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Corporal Cosmos (PL 10) - VideoGeek


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Player Name: VideoGeek

Character Name: Corporal Cosmos

Power Level: 10 (150/150PP)

Trade-Offs: -2 Attack / +2 Damage, +2 Defense / -2 Toughness

Unspent Power Points: 0

Progress To Bronze Status: 0/30

In Brief: Cosmos uses an inherited set of Alien armor from his deceased mother, at least until its owners come for it.

Alternate Identity: Steven Burnham

Identity: Secret

Birthplace: Canton, Ohio

Occupation: Student, former fast food worker

Affiliations: None

Family: Frank Burnham (Father)


Age: 17 (DoB: March 15th, 1995

Gender: Male

Ethnicity: Caucasian

Height: 5'7â€

Weight: 160 lbs

Eyes: Green

Hair: Black

Steven is all around fairly average in build, except that he is exceptionally fit. His eyes are a very bright green, enough to stand out, but not quite glowing or otherworldly. His face is almost impossibly symmetrical, like it was carved, rather than grown. Overall, the cumulative effect makes him a fairly attractive man, but his demeanor is somewhat subdued, and he tends to slouch when he's not actively trying to make a good impression. When wearing his suit, Steven is covered in a tight costume that displays a perfect image of the night sky behind him, darkness and starlight, even in broad day light. The image shifts as he moves to show what is directly on the other side of him from the viewer, ignoring buildings and the earth to show the cosmos. It's not effective camouflage, but it's distinctive. He also gains a silver helm with a a green eye-slit visor, boots and gauntlets of silver with bright green circuitry and lenses to emit light effects. The belt itself takes on a more military and utilitarian appearance in this form as well.

Power Descriptions:

Steven's native powers don't look like anything in particular, he has the same functions as a human body, just enhanced. The suit's powers all tend to appear along the same lines: glowing bright green light, in whatever shape accomplishes the intended function. The melee enhancements are hard-light fists around Steven's own, and his snare and created objects are formed of translucent green light as well. When actively scanning his environment, the visor in his helm glows slightly, and his boots emit a green glow, as opposed to flame or wind, during propulsion. The entire suit forms itself through unknown means when Steven presses the buttons on all four sides of the “belt buckle†he wears, the device spends its inactive time in the appearance of a silver and emerald belt, which was programmed into it by its previous owner as an unobtrusive but recognizable disguise form. It's somewhat too feminine for Steven, but he has no idea how to change it, or that it's even a possibility.


Jason's mother was an alien of a race known as the Gren, a cousin race of the Grue, living elsewhere in the galaxy. Millenia ago, they were Grue themselves, but in their exploration, became stranded upon a world that somehow negated their native telepathy. Over time, without anyone to infiltrate, they started to turn their shapeshifting abilities inward, into physical enhancements instead of new forms. A few decades ago, however, a rogue Grue Metamorph found their planet, and lost his mind when his connection to the overmind was lost. Caught in an attempt to overthrow the ruling body of the Gren, the would-be usurper needed to be dealt with. Having long ago forgone capital punishment, and hard pressed to imprison the shapeshifter, the Gren came up with an alternate solution. They forced him to take a Gren form, and then wiped from his mind both his past and the knowledge of his abilities. On seeing one of the Gren he had previously interacted with, however, his memories overtook the programming, and restored his abilities. The Gren then decided that exile was in order, but the villain's mind must still be wiped, so as to not reveal their location. Earth was chosen, as it was both relatively friendly to inter-stellar immigrants, and had shown itself able to withstand infiltration by the Grue, minimizing the chances of the Metamorph regaining his memories again. This time, he was forced into a human shape, and kept sedated for travel after his memories were suppressed. A false history was implanted, of a life as a custodian in Midwestern America. A former Gren explorer, M'Chell M'rit, was also altered to a human form (with technological assistance), and sent along to monitor the prisoner until it was certain he would not be a problem in the future. Upon arrival on Earth, she set up a false life and home for the prisoner in suburban Ohio before waking him up from his sedation. She stuck around for a while, posing as his girlfriend, “Michelle Moritzâ€, and reprogrammed the appearance of her military gear to allow her to monitor potential Grue threats while posing as a super-hero, without triggering any memories in her charge. Over time, though, M'Chell found herself falling for the simple charm of the mentally repressed Grue she was guarding, and in a moment of weakness, became pregnant. Once the child was born, also possessing a human appearance, as a result of the Gren's methods, M'Chell could not face her failure in her duties, but also could not return home with this new shame, and so she claimed to be protecting her lover and child from her enemies, and became a hero full-time. During this time, M'Chell continued sending periodic, (falsified) reports back home, though it was much too far for constant contact. Steven grew up knowing nothing more of his origins than his father did, which was of course complete fabrication. M'Chell continued to prevent anything that might provide evidence of their respective origins from reaching Canton, until her (very public) death at the hands of Keres. It's host having expired, her armor sought out the nearest suitable wearer. Being the only being of Gren descent on the plant, Steven was chosen. His first forays in learning the use of the suit's abilities brought somewhat too much attention to himself, however, and he was quickly recruited into Claremont Academy for training.

Personality & Motivation:

Steven grew up with some amount of super-human ability, and felt no particular need to go out and fight crime, but with the acquisition of his mother's legacy, wants to at least learn how to use it, and heroism seems a suitable conceit under which to do so. In addition, parts of Steven's subconscious want to outdo or avenge his mother, though he never consciously admits feelings towards the woman he never met other than betrayal. Frank's thoroughly humble implanted personality did bleed over into Steven somewhat, and the boy lacks a certain element of ambition, though more from a habit of stunted expectations than a true lack of drive. With time, he may well learn to reach for more than just a normal life and basic comforts.

Powers & Tactics:

Steven is new to the super-hero concept, and for now, mostly fights the same way he dealt with bullies and opposing players on the field, with speed and avoidance. In costume, this is augmented with snares and stun attacks, and hard light obstacles. Once he's realized an enemy can take a hit, however, he gleefully lets loose with his full speed and strength, and possibly the hard-light knuckles his armor can provide. If an enemy turns out to be able to DELIVER a threatening hit, he will fall back and blast from a hopefully safe distance, rather than risk his own neck unnecessarily in most situations. Steven has, at some point, developed a particularly fierce protective instinct for women, and will forgo his normal cowardice if he sees a woman in danger.


Secret: Identity.

Secret: Alien

Reputation: Slacker

Hatred: Seeing women come to harm

Abilities: 14 + 18 + 8 + 0 + 0 + 2 = 42PP

Strength: 24 (+7)

Dexterity: 28 (+9)

Constitution: 18 (+4)

Intelligence: 10 (+0)

Wisdom: 10 (+0)

Charisma: 12 (+1)

Combat: 16 + 8 = 24PP

Initiative: +1

Attack: +8 Melee, +8 Ranged

Grapple: +15

Defense: +12 (+4 Base, +8 Dodge Focus), +2 Flat-Footed

Knockback: -4

Saving Throws: 2 + 2 + 2 = 6PP

Toughness: +8 (+4 Con, +4 Costume)

Fortitude: +6 (+4 Con, +2)

Reflex: +11 (+9 Dex, +2)

Will: +2 (+0 Wis, +2)

Skills: 16R = 4PP

Acrobatics 6 (+15)

Bluff 4 (+5)

Computers 1 (+1)

Drive 1 (+10)

Escape Artist 1 (+10)

Knowledge (Pop Culture) 2 (+2)

Sleight of Hand 1 (+10)

Feats: 23PP

Acrobatic Bluff

Attractive 1

Challenge – Accelerated Acrobatics

Challenge – Improved Feint

Challenge - Perfect Balance

Damaging Escape

Dodge Focus 8

Elusive Target

Evasion 2

Improved Trip

Instant Up

Takedown Attack 2


Uncanny Dodge (Hearing)

Powers: 51 + 6 = 57PP

Device 17 (Cosmic Combat Kit, Cosmic, Technological; 85PP Container; Flaws: Hard-To-Lose, Energy Signature (As Arcane Signature, but perceptible by Energy Senses instead of Magic Ones); Feats: Indestructible, Use Restricted to Group: Gren; Drawbacks: Normal Appearance, Conditional Ownership (relatively free use)) [51PP]

Protection 4 (Cosmic Costume) [4PP]

Snare (Cosmic Cocoon; Feat: Tether, Drawback: Action (Power Switch)) [28PP]

Alternate Power: Cosmic Energy Control 12 (Cosmic Cannon;) [28PP] {24/24}

Alternate Power: Strike 5 (Cosmic Claws; Feats: Mighty;) {6/24}

Alternate Power: Stun 12 (Cosmic Concussion) {24/24}

Alternate Power: Force Constructs 12 (Cosmic Constructs; Feat: Tether, Drawback: Weak Point) {24/24}

Universal Translator (Cosmic Comprehension) [8PP]

Super-Senses 23 (Cosmic Consciousness; Analytical Sight, Cosmic Awareness, Darkvision, Direction Sense, Distance Sense, Extended Sight 1, Infravision, Microscopic Vision 3, Radio Sense, See Invisible, Spatial Awareness, Time Sense, Ultra-Hearing, Ultravision) [24PP]

Alternate Power: Communication 18 (Cosmic Communication; Radio, Anywhere in the same galaxy) {18/23}

Flight 4 (Feats: Maneuverability 2 (Good)) [11PP]

Alternate Power: Space Travel 10 {10/10}

Immunity 9 (Life Support) [9PP]

Space Travel 1 [1PP]

Regeneration 10 (Cosmic, Alien; Recovery Bonus 2, Recover Rate (Bruised) 2, Recovery Rate (Disabled) 2, Recovery Rate (Injured) 2, Recovery Rate (Staggered) 2; Feat: Regrowth; Flaw: Source: Cosmic Radiation (i.e. sunlight or the night sky)) [6PP]

Drawbacks: (-3) + (-3) = -6PP

Vulnerability (Mental Effects; Frequency: Common; Intensity: Moderate [x1.5]) [-3PP]

Weakness (Mental Effects; Frequency: Common; Intensity: Moderate [cumulative -1 to all checks]) [-3PP]

DC Block

ATTACK              RANGE    SAVE                      EFFECT

Unarmed             Touch    DC15 Toughness (Staged)   Damage (Physical)

Cosmic Cannon       Ranged   DC27 Toughness            Damage (Physical)

Cosmic Clobbering   Touch    DC27 Toughness (Staged)   Damage (Physical)

Cosmic Cocoon       Ranged   DC22 Reflex (Staged)      Snared

Cosmic Concussion   Touch    DC22 Fortitude (Staged)   Stunned

Totals: Abilities (42) + Combat (24) + Saving Throws (6) + Skills (4) + Feats (23) + Powers (57) - Drawbacks (6) = 150/150 Power Points

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