Pillar (PL 8 M&M Game)

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Pillar

Name: Pillar

Real Name: Roger Goren

Concept: Powerhouse / Martial Artist

Origin: Endowed / Trained

Background[edit]

Roger Goren is a skilled martial artist with superhuman strength who was trained and empowered by Andrew "Andy" Yuss, a fugitive Haradi scientist. When Roger was an undergraduate working on his degree in urban planning and criminology, Roger was severely beaten at a homeless shelter where he was volunteering. He awoke under the care of Yuss, who was masquerading as one of the homeless at the shelter. Yuss agreed to train Roger and use his alien science to empower him to do good and promote justice. However, while Roger thought this meant fighting crime, Andy somehow alerted the UN to Rogers existence. After several frustrating arguments, Roger agreed to work for the United Nations Rapid Response Team. He is now known as Pillar.

Abilities[edit]

Superhuman Capabilities[edit]

Pillar's physiology draws strength from gravitational field, granting him superhuman strength and durability. Additionally, Pillar can create several gravitational effects, including a shockwave, the ability to jump extreme distances, and the ability to increase the weight of others.

Researchers believe Pillar will lose his superhuman abilities if we is in the weightlessness of space, outside the gravitational reach of a planet. It is unclear how his physiology would react to a artificial gravity, such as those found on alien spacecraft. Some scientists are also curious what would happen if he found himself in a substantially higher gravitational field, such as the one around Jupiter. Any answers to these questions are highly speculative at this juncture.

Trained Skills[edit]

Pillar is trained in a fighting style that Andy calls "Vazkrat" or "Groundlock". It primarily focuses on a strategy of grappling an enemy in a way that either leads to a various incapacitating holds, or putting the opponent in a position to be struck while prone or grappled. This combined with his powers (see below) make him a formidable opponent in hand to hand combat.

Additionally, Pillar is college educated in urban planning and criminology. Response Team strategists hope this set of skills will be useful for managing cities and populations before and after superhuman or alien events.


Addendum: Andrew Yuss[edit]

aka Andy, Coach Andy, The Trainer, Antaeus (possible joke on the Yuss' part)

Andrew Yuss is an alien ally of Pillar. He is a Haradi exile, and is considered dangerous and unreliable. Yuss is the sole source of information regarding his background. Consequently, many do not believe it is entirely accurate.

Yuss was part of the Reclamation Corp, the division of the Haradi military charged with salvaging and reverse engineering alien technology for use in the Eternal Conquest. Yuss' specialty was cosmo-vitalism: the study of how the lifeforce of organisms interacts with other natural forces of the universe. Yuss fell from grace when a military officer attempted to cheat Yuss and the Reclamation Corps out of the spoils of a conquest. He was then imprisoned before escaping in a small spacecraft loaded with vitalistic technologies, both Haradi and reclaimed.

Fleeing Haradi space, Yuss came to the backwater system Sol. He took the role of a homeless man as he studied the society around him. He was confused and amazed how how martial glory was not the defining virtue of contemporary western society. After a few years on Earth, the Battle of Neptune occurred. Yuss decided he could help vitalistic technologies to "build" a superhero to help with the war effort. He thought Goren was of the right temperament, and Yuss saw an opportunity to enlist him to the cause when Goren was injured defending some other homeless. Yuss created a treatment for Goren involving a series of solutions Goren drank over eleven days that aligned Goren's life force with gravitational fields.

Yuss claims his only motivation was to help with the war effort, as he does not believe Earth deserves what the Harad will do to it.

Stats[edit]

Motivation: Do Good (protect the weak)

Complication: Relationship (Coach Andy)

Complication: Gravity-Dependent Powers

Power Level: 8

Point Total: 135


Abilities[edit]

Cost: 44

STR 8 (Unenhanced 3, 10 for lifting up to 25 tons)

STA 8 (Unenhanced 0)

AGL 3

DEX 4

FGT 7

INT 2

AWE 2

PRE 1


Powers[edit]

Cost: 51


Gravitic Strength (Cost: 12)

  • Enhanced Strength 5 [10]
    • Permanent
  • +2 lifting strength [2]


Gravitic Durability (Cost: 27)

  • Enhanced Stamina 8, Impervious, Permanent [24]
  • Protection 1, Impervious [2]
  • Immunity: High Pressure [1]


Gravity Control - 5 Different Effects (Cost: 12)

Gravity Sense - Senses 8

  • Accurate, Awareness, Penetrates Concealment, Ranged, Radius <8 total ranks>
  • Pillar has the ability to have perceive anything with mass within his sphere of awareness. This includes a general idea of size, mass, & motion. Details such as color, faces, emblems, etc. is not something he can perceive.

Gravity Drag – Affliction 8

  • Alternate Effect
  • First Degree: Hindered & Impaired (-1 speed, -2 on checks), Second Degree: Immobile, Ranged, Distracting, No Third Degree

Gravity Wave – Damage 8

  • Alternate Effect
  • Area: Line (6’ X 30’), Limited: Both Pillar and targets must contact common solid object or surface <-1/Rank>

Gravity Pull - Move Object 8 (6 Tons)

  • Alternate Effect
  • Limited: Vertical Only

Personal Gravity Release - Leaping 4 (500 feet)

  • Alternate Effect
  • Affects Others

Advantages[edit]

Cost: 13

  • Assessment
  • Close Attack
  • Equipment: Smartphone (camera, computer, comlink, phone, video)
  • Fast Grab
  • Improved Grab
  • Improved Hold
  • Improved Initiative
  • Improved Trip
  • Instant Up
  • Move-by Action
  • Prone Fighting
  • Startle
  • Takedown

Skills[edit]

Cost:17

  • Acrobatics: 1 / +5
  • Athletics: 1 / +9
  • Close Combat (Unarmed): 0 / +8
  • Expertise (Urban Studies): 6 / +8
  • Insight: 7 / +9
  • Intimidation: 8 / +10
  • Perception: 7 / +9
  • Ranged Combat: Throwing 1 / +5
  • Tech 2 / +4

Offense[edit]

  • Initiative +7
  • Armed: +8
  • Unarmed: +8
  • Throwing: +5
  • Unarmed damage: 8

Defense[edit]

Cost: 10

  • Dodge: 4 / +7
  • Parry: 0 / +7
  • Will: 4 / +6
  • Fortitude: 2 / +10
  • Toughness: 0 / +9 (Impervious 9)


Abilities (44) + Powers (51) + Advantages (13) + Skills (17) + Defenses (10) = 135