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CoverAndFire

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Hey everyone. I originally put this character in the Character Bank, but I've tweaked him so much since I started the topic that I've realized I'm not finished. If a mod could please delete my entry in the Character Bank, that would be most appreciated.

 

In the meantime, I'm trying to figure out what to do with the remaining Power Points I have. I'm also not sure how to format the added features on the character's car. 

 

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Player Name: CoverAndFire

Character Name: Case Cobra

Power Level: 10 [141/150PP]

Trade-Offs: None

Unspent Power Points: 9

Progress to Bronze Status: 0/30

 

In Brief: Teenage cyberpunk fanboy who's handy with handguns and doesn't know he's a living weapon.

 

Alternate Identity: Brian Irvine Zangrando

Identity: Secret

Birthplace: Chicago

Catchphrase: "You ready? Let's ride."

Occupation: Pizza cook/self-styled street samurai

Affiliation: N/A

Family: None; created in government experiment, donors of sperm and egg unknown

Theme Song: "Facepalm Mute" by Periphery

 

Description

Age: 17

Apparent Age: 17

Gender: Male

Ethnicity: Italian

Height: 5'9"

Weight: 140 lbs.

Eyes: Green

Hair: Black

 

A thin young man, with long hair that goes down to his chin. He looks very Italian; the nose gives it away. His eyes are an unusually bright shade of green, hinting at his unnatural origins. In his civilian identity, he tends to wear T-shirts of his favorite bands, black jeans, and Converse sneakers. When he's doing his superhero thing--or "street samurai," as he likes to think of it--he wears all-black outfits that wouldn't look out of place in The Matrix, complete with longcoat and aviator shades. His shades are designed to stay on no matter what he's doing, which helps him protect his identity.

 

Power and Weapon Descriptions

The only powers of his with any visual flair are his healing factor and projectiles. For his healing factor, the area around his wounds glows neon green while the cells regenerate. The chi projectiles he uses as bullets glow a similar color.

 

In terms of weapons, he wields two SIG Pro semi-automatic pistols.

 

History:

Brian Zangrando has been living on his own since at least the age of 16, working at a local pizza joint by day and fighting whatever crime he comes across at night. He dreams of emulating the heroes of his two favorite books, Neuromancer and Snow Crash, but he can't code for crap, so mainly he wanders the streets looking for trouble and calls himself a street samurai. He even takes his superhero alias from Neuromancer. However, he can barely remember anything from before he was 16. This puzzles him, but he doesn't worry about it. He has no idea about his family, his friends, where he went to school, or much of anything, really. He doesn't worry much about that, either--and it might be better that way for him.

 

What he doesn't know is that he was created by an intelligence agency that the US government doesn't even acknowledge exists. He was part of an experiment, grown rather than born, genetically engineered to be the perfect assassin. His engineering gave him the ability to access his chi to heal himself and enhance his attacks. He was trained for years in the killing arts until he was a one-man army who could take on ten soldiers at once and walk away unscathed--and if he did get hurt, he would be back in fighting form within minutes. However, the mental programming used to keep him in line broke, and one day he escaped out of the underground complex where he lived. The stress of the encounter caused him to forget everything about his past except for his name.

 

Now, after over a year and a half living in Freedom City, Brian wants to do something more than make pizza and stop muggers. He wants to do something big and make a name as a hero. The question is, how long will he have to wait? And will he learn things about his past he didn't want to?

 

Personality and Motivation

Before he escaped into the outside world, Brian was conditioned to be hyper-alert and have no qualms about killing. These traits have imprinted on him; he constantly acts like he's on a caffeine rush, even when he hasn't had any caffeine or sugar. If someone gave him an energy drink, he'd probably go nuts. And while he's not about to go on any murdering sprees, he doesn't quite understand how hard he can hit. If not for the use of chi for ammunition, he'd probably have a body count in the double digits. He'll get more restrained as he undergoes character development. He has a decent capacity to learn new information and skills, but he can also be a bit dim at times. He's genuinely a kind and sociable person who can let go of a grudge easily enough.

 

He started getting into crimefighting purely for the thrill of it, but by the time he's introduced in the story, he's starting to seek a higher purpose. What that purpose is will depend on his early experiences and connections with other heroes, though it will have a bent towards defending freedom and standing up to authority regardless of who he runs with.

 

Powers and Battle Tactics

Brian is genetically modified so he can make use of his chi in combat. One way he uses it is through his healing factor. He can recover from minor wounds fairly quickly, and it takes multiple bullets to slow him down. However, he still has a tough time dealing with major injuries, and a mortal wound for a normal human (e.g., stabbed in the chest, shot in the head, crushed under a car, etc.) will still kill him. He can also create projectiles made of chi. The smaller the projectile, the less energy he needs. He uses this to provide himself with ammunition for his two guns. His chi is also useful for increasing the height and distance of his jumps, but this use doesn't create any neon glow.

 

Brian's training gave him enough skill with guns to wield two at once and be fairly accurate with it. The trick is that rather than try to aim and fire at two different targets at once, he points both guns in the same direction and fires them at the same time. He relies on the guns for attack, his parkour skills for mobility, and his healing factor for absorbing damage.

 

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Complications

Secret Identity: Brian tries to keep his life as Case Cobra separate from his civilian life. He doesn't think he has loved ones who'll be in danger as a result, but he does understand the problem of being easily tracked down.

Thrill-Seeker: As previously mentioned, Brian got into crimefighting for the thrill of it. He sometimes has too much fun in fights, which can lead him to try and pull off stylish maneuvers instead of being pragmatic.

Don't Call Me Irvine!: Brian hates his middle name, Irvine, and calling him by it sends him into a bit of a frenzy, which he will not calm down from until he gets a good punch in. A villain who knows his secret identity can trick him into losing his temper by calling him "Irvine."

Painful Memories: Discovering unpleasant memories of his past causes Brian to have a nervous breakdown, which he needs to be snapped out of by someone else. This is something even he doesn't realize yet. However, this can't happen with the same memory twice--once he snaps out of his mental break, he learns to accept the memory and move on from it.

Healing Factor Overdrive: Brian can accelerate his healing factor, but doing so can leave him Fatigued, as the effort drains his chi.

Accidental Assassin: Brian doesn't realize it, but his training has left its mark on his combat style. He fights to knock his opponents out, and he doesn't always know when to hold back. If he isn't careful, he could end up causing long-term injury to his opponents.

 

Stats

 

Abilities

6+10+4+2+4+4=30 PP

 

Strength: 16 (+3)

Dexterity: 20 (+5)

Constitution: 14 (+2)

Intelligence: 12 (+1)

Wisdom: 14 (+2)

Charisma: 14 (+2)

 

Combat

16+8=24PP

Initiative: +5

Attack: +8, +13 melee, +13 ranged

Grapple: +16

Defense: +6 (+4 base, +2 Dodge Bonus) (+2 flat-footed)

Knockback: -2

 

Saves

6+6+4=16 PP

 

Toughness: 10 (+2 Con, +8 defensive roll) (+2 flat-footed)

Fortitude: 8 (+2 Con, +6)

Reflex: 11 (+5 Dex, +6), Evasion 2

Will: 5 (+1 Wis, +4)

 

Skills

128R=32PP

 

-Acrobatics 8 (+12)

-Athletics 8 (+11)

-Close Combat: Unarmed 6 (+12)

-Deception 8 (+10)

-Drive 4 (+9)

-Expertise: Popular Culture 3 (+3)

-Expertise: Cooking 3 (+3)

-Expertise: Weapons 8 (+8)

-Intimidation 6 (+8)

-Investigation 6 (+6)

-Perception 8 (+9)

-Ranged Combat: Guns 8 (+13)

-Sleight of Hand 6 (+11)

-Stealth 8 (+13)

 

Feats

17 PP

 

-Accurate Attack

-Defensive Roll 4

-Dodge Focus 2

-Equipment 5

-Evasion

-Improved Critical (Guns)

-Takedown

-Taunt

-Uncanny Dodge

 

 

Equipment

3PP=12EP

 

-Laptop [1EP]

-Cell Phone [1EP]

-Mitsubishi Eclipse [10EP]

 Size: Large, Strength=25, Speed=5, Defense = 9, Toughness = 8

 Features: Hidden Compartment (DC 20, 8 lbs.), Smokescreen

 AP: Obscure (10' wide, 50' long)

 

Powers

5+1+4+5=15 PP

 

-Guns 2 (10PP Container; Flaws: Easy-to-Lose; Power Feats: Multiple Weapons 1) [5pp] (twin semi-automatic pistols)

 Damage 5 (Extras: Ranged, Affects Objects, Power Feats: Accurate 1, Improved Critical 1) [10dp] (chi)

-Leaping 1 [1pp] (chi)

-Movement 2 (Safe Fall, Swinging) [4pp] (chi)

-Regeneration 5 (Ability Damage 3, Recovery Rate 2) [5pp] (chi)

 

DC Block

ATTACK                 RANGE    SAVE                                      EFFECT
Unarmed                Touch      DC15 Toughness (Staged)     Damage (Physical)
Pistol Whip             Touch      DC18 Toughness (Staged)     Staggered

Pistol Shot              Ranged   DC20 Reflex (Staged)             Damage (Chi)

Double Pistol Shot  Ranged   DC25 Reflex (Staged)            Damage (Chi

 

 

Total: Abilities 30 + Combat 24 + Saves 16 + Skills 32 + Feats 17 + Equipment 3 + Powers 17 = 141/150 PP

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