Knifer

ATLASTIC's page

19 posts. Alias of Black Dow.


Race

Atlastic!

Classes/Levels

| Male Stretchy Superstrongman| Hero Points 0 | Notice +8 | Initiative +4 | Toughness 12 | Dodge 6 | Parry 8 | Fortitude 10 | Will 8 | Damage: 1T & Dazed

About ATLASTIC

BIO:

Name: Atlastic
Alternate Identity (Secret or Public): Atlas 'Attie' Fairbrass (Publicly Known)
Group Affiliation: Circus Fantastik
Age: 28
Gender: Male
Height: 6'1
Weight: 230 LBS
Eyes: Grey blue
Hair: Bronde short back and sides
Appearance: A modern-day hero who looks and acts like an old-timey circus strongman; complete with a striped leotard, handlebar moustache, and a boisterous, performative personality.

Origin:
Allegiance: Good
Motivation: He uses his immense, flexible strength to protect the public and entertain the crowds, seeing every good deed as a spectacular show.
Base of Operations:
First Appearance:

PL 10, POWER POINTS (150):

Abilities 60 + Powers 44 + Advantages 12 + Skills 21 + Defences 10 = 147/150

ABILITIES (60PP):

Strength (STR) 8 [Close Damage • 16PP] [Powerlifting 4 grants STR 12 for lifting only = 100 tonnes]
Stamina (STA) 8 [Toughness Defence, Fortitude Defence • 16PP]
Agility (AGL) 4 [Dodge Defence, Initiative Bonus • 8PP]
Dexterity (DEX) 2 [Ranged Attack Checks • 4PP]
Fighting (FGT) 6 [Close Attack Checks, Parry Defence • 12PP]
Intellect (INT) 0 [Intelligence Checks • 0PP]
Awareness (AWE) 4 [Will Defence • 8PP]
Presence (PRE) 4 [Presence Checks • 8PP]

DEFENCES (10PP):

Dodge 6 [AGL • 2PP]
Parry 8 [FGT • 2PP]
Fortitude 10 [STA • 2PP]
Toughness 12 [STA • Protection 4]
Will 8 [AWE • 4PP]

Spoiler:
Defence Class: The main defence class traits are Dodge, Parry, and Will.
Resistance Checks: The main resistance check traits are Dodge, Fortitude, Toughness, and Will.

Parry & Toughness: The total of your hero’s Parry and Toughness defences cannot exceed twice the series power level. Currently 20 (PL10 x2)
Dodge & Toughness: The total of your hero’s Dodge and Toughness defences cannot exceed twice the series power level. Currently 20 (PL10 x2)
Fortitude & Will: The total of your hero’s Fortitude and Will defences cannot exceed twice the series power level. Currently 20 (PL10 x2)
Defend Standard Action: Rather than attacking, you focus on defence. Make an opposed check of your appropriate active defence versus any attack made on you until the start of your next turn. Add 10 to any roll of 10 or less that you make on these checks, just as if you spent a victory point (thus ensuring a minimum roll of 11). The attacker must equal or exceed your opposed check result in order to hit you.

OFFENSE:

Attack & Effect: The total of your hero’s attack bonus and effect rank with that attack cannot exceed twice the series power level (x2PL10 = 20). If an effect allows a resistance check, but does not require an attack check, its effect rank cannot exceed the series power level.

Movement: 30ft. (Foot/Swinging), Leaping/Rolling 120ft, Flight 30MPH
Initiative +4
Grab +6 (Normal) / +12 (Elongation)
Unarmed Attack (Close): +10 to hit, Damage 8 (STR), Reach 120ft.
Slamming Strike (Close): +8 to hit, Damage 10 (STR), Power Attack
Big Finish (Close): +10 to hit, Damage 10 (STR-based), Crit 17-20
Roll Up! Roll Up! (Close): +10 to hit, Damage 10 (STR-based), Move (Movement) Action required
Stretching Wrap (Close): +10 to hit, Affliction 10 (Hindered and Vulnerable; Defenseless and Immobile), Resisted by Dodge, then Damage 10
Ranged (Thrown): +6

SKILLS (21PP):

House Rule: Skill limit is power level (10) + 3 ranks. No limit on over all skill roll.

Acrobatics +12 [AGL • 8RANKS/2PP]
Athletics +20 [STR • 8RANKS/2PP]
Bluff +10 [PRE • 4RANKS/POWER/1PP]
Close Combat (Malleablities) +10 [FGT • 4RANKS/2PP]
Close Combat (Unarmed) +10 [FGT • 4RANKS/2PP]
Diplomacy +12 [PRE • 8RANKS/2PP]
Gather Information +8 [PRE • 4RANKS/1PP]
Intimidation +12 [PRE • 8RANKS/2PP]
Notice +8 [PRE • 4RANKS/1PP]
Perform: Strongman Act +12 [PRE • 8RANKS/2PP]
Profession: Circus Performer +8 [INT • 8RANKS/2PP]
Ranged Combat +6 [DEX • 4RANKS/2PP]

ADVANTAGES (12PP):

COMBAT
Fast Grab
Improved Grab
Improved Hold
Improved Trip
Power Attack
Takedown

FORTUNE
Inspire

GENERAL
Benefit: Fame (Circus Performer)
Benefit: Wealthy 1 (Well off)

SKILL
Attractive
Daze (Performance)
Fascinate (Performance)

POWERS (44PP):

Malleablities (34PP Array)
Elasticity: Elongation 6 (extends 120 ft), Reach 2 (unarmed attacks) (10 PP)
[AE] Roll Up! Roll Up!: Movement 2, Attack , Linked Damage 2, Activation (requires 1 Move Action to provide momentum), Quirk (Has to roll into a compact ball) (1PP)
[AE] Big Finish: Damage 2 (Strength-based), Improved Critical 3, Limited to 1/encounter (1 PP)
[AE] Stretching Wrap: Affliction 10 (Resisted by Dodge; Hindered & Vulnerable, Defenceless & Immobile), Extra Reach 2 (1 PP)
[AE] Slingshot Leaping: Leaping 6 (120 ft standing long jump), Feature 1 (slingshot manoeuvre) (1 PP)
[AE] Alley Oop!: Movement 2 (Safe Fall, Swinging) (1 PP)
[AE] Blimp Form: Flight 4 (30 MPH), Feature 1 (Inflates to become a giant balloon), Subtle 1 (Can deflate/re-inflate quickly) (1 PP)
[AE] Titanic Grip: Enhanced Strength 4 (Limited to Grabbing checks), Growth 2 (Limited to hands only, Innate) (1 PP)
Rubberlike Resilience: Protection 4, Sustained 2 (6 PP)
Dense Form: Immunity 10 (Bludgeoning Damage), Limited to half effect (5 PP)
Pliable Physique: Immunity 5 (Entrapment, Ropes, Snares, Grabs), Feature 1 (can squeeze through tight spaces) (6 PP)

Showman's Flair (10 PP)
Powerlifting Performance: Enhanced Strength 4 (Limited to Lifting only, Heavy Load), Feature 1 (Can perform dramatic lifting feats as an intimidation display) (5 PP)
Incite the Crowd: Feature 1 (Can rally nearby civilians or bystanders with a successful Diplomacy check), Inspire 1 (2 PP)
Showman's Trickery: Enhanced Bluff 2 (uses theatrics & performance to deceive opponents), Limited: Only be used on opponents who can hear and see Atlastic (1 PP)
Moustache Twirling: Feature 1 (Can twirl his moustache with great flair), Trivial (1 PP)
Audience Appeal: Feature 1 (Can get an autograph from fans) (1 PP)

COMPLICATIONS:

Motivation (Recognition): Atlastic sees every fight as a chance to put on a show for the public, which can sometimes lead to him taking unnecessary risks for the sake of drama. He is easily distracted by fans and media attention.
Weakness (Heat/Cold): Excessive hot or cold temperatures can cause his elastic form to become weakened and lose its properties, limiting his powers and defences.
Identity (Atlastic): His heroic identity is tied to his public strongman persona, making it difficult to maintain a private life or operate undercover.
Responsibility: While he thrives on public attention, he still carries the burden of a hero's responsibility.
Temper: Despite his heroic demeanour, Atlastic has a short temper and can be provoked by insults or threats. When angered, he may lose control of his powers, leading to collateral damage.