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CHAR: Midnight Sun


Enforcer84

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Midnight Sun

Val Char Cost Roll Notes

55 STR 5 20- Lift 51.2tons; 11d6 [5]

26 DEX 15 14- OCV: 9/DCV: 9

35 CON 10 16-

11 BODY 2 11-

35 INT 5 16- PER Roll 19-

13 EGO 6 12- ECV: 4

25 PRE 5 14- PRE Attack: 5d6

16 COM 3 12-

 

15/30 PD 5 Total: 15/30 PD (0/15 rPD)

15/30 ED 5 Total: 15/30 ED (0/15 rED)

4 SPD 15 Phases: 3, 6, 9, 12

6 REC 0

30 END 0

27 STUN 0 Total Characteristic Cost: 76

 

Movement:

Running: 7"/14"

Flight: 20"/40"

Leaping: 11"/22"

Swimming: 2"/4"

 

 

Cost Powers END

83 Gravitic Weapons Systems: Multipower, 125-point reserve, (125 Active Points); all slots OIF (-1/2)

8u 1) Gravitic Blast: Energy Blast 20d6, Reduced Endurance (1/2 END; +1/4) (125 Active Points); OIF (-1/2) 5

7u 2) Gravitc Blast (Disabling): (Total: 124 Active Cost, 72 Real Cost) Energy Blast 10d6, Reduced Endurance (1/2 END; +1/4) (62 Active Points); OIF (-1/2) (Real Cost: 41) plus Entangle 5d6, 5 DEF, Reduced Endurance (1/2 END; +1/4) (62 Active Points); Linked (Energy Blast; -1/2), OIF (-1/2) (Real Cost: 31) 4

8u 3) Gravitic Blast (Tenpins Blast): Energy Blast 14d6, Double Knockback (+3/4) (122 Active Points); OIF (-1/2) 12

7u 4) Gravitic Manipulation: Telekinesis (60 STR), Affects Porous (100 Active Points); OIF (-1/2) 10

1u 5) Gravitic Point Defense: Missile Deflection (Any Ranged Attack) (20 Active Points); Costs Endurance (-1/2), OIF (-1/2) 2

5u 6) Gravity Alteration: Telekinesis (40 STR), Area Of Effect (6" Radius; +1) (120 Active Points); Only To Pull Objects Straight Down To Earth Or Hold Them Off Ground (-1), OIF (-1/2) 12

4u 7) Gravity Cancellation: Flight 8", Ranged (+1/2), Usable As Attack (x16 maximum weight per inanimate target; +2) (56 Active Points); OIF (-1/2) 6

 

47 Mobility Systems: Multipower, 70-point reserve, (70 Active Points); all slots OIF (-1/2)

2u 1) Hoverpads: Running 12", Reduced Endurance (0 END; +1/2) (36 Active Points); OIF (-1/2)

2u 2) Hydro Systems: Swimming 20" (x8 Noncombat) (30 Active Points); OIF (-1/2) 3

5u 3) Omnithrust Antigravity Engine: Flight 20", No Turn Mode (+1/4), No Gravity Penalty (+1/2) (70 Active Points); OIF (-1/2) 7

 

Athletics

7 1) Fisticuffs: HA +2d6 (10 Active Points); Hand-To-Hand Attack (-1/2) 1

2 2) Swift: Running +1" (7" total) 1

 

Cerebrohelm , all slots OIF (-1/2)

13 1) Cerebrohelm: +20 INT (20 Active Points); OIF (-1/2)

4 2) Data Absorption: Speed Reading (x100) (6 Active Points); OIF (-1/2)

2 3) Ease of Use Inheritance: Lightning Reflexes: +2 DEX to act first with All Actions (3 Active Points); OIF (-1/2)

2 4) Gyroscope: Bump Of Direction (3 Active Points); OIF (-1/2)

2 5) Internal CPU: Lightning Calculator (3 Active Points); OIF (-1/2)

2 6) Internal Clock: Absolute Time Sense (3 Active Points); OIF (-1/2)

2 7) Keen Sense of Distance: Absolute Range Sense (3 Active Points); OIF (-1/2)

17 8) Mother's Memories: Computer Programming, Inventor, SS: Gravitics, SS: Psionic Engineering, SS Power Systems, SS Weapons Systems, SS Materials Engineering 16- (21 Active Points); IIF (Cerebrohelm; -1/4)

3 9) Telepathic Memory Stores: Eidetic Memory (5 Active Points); OIF (-1/2)

10 10) Universal Translator 16- (20 Active Points); Speech based Languages only (-1/2), OIF (-1/2)

 

DST-P Dread Star Mk 3 Prototype, all slots OIF (-1/2)

10 1) Advanced Cooling System: (Total: 18 Active Cost, 10 Real Cost) Force Field (6 PD/10 ED) (16 Active Points); OIF (-1/2), 12 Charges (-1/4) (Real Cost: 9) plus Knockback Resistance -1" (2 Active Points); OIF (-1/2), Only Works Against Limited Type of Attack (fire/heat; -1/2), Linked (Force Field; -1/2), 12 Charges (-1/4) (Real Cost: 1) [12]

1 2) Heavy Armor: Knockback Resistance -1" (2 Active Points); OIF (-1/2)

30 3) DST-P Dread Star Powered Armor: Armor (15 PD/15 ED) (45 Active Points); OIF (-1/2)

6 4) Environmental Protection System: Life Support (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) (9 Active Points); OIF (-1/2)

8 5) Exotic Defense System: Power Defense (12 points) (12 Active Points); OIF (-1/2)

22 6) Fire Suppression System: Dispel 16d6, any Fire Power one at a time (+1/4) (60 Active Points); 4 Charges (-1), OIF (-1/2), Limited Range (5"; -1/4) [4]

3 7) Gravity Adaption: Environmental Movement (Zero-G Training) (4 Active Points); OIF (-1/2)

7 8) Internal Oxygen Supply: Life Support (Self-Contained Breathing), 1 Continuing Fuel Charge lasting 6 Hours (replacement oxygen supply, Easy to obtain; +0) (10 Active Points); OIF (-1/2) [1 cc]

13 9) NBC-Proof Sealed System: Life Support (Immunity All terrestrial poisons and chemical warfare agents; Immunity All terrestrial diseases and biowarfare agents) (20 Active Points); OIF (-1/2)

7 10) Powered Armor Psionic Shielding: Mental Defense (13 points total) (10 Active Points); OIF (-1/2)

13 11) Spotlight: Sight Group Images Increased Size (2" radius; 4" Cone; +1/4), +6 to PER Rolls (35 Active Points); Only To Create Light (-1), OIF (-1/2), Limited Range (30"; -1/4) 3

27 12) Strong Battery I: Endurance Reserve (200 END, 20 REC) (40 Active Points); OIF (-1/2)

6 13) Strong Communications Suite: High Range Radio Perception (Radio Group) (12 Active Points); OIF (-1/2), Sense Affected As Sight And Hearing Group As Well As Radio Group [very common Sense] (-1/2)

7 14) Weakness Proofing: Lack Of Weakness (-10) for Resistant Defenses (10 Active Points); OIF (-1/2)

 

Powered Armor Augmented Characteristics, all slots OIF (-1/2)

20 1) Exoskeleton Augmented Strength: +40 STR (40 Active Points); No Figured Characteristics (-1/2), OIF (-1/2) 4

18 2) Exoskeleton Durability: +20 CON (40 Active Points); OIF (-1/2), No Figured Characteristics (-1/2), Does Not Apply To CON Rolls (-1/4)

7 3) Impressive Countenance: +10 PRE (10 Active Points); OIF (-1/2)

16 4) Reaction Web: +11 DEX (33 Active Points); No Figured Characteristics (-1/2), OIF (-1/2)

10 5) Reaction Web: +2 SPD (20 Active Points); OIF (-1/2), Costs Endurance (-1/2) 2

5 6) Reflexwear Personal Armor: +7 ED (7 Active Points); OIF (-1/2)

5 7) Reflexwear Personal Armor: +7 PD (7 Active Points); OIF (-1/2)

 

Sensors, all slots OIF (-1/2)

3 1) Nightsight: Nightvision (5 Active Points); OIF (-1/2)

6 2) Parabolic Hearing System: +6 versus Range Modifier for Hearing Group (9 Active Points); OIF (-1/2)

10 3) Radar Array: Radar (Radio Group), Increased Arc Of Perception (360 Degrees) (20 Active Points); Sense Affected As Sight Group As Well As Radio Group [very common Sense] (-1/2), OIF (-1/2)

9 4) Sense Gravitic Fields: Detect Gravity (Touch Group) 19-/16- (Unusual Group), Discriminatory, Range (13 Active Points); OIF (-1/2)

6 5) Sensory Augmentation Systems: +3 PER with all Sense Groups (9 Active Points); OIF (-1/2)

6 6) Telescopic Lenses: +6 versus Range Modifier for Radio Group (9 Active Points); OIF (-1/2)

3 7) Thermalvision, Heat Trace-Tracking: Tracking with Infrared Perception (5 Active Points); OIF (-1/2)

2 8) Ultrasonic Hearing: Ultrasonic Perception (Hearing Group) (3 Active Points); OIF (-1/2)

 

Perks

2 Licensed to ...Detect: Fringe Benefit: Private Investigator License

5 The Office: Base

25 The Workshop: Base

10 Trust Fund: Money: Wealthy

3 Well-Connected

5 1) Mentor: Contact: Terry Buchanon, formerly The Osprey (Contact has access to major institutions, Contact has useful Skills or resources, Very Good relationship with Contact) (6 Active Points) 11-

8 2) The Feds: Contact: Metahuman Tactical Response (Contact has very useful Skills or resources), Organization Contact (x3) (9 Active Points) 8-

6 3) Uncle Felix: Contact: Felix Anderson (Contact has very useful Skills or resources, Very Good relationship with Contact) (7 Active Points) 12-

2 4) Work out Buddy: Contact: Lt Harriette Watson, Bay City PD (Contact has access to major institutions, Contact has useful Skills or resources, Contact limited by identity) (3 Active Points) 11-

 

Skills

8 +1 with All Combat

12 +3 with Powered Armor

3 Breakfall 14-

3 Concealment 16-

3 Conversation 14-

3 Criminology 16-

3 Cryptography 16-

7 Deduction 18-

3 Forensic Medicine 16-

3 Interrogation 14-

3 Paramedics 16-

3 Research 16-

3 Scholar

2 1) KS: Bay City Underworld (3 Active Points) 16-

2 2) KS: Local Crime Figures (3 Active Points) 16-

2 3) KS: The Law Enforcement World (3 Active Points) 16-

2 4) KS: The Superhuman World (3 Active Points) 16-

3 Scientist

3 1) SS: Ballistics 17- (4 Active Points)

2 2) SS: Chemistry 16- (3 Active Points)

2 3) SS: Mathematics 16- (3 Active Points)

2 4) SS: Physics 16- (3 Active Points)

3 Security Systems 16-

5 Shadowing 17-

3 Stealth 14-

3 Streetwise 14-

3 Traveler

1 1) AK: California (2 Active Points) 11-

1 2) AK: The Pacific Northwest (2 Active Points) 11-

2 3) CK: Bay City (3 Active Points) 16-

1 4) CK: Los Angeles (2 Active Points) 11-

1 5) CK: Portland (2 Active Points) 11-

1 6) CK: San Diego (2 Active Points) 11-

1 7) CK: Seattle (2 Active Points) 11-

2 WF: Small Arms

 

Total Powers & Skill Cost: 701

Total Cost: 777

 

200+ Disadvantages

10 Dependent NPC: Genevive DeMarques (Friend/Confidant) 8- (Normal)

20 Hunted: Dominion 8- (Mo Pow, NCI, Harshly Punish)

15 Hunted: The Wastelords 8- (Mo Pow, Harshly Punish)

10 Hunted: the police 8- (Mo Pow, NCI, Watching)

15 Psychological Limitation: Insatiably curious loves Mysteries (Very Common, Moderate)

10 Psychological Limitation: Likes to Bad Ass it up when in combat (Common, Moderate)

10 Psychological Limitation: Overconfidence (When in Armor) (Common, Moderate)

20 Psychological Limitation: True Hero; will sacrifice self for others (Common, Total)

10 Reputation: Reformed Villain/Reformed Scion of Villain, 11- (Extreme; Known Only To A Small Group)

15 Social Limitation: Secret Identity (Frequently, Major)

15 Susceptibility: Gravitic Attacks 3d6 damage Instant (Uncommon; Damage Done to END Reserve (10 END/Point of Damage))

427 Experience Points

 

Total Disadvantage Points: 777

 

 

 

Background/History: Many of the super heroes and villains of Bay City see Midnight Sun as an enigma. Obviously brave and noble, he seems very similar in power and appearance to a supervillain who disappeared a few decades ago. Some think it is Dreadstar, returned to his old stomping grounds to set right his past wrongs. Others think that Midnight Sun is the son of the former supervillain returning to redeem his father's image. Fot this reason, many heroes distrust him and many villains hold him in even lower regard as a sellout and seek his destruction. None of them know that they are only at best, half right.

 

Erica is the daughter of two reformed supervillains. Her father, Esteban Dieguez, was once Invictus, the super strong bodyguard/enforcer of the technological tyrant, Dominion. Her mother, Brigitte Langstrom-Dieguez, was known as Dreadstar, also one of Dominion's lieutenants. To protect her identity, Dreadstar appeared male. Her true identity was never deduced by superheroes or authorities, Dominion and his henchmen were defeated time and again, but never captured. Eventually, Dreadstar and Invictus tired of the supervillain life. They had fallen in love during their time with Dominion and eventually sought an escape from a life that no longer had the same thrill it did when they were young and rebellious.

At first, they simply tried to leave, but their "master" would have none of that. Dominion struck down Invictus, but he underestimated Dreadstar's intellect and ability. She was able to elude and draw his attention long enough for Invictus to recover. Together they turned their former friend and leader away. Then, while making their escape, they betrayed his secret location to a local supergroup. They were never seen again.

Erica was born almost two years later. Smart and inquisitive, she seemed destined to be a problem solver. As she grew, it became obvious to her parents that she would choose the life of a crime fighter, either as an officer of the law or as a costumed vigilante. They enjoyed the irony. When Erica graduated from high school and was about to enter college, her mother and father sat her down and had a long discussion about boys, drugs, school, and oh yea, hey did we ever tell you we used to be supercriminals?

Stunned, but curiously proud of her parents, Erica began her studies in criminology. Over the next four years she learned the breadth and depth of a) her father's superhuman physical prowess, B) her mother's genius, and c) the fact that they had at least one terribly potent enemy. Erica's parents disappeared shortly after she graduated college. She came home from her fist day at the police academy and found them gone. The house was undisturbed, all their belongings were still there, but there was no evidence of them.

Over the next couple of weeks, she had detectives, MTR agents, even a few superheroes investigating, but the results were always the same. No one could find them. Erica dropped out of the police academy and began her own search. A week after they disappeared, a letter arrived from a lawyer informing Erica that a significant sum of money had been left to her in the event of her parents' disappearance or demise. A week after that, a small, pleasant man who claimed to be her mother's younger brother Felix appeared at her door.

Felix took her to a rather non descript warehouse outside of town. There she found her mother's workshop. It was mostly automated, and very secure. Erica began training there, using the high technology, she set up a crime lab and began trying to track down her parents. It was during a legwork session that she encountered the Osprey. The Osprey was a legend in Bay City; one of the 70's, 80's, and 90's most prolific crimefighters. He was hanging it up but his contacts had let him know that a young woman was asking a lot of questions about a couple of vanished supervillains. The Osprey at first suspected her to be a vengeance seeking child of a victim. However, once he actually confronted her he found out the truth. They worked together for a bit, and it was with the Osprey's help that she found the Vault in her mom's laboratory. It was there that she found a prototype of her mother's powered armor. With the Osprey and her Uncle Felix's help, she began practicing with the suit. Her idea was to use the suit to draw out either her parents or someone who might have more info on them. She has been acting as a superhero in Bay City every since.

 

Personality/Motivation: Midnight Sun is a "man" on a mission; to find her parents. She suspects (and privately hopes) that they simply left in an attempt to keep her new life as a crime fighter from clashing with their old life as criminals. She worries that Dominion caught up to them. Her encounters with him have been brief, one sided affairs that she's barely escaped from. For a Machiavellian supervillain who likes to boast, he's not given her any useful info. His reactions seem to indicate that he knows she's not the original Dreadstar.

Erica enjoys matching wits with others and has developed an overconfident streak while wearing the powerful armor. This may or may not have something to do with the Cerebrohelm.

 

Quote: "Don't make me get all heavy handed on you."

 

Powers/Tactics: The Midnight Sun battle armor uses gravity based technology. Her weapons and primary mobility systems all use focused gravity fields. The suit is much more powerful than her mom's original. In combat Midnight Sun generally tries to disable her foes rather than damage them. Her ability to hold them with her gravity fields gets the most use. Against truly powerful or inorganic foes, she breaks out the big guns and blasts or punches away with abandon. She is a fairly capable fighter in hand to hand combat.

One of the most astounding breakthroughs Brigitte Langstrom-Dieguez made was in her attempt to install an AI into the armor to work concurrently with her psionic interface. Once testing started, rather than serving as an on board assistant, the "AI" drastically increased her own mental capacity; it gave her several "Hyper Intelligence" abilities (lightning calculation, eidetic memory, rapid data assimilation, etc), it effectively increased her intelligence tenfold. When Erica began wearing the armor, accessing the "Memory" gave her access to her mother's great intellect, some of her important skills, and her natural inventiveness.

 

Campaign Use: A good detective wrapped in a power suit and a mystery. Midnight Sun plays at the typical reactive superhero. Erica is a bit more proactive in her dealings. If she thinks she's found a lead to her parents' location or situation, she pursues it doggedly; breaking out her superheroic persona if it is called for, but more than likely simply doing her research and legwork.

 

Appearance: Erica is a very pretty young woman in her mid twenties with shoulder length black hair and brown eyes. She is short and fit and tends to dress in jeans and t-shirts and pretty much makes them look fabulous.

 

As Midnight Sun, she wears a suit of powered armor that might come from a Saturday morning cartoon show. It is masculine, about 6'3'' tall and adds about 125lbs to her weight. The suit has a vague "samurai" look, but with chiseled features and musculature. Large bracers and shoulder pads on the top, large "boots" and mechanical "wings" The helmet has sculpted facial features that look like a handsome man. These features are animated. The armor is black with glowing purple LEDs and energy signatures. Metallic Purple accents and symbols adorn it. On the chest plate is a purple outline of a sun, much like an eclipse.

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Re: CHAR: Midnight Sun

 

Design notes:

1) Why yes I do like high powered characters.

2) The Office is where she generally does her interviews and takes the few PI cases that interest her. It's in downtown Bay City

3) The Workshop is her home as well as technology lab.

4) The "Mother's Memories" skills are only available when wearing the helmet.

5) Her mom had a fear of fire.

6) Erica's best friend knows her secret identity and basically operates as her sounding board and alibi.

7) Uncle Felix is a genius like his sister. He often aided her in her criminal career but was never in it for more than the opportunity to create and the money Brigitte gave him. He had no trouble hanging it up when she did. He's helping her maintain and upgrade the armor. He is amazed at how much she seems like her mother when in the armor. He's a high tech contact

8) The Osprey is an information contact.

9) Midnight Sun has a good working relationship with the local authorities and federal metahuman authorities.

10) I have no idea what happened to her parents.

11) Bay City is somewhere on the California Coast. North of LA. Near San Fransisco? I dunno. It's a bout 150,000-200,000 population.

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Re: CHAR: Midnight Sun

 

Thanks!

It's got two origins actually. One was Titan, a PC one of my friends from high school played, she was the daughter of a supervillain that wore powered armor that made her look like...well...2nd Eds Doctor Destroyer.

The other was a comic book character from Malibu's Prototype. His old Samurai inspired armor clad rival was actually a woman.

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