PL 10 (154 pp + 40 pp worth of Legion gear)
Abilities: Str 12/20, Dex 16/20, Con 16, Int 12, Wis 12, Cha 12 [20 pp]
Attack: Melee +6 (+10 hand to hand), Ranged +4
[8 pp]
Defense: +14 (+3 flat-footed) [12 pp]
Initiative: +9
Damage: +5 hand to hand,
+6 (and Trip/Knockback 10) with Strike
Saves: Toughness +5 (+3 flat-footed), Fort +4, Ref +8, Will +1 [4 pp]
Skills: Acrobatics 12 (+15/+17), Bluff 4 (+5), Climb 2 (+3/+7), Computers 1 (+2),
Concentration 0 (+1), Diplomacy 0 (+1), Disguise 0 (+1), Drive 1 (+4/+6),
Escape Artist 0 (+3/+5), Gather Information 2 (+3), Handle Animal 2 (+3),
Intimidate 8 (+8), Investigate 2 (+3), Knowledge (streetwise) 4 (+5), Language
(Interlac), Language (Winathian,
native), Medicine 1 (+2), Notice 8 (+9), Pilot 2 (+5/+7), Profession (private
investigator) 4 (+5), Ride 2 (+5/+7), Search 4 (+5), Sense Motive 4 (+5),
Sleight of Hand 2 (+5/+7), Stealth 8 (+11/+13), Survival 8 (+9), Swim 2 (+3/+7) [21 pp, 84 ranks in skills]
Feats: Acrobatic Bluff, All-Out Attack, Attack Focus (melee) 2, Attack
Specialization (hand to hand) 2, Defensive Attack, Defensive Roll 2, Dodge
Focus 8, Elusive Target, Evasion 2, Improved Defense, Improved Initiative 1,
Improved Throw, Improved Trip, Instant Up, Move-by Attack, Power Attack,
Takedown Attack 2, Uncanny Dodge (gravity ‘radar’), Challenge (Acrobatic Bluff
as a move action)
[32 pp]
Powers:
Enhanced Strength 8 [8]
Enhanced Dexterity 4 [4]
Super-Strength 4 (Heavy Load 3 tons, Power Feats: Groundstrike,
Shockwave) [10]
Super-Strength 15 (Heavy Load 100,000 tons, Flaws: Slow 3 (standard action), Duration 2
(concentration)) [3,
assuming 1:5 is as cheap as it gets]
Strike 1
(Extra: Linked to Trip, Power Feat: Mighty) [2]
Trip 10
(Extra: Knockback, Linked to Strike, Flaw: Range 1
(touch), Power Feat: Alternate Power – Trip
10) [11]
Super-senses 14 (Blindsight (gravimetric ‘radar’), Acute (blindsight), Low-light Vision, Tracking, Ultra-hearing, Detect
(mass of objects, ranged, sense, acute)) [12]
Leaping 6
(100x, running long jump 1,500’, standing broad jump 750’, high jump 375’,
Power Feat: Alternate Power – Super-Movement
3 (Wall-Crawling 2, Slow Fall)) [7]
[57 pp]
Device
8 - Legion Flight Ring (hard to lose, Flight 5, Communication
(radio) 15 (Area 10, Subtle), Comprehend
2 (speak and understand any spoken language))
[32 pp, 40 pp worth of powers]
Device 2 - Transsuit (hard
to lose, Quick Change, Immunity 9
(life support))
[8 pp, 10 pp worth of powers]
Abilities 20 + Atk/Def 20
+ Saves 4 + Skills 21 + Feats 32 + Powers 57 = 154 pp + 40 pp in Legion gear
The son of Brin Londo (Timber Wolf) and Ayla Ranzz (Sparx),
Garm Ranzz was raised
on Winath by relatives, with little knowledge of his father,
other than his mother’s insistence that he was a
jerk who didn’t deserve to be a Legionnaire.
He was eight when his uncle Garth and aunt Imra
temporarily ‘retired’ to spend time with their sons, Graym
and Garridan, and Ayla
chose to return to the Legion to take her brother’s place. She left Garm on Winath, with her own parents, while she spent a year as a
Legionnaire. It seemed like the only
times he got to enjoy himself is when his Uncle Garth and Aunt Imra would
come over with his cousin Graym, who quickly became his best friend, for the
brief times they got to spend together. And yet his mother kept leaving. It happened again, when Garm was 11, and again when he was 14. This last time, fed up with his mother constantly
‘abandoning’ him to work the farm, while she went to play super-hero, Garm
ran away, hopping a freighter for the frontier and spending two and a half
years ‘lost’ on distant worlds. Despite his age, Garm’s
powers served him well, and he managed to remain safe, and ended up working
alongside a private investigator on Rimbor (the
last place his mother would think to look for him), first as gopher and sidekick,
but increasingly in more direct capacity, as the aging detective foisted more
and more responsibility onto the young man.
Garm got in a lot of fights in this dangerous life, and
learned to take down the burliest goon as quickly as possible, quickly
impressing the local low-life with his ability to throw down with the best of
them. His inherent control of his own
gravitational center allowed him to move faster than the nimblest acrobat, and
yet strike with devastating force all out of proportion with his slender
build. Seemingly impossible to shoot, he
would leap out of an ambush and be a half-mile away within moments, only to
return and strike someone with a gravitationally-charged punch that would send
someone a dozen yards, or more!
His budding career nearly
came to an abrupt end when a former client decided to cover his tracks by
bombing their little ‘agency.’ Caught in
a collapsing building, Garm focused his power to hold
the entire building aloft, finally leaping clear when his mentor had crawled
out into the street. It was this display
that finally attracted the wrong sort of attention, and it was Jo Nah,
currently living on Rimbor, who put two and two
together and hauled the young man to Earth, where his mother had been
haranguing the entire team for several months to drop everything and find her
missing son. (Her own parents had waited
six months before informing her, as it wasn’t the first time Garm had left without telling anyone, and they kept putting
it off, expecting him to come back, like he had the previous times.)
On Earth, Garm missed the excitement and independence of his life on
Rimbor, and yet, Legion HQ was a far cry from the endless
drudgery of life on the family farm, and he finally got to reconnect with
his cousin Graym. The two quickly became inseparable, two sons
from a world of twins, lacking the sort of connections that defined their
people and their culture. (Graym’s relationship with his own twin, Garridan,
had always been distant.) For the next
two years, Legion HQ resonated with the sounds of the boys getting into trouble,
or Garm’s frequent and vociferous arguments with
his mother. Indeed, the only way Ayla could ever get him to do anything is if she asked her
brother to tell him, since he respected Uncle Garth, as opposed to the mother
who, in his mind, had abandoned him to the same farm that she had been so
desperate to leave behind.
After the loss of Legion
HQ, and his parents, Garm found himself shaken. He had never known his father, only heard bad
things about him, and never liked his mother, but now, he was truly alone, not
like when he’d run away, always knowing that he could come home at any time he
wanted. There was no way he was going
back to Winath, and when Brainiac
Six suggested a Legacy team, he was one of the first to leap at the
opportunity.
He quickly, too quickly,
ended up in some sort of wild affair with fellow Legacy Legionnaire Shift X, Wileza Wazzo. Months of arguing, fighting, breaking up and
making up followed, before she moved on to his best friend Graym. It *almost* was a fight, but he and Graym talked it over and decided that ‘Wil’
was going to do what she was going to do, and it wasn’t worth losing their
friendship.
Garm is unsure of his role on a team, too used to being
on his own and doing other people’s jobs.
He has a real problem trusting his team-mates to cover their own parts
of a task, and ends up coming across as bossy and critical. At the same time, he’s also the most
experienced, most ‘grown-up,’ member of the team, and there are times when his
friend Graym is stunned by how confidently he handles
a situation that most other teens would have no idea how to approach.