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Coiled Lightning (PL 8)


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Posted

Player Name: ca_lazerdwarf
Character Name: Coiled Lightning 
Power Level: 8 (116/119PP)
Trade-Offs: +1 Attack / -1 Damage, +1 Defense / -1 Toughness 
Unspent Power Points: 3
Progress To Bronze Status: 13/30
 
In Brief: Retired soldier with an alien-tech energy whip. Coiled Lightning uses his whip to swing around town, shocking and entangling his opponents.
 
Alternate Identity: Charlie Stevens
Identity: Secret
Birthplace: Freedom City
Occupation: Mechanic / Self-defense teacher
Affiliations:
Family: Reed and Donna Stevens (Parents), Amanda Day (Older sister, Nurse at Freedom Medical Center), Jane Palmer (Girlfriend, coworker)
 
Description:
Age: 23 (DoB: 1991)
Gender: Male
Ethnicity: Caucasian
Height: 6' 0"
Weight: 190 pounds
Eyes: Blue
Hair: Short-clipped Brown
 
Charlie is a tall, fit young men with short clipped brown hair. As Coiled Lightning, he wears a close fitting suit of dark blue, with electric blue lightning bolts running up his legs. A blue mask covers his face and hair from the nose up, and he usually wears a leather fedora. He is almost always seen wielding his signature energy whip, an 18 inch metal handle that when activated lets out a sparking cord of blue electrical power that can strike out his enemies or extend to grasp on to buildings to swing around town.
 
Outside of his costume, Charlie tends to either his blue coveralls and white shirt while at work, or casual jeans and t-shirt. His right shoulder has a tatoo from his army days.

lightning_zpsf2ed4a3a.png 

Power Descriptions:
The energy whip lets out a blue cord of energy. Usually Charlie just snaps it, flicking the energy cord out to strike his enemies. But he can charge up the electrical power so the tip delivers a series of tazer-like shocks to his enemy. Or he can wrap the ends around an enemy to wrap them up and subdue them.
 
  A flicker of energy courses over his body while he holds the whip as an electrical dampening field protects him from electrical powers, including the whip itself.
 
History:

  Charlie grew up in Southside in a blue-collar family barely making ends meet. He worked a variety of odd jobs through high school to help support his family, finally being taken in by a local auto mechanic who gave him a lot of hands on training.
 

  After High School he served a tour in the army, excelling at close quarters fighting and earning medals for bravery and selfless acts. When he returned, his parents had moved in to a small studio apartment, so he  briefly moved in with his sister Amanda and her husband until he got on his feat working at a local auto-garage.
 
  Things changed when he discovered a mysterious futuristic crate laying on the side of the road. Inside was a metal cylinder. Perhaps foolishly, he picked it up and immediately like the way it felt in his hand. When he got home he looked more closely at it, and tinkered a bit till he was surprised to find it emit a streak of electricity across the room. Further experimentation allowed him to use it as a whip, and then as a swingline.
 
  He spent some time experimenting with the device around the outskirts of Freedom, until he came upon mugging. He used the whip to handily capture the mugger and deliver him to the police. The profuse thanks of the victim somewhat went to
his head, he'd always tried to help his neighbors out, his new ability to help out on a whole new level filled him with pride and excitement.
 


 
Personality & Motivation:
Charlie was raised believing you should always help out your community when you can. As well as his work as Coiled Lightning he's taken time teaching a self-defense class to students at his local high school.
The technology in the whip fascinates him and he really wants to know all it can do. While he skilled with practical work with modern technology, comfortable with both the mechanical and electronic parts of automobiles and trucks, he's taking a few classes at an online college to get more theoretical backing to his knowledge.
While he feels responsibility to help people, his current stint as a new super-hero is largely motivated by adrenaline and a love of the gratitude and fame he's received from the people he's saved.
 
Powers & Tactics:
Coiled Lightning's main attack is striking with the energy whip, but he can also use it like a taser to try to stun his opponents. If he uses his whip to snare his opponents, the whip must remain in contact with the enemy, preventing him from using the whip to do more than maintain the snare.
 
When not in combat, Charlie can use the whip as a swingline to get around town, and can use it as a glorified flashlight, showering the area with glowing sparks.
 
The whip is considerably more powerful and versatile than Charlie knows. With practice and experimentation he will be able to unlock other abilities and powers, and the whip will continue to alter Charlie for its own goals, whatever those are.
 



Complications:
Exotic Tech: Charlie doesn't really know how the whip works, or what it can do. Sometimes it doesn't do what he wants to dangerous effect, or stops working altogether.
Where did he get that wonderful toy?: Charlie doesn't know where the whip came from or who it's real owner is. Someday, somebody is going to come looking for it.
Glory Hound: Charlie loves to hear how much he's helped people, to the point that he'll make sure people know it was he who saved the day, even if keeping quiet might be wiser.
Please don't tell my girlfriend: Charlie's current girlfriend, Jane Palmer, doesn't know about his hero life and she's criticizes Freedom City's Super Hero population for being just the sort of Glory Hound that Charlie is.
 
Abilities: 2 + 4 + 6 + 2 + 4 + 2 = 20PP
Strength: 12 (+1)
Dexterity: 14 (+2)
Constitution: 16 (+3)
Intelligence: 12 (+1)
Wisdom: 14 (+2)
Charisma: 12 (+1)
 
 
Combat: 8 + 14 = 22PP
Initiative: +6
Attack: +9 Melee, +4 Ranged
Grapple: +9
Defense: +9 (+7 Base, +2 Dodge Focus), +3 Flat-Footed
Knockback: -3
 
 
Saving Throws: 5 + 5 + 3 = 13PP
Toughness: +7 (+3 Con, +4 Defensive Roll)
Fortitude: +8 (+3 Con, +5)
Reflex: +7 (+2 Dex, +5)
Will: +5 (+2 Wis, +3)
 
 
Skills: 76R = 19PP
Acrobatics 4 (+6)
Climb 4 (+5)
Computers 4 (+5)
Craft(electronic) 8 (+9)
Craft(mechanical) 8 (+9)
Drive 8 (+10)
Escape Artist 4 (+6)
Gather Information 4 (+5)
Intimidate 8 (+9)
Knowledge (tactics) 4 (+5)
Notice 4 (+6)
Search 4 (+5)
Sense Motive 4 (+6)
Survival 8 (+10)
 
Feats: 27PP
All-Out Attack
Attack Focus (Melee) 5
Defensive Attack
Defensive Roll 2
Distract (Intimidate)
Dodge Focus 2
Improved Defense 
Improved Disarm
Improved Grab
Improved Initiative 1
Improved Pin
Improved Sunder
Improved Throw
Improved Trip
Power Attack
Quick Draw
Startle
Takedown Attack 1
Teamwork 1
Weapon Bind
Weapon Break
 
Powers:15 = 15PP
 
Device 5 (Energy Whip; 25PP Container; Flaws: Easy-To-Lose) [15PP]

Whip Attack Array (10pp arrayl Feats: Alternate Power 4) [14pp]
Base Power Damage 7 (Electric Whip, Electricity; Feats: Extended Reach 3) {10/10}
Alternate Power Stun 7 (Tazer Whip, Electricity; Flaws: Action(full); Feats: Extended Reach 3) {10/10}
Alternate Power Snare 7 (Entangling Whip, Electricity; Feats: Extended Reach 3, Reversible, Tether; Flaws: Range(touch), Lockout: Whip cannot be used for other attacks while target is snared. Array remains locked on Snare.) {9/10}
Alternate Power Damage 5 (Whirling Whip, Electricity; Extras: Area (Burst), Radius 25') {10/10}
Alternate Power Super Movement 2 (Swinging, Wall Crawling; Extras: Linked) {4/10} + Speed 3 ( 50mph; Extras: Linked) {3/10}

Environment Control 3 ( Brilliant Sparks, Light (Bright), Radius 25'; Flaws: Range(touch) ) [3pp]
Immunity 10 (Electrical Dampening Field, Electricity (common); Flaws: Limited - Half Effect ) [5pp]


 
DC Block

ATTACK            RANGE       SAVE                                      EFFECT

Unarmed           Touch       DC16 Toughness (Staged)                   Damage (Physical)
Electric Whip     15 ft       DC22 Toughness (Staged)                   Damage (Electric)
Entangling Whip   15 ft       DC17 Reflex (Staged)                      Snare (Electric)
Whirling Whip     25 ft Burst DC20 Toughness (Staged)                   Damage (Electric)
Tazer Whip        15 ft       DC16 Fortitude (Staged)                   Stun (Electric)

 
 
 

Totals: Abilities (20) + Combat (22) + Saving Throws (13) + Skills (19) + Feats (27) + Powers (15) - Drawbacks (0) = 116/119 Power Points

 

Posted

Lazer, it all looks good to me, but could you add a bit of clarification on the Lockout for the Snare in the whip (ie that is prevents you from using any other powers in the whip while you have a target snared), as it is not completely clear.

 

Thanks.

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