Heatwave Character in Tales of Justice | World Anvil

Heatwave

Personality Characteristics

Motivation

Mercenary
Current Location
Species
Children
Current Residence
Vlatava
Gender
male
Aligned Organization

Heatwave

DEX
7
STR
3
BODY
6
INT
6
WILL
6
MIND
6
INFL
4
AURA
4
SPIRIT
3
Initiative
19
Hero Points
50

POWERS

(* Linked Powers)

Power Name:

APs

FC and Notes



Flame Immunity:

08

FC 4; Auto; Heatwave can protect himself against fire and heat-based attacks. It's not quite "Flame Being" but it will do.



Flame Control:

06

FC 6; Dice; Heatwave can control the intensity and spread of already-existing flames. Each phase, one of the following effects is possible:
Increase or decrease the intensity of a volume of flame. (The GM should flip the white book open to pp. 55 and 106 for details, if the Cool Rule doesn't make the analysis easy.)
Heatwave could instead simply move a volume of flame.



"Heat Exhaustion" (Energy Blast):

04

FC 3; Dice; Heatwave can fire a bolt of concentrated heat from any particular part of the body, though he almost invariably uses one of his hands.



"Heat Shield" (Reflection/Deflection):

08

FC 5; Dice; Special Effect: a shimmering oval of superheated air, like a giant intangible lens, MIGHT be spotted if someone is paying attention! Increased Range (+1 FC)

Excluding any normal hand-to-hand combat blows, Heatwave can deflect incoming Physical Attacks. Doing so uses up his Movement and Dice Actions for the phase.

Make an Action Check of the power versus the APs of the incoming attack. Positive RAPs indicate the attack is automatically deflected away! Heatwave then has the option, and almost always takes it, to Reflect this attack to the original attacker. Use the RAPs from the first check as the AV/EV, stopping of course at an upper limit of the original APs of the attack.

Heatwave can project his lens just as far away from himself as he can see up to a quarter of a mile, so he can use it to protect a teammate instead of himself, but it still uses up his action and movement for that phase.



Pyrotechnics:

05

FC 3; Dice; Heatwave can, with concentration, accelerate a target's molecular motion. So long as he is not using any of his other abilities, nor distracted, he can increase that molecular motion to the point where the target becomes uncomfortably hot, and possibly to the point where the target bursts into flames.



"Infravision" (Thermal Vision):

04

FC 1; Auto; It's infravision. Items are blurry and lack detail, but that beats not seeing them at all.



 

BONUSES AND LIMITATIONS

"Heat Shield" (Reflection/Deflection) has the Increased Range Bonus, which increases its Factor Cost by +1

SKILLS

(* Linked Skills)

Skill Name (subskills):

APs

FC and Notes



Acrobatics (Climbing, Dodge):

06

FC 6; Dice



Animal Handling:

05

FC 4; Dice



Charisma (all):

07

FC 6; Dice; Intimidation may be his favorite, but he is skilled in all three



Martial Artist:

07

FC 6; Dice; Style best described as "mixed martial arts", a hodgepodge of brawling and various bits they've picked up throughout their career



Medicine (First Aid, Forensics):

07

FC 6; Dice



Military Science (Camouflage, Cartography, Danger Recognition, Tracking):

06

FC 6; Dice



Thief (Escape Artist, Locks and Safes, Security Systems, Stealth):

08

FC 6; Dice



Weaponry (Firearms, Melee):

06

FC 3; Dice

ADVANTAGES

  • Area Knowledge: home town in Vlatava

  • Iron Nerves

  • Scholar: English

DRAWBACKS

  • Authority Figure

  • Irrational Hatred, Minor: Organized Military

  • Vulnerability, Loss, All Powers: Cold or highly pressurized air/atmosphere

OCCUPATION AND WEALTH

Warlord
: Wealth 7 ( Approx. Annual Income : $150,000)

EQUIPMENT

Gadgets are for lesser villains, generally speaking.



Heatwave has a nicely dramatic supersuit, complete with good steel-toed combat boots.



He knows how to use a firearm but does not waste effort in carrying and maintaining one -- if a weapon beyond his own ability is needed, he'll simply take one from a nearby undeserving fool.



Heatwave also has a high-end Kindle, hacked to use a stolen account, on which he likes to load audiobooks.

SUBPLOTS

ATTRIBUTE BREAKDOWN

Attribute
Benchmark (based on current attributes above)

 
DEX (Dexterity)
The individual is agile enough to be a medal winning Olympian gymnast.

 
STR (Strength)
The individual has exceptional human strength. Lifting range: 400-800 pounds.

 
BODY (Body)
The individual can withstand the greatest amount of physical damage humanly possible. They possess an exceptional resistance to fatigue.

 
INT (Intelligence)
The individual has the ability to process information on the level of an industrious college student.

 
WILL (Willpower)
This individual has exceptional self-discipline and can remain calm and rational during a crisis.

 
MIND (Mind)
This person's mind is equipped to deal with great stress as a part of daily life. Undercover agents, leaders of nations and most heroes are in this category.

 
INFL (Influence)
This person has the ability to hold and draw the attention of a small audience.

 
AURA (Aura)
This individual possesses an aura equivalent to a very amiable person, such as an actor or a priest.

 
SPIRIT (Spirit)
The person's Spirit is equivalent to that of an individual who can weather an assault on his or her core beliefs.

 
WEALTH
This person can afford to spend up to $3200 per week

 
 

 

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