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Covalent (PL10) - QuoteMyName (Gold)


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[floatr]ZacharyHeadshot.gif[/floatr]Character Name: Covalent

Power Level: 10 (150/156PP)

Trade-Offs: -5 Attack / +5 Damage, -5 Defense / +5 Toughness in Dense Form, +5 Defense / -5 Toughness in Sparse Form

Unspent PP: 6

Progress to Platinum Status: 6/120 (Gold Status earned with Colt)

In Brief: One of two alien twins who escaped a tumultuous home world to masquerade as humans on earth. Controls the density of the molecules in his body.

Alternate Identities: Zachary Vandermol

Identity: Secret

Birthplace: Tecton

Occupation: Student

Affiliations: Claremont Academy

Family: Jeena Vandermol (Sister)

Age: ???

Apparent Age: 16 (DoB: June 1, 1995)

Gender: Male

Ethnicity: Alien (Tektani)

Height: 5'5"

Weight: 165 lbs., 4 tons 250 lbs. in Dense Form

Eyes: Blue

Hair: Silver

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Description: Average height for a human. Silvery white hair that stands out. Paler than usual skin. Zach has a rather slender build. Zach prefers to wear nice clothing. He won't wear anything ragged or torn, and prefers button down shirts to t-shirts. More often than not he can be seen wearing a pair of leather dress shoes or flat tops rather than sneakers. He is almost always seen wearing a pair of tinted glassesor sunglassesto protect his light sensitive eyes from ambient sunlight.

[floatr]ZacharySitting.gif[/floatr]Power Descriptions: Zach has the ability to manipulate the density of the molecules in his body. He can condense them, achieving a massive weight, strength, and endurance, or he can expand them to a gaseous consistency and float through the air. In either form, he is capable of maintaining his normal appearance.

History: Zach and Jeena come from a world where the native humanoid population, the Tektani, live underground; either their sun became increasingly radiative or there was some sort of environmental catastrophe, the histories of that time are unclear. Either way, they've been down there for centuries, doing fine. One day, the cave-dwelling scientists, masters of the seismic energy their planet produces, came to the realization that the planet was unstable and they only have a few years to figure out a way to save themselves, but they couldn't come to any sort of agreement. Civil war broke out.

The Cavern Wars, as they became known, were fought entirely underground. There was no distinction between places of residence and battlefields; the entire world of the Tektani were swept up in the struggle. Scientists from different schools of thought lead the charges; some used wondrous technologies once meant for the mining and construction of their cave world as weapons of war, while others employed genetic modifications on children with certain genetic markers that made them more receptive to such experiments, creating an army of super soldiers to fight for their cause. Both sides employ seismic bombs to lay waste to large sections of the elaborate cave systems. Years passed, and there was no end to the bloody Cavern Wars in sight.

Suddenly a visitor arrived on their world; he announced himself as the Star-Khan, and he was a powerful galactic being unknown to the Tektani. He offered assistance, and as an outsider helped negotiate the peace and made life better for everyone, allowing them access to amazing new technologies to stabilize the planet and heal their world. The cave-dwellers rejoiced and called both him hero and friend.

But soon the Tektani discovered the truth behind the devil's bargain they've struck; their world was now enslaved to the Star-Khan, and their lives become worse than ever as they were forced to churn out weapons for the Star-Khan's galactic war machine. Years passed, and yet another bitter truth came to light: the Star-Khan's triumphant visit to their planet was not his first. He'd secretly arrived years before, detonating a small nuclear device near the planet's core, setting in motion a seismic chain reaction that had begun their planet's journey toward destruction, and sparking the Cavern Wars in the first place. This horrid revelation further dampened the spirits of the downtrodden Tektani.

And yet, there was still hope; a small group of scientists, the very same ones who masterminded the most horrible weapons of the wars, started a resistance movement. The secrets of the genetic modification technology still remained, hidden in databanks long thought lost. Children were once again examined for favorable genetic markers while still within their mother's womb. Carefully selected newborns were whisked away at birth and inducted into a secret school to master their powers. Desperate fathers and mothers gladly turned over their beloved children, but the separation from their parents was complete; bred for war, they would never know their real families.

The Resistance was mildly successful for a time; the victories of these exceptional young warriors begin to compound, and the movement gained momentum. That is, until the Star-Khan realized the trouble he was dealing with; seeking to nip the threat to his captive world in the bud, he personally lead the charge to snuff out the Resistance, from its scientific leaders down to every last child in the school. Luckily, the Tektani had one more trick up their sleeve.

In their last doomed hours, a handful of scientists gathered a group of children, the best and brightest the school had to offer. The scientists fired up a secret invention just as the Star-Khan smashed down the doors to their laboratory; by the blessings of fate, he was unable to stop the wondrous machine. It folded the dimensions of space and time upon themselves, and two locations once light years apart were now separated by a gap of less than five feet. Four pairs of children were able to leap across the gaps in different directions, while the rest of their people remain trapped in the caverns of Tektan, facing the wrath of the Star-Khan...alone.

Zach and Jeena were two of the lucky ones who escaped; their path led them to Earth, a world in many ways similar to their own, but in other ways terribly alien. The bright and cruel yellow star that burns in the sky forced them to take refuge in the sewers underground, where they have lived for many months. Short forays above ground at night or on sunless cloudy days allowed them to gather food and needed information about this strange new world.

Finally, the Tektanian brother and sister are ready to emerge from their hiding place and join the Earthlings under the guise of an orphaned twin brother and sister, age sixteen; taking the human name 'Vandermol', they speak of a distant homeland far across the sea. Still unsure of the fate of their world, Zach and Jeena vow to one day find a way to return, and set things right. That is, if their poor stricken planet is even still intact...

Personality & Motivation: Zach is a down to earth, relaxed, grounded individual. He is outgoing, reliable, and a straight talker. He's protective of his little sister, and never complains about bailing her out of trouble when he has to. He's more than willing to do his duty as her brother.

Powers & Tactics: Zach prefers a stand up fight rather than the alternative. He prefers to let his opponents throw the first punch, letting them be the aggressor, while simultaneously judging their strength. He's most experienced fighting in his most dense form. Though he's had some practice fighting while lighter than air, he's still attempting to master his abilities in that form, and they don't always work.

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Complications:

Don't Look Into The Light!: Zach's eyes are light sensitive due to the reduced sunlight on his home world, and from living underground on Earth for many months. Abrupt exposure to natural light may temporarily blind him without proper eye protection.

Little Sister: Jina means the world to Zach. He's her big brother, and damn it if he's not going to protect her.

Love The Job: Zach was indoctrinated into the program to fight for his planet's freedom at a very young age. Though many children show the required genetic markers, few really shine on the path they are bred to take. Zach, however, seemed born for it. On Tecton, he fought tooth and nail to defend his friends, family, people, and world. On earth, his devotion does not waver. He will fight equally hard for any cause he believes in, never giving in even when another option is by far an easier one.

No Selfless Acts: They were duped into thinking that their home world could be saved by the very person that was behind all of their problems in the first place. The twins are wary of anyone that offers to do them favors, they've been trained to suspect ulterior motives.

Soft Spot: Zach harbors a soft spot in his heart for children. He remembers the innocence of his own youth when he sees them, and cannot help but feel the pull of a childhood lost to fighting. Zach is good with children, and finds it difficult to keep from doting on them, or playing with them.

Thicker Than Water: Zach and Jina have difficulty trusting people besides their sibling. After being put through so much deceit and betrayal, they've learned the hard way that they can only trust each other.

Abilities: 0 + 4 + 10 + 10 + 4 + 2 = 30PP

Strength: 10 (+0), 40 (+15) in Dense Form

Dexterity: 14 (+2)

Constitution: 20 (+5)

Intelligence: 20 (+5)

Wisdom: 14 (+2)

Charisma: 12 (+1)

Combat: 10 + 10 = 20PP

Initiative: +2

Attack: +5

Grapple: +5, +25 in Dense Form

Defense: +5 (+5 base), +2 Flat-Footed; +15 in Sparse Form (+5 Base, +10 Dodge Focus), +2 flat-footed

Knockback: -4, -16 in Dense Form

Saving Throws: 5 + 6 + 4 = 15PP

Toughness: +8 (+5 Con, +3 Protection), +15 in Dense Form (+5 Con, +10 Protection [impervious 7]), +5 in Sparse Form (+5 Con)

Fortitude: +10 (+5 Con, +5)

Reflex: +8 (+2 Dex, +6); Evasion 2 in Sparse Form

Will: +6 (+2 Wis, +4)

Skills: 48R = 12PP

Acrobatics 8 (+10)Skill Mastery

Bluff 4 (+5, +9 Attractive)Skill Mastery

Concentration 8 (+10)

Diplomacy 0 (+1, +5 Attractive)

Knowledge (Biology) 5 (+10)

Knowledge (Physical Sciences) 5 (+10)

Languages 2 (Dutch, English, Tektani [Native])

Notice 8 (+10)Skill Mastery

Sense Motive 8 (+10)Skill Mastery

Feats: 17PP

Acrobatic Bluff 2 (Move Action)

All-Out Attack

Attractive

Defensive Attack

Fearless

Interpose

Luck

Power Attack

Quick Change

Set-Up

Skill Mastery (Acrobatics, Bluff, Notice, Sense Motive)

Stunning Attack

Teamwork 3

Uncanny Dodge (Auditory)

Powers: 46 + 2 + 1 + 3 + 4 = 56PP

Alternate Forms 22.5 (45PP Array, Feats: Alternate Power) [46PP]

  • Base Power: Dense Form 9 (45PP Container [Active, Free Action, Sustained Duration]) [45PP]

Density 15 (x50 Mass, +30 Strength, Immovable 5, Protection 7 [Impervious], Super-Strength 5 [Heavy Load: 24 tons]) [45PP]

Alternate Power: Sparse Form 9 (45PP Container [Active, Free Action, Sustained Duration]) [45PP]

Disability (-3 Protection) [-3PP]

Enhanced Feats 13 (Dodge Focus 10, Evasion 2, Move-By-Action) [13PP]

Flight 3 (500mph / 500ft per Move Action; PF: Subtle) [7PP]

Insubstantial 2 (Gas, Extras: Affects Others, Feats: Selective, Subtle) [14PP]

Strike 15 (Extras: Alternate Save [Fortitude], Flaws: Action [Full], Drawbacks: Power Loss [Cold Environments]) [14PP] (Molecular Sublimation)

Communication 2 (Mental, 100ft) [2PP]

Immunity 1 (Hot Environments) [1PP]

Protection 3 [3PP]

Super-Senses 4 (Communication Link [Mental, Jeena], Darkvision, Direction Sense) [4PP]

Drawbacks: -0PP

None

DC Block:

ATTACK          RANGE    SAVE                       EFFECT

Unarmed         Touch    DC15 Toughness (Staged)    Damage (Physical

  Dense Form    Touch    DC30 Toughness (Staged)    Damage (Physical)

Stunning ATK    Touch    DC15 Fortitude (Staged)    Dazed/Stunned/Unconscious*

  Dense Form    Touch    DC30 Fortitude (Staged)    Dazed/Stunned/Unconscious*

Sublimation     Touch    DC30 Fortitude (Staged)    Damage (Energy)


*Dazed and Stunned condition only lasts for 1 round, as per Stunning Attack feat.

Abilities (30) + Combat (20) + Saving Throws (15) + Skills (12) + Feats (17) + Powers (56) - Drawbacks (0) = 150/156 Power Points

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A couple of quick preliminary notes:

Get your crap in alphabetical order. You've been around long enough to know better. :argh:

"Limited to Living Things" is not a valid modifier for a Fortitude effect. By the very nature of being a Fort effect, it is by definition only effective against living things. The mechanical definition of a living thing in M&M is that it has a CON score, and thus, a Fortitude save.

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A couple of quick preliminary notes:

Get your crap in alphabetical order. You've been around long enough to know better. :argh:

"Limited to Living Things" is not a valid modifier for a Fortitude effect. By the very nature of being a Fort effect, it is by definition only effective against living things. The mechanical definition of a living thing in M&M is that it has a CON score, and thus, a Fortitude save.

ABC Order: Fixed Skills, Powers within "Sparse Form" setting, DC Block entries.

Living Things Drawback: Changed to: "Power Loss: Cold Environments cold enough to prevent rapid molecular sublimation [-1]"

Oh, and pick a sense type for your Uncanny Dodge.

Uncanny Dodge Added "(Hearing)"

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Shaen had mentioned the "In Brief" section was unsatisfactory. I've fixed it. It now reads:

"One of two alien twins who escaped a tumultuous home world to masquerade as humans on earth. Controls the density of the molecules in his body."

Also, it's now July. Should this character be approved, I'd like to start playing him ASAP.

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There are currently three things currently keeping me from approving this sheet. Two of them are concerns, one of them is a mechanical violation.

1) If you're going to play another Claremont student, then you need to understand from the beginning that underage prep-school students, even super-powered ones, do not have the same type of personal freedom that university students do. If you are not willing to acknowledge during play that it is more difficult (not impossible, just more difficult) for highschoolers to get away with "adult" behaviors, then consider starting this character as a legal adult instead.

2) I think having a 50% failure rate for one of your main attacks, independent of attack rolls, is something you will come to regret very quickly. Are you sure you want to do this?

3) Per our house rules, at least 1/3 of your total Attack and Defense has to come from Base Attack and Base Defense. Covalent's Sparse Form has Base Defense +4 and Dodge Focus 11, for a total Defense bonus of +15. 15 /3 = 5, not 4.

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Also, you have 1PP more to work with than you thought. "Darkvision" is a descriptive name for Counters Obscure (One Descriptor, "Darkness") [2PP]. Counters Obscure is an extra which applies to an entire sense type rather than a single sense. So the only Visual sense that Covalent currently possesses is the default Normal Vision. So he only needs to spend 1PP making it Extended 1 (100ft Notice Increments).

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There are currently three things currently keeping me from approving this sheet. Two of them are concerns, one of them is a mechanical violation.

1) If you're going to play another Claremont student, then you need to understand from the beginning that underage prep-school students, even super-powered ones, do not have the same type of personal freedom that university students do. If you are not willing to acknowledge during play that it is more difficult (not impossible, just more difficult) for highschoolers to get away with "adult" behaviors, then consider starting this character as a legal adult instead.

2) I think having a 50% failure rate for one of your main attacks, independent of attack rolls, is something you will come to regret very quickly. Are you sure you want to do this?

3) Per our house rules, at least 1/3 of your total Attack and Defense has to come from Base Attack and Base Defense. Covalent's Sparse Form has Base Defense +4 and Dodge Focus 11, for a total Defense bonus of +15. 15 /3 = 5, not 4.

1) Yea, I'm fine with it. This isn't going to be another breakdown. This character is from another planet. He won't really know any other life within Earth societies. He'll most likely end up taking his 'lack of personal freedom' for the standard norm and follow it than he will be to rebel. In fact, rebellion as a theme isn't really within the plan of this character.

2) I'm open to any other ideas for how to do this.

3) I'll work on the mechanics of this when I get to work...

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Thankfully the mechanical bits were an easy fix. I've dropped his last static rank of the Dodge Focus feat. I've put that point, and the point gained back from the Darkvision error to increase his base defense to 5, thus bringing him in line with the house rules. Sorry I didn't catch that earlier.

How's the sheet look now?

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  • 3 months later...
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