Jump to content

CHAR: Allegiance


Enforcer84

Recommended Posts

AllegianceVal Char Cost Roll Notes20 STR 10 13- Lift 400.0kg; 4d6 [2]18 DEX 24 13- OCV: 6/DCV: 620 CON 20 13-13 BODY 6 12-18 INT 8 13- PER Roll 13-/17-20 EGO 20 13- ECV: 720 PRE 10 13- PRE Attack: 4d614 COM 2 12-8/23 PD 4 Total: 8/23 PD (0/15 rPD)8/23 ED 4 Total: 8/23 ED (0/15 rED)4 SPD 12 Phases: 3, 6, 9, 1210 REC 440 END 040 STUN 7 Total Characteristic Cost: 131Movement: Running: 9"/18" Gliding: 12"/24" Leaping: 6"/12" Swimming: 4"/8"Cost Powers END20 Mental Energy: Endurance Reserve (100 END, 10 REC) (20 Active Points)20 Mentalism: Elemental Control, 40-point powers20 1) Induce Pain: Ego Attack 4d6 (Human class of minds) (40 Active Points) 420 2) Telepathy: Telepathy 8d6 (Human class of minds) (40 Active Points) 455 3) The American Way: Mind Control 15d6 (Human class of minds) (75 Active Points) 7 Athletics and Willpower7 1) Acrobatic: Leaping +2" (6" forward, 3" upward) (Accurate) 12 2) Athletic: Swimming +2" (4" total) 111 3) Iron Will: Mental Defense (15 points total)10 4) Luck Favors the Bold: Luck 2d610 5) Mental Seige: Negative Combat Skill Levels (-2 to opponent's OCV) 1\tab Notes: That's ECV6 6) Swift: Running +3" (9" total) 1 Costume7 1) Cling-Boots: Clinging (normal STR) (10 Active Points); OIF (-1/2)5 2) Concealable Hangglider: Gliding 12" (12 Active Points); IAF (-1/2), Costs Endurance (-1/2), Extra Time (Full Phase, Only to Activate, -1/4) 16 3) Defensive Cape: Armor (6 PD/6 ED) (18 Active Points); OAF (-1), Activation Roll 11- (-1)18 4) Light Reinforced Armor: Armor (9 PD/9 ED) (27 Active Points); OIF (-1/2) Cowl5 1) Audial Dampers: Hearing Group Flash Defense (8 points) (8 Active Points); OIF (-1/2)5 2) Auditory Enhancers: +4 PER with Hearing Group (8 Active Points); OIF (-1/2)6 3) Cowl Radio: Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-1/2), Sense Affected As Hearing Group As Well As Radio Group (-1/4)3 4) Nightsight Lenses: Nightvision (5 Active Points); OIF (-1/2)5 5) Polarized Lenses: Sight Group Flash Defense (8 points) (8 Active Points); OIF (-1/2)3 6) Thermalsight Lenses: Infrared Perception (Sight Group) (5 Active Points); OIF (-1/2) Psychic Senses15 1) Combat Awareness: Combat Sense 13-27 2) Detect Minds: Detect Minds 13-/17- (Mental Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Sense, Targeting17 3) Psychic Translator: Universal Translator 18- (25 Active Points); Must Involve Minds (-1/2)4 4) Telepathic Combat Reading: Hand-To-Hand Attack +2d6 (10 Active Points); Hand-To-Hand Attack (-1/2), Psionic (-1/2), Requires A Mentalism Roll (-1/2) 1 KarateManeuver OCV DCV Notes4 Atemi Strike -1 +1 2d6 NND4 Block +2 +2 Block, Abort4 Disarm -1 +1 Disarm; 30 STR to Disarm roll4 Dodge -- +5 Dodge, Affects All Attacks, Abort4 Knifehand Strike ("Chop") -2 +0 HKA 1d6 +13 Legsweep +2 -1 5d6 Strike, Target Falls4 Punch/Snap Kick +0 +2 6d6 Strike5 Side/Spin Kick -2 +1 8d6 Strike1 Weapon Element: Karate Weapons1 Weapon Element: StaffsPerks2 Stipend: Money: Well Off6 Reputation: Popular Hero (A large group) 14-, +2/+2d63 Fringe Benefit: Membership: Minutemen3 Fringe Benefit: Security Clearance: Metahuman Tactical ResponseTalents5 Psionic Swiftness: Lightning Reflexes: +3 DEX to act first with All ActionsSkills30 +5 with HTH and Mental Combat3 Acrobatics 13-3 Analyze: Combat 13-3 Breakfall 13-3 Bureaucratics 13-3 Climbing 13-3 Combat Driving 13-3 Conversation 13-3 Criminology 13-3 Forensic Medicine 13-3 High Society 13-3 Interrogation 13-0 Language: English (idiomatic) (4 Active Points)5 Language: Japanese (completely fluent; literate) (4 Active Points)17 Mentalism 20-3 Oratory 13-3 Paramedics 13-3 Persuasion 13-3 Research 13-3 Scholar1 1) KS: Eastern Philosophy (2 Active Points) 11-1 2) KS: Karate (2 Active Points) 11-1 3) KS: Meditation (2 Active Points) 11-1 4) KS: Psionic Ettequite (2 Active Points) 11-1 5) KS: The Martial World (2 Active Points) 11-1 6) KS: The Psionic World (2 Active Points) 11-1 7) KS: The Superhuman World (2 Active Points) 11-3 Security Systems 13-3 Seduction 13-3 Shadowing 13-3 Sleight Of Hand 13-3 Stealth 13-3 Streetwise 13-3 Tactics 13-3 Teamwork 13-2 WF: Common Melee Weapons1 WF: Off HandTotal Powers & Skill Cost: 494Total Cost: 625200+ Disadvantages20 Psychological Limitation: Code vs Killing (Common, Total)20 Psychological Limitation: Ethical Mentalist (Common, Total)15 Psychological Limitation: Patriotic (Common, Strong)15 Social Limitation: Secret Identity (Frequently, Major)10 Reputation: Mentalist "Stooge", 8- (Extreme)20 Hunted: Hyperion Institute 8- (Mo Pow, NCI, Harshly Punish)15 Hunted: Minute Men Rogues Gallery 11- (As Pow, Harshly Punish)10 Distinctive Features: Style Limitation (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)300 Experience PointsTotal Disadvantage Points: 625Background/History: Brad Canon discovered his psychic powers early in life. For a while he used them to get what he wanted; reading thoughts here, a nudge there, life was pretty good. Sure he felt a little guilty occasionally; but he never did anything really bad. It's entirely possible that he would have eased into a life of crime simply by being lazy. But fate, in the guise of the Hyperion Institute, had other ideas. Recruiting agents from the institute underestimated Brad's abilities; when his parents declined to send Brad to the institute for an advanced education, they attempted to psionically induce agreement.

Brad, afraid for his parents, summoned his own power to protect them. He managed to stun the psionic member of the recruitment team before another agent could render him unconscious with a taser. However, with the control on his parent's broken they lept to his defense. Brad's father, a former marine, occupied the agents while his wife called the police. When the psionic agent recovered, he stunned the entire family, and tried to plant false memories to aid in their escape. Brad realized then the direction he had been headed. He swore to never again use his powers for personal gain. His father's company transferred him to Japan for a few years and this is where Brad studied martial arts and eastern philosophy. He began yoga, tai ch'i, and other meditative techniques in addition to the discipline of Karate. When he graduated from college he joined the Metahuman Tactical Response, as a psionic expert. He was tapped for the Minutemen Squadron and survived Adamant's culling. Changing his name from the American Way, to Allegiance, he joined the new Minutemen.Personality/Motivation: Allegiance has a powerful mind and thus he tends to intensely feel his emotions and beliefs. He will not kill and uses his psionic powers in an ethical manner. He is a loyal Patriot but also something of a Japanophile. As he's now one of the "Old Guard" heroes, he takes his role of mentor (particularly to young mentalists) very seriously. He follows the Psionic World very closely, and keeps up to date on laws, organizations, and technology that might have an impact on the world's mentalists.Quote: "Put that Gun down!""Come over here and say that!"Powers/Tactics: In his early career, Allegiance relied more on his physical strength and fighting skills; but as he's now pushing 40, he's relying on his mental powers more and more. He blends the pure mentalism with hand to hand combat skills boosted by his mental powers. His costume is protective and provides sensory and communication options. Allegiance generally fights as a martial artist, using his mind control to convince foes to focus on him rather than innocents or potential hostages. He's become quite adept at using his mind control for "suggestive" situations.Campaign Use: Wanted to make a heroic Mind Controller, I sort of succeeded? Appearance: Allegiance wears a blue top with white stars on the chest and each of the shoulder. His lower body is red with blue boots (with white stars) and his sleeves are white. He wears a full face mask (blue with a white star at the forehead).Brad is a handsome fellow, tall and broad shouldered with short black hair and green eyes. He dresses in tailored suits whenever possible.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...