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Mr. Blue (PL9) - Elohdon


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Player Name: Elohdon
Character Name: Mr. Blue


Power Level: 9 (150/150PP)
Trade-Offs: None
Unspent Power Points: 0
In Brief: Gifted sorcerer that wants to learn more

Residence: One of the many residences in FC
Base of Operations: His office in FCU
Catchphrase: “By the Eight!”

Alternate Identity: Damon Marcone
Identity: Secret
Birthplace: South-West United States
Occupation: Teacher
Affiliations: Freedom City University, Equinox/Siobhan Drake
Family: None living

 

Description:
Age: 1985
Apparent Age: 31.
Gender
: Male
Ethnicity: Caucasian.
Height: 6'2”
Weight: 190lbs.
Eyes: Aquamarine
Hair: Brown

 

Standing at slightly above average height and slightly spare of build, Damon looks far too tanned to be an accomplished mage. His pale eyes and short dark brown hair give him a distinctly Irish cast.

 

Thanks to his magic cloak, Damon can usually look effectively wear anything he likes, but has his favorites. In plain clothes Damon normally prefers solid color button up and good quality blue-jeans, adding in a dark-colored tie for slightly more formal occasions. When it's time to change into his “costume” he causes the robe to 'relax' into it's natural form of a layered blue robe with white patterning reminiscent of old Persian, and is in fact entirely gibberish and purely decorative.

 

Power Descriptions:
Animate Object: Damon's eyes glow a pale light and several nearby objects begin to move as if alive. In the magical spectrum the objects glow with the same pale blue glow.

Blast: Damon gathers his pale blue energy in his hand and flicks it towards the target. On it's way to the target anyone watching gets the impression of something dangerous traveling through the air, though the nature of that danger changes from person to person.

Move Object: Damon points at whatever he wants to move and as it begins to move a circle appears superimposed on the target, made of Damon's pale blue light with two squares inside it set at a 45degrees to each-other. The octagram is visible from every angle as if the octagram was facing them.

Teleport: Pale blue fox-fire flares up and consumes Damon before quickly dissipating. At the arrival point the fire flares up and leaves Damon behind as it clears away.

Transform: The item to be repaired catches fire, even if it can't normally burn, and is quickly consumed. As the flames clear away the item is left behind repaired.

Device 1: Damon's cloak is able to take the shape of whatever cloathing he can think of, and since he used a bit of The Golden Fleece when making it it offers some protection as well, including oddly, immunity from the witch Medea's magics, though Damon is not aware of that last.

 

 

History:

   Born in the Midwest as the acknowledged bastard son of a local mob boss has some major advantages. The trust of the plebs is not one of them. Damon had been taught by tutors since the third grade when one of his father's rivals decided that Damon would make a good political hostage and attacked his school. The attempt failed, but only just. With in a week, Damon was taught by a group of tutors hand picked by his father, including an old-world god by the name of Dīs Pater. Dīs originally was to teach Damon history, but discovered that he had a talent for magic and tough him some of the vary basics. Dīs also gave Damon the ability to speak with the spirits that have not yet left the “surface world” as Dīs referred to the plane humans are normally live on.

 

   By the time Damon turned eighteen, he had gotten a firm grasp on the basic concepts of magic. He decided to move out to Nevada and change his name to get out of his father's shadow. His father encouraged this as it effectively removed Damon as an avenue for his father's enemies. So it was that Josh Cohen became Damon Marcone and Went to finish his degree and move on to the next one. Over the next few years Damon's capacity with magic grew to a respectable talent.

 

   After a couple years studying (Having a mob boss for a dad can pay the bills) and publishing the occasional paper, a villain by the name of Medea came through town and was causing trouble. Since Damon was apparently the only one in the area that had any experience with combat magic he put on his formal blue robes and went out to ask her to leave. Through some miracle Damon didn't die that night, though people told him that he somehow shrugged off her powers like they weren't even there, and forced her to flee or be captured. In truth it was his shape changing robes that protected him. Damon had woven a bit of The Golden Fleece into it for protection and it served to negate anything she could throw at him. Apparently it still held a grudge for her role in it's 're-homing'. He also got the name 'Mr. Blue' that night and in the press storm that followed, due to the blue aura of his magic and how he was completely polite and almost gentlemanly during the fight.

 

    While the town was grateful for Damon's “help” for ridding them of Medea, they did not want his presence to attract further conflict and made it very clear that Damon was not welcome in town any longer. So, a few weeks later both Damon Marcone and Mr. Blue left the no-name town in Nevada and moved to Freedom City.

 

    After arriving in Freedom city and getting somewhat settled in Siobhan Drake, the head of Religious Studies at FCU, and who had recently come out as the hero Equinox, came to visit him. He quickly recognized the aura of power around her, and she recognized the aura of 'Mr. Blue' from the news reports. After some polite chitchat she mentioned that there was a teaching position available in her department at the college. Damon accepted, and began teaching occult history 101.

 

Personality & Motivation:
Damon truly wants to do some good in the world, and this can occasionally come across as a certain naivete, but once he decides that you are one of his, you quickly realize that he's not nearly so dumb as he seems.

 

Powers & Tactics:
If working in a group, Damon will normally forgo his Animate Object and will go with his blast and move object instead. If he gets into a grapple he will normally try to teleport himself and the other combatant out of the fight before returning without his foe.

 

Complications:
Identity: Secret

Reputation: Both Mr. Blue and Damon Marcone have aspects of their pasts that if know can color people's opinion and attitude towards him. Damon is the son of a mob boss, and while he has taken steps to distance himself from that bit of his past, it can still come back to bite him on occasion. Mr. Blue was filmed fighting Medea, and forcing her to flee, something that was and likely still is normally out of his grasp, but the public doesn't know that.

Enemy: Medea likely holds a grudge after being driven off by a then no-name hero, and might come after him again once he is recognized in the area. He has no idea how he managed to fight her off, the things he did in the videos of the fight are still mostly beyond him.


Abilities: 0 + 0 + 0 + 12 + 6 + 2 = 20PP

Strength: 10 (+0)
Dexterity: 10 (+0)
Constitution: 10 (+0)
Intelligence: 22 (+6)
Wisdom: 16 (+3)
Charisma: 12 (+1)



Combat: 8 + 6 = 14PP
Initiative: +6
Attack: +4 Base, +9 Ranged
Grapple: +5
Defense: +9 (+3 Base, +6 Dodge Focus), +2 Flat-Footed
Knockback: -5/-2


Saving Throws: 5 + 8 + 8 = 21PP
Toughness: +8 (+0 Con, +2 Costume, +6 Defensive Roll)
Fortitude: +5 (+0 Con, +5)
Reflex: +8 (+0 Dex, +8)
Will: +11 (+3 Wis, +8)


Skills: 52R = 13PP
Gather Information 4 (+5)
Knowledge (Arcane Lore) 14 (+20)
Knowledge (History) 14 (+20)
Knowledge (Theology and Philosophy) 9 (+15)

Language 4 (+4) (Gaelic, Greek, Mohave, Persian)
Notice 7 (+10)



Feats: 11PP
Attack Focus (Ranged) 5
Eidetic Memory
Leadership
Luck 3
Speed of Thought



Powers: 49 + 2 + 9 + 7 + 4 = 71PP

Sixth Element Array 22 (44PP, Power Feats: Alternate Power 5) [49PP]

Base: Animate Objects 10 (Extras: Horde, Power Feats: Progression 4 [25 minions]) [44/44PP]

AP: Damage 9 (Extras: Penetrating, Range [Perception, +2], Power Feats: Affects Insubstantial 2, Variable Descriptor 2 [Any Magic]) [40/4PP] (magic blast)

AP: Move Object 9 (Heavy Load 24 tons; Extras: Damaging, Range [Perception], Power Feats: Precise, Split Attack 3) [40/44PP]

AP: Nullify 9 (Any One Magical Effect; Extras: Duration [sustained, +2], Effortless, Power Feats: Improved Range 1 (250’ increment), Indirect 3) [31/44PP] (failsafe spell)

AP: Teleport 10 (1000 feet; Extras: Accurate, Affects Others, Power Feats: Change Direction, Change Velocity, Easy, Turnabout) [44/44PP]

AP: Transform 8 (broken object to repaired object; Extras: Duration [Continuous]) [32/44PP]

 

Comprehend 1: (Spirits)[2PP]

Enhanced Feats 9 (Defensive Roll 3, Dodge Focus 6) [9PP] (shield spell)

Super-Senses 7 (Magic Awareness 3 [Mental], Extras: Acute, Analytical, Extended [100ft Notice Increments], Ranged) [7PP]

 

Device 1 (5PP, Flaws: Hard to Lose) [4PP] (costume)

Enhanced Feat 2 (Quick Change 2) [2PP]

Immunity 1: Medea's powers [1PP]

Protection 2 [2PP]

 

DC Block


 

Totals: Abilities (20) + Combat (14) + Saving Throws (21) + Skills (13) + Feats (11) + Powers (71) = 150/150 Power Points

 

Edited by Elohdon
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I like the use of Dis Pater. Just a few things:

 

-On the Combat block, you have 8 + 6 = 14 PP. But your Defense has a base of +4, which should be 8, not 6. 

-I'd like to see the point spend on the Sixth Element Array done in terms of [X/44] where applicable. For instance, if I'm doing the math right on the Damage, that's 40 PP, not 44 PP. Mind you, it is late. 

-And on that note, I take it you've bought Penetrating up to your ranks in Damage? That's Penetrating 9. You don't usually need that many ranks to claw off Impervious... but it can help, depending on what you're fighting. 

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