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Mutants and Masterminds
Character Name
Campaign
Group Affiliation
Base of Operations
Power Level
Power Point Total
Public Identity
Alternate Identity
Secret Identity
Fellow Heroes
Sidekicks or Minions
Arch Enemy
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Damage Conditions
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Skills
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Total Skill Points:
0
Powers/Devices
Name
Rank
Action
Range
Duration
104 points, grants 130 points Free powers: Shifting (Insubstantial 4') Communication ' Immunity 9 (Life Support)
Name
Rank
Action
Range
Duration
-Supersenses --Sight--Extended, Analytical (all visual), Infravision, Ultravision, Detect Sophium (ranged)-7 pp --Smell--Analytical (look, it's chemical composition, ok)-1 pp --Blindsense (Electroception)--extended, radius-6pp -Enhanced Skills 1 (Notice +4)--1 pp
Name
Rank
Action
Range
Duration
Summon The Winds: Telekinesis 6 (Precise, Subtle, Damaging, Perception) (26 points) --AP: Ball Lightning: Paralyze 6 (Ranged, Full-Round action, Alt Save: Fortitude) + Stun 6 (Ranged, Full-Round action, Alt Save: Will) (Improved Range, Homing) (1 point) --AP Abstract Erosion: Drain 6 (Any one trait, Ranged, Autofire; Slow Fade, Improved Range) (1 point) -Nemesis 2 (16 points) -Enhanced Feat (Power Attack, Attack Focus (ranged) 12, Favored Opponent--Analyzed 2, Precise Shot) (15pp)
Name
Rank
Action
Range
Duration
-Protection 4 (4 points) -Corrosion 2 (Aura) (6 pp) -Enhanced Constitution 12 (12 points) -Enhanced Will 5 (5 points)
Name
Rank
Action
Range
Duration
-Enhanced Defense 4 (8pp) -Enhanced Reflexes 5 (5 points) -Enhanced Feat (Dodge Focus 4, Uncanny Dodge [electroreception] ) (5pp) -Enhanced Skills (Acrobatics +8) (2 pp) -Flight 4 (100 mph) (8 pp)
Name
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Action
Range
Duration
Name
Rank
Action
Range
Duration
Name
Rank
Action
Range
Duration
Name
Rank
Action
Range
Duration
Name
Rank
Action
Range
Duration
Name
Rank
Action
Range
Duration
Name
Rank
Action
Range
Duration
Name
Rank
Action
Range
Duration
Name
Rank
Action
Range
Duration
Name
Rank
Action
Range
Duration
Feats
Name
Benefit
Equipment
Statistic Block
Combat: Init +2, Attack +12 (ranged), Defense +10/+3 (flatfooted), Toughness +10, Damage +6 (telekinesis)/+8 (telekinesis vs analyzed opponent) abilities 24 + powers 104 + skills 15 + defense 4 + feats 7 = 154 (1 unused)
Drawbacks and Complications
Phobia--Touch Genre Blind
Background & Other Notes
Appearance Lorne has a very distinct voice: his accent is predominantly British, but he's also picked up traces of Welsh and his father's Greek accent. He typically wears dark tinted glasses concealing his grey eyes. He wears thick, black clothing and gloves no matter the weather, and is uncomfortable in thinner clothing. His build is thin but lithe, and his skin is usually pale (though he does pick up a tan pretty easily). Background Lorne was born in Oxford to Ouranis Leander--a Greek businessman--and Maria Leander (nee Zei), a second-generation Greek physicist teaching at Oxford. He was raised there until an incident in his childhood--separated from his parents, he walked down an alleyway and saw something. He came down with an intense fever, and when it passed he refused to allow himself to be touched by anyone. On a therapist's recommendation, the three of them moved to a small town in Wales. Fearing that his body would deteriorate without playing with others, they hired a gymnastics instructor to visit once a month, and paid her well to come up with a regimen that didn't involve touching her student. While he wasn't a prodigy in it as he was so many other things, he did do quite well. While Lorne's mother continued to guest-lecture and attend conferences, and Lorne's father continued to manage stock or work from home every so often, it was mostly a retirement. Lorne's father opened up a mechanics shop in town; it didn't get much business, but it was mostly an outlet for Lorne. He would work there as long as no one was around, sometimes working on cars or tools for the rest of the town but more often working on his own projects based on schematics downloaded from the internet. He was taught very rigorously about science by his mother, though he avidly sought out knowledge on his own. Still, aside from going to the shop, he very rarely left the house. Thus life progressed for a time. Lorne longed for a way to help people, but didn't know what he could do. One day, shortly before his 14th birthday, he found SECT knocking at his door. They told him that he had significant amounts of Sophium in his body, and between that and his intelligence and skills he would be a valuable member of the organization. He found the idea exciting, though he was rather distressed at the idea of leaving home and going into an environment where he didn't have total control. When they pointed out that, out of necessity, they had some of the world's greatest therapists on staff... He joined a couple of months later, in a remote SECT R&D facility. He's rather grateful and loyal to the organization, and its mission--they've given him resources, training, a direction, and thanks to their therapy he's actually coming out fairly well-adjusted. Of course, there's a decent chance of that changing in the near future. Pure Sophium Armor: Aeolus, Keeper of the Four Winds It is a Linothorax of Awesome. quot;....his armor--colored primarily light blue, with gold trim at the segmentation and heavy grey patterning that seems to swirl about--materializes, starting with his chest: a plate of banded armor with a section of scales in the middle, shooting out to cover his arms and legs, segmenting at his shoulders, elbows, thighs and knees, turning to articulated gauntlets at his hands and boots at his feet. A small cannon shoots out of the armor's left forearm, while two heavy shoulder-pads erupt from his back and fasten themselves across his shoulders. Finally, the helmet spreads from the crown of his head to meet his armor. It's a Spartan-like helmet, colored like the rest of his suit, except for the Y-shaped slit that would be the exposed parts of the face if this were a normal helmet: instead, it is colored black, until it suddenly activates, at which point it is a riot of colors. quot; Aeolus reflects Lorne's desire to help people, but from a distance. Unlike most PSAs, it seems to be able to project the air that its self-contained environment creates--either as a concussive lance, or a long-reaching manipulation tool capable of such fine movements as defusing a bomb. It also protects him in a variety of ways. In addition to being of a thick and strong material, it enhances his stamina and agility considerably. It gives him the ability to fly at up to 400 miles per hour. Additionally, around it swirls a minor, continuous and somehow localized entirely to the suit galestorm--which rapidly erodes any matter nearby. Lorne can, with a little bit of effort, suppress it (in case of, say, adventuring on a space station he doesn't want to destroy) but he prefers to keep it up. One of its more fascinating capabilities is the ability to adapt itself to an opponent. Lorne is somewhat mystified by this power, but it is one of the most valuable tools available to him. Upon allowing Aeolus to adapt to the foe before it, the armor changes colors or patterning slightly, or a new device may pop out of the arms. But by far Lorne's favorite part of the armor is its astounding sensory array. Lorne's sight is vastly enhanced--his gt;20/20 vision becomes gt;20/2. More importantly, he gains the ability to see above and below the spectrum of visible light, to analyze his targets, and the ability to locate sophium. He also has a sophisticated chemical analysis suite, and even electrolocation. --Update: After fighting off 02B, Lorne's mode of attack has evolved. His command of air now allows him to attack directly. By modulating the electrical waves he sends out as part of his electric-radar, he can create a sphere of electricity and fire a burst that locks muscles and fries brains. Also, he's figured out how to reliably recreate a power he got from allowing the suit to adapt to Devon--a dark flurry of winds that can erode any one trait of a target, physical or even otherwise (which has some odd metaphysical implications Lorne doesn't especially want to think about).