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Bibi

Telebot (PL10) - Bibi

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Telebot
Power Level: 10 (150/150PP)
Unspent Power Points: 0 
Trade-Offs: ±
0 Attack / ±0 Damage, +2 Defense / -2 Toughness 

 

In Brief: Escaped experiment with no knowledge, a know-it-all attitude, nanobots, and a hidden heart of gold.

Catchphrase: Everything, even my bots, are saying I'm the hero everyone wants!

Theme: None.

 

Alternate Identity: Walby Project (Secret)
Birthplace: Alternate dimension from Earth-Prime, specifically, Earth-40, a previously unknown dimension.

Residence: The Cline Building, in a small, five room apartment.
Base of Operations: None so far.
Occupation: None so far. (Still being taught in the Cline Building)
Affiliations: None officially yet.
Family: None that he knows 100%. (He suspects scientists who experimented on him might be related to him though.)

 

Description:
Age: Unknown (DoB: Year [Unknown])
Apparent Age: Looks only about twenty years old, a young adult.
Gender: Male
Ethnicity: Latino
Height: 5'4
Weight: 119lbs
Eyes: Brown
Hair: White-blond (dyed)

Telebot is a small, freakishly pale guy, and it isn't just his skin that's pale, it's his everything. His newly dyed hair is pale blond, his eyes are a greyish brown. He looks artificial, which he very well might be, especially if you look close enough to see his abnormalities. Small lights sometimes run across his skin, there are small, thick, mechanical fibers hidden alongside his normal strands of hair. Even his eyes have artificial light coming out of them at all times. Nevertheless, he's clearly human.

 

Thanks to these physical abnormalities, Telebot wears thick, long pieces of clothes in his civilian identity, Walby, to hide the abnormalities. This means many types of clothing is fair game, however, his favorite outfits so far appears to be a group of brightly coloured sweaters, rather thick jeans, and beanies, as he'll appears in this type of clothing every few days, at least.

 

Telebot's costume is simple, but eye-catching. He wears all white, a white sleeveless shirt, a pair of white shorts, and even a pair of shined, tall, white boots. The only thing that breaks this color scheme is the tools and weapons attached to his belt, consisting of a strange, silver gun, a group of round, metal objects and an item that remarkably resembles a stun gun.

 

History:

Telebot was born to be a prototype experiment for all of humanity. Or something like that. He never quite got the full story, no scientists would have been stupid enough to discuss his full history in front of him, but what he could get was enough to fill in any crucial blanks. From what he heard, his world was in a dimension called Earth-40, a world far, far ahead of other dimensions technology wise. The only things they didn't have? Superpowers, which apparently was found out while exploring with newly made trasdimensional travel. Telebot assume an organization decided they wanted their own variety of superpowers to further make their world more advanced, legally or not. And so, Earth-40's own version of The Fellowship made their first prototype, Telebot.

 

The details get a little fuzzy when he first actually came into the picture. He knows the scientists got him from somewhere, but whether they took him from what would have been his family, or grew him in a test tube, or even are his parents he'll never figure out. What he does know is, the day he was the equivalent of a few days old, nanobots were injected into his body, to give what abilities they had to him while making it the most "natural" powers the scientist could create.

 

And, surprisingly, the experiment didn't go horribly wrong... somehow. No, he really did receive the nanobots ability to teleport, and, later, create forcefields, even if the power only showed itself at around toddler age. And that was for the best, Telebot has no idea what they would have done to him if he was still a baby, but it definitely still wasn't fun when his powers began being tested. He would be forced to use his teleporting ability over and over to various devices, places and machines from the day he had no idea what he was doing, to when it became boring monotony. And that was before they began testing how long his forcefield lasted, or stuff like that! Honestly, he decided to escape when he saw the scientists and their clipboards one day and, quite frankly, hated the sight. But turns out, the scientists were smarter than that. He tried to teleport straight out of the building... And found himself crashing against a wall that he simply could not pass through. They brought in technology to "keep him in line" from that day forward.

 

But he was still a nuisance. That didn't change. Now that he realized he could teleport anywhere in the building, that's exactly what Telebot would do. And, turns out, there was way, way more stuff in that facility than he thought. Books, computers, things that could help him learn. And hey, if he could ruin the research of the scientists by not doing all their tests properly, than that's what he'd do! So he first figured out how to read. Then he figured out what a name was. And then proceeded to give himself a name, Walby, he was pretty sure it was nonsense, but he liked it. He then began learning about the world itself. He always got taken away from what he was reading before he finished, but he could fill in blanks with whatever he wanted.

 

Soon however, all that stuff in his head, real or not, began making him wish for escape again. Especially when he found out what a hero was while learning about his powers. Heroes just seemed so unreal, and that just made him realize how unreal the world, people, the other dimensions and so many other stuff he read about looked to him. He needed to see all that! So he went to escape again, his strategy didn't change, but he knew the facility like the back of his hand, or so he thought.

 

His teleportation escape brought him into all sorts of rooms to try and avoid the scientists or camaras. Rooms where he saw other "experiments" actually people like him, and none doing all that great, physically, and probably, mentally. So no wonder he was the go to experiment to test and study, he was the only experiment that actually succeeded. And well, that made him want to escape even more, if he was a success.

 

His luck almost ran out after an hour of trying to find a way out. He got shot by one of the scientists' machinery, the weapons meant to keep him in line. However, he seemed to keep his teleporting and forcefield abilities out of sheer desperation, much to his and the scientist's shock, even if it hurt to use them. So he did exactly that and more, deflecting the scientist's attacks, then teleporting and snatching away all the scientist's weapons, an odd gun, a belt with metal spheres and the old electricity holder he have seen since he was a kid. The scientists were just as useless as he thought without them.

 

With these weapons helping him feel more confident, Telebot ventured into one of the most monitored rooms, filled with some amazing, unknown machines. But none seemed to be a way out and, out of options and no longer wanting to use anymore of his powers as it hurt too much, Telebot began messing with every single one of the machines. He found the transdimensional travel machine just as the scientists tracked him down.

 

At first, Telebot didn't know he was on Earth Prime. He knew he was outside, but that's about it. So when he was first found, well, both he and other people were very confused. Eventually, after a few hours, it was figured out he was from a previously unknown dimension, and only knew the world from computers and books. It was decided it would be best to place him in the Cline Building, with other transdimensional refugees. However, he was still a bit of a bother, but was now a staple of the city, both as Walby Project and, later, Telebot, which have not been traced back to him just yet thankfully. Still, Telebot first appeared a few days after Walby Project arrived and saw his first superhero literally throw a villain straight out the city, much to his extreme delight. The next day Telebot first showed up, and proceeded to do everything he would become known for, bragging, attention grabbing, and using flashy powers. But he still did save people in that first fight, as a couple can testify, he teleported them out if the way of an attack or shielded them when he haven't been paying them any attention at first. So he have now been called an annoying hero, a slightly idiotic hero, but no one can deny he is a hero, even if he doesn't always show it properly.

 

Personality & Motivation:

Telebot is very confident, maybe too confident. He believes he knows much more than he does and, since he learned about much of the world through fiction or biased bits of internet, his view of the world if very skewed and, quite frankly, innocent, like a child's. And he thinks every single wrong idea he got is correct, making him bull-headed and a bit of a know it all. Part of this behaviour appears to be because he was isolated for much of his life, in fact, his annoying tendencies to butt into things or be rude and such seems to be attempts to get attention, something he is rather desperate for. And that's not even mentioning his memory is actually rather amazing, and, surprisingly, he can be rather competent with electronics. Being ignored or reminded of how he was isolated are practically the only way to cause him to lose his sunny, if obnoxious, personality. Honestly, being ignored or being isolated seem to scare Telebot very much, alongside a few specific things, like electricity or labs, which is even more surprising due to his extreme bravery and gung-ho attitude with anything else.

 

Telebot considers anyone even just a little kind to him a friend. In fact, it's hard to get him to ever hate a person. He won't even really hurt a person intentionally, physically or emotionally. Unintentionally, yes, but if told what he have done, he'll attempt never to do so again. He's a real people's person, and is actually proud of that fact, meaning he'll likely never lose this trait of his.

 

However, all these facets of his personality make him love to be a hero. But, while he loves the attention, fame, and love he gets, his real reason, that even he sometimes denies, is his own love of people. People are beings he never got to truly be around, and they are, for the most part, just as great as he imagined and learned. Even most of the villains, they're pretty cool, the only reason he fights them is the fame and the fact they're messing with other people. He'll just make sure he doesn't hurt them too bad. All these people, good and bad, is something amazing to Telebot, and he's not about to lose them when he just found them.

 

Powers & Tactics:

Telebot nanobots have a very prominent ability, teleportation. And due to the fact that Telebot is irreversibly connected to those nanobots nowadays, he teleport alongside them, with no problems unless the nanobots were somehow compromised. Items and people that are held or carried in any form by Telebot will also teleport, he himself assumes this is because the nanobots temporary assume the item and person is a part of him. The teleportation range is technically unlimited, but further distances put a strain on Telebot and his nanobots, causing nausea, disorientation, and is often not worth the trouble, causing him to usually stick to small distances. Unfortunately, despite his ability's sheer value as a supporting power, Project HERO will typically attempt to be a front lines attacker, but if he sees another hero or person who needs assistance, or is plainly told to assist other heroes, he will become support, moving others and items quickly across whatever "battlefields" he is currently in.

 

Telebot also has a less trained power, creating forcefields. Thankfully, the function is quite simple, just creating a forcefield around himself that can reflect or absorb attacks for him, so he's actually pretty decent at using this ability. This ability helps him be both a support, or a front line attacker, protecting him as he goes to fight, or letting him protect someone else by taking the attack instead.

 

Telebot also has an array of equipment, as teleportation and forcefield creation are his only legitimate powers, and he needed some ways to fight and defend himself. He has three main weapons and tools, three pieces of equipment he can use easily. The main piece is a silver gun, clearly from another dimension. It's main function is a ranged energy attack that can stun, hurt, and even kill. However, it is often set on stun, due to Telebot's discomfort over harming a person. His other two pieces of equipment are mostly just in case he is unable to use the silver gun, a few round, metal objects, and something that resembles a stun gun. The round, metal objects can be thrown as a weapon and will always return to their owner, even returning to their place on Telebot's belt. The last piece is more of a last resort than anything else. It releases a powerful electric shock if stabbed into someone, but this shock cannot be controlled, and requires Telebot to be nearly right next to his opponent.

 

Power Descriptions:

Telebot's teleportation is often signaled by a flash of light on his skin and even hair, it appears to be his nanobots activating, and this will happen any time he teleported, no exception.

 

Telebot's forcefield creation abilities are signaled by a similar flash of light on his skin and hair as well. However, an almost transparent, see through, blue field will appear around him, making it much more flashy.

 

Telebot's weapons are clearly futuristic in appearance and function. The gun will always shoot a white shot of energy, no exceptions. The round, metal objects don't really change when thrown at somebody, instead, they just float back to the user afterwards, with a slight mechanical, clicking sound. The last weapon, the one that resembles a stun gun, has electricity visibly emerge from the tip whenever used, but nothing else.

 

Complications:
Short Circuit:   Telebot's body is dependent on the nanobots in him due to having them all his life. These nanobots are prototypes, and, as it turns out, can be affected by electricity, black-outs, and extreme blasts of energy. If this happens, the nanobots are forced to reboot, making his powers harmful to himself his powers until then.

 

 

Nanobots Tracker: Telebot's nanobots all have tracking devices in them. This means that the organization that kept him as an experiment can track him, and they want their years long experiment back. And that's not even mentioning if anybody else figures out how to track him with his nanobots' tracking devices.

 

Know-Nothing-at-All: Telebot doesn't actually know how the world works. Not one bit. This doesn't stop him from assuming he knows everything, as he had read many books and entries online. This not only can make him a little aggravating, but can cause problems related to social graces, laws, common sense, and even just simple education.

 

 

Lab Rat's Fears: Anything that reminds Telebot of his days as an experiment seem to scare him greatly now that he is outside. Things such as electricity, labs and isolation in particular are at the top of the list, giving him a possibility of not wanting to go near that specific fear, or freaking out.


Abilities: 2 + 5 + 0 + 5 + 5 + 0 = 17PP
Strength: 12 (+1)
Dexterity: 15 (+2)
Constitution: 10 (+0)
Intelligence: 15 (+2)
Wisdom: 15 (+2)
Charisma: 10 (+0)


Combat: 20 + 20 = 40PP
Initiative: +0
Attack: +10 Melee, +12 Ranged
Defense: +10 (+10 Base, +0 Dodge Focus), +4 Flat-Footed

Grapple: +8
Knockback: -2


Saving Throws: 10 + 5 + 9 + 8 = 32PP
Toughness: +10 (+0 Con, +0 [])
Fortitude: +5 (+0 Con, +0)
Reflex: +11 (+2 Dex, +0)
Will: +10 (+2 Wis, +0)


Skills: 48R = 12PP

Craft [Electronic] 12 ( + Total Bonus)

Acrobatics 12(+ Total Bonus)

Concentration 12(+ Total Bonus)

Search 12 (+ Total Bonus)

 



Feats: 14PP

Ambidexterity

Evasion 1

Uncanny Dodge 2 (Visual, Hearing)

Quick Draw 1

Improvised Tools

Interpose

Equipment 4

Eidetic Memory

Attack Focus Ranged 2

 

Equipment: 4PP = 20EP 

  • Blaster Pistol (Damage 5)   [10EP]
  • Round Metal Boomarangs (Damage 2)

          [6EP]

 



Powers: 0 + 25 + 4 + 9 = 38PP

Quickness 1 (Quickness; Flaws: One Task (Reading), Feats: Subtle,)[0PP] (Training)

 

Teleport 6 (Teleport; Extras: Accurate, Affects Others, Feats: Change Direction, ) [25PP] (Technology)

 

Forcefield 4 (Forcefield) [4PP] (Technology)

 

Device 2 (Futuristic Stun Gun; 10PP Container; Flaws: Easy-To-Lose, ) [6PP] (Technology)

  • Stun 2 (Stun Gun Shock; Flaws: Daze,) [3PP] (Electricity)


Drawbacks: (-3) + (-0) = -3PP

Vulnerability (Electricity; Frequency:

Common ; Intensity: Moderate [])[-3PP]




DC Block

ATTACK              RANGE      SAVE                           EFFECT

 

Unarmed             Touch    DC 10

Toughness                Damage

 

Ranged (Blaster Pistol)    Ranged.       DC 13

Toughness                Damage

 

Ranged (Round Metal Boomerangs)        Limited Ranged               DC 13

Toughness                 Damage

 

Armed (Futuristic Stun Gun)   Touch       DC 10

Toughness                     Stun

 

 

 

Totals: Abilities (17) + Combat (40) + Saving Throws (32) + Skills (12) + Feats (14) + Powers (38) - Drawbacks (3) = 150/150 Power Points

Edited by Bibi

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I am going to encourage the following, that you go through the base book's section on character creation, and PP costs.
As well as look at the Ultimate Power book.  Our house rulesTemplates.  And Sample characters.

Remember that

The hero name for the character, while it would be an interesting title for a book itself, is awkward, and I can't see it being something people call the character.  From here I will address the mechanical aspects of the character

 

Complications:
Disarm is not a valid complication, that is an inherent component of Equipment and Devices.

Prototype Strain is not valid.  It is a flaw, or drawback to the power, which in and of itself has problems.

 

PL Caps:

You do not meet any caps.  At all.  It is strongly recommended that you build characters to be their PL values(modified for trade off)

You do not list an Offensive tradeoff, but you have at least an Attack +1 / Dam -1. 

And your defensive side?  Like, is non existent.

 

Ability Scores:
Odd numbered stats do not really benefit you apart from Str, as that adjusts lifting.

 

Combat:
Not spent correctly, at all.  You have 14 points in the Attack

And 4 spent for the Defensive.

Like there is not 40 points spent here, there is 18

 

I don't know where you are getting the +11 split for his Boomerange, as you just have a base value for Attack roles.
So he is PL4.5 offensively w/ Boomerrangs, from Dam 2 from the Boomerrangs and +7 attack

Your Flat-Footed is generally half of the Base Defense.  But you only have a +2 Defensive.

 

The rest of the Combat stats are derivative of other stats.

 

Saves

In general we recommend that exotic saves (Fort, Ref, Will) be roughly PL -2.  Or average out to that, but that is a recommendation not a rule.  Formatting and totals are incorrect.  As the exotic saves are derivative from base Ability Scores as well..

You cannot buy Toughness as a save, only Exotic.  To increase Toughness buy Protection (the power, or get equipment or a device to do so), or raise the Con score.

 

Skills

Skill Ranks are capped at PL +5.  So 15 at PL10.  Your attribute mods can push the bonus of the skill higher.

So

 

Concentration 28(+ Total Bonus)

Search 20 (+ Total Bonus)

 

Are not possible

 

 

Equipment:

These are constructed like powers so their components, including ranges and Effects that comprise them.
The Stun sits a bit high to just be equipment, and I'd lean towards it being a device.

 

Powers

Extras add to the points per rank cost.  Flaws reduce the point per rank cost.  Extras add just to the total cost per rank of the Extra.  Drawback subtracts from the cost of the power.

 

Formatting note, you don't need to put sections within a power that are not there, i.e. if a Power doesn't have a Drawback, then the Power doesn't need that in there.

Quickness is not spent correct, no powers can come in at Zero PP cost.  Fractional costs are rounded up. With it having a flaw and the PF it would be 1.5 PP, or rounded to 2PP
Sidenote: the One Task has to be mentioned within the effect construction of the power itself.

 

Teleport is massively underspent on

Teleport 12 (Teleport; Extras: Accurate, Affects Others Flaws: None, Feats: Change Direction, Drawbacks: None. ) [27PP] (Technology)

should actually look like this, at the same rank

Teleport 12 (Teleport; Extras: Accurate, Affect Others; Feats Change Direction) 49PP

Teleport is base 2pp/rank, with two Extras that add 1pp/rank for each plus one Power Feat

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Bibi, there are few big things I see at the moment still, some are mechanics, the other is more concept.

 

First, on the mechanical side, your combat attack bonuses are not purchased correctly.  You are purchasing you melee and ranged attack bonuses separately, that is not how you buy them.  For 2 PP you buy a Base Attack Bonus (BAB) which applies to BOTH melee and ranged attacks.  So you probably want a +7 BAB (for 14 PP).  To increase the Ranged bonus separate, buy the feat Attack Focus: Ranged (so 3 ranks of that would give you +10 attack at range).  That will save you 17 pp, after purchasing the ranks of attack focus).

 

The other major issue is you still do not mean any PL 10 caps (offensive or defensive).  Right now your toughness is actually zero, as you have no Con bonus and no powers or anything else that would provide toughness.  With you Defense only +8, you are effectively PL 4 in terms of defensive caps.  None of your attacks put you at PL 10 caps either. 

 

You really need to restructure things to meet these caps.

 

This sort of ties to the concept issue I see.  Given the source of your characters “powers” is the nanobots, why is the only thing they provide a Teleport power?  Why are the nanobots not providing other abilities?  I would consider dropping the equipment and the device and have the nanobots provide some sort of offensive power (or array of powers) that will allow you to easily meet PL caps.  You might also consider having the nanobots provide a Forcefield or just Protection to get you where you need to be for defensive caps.

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I'm fixing up the mechanics you mentioned, I will say if I need help as well, specifically at the caps, and will add a second power with the nanobots, however, is it alright if I keep the equipment?

@Thevshi

Edited by Bibi

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So, what I said about the equipment was just a suggestion, we would not force you to drop the equipment (other than things like how you originally had the stun gun that TA brought up).  The main thing about that suggestion was it just seemed a bit at odds with your concept (someone who has been provided powers by nanobots).  I would think with that origin you could have the character have a variety of things the naonbots do, such as enhanced strength, dexterity and constitution, just to name a few.  Again not to say you have to.


The other thing to remember about equipment is that a GM can always say that it fails or breaks at any time, and not have to give you a hero point for that set back (where they would if they were to do the same thing with your stun gun device).  So relying on equipment too much can turn out to be a problem for your character if a GM wants to have it fail.

 

So back to the mechanics and discussing caps:

 

First, as I said before your character’s Toughness is currently zero.  He has no Con bonus and no powers that provide any bonus to toughness (such as Protection or Forcefield).  So, taking that example, your character has +8 defense and 0 for Toughness.  That is not good for a PL 10 character.  At PL 10 you should have +10 Defense and +10 Toughness (which can be from Con, the above mentioned powers, the feat Defensive Roll (which adds +2) or a combination of all of that).  As you can see, you are currently nowhere near that. 

 

For you attack PL cap you are slightly better, with the Blaster Pistol, having +10 attack/+5 damage.  Again, a PL 10 should have +10/+10, although you could have tradeoffs to shift it so it was say +15 attack/+5 damage or some variation.  You are even worse off with your Stun gun, as it is a melee (tough power) it uses your Melee attack bonus, which is +7 and with only 2 ranks (see below) you are at +7 attack/ +2 rank, well off the +10/+10 cap.

 

So you need to put some thought into how you want to achieve these caps.  One potential option would be to make the character PL 8, while still using 150 power points, lowering your caps to allow more points for other things.  Some people choose to do this, but there is no reason one cannot make a fully capped PL 10 with 150 pp either.

 

In regard to your Stun gun, I am not sure why you are buying it the way you have?  You have 10 power points to use for the device, yet you spent only 2 for Stun 2?  (you mistakenly list 3, but with that flaw and only 2 ranks, it is only 2).  Because this is a device, you could have that flaw and made it Stun 10, or you could make it ranged (a +1 extra) and be Stun 5.

 

There are some other things that you need to go back and clarify, such as Uncanny Dodge is tied to a particular sense type (such as Visual or Hearing) so with 2 ranks of that feat you need to select two sense types that are used.   

 

I hope this helps give you some direction.

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