Champions – Captian Thunder, Would-Be Superhero

Dominic Terigan had a knack with electricity and electrical magic even as a kid. His science-fair projects were always some of the best in school and he could fix old game systems and such with little trouble. As an adult, Dominic is a highly competent (but not superhuman) professional in programming and several electrically-related engineering fields. He’s patented several convenient (if not exactly earth-shaking) electronic gadgets and spends much of his spare time camping and prospecting.

When he developed a spell to give substantial ranges to many electrical and electronic devices he felt that he had a choice; he could ignore its many uses, start using his ability to remotely connect to systems for criminal purposes, or he could become a superhero!

That was an absurdly over-optimistic assessment of his capabilities, even throwing in a couple of high-powered (for common equipment) taser-gloves, but for a minor fantasy that hardly mattered – until Aurora Ward set up shop in Montreal – and “Captain Thunder” impulsively applied for membership.

His startled attempt to taser the giant blob that was behind the door when it opened – and said blobs cheerfully ignoring his tasers, engulfing him, and digesting his cape before it spit him back out – was something of an eye-opener. Aurora Ward wound up hiring him as a technician and instructor for the non[technological Zantu instead of as a hero – but the more he sees of the kind of stuff that heroes get involved with, the less sensible he thinks trying to be one is.

Captain Thunder has a few useful tricks, but as a skilled normal he just isn’t superhero material. Still, if he ever makes it to competent normal he could become a minor hero; doubling up on his minor sorcery and equipment would make him reasonably effective against other lower-powered types and wouldn’t be too expensive – leaving enough points available to cover boosting his stats a bit.

 

Captian Thunder

 

Value Characteristic Points
8 STR -2
14 DEX 12
8 CON -4
9 BODY -2
13 INT 3
8 EGO -4
12 PRE 2
10 COM 0
2 PD 0
2 ED 0
3 SPD 6
4 REC 0
16 END 0
17 STUN 0
Total 11

 

Points Powers END
5 Sorcery Multipower (20-pt reserve); Gestures: Instant Power, -¼; Incantation: Instant Power, -¼; No more than one-half reserve in non-electrical powers: -¼, 14- activation, -½, Side Effects (Endurance Drain) -½, Concentrate 0 DCV, -½, Requires a Full Phase -½
u-1 2d6 Aid Increase Range of Electrical/Electronic Devices (Fade/min., Max. 12); Range: 0; Affects: Single Power of Special Effect, +¼; Trigger: Changeable, +½. 2
u-1 Detect Electrical and Electronic Systems (+1 to PER); Time Required: Half Phase, +0; Range: Ranged, +5; Addition (Discriminatory): +5.
u-1 1d6 Transform: Minor tweaks to, repairs on, and recharging of electrical ane electronic devices. (Minor, Limited Class); Range: 85; Cumulative: +½. 2
u-1 Change Environment: Control Environmental Electrical and Electronic Devices (4″ rad.); Effect: Fixed, +0. 1
u-1 Electrostatic Force Field (5 PD/5 ED); Reduced END: Zero & Persistent, +1; Gestures: Instant Power, -¼; Incantation: Instant Power, -¼; Generic Limitation (No more than ten active points in non-electrical powers): -¼ 0
Masters Wand (Equipment).
u-1 2d6 Healing. 1
u-1 Demon Ward (Change Environment/Holy) (2″ rad.); Effect: Fixed, +0. 1
u-1 Detect Metals and Minerals (+0 to PER); Time Required: Instant, +2; Range: Ranged, +5.
u-1 Change Environment: Shift-sleeve comfortable (2″ rad.); Effect: Fixed, +0. 1
u-1 Digging Spell: Tunneling (2″ through DEF 2); Tunnels: Left Behind, +0. 1
5 Mind Link with Computers; Minds: One Specific Mind, +5; Number of Minds: 2, +5; Distance: Single Planet, +0; Dimension: Current, +0; Link with: Anyone, +0; Generic Limitation (Electronic Computers and AI’s Only): -1; This allows Captian Thunder to load new programs into his personal system through Simon and to send material from his personal system to Simon – both of which can be quite handy.
6 1d6 30-Point Equipment Allowance Aid (Fade/month, Max. 30); 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; This allows a character to haul along 60 CP worth of customized gear. 20
21 Total Powers  

 

Points Skills, Talents, Perks Roll
4 +2 level w/with Tasers
3 Computer Programming 12-
3 Electronics 11-
1 Prospecting 8-
1 Systems Operation; Generic Limitation (Electrical and Electronic Systems Only): -1 12-
1 Scientist; Generic Limitation (Electrical and Electronic Sciences Only): -1
1 Inventor; Generic Limitation (Electrical and Electronic Devices Only): -1 12-
1 Computer Science 11-
1 Electrical Engineer 11-
1 Electronics Engineering 11-
1 Robotics 11-
0 English (Native Accent); Literacy: Standard, 0
0 French (Native Accent); Literacy: Standard, 0
18 Total Skills, Talents, Perks  

 

Cost Equipment
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
(4) Easy Interface: Computer Programming 12-; Usable By Others: Power Lost, +¼
9 Simon, Minimal AI; Given that Simon is in an equipment pool, paying for it’s points one-to-one seems appropriate.
(-41) Basics: Ego 3, Int 13, Dex 0, Spd 1.
(2) English (Fluent Conv.); Literacy: Standard, 0
(2) French (Fluent Conv.); Literacy: Standard, 0
(7) Computer Programming (Easy Interface) 14-
11 Basic Computer Powers; Generic Limitation (Conventional Technology): -1
(5) High Range Radio Hearing: Internet and Scanner Access.
(1) Absolute Time Sense.
(1) Speed Reading (Disk Drives); Computer Media Only: -1.
(1) Lightning Calculator; User must set up calculations: -1.
(3) Eidetic Memory; Extra Time Required: Only At Startup, ½; Focus: Inobvious Inaccessible, -¼; Focus Mobility: Bulky, -½; Focus Type: Vehicular, -½; Audivisual Only (DVD Recorder): -½.
22 Databases
(5) Metahumans 14-
(5) World Atlas 14-
(3) Alien Races 12-
(3) Technological Devices 12-
(3) Geology 12-
(3) Media 12-
6 Programs
(1) Search & Compare Databases
(1) Monitor Trouble Reports
(1) Build Map from GPS/Visual Input
(1) Record and Edit Audiovisual Inputs
(1) Assist Programmer
(1) Hack Non-AI System
8 5d6 Energy Blast; High-Powered Tasers 0; Range: 0; Versus: ED; No Range: -½; Generic Limitation (Conventional Technology): -1; OIF (Belt-pack and gloves): -½; Charges: 8, +0; Clips: 4
5 Master’s Wand; Grants four additional one point multipower spell slots.
4 Concealed Kevlar Bodysuit: Armor (4 PD/2 ED) ; IIF: -¼; Conventional Technology: -1
30 Total Equipment

 

25+ Disadvantages
15 Code Against Killing (Common, Strong)
10 Overconfidence (Common, Moderate)
25 Total Disadvantages

 

COSTS: Char. Powers Total Total Disadv. Base
11 + 39 = 50 50 = 25 + 25

 

OCV DCV ECV Mental Def. PD/rPD ED/rED Phases
5 5 3 0 11/9 9/7 4, 8, 12

 

Height: 178cm (5’10”), Weight: 78kg (172 lbs), Sex: Male, Age: 34, Race: Human

 

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3 Responses

  1. […] Captain Thunder: Electrician and would-be superhero […]

  2. […] “Captain Thunder“, electrical technician and wannabe superhero. […]

  3. […] “Captain Thunder“, electrical technician and wannabe superhero. […]

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