by Nick Culver
Thomas Belleview was a legitimate super-genius whose inventions always bordered on the dangerous. Reserved and socially awkward, he created new gadgets largely for the sake of creating them. Anti-gravity rays, freeze bombs, nanotechnology that could rewrite human DNA, sentient robots – his technologies were incredible, but they were rarely cost-effective. Thus, rather than adopting his inventions to aid the human race, governments and countries rejected them as too expensive or outlandish.
Seeking a way to simply pay the bills, Thomas was forced to sell his inventions to whoever would pay for them. And while corporations and governments saw gadgets that couldn’t be mass-produced as a waste of time, the paranormal community always had uses for personal jetpacks, power suits, and shrink beams. As a result, Thomas began peddling his wares on the black market, selling his inventions to the highest bidder. Eventually, after one particularly dangerous supervillain used Thomas’ nega-beam to disintegrate a skyscraper in central Metro City, Thomas began to see the problem with selling his products to the highest bidder. He pulled his goods off the black market, focusing on selling only minor devices that could cause no harm – and that had a convenient kill switch if he needed to stop their user.
As to his best inventions, he decided to keep those to himself. He built himself a power suit and weaponry, choosing to fight crime as the Journeyman and to fix the damage his inventions had caused.
While Thomas has been effective in fighting crime, he often tends to look at people as long-term experiments. His science pushes ethical boundaries – for example, he will knowingly expose someone to dangerous radiation if he 1) thinks it can help him develop a cure for AIDS and 2) is under the belief that he can cure the resulting radiation poisoning. As a superhero, the Journeyman is very effective at fighting crime. As a scientist, Thomas Belleview is potentially dangerous, although he has managed to keep his ethical violations to a minimum for now.
The Journeyman (Power Level 10)
Str +0 (10), Dex +0 (10), Con +0 (10), Int +10 (30), Wis +5 (20), Cha +0 (10)
Toughness +0/+7, Fortitude +4, Reflex +5, Will +9
Skills: Computers 8 (+18), Craft (chemical) 8 (+18), Craft (electronic) 8 (+18), Craft (mechanical) 8 (+18), Disable Device 8 (+18), Knowledge (technology) 8 (+18), Knowledge (physical science) 8 (+18), Knowledge (life science) 8 (+18), Medicine 2 (+7), Notice 3 (+8), Sense Motive 3 (+8)
Feats: Inventor, Improvised Tools, Attack Focus (ranged) 4, Dodge Focus 4, Move By Action, Skill Mastery (Computers, Craft: electronic and mechanical, Disable Device), Jack of All Trades, Equipment 2
Powers: Genius IQ 4, Devices 8 (hard to remove: Jet Pack (Flight 5), Environmental Mask (Immunity 3 – suffocation, vacuum), Multi-Visor (Super Senses 8 – UV, IR, ultrasonic, and scent; all with track, link), Zero Point Energy Gauntlet (Telekinesis 6, precise)), Devices 6 (easy to remove: Plasmated Ether Pistol (Blast 7, penetrating)
Drawbacks and Complications: Old Glider Wound (+1 DC on Toughness saves to the hip), Full Power: Plasmated Ether Pistol
Equipment: Armored Jumpsuit (+3 Toughness), Tactical Vest (+4 Toughness), Digital Video Camera
Lab Equipment: Nanotech Factory (Quickness 5 – construction only -2, Duration: Concentration -2, x50 speed)
Combat: Attack +6/ranged +10, Damage +7 (penetrating), Defense +12, Initiative +0
Math: Abilities 30 + Skills 18 (72 ranks) + Feats 15 + Powers 54 + Drawbacks -2 + Combat 28 + Saves 13 = 156 PP
This entry was posted on January 4, 2011 at 8:28 AM and is filed under Heroes & Villains, Mutants & Masterminds, Role-Playing Games. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.