Eclipsing Sunspot

Roberto da Costa was a handsome rich kid and occasionally successful womanizer at fourteen (he may well, for example, have a few half-Asgardian kids that he doesn’t know about). Brash and more impulsive than was good for someone who was tough but not armor-plated, he was a reliable, if somewhat sarcastic, friend – but was mostly distinguished from any of a thousand other good-looking super-strong types by his limitations. HIS special abilities were solar powered and ran out pretty quickly in the dark and he was just tough enough to avoid injuring himself with his own strength – and even that was only while he was powered up.

Bobby originally absorbed solar energy and used it to boost his strength and durability as well as to swiftly recover from simple injuries and to throw off the effects of Selene’s life-draining touch (and even to stun her with the energy overload). Given that be absorbed light and heat, he seemed to be fairly resistant to such effects as well. Later (and after very large power boost from Gideon’s pointless experiments on him) he learned to use his powers for flight and projecting energy blasts (Black ones. Which makes little sense even by comic book standards but does look neat). His evil twin “Reignfire” pulled the standard comic-book routine about “imagination in using your abilities is far more important than years of practice!” (Given that we’re not overrun with rock stars and super martial artist kids I’d say it’s not, but comics) and Roberto soon learned to create rains of fire, give people heat stroke or hypothermia, absorb lasers and gamma rays, and survive in space. He also seems to have become much tougher (possibly at the expense of his flight, blasting, and more subtle powers – although they may be stronger than ever but cause him to age when he uses them).

During his early days Bobby ran out of power quickly, but his ability to absorb and store power grew with time and experience – and was then super-charged by Gideon’s experiments. Currently, given that he can now absorb ambient heat energy for power, running out of energy is no longer a concern barring truly exceptional circumstances.

Socially, according to the Marvel Wiki, he’s also been the Black Rook, Black King, and Lord Imperial of the Hellfire Club, a leader in the X-Corporation, bought out A.I.M., became it’s Supreme Leader, and turned it into a legitimate organization, funded and led an Avengers team, joined forces with US Intelligence, gone independent again, and continues to control massive global business interests. That’s blatantly in the “Multi-Billionaire” range, which is doing pretty well for someone who’s inheritance was in the “Millions” range. In any case, “Bobby” really hasn’t changed his actual personality or behavior patterns very much. Why should he? Doing what he does has worked out fairly well for him up until now.

We’ll be comparing to THIS build, but that seems to leave out a lot – rather like the build for Mirage left out most of her abilities as a Valkyrie so as to fit her into “power level ten”. Ergo, I’ll mostly be using the attribute estimates, but will be adding in some stuff from his Wiki entries.

Four Color Package (24 CP):

  • This includes Superheroic Physics, Superheroic Durability, Superheroic Build, Rapid Recovery, Minor Conventions (Ready for Inspection, Comics Code, It’s Sufficient, Heroic Will, Heroic Rally, Coincidental Catch, Heroic Health, and a Minor Benefit (see below).

Pathfinder Package Deal (Free).

Pathfinder Human (Free)

Basic Attributes: Str 14 (+2 Enh = 16, 32 when powered up, up to 48 when “surging”), Int 13, Wis 12, Con 14 (+2 Human +2 Enh = 18), Dex 14 (+1 Level +2 Enh) = 17, Cha 14 (+2 Enh = 16). (Pathfinder 25 Point Buy).

Mutant Powers:

  • Energy Absorption: Hysteria (Mutant Powers). With Extended, Warding, and Mighty, Specialized and Corrupted for Reduced Cost / must be exposed to a sudden surge or great amount of heat or solar energy (in other words, GMO) (8 CP).
  • Solar Strength: Mana-Powered Berserker with Controlled, Odinpower, Odinmight, and Enduring (21 CP): +16 Str, reduce all Stun damage taken by 4 points (a specialized increase to Damage Reduction).
  • Solar Vitality: Mana Powered Grant of Aid, Specialized for Reduced Cost and Corrupted for Increased Effect (may substitute for eating and drinking) / May only be used three times in any one-hour period, and no more than seven times per day in total (3 CP).
  • Solar Vigor: Immunity to Fatigue and Exhaustion (Common, Minor, Minor, Specialized/powered by Mana, 2 CP).
  • Solar Powers / Adept: Charisma-Based Solar and Anti-Solar Rune Magic Casting and Mastery (6 CP) plus Fast Learner, Specialized and Corrupted for Triple Effect only to keep Rune Magic Adept skills and the Sunfire Style Martial Art maxed out (6 CP), Eldritch (Even his solar effects are generally black, 0 CP), Augmented Bonus (Add Con Mod to Cha Mod for Skill Purposes, Specialized and Corrupted for Triple Effect / only for Rune Magic, only for Solar and Anti-Solar Rune Magic, 6 CP). Net Rune Magic and Sunfire Style Skills: +10 (Purchased) +3 (Charisma) +12 (Augmented) = +25 (Caster Level 12, Effects of up to Level Six, 13 Martial Techniques).
    • Sunfire Style Techniques Known (with solar bolts): +3 Attack, +2 Defenses, Prone Combat, Versatility, Rapid Shot, Sunder, Inner Strength x2, Ki Focus (+4 Constitution), and Healing Hand.
  • Energy Resistances: Opportunist: May immediately draw Mana and “cast” Fire / Radiation / Cold Resistance / Immunity effects when exposed to an appropriate attack or environmental hazard without it counting as an action, Specialized / only on himself (3 CP).
    • The “Draw Mana” part is pretty cheesy – but this is really just a way of noting “he automatically casts appropriate resistance effects every hour or two”, so it makes no real difference.
  • Solar Metabolism: Innate Enchantment: All effects Spell Level 1 x Caster Level One x Unlimited-Use Use-Activated x.7 Personal Only (If applicable). 11,100 GP net value (12 CP).
    • Boosted Attributes: +2 Enhancement Bonuses to Str, Con, Dex, and Cha (5600 GP).
    • Immortal Vigor I: +(12 + 2 x Con Mod) HP (1400 GP).
    • Deep Breath: The user need not breathe. In combination with enhanced toughness this will allow survival in space for a considerable time. (2000 GP as it is already personal-only)
    • The Party Never Ends (Level Zero): The user may indulge in intoxicants without consequences, has immense sexual stamina, and may otherwise party insatiably (700 GP).
    • Force Shield I : +4 Shield Bonus to AC (1400 GP).

Skills:

  • Skill Boosters: Upgrade Human Fast Learner to 2 SP/Level (3 CP), Advanced, Improved, Augmented Bonus (Diligent Learner; Add (Con Mod) to (Int Mod) for Skill Purposes, Specialized and Corrupted / only adds to skill points for levels 1-5 (6 CP), +1 Int for Skill Purposes (6 CP). Adept (Expertise (Business), Expertise (Pop Culture), Networking (a Shadowed Galaxy skill) and Persuasion, 6 CP).
  • Available Skill Points: 16 (Int) + 16 (Fast Learner) + 32 (Diligent Learner) +4 (Purchased, 4 CP) = 68 SP.
  • Skills: Acrobatics 8 (+2 Sy +3 Dex = +13), Athletics 6 (+4 Str = +10, +18 when boosting Str), Deception 3 +3 Cha = +6), Expertise (Business) 10* (+2 Int = +12), Expertise (Culture) 10* (+2 Int = +12), Insight 5 (+1 Wis = +6), Intimidation 4 (+3 Cha = +7), Martial Art (Capoeira) 10 (+3 Dex = +13), Networking 10* (+3 Cha = +13), Perception 3 (+1 Wis +5 Eq = +9), Persuasion 10* (+3 Cha = +13), Speak Language 2 (English, Spanish, Latin, Portuguese, and As’kani), and Vehicles 2 (+3 Dex = +5)
    • *Half cost due to Adept.
  • +3 Specialties: Soccer (usually used with Athletics or Acrobatics to play and Expertise/Pop Culture to know the rules and plays) (1 SP), Networking (South American Businesses, 1 SP), Deception (tricking people who find him attractive, 1 SP) and Persuasion (persuading people who find him attractive, 1 SP), Expertise (Business) (Takeovers, 1 SP), Athletics (Recreational, 1 SP. Yes, this includes sex),
  • Unarmed Techniques Known: Defenses +2, Synergy (Acrobatics), Improved Grapple (No AOO, +4 to Grapple Checks, 6 CP)), Fast Grab (may initiate a Grapple with a normal melee attack (6 CP), Improved Critical, and Whirlwind Attack..

Given that Roberto has trained with Wolverine and the X-Men, Captain America, the Black Panther, Daredevil, and the Avengers, and done reasonably well, he’s probably pretty good at the unarmed combat thing.

Basics:

  • BAB +6 BAB (Corrupted, does not contribute to iterative attacks, 24 CP)
  • Hit Dice: 12 (L1d12, 8 CP) +32 (L2-7d8, 24 CP) +36 (Con Mod x 9) +12 (Immortal Vigor) = 92 (Mutants & Masterminds: Toughness 11, 12 with Costume, +1 when Str Boost in use.
  • Saving Throws: +3 Fort (9 CP), +2 Ref (6 CP), +2 Will (6 CP). All +2 Resistance, net Fort +9, Ref +7, Will +5.
  • Proficiencies: Proficient with all Simple Weapons (3 CP).
  • Armor Class: 10 (Base) +4 (Dex) +4 (Armor) +4 (Shield) +2 (Martial Art) = 24.
  • Attacks
    • Unarmed: +11 or +18 (+6 BAB +4 or +11 Str +1 Magic), 1d4+5 or 1d4+12, in either case +1d6 versus robots, constructs, etc (Mutants & Masterminds 6 or 13, 8 / 15 versus robots, including Sentinels). Crit 19-20/x2, Improved Grapple, Fast Grab, and Whirlwind Attack, Magic and Adamantine.
    • Solar Blasts: +12 (+6 BAB +3 Martial Art +3 Dex), usually 12d6 (Mutants ( Masterminds 12). Versatile, Rapid Shot (may use two lower-level bolts), Sunder (may target small objects carried by others without penalty). Note that his solar powers can be greatly augmented if he has enough energy to channel.

Minor Items:

  • Expertise (May trade AC and Attack Bonus, and Attack Bonus and Effect, 12 CP). It’s worth noting that, in Eclipse, those work both ways. You can trade AC for Attack Bonuses – or Attack Bonuses for AC. That’s quite handy when you want to fight defensively.
  • Major Privilege (Extreme Wealth, 6 CP).
  • Improved Initiative +4 (6 CP).
  • Luck with +4 Bonus Uses, Specialized and Corrupted/only usable when making a cooperative roll in support of a teammate (4 CP).
  • Luck with +4 Bonus Uses, Specialized and Corrupted/only for Saving Throws (4 CP).
  • Double Enthusiast, Specialized and Corrupted for Increased Effect / only for buying Privileges, Contacts, and Favors (Taken twice, for 12 CP worth of such things (12 CP).
  • Immunity / the time required to assign Enthusiast Points (Common, Minor, Great, Specialized and Corrupted / powered by Mana, only usable when points are currently unassigned – generally once per adventure. 4 CP).
    • In effect, Roberto can simply pull out contacts, favors, and privileges over the course of an adventure until he’s used 12 CP worth of such things – at which point his locally-available resources are exhausted for the moment, and any further attempts will take a while.
  • Minor Privilege: Access to super-technology equivalent to minor magical devices (3 CP).

Roberto is rich, and powerful, and has connections with multiple governments, intelligence agencies, criminal organizations, numerous superhero and supervillain groups, and more. That would be a LOT of power even without his mutant abilities. You never know what kind of handy connection or favor he’ll pull out when something needs to be done.

Overall Point Costs:

  • Four-Color Package: 24 CP
  • Hysteria: 8 CP
  • Solar Strength: 21 CP
  • Solar Vitality: 3 CP
  • Immunity to Fatigue: 2 CP
  • Solar/Antisolar Powers: 18 CP
  • Fire/Cold Resistance: 3 CP
  • Solar Metabolism: 12 CP
  • Skill Boosters: 21 CP
  • Skill Points: 4 CP
  • BAB: 24 SP
  • Hit Dice: 32 CP
  • Saves: 21 CP
  • Proficiencies: 3 CP
  • Minor Items: 51 CP

For a total of 245 CP

Available Character Points: 192 (Level Seven Base) +30 (Human, L1, L3, L5, and L7 Bonus Feats) +10 (Disadvantages: History, Accursed (the use of his powers is incredibly obvious due to his dark aura), ) +14 (Duties; superhero, businessman) = 246 CP. That leaves 1 CP left over. Buy a skill point or some permanent contacts or something.

Remaining Details:

Minor Four-Color Abilities: Automatically Stabilizes when below zero hit points, Solar Navigation (always knows his current latitude and longitude when exposed to the sun), Mask of Darkness (no one can make out his features when his powers are active).

As a seventh level character with a Major Wealth privilege, Bobby gains personal access to “wealth by level” at level eight – a value of 33,000 GP.

Standard X-Man Equipment Package (13,000 GP):

  • Kevlar Reinforced Costume (“Leather Armor”, but 40 GP and only 5 pounds), Masterwork (+150 GP), +1 (+1000 GP), Amulet of Tears (2300 GP. This can provide up to +36 HP per day. Throwing that into his HP total for the purposes of calculation in M&M provides improved Toughness. Armor Crystal: a Lesser Iron Ward Diamond (2000 GP). This isn’t a big deal, but every little bit helps.
  • Advanced First Aid Kit / Healing Belt (750 GP).
  • “Pocket Secretary”/Hero Team Comlink: Satellite Smartphone with HUD and hands-free links (250 GP), Smartsearch (As per a Tome of Worldly Memory, 1500 GP), Intelligent (500 GP), Int, Wis, Chr all 10 (0 GP), 30′ senses, uses Message at will (1000 GP). Note that, since smartphones can talk anyway, there is no need to buy speech for it.
  • Reactive Contact Lenses / Raptors Mask (3500 GP).+5 to Spot (Perception), Immunity to being Blinded or Dazzled.
  • Utility Pouch: Keys, LED minilight, multitool, chalk, nylon ties, etc. All the little junk that pops up once in a blue moon (10 GP).

Other Equipment (20,000 GP):

  • Raise his Costume/Armor to +2 (+3000 GP).
  • Crystalfiber Weave: Ring of Adamant Weaponry (6000 GP).
  • Shield Generator: Vest of Resistance +2 (4000 GP).
  • Power Gloves: Body Wrap Of Mighty Strikes +1 (3000 GP) with a Least Demolition Crystal (1000 GP, +1d6 damage versus constructs, robots, etc).
  • That leaves 3000 GP – or about 60,000 Credits – worth of gear. Basically, if he wants to bring out some normal equipment he can easily afford it.

This is actually horribly inefficient compared to buying some technology – but is passive and a lot less trouble to keep track of.

As befits someone who’s had an enormous power boost, Sunspot is indeed a powerhouse – and likely to be a central pillar of any team he’s part of unless it’s got an Avengers-style lineup of characters like Thor, Iron Man, The Vision, Sersi, Quasar, Hyperion, the Scarlet Witch, and the Hulk. He’s strong, tough, fast, has versatile energy-manipulating powers, flight, wealth, resources, allies, invulnerability to several common energy types, and connections. Sure, other characters are likely to edge him out in particular fields, and he’s no mentalist or great detective – but there’s almost always SOMETHING useful he can be doing.

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6 Responses

  1. A minor point of errata: Sunspot’s “Diligent Learner” grants him Advanced Improved Augmented Bonus so that he can add his Constitution bonus to Intelligence in terms of skill points gained. It’s then specialized for one-half cost so that it only adds skill points for levels 1-5. That should reduce the cost to 9 CP, but it’s listed as only costing 6 CP. Should it be specialized and corrupted instead?

    • So it should be, and (now that I’m back to the keyboard and can easily type again) now it is. Once again, thank you for checking these! I’ve been working on them in small chunks, and that seems to make it terribly easy to forget to update everywhere else when you tweak something.

      Oh, any characters you’d like to see? I can’t guarantee familiarity with them on my part of course, but there’s no reason not to mention a few.

      • I admit I’m curious about Apocalypse after you mentioned him in your write-up for Cable, but really…while I know you meant with regards to the New Mutants (or similar groups), reading these over has reminded me of another action series that started in the 80’s and is still going today: The Terminator. While not quite the same, it deals with a lot of the subjects (killer robots, time travel, and advanced weaponry), so it strikes me as being in the same vein. More specifically, I’d love to see your take on the following:

        The T-800 (and the T-850 variant)
        The T-1000
        The T-X
        The T-3000

        I think those would be a lot of fun.

      • Oh, I meant pretty much anyone. The New Mutants is approaching it’s end (partly because most of them have been done) and I think that it’s pretty well covered “characters built for superhero worlds” so far. I haven’t done many robots though, so why not? Some Terminators it shall be!

        If they don’t get me first to avoid having their secrets revealed of course.

  2. […] in the Warlock writeup, buying social abilities and absorption-based power-ups are discussed in Sunspot’s build, creating an orbital time-traveling manufacturing base comes up in Cable’s build, building […]

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