My goal here is to take invulnerability and make it not OP.
Name: Alv Olhouser/Blokkere
Age: 22
Race: Human
Gender/Sex: Male
Description: Alv Olhouser is a surprisingly pale and noodly fellow, standing at 5'8'' and weighing very little for his height. This combined means he's hardly the most imposing of people, even if he is pretty darn zippy. He has exceptionally red hair that sweeps down his head, longish but not enough to actually leave his head -- he avoids looking like a girl. His eyes are a blue color. He typically prefers dull colors out of costume, and his costume shows his lack of artistic talent: It's just a light grey top and light grey set of what almost amount to leggings, with a darker grey and small shield emblem over his heart.
Perks: Untouchable: When his ability is active, Alv plainly can't be damaged. It's as simple as that: he's immune to all forms of damage, but only when his ability is active.
Immovable: When his ability is active, Alv cannot be moved, whether by attack or by a Stunt.
Objects In Motion...: When his ability is active, attacks against Alv come up against a literally immovable object, and thus attackers may take the damage of their own attacks, at the GM's discretion.
No-Fall: Alv can stop himself midair by flickering his power on, stopping against the air molecules, and flickering it off. This means he does not take damage while falling or being thrown while he is conscious.
Invincibility Reflex: Alv is capable of occasionally activating his power in response to an attack, and has a 20% chance to nullify incoming attacks.
Flaws:
Objects at Rest (for balance, not for extra perks): The inability of outside things to move or interact with Alv when his ability is active comes back to bite him in the worst of ways. Alv can't move anything else while his ability is active, including air molecules. This has the effect of rendering Alv completely and utterly unable to move so long as his ability is active.
Breathing is Moving (for balance, not for extra perks): While his body functions fine while his ability is active, he is so unable to move air molecules that he actually can't breathe when it's active, limiting the duration to one or two minutes, anything above a minute winding him, and anything above two minutes risking loss of consciousness from lack of air.
Equipment:
Handcuffs:
Type: Modifiable
Effects: Handcuffs: If applied, restrains target's arms, unless the target can pull some Houdini stuff or break them.
Description: They're... they're handcuffs. Cuffs that go on hands.
Handgun:
Weapon Name: Handgun
Type: Modifiable
Weapon Damage: 1d8 Ranged
Effects: Nothing
Description: It's a pistol. Used when Blokkere can't just run up and grab folks.
Accessory Name: Swiftsoles
Type: Chosen
Effects: Multiplies movement speed by 2, or Agility by such for purposes of movement.
Description: A pair of magical boots Blokkere ended up taking from a particularly nasty battle against a would-be nemesis soon after the start of his hero career. The villain who once wore them seems now to be largely repentant in jail, and Blokkere still maintains contact with him.
Stats:
Level: 1
XP: 0
HP: 34
Init: 1d20+7
Defense: 1 or 2, depending on rounding.
Stats: 28 Points to assign. The total points one may place in a single stat is 6+Level.
Physical Attack: 3
Resilience: 3
Special Attack: 5
Fame/Infamy: 4
Agility: 7
Knowledge: 7
Skills: You may have six skills, not counting your Basic Attack and Defense skills, which are unmodifiable.
Basic Attack
Basic Defense
Intercept (Active): Instead of making an Attack, Blokkere may choose to nullify any attacks heading toward a single ally for one turn.
Deny (Active): Instead of making an Attack, Blokkere may choose to nullify the first attack a single enemy makes on its next turn.
Grab and Freeze (Active): Blokkere rolls 1d8+AGI vs. 1d8+Target AGI. If he succeeds the roll, he initiates a grab on the enemy and activates his ability, trapping the target to the spot for the duration.
Clothesline (Reactive): If an enemy runs or at Blokkere and he has not made an Attack or replaced an Attack with another action this turn, he clotheslines them with his ability and does 1d12 damage to them.
Share Invulnerability (Active): Blokkere's invincibility extends to things he holds, and he can share his Untouchable and Immovable perks with them, at the expense of also sharing both his flaws.
Flicker-Run (Active): Blokkere can flicker his invulnerability rapidly as he runs, and can enter into a state where he has a 50% chance to nullify incoming attacks, at the expense of moving at half speed and being unable to attack. This is still governed by Breathing is Moving: it requires flickering it too fast to breathe.
Backstory: Alv has genuinely no idea as to how he got his powers: he sort of just froze up one day in his house until he passed out from lack of oxygen. His power came in spurts and bursts over the next couple of days while he panicked and hunkered down. Thankfully, though, he did end up figuring what was going on, mainly by spilling boiling water on himself in an inopportune moment and not burning. With all things figured out, Alv decided that having such a power could be theoretically useful, but that all in all he'd prefer not to get involved in superhero and supervillain stuff.
Unfortunately for him, that decision was made for him by accidental circumstance. A bit of shoddy construction saw a large steel girder falling towards him on a day shopping for groceries, and he reflexively activated his powers. But life was necessarily going to be complicated with people seeing a steel girder bend rather than damage him, not to mention the magic-shoed nut that suddenly came hurtling at him out of nowhere, launching into a flurry of kicks and babbling about the "blessed of Egai" and generally being evidently quite determined to kill Alv. Thankfully for Alv, a choice activation of his invincibility saw the attacker's legs break thanks to good ol' inertia (at which point Alv stole his shoes, tired of the whole "zipping around and kicking me" thing). But his life was now irrevocably changed because being attacked by a magical man personally will sort of do that.
The Union reached out and offered to help Alv put together a new life for himself, and Alv ended up as such becoming the hero Blokkere: fairly capable, if disappointingly uncreative. Alv later took to visiting the man who attacked him in jail... but found to his surprise that the man was now much more civil and almost friendly. He apologized for the attack, introduced himself as "Dromef", and stated that "Everything's going to be okay; you clearly have no idea what's going on, so I doubt you're actually involved.". He proceeded to refuse to elaborate at all and left Alv confused; nonetheless, Alv learned to just accept it, and has settled into his role as a hero.