Fireg0lem
Apr 8th, '03, 04:23 PM
Okay, I'm looking for opinions on this guy. I'm running a 150-pt superheroes game, set in present-day Chicago. Superpowers are fairly common but with a few exceptions not very strong. Realism is not overly enforced with the exception of statistics; IMC characters are "strongly discouraged" from having huge dexterity scores just for the game benefits without justifying it in concept.
With no further delay:
Name: Rotor
Real Identity: Billy Jameson
Age: 22
Height: 6'5"
Weight: 260 lbs
Appearance, in costume: Bulky-looking black armor, constantly emitting a whirring noise (low pitch and tone, about as noisy as an electric toothbrush). On the back of each hand is a four-pronged blender-like projection. A larger version, similar to a helicopter's blades, is on his back and others are on the back of his shins. Wears a weapon belt containing a half-dozen oddly shaped metal sticks.
Appearance, normal: Billy is a huge, imposing man, clearly very strong. He is African-american, wears his hair close cut, and has no facial hair. He has a square face and a broad nose, and speaks with a very rich, strong voice.
Cost Name Value/Statistics
8 Strength 18(13-) Lift 300 kg, jump 3.5", damage 3.5d6
12 Dexterity 14(12-) OCV/DCV 5
6 Constitution 13(12-)
2 Body 11
3 Intelligence 13(12-)
8 Ego 14(12-) ECV 5
8 Presence 18(13-) Presence Attack base 3.5d6
1 Comeliness 13(12-)
0 PD 4 (Total 19/14r/6rh)
0 ED 3 (Total 19/15r/6rh)
0 Rec 7
0 End 26
0 Stun 27
6 Spd 3 Phases 4, 8, and 12
Powers
Cost Name Value and Description
40 Spin Induction Multipower, 50-point reserve, -1/4 powers need room to function properly.
2u Spin Kick 3.5d6 Hand-to-hand attack, +3/4 double knockback, +3/4 Area of effect (one hex with doubled size), +1/4 hole in the middle (the hex in the center of the effect), -1/2 hand to hand attack, -1/2 restrainable (overlaps with the limit on the whole multipower for a total limit on this power of -1)
3u Merry-go-round 2d6/2 Defense entangle, +1/2 can only be affected by things that move the affected character, -1/2 linked (greater to lesser, full power only), PLUS 1d6 Energy Blast, +1 NND versus LS: no need to eat, +1/2 0 END, +1 Continuous, +1/2 Uncontrolled (broken by getting out of the entangle), -3/4 linked (lesser to greater, full power only).
2u Spin Control 33 STR Telekinesis, -3/4 can only be used to spin targets.
2u Helicopter Flight 14", +1/2 0 END, +1/4 useable underwater, -1/2 OIF (blades on back and feet).
2u Rotor Blades HKA, 1.5d6 (2.5d6 with STR), +1/2 O END, +1/2 Armor Piercing, -1/4 Reduced Penetration, -1/2 OIF (blades on backs of hands).
2u Spinarang EB 10d6, OIF (Spinarang belt), 6 recoverable charges (-1/4).
19 Gear Suit 9 PD/10 ED Armor, OIVID, Visible.
12 Deflecting Spin 2 levels combat luck
Skills
Cost Name Roll
0 PS Mechanic 11-
3 Streetwise 13-
3 Use Power (Spin Induction) 13- (STR)
12 4 CSLs with Spin Induction -
3 Mechanics 12-
3 Area Knowledge (Chicago) 12-
Martial Arts (Spin-Fu)
5 Defensive Strike -
3 Legsweep -
1 Weapon Element (Rotor Blades) -
1 Weapon Element (Spin Kick) -
Disadvantages
10 Proud and Arrogant (Common, Moderate)
10 No Concern For Life (Common, Moderate)
5 Bully (Uncommon, Moderate)
20 Hunted by the Police 11- (As Powerful, Capture/Kill, NCI)
5 Reputation: Dangerous Criminal 11-, Chicago Only
24 Villain Bonus
Billy grew up in a working-class family in inner city Chicago youngest of three children. He was naturally very large and strong, and enjoyed developing his physical abilities. He was bad-natured in school, picking fights and getting into trouble often, and only working when it suited him. He learned, when he was in high school, that he had an instinctive understanding of machinery, and he worked hard at learning more, just as with his physical abilities. Once he applied himself, things came naturally to Billy and he became good enough to get a decent job after he graduated from high school.
However, Billy eventually grew unhappy with his life, and decided to try his hand in crime. He got away with a few small-time robberies before the police showed up at a robbery and caught him red handed. Unwilling to give up, Billy instinctively lashed out with the latent energy inside of himself, causing the police car to flip over. Billy realized that he had discovered his greatest gift, and set to learning how to use it to his best advantage.
Using his knowledge of mechanics, Billy constructed special equipment for himself that utilizes his unique telekinetic abilities. He can use his mind to cause things to spin and flip, although he cannot lift or push unless he does so indirectly (such as with a lever). He was thus able to build a suit of powered armor that uses himself as the power source to run it, making it far more effective than conventional gear. He built himself twisted metal batons that he can throw and then spin in midair to give them enough rotational kinetic energy to cause serious damage. Finally, he has attached blades to his suit that he can spin to fly like a helicopter or to attack.
Billy has also developed his superhuman abilities to complement his natural strength and speed, developing a unique martial arts style, Spin-fu, that utilizes his ability to spin at high speed to enhance his attacks. His other abilities include the ability to spin targets in place, causing them to feel sick, and to partially deflect attacks against him by spinning them in odd directions.
With no further delay:
Name: Rotor
Real Identity: Billy Jameson
Age: 22
Height: 6'5"
Weight: 260 lbs
Appearance, in costume: Bulky-looking black armor, constantly emitting a whirring noise (low pitch and tone, about as noisy as an electric toothbrush). On the back of each hand is a four-pronged blender-like projection. A larger version, similar to a helicopter's blades, is on his back and others are on the back of his shins. Wears a weapon belt containing a half-dozen oddly shaped metal sticks.
Appearance, normal: Billy is a huge, imposing man, clearly very strong. He is African-american, wears his hair close cut, and has no facial hair. He has a square face and a broad nose, and speaks with a very rich, strong voice.
Cost Name Value/Statistics
8 Strength 18(13-) Lift 300 kg, jump 3.5", damage 3.5d6
12 Dexterity 14(12-) OCV/DCV 5
6 Constitution 13(12-)
2 Body 11
3 Intelligence 13(12-)
8 Ego 14(12-) ECV 5
8 Presence 18(13-) Presence Attack base 3.5d6
1 Comeliness 13(12-)
0 PD 4 (Total 19/14r/6rh)
0 ED 3 (Total 19/15r/6rh)
0 Rec 7
0 End 26
0 Stun 27
6 Spd 3 Phases 4, 8, and 12
Powers
Cost Name Value and Description
40 Spin Induction Multipower, 50-point reserve, -1/4 powers need room to function properly.
2u Spin Kick 3.5d6 Hand-to-hand attack, +3/4 double knockback, +3/4 Area of effect (one hex with doubled size), +1/4 hole in the middle (the hex in the center of the effect), -1/2 hand to hand attack, -1/2 restrainable (overlaps with the limit on the whole multipower for a total limit on this power of -1)
3u Merry-go-round 2d6/2 Defense entangle, +1/2 can only be affected by things that move the affected character, -1/2 linked (greater to lesser, full power only), PLUS 1d6 Energy Blast, +1 NND versus LS: no need to eat, +1/2 0 END, +1 Continuous, +1/2 Uncontrolled (broken by getting out of the entangle), -3/4 linked (lesser to greater, full power only).
2u Spin Control 33 STR Telekinesis, -3/4 can only be used to spin targets.
2u Helicopter Flight 14", +1/2 0 END, +1/4 useable underwater, -1/2 OIF (blades on back and feet).
2u Rotor Blades HKA, 1.5d6 (2.5d6 with STR), +1/2 O END, +1/2 Armor Piercing, -1/4 Reduced Penetration, -1/2 OIF (blades on backs of hands).
2u Spinarang EB 10d6, OIF (Spinarang belt), 6 recoverable charges (-1/4).
19 Gear Suit 9 PD/10 ED Armor, OIVID, Visible.
12 Deflecting Spin 2 levels combat luck
Skills
Cost Name Roll
0 PS Mechanic 11-
3 Streetwise 13-
3 Use Power (Spin Induction) 13- (STR)
12 4 CSLs with Spin Induction -
3 Mechanics 12-
3 Area Knowledge (Chicago) 12-
Martial Arts (Spin-Fu)
5 Defensive Strike -
3 Legsweep -
1 Weapon Element (Rotor Blades) -
1 Weapon Element (Spin Kick) -
Disadvantages
10 Proud and Arrogant (Common, Moderate)
10 No Concern For Life (Common, Moderate)
5 Bully (Uncommon, Moderate)
20 Hunted by the Police 11- (As Powerful, Capture/Kill, NCI)
5 Reputation: Dangerous Criminal 11-, Chicago Only
24 Villain Bonus
Billy grew up in a working-class family in inner city Chicago youngest of three children. He was naturally very large and strong, and enjoyed developing his physical abilities. He was bad-natured in school, picking fights and getting into trouble often, and only working when it suited him. He learned, when he was in high school, that he had an instinctive understanding of machinery, and he worked hard at learning more, just as with his physical abilities. Once he applied himself, things came naturally to Billy and he became good enough to get a decent job after he graduated from high school.
However, Billy eventually grew unhappy with his life, and decided to try his hand in crime. He got away with a few small-time robberies before the police showed up at a robbery and caught him red handed. Unwilling to give up, Billy instinctively lashed out with the latent energy inside of himself, causing the police car to flip over. Billy realized that he had discovered his greatest gift, and set to learning how to use it to his best advantage.
Using his knowledge of mechanics, Billy constructed special equipment for himself that utilizes his unique telekinetic abilities. He can use his mind to cause things to spin and flip, although he cannot lift or push unless he does so indirectly (such as with a lever). He was thus able to build a suit of powered armor that uses himself as the power source to run it, making it far more effective than conventional gear. He built himself twisted metal batons that he can throw and then spin in midair to give them enough rotational kinetic energy to cause serious damage. Finally, he has attached blades to his suit that he can spin to fly like a helicopter or to attack.
Billy has also developed his superhuman abilities to complement his natural strength and speed, developing a unique martial arts style, Spin-fu, that utilizes his ability to spin at high speed to enhance his attacks. His other abilities include the ability to spin targets in place, causing them to feel sick, and to partially deflect attacks against him by spinning them in odd directions.