Champions – the Cloud Commanders Cloud Beasts

The Cloud Commander’s clouds aren’t really all that powerful in superhero terms – but en mass they can help each other aim, create winds to turn their gliding into something akin to flight, pester people with personalized weather, and join together to form massive “vehicles”.

Individually, they’re quite strong enough to carry someone around indefinitely and easily – allowing the Commander to ride a single cloud about. That neatly compensates for the fact that using most of his abilities requires a rull phase; he can focus on using his powers while his cloud-steed handles the mobility side of things.

Overall, they’re a pretty formidable set of minions for a teenager to have at his command.

 

Cloud Beast

Value Characteristic Points
0/20 STR -10
17 DEX 21
18 CON 16
8 BODY -4
3 INT -7
3 EGO -14
10 PRE 0
5 COM -2
4 PD 0
4 ED 0
4 SPD 13
8 REC 0
36 END 0
23 STUN -4
Total 9

 

Points Powers END
10 Elemental Control: Cloud Powers (15-pt reserve); Always On: -½
a-10 30″ Gliding (NC: 60″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 89
b-10 Shape Shift (Cloud and Mist Forms) (Limited Group); Generic Limitation (They’re clouds. They can come in many shapes, and squeeze through small holes and such, but they’re clouds. ): -1; Reduced END: Zero & Persistent, +1 0
c-10 Stretching (6″, NC: 12); Non-Combat Multiplier: ×2, +0 3
d-23 +20 STR; Affects Desolidified: +½; Reduced END: Zero & Persistent, +1 0
e-10 Armor (10 PD/10 ED)

Attacks tend to go right through, without hurting them – an odd special effect for armor, but it works.

f-10 Mental Defense (Vapor Brained) (31 pts); Add to Total
g-5 Regeneration (1 BODY/day); Regenerate: From Death, +20
18 Multipower (50-pt reserve); Concentrate: Throughout & 0 DCV, -1; Extra Time: full phase, -½; Generic Limitation (Only in-atmosphere): -¼
u-2 8d6 Energy Blast (Lightning); Range: 250; Versus: ED; Reduced END: Half, +¼ 2
u-2 Hand-to-Hand Attack (Storm Buffet) (9d6, Total 13d6); Range: 0; Affects Desolidified: +½; Reduced END: Half, +¼ 2
u-2 Change Environment (Weather Conditions) (8″ rad.); Reduced END: Half, +¼; Champions Advantage (Can generate minor (plus or minus two) modifiers on appropriate rolls.): +¼; Effect: Variable, +1 2
u-2 1d6 Drain (Gases, Smokes, Etc) (Return/min.); Range: 0; Autofire: 25 shots, 1½; Reduced END: Zero, +1; Active Points: 50; Trigger (When in the area of an appropriate effect): Set, +¼; Affects: Single Power of Special Effect, +¼; Penetrating: +¾

Clouds can rapidly dissipate or suck up gases, smoke, and other vaporous area-effect effects that touch them. Each can can only suck up one effect at a time though; it has to spit it out (in harmless shreds) before it can suck up another.

0
u-2 2½d6 Killing Attack (RKA) (Lightning); Range: 250; Reduced END: Half, +¼ 2
2 Helpful Weather
(17) +2 level w/All Combat; Usable By Others: Simultaneous Use, +½; Ranged: +½; Usable by Others Number: 4, +½; Reduced END: Zero, +½
u-1 Sense the Atmosphere
(4) Tracking Scent
(2) Discriminatory Sense (Smell)
(11) Enhanced Perception (Smell, +15 to PER)
u-2 Desolidification; Reduced END: Half, +¼ 2
121 Total Powers  

 

Points Skills, Talents, Perks Roll
20 +4 level w/Multipower
20 Total Skills, Talents, Perks  

 

100+ Disadvantages
20 Phys. Lim; No Fine Manipulation (Frequently, Fully)
15 Distinctive Features: Clouds; Concealability: Not Concealable, 15; Reaction: Noticed and Recognizable, +0
40 Vulnerability: Heat and Flame (2× STUN and BODY); Attack: Common, +10
75 Total Disadvantages

 

COSTS: Char. Powers Total Total Disadv. Base
9 + 141 = 150 175 = 75 + 100

 

OCV DCV ECV Mental Def. PD/rPD ED/rED Phases
6 6 1 31 14/10 14/10 3, 6, 9, 12

 

Advertisements