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Kavonde - Volcano - PL10 Hero


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Posted

[floatr]Volcano.png[/floatr]

Player Name: Kavonde

Character Name: Volcano

Power Level: 10 (150/150 pp)

Trade-Offs: -2 Attack, +2 Damage; -5 Defense, +5 Toughness

Unspent PP: 0

Gold Status: 0/30

In Brief: Normal guy from Southside undergoes spontaneous human semi-combustion and turns into a walking magma man.

Alternate Identities: None

Identity: Michael Cindra

Birthplace: Southside, Freedom City

Occupation: Unemployed, former bartender/DJ.

Affiliations: None yet

Family: Lisa Cindra (mother), Victor Cindra (estranged father), Robby Cindra (brother), Alissa Cindra (sister-in-law)

Age: 27 (DoB: February 4th, 1984)

Gender: Male

Ethnicity: Caucasian

Height: 5'11"

Weight: 478 lbs.

Eyes: Glowing orange (formerly green)

Hair: Glowing orange (formerly red)

Description:

Handsome, with an athletic runner's build, shaggy red hair, and a small soulpatch. Resembles a young Michael J. Fox. Made of shiny obsidian that is searingly hot to the touch, with small cracks occasionally forming until they're sealed by the magma beneath.

Volcano's superhero uniform was designed to look very tribal, with an ornate (and heat-resistant) chestplate and bracers, and tights and boots made of a heat-conducting material that redirects the heat radiating from his body up and out through his torso and arms. His street clothes, insomuch as he has any, are a few pairs of black pants with a high melting point, the same thick boots as his hero outfit, and a dark gray fireproof hoodie.

Volcano often has to make use of public transportation to get around town, particularly subways. When he's going to be dealing with crowded areas, he wears a massive, bulky, gray containment suit that completely obscures his features save for a thick plasteel face panel. The suit insulates his heat and protects those around him, though it is still noticeably warm to the touch.

Power Descriptions:

Mike's transformation turned him into a living volcano, with magma for blood and obsidian for skin. He is extremely hot to the touch and unable to interact with most people and objects. When wounded, his magma blood solidifies outside his body, a crude form of regeneration. Mike's obsidian body grants him incredible strength and toughness, and combined with the searing heat of his skin, his firsts are absolutely devastating. He has learned to focus the heat of his body into conical blasts from his palms, which also allow him to propel himself into the air like jump-jets or launch himself like a rocket (though the latter is extremely tiring and tends to cause a remarkable amount of collateral damage). He can also focus his body heat into his mouth and throat (allowing him to eat and digest rocks for sustenance and other inorganic material for the sheer intimidation factor) or through the pores of his obsidian body, giving him a terrifying, demonic appearance that tends to send lesser crooks running.

Power Source:

Neither Mike nor the scientists are the Albright Institute are 100% sure what caused his sudden transformation, but the change itself is a complicated genetic mutation. This makes Mike vulnerable to powers and gadgets affecting mutants.

History:

Mike grew up in a rough part of Southside, rolling with a gang of juvenile delinquents and getting intro trouble constantly. He discovered he had a rare talent for baseball and, with his brother Robby's encouragement, used it to win a scholarship to Freedom City University. Unfortunately, a severe leg injury during his Sophomore year sidelined him and cost him the scholarship. He took jobs wherever he could to pay for the rest of his education, graduated in 2005 with a major in Communications, and eventually found himself tending bar at a Southside club and occasionally manning the turntables.

In February of 2010, a week after his 26th birthday, he began manifesting his powers. The first sign was a massive fever that continued to soar upwards. His skin began to harden and blacken to rock-like consistency. His eyes started to glow with his internal heat. When he sneezed and spewed molten lava all over his living room, Mike decided he needed help.

He contacted a childhood friend now working as a junior researcher at the Albright Institute, Zack Tan. Zack brought him in for examination, and soon the entire Institute was in an uproar trying to figure out what was happening. Mike hadn't come into contact with cosmic rays; he hadn't been bitten by any mutated or radioactive animals; he wasn't related to anyone with superpowers. And yet, suddenly, somehow, he'd turned into a metahuman.

No real answer could be found. After a few months of tests and studies, the Albright Institute decided they couldn't figure out why the transformation had happened, or what they could do to reverse it. They gave Mike some custom-made fireproof clothing and a regular stipend for him to come in once a month or so for more tests, and sent him back to Southside.

Mike hit a slump. He couldn't hold a job anymore. His girlfriend, Diana, had left him after the change. He couldn't touch anything without burning or melting it. He couldn't even eat food anymore; instead, he'd head to the local hardware store and buy a big bag of rocks.

Finally, thanks to a run-in with an old friend he'd helped out as a kid, he decided to put his new abilities to some use. He got himself a costume, learned a few offensive uses for his powers, and decided to start helping Southside -- and Freedom City as a whole -- become a better place.

But the minute someone finds a cure...he's out.

Personality & Motivation:

Mikey's a Southside street kid through and through. He's direct and to the point, enjoys being a smartass, and isn't afraid to start a fight. He's also steadfastly loyal to his friends and family, and willing to put it all on the line to help someone in need. He is, however, intensely lonely; he's no longer a part of the world in any real sense, thanks to his powers. It eats away at him constantly, but he tries to distract himself from thinking about it by helping people whenever and wherever he can.

Powers & Tactics:

Mike's a brawler at heart; he grew up on the street, and he knows how to rumble. However, he prefers not to engage non-superpowered enemies in melee, since he doesn't have any control over his body temperature and physical contact could leave serious scarring. Instead, when dealing with petty crooks and the like, he relies on his heat blasts, improvised weapons, and clever applications of his immense strength. When all else fails, he activates Boost and uses his Fearsome Presence to send the bad guys packing.


Complications:

The Building Was On Fire And It Wasn't My Fault: Volcano has no control over his body temperature; his obsidian skin can be used to fry eggs. He wears thick, heat absorbant tights and boots to prevent burning buildings down just by walking across them, but unfortunately, this material restricts movement and keeps him from just wearing a full-body suit. He has to be very, very careful at all times to keep his exposed skin from causing property damage.

On The Albright Payroll: Since he can't hold down a job anymore, the Albright Institute kindly pays for Mike's expenses and equipment. However, this obligates Mike to check in regularly for tests and experiments, and also means he's on-call in case of an emergency.

Like the Midas Touch, But With Burning and Melting: Mike can't have a beer with his friends. He can't hug his young nephews. He can't hold a woman close. He tries not to let himself think about this too much, but it eats away at him constantly. Deep down, he worries that it's just a matter of time til he goes nuts...

I'd Take a Nuke For My Brother: Mike is extremely protective of his brother and his family. Since his identity is no secret, he's done what he can to make sure Robby's protected, but he knows it's just a matter of time until some enterprising villain takes a swing at them.

T Minus Five: When Volcano uses his Flight power, he tends to cause significant property damage to everything he passes, and can utterly obliterate anything around his launch site. He's very, very hesitant to use it except in dire circumstances.

The Two Senses: Volcano's transformation dulled (though didn't eliminate) his senses of touch, taste, and smell. He has difficulty manipulating small objects (even ones that don't melt on contact), and can't detect any but the strongest smells and tastes.

Containment Suit: To get around town in subways or cars without endangering others, Volcano wears a thick containment suit. While in the suit, he can't use his Searing Aura or Heat Blast array of powers and his movement is clumsy and limited. He can remove the suit safely with two standard actions. Alternatively, he can remove the suit permanently by activating his Enhance Skill (Intimidate) power, which focuses heat through his pores and causes the suit to melt away. The Albright Institute frowns upon this method, however.

Abilities: 6 + 4 + 6 + 4 + 0 + 2 = 22PP

Strength: 32/16 (+11/+3)

Dexterity: 14 (+2)

Constitution: 26/16 (+8/+3)

Intelligence: 14 (+2)

Wisdom: 10 (+0)

Charisma: 12 (+1)

Combat: 12 + 10 = 22PP

Initiative: +2

Attack: +6 (+8 [unarmed Attack])

Grapple: +23/+10

Defense: +5 (+5 base), +3 flat-footed

Knockback: -11

Saving Throws: 2 + 3 + 4 = 9PP

Toughness: +15/+3) (+8 Con, +7 [Protection]; [impervious 4])

Fortitude: +10 (+8 Con, +2)

Reflex: +5 (+2 Dex, +3)

Will: +4 (+0 Wis, +4)

Skills: 36R = 9PP

Bluff 5 (+6)

Intimidate 8 (+9, +16 Enhanced Skill)

Knowledge (Streetwise) 3 (+5)

Notice 5 (+5)

Perform (DJ) 6 (+6)

Sense Motive 6 (+6)

Stealth 3 (+5)

Feats: 4PP

All Out Attack

Improved Overrun

Takedown Attack 2

Powers: 84PP

Density 3: (+6 Strength; Weight x2; Adds: Immovable 1, Protection 1, Super-Strength 1; Flaw: Permanent) (9pp)

Enhanced Constitution 10 (10pp)

Enhanced Feats: ([Attack Specialization [unarmed Attack] 1, Fearsome Presence 2) (3pp)

Enhanced Strength 10 (10pp)

Strike 10 (Heat Blast): (Cone Area: 100 ft.; Feats: Alternate Powers 4) (24 pp)

  • Alternate Power: Enhanced Skill 2: (Intimidate 7; Power Feats: Fearsome Presence 10)(12pp)

    Alternate Power: Flight 6 (500 mph; 5000 ft./rnd; Flaw: Tiring)

    Alternate Power: Leaping 4 (Jump Distance x25)

    Alternate Power: Matter-Eating 10 (15pp)

Impervious Toughness 4 (4pp)

Protection 6: (Drawback: Noticeable) (5pp)

Regeneration 4 (Recovery Rates: Bruised (1/round), Staggered (1/20 min), Injured (1/20 min), Disabled (1/5 hours)] (4 pp)

Strike 1 (Searing Aura): (Extra: Duration 3 (Continuous), Aura (Touch)) (5pp)

Super-Strength 4: (Effective Lifting Strength 57; Light Load: 11.1 tons; Medium Load:22.2 tons; Heavy Load: 33.3 tons; Max Load: 66.6 tons; Push/Drag: 166.4 tons; Feats: Groundstrike, Thunderclap) 10pp

DC Block:

    ATTACK            RANGE         SAVE                        EFFECT

    Unarmed           Touch         DC26 Toughness (Staged)     Physical Damage

    Searing Aura      Touch         DC16 Toughness (Staged)     Heat Damage

    Unarmed + Aura    Touch         DC27 Toughness (Staged)     Phys/Heat Dmg

    Heat Blast        100' Cone     DC25 Reflex                 Heat Damage

    Groundstrike      110' Burst    DC21 Reflex (to halve Trip) Trip

    Thunderclap       55' Burst     DC21 Reflex                 Dazzle

    Fearsome Presence 15' Burst     DC13 Will                   Shaken/Flee

     + Enhance 10     60' Burst     DC22 Will                   Shaken/Flee

Abilities (22pp) + Combat (22pp) + Saving Throws (9pp) + Skills (9pp) + Feats (4pp) + Powers (84pp) - Drawbacks (0pp) = 150 Power Points

Posted

I know, I know, I said I was shelfing him. Inspiration struck! :D

The big thing I'm predicting will be noted is his massive Toughness/Defense tradeoff. It does seem a little extreme, and I can trade some points from Protection to a permanent Shield sort of thing if that seems like it's going to be game-breaking (or just really stupid).

Posted

Please write your Enhanced Abilities the way they're written on other sheets; i.e. Enhanced STR 10 [10 pp], etc. You don't need to give skills you have 0 ranks in. Please add your lifting Strength (Heavy Load, etc) under your Super-Strength as appears on other sheets. You are buying 5 additional ranks of Aura with your AP, please write it correctly on your sheet. Note that this will cause you to be over your caps in melee, so you will need to adjust accordingly.

Posted

Changes made.

I ended up having to ditch the Enhance Aura (I was working under the assumption that if my damage went past the cap of 27, the excess would be discarded; I didn't realize it was a flat-out violation to be able to go past that cap at all). Instead I went with Enhance Skill (Intimidate) with a bunch of ranks of Fearsome Presence, since I was mostly going to use the Enhance Aura for terrifying mooks anyway.

I also decided (with input from Limos) to scrap the whole Alternate Form array and make the powers individual. By adding Noticeable to Protection, the points come out the same and I get the same flavor effect, and it'll be easier to upgrade powers as I go.

Anything else need fixing?

Posted

Abilities: 6 + 4 + 6 + 4 + 0 + 2 = 22PP

Strength: 32/16 (+11/+3)

Dexterity: 14 (+2)

Constitution: 26/16 (+8/+3)

Intelligence: 14 (+2)

Wisdom: 10 (+0)

Charisma: 12 (+1)

Adds up.

Combat: 12 + 10 = 22PP

Initiative: +2

Attack: +6 (+8 [unarmed Attack])

Grapple: +23/+10

Defense: +5 (+5 base), +3 flat-footed

Knockback: -11

Adds up.

Saving Throws: 2 + 3 + 4 = 9PP

Toughness: +15/+3) (+8 Con, +7 [Protection]; [impervious 4])

Fortitude: +10 (+8 Con, +2)

Reflex: +5 (+2 Dex, +3)

Will: +4 (+0 Wis, +4)

Adds up.

Skills: 36R = 9PP

Bluff 5 (+6)

Intimidate 8 (+9, +16 Enhanced Skill)

Knowledge (Streetwise) 3 (+5)

Notice 6 (+6)

Perform (DJ) 6 (+6)

Sense Motive 6 (+6)

Stealth 3 (+5)

Swim -

This is actually 37 skill ranks, not 36, so you need to drop one.

Feats: 4PP

All Out Attack

Improved Overrun

Takedown Attack 2

Adds up.

Powers: 84PP

Density 3: (+6 Strength; Weight x2; Adds: Immovable 1, Protection 1, Super-Strength 1; Flaw: Permanent) (9pp)

Enhanced Constitution 10 (10pp)

Enhanced Feats: ([Attack Specialization [unarmed Attack] 1, Fearsome Presence 2) (3pp)

Enhanced Strength 10 (10pp)

Strike 10 (Heat Blast): (Cone Area: 100 ft.; Feats: Alternate Powers 4) (24 pp)

  • Alternate Power: Enhanced Skill 2: (Intimidate 7; Power Feats: Fearsome Presence 10)(12pp)

    Alternate Power: Flight 6 (500 mph; 5000 ft./rnd; Flaw: Tiring)

    Alternate Power: Leaping 4 (Jump Distance x25)

    Alternate Power: Matter-Eating 10 (15pp)

Impervious Toughness 4 (4pp)

Protection 6: (Drawback: Noticeable) (5pp)

Regeneration 4 (Recovery Rates: Bruised (1/round), Staggered (1/20 min), Injured (1/20 min), Disabled (1/5 hours)] (4 pp)

Strike 1 (Searing Aura): (Extra: Duration 3 (Continuous), Aura (Touch)) (5pp)

Super-Strength 4: (Effective Lifting Strength 57; Light Load: 11.1 tons; Medium Load:22.2 tons; Heavy Load: 33.3 tons; Max Load: 66.6 tons; Push/Drag: 166.4 tons; Feats: Groundstrike, Thunderclap) 10pp

Adds up.

So, fix 1 niggling skill point, and approved!

  • 2 months later...
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