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Power Level: 10/13 (152/208PP)
Trade-Offs: None

Unspent Power Points: 56
 

In Brief: Avian Prince and weaponmaster gets sent to Claremont as a show of good faith.

 

Residence: Claremont Academy Dorms, The Aerie
Base of Operations: Claremont Academy

Catchphrase: -

Alternate Identity: Jann Fa-Re (known) , Jann Lo-Nah (actual)
Identity: Jann Fa-Re is public, the fact he is actually Jan Lo-Nah is secret
Birthplace: The Aerie
Occupation: Student, Weaponmaster, Prince
Affiliations: Claremont Academy, The Aerie
Family: Ta Lo-Nah (mother), Va Lo-Nah (older sister), On Lo-Nah (older brother)

 

Description:

Age: 17 (DoB: 2000, 1st of January)
Apparent Age: Mid-teens
Gender: Male
Ethnicity: Avian, Caucasian with really pale skin
Height: 6’4’’
Weight: 90 lbs
Eyes: Green
Hair: Black

Jann is a rather average looking teenager when it comes to looks. He keeps his hair at a short to medium length, and usually is completely shaved. His face, like the rest of his body, is fairly sleek, it’s features rather pointy. His frame quite thin, while also sporting a fair amount of muscle. The wings on his back, similar to those of a stork, and the talons that are part of his hands and feet clearly identify him as avian, and he does not try to hide this fact. His everyday clothes generally are those provided by the academy, hoodies and varsity jackets in the colours of the centurion, t-shirts for when the weather’s too hot. When going out into the city he will usually wear either his armor, or a variety of plain grey, black and white clothes. He can usually be seen wearing headphones, either wearing them on his ears and listening to music, or wearing them around his neck in case he is talking to somebody or sitting at school. A gold necklace with a small emerald and a golden bracelet worn on his right arm finish off his outfit. 

 

Power Descriptions:
Jann’s Wings, clearly marking him as an Avian, are similar to those of a stork, the top feathers white, the bottom black.

His armor has gotten an upgrade recently, changing its look rather radically. While before it was best described as an armored vest, the most recent upgrade added sleeves (something Jann isn’t too happy with personally), and small boosters on the back, to be used for the armor’s afterburners, allowing Jann to reach incredibly speeds for very short moments. While he’s gotten used to wearing it, he has some trouble concealing the armor, no longer being able to simply wear something over it and have it blend in perfectly.

Meanwhile, when fighting, he just uses whatever he has on him or is in the environment. He always carries an extendable quarterstaff, but can use whatever could hypothetically used as a weapon. Recently, he has also started to focus his training around the use of a Kopesh, but he still uses whatever he can get his hands on to fight.

 

History:
“Every 10th generation there shall be a great warrior born to the rulers of the aerie.” So says a prophecy, passed down between generations. Jann Lo-Nah is the proof that sometimes, prophecies come true. Born to the ruler of the aerie, Ta-Lo-Nah, as her third child. Jann’s childhood was not luxorious, but certainly good. He learned from many, his own mother, his older siblings, and some supers who visited. Any time he would be taught about a new way to fight, it didn’t take long for him to learn it, and soon after he would achieve full proficiency.

When he was 12 it was decided that as a show of good relations between the Aerie and the Freedom League, Jann would attend Claremont Academy once he was of the right age. There, he would also be able to be taught by many great warriors, able to learn more exotic ways of combat. It would also help ease the relations between the Freedom League and his mother. They weren’t always on best terms, after all.

So, Jann spent the next four years preparing for Claremont, learning English, and trying to already learn as much of the curriculum as possible. He wasn’t as good at learning books as he was at learning how to use weapons, so a bit of a lead would come in handy.

And when it was time to head for Claremont, so Jann did. Under the fake identity of Jann Fa-Re, to not attract too much public attention. Only his family, the Freedom league, some members of the American government and the Headmaster of Claremont know of him actually being Prince Jann Lo-Nah.

As a gift from the League, he received a prototype armor, made to enhance one’s physical capabilities without encumbering them too much. It would also prove to both protect and track him, to make sure he did not do anything that could lead to an international incident, with him being a prince, and son of a wildcard super, a real possibility.

 

Personality & Motivation:
Jann does not have a whole lot of motivation, really. He enjoys fighting, and he enjoys learning, but he also knows that he is essentially forced to do what he is doing. And also that he is just a really fancy, hidden and minor piece in the great game of world politics. He just wants to enjoy his time at Claremont, fight some baddies, and have fun. He knows that whatever will come after this will be difficult, exhausting, and probably not suited for him. He can be quiet, contemplating and on the sad side, but also excited, joyful and energetic, and he himself isn’t sure what decides which it is. Once in combat, he forgets all of this and simply enjoys himself, moving, attacking and dodging like it's the only thing on his mind.

 

Powers & Tactics:
Jann’s tactics are fairly straight forward: Hit ‘em where it hurts most. He’s fairly skilled at combat and knows this, acting confidently, sometimes biting off more than he can chew. He uses his vast weapon skills and physical strength to pick up just about anything and potentially turn it into a weapon. While his weapon of choice is the quarterstaff, a few of which he carries on him at all times thanks to them being able to extend, but in a longer fight he will probably use at least one piece of furniture to smack somebody with.

 

Complications:
The prince and the Pauper: For his own Safety, Jann’s actual identity as a member of the ruling family of the Aerie is kept a secret. To everybody else he simply is Jann, avian weaponmaster. He isn’t quite accustomed to being treated as one of many yet, and it might lead to complications if he feels he is being treated unfairly.

Sins of the Mother: Jann’s Mother, Ta-Lo-Nah is not only the ruler of the aerie, she has also fought against and alongside various heroes. She herself fights for what she believes is right, which might put her against heroes and villains both, and somebody might even attempt to use her family to get an advantage.

International: Jann was sent to Claremont as a sign of good faith. If he were to get seriously injured, it could easily cause a diplomatic incident, and Jann would be forced to pick sides. This means people in the know might hesitate to allow him anything that could cause him any danger, thus causing conflict between them and him.

The Mother Tongue: English is not Jann’s native language. While he has few problems talking in everyday life, his knowledge of the language breaks apart as soon as it enters any field of speciality that isn’t related to weaponry. He also has a rather thick accent, which might put off some people.

Freedom Bird: Jann is an avian. It’s pretty obvious, he has wings sticking out of his back at all times. And talons. Some humans might be put off by him, avoid him, or even consider him a threat because of it.

Fate and Destiny: As the product of an ancient prophesy a lot of expectations are placed on Jann. He usually wishes this wasn’t the case. While he will most likely never have to lead the Aerie, due to only being third in line and only in case of his siblings not taking up their duties, the Aerie’s armed forces expect Jann to join them, and later lead them as soon as he is done studying abroad. Really, Jann just wants not to deal with all this destiny stuff and carve his own path.

High up North: The aerie is placed inside the arctic circle. Jann is used to the cold weather that comes with it, and the heat that can come with living closer to the equator still takes it’s toll on him, especially during summers.

Power is Nothing: Jann’s powers are very subtle. In fact, some might say he has none. He is incredibly talented with all kinds of weapons, but those powers are neither flashy or loud. He’s just good at fighting. Some supers might consider him unfit due to this.

Stack of Weapons: Jann carries around a multitude of weaponry on him at almost all times, and is able to use almost everything he can reliably pick up and lift as one. Still, there may be situations where he has been disarmed, and cannot use anything in his environment to fight (for example in an empty corridor), leaving him as simply a somewhat skilled martial artist.

 

 

 

Abilities: 14 + 10 + 10 + -1 + 0 + 0 = 33PP
Strength: 24 (+7)
Dexterity: 26/20 (+8/5)
Constitution: 20 (+5)
Intelligence: 9 (-1)
Wisdom: 10 (+0)
Charisma: 10 (+0)


Combat: 26 + 10 = 36PP
Initiative: +8/5
Attack: +13 Melee, +13 Ranged
Grapple: +20/22
Defense: +13 (+5 Base, +8 Dodge Focus), +3 Flat-Footed
Knockback: -3/-2


Saving Throws: 0 + 0 + 4 = 4PP
Toughness: +7/5 (+5 Con, +2 (B.R.D Armor))
Fortitude: +10/5 (+5 Con, +5 Armor, +0)
Reflex: +12/5 (+5 Dex, +3 Armor Dex, +4 Armor, +0)
Will: +4 (+0 Wis, +4)


Skills: 56R = 14PP

Acrobatics 12 (+20/17)

Concentration 4 (+4)

Escape Artist 5 (+13/10)

Language 1 (Avian [Native], English)

Notice 10 (+10)

Sense Motive 8 (+8)

Stealth 8 (+16/13)

Survival 8 (+8)

 


Feats: 25PP
Accurate Attack

Acrobatic Bluff

All-Out Attack

Ambidexterity

Beginner’s Luck

Blind-Fight

Dodge Focus 8

Evasion 1

Elusive Target

Fearless

Instant Up

Luck 2

Move-by Action

Power Attack

Quick Draw

Takedown Attack 1

Uncanny Dodge 1 (Visual)

 

 

Powers: 3 + 3 + 16 + 20 = 42PP

BP: Flight 2 (Feats: Alternate Power 1; Drawback: Power Loss (When wings are restrained, Does not work in water)) (genetic) [3PP]

AP: Flight 4 (Drawback: Drawback: Power Loss (When wings are restrained, Does not work in water); Flaws: Limited (Only downwards at a steep angle)

 

Super Senses 2 (Extended Vision (Normal Vision), Low-Light Vision; Feat: Innate) (genetic) [3PP]

 

Device 4 ((B.R.D Mk IV Armor); Hard to Remove [20DP]) (all technology) [16PP]

 

Protection 2 [2/20DP]

 

Enhanced Dexterity 6 [6/20DP]

 

Enhanced Fortitude 5 [5/20DP]

 

Enhanced Reflex 4 [4/20DP]

 

Flight 2 ((To 4/6 total); Feats: Triggered (Next Turn); Flaws: Fades; Drawback: Power Loss (When wings are restrained, Does not work in water)) [1/20DP]

 

Super-Strength 2 (STR 34 (Heavy Load: 1.2 tons; Feats: Slow Fade 1 (5 turns); Flaws: Fades) [2/20DP]

 

Weaponmaster Array (16PP, Alternate Powers 4) [20PP]

 

BP: Damage 0 ( Extras: Autofire 7; Penetrating 4 ; Feats: Mighty, Extended Reach 1 (10ft), Improved Critical 2, Precise [16/16PP]

 

AP: Stun 7  ( Extra: linked to Damage ) + Damage 0 ( Feat: Mighty, Precise; Extra: Linked to Stun  [16/16PP]

 

AP: Trip 7 (Extra: Knockback) linked to Damage ) + Damage 0 ( Feat: Mighty ; Extra: Linked to Trip ) [15/16PP]

 

AP: Damage 7 ( Extra: Range [Ranged]; Feat: Improved  Critical 2 ) [16/16PP]

 

AP: Snare 7 (Feats: Precise, Ricochet) [16/16PP]

 


Drawbacks: (-2) + (-0) = -2PP

Minor Vulnerability (Fire)

DC Block

 

 

ATTACK

RANGE

SAVE

EFFECT

Unarmed Attack

Touch

DC 22 Tou

Damage

Standard Attack

Touch (+10 ft.)

DC 22 Tou

Damage

Stun Attack

Touch

DC 17 Fort

Stun

 

 

Linked

DC 22 Tou

Damage

Trip Attack

Touch

STR/DEX vs. Power

Tripped

 

 

Linked

DC 22 Tou

Damage

Ranged Attack

70 ft.

DC 22 Tou

Damage

Snare

70 ft.

DC 17 Ref

Snared

 

 

                       

Totals: Abilities (33) + Combat (36) + Saving Throws (4) + Skills (14) + Feats (25) + Powers (42) - Drawbacks (2) = 152/208 Power Points

 

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So I'm gonna be honest.  There's pretty much no reason to have your Strike and Blast separate from the Array in the Device.  It's just a cumbersome result to look at without merit.  It's also not clear what the multiple weapons are.  I assume the multiple weapon effects are the Snare and the Blast.  But in which case you still didn't really specify with the fluff.  Or maybe he's carrying 3 Quarterstaffs in which case you'd probably want to make it a touch ranged Suffocate effect rather than a Snare to do a chokehold with the staff. 

 

Still you would actually save 3 DP if you annotate it like I said.  Especially as it would be a 16PP Array with 4 APs.

 

 

BP: Damage 1 ( Extras: Autofire 7; Penetrating 4 ; Feats: Mighty, Extended Reach 1 (10ft), Improved Critical 2 [16/16PP]

 

 

AP: Stun 7  ( Extra: linked to Damage ) + Damage 1 ( Feat: Mighty; Extra: Linked to Stun [16/16PP]

 

 

AP: Trip 7 (Extra: Knockback) linked to Damage ) + Damage 1 ( Feat: Mighty ; Extra: Linked to Trip ) [16/16PP]

 

 

AP: Damage 7 ( Extra: Range [Ranged]; Feat: Improved  Critical 2), linked to Blast 1 [16/16PP]

 

 

AP: Snare 7 [14/16PP]

 

That would leave you with 3 PP Left in the Device.  On that note, you were technically incorrect on the way you listed how much you spent having only spent 19 in your array rather than the 20 you listed.  Though the way I'm listing would make it so you do spend 20 and have 3 spare.

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Edits have been made:

  • Array updated to the one proposed above becuase it's easier and makes more sense
    • This means there's 3 points not spent inside the Device, those will be spent at some point in the future
  • As noted in chat, flat-footed was too high, it's been corrected.
  • Added some flavor for the weapons array. He simply uses whatever he has on hand, and if he gets disarmed to the point he runs out of weapons he gets frustrated and just uses fists for the rest of the scene/as long as it's appropritate. Until the weapons are limited to only be used by him (which will be added in once the PP are there), this could lead to some minor problems, but it should still work?
  • Changed weapons array to quarterstaff only for now after discussion in chat. Jann will be able to show off his full combat prowess once he gets an upgrade and I'm not too lazy to rework the sheet!
Edited by olopi
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That's along the lines of what I had in mind, yeah. Since it's probably in sections (for easier carrying around/extending), I imagined he could probably bend it in such a way to allow for holding something down (for a short amount of time). If you feel it's too out there, I'll gladly remove it and add it in later once the device gets upgraded to a full improvised weaponry array (which will be quite quickly hopefully!)

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It's actually fine.  I was just wondering the fluff.  In which case you may want to put a drawback there in that he can't switch to other APs of the staff while using it as a snare (at least without drawing one of his two other staffs and if he snares 3 different folks then just can't switch).

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I was thinking of that, but decided to go against it for simplicity's sake, I'm not really hurting on points right now and I plan on having it be a general array as soon as I earn a few more PP! (I also don't have the books on me right now, which is the actual main reason :D )

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