VideoGeek Posted February 20, 2012 Posted February 20, 2012 Player Name: VideoGeek Character Name: Kinetic Power Level: 7 (105/105PP) Trade-Offs: -3 Attack / +3 Damage, -3 Defense / +3 Toughness Unspent Power Points: 0 Progress To Bronze Status: 0/30 In Brief: Kinetic is a young mutant, well accustomed to his powers, but lacking in social development. Competent and proud of his abilities, he plans to be a world-class hero, just as soon as he can get away with it. Alternate Identity: Jason King Identity: Secret Birthplace: Ann Arbor, Michigan, USA Occupation: Student Affiliations: Claremont Academy Family: John (Killswitch) King, Brother; Ted King, Father; Annette King, Mother Description: Age: 16 (DoB: June 21st, 1997) Gender: Male Ethnicity: Caucasian Height: 5'4" Weight: 115 lbs Eyes: Blue Hair: Black Jason is a slightly sullen looking 16 year old boy with spiky black hair, blue eyes, and a roman nose. He stands 5'4", and comes across as scrawny at first, though a second glance shows that he is really just extremely slight, but in excellent shape. His uniform consists of a slightly modified version of the school uniform, slightly looser in the legs, with added cargo-style pockets (usually filled with various loose materials he can manipulate; BBs, bobby pins, pencils and the like). The wraparound shades and fingerless gloves he wears are a more obvious departure from standard, and it often takes a second glance to notice that darker portions of his ensemble are blue rather than black (just light enough to technically be school colors). His everyday clothes tend to involve cargo shorts or pants, low-top shoes, and an open dress shirt over a plain tee. Power Descriptions: Kinetic's mental shielding and extended touch sense are constant, and have no obvious signs. His force field is clear, but flashes blue when and where something contacts it. His telekinetic abilities do not project any clear mechanism of use (no energy limbs or clouds of light), but his irises glow bright when he is actively using them or his force field, and he often directs objects with hand gestures, though this is a focusing crutch, and not a necessary element of his powers. This glow can also be seen emanating from the affected objects, though fainter, and easy to miss in brightly lit areas (it's more obvious when he is pushing the limits of his strength, however). History: Jason was born to Ted and Annette King, in Ann Arbor, Michigan. His mother is a theoretical Physicist at the University of Michigan, and his father is a retired intelligence agent. Jason and his older brother John were both born with abilities, but it was several years before this became apparent, due to the nature of John's nullifying field. Their mother is of the opinion that Ted's repeated exposure to various chemical and radioactive agents in the course of his missions led to the boys' mutations, but there doesn't seem to be any significant ill effects, and she has kept the suspicion to herself. They lived a normal life until Jason's fourth birthday, when his powers asserted themselves. John was still at little league practice when Jason's insistence that it was time to start the party wore his mother down. Ted, being a playful sort, and on a brief stop home between assignments, replaced one candle with a trick relighting one. When Jason repeatedly failed to blow the last candle out, one of his young friends, the neighbor girl Allison, started to laugh. The entire cake flew across the table and almost completely covered her in dessert. Children and parents panicked, but Ted calmed everyone down, and claimed that his leg must have bumped the table. Apologizing profusely, they got everyone cleaned up and sent home before they spoke with Jason about what had happened. He professed ignorance, and then asked if he could try it again. Jason spent the afternoon in his room levitating toy cars and action figures, until John arrived, and he couldn't do it anymore. Ted resolved then to take on fewer assignments from his agency and make sure his boys were raised right. Jason's glee with his abilities made school difficult, as well as driving a wedge between him and his brother. John was jealous of Jason's fantastic abilities, Jason was sullen when John was around and he couldn't use them. John threw himself into athletics, and became much like their father, confident and physically impressive. Jason turned toward more mental pursuits, encouraged by their mother, who was fascinated with the implications of Jason's abilities, but not about to expose him to the scientific community. In the following few years, Jason's abilities developed at an exceptional rate, and he showed signs of incredible intuition, leading his father to consider the possibility that Jason was a telepath as well. Shortly before his seventh birthday, however, tragedy struck (Dun Dun DUNNNN!!). One spring day, in an attempt to bond with his younger son for a change, Ted brought Jason out to the front yard to play catch. The ball eventually made it into the street, of course, and Jason, enjoying the feeling of getting to show off to his dad like John could, ran after it before anyone could stop him. An approaching car didn't stop in time, but all was fine, as Jason instinctively levitated the car over his head, giving it's momentum time to stop. John had never seen one of these displays up close before, however, and unthinkingly ran up for a closer look. Jason's powers cut out and the car fell before Jason had set it down. On the way to the ground, the bumper clipped Jason's shoulder, throwing him hard to the ground. Ted screamed for John to get his mother and call an ambulance, and rushed to Jason's side. John, ashamed, stayed home and did not accompany them to the hospital. Jason had suffered a sever concussion as well as some broken bones, and lapsed into a coma. The doctors maintained that he may well be dreaming intensely, as the hemorrhaged areas of his cerebellum were highly active, even though the regions responsible for his senses were quiet. After Jason had spent a couple months in the hospital, his bones having long since healed, and his mind the only thing still damaged, John worked up the nerve to come visit his brother in the hospital. As soon as he entered the room, Jason's powers cut out once again, and he immediately woke. In his slumber, Jason's powers had metamorphosed, and he no longer needed his eyes to see, or to be consciously aware of a threat to deflect it. His eerie insight, however, had vanished entirely. From that point on, the increase in Jason's sheer power was tempered, and he threw himself into learning how to best use what he had. His relationship with his brother only suffered further, however. The unreasoning resentment eventually became mutual, and the brothers maintained an antagonistic, if civil, relationship well into their teens. In the meantime, whether through coincidence or confluence, Allison Antonopolous, the rude neighbor girl, had developed abilities of her own, styling herself as "Arachne, the spider-girl". Jason had developed a crush on her in the intervening years, and put together his own costume and convinced her they should fight the rising crime rate together. That went well for a few years, until another local young super got himself trapped in a bank vault trying to rob it in the night, and the local authorities started to take the resident supers somewhat more seriously. Ted King, who had been aware and mindful of his son's behavior for a time by now, started using his government connections to find a place Jason could go to develop his skills, and maybe fit in more than he did at home. Jason refused, of course, until his parents agreed to use those same connections to secure entrance for Allison as well. (OOC: I intend to submit her as an NPC in the near future, but if that's not acceptable, she or her parents could, of course, simply refuse.) And while his mother teaches, and his brother finishes high school, intending to join the Army and follow in their father's footsteps, Jason comes to Freedom to forge his own destiny. Personality & Motivation: Jason defines himself by his powers, and doesn't have much interest in pursuits that won't further his development as a future hero. Having grown up with his power-nullifying brother, John, Jason understands well that he shouldn't rely on his powers exclusively, and resents that fact intensely. He is not a powerhouse, but is extremely precise with his abilities, and tends to appreciate efficiency over speed or power. Jason does occasionally pull the sorts of pranks common to boys his age, but with no intent of going uncredited for long. He would much rather have a back and forth conflict where he can show off, than taunt an enemy from anonymous safety. His father's influence has led Jason to value authority and loyalty, though not unquestioningly, and he periodically over-estimates his own good judgement. At heart, Jason is just as immature and confused as any pubescent male, but he has long practiced his facade of seriousness and restraint, having had to conceal his powers in everyday life up until now. Powers & Tactics: Jason cannot directly cause harm to things, as his powers have no physical manifestation in the world. His "force-field" is really anything but, Jason has simply ingrained in his subconscious that anything getting too close to him that he perceives as a threat should be flung away from him (the effect is largely the same, though). His pockets are usually full of small, hard items he can use as projectiles, in case he's forced to operate somewhere without any loose debris or obvious tools. He tries to avoid using his powers on people directly, but is not above doing so in a pinch. Jason can feel the things he manipulates on a level slightly deeper and more analytical than his sense of touch, and doesn't like to get that "intimate" with people, the outline of their bodies his touch sense gives him is more than enough. Since their emergence when he was four, Jason has used his powers for everything, whenever he could. He turns off the lights, types, unlocks doors, and takes notes with telekinesis rather than his hands. His musculature is appropriately stunted, though the gymnastic classes he took when he was very young, and the techniques he applied in his vigilante activities, have prevented him from atrophying completely. Given the option, Jason would likely never touch the ground again either. His defensive abilities mean that Jason is unafraid of close combat, even when it may not be exceptionally wise, and in his previous exploits, would often fly under, over, or around someone to get a better shot at someone, or simply to throw them off balance for an amusing trip attack. At Claremont, however, he must contend with equals and betters, and intends to take any confrontations much more seriously. If he can. Complications: Secret: Identity. Secret: In love with Allison Antonopolous Reputation: Vigilante Hatred: Power Nullification Rivalry: John King Abilities: -2 + 4 + 0 + 4 + 6 - 2 = 10PP Strength: 8 (-1) Dexterity: 14 (+2) Constitution: 10 (+0) Intelligence: 14 (+2) Wisdom: 16 (+3) Charisma: 8 (-1) Combat: 4 + 6 = 10PP Initiative: +2 Attack: +2 Melee, +2 Ranged Grapple: +1 Defense: +4 (+3 Base, +1 Dodge Focus), +2 Flat-Footed Knockback: -10 Saving Throws: 0 + 2 + 1 = 3PP Toughness: +10 (+0 Con, +10 Force Field) Fortitude: +0 (+0 Con, +0) Reflex: +4 (+2 Dex, +2) Will: +4 (+3 Wis, +1) Skills: 40 R = 10 PP Acrobatics 4 (+6) Bluff 4 (+3) Computers 4 (+6) Concentration 4 (+7) Disable Device 6 (+8) Escape Artist 2 (+4) Investigate 2 (+4) Knowledge (Physical Sciences) 4 (+6) Knowledge (Tactics) 4 (+6) Sleight of Hand 6 (+8) Feats: 4PP Attack Specialization (Telekinetic Projectile) Dodge Focus 1 Improved Ranged Disarm Improved Trip Powers: 8 + 10 + 11 + 10 + 31 = 70 PP All powers bear the descriptors Mutant & Mental Flight 4 [8PP] 100 mph, 880 ft/rnd (Move (Active) - Personal - Sustained) Force Field 10 (Extras: Impervious, Flaws: Limited: When Denied Dodge Bonus [10PP] (Free (Active) - Personal - Sustained) Immunity 10 (Feats: Innate) [11PP] (Mental Effects, Passive - Personal - Permanent) Super Senses 10 [10PP] (Telekinetic Radar, Accurate, Acute, Analytical, Blindsight, Radius, Ranged) (Passive - Personal - Continuous) Telekinesis 10 (Extras: Perception, Feats: Precise [31PP] (STR 50, Carry: 4.3 tons / 8.5 tons / 12.8 tons / 25.6 tons) (Standard (Active) - Perception - Sustained) (Attack modifier of +4 when throwing objects with TK, Grapple of +3) Drawbacks: -2PP Power Loss (All Powers): When under the influence of any psychoactive chemicals (including caffeine, nicotine, & alcohol) [Minor intensity, common] [2PP] ATTACK RANGE SAVE EFFECT Unarmed Touch DC15 Toughness (Staged) Damage (Physical) Telekinetic Projectile Ranged DC25 Toughness Damage (Physical) Totals: Abilities (10) + Combat (10) + Saving Throws (3) + Skills (10) + Feats (4) + Powers (70) - Drawbacks (2) = 105/105 Power Points
Avenger Assembled Posted February 23, 2012 Posted February 23, 2012 Perception range powers are capped at PL, so his TK can't be over 7. He should have a Fort save higher than +0. You forgot to put in his TOU! I would definitely _not_ use Ablative on his Force Field; that's not a good flaw at all to put on your only source of Tou, instead you should use the Dodge Bonus flaw from our sample Psychic build. He'll be denied his Tou altogether if caught flat-footed (it's basically Enhanced Feat: Defensive Roll) but v. good. Same cost, but much more effective! His super-senses are a bit costlier than you really need; consider something more like Super-Senses 5 (Normal Mental Sense [Accurate 2, Acute, Radius, Ranged]) [5PP] for TK radar.
VideoGeek Posted February 23, 2012 Author Posted February 23, 2012 I was under the impression that Telekinesis doesn't suffer that PL cap, since it does not cause damage. Now, items thrown with it would, but not the power itself.
Avenger Assembled Posted February 23, 2012 Posted February 23, 2012 Ah yes, you're quite right about that. (I had forgotten your TK wasn't Damaging) So you're good there, but you do still need to fix the other stuff. Don't forget to put in his Grapple with it. Oh, and 16's the minimum age for PCs.
VideoGeek Posted February 25, 2012 Author Posted February 25, 2012 Sorry about the delay in replying, been crazy busy. With the force field, I was trying to replicate mechanically how I thought his particular ability would work. It's not supposed to be a force field, but rather him subconsciously batting away things that get too close, too fast. The Ablative effect was my attempt to show him getting tired and distracted in combat, and needing to take a moment to focus on his defenses every so often. As far as the dodge flaw, I wasn't seeing that on the post you linked, but I may have simply been to tired to read it coherently. I'm not sure about changing the senses, I wanted him to have all the things I gave him, it's the one power that probably won't ever be boosted, unless I stick extended on it someday. The analytical may not be strictly necessary, but the blindsight is half the point of the power. Toughness is my bad, I'll fix it when I get home from work. The Fort, again, was supposed to reflect that he's a little guy, even for his age, and not physically tough either. I almost gave him a Con penalty, but didn't want a negative Fort.
Avenger Assembled Posted February 27, 2012 Posted February 27, 2012 Lemme know when you finish editing. The flaw is just (Limited: When Denied Dodge Bonus). It basically does what you want, but also does so in a way that doesn't give you flaws you don't want.
Avenger Assembled Posted February 28, 2012 Posted February 28, 2012 All right, the only changes I'd like are: Make the drawbacks Complications, they're too rare to be worth getting PP for. And put something in his Fort save. Once you get that, I'll be able to give you an approval!
VideoGeek Posted February 28, 2012 Author Posted February 28, 2012 Alright, I'm putting Kinetic on the back-burner, as I'm clearly not going to be playing the character I wrote. I'll work on getting v.1 of Cosmos up sometime today.
Avenger Assembled Posted February 29, 2012 Posted February 29, 2012 Your character concept is not defined by his Fortitude save and his drawbacks. I'm telling you as an experienced player and Ref, you as a player will be much happier with an HP from the GM if all your powers go away (which you will _not_ get from his drawbacks), as well as being able to negotiate with the GM about them instead of just being punished at any time with no reward for yourself. Putting 1 or 2 points in his Fort save, just so it's not at a flat zero, will also not betray your character concept. I'm archiving this character, as per your request.
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