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Salvage (PL10) - Fearjunkie


fearjunkie

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Salvage
Power Level: 10 (150/150PP)
Unspent Power Points: 0
Trade-Offs: None

 

In Brief: DIY gadgeteer hero and master of repurposed and improvised technology.

Catchphrase:  N/A

Theme: "Weird Science" by Oingo Boingo

 

Alternate Identity: Matthew Moss (Secret)
Birthplace: Kingston

Residence: Clairemont dorms
Base of Operations: Clairemont Academy
Occupation: Student
Affiliations:  N/A
Family:  Daniel (Father, age 45), Alice (mother, age 42), Elizabeth (sister, age 11)

 

Description:
Age: 16 (DoB: July 10th, 2001)
Apparent Age: 16
Gender
: Male
Ethnicity: Caucasian
Height: 5'10"
Weight: 117 lbs
Eyes: Green
Hair: Dark brown, shoulder length, wavy.

 

Matt looks like your stereotypical skinny nerd- somewhat taller than average, lean, has a very guarded stance when not in costume, and wears glasses. However, ever since he took up the superhero life style, his physique is actually getting a slight amount of muscle built up. Matt doesn't really fuss over how he looks- as long as he's clean, wearing clothes appropriate for the season, and comfortable, he's fine. His wardrobe consists mainly of band t-shirts, jeans, and a pair of sneakers in desperate need of replacement.

 

As Salvage, Matt wears a white labcoat, goggles with circular lenses, black rubber gloves, black trousers, and a white face mask scarf with an intricate pattern designed to throw off facial recognition software. Speaking of throwing off facial recognition, the labcoat material was made with thousands of glass nanospheres and infrared lights woven into the material that interferes with both flash photography and video cameras. On top of the anti-camera measures in his labcoat, Matt has a pair of homemade 'jump boots' that dramatically augment his jumps to superhuman levels.

 

 

History:
Matt was born and raised in the Kingston neighborhood, the son of Daniel and Alice Moss. Daniel worked at one of the big companies in Freedom City as a systems analyst, while Alice worked from home as a graphic designer. They both loved Matt, but they realized very early on in his life that he wasn't like most children. He wasn't very expressive as a baby, he didn't seem to react to his name, and when he got to the age of 6, Matt was noticably different from other children. He'd struggle with understanding how others felt, he'd make rapid hand movements that looked like flailing when he was bored, and he hated being touched. Matt's parents grew concerned, wondering if there was something wrong with Matt- and this began a long process of taking him to various child behavior experts, trying to deduce what Matt's problem was. At the age of 7, Matt was diagnosed with Asperger's Syndrome, ADHD, and ADD. For a few days, Matt's parents were in denial, but came to accept Matt's condition.

 

As a child, Matt was very quiet, preferring books and TV to socializing with other kids. It was about age 9 when he discovered his love of science- a teacher demonstrated to the class how things flew with a model rocket, and the sight of the rocket taking off and disappearing into the blue sky resonated with something in Matt. He ran from school to the library and checked out every book about science he could get his hands on- even the ones that would be above the reading level for most kids his age. Matt even began to open up more, talking excitedly with his family about whatever interesting scientific factoid he'd learned that day.

 

As he got older, Matt became intrigued by how others approached science. As a teen, he watched viral videos of people building incredible devices out of readily available pieces, assembling grappling hooks, lasers, tasers. At the age of 15, Matt had an idea: he had the knowledge, he could build the tools- why not become a superhero? Matt set to work assembling devices from items he found in various junkyards, telling his parents it was for an 'experiment'. When he couldn't finish his inventions, he resorted to swiping a few bits and bobs from his school's shop class and chemistry lab. Taking up the moniker 'Salvage', Matt took to the streets, fighting small-time crooks with dreams of going after bigger bad guys.

 

Little did Matt know that the Clairemont Academy had their eyes on him. When reports of a gadget-wielding hero running around the Kingston area began to spread and Matt's school had to announce the mysterious disappearances of supplies, the staff of Clairemont immediately realized the Matt was Salvage. Matt's family was contacted by the Academy, offering to enroll Matt. At first, Matt's parents were hesitant, but they saw that he really wanted to put his intellect to good use. They accepted, and Matt began attending Clairemont Academy.

 

 

Personality & Motivation:
Matt's struggled with being on the Autism spectrum, having a hard time relating to people until he got into his teens- and even now, he's still socially awkward. However, he doesn't suppress his emotions like he used to- if anything, he hides nothing. Matt's easily excitable- especially about anything that has to do with science- and when he talks about something he's really passionate about he'll talk so fast it's nigh impossible to understand what he's actually saying. Matt really loves making gadgets, learning how to make gadgets, and using his gadgets to fight crime. Originally, if you'd asked him why he became a superhero, he would have told you it was something he did for fun, but he's starting to take it more seriously.

 

 

Powers & Tactics:
Salvage's combat style emphasizes quick hit-and-run attacks, leaping in with his jump boots and opening fire with his laser rifle before leaping away, coming back from a different angle to keep his enemies unsure of where he's going to attack from next. He can even use his jump boots to his advantage by attacking from above.

 

When in a tight spot, Salvage's ingenuity and quick thinking allows him to engineer a solution using what's at hand, such as devising methods of escape from capitivity or making an improvised weapon when disarmed.

 

Power Descriptions:
Salvage's trademark tool for fighting crime is his laser rifle, dubbed 'The Troubleshooter'. Built from scrap metal, DLP projector parts, focusing lenses, and LiPo batteries, The Troubleshooter concentrates several high-intensity lasers into one powerful violet-blue laser beam that can deliver a brutal burn to his opponents. When a more delicate approach must be taken, Salvage can adjust the lenses in the Troubleshooter, splitting the beams to momentarily blind onlookers.

 

Salvage also employs an EMP jammer that looks like a remote the size of a deck of playing cards, made of black plastic with a switch on the side and a copper wire coiled around a three-inch long antenna coming out the top of the box. The EMP jammer interferes with electronic devices and communications, allowing Salvage to rush in and neutralize a group of criminals without them signalling for backup via conventional methods.

 

After getting injured during a patrol, Salvage began to employ a chemical compound he based off of research papers from superscientists that helps the body heal from injuries. The delivery mechanism is a small, pistol-like injector filled with a bright-red fluid.

 

Salvage's jump boots are his main mode of transportation, and use a series of pneumatics and springs to leap higher and farther than the normal person.

 

 

Complications:
 

Accident: Matt's gear is essentially made of parts not intended to work together, so malfunctions are bound to happen.




Abilities: 0 + 2 + 0 + 20 + 10 + 0 = 32PP
Strength: 10 (+0)
Dexterity: 12 (+1)
Constitution: 10 (+0)
Intelligence: 30 (+10)
Wisdom: 20 (+5)
Charisma: 10 (+0)



Combat: 0 (2PP / Base Attack) + 8 (2PP / Base Defense) = 32PP
Initiative: +1
Attack: +6 Base, +8 Ranged
Defense: +9 (+9 Base, +0 Dodge Focus), + 5 Flat-Footed

Grapple: +8
Knockback: -5



Saving Throws: 4 (1PP / Fortitude) + 5 (1PP / Reflex) + 0 (1PP / Will) = 9PP
Toughness: +11 (+0 Con, +11 [Protection], +0)
Fortitude: +4 (+0 Con, +4)
Reflex: +6 (+1 Dex, +5)
Will: +5 (+5 Wis, +0)



Skills: 84R = 21PP (1PP = 4 Skill ranks)
Computers 8 (+18)

Craft (chemical) 8 (+18)

Craft (electronics) 8 (+18)

Craft (mechanical) 8 (+18)

Disable Device 8 (+18)

Investigate 4 (+14)

Knowledge (earth sciences) 5 (+15)

Knowledge (life sciences) 6 (+16)

Knowledge (physical sciences) 6 (+16)

Knowledge (technology) 10 (+20)

Medicine 8 (+13)

Notice 5 (+10)

 



Feats: 9 PP

Beginner's Luck

Eidetic Memory

Equipment

Improvised Tools

Inventor

Luck

Master Plan

Skill Mastery (Computers, Craft (Electronic), Craft (Mechanical), Disable Device)
 

 

 

Equipment: 1PP = 5EP (1 rank of the Equipment Feat = 5 'Equipment Points')

  • Modified Smartphone (Can be used to hack computers) [5EP]

 




Powers: 15 + 8 + 3 + 2 + 12 + 3 = 43PP

 

 

Device 5 (Laser Rifle; 25 PP Container; Extras: ???; Flaws: Easy-To-Lose) [15 PP] (Technology)

Blast 12 (Laser Blast) (DC 27; Standard-Ranged, 120 ft. - Instant) [25PP] (Laser/Light)

   Dazzle 12 (alternate) (Flashblinder)(Affects: Visual senses; DC 22 (Standard-Ranged, 120 ft. - Instant (Lasting))[25PP] (Laser/Light)

 

Device 1 (EMP Jammer; 5 PP Container;  Flaws: Easy-To-Lose) [3PP] (Electronics/Technology)

Dazzle 1 (EMP Field; Affects: 1 Sense Type; DC 11, Flaws: Limited(Radio) Standard-Ranged, 10 ft. - Instant (Lasting)) [1PP] (Electronics/Technology)

Nullify 2 (EMP Field; Counters: All Electronics Powers, DC 12 Standard-Ranged, 20 ft. -Instant) [4PP] (Electronics/Technology)

 

 

Device 2 (Sensor Goggles; 10 PP Container; Extras: Hard-To-Lose) [8PP] (Technology)

Super-Senses 10 (Augmented Vision; Danger Sense: Sight, Darkvision, Distance Sense, Extended: Sight 1 (-1 per 100 ft.), Infravision, Microscopic Vision 3 (molecule-size), Tracking: Sight 1 (half speed) (Free-Personal-Permanent) [10 PP] (Technology)
 

 

Device 1 (Stimpack; 5 PP Container; Extras: ???; Flaws: Easy-To-Lose, ???; Feats: ???; Drawbacks: ???) [3PP] 

Healing 2 (Persistent) [5PP]

 

 

Device 3 (Salvage Costume; 15 PP Container; Hard-To-Lose) [12PP] 

Concealment 2 (Anti-camera countermeasures; Sense - Sight; Flaws: Limited (Only works against cameras) (Free-Personal-Sustained)) [2PP]

Leaping 2 (Jump boots; Jumping distance: x5 (Move-Personal-Instant)) [2PP] 

Protection 11 (Reinforced cloth; +11 Toughness) [11PP] 

 

 

Quickness 3 (Ingenuity; Perform routine tasks at 10x speed; Limited (Mental tasks only) (Free-Personal-Sustained)) [2PP] (Mental)

 

 

DC Block

 

ATTACK              RANGE            SAVE         EFFECT
Unarmed         Melee            15/Tou       Damage
Blast                Rng. Inc. 120  27/Tou       Damage 
Dazzle            Rng. Inc. 120    22/Fort/Ref  Blinding
Nullify             Rng. Inc. 20     12/Will      Disable
 

Edited by fearjunkie
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Alright.

 

First a formatting concern:

So you want to check other character sheets, and the Template (linked here) for proper power formatting.

Specifically for Devices see below in blue text.
 

Device Rank (Descriptive Name; 5*Rank PP Container; Extras: ???; Flaws: Easy/Hard-To-Lose, ???; Feats: ???; Drawbacks: ???) [XPP] (descriptors)

Power Name Rank (Descriptive Name; Extras: ???, ???, Flaws: ???, ???, Feats: ???, ???, Drawbacks: ???, ???) [XPP] (descriptors)

Power Name Rank (Descriptive Name; Extras: ???, ???, Flaws: ???, ???, Feats: ???, ???, Drawbacks: ???, ???) [XPP] (descriptors)

 

The other concern is the Combat total.

Where there is a math problem there:


Combat: 0 (2PP / Base Attack) + 8 (2PP / Base Defense) = 32PP
Initiative: +1
Attack: +8 Base, +8 Ranged
Defense: +9 (+9 Base, +0 Dodge Focus), + 5 Flat-Footed

 

So it should look like this:

Combat: 16 + 18 = 34PP

 

Also, you don't have to include Dodge Focus, if you do not have any.  And you don't have to differentiate Base and Ranged if as the same  But the math not coming up right is a bit more important.

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