Difference between revisions of "Meltdowner"

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As the battle and the following mental and physical trauma had pushed him to the point of breakdown, Michael's memory and sense of self was irrecovably damaged, with his flight to the Millenium City BARELY lasting for long enough to collapse into an alley upon his arrival. It was not only by luck that he was spared being simply gunned down by pursuers, however, for he had chosen extremely poor time to make his arrival to Millenium City: namely, immediately before Qularr invasion that'd shake the entire city to it's roots.
 
As the battle and the following mental and physical trauma had pushed him to the point of breakdown, Michael's memory and sense of self was irrecovably damaged, with his flight to the Millenium City BARELY lasting for long enough to collapse into an alley upon his arrival. It was not only by luck that he was spared being simply gunned down by pursuers, however, for he had chosen extremely poor time to make his arrival to Millenium City: namely, immediately before Qularr invasion that'd shake the entire city to it's roots.
  
 +
Having fallen under not long before the beginning of the invasion, Meltdowner remained unconscious for the good few first moments of the chaotic battle erupting between the hastily mobilized heroes of Millenium City and the attacking Qularr army, his mental trauma forcing his subconscious to make some hasty adjustments to avoid complete insanity and shock that could well risk the function of his entire being. His old fragmented self vanishing into mists of memory with only faint echo of his codename remaining behind, the now nameless Meltdowner awoke while being awoken by a civilian attempting to flee the chaos, mistaking him for one of the city's heroes due to his garb and physical abnormalities.
  
 +
And when awoken with no memory and waking up to sound of screaming, explosions and feeling of pain from his prior injuries, the irrevocably damaged metahuman lashed out the only way that his instincts provided at that specific moment: sheer unrelenting destruction.
 +
 +
The resulting blast did away with his helper (a fact that would haunt Meltdowner for the rest of his career), fires roaring out of control all around him and objects that caught his attention being simply pulverized and disintegrated by the full force of his unbound powerset, sanity and control giving way to sheer waves of brute force.
  
 
==Aftermath==
 
==Aftermath==

Revision as of 23:49, 31 October 2015

(Work in progress)

Meltdowner is one of the newer heroes of the Millenium city, and although hardly the most famous or powerful he is regardless a brightly-shining firebrand of a crimefighter. Striking fear to crooks on street-level and often venturing forth to aid UNTIL in different global crises when called upon. Clad in tight, fireproof attire of black and orange, he does battle against the various threats to innocent lives mostly with his extensive control over fire, but is not afraid to get his hands dirty with close combat or gunplay either.

Now if he would only get some more experience. For as powerful as he can at times show himself to be, Meltdowner (or simply MD as his comrades tend to abbreviate his chosen moniker as) is still a greenhorn when it comes to superheroing.

Meltdowner
Player: @Villanousvalor
[[Image:Meltdowner 1.png|300px|]]
Biographical Data
Real Name: Alexander Torrence
Known Aliases: Meltdowner
Gender: Male
Species: (Augmented) Human
Ethnicity: Canadian
Place of Birth: Ottawa, Canada
Base of Operations: Millennium City, MI
Relatives: Unknown
Characteristics
Age: 23
Height: 6'2"
Weight: 170 lbs.
Eyes: Black and Gray (metallic)
Hair: Black with Orange highlights
Complexion: Fair
Physical Build: Athletic
Physical Features: Metallic plate coating on arms, with fine circuits running outwards from shoulders where the metal ends
Status
Fame:
██ ██ ██ ██ ██ ██ ██ ██ ██

Local

Alignment:
LG LN LE
NG TN NE
CG CN CE
Identity: Michael Terrel (Amnesiac)
Years Active: 1
Citizenship: USA
Occupation: Full-time superhero
Education: High school and university education, almost degree in psychology and mechanical engineering (now forgotten)
Marital Status: Single
Known Powers and Abilities
Pyrokinesis, Teleportation, Slight healing factor, Pyrokinetic flight
Equipment and Paraphernalia
Fireproof suit, Thermal-amplification boots and gauntlets, Combat visor with HUD
Physical Attributes
 
   Strength
AttributeBar4.png
    Weapon
AttributeBar3.png
 
   Durability
AttributeBar5.png
   Armor
AttributeBar4.png
 
   Speed
AttributeBar5.png
   Reflexes
AttributeBar5.png
 
   Resistance
AttributeBar2.png
   Stamina
AttributeBar3.png
 
   Dexterity
AttributeBar5.png
   Agility
AttributeBar3.png
 
   Combat
AttributeBar4.png
   Regen
AttributeBar4.png
 
 
Non-Physical Attributes
 
   Energy
AttributeBar7.png
   Psionics
AttributeBar1.png
 
   Telepathy
AttributeBar2.png
   Willpower
AttributeBar4.png
 
   Sorcery
AttributeBar1.png
   Tech.
AttributeBar4.png
 
   Intel.
AttributeBar6.png
   Knowledge
AttributeBar5.png
 
   Charisma
AttributeBar2.png
   Bravery
AttributeBar7.png
 
 
MaekadaBoxSlim created by @Maekada

Backround

Origins

Born in Ottawa as a middle child of three to a rather studious and well-educated family, the path of Michael Terrel seemed rather clearly defined in the beginning, especially as he had shown interest in scientific pursuits from the very early years of his life. Developing quite bookish and good-natured personality early on, Michael was quite the model student, practically blazing through his school years and showing aptitude for hands-on research even during very basic parts of his education.

Amnesia and Qularr invasion

As the battle and the following mental and physical trauma had pushed him to the point of breakdown, Michael's memory and sense of self was irrecovably damaged, with his flight to the Millenium City BARELY lasting for long enough to collapse into an alley upon his arrival. It was not only by luck that he was spared being simply gunned down by pursuers, however, for he had chosen extremely poor time to make his arrival to Millenium City: namely, immediately before Qularr invasion that'd shake the entire city to it's roots.

Having fallen under not long before the beginning of the invasion, Meltdowner remained unconscious for the good few first moments of the chaotic battle erupting between the hastily mobilized heroes of Millenium City and the attacking Qularr army, his mental trauma forcing his subconscious to make some hasty adjustments to avoid complete insanity and shock that could well risk the function of his entire being. His old fragmented self vanishing into mists of memory with only faint echo of his codename remaining behind, the now nameless Meltdowner awoke while being awoken by a civilian attempting to flee the chaos, mistaking him for one of the city's heroes due to his garb and physical abnormalities.

And when awoken with no memory and waking up to sound of screaming, explosions and feeling of pain from his prior injuries, the irrevocably damaged metahuman lashed out the only way that his instincts provided at that specific moment: sheer unrelenting destruction.

The resulting blast did away with his helper (a fact that would haunt Meltdowner for the rest of his career), fires roaring out of control all around him and objects that caught his attention being simply pulverized and disintegrated by the full force of his unbound powerset, sanity and control giving way to sheer waves of brute force.

Aftermath

Joining the Adventurers

Meltdowner's position in Adventurers

As things are, Meltdowner straddles the line between semi-reservist and active backup. He is not present in EVERY operation, but tends to be present in all that he is physically capable of reaching during the time of the incident. As one of the somewhat more inexperienced members of the Adventurers, he tends to deter to decisions of the more experienced members, but is not hesitant to speak his mind or offer his opinion. He may not to be stupid enough to disregard the wisdom of the more experienced and opinions of others, but he is not very quiet about his own opinions either... And as could be seen during his small rampage through Westside and following stranded relations with many members of the team, it is not always a good thing.

Relationships

Friends

Red Spider: The leader of the Adventurers and person he considers to be one of his best friends, Meltdowner views Red Spider with immense respect and deters to her authority as matter of course, looking up to the red-clad hero and attempting to lean from her example.

Dreamweaver: His perhaps closest friend in the Adventurers, Dreamweaver is suitably cheery and mischevious foil for his own more dry sarcasm and at times needlessly severe attitude. Although she can annoy him at times, Meltdowner takes all of their back and forth banter in good humor, and would gladly take a bullet or two for his psychic teammate.

Millenium City Fire Department: After the incident of his temper getting better of himself and receiving quite the verbal and social smackdown from other Adventurers after going in violent rampage against criminals of Westside, Meltdowner sought to atone by going on to help the local fire department on his time off. Although initially understandably leery towards him, they nonetheless accepted him slowly as he continued to work along the regular firemen in containing fires and saving civilians, and is these days on quite good terms with many local firemen.

Foes

Arcbolt/Lucian Winters: Although the pyrokinetic is unaware of it, Arcbolt is his former "friend" resurfaced as a villain sporting same enhancements as himself (only more invasive and pronounced) and possessing strong Electrokinetic powers. Despite not knowing his identity, Meltdowner finds the mad operative incredibly aggravating and hates him for the constant pursuit, as well as for risking uncountable innocent lives in his attempts to destroy him. Needless to say, the battles between the two of them are serious affairs, with no quarter asked or given.

The Hunter-Patriot organization: The organization of superpowered terrorism that formerly subjected Michael to the horrific experimentation that eventually turned him into Meltdowner, no love was lost between them and him even during their first accidental re-union in Canada during which he was handling different assignment altogether. The attempts to drag him back to Canada for more questioning and further testing have clued him onto their nature and connection with himself, and it is needless to say that the young superhero is quite mad about the matter.

It is complicated

Lady Justice: Ever since the incident in Westside, Lady Justice has scorned Meltdowner quite a lot, and stubborn as he is he is content to return the gesture along with some sharp words when they are forced to work together. Still in same team despite her attempts to get him kicked out on the spot, Meltdowner attempts to just restrain himself from initiating outright hostilities with her for sake of team cohesion, but definitely does not like her as things are.

Powers and Abilities

Pyrokinesis: Meltdowner's most overt and distinctive power is his control over fire, derived from more overarching power of Atomic disruption and re-assembly, full usage of which is all but impossible for him under controlled circumstances. He can create, extinguish, control and resist fire in whatever manner he pleases, and although his abilities have hard cap based on the amount of power his own body can handle and his endurance, this young firebrand can regardless blow apart battlesuits and fortified buildings with explosions if he tries hard enough, not to mention ignite fiery infernos at the drop of a hat. The fact he is effectively utterly fireproof also means he is well-suited for search and rescue in high-temperature locations and thus great help for the local fire department.

  • Sub-power: Pyrokinetic Flight: Recently, as his focus and finesse has grown past simply using his firepower for destroying things, Meltdowner has honed his balance and application of his power enough to mimic the sort of jet-powered flight many suits of powered armor around Millenium City are so fond of, flames shooting out of his gauntlets and boots allowing him to float and fly at reasonable pace. The technique requires focus, however.

Teleportation: Another general application of the wider-ranging power he is unable to directly access, Meltdowner can atomically disassemble himself and his equipment in an explosion, only to reform in place of his choosing. The limits of this application are rather clear-cut, however: without knowing where he is going, the risk of teleporting to a location he cannot see is rather great, and although he is capable of taking others with himself he must reassemble them along with himself upon the end of the teleportation or also suffer the fate of being reduced to nothing. He is also unable to bring more than two people with himself at the time and requires physical contact to pull others along for the ride.

Healing factor (minor): Although barely strong enough to register in combat situation at all, Meltdowner's injuries heal at accelerated rate thanks to the changes wrought to his physiology by Hunter-Patriot experiments, and as a result he can generally be counted upon to make full recovery, apart from cases such as limb loss or strong poison. He also tends not to scar, the healing factor constantly working to return his body to it's "optimal" condition, slowly but surely.

Unarmed combat (Basic proficiency): Although not a master by any measure, he has combined both lessons in various martial arts from UNTIL and self-taught brawling skills into reasonably competent unarmed fighting style. Still at a major disadvantage against more proficient martial artists, he can regardless hold his own in a fistfight even without his powers.

Fencing (Basic proficiency): Having trained with various blades as a side project during his training sessions with UNTIL, Meltdowner knows the basics of combative fencing and dueling with blades, albeit his technique and experience in putting what he has learnt into use in proper combat are both still lacking.

Marksmanship (Focused on fireblasts, Advanced proficiency): Having trained more extensively on the matter, Meltdowner can hit even moving and somewhat more distant targets most of the time, doubly so if he is utilizing his power as one would any other ranged weapon (which works especially well thanks to his HUD and gauntlets, see below). He also knows his way around maintaining and using a gun, although he tends not to, since there is generally little need for it and fireblasts are easier to keep non-lethal.

Gear and Equipment

Fireproof suit: A gift to Meltdowner from Defender once his powers had properly stabilized in months following the Qularr invasion, the black and orange suit is as fireproof as the super-science of the the Millenium City's top hero can make it, and also offers reasonable amount of protection from lacerations, gunfire and energy weapons. Although not all that special in city where magical shielding and powered armor are rather commonplace, it is regardless immensely useful for Meltdowner, and not only in avoiding embarrassing incident of accidentally burning his own clothing off!

Thermal-amplification boots and gauntlets: An addition to his suit that he acquired from raiding the caches of Black Aces and combining it with technology bought from enterprising inventor, the gauntlets and boots add to the defensive capabilities of his suit, but they also perform another much more vital function. With them, Meltdowner is capable of continuously storing ambient heat or redirecting heat from different sources to the charge packs mounted on them, bolstering the strength and reducing the buildup time of his attacks. They also make for handy weapons up close and personal.

Combat visor: A mirrored visor attached to his suit that covers up his mechanical eyes, Meltdowner's Combat visor is relatively simple yet vital part of his arsenal. Built around a microcomputer linked to operation of his phone, boots and gauntlets, the visor provides him with simple heads-up display including monitor of his own physical state, charge of his thermal amplification devices and local communication, invaluable in planning his strategy. The visor also helps in targeting his fiery attacks, and in navigating (which does come in handy when one's main method of travel is rapid teleport spam).