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Else Earth: Force-Ion


Enforcer84

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Force-Ion

 

Val   Char   Cost    Roll     Notes

  40    STR       5       17-       Lift 6400.0kg; 8d6 [3]

  17    DEX      14      12-       OCV:  6/DCV:  6

  28    CON      8       15-

  10    INT        0       11-       PER Roll 11-

  10    EGO       0       11-       ECV:  3 - 4

  15    PRE        5       12-       PRE Attack:  3d6

 

   6     OCV      15     

   6     DCV      15     

   3     OMCV   0      

   4     DMCV   3      

   4     SPD      20                  Phases:  3, 6, 9, 12

 

  20    PD          8                   Total:  20 PD (10 rPD)

  16    ED          6                   Total:  16 ED (8 rED)

  20    REC      16

  80    END      12

  20    BODY    5

  40    STUN   10      Total Characteristic Cost:  142

 

Movement:     Running:  12m/24m

                         Flight:  20m/40m

                         Leaping:  4m/8m

                         Swimming:  4m/8m

 

Cost   Powers                                                                                   END

40       Energy Control:  Multipower, 40-point reserve                     

2f        1)  Energy Cone:  Blast 5d6, Area Of Effect (16m Cone; +½) (37 Active Points); No Range (-½)               4

3f        2)  Energy Leeching:  Drain Energy Powers 2d6, Variable Effect (any one Energy Power at a time; +½) (30 Active Points) 3

4f        3)  Piercing Bolt I:  Blast 6d6, Armor Piercing (+¼) (37 Active Points)          4

4f        4)  Piercing Bolt II:  Blast 5d6, Penetrating (+½) (37 Active Points)               4

4f        5)  Power Bolt:  Blast 8d6 (40 Active Points)                         4

2f        6)  Power Punch:  Hand-To-Hand Attack +5d6, Attack Versus Alternate Defense (ED; +0) (25 Active Points); Hand-To-Hand Attack (-¼)                                                                        2

4f        7)  Pulsed Bolt:  Blast 5d6, Autofire (5 shots; +½) (37 Active Points)            4

67       Energy Maelstrom:  Blast 8d6, Personal Immunity (+¼), Constant (+½), Area Of Effect (16m Radius; +¾) (100 Active Points); No Range (-½)                                                            10

           Energy Powers                                                                             

25       1)  Energy Flight:  Flight 20m, No Turn Mode (+¼) (25 Active Points); Leaves A Trail (-0)      2

50       2)  Energy Negation:  Damage Negation (-10 DCs Energy) 0

5         3)  See Infrared Energy:  Infrared Perception (Sight Group) 0

3         4)  See Sonic Energy:  Ultrasonic Perception (Sight Group) 0

5         5)  See Ultraviolet Energy:  Ultraviolet Perception (Sight Group)   0

22       6)  Sense Energy Fields:  Detect Energy Fields 11- (no Sense Group), Discriminatory, Range, Sense      0

           Physical Augmentation                                                              

13       1)  Durable:  Life Support  (Eating: Character only has to eat once per week; Extended Breathing: 1 END per Turn; Longevity: 200 Years; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Sleeping: Character only has to sleep 8 hours per week)         0

10       2)  Powerful Physique:  +10 CON                                             

5         3)  Powerful Physique:  +5 BODY                                             

25       4)  Superhuman Strength:  +25 STR                                        2

15       5)  Toughness:  +10 PD, Resistant (+½) (15 Active Points)  

12       6)  Toughness:  +8 ED, Resistant (+½) (12 Active Points)    

 

           Perks

9         Contact:  The Black Market (Contact has very useful Skills or resources), Organization Contact (x3) (9 Active Points) 8-

 

           Skills

12       +1 Overall

3         +1 with Energy Strike, Grab and Haymaker

8         +1 with Ranged Combat

2         CK: Chicago 11-

3         Combat Driving 12-

2         KS: The Metahuman World 11-

9         Power:  Energy Control 14-

3         Shadowing 11-

3         Streetwise 12-

2         TF:  Common Motorized Ground Vehicles

2         WF:  Small Arms

 

Total Powers & Skill Cost:  378

Total Cost:  520

 

400+ Matching Complications

10       Enraged:  In Combat (Common), go 8-, recover 14-

10       Hunted:  Local Heroes Infrequently (As Pow; Harshly Punish)

10       Physical Complication:  Slightly Loosened Marbles -3 on EGO Rolls (Infrequently; Slightly Impairing)

15       Psychological Complication:  Insecure about Powers (Common; Strong)

15       Social Complication:  Criminal Record Frequently, Major

5         Unluck: 1d6

10       Vulnerability:  2 x Effect Drains/Transfers (Uncommon)

120     Experience Points

 

Total Complications Points:  520

 

Background/History:  David Calloway wanted to be a superhero so much it hurt. He was eleven when his powers of energy projection and manipulation emerged and the joy that they brought him was unparallelled; for a while.

 

By the time he was sixteen, his joy was becoming frustration. He'd been accepted to the Prescott Academy and though graduated with honors extolling his control and his good nature two years later, his insecurity about the relative weakness of his actual energy output was eating away at him. Whereas most projectors could destroy doors and shatter cars...he needed repeated attacks to break anything stronger than wooden furniture. His powers were still as weak as they were when he discovered them.

 

David pushed himself very hard to be a hero, despite his weakness and inability to fly, he was smart, dedicated, resourceful, and  his powers were versitile. But pushing himself lead to a breakdown. In a desperate attempt to increase his powers he went rogue and used his contacts and skill to steal enough money to pay an unscrupulous scientist to augment his powers.

 

So desperate was he that he went to a scientist who was unable to deliver the entirety of his promise. David had lowe level superhuman strength, toughness and could now fly, but his energy output had failed to increase. In a rage, he killed the scientist and then went on a rampage, hoping for suicide by Superhero.  To his surprise, he escaped mostly unharmed.

 

Now Force-Ion is a mercenary supervillain, a bottom-feeder due to his known instability and general unreliability.

 

Personality/Motivation:  Always insecure about his weak powers, Force-Ion has put in countless hours to improve them and his use of them to no avail. His dreams of being a hero have been washed down the drain and suffers from manic depression thanks to the processe's poor integration with his natural metabolism.

 

David often seems distracted or harried in addition to phases of (often violent) mania and sullen lows.

 

Quote:

 

Powers/Tactics:  Force-Ion can summon an unknown - rather generic - energy and use it in a variety of ways. Despite his years of effort the blasts are very low end for superhuman powers and offensively he's more of an annoyance than a threat to another superbeing. Particularly one of equal points.

 

On the bright side the enhancement process greatly increased his END score and he can push with greater frequency. In addition he's always durable and particularly resistent to all forms of energy.

 

The process gave him low-level superhuman strength and even greater durability.

He tends to snipe away, using his blasts until they prove ineffective or he loses his temper. WHen that happens he usually just uses his energy punch.

 

Campaign Use:  A fallen hero and cautionary tale.

 

Appearance:  Since his enhancement, David Calloway has become a tall, powerfully built man with the physique of a linebacker. He has precious little bodyfat and looks imposing in almost everything now.

 

The Force-Ion costume is black with a half-cowl, red boots and gloves and a glowing red fist on his chest.

 

 

 

6eForce-Ion.hdc

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