Sunday, June 9, 2024

Joe Cosmic, Fighting Evil While Violating Physics

New campaign starting up after a dry spell, so time for a new hero.  Our game's using Method Two for character generation so no die rolls involved in the process, so I decided to try a sort-of-Vision density-changer who runs on absurd Comic Book Science.  This guy's still pretty raw with only a couple of sessions under his belt, but seems to be working okay mechanically so far and I expect him to develop more personality over time.  So far his most noteworthy feature has been having a truly uninspired supranym that leads people to underestimate him when they probably shouldn't.

Joe Cosmic

Origin:  Corporal Joseph "Gee" Williker was exposed to REDACTED (a high-energy metamaterial) while treating a squad mate during Operation REDACTED in REDACTED.  While neither he nor his patient experienced any immediate effects, they were placed under observation immediately after the action concluded.  Within days both manifested so-called "superpowers" and minor physical alterations, leading to their discharge from US military service as per the 1969 Ragnarok Treaty.  Williker opted to enter a civilian government program for training new supers and has recently "graduated" and been assigned to a new local super-team, operating under the uninspired supranym Joe Cosmic.  His former squaddie opted (vigorously) to make his own way instead, and has vanished into the underground super-criminal community.  The two haven't crossed paths again since, but it's almost bound to happen eventually. 

Description: Tall, dark and handsome, but his unnatural eyes give away the fact that he's no mundane human.  His costume is a loose dark green boiler suit kind of thing with chunky brown combat boots, accessorized with a classic black utility belt loaded with some basic first aid supplies.  When working on a team he'll sew on patches with a suitable logo.  Super-stylish he isn't, although his density manipulations extend to his outfit so at least he usually doesn't end a fight in tattered rags like some heroes.  If trying to pass as a civilian he'll adopt a pair of extra-dark shades with suitable clothing, but all it takes is a good look at his eyes and the jig is up.

Gender: Male     Age: 24     Height: 6'1"     Eyes: Varies By Form   

Hair: Black, Trimmed Short     Skin: Caucasian, Tanned     Build: Very Fit

Background: Military          Power Source: Cosmos             Archetype: Form-changer   

Personality: Stalwart                                     Health (G/Y/R):  32/24/11

Powers (Base Form): Density Control d12, Cosmic d8, Flight d8, Telepathy d6

Qualities: Close Combat d10, Self-Discipline d10, Army Combat Medic d8, Fitness d8, Leadership d8

Status: Green (32-25) - d8 / Yellow (24-12) - d8 / Red (11-1) - d10

Abilities:

Green (All Forms)

Basic Transformation (A) Take a basic action using Density Control, then adopt any available form.

Principle of Liberty (A) Overcome in a situation where you are restricted or bound.  Use your Max die.  You and your allies each gain a Hero Point.  Minor twist: How do you become temporarily trapped?  Major twist: How have you become a prisoner yourself?  RP: You can never truly be mentally restrained.

Principle of Space (A) Overcome while in space or similar conditions to space.  Use your Max die.  You and your allies each gain a Hero Point.  Minor twist: Who can hear you scream?  Major twist: What caused you to drift off into the unknown?  RP: You are unaffected by the rigors of space.

Transition State Strike (A) Attack using Density Control.  Use your Max die.  Then adopt any available form.

Yellow (All Forms)

Cosmic Attunement (I) If you would take damage from Cosmic, instead reduce that damage to zero and Recover that much Health.

Direct the Action (A) Attack using Density Control.  Use your Min die to Boost all nearby heroes taking Attack or Overcome actions until your next turn.

Red (All Forms)

Density Flux (R) When you are Attacked, Defend against that Attack and Boost yourself using your single Density Control die.

Reactive State Change (R) When attacked change to any available form before resolving the Attack.  Take a minor twist.

Red (Base and Null-Matter State forms only)

Cosmic Empowerment (A) Attack up to three targets using Cosmic, one of which must be you.  Assign your Max, Mid, and Min dice as you choose among those targets.

Out

Projected State Change (A) Defend an ally by rolling your single Density Control die.

Alternate Form Abilities and Powers 

Green Forms

Null-Matter State (A) Boost or Overcome using Absorption.  Use your Max die.  Powers: Absorption d12, Cosmic d8, Flight d8, Density Control d6

Superfluid State (R) When an opponent would Attack you in close combat while you are in this form, you may Attack or Hinder them first by rolling your single Density Control die.  Powers: Density Control d12, Flight d8, Swimming d8, Agility d6

Yellow Form

Hyperdense State (I) Reduce physical and energy damage you take by 1/2/3 while you are in the Green/Yellow/Red zone.  Powers: Strength d12, Density Control d10, Vitality d10, Flight d6

Powers

Joe Cosmic has four different forms with quite different capabilities.  All of them can manipulate his personal density and material composition to some degree, as well as flying through some form of gravitic manipulation.  He's also capable of surviving the rigors of outer space without difficulty through some unexplained means.  He has a number of abilities that can be used across all forms, almost all of which key off of his Density Control power to momentarily enhance his strength and the impact of his blows, or allow him to roll with blows more easily or make painful "phasing" attacks by varying how solid he is.

Energized State: This is his base form mechanically, recognizable by his gently glowing orange eyes.  He demonstrates a degree of so-called "cosmic power" in this state that lets him tamper with physics beyond his own being.  This mostly gets used to project flashy displays of raw energy or to extend his awareness to produce minor telepathic effects.  In dire situations he can emit a veritable torrent of power to restore himself or blast multiple foes.

Hyperdense State: An energy-intensive form with enhanced molecular bonding that grants tremendous strength and durability without as much increase in mass as should be called for.  The least mobile of his forms, and also less capable of rapidly altering its own density for offensive moves than some.  It can be recognized by its solid black, slightly metallic-looking eyes.

Null-Matter State: A form with an impossible negative density, recognizable by its pale, colorless eyes.  It acts as a powerful energy siphon and manipulator and in emergencies can output a significant amount of raw cosmic energy as well.  In exchange, it has the least overall offensive potential of all his states and lowest response time for radical density alterations.

Superfluid State: A pseudo-liquid form with bizarre physical properties, it's easily recognized by its solid cyan-blue eyes and an occasional odd rippling effect that runs across its surface.  This state offers improved reaction time, mobility, and a very dangerous counterstrike ability against foes in close combat.  This is usually the first form adopted if a fight breaks out.


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