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Nevermore II (PL9/11) - RocketLord


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Nevermore II

Power Level: 12

Effective Power Level: 9

Power Points: 205/222PP
Unspent Power Points: 17PP
Trade-Offs: -2 TOU/ +2 DEF, (Collapsible Staff, Stun Staff) +1 ATK/-1DC

 

In Brief: The Robin to Raven's Batman.

Theme: Shine - Matt Beilis

 

Alternate Identity: Charles 'Charlie' Arthur Pratten (Secret), Charles 'Charlie' Gordon Pym (Alternate Identity used at Claremont)

Birthplace: Freedom City, United States of America

Residence: Claremont Academy

Base of Operations: Claremont Academy, Bayview, Freedom City; The Rookery
Occupation: Student, Sidekick

Affiliations: Claremont Academy, Raven III, Raven Family

Family: Martin Pratten (Father, Born 1980, Accountant), Lily Pratten (Mother, Born 1979, Lawyer), Thomas Pratten (Paternal Grandfather, Born 1940, Retired Software Developer)

 

DESCRIPTION

Age: DoB: 2004 [January 19th]
Gender: Male
Ethnicity: Caucasian

Height: 5’10’’
Weight: 150 lbs.
Eyes: Blue
Hair: Dark red

 

Charlie is an athletic young man, standing at 5'10'''. He has short red hair and blue eyes. He prefers to dress in darker colors, most often wearing black dress pants and dress shirts. He often wears loose ties in lighter colors, contrasting the dark colors he usually wear.

 

In his Charles Gordon Pym persona, Charlie tends to dress more casually, with jeans, t-shirts and sneakers of varying colors and designs.

 

As Nevermore II, Charlie's costume is as finely engineered as his mentor's, with a multitude of hidden features that one would not suspect from first glance. While the costume has multiple layers underneath, the outer layer appears a seamless black full-body suit, with only a few colors breaking the black. He wears heavy silver gauntlets over his arms for protection, and a silver utility belt with a stylized N on his belt buckle. Two lines in a shiny teal runs from under his arm to under his chest, then down to his belt. The soles of his boots, which are seamlessly connected to the rest of the body suit, is in the same shiny teal. He wears a logo of a raven with spread out wings in the same shiny teal on his chest, as a logo. Charlie wears a full, smooth cowl that only leaves his mouth free. His eyes are covered by what is normally white lenses, which shift to faint green when he activates the built-in night vision. A black cape with dark blue inner side connects directly to the shoulders of the costume.

 

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HISTORY

Charles Arthur Pratten had a normal childhood. Loving parents, friends, school life. Sure, Charlie was a bright kid. Maybe a bit too interested in the super hero known as the Raven, but aside from that, his childhood really was what one would consider normal. He went on vacations. He spent time playing games with his friends. He went to the movies. Something of a prodigy, Charlie was a popular kid at school. He was athletic and a gymnast, he got good grades, his grandfather instilled a keen interest in computers. His room tended to be filled by posters of the Raven and her predecessor. He had databases full of observations and notes on the Ravens.

 

When Nevermore debuted, Charlie was overjoyed. If the Raven had a sidekick, then maybe he could become the Raven's sidekick too? It was a possibility, at least! He would have to find out how to contact her, how to reach the Raven and present himself, but until then, he continued his training, honing his acrobatics and athletism, continuing to compile all the information that he could. Any notes, anything he could find. Charlie kept the project a secret. After all, how could anyone understand the drive that he felt? He could become the Raven's partner, too. He just knew it. Still, life happened. Charlie's interest slowly waned as other things, like friends, sports and girls became more important to him.

 

Shortly after the third Raven's debut, Charlie saw him in action. The way he moved, the way he acted. It all came rushing back, all that he had dreamed of just a few years before. Everything he saw, all the articles, everything, Charlie just knew that the new Raven was Nevermore. There was no question. And if he had become the Raven, then that meant no one was Nevermore.

 

It took a long time. Compiling all of Charlie's old data, discovering new information, comparing it all. Socially, he began to distance himself from his friends again. He was obsessed. It took hard work, it took time, it took luck, but bit by bit, Charlie began to see a pattern, he began to see the truth. Finally, he was sure. The Raven was Aleksander Garen Nakani, a college student from Georgia, who lived with his adoptive parents at the Summers Estate. 

 

The 15 years old Charlie went to the estate by himself. He managed to get inside and confronted Aleksander with the truth. To Aleksander, history repeated itself. Much like how he had figured out the previous Raven's identity, Charlie now stood before him. Unlike Aleksander's plans when he had confronted Duncan Summers, Charlie was not looking to replace Aleksander as the Raven. Charlie had plans of succession, sure, but he wanted to succeed Aleksander as the Raven's partner, not as the Raven. 

 

Aleksander did not quite agree with the plan, but he agreed that making it this far meant Charlie had at least some skill. For a time, Charlie helped out at the Summers Estate and the Rookery, eventually graduating into becoming the Raven's main in the chair. Not that it helped for long. With or without Aleksander's blessing, Charlie got into trouble. With a makeshift costume and whatever equipment he could "borrow" from the Rookery, Charlie went out to fight crime on his own, to mixed result. Aleksander finally relented and agreed to take him in as his sidekick, but it would be his his terms. If nothing else, it meant that he could make sure Charlie didn't do anything stupid.

 

Charlie spent 9 months training with Aleksander before he was first allowed out on patrol, during the Spring of 2020. Now 16, the new Nevermore followed much of the same pattern as Aleksander had. A few patrols per month to get used to actual crime fighting, primarily watching the Raven's back, slowly being allowed to do more and more, eventually culminating in being allowed to patrol on his own. And, as Aleksander insisted, Charlie would follow his path in another way, starting at Claremont in the fall of 2020 as Charles Gordon Pym, an orphan from the streets of Freedom City, recently taken in by the Summers Estate. Alek and Charlie worked extensively on creating a false electronic trail, creating a cover to keep Nevermore II's actual identity secret.

 

 

PERSONALITY & MOTIVATION

Charlie is intelligent and a natural detective, and he knows it. He is good at what he does, he's received plenty of training before coming to Claremont, and while he doesn't think that makes him better than his peers, he can still be cocky. He's a joker, which can at times belittle his intelligence and skills, not that he minds. If someone underestimates him, then all the better. 

 

While Charlie has the makings of becoming a great hero and a leader one day, he still has much to learn, a fact that he is painfully aware of. Much of his ego and bravado serves to hide this insecurity. If he finds a mystery or problem that he cannot solve, Charlie tends to fixate on it, growing almost obsessive.

 

 

POWERS & TACTICS

The majority of Charlie's tactics relies on distractions and misdirection. Observe an enemy, figure out how to best stop them, and then execute his plan. His fighting style emphasizes the use of his various gadgets, both for scouting and disabling his enemies. Aside from that, Charlie's tactics tend to differ whether he's working together with Raven III, or not. Generally speaking, he prefers to stay outside close combat, but will pull out his collapsible staff if forced into a close quarters situation.

 

When he works with Raven III, Nevermore acts as decoy, drawing the attention away from his mentor and, in turn, letting Raven III attack. If he can stay safe like that, then his mentor can work at his most effective. He lets Raven III take the lead, while he follows.

 

In other cases, Nevermore tends to take up more of a leadership role. He tries to make plans and becomes more likely to go for targets on his own, even when working with groups of other heroes. When he isn't working with Nevermore, he tends to be more cocky, putting up a brave front.

 

 

POWER DESCRIPTIONS

Charlie posses no powers of any kind, instead relying on the training he has received from the Raven III and at Claremont Academy, as well as suit and gadgets he has developed together with Raven III. 

 

Charlie's Nevermore II costume is an ultra modern piece of crime fighting technology. Nano-weaved from a number of high resistance materials, it effectively protects him from any type sharp objects, while the armor plating handles most general types of damage a foe could wish to inflict. The thermal underlayer helps support him in heat or cold, while the night vision lenses lets him see in the dark. A heads up display aids Charlie with information such as the time and GPS, while his built in headset allows him to communicate at a distance of 5 miles. For traversal, the suit boast a grappling gun built into the gauntlets and grapple claws, as well as an electro-reactive glider cape, which lets Charlie soar across the sky.

 

Charlie's utility belt contain a large number of tools, useful for both combat and infiltration. While he tends to keep his distance from most foes, the belt contains a collapsible staff for use in melee combat. While Charlie is not nearly as skilled in the use of the staff as he is with his other equipment, it can hit harder than his ravenrangs, weapons that have been used by three generations of Ravens. In addition to the standard ravenrangs, Charlie also has access to a number of stun ravenrangs, which emit an electrical shock upon contact with their target. Due to a combination of higher costs and having used the stun ravenrangs for pranks, Charlie is only allowed to bring five at a time. Further offensive tools in Charlie's utility belt includes tripwires and snare lines, which can be used to entangle his foes, or be set up as traps. The high quality of the tools make them difficult to break, allowing Charlie to effectively immobilize a foe, in theory at least. To distract his foes, Charlie utilizes darkness bombs, small grenades that create localized areas of extreme darkness. The playback device, one of his favorite tools, let's him play any recorded sounded through remote control, be it movement or voices, letting him draw attention away from himself. Charlie has even figured out how to use the playback devices offensively, by throwing them at a target and playing extremely loud noises. These noisemakers are even powerful enough to deafen a target. The last piece of Charlie's standard equipment are small remote controlled drones, which transmits images of their recordings directly to Charlie's HUD, aiding him in infiltration and information gathering. The drones are shaped like small dark ravens, small enough to fit in the palm of a hand.

 

 

COMPLICATIONS

A Legacy of Ravens: Sure, Charlie can be a bit arrogant. He is smart, he is hardworking, he's the Raven's sidekick and protege, so he feels he has worked had to get where he is. Still, the arrogance is mostly a facade, hiding his insecurity. He's trying to fill the shoes of his hero, being a sidekick to the Raven, the former Nevermore. Here he is at Claremont, hanging out with people that can fly and shoot fire from their eyes, and all he got is a suit, a belt full of gadgets and training. So, he overcompensates, tries to take the lead, acting more arrogant and immature than he otherwise would. If Charlie's overcompensation or insecurities makes a situation worse, the GM can award him a Hero Point.

 

Gadgets: While an enemy would need to somehow get rid of Charlie's utility belt to get rid of all his gadgets, he could be deprieved of individual gadgets, either by having them taken away or by simply running out of them. If the GM determines that Charlie somehow loses access to a gadget, they can award him a Hero Point, in turn making one of the powers in his Utility Belt array unusable.

 

Quoth the Raven: Charlie has been given some ground rules for when he can put on his full costume and go into action, which can lead to some conflict. Unlike the other teenage heroes at Claremont, he can't just go into full costume out of nowhere, since he is supposed to be operating in secret. So far, Charlie is allowed to act as Nevermore during training sessions at Claremont and while out on patrol with the Raven, or when otherwise given permission. Of course, it is always a question of whether Charlie will respect those rules or not, which is further complicated by the presence of Claremont Headmistress Callie Summers. If following the rules set out by the Raven complicates things for Charlie or he gets caught breaking the rules by any member of the extended Raven family that might tell the current Raven about it, the GM can award him a Hero Point. Rules to be added and refined

 

Secret Identity: One of the Raven's conditions for training Charlie was that he keep his identity secret, even from his family. He even has to keep his actual identity a secret from his fellow students at Claremont, being known to them as Charles Gordon Pym. Whenever Charlie ends up in a situation where his secret identity causes issues, such as not being able to act outside of costume without revealing himself, the GM can award him a Hero Point.

 

Sidekick: Nevermore is a sidekick to the Raven, and while he is growing into more of an individual hero at Claremont, others might not take a sidekick as seriously as a full fledged hero, be it heroes, villains, law enforcement or someone else. Is a situation is made worse by people's lack of respect due to Nevermore's status as a sidekick, the GM can award Charlie a Hero Point.

 

Tell-Tale Heart: Charlie tends to grow obsessed. Mysteries, enemies, anything that give him trouble, anything that is a challenge that can't be solved. This can lead to him becoming narrowminded, focusing on the subject of his obsession over other important things at hand. Whether it be by Charlie focusing on a particular enemy to the detriment of any tactics in combat to taking unnecessary risks by trying to solve a particular mystery, the GM can award Charlie a Hero Point when his obsession makes a situation worse.

 

Ushers, Masques and Conqueror Worms: Even if Charlie has yet to find any individual enemies, the legacy of 3 generations of Ravens have led to a great number of enemies that might target one of the newest members of the extended Raven family, just for the sake of taking revenge. If they interfere in a situation to attack Nevermore and make the situation worse, the GM can award Charlie a Hero Point.

 

 

ABILITIES  8 + 10 + 8 + 14 + 6 + 10 = 56PP

Strength: 18 (+4) 
Dexterity: 20 (+5) 
Constitution: 18 (+4) 
Intelligence: 24 (+7) 
Wisdom: 16 (+3) 
Charisma: 20 (+5) 

 

 

COMBAT 12 + 10  = 22PP

Initiative: +5 (+5 Dex)
Attack: +6 Base, +6 Melee, +8 Ranged, see Power attack bonuses in DC Block
Defense: +11 (+5 Base, +6 Dodge Focus), +3 Flat-Footed
Grapple: +10  (+6 Base Attack, +4 Strength)
Knockback: -2 / -3 (w. Costume)

 

 

SAVING THROWS 4 + 5 + 7 = 16PP

Toughness: +7 (+4 Con, +3 Protection)

Fortitude: +8 (+4 Con, +4)

Reflex: +10 (+5 Dex, +5)Evasion 2

Will: +10 (+3 Wis, +7)

 

 

SKILLS 100R = 25PP

Acrobatics 10 (+15)Acrobatic Bluff, Skill Mastery

Bluff 7 (+12)

Computers 10 (+17)Online Research, Skill Mastery

Diplomacy 2 (+7)

Drive 5 (+10)

Escape Artist 5 (+10)

Gather Information 7 (+12)Well-Informed

Investigate 9 (+16)

Knowledge [Tactics] 5 (+12)

Language 4 (American Sign Language, Chinese [Mandarin], English [native], Japanese, Russian)

Notice 8 (+11)

Search 5 (+12)

Sense Motive 8 (+11)

Sleight of Hand 5 (+10)Skill Mastery

Stealth 10 (+15)Hide in Plain Sight, Skill Mastery

 

 

FEATS 36PP

Acrobatic Bluff

Attack Focus [Ranged] 3

Beginner's Luck

Benefit 2 (Alternate Identity [Charles Gordon Pym], Raven Family)

Challenge (Fast Acrobatic Bluff)

Dodge Focus 6

Evasion 2

Hide In Plain Sight

Inspire 5

Jack of All Trades

Leadership

Luck 2

Master Plan 2 [Use Knowledge [Tactics] for rolls]

Online Research

Set Up

Skill Mastery (Acrobatics, Computers, Sleight Of Hand, Stealth)

Teamwork 3

Well-Informed

Uncanny Dodge [Auditory]

 

Enhanced Feats

Luck 2 -> Luck 4

Second Chance 2 [Toughness Save vs. Ballistics and Conventional Blades]
Takedown Attack 2

 

Veteran Awards

Equipment 4 (20 EP)

 

 The Feather (Vehicle; Motorcycle) [20EP]

Spoiler

Size: Medium [0EP]
Strength: 25 (Medium Load: 533 lbs.) [3EP]
Defense: 10 [0EP]
Toughness: +10 [5EP]
Features: [7EP]
Alarm 2 (DC 25)
Caltrops
Computer
Navigation System
Remote Control
Smokescreen
Powers: [5EP]
Speed 4 (100mph / 1,000ft per Move Action, Feats: Subtle) [5EP]

 

 

POWERS 24 + 20 + 6 = 52

 

Device 6 (30DP Container, Flaws: Hard-To-Lose) [24PP] (Descriptors: Nevermore II Costume, Costume, Technology)
City Movement Array 4 (8DP Array; Feats: Alternate Power 1) [9DP]

BP: {2 + 4 + 2 = 8/8DP} (Descriptors: Gauntlet Mounted Grappling Gun)

Super-Movement 1 (Swinging; Extras: Linked to Speed (+0)) [2DP]

Super-Movement 2 (Wall-Crawling 2) [4DP] (DescriptorsGrapple Claws)

Speed 2 (Extras: Linked to Super-Movement (+0)) (25 mph, 250 ft. per round) [2DP] 

APFlight 3 (Flaws: Gliding; Feats: Subtle) (50 mph, 500 ft. per round) {4/8DP} (Descriptors: Electro-reactive Glider Cape)

 

Communication Array 3 (6DP Array; Feats: Alternate Power 1) [7DP] (Descriptors: Built-In Communication)

BPCommunication 5 (Radio; 5 miles; Feats: Subtle) [6DP] 
APDatalink 3 (Radio; 1000 feet; Feats: Rapid 2 (x100), Subtle) [6DP]
 
Enhanced Feats 2 (Second Chance 2 [Toughness Save vs. Ballistics and Conventional Blades) [2DP] (Descriptors: Nano-weaved Material)

Immunity 1 (Environmental Cold and Heat; Flaws: Limited [Half Effect]) [1DP] (Descriptors: Protective Thermal Under-Layer)

Protection 3 [3DP] (Descriptors: Armor Plating)

Super-Senses 3 (Infravision; Vision Counters Obscure (Darkness) [Darkvision]) [3DP] (Descriptors: Night Vision Lenses)

Super Senses 3 (Direction Sense; Distance Sense; Time Sense) [3DP] (Descriptors: Head-Up Display)

 

Device 5 (25DP Container, Flaws: Hard-To-Lose) [20PP] (Descriptors: Utility Belt, Belt, Technology)

Gadgets Array 8.5 (17DP Array; Feats: Alternate Power 8 ) [25DP] (Descriptors: Gadgets)

BPDamage 5 (Extras: Ranged; Feats: Improved Range, Mighty 4) {15/17DP(Descriptors: Ravenrang, Piercing Damage Type, Thrown Weapon)

APDamage 4 (Feats: Accurate 2, Extended Reach 1 [5 ft.], Improved Critical 2, Mighty, Subtle, Takedown Attack 2) {13/17DP(Descriptors: Collapsible Staff, Bludgeoning Damage Type)

APDazzle 9 (Visual Dazzle; Flaws: Action [Full]; Feats: Improved Critical 2, Subtle, Triggered 2, Variable Descriptor 2 [Any Technological]) {16/17DP} (Descriptors: Visual Distortion, Flash, Darkness, Optic Disruption, Etc.) 

APESP 5 (Auditory and Visual ESP; Extras: Duration [Sustained]; Flaws: Medium [Small Flying Drone]; Feats: Subtle 2) (Range: 5 miles) {17/17DP(Descriptors: Remote Viewing Drone, Remote Control, Spy Device)

APIllusion 9 (Auditory; Extras: Independent (+0); Feats: Progression [Area] 3, Triggered 2) (50 ft. radius area) {14/17DP(Descriptors: Noisemaker, Playback Device, Sound, Remote Activated)

APObscure 6 (Visual Obscure; Extras: Independent (+0); Feats: Progression [Area] 1, Triggered 2, Variable Descriptor 2 [Any Technological]) (Range: 60 ft., Area: 250-500 ft. radius) {17/17DP(Descriptors: Cover Grenade, Grenade, Darkness/Flashbang/Other)

APSnare 9 (Flaws: Action [Full]; Feats: Improved Critical 1, Improved Range 1, Reversible, Tether, Triggered 2, Variable Descriptor 2 [Any Technological]) {17/17DP(DescriptorsHigh Tech Snares, Nets, Cuffs, Rapidly Expanding Foam, Shock Field, etc.)

APStun 8 (Flaws: Action [Full]; Feats: Accurate 2, Extended Reach 1 [5 ft.], Improved Critical 2) {13/17DP} (Descriptors: Stun Staff, Electricity) 

APTrip 9 (Feats: Improved Critical 1, Improved Range 1, Improved Trip, Subtle 1, Triggered 2, Variable Descriptor 2 [Any Technological]) {17/17DP(Descriptors: Trip Tricks, Various Tripwires, Bolas, Snarelines, etc.)

 

Luck Control 1 (Force Rerolls; Feats: Innate, Luck 2) [6PP] (Descriptors: Master Tactician, Training)

 

 

DRAWBACKS
-0PP

 

 

DC BLOCK

Name

Range

Save

Effect

Attack bonus

Unarmed

Touch

DC19 Tou (staged)

Damage

+6

Ravenrang

125 feet

DC24 Tou (staged)

Damage

+9

Collapsible Staff

Touch: 5 ft.

DC23 Tou (staged)

Damage

+10, Crit 18-20, Takedown Attack 2

High Tech Snares

225 ft.

DC19 Ref (staged)

Fail: Entangled
>5: Bound and Helpless

+9, Subtle, Triggered 2

Noisemaker

80 ft., 50 ft. area

DC19 Will 

Fail: Believe audio illusion 

Independent, Triggered 2

Stun Staff

Touch: 5 ft.

DC18 Fort (staged

Fail: Dazed
>5: Stunned

>10: Unconscious

+10, Crit 18-20

Trip Tricks

225 ft.

DC19 Trip Resist (Worse bonus)

Tripped

+9, Crit 19-20, Subtle, Triggered 2

Visual Distortion

90 ft.

DC19 Ref
DC19 Fort to recover

Blinded

+9, Crit 18-20, Subtle, Triggered 2

 

 

Totals:

Abilities (56) + Combat (22) + Saving Throws (16) + Skills (25) + Feats (36) + Powers (50) - Drawbacks (0) = 205/222 Power Points

 

Edited by Fox
+1pp for November 2022
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Odd to see a damage-shifted Cowl; that must be one heck of a collapsible staff to hit twice as hard as a warhammer.

 

I count 85 ranks of skills, not 60.

 

I'm concerned that the Second Chance may be over-broad; it's intended to apply to specific hazards, citing examples of specific powers or very specific effects: falling, mind control, Blasts with the fire descriptor, etc. That last one is telling, since it limits Second Chance not just by descriptor, but also by effect. With that guide in mind I'm largely fine with Ballistics, as it's very specific, but 'piercing and slashing' covers 2/3rds of all physical damage (across a wide variety of effects) and that's a lot for 2pp.

 

You're only using 27/30dp in the costume device.

 

The utility belt has two base powers?

 

What's the descriptor on the Trip's +Knockback? Tripwires aren't known to fling people back 10-50 feet through the air.

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11 hours ago, Fox said:

Odd to see a damage-shifted Cowl; that must be one heck of a collapsible staff to hit twice as hard as a warhammer.

That's a good point. I've changed it to have no trade offs, and in turn made a few power feat changes.

 

11 hours ago, Fox said:

I count 85 ranks of skills, not 60.

 

Can see where I made the error in calculations (hadn't set it up to count right). I've removed the 25 ranks, so it should be good now.

 

11 hours ago, Fox said:

I'm concerned that the Second Chance may be over-broad; it's intended to apply to specific hazards, citing examples of specific powers or very specific effects: falling, mind control, Blasts with the fire descriptor, etc. That last one is telling, since it limits Second Chance not just by descriptor, but also by effect. With that guide in mind I'm largely fine with Ballistics, as it's very specific, but 'piercing and slashing' covers 2/3rds of all physical damage (across a wide variety of effects) and that's a lot for 2pp.

 

The suit is more or less copied staright from Raven III's suit, including the Second Chance enhanced feats. I'm all for changing it, of course, but there's precedent for it being allowed. 

 

11 hours ago, Fox said:

You're only using 27/30dp in the costume device.

 

I'm aware, I'll be using those 3DP as Nevermore II increases in PL.

 

11 hours ago, Fox said:

The utility belt has two base powers?

 

Typo on my part, fixed.

 

11 hours ago, Fox said:

What's the descriptor on the Trip's +Knockback? Tripwires aren't known to fling people back 10-50 feet through the air.

 

That's a good point. I've taken out the Knockback extra, and in turn removed the Action flaw.

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