Jump to content

The Golden Comet (PL 10) - Edrobot


Recommended Posts

Posted

[floatr]stalvern.png[/floatr]

Player Name: Edrobot

Character Name:The Golden Comet

Power Level: 10 (150 PP)

Trade-Offs: +2 Attack / -2 Damage, +2 Defense / -2 Toughness (or "None")

Unspent PP: 54

Progress To Bronze Status: 0/30

In Brief: (1-2 sentences which sum up the whole character)

Scott Stalvern is a Marine working for AGEIS on an anti-demon task force. To improve their reputation, he fights crime and investigates the paranormal using experimental power armor and magic weapons.

Alternate Identities:

Identity: Scott Stalvern

Birthplace: Chicago, IL

Occupation: Marine

Affiliations: U.S. Military, COMET

Family: John Stalvern (father, deceased), Jane Stalvern (mother), James Stalvern (grandfather)

Age: 23 (DoB: April, 1989)

Apparent Age: 23

Gender: Male

Ethnicity: Caucasian

Height: 6’1’’

Weight: 160 lbs. (184 lbs. with the GOLDENROD)

Eyes: Brown

Hair: Brown

Description:

Power Descriptions: (if applicable)

The GOLDENROD: Despite making the wearer look like a 60’s era Cyberman, the GOLDENROD is one of the most state-of-the-art pieces of equipment ever designed. Not only does it improve the user’s dexterity to the Nth digree and redirect incoming attacks, but it also has a built in optical scanner for advanced field work. It’s still a prototype, however, so there are some kinks to work out.

The TAG: Despite looking like an ordinary gun, the TAG is actually a magical weapon device built by a magical savant. Due to it’s magical properties, the device has proven almost impossible to reproduce, but it’s anti-super properties have served John well during his time in COMET. It works by conjuring up magical “bullets†made of an unknown self-adjusting meta-substance, which are then expelled at an incredible velocity via additional magic. The “bullets†tend to hang around for a bit even after hitting a target, which only serves to harm the target further.

The Silver Saber: This is just one of those dime-a-dozen magic swords carved with ethereal runes that drain the life force from the wielder’s enemies. Nothing special.

It was either made by a secret order of monks dedicated to protecting the box that contains the entire universe, or it was made by Dracula. We’re not quite sure which.

The Mage’s Hand: A mummified hand on the end of a long metal chain. Controlled by the wielder’s thoughts, the hand is surprisingly dexterous, and can even float in midair. It is also surprisingly strong for its size, being capable of lifting heavy loads without the slightest effort on the user’s part. When not in use the hand curls into a fist, though it can just as easily take on any pose that a human’s hand could.

The COMET Handheld Portal Device: Another prototype from the COMET labs, the “Portal Cube†(as the tech guys call it), is an orange box with a bunch of knobs and switches on it. When activated, it will open a 5x5 wormhole between any two points within 20 miles of each other within the same plane of existence. Anyone can pass through the portal, but it only last as long as Scott keeps it stabilized.

History:

Following in his father’s footsteps, Captain Scott Stalvern became a Marine in 2010, and showed such exceptional potential that he was drafted into AEGIS almost immediately. His first assignment was to fight “The New Year’s Invasion†of 2011, in which the Japanese netherworld deity Izinami emerged from a ley-line located near San Fransico as the result of a mad scientist foolishly trying to use its “geothermal energies†to carve his name into the moon. Upon arriving, Izinami and her army of demons proceeded to lay siege to the city for nearly a week, proving impervious to nearly all forms of damage. After weeks of fighting, Scott’s company managed to kill her with one of the many magic weapons they had picked up from the enemy forces. Frustrated at AEGIS’ inability to stop Izinami through conventional means, Stewart Bonham created COMET (Classified Operational Meta-entity Extraction Team) to research the unconventional, whether it be magic, psionic, or hyper-advanced space-alien technology. He then had Scott transferred to Freedom City, so that the Marine could lead COMET himself.

But in spite of these lofty goals, COMET’s success has been less than ideal. COMET is seen as something as a joke by the rest of AEGIS, and so far they have yet to create anything reproducible on a large scale. To make matters worse, ever since their last lab ra- I mean field agent went AWOL back in Feburary 2011, they’ve been having trouble getting funding from the higher-ups. As leader of COMET, Scott knew he had to improve their reputation somehow. So, requisitioning the prototype GOLDENROD and a number of mystic artifacts, he took to the streets as the crime-fighter Golden Comet, to prove COMET’s worth to Freedom City once and for all!

Personality & Motivation:

Scott is a simple man, but not a stupid one. He’s hard to trick, and he sticks to his morals even in the face of certain death. Scott is just happy to be serving his country.

Powers & Tactics:


Complications:

Arsenal: It’s possible to knock specific weapons out of Scott’s hands despite the fact that you can’t disarm his entire arsenal in one go.

Allegiance: To his superior officers is AGIES and COMET. An order is an order, and while not every general is a paragon of virtue Scott is still obliged to follow their commands, else he be dishonorably discharged from service.

Enemy: Demons, evil gods, and other paranormal things. While he hasn’t quite caught the eye of the big leaguers, Scott’s made a number of enemies in the short time he’s been active.

Enemy: The last guy. They say the last guy who wore the previous version of the GOLDENROD was driven insane by a “gem of pure madness†during a field mission. Scott might have to deal with this guy sooner or later...

Phobia: Ophidiophobia. After a near death experience during a trip to Australia as a kid, Scott has had an acute fear of snakes. Let’s hope he doesn’t run into the Serpent People anytime soon...

Reputation: Despite having top-level security clearance, COMET is seen as something of a joke by most of AGEIS.

Abilities: 2 + 4 + 4 + 0 + 4 + 2 = 16PP

Strength: 12 (+1) [2PP]

Dexterity: 18/14 (+4/+2) [4PP]

Constitution: 14/14 (+2/+2)

Intelligence: 10 (+0)

Wisdom: 14 (+2)

Charisma: 12 (+1)

Combat: 8 + 8 = 16 PP

Initiative: +4/+2

Attack: +4 [8PP] (+12 Ranged)

Grapple: +5

Defense: +4/+12, +2 Flat-Footed [6PP]

Knockback: -4/-1

Saving Throws: 0 + 0 + 6 = 6PP

Toughness: +8/+2 (+2 Con, +6/+0 Protection) [impervious 6, Reflective 1 (Ranged) [6]]

Fortitude: +8/+2 (+2 Con, +6/+0 Enhanced Fortitude)

Reflex: +10/+2 (+4/+2 Dex, +6/+0 Enhanced Reflex)

Will: +8 (+2 Wis, +6)

Skills: 79R = 19PP

Acrobatics: 6 (+10/+8, Skill Mastery)

Climb: 2 (+3)

Knowledge (Arcane Lore): 1 (+1)

Concentration: 8 (+10)

Diplomacy: 14 (+15)

Drive: 6 (+10/+8, Skill Mastery)

Escape Artist: 4 (+8/+6, Skill Mastery)

Gather Information: 4 (+5)

Notice: 8 (+10)

Search: 3 (+4)

Sense Motive: 13 (+15)

Stealth: 6 (+10/+8, Skill Mastery)

Survival: 2 (+5/+3)

Swim: 4 (+5)

Feats: 18PP

Accurate Attack

Acrobatic Bluff

All-Out Attack

Benefit (Security Clearance)

Attack Focus (Ranged) 8

Connected

Defensive Attack

Evasion

Improved Aim

Quick Draw

Skill Mastery (Acrobatics, Stealth, Escape Artist, Drive)

Uncanny Dodge (Visual)

Well-Informed

Powers: 50 + 28 = 78PP

Device 12 (60PP, Extras:, Flaws: Hard-To-Lose, Drawbacks: ) (GOLDENROD, Technology) [50 PP]

Enhanced Dexterity 3 [3 PP]

Enhanced Fortitude Save 6 [6 PP]

Enhanced Reflex Save 5 [5 PP]

Flight 4 (100 MPH) [8 PP]

Protection 6 (Extras: Impervious, Reflective 1 (Ranged Attacks) ) (Orchicalum Plating, Technology) [18 PP]

Shield 8 [8 PP]

Super Senses 10 ( Extras: Counters Concealment (darkness) 2, Counters Illusion 2, Danger Sense 1, Communicator Link 1, Acute (vision) 2, Analytical (vision) 2, Acute (Hearing) 2, Rapid (Vision) 1) [12 PP]

Device 8 (40PP, Extras:, Flaws: Hard To Lose, Feats:, Drawbacks: Power Loss 2 (immersion in water)) ) (Magic) [28 PP]

Weapons Array Feats: Alternate Power 1 [40 PP]

  • Base Power:Blast 8 ( Extras: Autofire, Secondary Effect Feats: Variable 2 (all Magic), Improved Range 4, Knockback 5 Drawbacks: Power Loss (Affect Insubstantial Only Works vs. Magic) ) (TAG Primary Fire, Variable (Magic)) [35 PP]

    Alternate Power: Move Object 10 ( Extras: Damaging, Duration Feats: Precise, Affects Insubstantial 2, Improved Range 2 Drawbacks: Power Loss (Affect Insubstantial Only Works vs. Magic), Power Loss ) (Mage’s Hand, Physical/Magic) [1 PP]

    Alternate Power: Nullify 12 ( Extras: Nullify Attack Powers, Autofire, Feats: Affects Insubstantial 2, Improved Range, Incurable Drawbacks: Power Loss (Affect Insubstantial Only Works vs. Magic)) (TAG Alt. Fire, Energy/Magic) [1 PP]

    Alternate Power: Strike 8 ( Extras: Autofire, Vampiric, Secondary Effect, Feats: Affects Insubstantial 2, Accurate 2, Drawbacks: Power Loss (Affect Insubstantial Only Works vs. Magic) ) (Silver Saber, Physical/Magic) [1 PP]

    Alternate Power: Teleport 6 ( Extras: Portal, Accurate Feats: Easy ) (COMET Handheld Portal Device, Technology/Energy) [1 PP]

Drawbacks: (-4) = -4PP

Normal Identity [-4PP]

DC Block:


ATTACK        RANGE     SAVE                        EFFECT

Mage’s Hand   200 ft.   DC18 Strength               Grapple

Silver Saber  Melee     DC18 Toughness              Damage (Physical/Magic)

TAG(Primary)  200 ft.   DC18 Toughness              Damage (Any/Magic)

TAG(Alt.)     200 ft.   DC22 Will                   Trait (Energy/Magic)

Unarmed       Touch     DC15 Toughness (Staged)     Damage (Physical)


NOTE: The easiest way to get your DC Block to line up is to write it out in a word processor in a Courier font, then just copy/paste it into your post.

Abilities (16) + Combat (16) + Saving Throws (6) + Skills (19) + Feats (18) + Powers (78) - Drawbacks (4) = 150/150 Power Points

Posted

In Brief: (1-2 sentences which sum up the whole character)

Scott Stalvern is a Marine working for AGEIS on an anti-demon task force. To improve their reputation, he fights crime and investigates the paranormal using experimental power armor and magic weapons.

AGEIS? :P

Also, you don't need to include the (1-2 sentences...) bit. We know what it is, it's only on the template to tell you what to write.

Description:

You need to add this. No submitting incomplete sheets to the Character Bank.

History:

Following in his father’s footsteps, Captain Scott Stalvern became a Marine in 2010, and showed such exceptional potential that he was drafted into AEGIS almost immediately. His first assignment was to fight “The New Year’s Invasion†of 2011, in which the Japanese netherworld deity Izinami emerged from a ley-line located near San Fransico as the result of a mad scientist foolishly trying to use its “geothermal energies†to carve his name into the moon. Upon arriving, Izinami and her army of demons proceeded to lay siege to the city for nearly a week, proving impervious to nearly all forms of damage. After weeks of fighting, Scott’s company managed to kill her with one of the many magic weapons they had picked up from the enemy forces. Frustrated at AEGIS’ inability to stop Izinami through conventional means, Stewart Bonham created COMET (Classified Operational Meta-entity Extraction Team) to research the unconventional, whether it be magic, psionic, or hyper-advanced space-alien technology. He then had Scott transferred to Freedom City, so that the Marine could lead COMET himself.

First... San Francisco. Secondly, while I'm not averse to there being big disasters, our portrayal of the Freedom League has them as working internationally, so as to save the spotlight in the City for PCs, and after a week, I'm sure at least a couple would lend a hand with mystic matters. Siren and Daedalus are hardly clueless on those matters.

Secondly, AEGIS has a psychic division, Project Eyespy, and while they don't have a specific department, I'm sure they research alien tech too. I've no issue with a specific anti-magic experimental division, but a division specialising in unconventional means will sort of be made redundant by... 80% of AEGIS.

Personality & Motivation:

Scott is a simple man, but not a stupid one. He’s hard to trick, and he sticks to his morals even in the face of certain death. Scott is just happy to be serving his country.

Surely you could think of some more. Is he friendly, or a hard edged, straitlace military man? What motivates him? I know he's serving his country, but why? Was it instilled in him from birth? Does he just see it as right and moral? He's got high Diplomacy, that might be something that'd affect his personality.

Powers & Tactics:

Again, why submit an incomplete sheet? You have a thread in Character Building.

Complications:

Seriously, stop spelling it as AGIES.

Abilities: 2 + 4 + 4 + 0 + 4 + 2 = 16PP

Strength: 12 (+1) [2PP]

Dexterity: 18/14 (+4/+2) [4PP]

Constitution: 14/14 (+2/+2)

Intelligence: 10 (+0)

Wisdom: 14 (+2)

Charisma: 12 (+1)

You don't need to list the [xPP] after each one. And you haven't for all of them either...

Adds up.

Combat: 8 + 8 = 16 PP

Initiative: +4/+2

Attack: +4 [8PP] (+12 Ranged)

Grapple: +5

Defense: +4/+12, +2 Flat-Footed [6PP]

Knockback: -4/-1

Again, no need to list [xPP] here.

Defense should be: +12 (+4 Base, +8 Shield), +2 flat-footed.

Knockback is wrong, as Impervious Toughness is not halved for Knockback calculation, ergo it should be -7/-1.

Adds up.

Saving Throws: 0 + 0 + 6 = 6PP

Toughness: +8/+2 (+2 Con, +6/+0 Protection) [impervious 6, Reflective 1 (Ranged) [6]]

Fortitude: +8/+2 (+2 Con, +6/+0 Enhanced Fortitude)

Reflex: +10/+2 (+4/+2 Dex, +6/+0 Enhanced Reflex)

Will: +8 (+2 Wis, +6)

Adds up, although why does a Marine have such a cruddy Fort save?

Skills: 79R = 19PP

Acrobatics: 6 (+10/+8, Skill Mastery)

Climb: 2 (+3)

Knowledge (Arcane Lore): 1 (+1)

Concentration: 8 (+10)

Diplomacy: 14 (+15)

Drive: 6 (+10/+8, Skill Mastery)

Escape Artist: 4 (+8/+6, Skill Mastery)

Gather Information: 4 (+5)

Notice: 8 (+10)

Search: 3 (+4)

Sense Motive: 13 (+15)

Stealth: 6 (+10/+8, Skill Mastery)

Survival: 2 (+5/+3)

Swim: 4 (+5)

You don't have to use all your skill ranks, but it's strongly advised.

Also, it's 20pp. 19pp gives you 76 skill ranks, 20pp gives you 80. And taking 1 less skill rank doesn't let you get off with 3 free skill points. Pay 20pp.

Feats: 18PP

Accurate Attack

Acrobatic Bluff

All-Out Attack

Benefit (Security Clearance)

Attack Focus (Ranged) 8

Connected

Defensive Attack

Evasion

Improved Aim

Quick Draw

Skill Mastery (Acrobatics, Stealth, Escape Artist, Drive)

Uncanny Dodge (Visual)

Well-Informed

This is 20pp. Also, Visual Uncanny Dodge is probably the weakest by far, I'd go for auditory.

I'm not going to go into the Devices, because they don't work on the top level.

Device 12 (60PP, Extras:, Flaws: Hard-To-Lose, Drawbacks: ) (GOLDENROD, Technology) [50 PP]

Device 12 is 12x4 = 48pp. Assuming you just missed out the Immersion drawback, that drops to 46pp, not 50pp.

Device 8 (40PP, Extras:, Flaws: Hard To Lose, Feats:, Drawbacks: Power Loss 2 (immersion in water)) ) (Magic) [28 PP]

Device 8 is 8x4 = 36pp, dropping to 34pp with your Power Loss.

×
×
  • Create New...