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Corporal Cosmos (PL 10) - VideoGeek


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[floatr]Corporal-Cosmos.png[/floatr]

Player Name: VideoGeek

Character Name: Corporal Cosmos

Power Level: 10 (150/152PP)

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

Unspent Power Points: 2

Progress To Bronze Status: 2/30

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)

Description:

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 height and weight, 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.

History:

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. Its 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.


Complications:

Secret: Identity.

Secret: Alien

Reputation: Slacker

Hatred: Seeing women come to harm

Hatred: Keres

Conditional Ownership: Suit belongs to Gren military

Normal Appearance: Suit has no abilities when in disguised form

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: +9

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)

Diplomacy 0 (+1)

Drive 1 (+10)

Escape Artist 1 (+10)

Knowledge (Pop Culture) 2 (+2)

Sleight of Hand 1 (+10)

Feats: 18PP

Acrobatic Bluff

Challenge – Accelerated Acrobatics

Challenge - Perfect Balance

Dodge Focus 8

Elusive Target

Evasion 2

Improved Trip

Instant Up

Taunt

Uncanny Dodge (Hearing)

Powers: 55 + 7 = 62PP

Device 13 (Cosmic Combat Kit, Cosmic, Technological; 85PP Container; Flaws: Hard-To-Lose; Feats: Indestructible, Use Restricted to Hero;) [55PP]

Flight 5 [11PP]

Alternate Power: Space Travel 10 {10/10}

Immunity 9 (Life Support) [9PP]

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}

Space Travel 1 [1PP]

Super-Senses 11 (Cosmic Consciousness;Analytical: Sight, Direction Sense, Distance Sense, Extended Vision (all) 1, Infravision, Microscopic Sight 1, Radio Sense, Time Sense, Ultra-Hearing, Ultravision) [12PP]

Alternate Power: Communication 11 (Cosmic Communication; Radio, 2 Million Miles) {11/11}

Regeneration 6 (Cosmic, Alien; Recovery Bonus 2, Recover Rate (Bruised) 1 (1/round), Recovery Rate (Disabled) 1 (1/5 hours), Recovery Rate (Injured) 1 (1/20 minutes), Recovery Rate (Staggered) 1 (1/20 minutes); Feat: Regrowth) [7PP]

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    DC22 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 (18) + Powers (62) - Drawbacks (6) = 150/152 Power Points

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Description:

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.

This doesn't much make sense. Someone exceptionally fit isn't going to be of average build, even if they're not covered in huge muscles. They'd be built like a tennis player or sprinter at the very least.

Other than that, it is an utterly fantastic sounding costume.

The background works, but I will say one thing - dear god, paragraph breaks.

Complications:

Secret: Identity.

Secret: Alien

Reputation: Slacker

Hatred: Seeing women come to harm

Would he not also have some Complication involving Keres killing his mother?

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

Initiative should be +9 from Dexterity bonus.

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)

Adds up.

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)

Adds up although you should include the Attractive bonuses here.

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

Taunt

Uncanny Dodge (Hearing)

Adds up.

Right... Powers. I'm not even going to go through it all, as basically... you're going to have to rework your entire Device.

Firstly, and not very pertinently, you should enclose all your powers in the [device] tags, not open and close them for each new power. It's very confusing.

Secondly... honestly, all these Drawbacks and Flaws on Device? Strictly speaking, non-core stuff needs approved on a case by case basis, especially in the case of Warriors & Warlocks, where Arcane Signature is from. Because its writers were massively over-estimating how much Flaws were worth, or if not doing that, underestimating it.

Energy signature, in this setting as opposed to a Conan-esque one, is a Complication, not a Flaw.

Normal appearance, while I have no idea where it's from... even if it is a printed Drawback, I have no idea how it could possibly not be a perk.

The Conditional Ownership, likewise, have no idea where it's from, but that's not relatively free use at all. There is one example of a Gren in play. Your PC. There is one person who can use it in our entire current canon. I'd go so far as to say this is Restricted 2 with a Complication that other Gren can use it.

We also don't use maneuverability rules for Flight.

Also, you should paste your DC block into Notepad, make sure it lines up, and format it on the sheet within

 tags.
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I'll rework the device, but I do want to clarify a couple things. Normal Appearance is from Mecha & Manga, and the reason it is a drawback is that the device loses all powers while in that form. It's effectively the "Normal Identity" drawback, but for a device. The conditional ownership isn't meant to represent another player taking it, but the eventual attempt to reclaim it by the Gren, once they come to investigate the lack of reports from M'Chell. Which, as some time has passed, could be immediate, if a GM wanted to use it. I'll just wipe energy signature out, it's not really necessary, I suppose. I'll get an updated device posted tonight or tomorrow.

***EDIT***

First round of edits didn't take nearly as long as I thought, made changes.

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I'll rework the device, but I do want to clarify a couple things. Normal Appearance is from Mecha & Manga, and the reason it is a drawback is that the device loses all powers while in that form. It's effectively the "Normal Identity" drawback, but for a device.

That's not worth PP, really. Devices are cheap enough as is.

The conditional ownership isn't meant to represent another player taking it, but the eventual attempt to reclaim it by the Gren, once they come to investigate the lack of reports from M'Chell.

That's a plot Complication, not a mechanical Drawback.

It's worth noting, the RefTeam consider 99.9% of Mecha & Manga's mechanics to be a crock of s***. If we don't specifically say you can use it, it's best to assume we're not even willing to consider it, the book is that bad.

One little thing... you need to specify a sense type for Cosmic Awareness. Also... "only when outside at night or during the day" is a Complication, not a full Flaw on Regeneration.

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According to Ultimate Power, (Descriptor) Awareness is ranged.

"(Descriptor) Awareness (1 rank): You can sense the use of effects of a particular descriptor with a successful Notice check (DC 10, –1 per 10 feet range). Examples include Cosmic Awareness, Divine Awareness, Magical Awareness, Mental Awareness, and so forth. You can apply enhanced sense traits to your Awareness to modify it. Choose the sense type for your Awareness; it is often a mental sense, but doesn’t have to be. Awareness counts as an “exotic sense†for noticing effects with the first rank of the Subtle power feat (see Subtle under Super-Senses’ Power Feats for details)."

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