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Um…long post is long but it won’t let me cut it. SORRY!
I figured I’d post this up since I haven’t put it here yet and I’m on a superhero kick again. This fellow’s Impulse, a superhero character I made for a tabletop game set in the Mutants and Masterminds Freedom City setting. For those that are not aware, Freedom City is the “default” RP setting for the MnM game system. It’s pretty much what you’d expect from a superhero setting and has a lot of call-outs to both Marvel and DC (there’s a family called the Atom Family who are basically the Fantastic Four but not). It provides the backdrop for people using the game system to create their own characters and run their own games.
His real name is Cameron Ryder, but he used to be known as Hotwire, an internationally wanted hacker. See, Cameron was born with the ability to communicate with machines and electronics. His technopathy gave him a natural edge in the hacking world and it seemed like a natural course for him to follow. As he got older, he learned his powers evolved to an intimate connection with electricity itself. He could sense electric currents and his body constantly generated an electric charge, effectively making him a living battery. 
As Hotwire honed his abilities, he began taking greater risks. It was no longer enough for him to sit at his computer and tap systems. He started going to the where servers were physically located and tapping the systems directly. His electrical powers allowed him to escape easily since he could turn himself into electrical energy and travel across the power grid instantaneously. And since he wasn’t remote hacking, it was harder and harder to track his base of operations.
Then someone got hurt. Hotwire learned how to stun people with a well-placed jolt. Normally these zaps were harmless, but one security officer proved highly susceptible to Hotwire’s blast and the man suffered from seizures and motor control problems. Hotwire felt a surge of guilt — he’d never intended to really hurt anyone — and turned himself in.
A bit later, he was released from prison on good behavior and joined the Freedom League as a probationary member. He changed his working name to Impulse, a significator of both his impulsive behavior and the electrical impulses found in many currents. He knows he has a bad reputation in the public eye and he hopes his work with the Freedom League will allow him to overcome his checkered past.
See past the jump for his character sheet!

Powers
Electrokinesis: Impulse can generate and store an electrostatic charge. He can discharge the energy in the form of a bolt of electricity which could potentially kill a average sized man at close range or stun an elephant, a localized electromagnetic pulse (EMP) which has detrimental effects on nearby technology. He can also generate a brief flash of light with enough candlepower to oversaturate an onlookers eye pigmentation, causing temporary blindness. 
By generating electricity Impulse can create a semi-solid “Lightning-Bridge” to bear him aloft of up to speeds of 500mph. He can also convert his body into electric current and “ride” power-lines and other conductive mediums.
Bio-electric Aura: Impulse is almost constantly generating a high intensity electromagnetic field within his kirlian aura. This field has a tendency to deflect and disperse incoming kinetic energy.
Technopathy: Impulse is a savant when it comes to understanding technological devices, his instinctual understanding of mechanical engineering allows him to make quantum leaps of deductive reasoning when it comes to technological matters, even though he has not formally trained in the theories behind the applications of his skills. This, combined with a psychic sensitivity to the electromagnetic spectrum allows him to communicate and even control devices mentally.
AbilitiesStrength 0, Stamina 7, Agility 7, Dexterity 5, Fighting 0, Intellect 0, Awareness 0, Presence 0
AdvantagesBenefit, Wealth 2 (indepently wealthy), Eidetic Memory, Equipment 1, Improvised Tools, Jack-of-all-trades, Move-by Action, Ranged Attack, Skill Mastery: Technology, Well-informed
SkillsAthletics 6 (+6), Deception 10 (+10), Investigation 8 (+8), Perception 8 (+8), Sleight of Hand 5 (+10), Stealth 4 (+11), Technology 15 (+15)
PowersElectrically Charged. . Battery Powered: Enhanced Stamina 4 (+4 STA). . Bio-Electric Aura: Protection 6 (+6 Toughness). . Lightning Reflexes: Enhanced Agility 4 (+4 AGL)Electrokinesis. . Flash: Burst Area Dazzle 10 (Affects Sense: Sight, Resisted by: Fortitude, DC 20; Burst Area: 30 feet radius sphere; Instant Recovery). . Lightning Bolt: Line Area Damage 10 (DC 25; Line Area: 5 feet wide by 30 feet long). . Overload: Nullify 8 (Counters: Technology, DC 18; Accurate 3: +6, Broad, Precise). . Taser: Affliction 8 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 18; Accurate 3: +6, Increased Range: ranged)Ride the Lightning. . Flight: Flight 8 (Speed: 500 miles/hour, 1 mile/round; Platform). . Wire Jump: Teleport 8 (Carry 50 lbs.; Extended: 250 miles in 2 move actions; Limited to Extended, Medium: Power Lines)Technopathy. . Broadcast: Radio Area Communication 2 (Area; Limited: Machines Only). . Machine Language: Comprehend 2 (Machines / Electronics). . Reciever: Senses 4 (Analytical: Detect, Detect: Electricity 1, Radio, Ranged: Detect)
EquipmentCell Phone (Smartphone), 2x Computer, Multi-tool
OffenseInitiative +7Flash: Burst Area Dazzle 10 (DC Fort 20)Grab, +0 (DC Spec 10)Lightning Bolt: Line Area Damage 10 (DC 25)Overload: Nullify 8, +12 (DC Will 18)Taser: Affliction 8, +12 (DC Fort 18)Throw, +6 (DC 15)Unarmed, +0 (DC 15)
LanguagesEnglish
DefenseDodge 7, Parry 7, Fortitude 12, Toughness 13, Will 8
Power PointsAbilities 22 + Powers 70 + Advantages 10 + Skills 28 (56 ranks) + Defenses 20 = 150
Complications: 
Reputation — Cam’s identity is public due to turning himself in after his past exploits as Hotwire. The world has not forgotten what Hotwire has done, and not everyone in the world is ready to accept him as a hero yet.
Fame — Cam’s past life as Hotwire combined with his public identity and membership on the Freedom League have made him an unfortunate target of paparazzi wherever he goes. He is used to reporters with agendas tracking him down to try and make him look bad on camera.
Doing Good/Acceptance — Cam’s struggling and trying his best to redefine his image in a better light. It’s working little by little but it is working. He hopes the more he sticks his neck out for people the more the world will forgive him for hurting folks he never meant to hurt.
Probation — Powers That Be are keeping an eye on Cam’s activities, and Cam knows he’s being watched. If he slips up, his actions go under review and could be prosecuted. There may even be a person or two out to nail him…
Background image taken from cgtextures.com!

Um…long post is long but it won’t let me cut it. SORRY!

I figured I’d post this up since I haven’t put it here yet and I’m on a superhero kick again. This fellow’s Impulse, a superhero character I made for a tabletop game set in the Mutants and Masterminds Freedom City setting. For those that are not aware, Freedom City is the “default” RP setting for the MnM game system. It’s pretty much what you’d expect from a superhero setting and has a lot of call-outs to both Marvel and DC (there’s a family called the Atom Family who are basically the Fantastic Four but not). It provides the backdrop for people using the game system to create their own characters and run their own games.

His real name is Cameron Ryder, but he used to be known as Hotwire, an internationally wanted hacker. See, Cameron was born with the ability to communicate with machines and electronics. His technopathy gave him a natural edge in the hacking world and it seemed like a natural course for him to follow. As he got older, he learned his powers evolved to an intimate connection with electricity itself. He could sense electric currents and his body constantly generated an electric charge, effectively making him a living battery. 

As Hotwire honed his abilities, he began taking greater risks. It was no longer enough for him to sit at his computer and tap systems. He started going to the where servers were physically located and tapping the systems directly. His electrical powers allowed him to escape easily since he could turn himself into electrical energy and travel across the power grid instantaneously. And since he wasn’t remote hacking, it was harder and harder to track his base of operations.

Then someone got hurt. Hotwire learned how to stun people with a well-placed jolt. Normally these zaps were harmless, but one security officer proved highly susceptible to Hotwire’s blast and the man suffered from seizures and motor control problems. Hotwire felt a surge of guilt — he’d never intended to really hurt anyone — and turned himself in.

A bit later, he was released from prison on good behavior and joined the Freedom League as a probationary member. He changed his working name to Impulse, a significator of both his impulsive behavior and the electrical impulses found in many currents. He knows he has a bad reputation in the public eye and he hopes his work with the Freedom League will allow him to overcome his checkered past.

See past the jump for his character sheet!

Powers

Electrokinesis: Impulse can generate and store an electrostatic charge. He can discharge the energy in the form of a bolt of electricity which could potentially kill a average sized man at close range or stun an elephant, a localized electromagnetic pulse (EMP) which has detrimental effects on nearby technology. He can also generate a brief flash of light with enough candlepower to oversaturate an onlookers eye pigmentation, causing temporary blindness. 

By generating electricity Impulse can create a semi-solid “Lightning-Bridge” to bear him aloft of up to speeds of 500mph. He can also convert his body into electric current and “ride” power-lines and other conductive mediums.

Bio-electric Aura: Impulse is almost constantly generating a high intensity electromagnetic field within his kirlian aura. This field has a tendency to deflect and disperse incoming kinetic energy.

Technopathy: Impulse is a savant when it comes to understanding technological devices, his instinctual understanding of mechanical engineering allows him to make quantum leaps of deductive reasoning when it comes to technological matters, even though he has not formally trained in the theories behind the applications of his skills. This, combined with a psychic sensitivity to the electromagnetic spectrum allows him to communicate and even control devices mentally.

Abilities
Strength 0, Stamina 7, Agility 7, Dexterity 5, Fighting 0, Intellect 0, Awareness 0, Presence 0

Advantages
Benefit, Wealth 2 (indepently wealthy), Eidetic Memory, Equipment 1, Improvised Tools, Jack-of-all-trades, Move-by Action, Ranged Attack, Skill Mastery: Technology, Well-informed

Skills
Athletics 6 (+6), Deception 10 (+10), Investigation 8 (+8), Perception 8 (+8), Sleight of Hand 5 (+10), Stealth 4 (+11), Technology 15 (+15)

Powers
Electrically Charged
. . Battery Powered: Enhanced Stamina 4 (+4 STA)
. . Bio-Electric Aura: Protection 6 (+6 Toughness)
. . Lightning Reflexes: Enhanced Agility 4 (+4 AGL)
Electrokinesis
. . Flash: Burst Area Dazzle 10 (Affects Sense: Sight, Resisted by: Fortitude, DC 20; Burst Area: 30 feet radius sphere; Instant Recovery)
. . Lightning Bolt: Line Area Damage 10 (DC 25; Line Area: 5 feet wide by 30 feet long)
. . Overload: Nullify 8 (Counters: Technology, DC 18; Accurate 3: +6, Broad, Precise)
. . Taser: Affliction 8 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 18; Accurate 3: +6, Increased Range: ranged)
Ride the Lightning
. . Flight: Flight 8 (Speed: 500 miles/hour, 1 mile/round; Platform)
. . Wire Jump: Teleport 8 (Carry 50 lbs.; Extended: 250 miles in 2 move actions; Limited to Extended, Medium: Power Lines)
Technopathy
. . Broadcast: Radio Area Communication 2 (Area; Limited: Machines Only)
. . Machine Language: Comprehend 2 (Machines / Electronics)
. . Reciever: Senses 4 (Analytical: Detect, Detect: Electricity 1, Radio, Ranged: Detect)

Equipment
Cell Phone (Smartphone), 2x Computer, Multi-tool

Offense
Initiative +7
Flash: Burst Area Dazzle 10 (DC Fort 20)
Grab, +0 (DC Spec 10)
Lightning Bolt: Line Area Damage 10 (DC 25)
Overload: Nullify 8, +12 (DC Will 18)
Taser: Affliction 8, +12 (DC Fort 18)
Throw, +6 (DC 15)
Unarmed, +0 (DC 15)

Languages
English

Defense
Dodge 7, Parry 7, Fortitude 12, Toughness 13, Will 8

Power Points
Abilities 22 + Powers 70 + Advantages 10 + Skills 28 (56 ranks) + Defenses 20 = 150

Complications: 

Reputation — Cam’s identity is public due to turning himself in after his past exploits as Hotwire. The world has not forgotten what Hotwire has done, and not everyone in the world is ready to accept him as a hero yet.

Fame — Cam’s past life as Hotwire combined with his public identity and membership on the Freedom League have made him an unfortunate target of paparazzi wherever he goes. He is used to reporters with agendas tracking him down to try and make him look bad on camera.

Doing Good/Acceptance — Cam’s struggling and trying his best to redefine his image in a better light. It’s working little by little but it is working. He hopes the more he sticks his neck out for people the more the world will forgive him for hurting folks he never meant to hurt.

Probation — Powers That Be are keeping an eye on Cam’s activities, and Cam knows he’s being watched. If he slips up, his actions go under review and could be prosecuted. There may even be a person or two out to nail him…

Background image taken from cgtextures.com!