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Scrap Lord - PL 10 (WIP)


Agent H

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Posted (edited)
 

Player Name: Agent H
Character Name:  Scrap Lord
Power Level: 10 (169/150PP)
Trade-Offs
Unspent Power Points: 0
Progress To Bronze Status: 0/30

In Brief: Teenage technomancer seeking respect and fortune.

Alternate Identity: George Blumire
Identity: Secret
Birthplace: Joymont, texas
Occupation: Mechanic
Affiliations: Unaffiliated
Family: Victoria Blumire, Mother

Description: George is short and stocky, his face round and soft with wide eyes. The young man's hectic work and sleep schedule mean he often has stubble at the edges of his face, however he is otherwise clean and almost cherubic in his looks. This is helped by his bright green eyes and curly blond locks. While he's 'patrolling' as he likes to call it, he wears what he feels is the quintessential inventor's garb: A long white coat with thick gloves, his eyes almost always obscured by thick goggles. IN his civilian garb, he's predisposed to casual and easy wear. He almost always has his white and blue back-pack strapped onto him, being where he keeps the majority of his functioning gadgets.
Age: 19
Gender: Male
Ethnicity: Caucasian
Height: 4'11

Weight: 170
Eyes: Green
Hair: Blond

Power Descriptions:
George's abilities usually stem from the drones that he had created, little egg-shaped robots that float with high-powered propellers at their bottoms. Their abilities usually manifest via opening up panels and revealing an over-engineered gadget embedded in them, with bright neon lights emitting as they activate. This is possibly due to the fact that his machines may or may not be partially mystical in nature.


History: Joymont was not the sort of place that created important people. It was a small town nestled near a river in texas, and it was considered a fact of life that those who were born in St. Anne's got buried in Joymont Memorial. For a covert agent like Victoria Blumire, this was the perfect place to settle down after a disastrous affair lead her to become pregnant with George. While he was growing up, George had shown flashes of potential and genius that bordered on the supernatural as he often was asked by both teacher and student alike to repair their things, whether it be a computer, a phone, or even a BB gun that was mishandled. But as much as he enjoyed the somewhat isolated life of the town, he felt a yearning to do and be more. He read on the news of the great things scientists could do and have done, of the exploits of people like Doktor Archeville and Miss Americana. George felt that was his calling, and after graduating from his home school he took what money he could, and moved up with his reluctant-to-leave mother towards Freedom City. He feels that in this town, he can become a great man, worthy of the title hero. His mother, on the other hand, is worried that his blood could lead him down the wrong path...

Personality & Motivation:  George's main reason for fighting injustice is to gain respect and get a thrill out of his life, as well as appealing to his natural good nature. The young man is fun-loving, loyal, if a little bit of a braggart when he does accomplish something. He also has a massive weakness in being easily manipulable, if only because he doesn't think things through and can easily be lead into a trap by his own recklessness. 
Powers & Tactics:
George is not what one would call tactical, when it comes to combat. A good majority of his tactics in combat is to use Cowboy to blast someone while they're at a disadvantage, or engineering an advantage with the help of his utility drones. He does keep them as a toolbox in case of emergency, but he has no other way of really harming people.

 

 
Complications:
Code of Honor: Will not harm women



Abilities: 0 + 0 + 0 + 0 + 0 + 0 = 0PP
Strength: 10 (+0)
Dexterity: 10 (+0)
Constitution: 10 (+0)
Intelligence: 10 (+0)
Wisdom: 10 (+0)
Charisma: 10 (+0)


Combat: 0 + 0 = 0PP
Initiative: +0
Attack: +0 Melee, +0 Ranged
Grapple: +0
Defense: +0 (+0 Base, +0 Dodge Focus), +0 Flat-Footed
Knockback: -0


Saving Throws: 0 + 0 + 0 = 0PP
Toughness: +0 (+0 Con, +0 [Other])
Fortitude: +0 (+0 Con, +0)
Reflex: +0 (+0 Dex, +0)
Will: +0 (+0 Wis, +0)


Skills: 0R = 0PP
[skill] [# of Ranks] (+[Total Bonus])
[skill] [# of Ranks] (+[Total Bonus])
[skill] [# of Ranks] (+[Total Bonus])

Examples:

Craft (Structural) 5 (+5)Skill Mastery (would be used for someone with 5 ranks in the skill and a +0 Int modifier, and the Skill Mastery feat for that skill)

Knowledge (Technology) 8 (+10)Second Chance (would be used for someone with 8 ranks in the skill and a +2 Int modifier, and had the Second Chance feat for that skill)

Languages 2 (English, French [Native], German) (would be used for someone who speaks those three languages, but learned French first)

Notice 5 (+4) (would be used for someone with 5 ranks in the skill and a -1 Wis modifier)



Feats: 0PP
[Feat Name]
[Feat Name]
[Feat Name]

Examples:

Accurate Attack
Dodge Focus 2

Equipment 2 (10EP)

Luck 2

 

Name (power breakdown, if applicable) [XEP]

 

~OR~

Name (power breakdown, if applicable) [XEP]


Example:

 

Gas Mask [1EP]
Sword (Damage 3 [Feats: Improved Critical, Mighty]) [5EP]
Undercover Vest (Protection 3 [Feats: Subtle]) [4EP]

 

Please note that the Equipment quoteblock is only applicable if your character has the Equipment feat.


Powers: 0 + 0 + 0 = 0PP

Power/Array Name (descriptive name, descriptors; Extras: ???, ???, Flaws: ???, ???, Feats: ???, ???, Drawbacks: ???, ???) [XPP]

Base PowerPower Name (Descriptive Name, Descriptors; Extras: ???, ???; Flaws: ???, ???; Feats: ???, ???; Drawbacks: ???, ???) {power cost/array cost}

Alternate PowerPower Name (Descriptive Name, Descriptors; Extras: ???, ???; Flaws: ???, ???; Feats: ???, ???; Drawbacks: ???, ???) {power cost/array cost}


Device 1 (Descriptive Name, Descriptors; 5PP Container; Extras: ???; Flaws: Easy/Hard-To-Lose, ???; Feats: ???; Drawbacks: ???) [3/4PP]
Power Name (Descriptive Name, Descriptors; Extras: ???, ???; Flaws: ???, ???; Feats: ???, ???; Drawbacks: ???, ???) [XPP]

 

 

Examples:

Electrical Control 10 (electricity, mutant; 20PP Array; Feats: Alternate Power 2) [22PP]

Base PowerBlast 10 (Chain Lightning; Extras: Autofire; Flaws: Action [Full]; Feats: Accurate; Drawbacks: Full Power) {20/20}

Alternate PowerBlast 10 (Ball Lightning; Extras: Area [50-ft. Burst, General]; Flaws: Distracting) {20/20}

Alternate PowerStun 6 (taser blast; Extras: Range [Ranged]) {18/20}


Device 2 (Mighty Shield; 10PP Container; Flaws: Hard-To-Lose; Feats: Indestructible) [9PP]
Damage 3 (Feats: Improved Critical, Mighty, Thrown) [6PP]

Force Field 2 [2PP]

Shield 2 [2PP]

 

 

NOTE: If your powers do not have any Extras, Flaws, Feats or Drawbacks, you do not need to include those categories.  I.e., if you have a plain Blast 10 (a bolt of fire), all you need to write is "Blast 10 (fire bolt) [20PP]".

If all Powers have the same Descriptor (all Mutant, all Tech, etc.), you can just write that directly under the Powers header.


Drawbacks: (-0) + (-0) = -0PP

Drawback (Description; Frequency: [uncommon, Common, or Very Common]; Intensity: [Minor, Moderate, or Major]) [-XPP]

Example:

Vulnerability (Fire; Frequency: Common; Intensity: Major [x2]) [-4PP]

 

(Please note that you can only have a number of drawbacks equal to your PL, not including power drawbacks. Also, power drawbacks, such as Full Power or Power Loss, should be listed on the power, not here.)


DC Block

 

ATTACK      RANGE     SAVE                                       EFFECT

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.)

 

 

 

Totals: Abilities (0) + Combat (0) + Saving Throws (0) + Skills (0) + Feats (0) + Powers (0) - Drawbacks (0) = 105/105 (or 150/150) Power Points

 

 

STILL WIP

Edited by Agent H
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