Champions – Nimbus, Strongman of the Vanguard

Geofric Bouchard was a fairly ordinary mechanic – a very good mechanic, yes, but still quite ordinary – until a radiant ball of energy fell out of the sky on him. When the emergency services paramedics got him awake he seemed to have come through it just fine – but they took him in for a better check anyway.

That check revealed that his body had been infused , or perhaps merged, with massive amounts of psychic, magnetic, and plasma energies – enough that it should have vaporized him on the spot.  Why it had not, the attending physician-mage could not say.

Three days later, faced with a fire emergency, Geofric abruptly found himself surrounded by a massive energy-construct, impervious to the raging fire and capable of taking others inside to extend that protection to them.

It was not long before “Nimbus” was a well-known hero (it would be difficult to be much more conspicious) – and he was recruited as one of the founding members of the Vanguard shortly after that. Since then, he’s essentially acted as the team anchor – holding his section of any battlefield like a small mountain, supporting falling buildings, and wading into the worst hazards carrying his teammates along.

Since Destine has actively joined the group, he often has her accompany him; she can use the defense, and he can use the good luck she brings since his energy form is somewhat clumsy.

Nimbus possesses a single, massive, talent; he can surround himself with a blazing field of solid energy that he can manipulate at whim. In fact, he can even share it’s defensive benefits by bringing people inside with him – although space is severely limited. Unfortunately, the construct is incredibly easy to hit. Fortunately, that’s matched by its equally incredible toughtness. Naturally enough, that’s spawned a basic tactic when fighting the Vanguard; take down Nimbus BEFORE he gets a chance to activate his powers.

Nimbus

 

Nimbus

 

Value Characteristic Points
15/75 STR 5
17 DEX 21
18/33 CON 16
10/31 BODY 0
10 INT 0
15 EGO 10
20 PRE 10
10 COM 0
9/29 PD 0
7/27 ED 0
4 SPD 13
16 REC 0
20 END -23
65/71 STUN 0
Total 52

 

Points Powers END
6 Exokinetic Field Elemental Control (15-pt reserve); Concentrate: Throughout & 0 DCV, -1; Extra Time: full phase, -½; Extra Time Required: Only At Startup, ½; Champions Limitation (All or nothing; either the entire EC is active or it is not.): -¼
a-19 Growth-6 (×64 mass, ×4 height); Mass: 3,968 kg/8,730 lbs; Height: 672 cm/22’1″; Extra STR: 30; Knockback Reduction: -6; Extra BODY: 6; Extra STUN: 6; DCV Penalty: -4; PER Penalty: +4; Reduced END: Zero, +½; Addition (0 End cost applies to extra strength from growth as well. ): +12 0
b-6 Change Environment: Brilliantly Warm and Illuminated (8″ rad.); Effect: Fixed, +0; Reduced END: Zero, +½. 0
c-12 Armor (10 PD/10 ED); Area Effect (One-hex): 1 hex(es), +½.
d-6 Damage Resistance (20 PD/21 ED); Area Effect (One-hex): 1 hex(es).
e-12 Life Support (total); Area Effect (One-hex) +½.
f-10 Force Field (10 PD/10 ED); Area Effect (One-hex). 0
g-8 Mental Defense (27 pts); Add to Total; Area Effect (One-hex).
h-4 Regeneration (2 BODY/Turn); Regenerate: Lost Limbs and Organs, +10; Generic Limitation (Only affects BODY granted by Exokinetic Field): -1.
i-6 Running (+10″, 16″, NC: 32″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 30; Reduced END: Zero, +½. 0
j-6 Shape Shift (Limited Group); Reduced END: Zero, +½. Nimbus can reshape his exokinetic field, but never his actual body. 0
k-12 +30 STR; Reduced END: Zero, +½. 0
l-6 +15 CON.
m-6 +15 BODY.
n-6 +20 PD; Area Effect (One-hex).
o-6 +20 ED; Area Effect (One-hex).
p-6 Stretching (4″, NC: 8); Non-Combat Multiplier: ×2, +0; Reduced END: Zero, +½. 0
5 EC Associated powers; Linked (To Elemental Control): -½; Concentrate: Throughout & 0 DCV, -1; Extra Time: full phase, -½; Extra Time Required: Only At Startup, ½; Champions Limitation (All or nothing; either the entire EC is active or it is not.): -¼
(3) Flash Defense (Sight, 10 pts).
(2) Flash Defense (Hearing, 5 pts).
12 2d6 60-Point Equipment Allowance Aid (Fade/month, Max. 60); Range: 0; Affects: Single Power of Special Effect, +¼; Extra Time: 1 hour, -2½; Only activates in armories, labs, or between outings: -1½; Personal Only: -1; Difficult to Dispel: ×4, +½; Increased END: ×10, -4; Active Points: 119; This allows a character to haul along 60 CP worth of customized gear. 30
154 Total Powers  

 

Points Skills, Talents, Perks Roll
0 English (Native Accent); Literacy: Standard, 0
0 French (Native Accent); Literacy: Standard, 0
10 +3 level w/HTH Combat; Champions Limitation (OCV Only): -½
9 Mechanics 14-
19 Total Skills, Talents, Perks  

 

Cost Equipment
2 Elemental Control: Microfiber Clothing (5-pt reserve)
; All abilities -.5 OIF (Uniform), -1 (Conventional Technology Only).
a-8 Armor (8 PD/8 ED) ; Hardened: ×1, ¼; Always On: -½
b-4 Life Support Systems
(1) Life Support: High Pressure/Vacuum
(1) Life Support: High Radiation
(4) Need Not Breathe
(1) Life Support: Intense Heat/Cold
c-2 Instant Change (can look like any clothing) ; Clothes: Any Set, 10
d-2 +3 level w/Stealth (Camoflague)
4 Advanced Military Electronics Package; Computer: Int 13, Dex 0, Spd 1 (-27 Points Base).
(1) Elemental Control: Electronics (3-pt reserve); All abilities Conventional Technology (-1)
a-3 Radio Listen and Transmit ; Usable By Others: Simultaneous Use, +½; Invisible (Scrambled: Detectable, but untranslatable.): One Sense Group, +½
b-2 Infrared Vision ; Usable By Others: Simultaneous Use, +½
c-3 Telescopic Vision (Sight, +4 to PER) ; Usable By Others: Simultaneous Use, +½
d-2 Flash Defense (Sight, 5 pts) ; Usable By Others: Simultaneous Use, +½
e-2 Flash Defense (Hearing, 5 pts) ; Usable By Others: Simultaneous Use, +½
f-2 Detect Health of User (+1 to PER) ; Time Required: Instant, +2; Range: Touch, +0
g-2 Enhanced Perception (all) (+2 to PER) ; Usable By Others: Power Lost, +¼
h-3 Eidetic Memory; Always On (Memory is either perfect or utterly gone): -½
i-2 Basic Computer Functions
(1) Absolute Time Sense
(1) Inertial Locator/Bump of Direction
(1) Lightning Calculator
j-2 Detect Environmental Hazards (+1 to PER) ; Time Required: Instant, +2; Range: Touch, +0
; Detects Chemical Weapons, High Radiation, Etc.
k-4 GPS/Heads-Up Map Display: Navigation 14-; Usable By Others: Power Lost, +¼
l-7 +3 level w/Rangefinder/Targeting System: Ranged Combat; Usable By Others: Power Lost, +¼; OCV Only: -½
m-4 2d6 Aid: Programs/Databases (Fade/week, Max. 12) 3; Range: 0; Affects: Single Power of Special Effect, +¼; Extra Time: 1 min., -1½; Activation: 11-, -1; Must have program available to load: -2
; This allows the user to load maps (area knowledge), mission information, and so on. All of it should be Usable By Others/Power Lost, so you can load a total of 10 points worth of information.
(3) Programs
; 1) Monitor instruments and transmit information to user and command systems
2) Place call for emergency assistance if serious health issues are detected.
3) Refuse to activate without proper identification of authorized user.-The first two programs normally run continiously after boot-up. The third runs at boot-up but shuts down once satisfied.
(1) English (Basic Conv.); Literacy: Standard, 0
(6) Easy Interface: Computer Programming 12-; Usable By Others: Power Lost, +¼
5 3d6 Advanced First Aid Kit / Healing 1; Champions Limitation (Once per set of injuries.): -½; OAF (First aid satchel): -1; Champions Limitation (Cannot be used while Elemental Control is active): -½
4 Shrinking / Compaction Amulet-1 (DCV +2, Height 84 cm/2’9″) 1; Mass: 7¾ kg/17 lbs; Knockback Increase: 3; PER Bonus: -2; Linked (To Elemental Control): -½; Concentrate: Throughout & 0 DCV, -1; Extra Time: full phase, -½; Extra Time Required: Only At Startup, ½
31 Total Equipment

Nimbus carries other equipment as needed – but it’s most often support gear, supplies, and rescue gear.

125+ Disadvantages
10 Public Identity
10 Distinctive Features: Giant glowing energy-automaton; Concealability: Easily, 5; Reaction: Always noticed & major reaction, +5
5 Dependent NPC: Destine (Slightly Less Powerful, 11-); Skills: Useful, -5
15 Reputation (14-)
20 Code Against Killing (Common, Total)
15 Honorable (Common, Strong)
15 Code of Chivalry (Common, Strong)
10 Watched: Canadian Government, Press (8-); Capabilities: More Powerful, 15; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Only Watching: ×½; Punishment: Harsh, 0
100 Total Disadvantages

 

COSTS: Char. Powers Total Total Disadv. Base
52 + 173 = 225 225 = 100 + 125

 

OCV DCV ECV Mental Def. PD/rPD ED/rED Phases
6 6 / 2 / 8 5 27 57/48 55/49 3, 6, 9, 12

 

Height: 168/672cm (5’6″/22’1″), Weight: 62/3968kg (136 lbs/8,730 lbs), Sex: Male, Age: 38, Race: Human

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4 Responses

  1. […] Nimbus: The group strongman thanks to his malleable exokinetic field. […]

  2. […] Nimbus: The group strongman thanks to his malleable exokinetic field. […]

  3. […] Nimbus: The group strongman thanks to his malleable exokinetic field. […]

  4. […] Nimbus: The group strongman thanks to his malleable exokinetic field. […]

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