you pretty well-off financially, and with the Ransome-Kuti estate in Abeokuta at her disposal she had a perfect place to start her new, better family. Thirteen daughters were born to her, all brimming with the fire alongside mighty dragons. Her fourteenth child, a son, lacked even a spark, and so did his companion drake. 

 

Oluremilikun never had much chance to forget this. Compared to even his younger sister, born years after him, he was weak and fragile. He couldn't summon fire or fly on his own. His studies into the mystical dimensions of the Earth and the higher realities were lackluster too, from an early age science and changing the physical world itself captured his dreams.

 

 

 

Personality & Motivation:
 

 

 

Powers & Tactics:
 

Girder 

 

 

Power Descriptions:
 

 

Complications:
Name: Description

 

Abilities: 6 + 4 + 4 + 4 + 8 + 6 = 32 PP

Strength 16 (+3)

Dexterity 14 (+2)

Constitution 14 (+2)

Intelligence 14 (+2)

Wisdom 18 (+4)

Charisma 16 (+3)

 

Combat: 8 + 8 = 16 PP

Attack: +4 (+10 Metallurgy)

Defense: +10 (+4 Base, + 6 Dodge Focus), +2 Flat-Footed

Initiative: +2

Grapple: +13/+9

Knockback: -10/-5/-1

 

Saving Throws: 6 + 6 + 5 = 17 PP

Toughness: +10/+2 (+2 CON, +8/+0 Defensive Roll)

Fortitude: +8 (+2 CON, +6)

Reflex: +8 (+2 DEX, +6)

Will: +9 (+4 WIS, +5)

 

Skills:  104r = 26 PP

Acrobatics 8 (+10) Skill Mastery

Computers 8 (+10)

Craft (mechanical) 8 (+10) Skill Mastery

Craft (structural) 8 (+10) Skill Mastery

Disable Device 13 (+15) Skill Mastery

Intimidate 12(+15) Skill Mastery

Knowledge(arcane Lore) 6 (+8) 

Knowledge (physical sciences) 8 (+10)

Knowledge (technology) 8 (+10) Skill Mastery

Knowledge(theology & philosophy) 5 (+7)

Language 8 (Yoruban(Native), Atlantean, Arabic, English, French, Hausa, Igbo, Lemurian, Mandarin) 

Notice 6 (+10) Skill Mastery

Sense Motive 6 (+10) Skill Mastery

 

Feats: 21 PP

Acrobatic Bluff

Artificer

Challenge (Fast Startle)

Defensive Roll 4

Dodge Focus 6

Improvised Tools

Inventor

Quick Change

Ritualist

Sidekick 30 (

Skill Mastery 2 (Acrobatics Craft [Mechanical], Craft [Structural], Disable Device, Intimidate, Technology, Notice, Sense Motive)

Startle

Uncanny Dodge (tactile)

 

Powers: 2 + 5 + 30 + 8 = 45 PP

All powers have the Magic , Metal and Training descriptors

 

Comprehend 2(Languages, understand all, read all, speak one at a time; Flaws: Unreliable(DC12 Intelligence check); Drawbacks: Earth languages only)[2PP]

 

Immunity 10(All effects with the Metal descriptor; Flaws: Duration(Sustained))[5PP]

 

Metallurgy (21 PP Array (Power Feats: Accurate 3, Alternate Power 6) [30 PP]

 

  • Base: Ironhide 6 (30PP Container; Action(Free Action); Duration(Sustained); Flaws: Medium(metal); Feats: Reversible)[21PP][ 

           Damage 7(Extras: Penetrating 3[DMG10]; Feats: Extended 4 [20ft], Improved Critical 2 [18-20])[16PP]

           Flight 4 (100MPH, Extras: Affects Others; Flaws: Limited(towards surfaces only), Medium(metal; Feats: Move-By-Action)[5PP]

           Impervious Toughness 10(Flaws: Ablative) [5PP]

           Super-Movement 4 (Permeate 2, Swinging, Wall-Crawling 1; Flaws: Limited(metal))[ 4PP]

 

  • AP: Blast 10 (Extras: Penetrating 6[DMG16]; Flaws: Medium(metal); Power Feats: Improved Critical(19-20), Indirect 3, Variable Descriptor 1(Bludgeoning/Piercing/Slashing) [21PP]
  • APTransform 10 (1000 pounds, any metal into any metal; Extras: Duration [Continuous], Flaws: Check Required (DC20 Physical Sciences), Range [Touch] Reshape Only; Power Feats: Precise) [21 PP] 
  • AP: Move Object 10 (Extras: Range(Perception); Flaws: Medium(metal); Feats: Precise)[21PP] 
  • AP: Snare 10 (Extras: Area (Targeted Shapeable); Flaws: Medium(metal); Power Feats: Obscures Sense(Visual))[21PP]
  • AP: Transform 5 (25 pounds, unrefined substance into metal; Extras: Area(burst), Duration(Continuous); Flaws: Action(Full-Round), Limited(solids only), Range(Touch); Feats: 
  • AP Trip 10 (Extras: Area(Targeted Shapeable), Linked(Damage); Flaws: Medium(metal); Feats: Improved Trip)[11PP] + Damage 10 (Extras: Area(Targeted Shapeable), Linked(Trip), Range(ranged); Flaws: Additional Save(Reflex, DC20), Medium(metal))[10PP]  

 

 

Super-Senses 8 ((Tactile) Accurate, Analytical, Extended 3 [1000 feet], Radius, Ranged) [8 PP]

 

Drawbacks -3 - 4 = -7

Vulnerability(Air Damage/ Effects, Frequency: Common(-2); Intensity: Moderate(x1.5 DC; -1))[-3]

Vulnerability(Electricity Damage/Effects, Frequency: Common(-2); Intensity: Major(x2 DC; -2))[-4] 

 

 

 

Abilities (32) + Combat (16) + Saving Throws (17) + Skills (26) + Feats (21) + Powers (45) - Disadvantages (-7) = 150/150 PP

Edited by Ari
Posted

So just build the transform effect you want not shape matter.  (BOO Green chapter a wizard should know better.)

 

Not clear what the corrosion (again with the green chapter :argh:)  is supposed to represent but if it is sundering metal armors that is more limited and doable with the transform.  Similarly the dazzle isn't clear what that is representing so no real comment there.

 

Overall I'd recommend medium metal on more of those unless he's able to conjure raw chains/plates/etc.  

 

Could build for PL 8 or ten without metal as a light powerhouse and go up to 10-12 with metal to really go to town.  Toss reversable on his core transform and you cna probably get away with putting it all back as it was after a fight too.

Posted

Thanks durf! Those are all great ideas. Will work on it when I have the chance.

 

@angrydurf But one thing: would the Medium Flaw be readily accepted on such a broad range of powers?

Posted

Personally it's my preferred build out for "X-controller" power sets.  Generally better than limited IMHO and pretty well represents the "can only work with whats there" kinda powers.

 

Now for Human torch types that control and generate to so much.  But like a swamp thing plant controller?  or hydro kinetic?  Tends to make sense to me at least.

 

It is pretty limiting in some environs dependent on the medium.

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