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OmegaPlatinum - Sparksmith - PL11 Hero


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Posted

Power Level: 11 (161/163PP)

Trade-Offs: +2 Defense / -2 Toughness

Unspent PP: 2

Progress to Bronze: 13/30

Alternate Identity: Kurtis "Sparky" Smith

Identity: Public

Birthplace: Long Island, New York

Occupation: Martial Arts/Weapons Trainer

Affiliations: Master Lee's School for Self Defense

Family: Mary Smith (Mother) and Peter Smith (Father)

Birthday: January 12, 1988

Age: 22

Gender: Male

Ethnicity: Italian/English

Height: 6'0"

Weight: 150lbs

Eyes: Brown

Hair: Brown

Speech Color: Dark Blue

In Brief: The Sparksmith is a good kid who wants to help people. He has amazing Energy Control (makes weapons out of energy) and isn't afraid to lend a hand to other heroes.

Description:

Sparky.jpg

History:

Kurtis was an average kid. One of those kids in school who was silent, but always did nice things for people, even if he got made fun of. At age 16, his powers developed. He didn't know how or why he had them, but he didn't stress over it. He told his parents, who were very accepting of what was going on, to his surprise, but chose to keep it a secret to everyone else. He practiced using his powers in secret. His parents even helped him hone his skills. They traveled across the country, moving all over, never staying in one place very long. At each location, Kurt would train with a weapon master. When he went to college, he used the abroad programs to travel the world. Taking two full years over-seas, traveling to different countries and learning different weapon styles and fighting techniques. When he finally graduated, he felt that he was ready to start saving lives. He revealed his secret to his friends and moved to Freedom City to save lives.

Personality & Motivation:

Kurt was always the nice guy. He never said a mean thing about anyone he knew. He was raised on TV and Video Games. He loves his anime, cartoons, and his video games. He'll constantly reference them throughout the day, even when battling evil. When his powers developed he knew exactly what to do with them: Help people. After watching a few super hero cartoons, though, he figured that starting without any training would do more harm then good. He's a smart kid. He wants to help people because it's the right thing to do.

Powers & Tactics:

The Sparksmith has the ability to manipulate energy. He creates small orbs in his hands which he calls "Sparks." These sparks take on different forms and different shapes at Sparky's will. Most commonly, the sparks form into different weapons for Sparky to use. Swords, shovels, scissors, hammers, maces, axes, polearms, drills: if you can think it, he can make it. He also creates permanent weapons. With extra time and extra energy, he can craft crystalline energy weapons for others to use. Melee isn't his only forte-- he's also an excellent marksman. He can blast things with a concentrated beam from his sparks, or can form bows and arrows, crossbows, slingshots, baseballs and bats, and other long range weapons. As for utility, Sparky almost always has one spark surrounding his body as a form of armor. The armor can also change shape at will. He sometimes changes it to mimic mechs armors and other characters from different TV shows and video games. He'll even use the mp3 player he carries around to play epic music during final moments of battle sometimes. Finally, as he can move the sparks, he can use them to carry himself and others, but this requires some concentration.

Complications:

Family (Sparksmith still lives with his parents. Although they are cool with his super heroics, he still has obligations to them.)

Honor (Sparksmith always fights fair. He'll never take an unfair advantage against his opponent. This was cultivated through years of cartoons, anime, video games, and training from weapon masters.)

Identity (Public - Since graduating from College, Kurt and Sparksmith have been known as the same person. He's through with keeping secrets unless extremely important.)

Obsession (Sparksmith cannot allow any casualties. If he spies any innocent person in risk of serious injury, he must go to their rescue.)

Father always said, "Do no harm." (Sparksmith cannot do harm to an innocent person or a friend. Even if they, or he, is mind controlled, or otherwise unable to control their actions. If the target is mutated, he'll fight reluctantly unless there are signs that whoever the creature was is still in their head. Exceptions are rare at best.)

Abilities: 10+6+4+6+6+6 = 38PP

Str: 20 (+5)

Dex: 16 (+3)

Con: 14 (+2)

Int: 16 (+3)

Wis: 16 (+3)

Cha: 16 (+3)

Combat: 12+12 = 24PP

Attack: +6 Base, +12 Spark Control

Grapple: +11

Defense: +12 (+6 Base, +6 Dodge Focus), +3 Flat-Footed

Knockback: -1, -4 Force Field

Initiative: +7

Saving Throws: 5+6+6 = 17PP

Toughness: +8/+2 (Impervious 6/0) (+2 Con, +6 Force Field)

Fortitude: +7 (+2 Con, +5)

Reflex: +9 (+3 Dex, +6)

Will: +9 (+3 Wis, +6)

Skills: 32R = 8PP

Concentration 5 (+8)

Diplomacy 4 (+7)

Knowledge (Technology) 7 (+10)

Notice 5 (+8)

Perform (Percussion) 7 (+10)

Sense Motive 4 (+7)

Feats: 14PP

All-Out Attack

Defensive Attack

Dodge Focus 6

Improved Initiative

Move-By Action

Power Attack

Skill Mastery (Knowledge [Technology], Notice, Perform [Percussion Instruments], Sense Motive)

Uncanny Dodge 2 (Auditory & Visual)

[Powers: 4+4+12+41 = 61PP

Comprehend 2 (Speak and Understand One Language at a Time; Feats: Innate, Drawbacks:Power Loss (NonHuman/Earth)) [4pp] (Can speak and understand any human language.)

Flight 4 ( 100mph Flaws: Platform) [4pp] (Spark encases around him or can form wings)

Force Field 6 ( +6 Toughness Extra: Impervious 6) [12pp] (Body Armor and/or Glowing Aura)

Spark Control 17.5 (35pp Array, Power Feats: Accurate 3, Precise; 2 Alternate Powers) [41pp]

  • Base Power: Create Object 11 (55 Foot Cube, Extras: Movable, Power Feats: Selective, Tether) [35/35pp] (Energy)
    Alternate Power: Blast 11 (Ranged Damage 11, Extras: Autofire, Power Feats: Improved Critical, Improved Range) [35/35pp] (Energy Projectile Weapons, Thrown Weapons, or Blasts)
    Alternate Power: Strike 6 (Damage 11, Extras: Autofire 2 [11, Reduced Interval], Penetrating 3, Power Feats: Mighty, Improved Critical 2, Takedown Attack) [35/35pp] (Energy Weapons)

Equipment 0PP = 0EP

Free: Cell Phone, MP3 Player, Speakers

DC Block:

ATTACK                  RANGE             SAVE                 EFFECT

Blast 11                Ranged            DC26 Toughness       Damage

Create Object 11        Ranged            DC21 Reflex          Trapped

Create Object 11        Ranged (Area)     DC26 Toughness       Damage

Strike 6                Touch             DC26 Toughness       Damage

Costs: Abilities (38) + Combat (24) + Saving Throws (17) + Skills (8) + Feats (14) + Powers (61) - Drawbacks (00) = 161/163 Power Points

Posted

Stats, good.

Combat,

In the Attack line, denote that you've got a +10 to hit with the Spark Control Array.

Grapple is +11 (accurate doesn't count)

For Defense, you can get rid of the "with Dodge Focus" bit.

For Initiative, you can drop the Improved bit. M&M doesn't differentiate.

Also, the point value wasn't updated.

Saves, good, but a little low, I'd suggest throwing points their way when you get a chance.

Skills, 24 ranks and 6pp.

Feats, good.

Powers,

Bold the Spark Control Array Also, it's Spark Control 15, not 16.

The Strike power has spent 22/30pp

Also, denote your Impervious rank back in the Saves section. As a side note, you can purchase Impervious ranks beyond your ranks in Force Field to cover Toughness bonuses from other sources such as Constitution.

Lastly, I'm counting 151 points spent. Double check your math.

  • 7 months later...
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