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Midnight (PL 15) - Gizmo (Platinum)

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Player Name: Gizmo

Character Name: Midnight II

Power Level: 15 (229/238PP)

Trade-Offs: +2 Attack, -2 Damage

Unspent PP: 9

Progress to Impervium Status: 89/150 (Platinum Status earned with Jack of all Blades)

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[floatr]MidnightIIHF.png[/floatr]Alternate Identity: Trevor Hunter

Age: 17

Gender: Male

Height: 6'2"

Weight: 165 lbs.

Hair: Black

Eyes: Black Sclera With Red Irises

Description: Trevor Hunter is a tall, lanky teenager with dark hair just a little too long to be kept tidy and a relaxed demeanour. Although over six feet he's still growing into his full height, giving him a thinness accentuated by angular features. Dressing largely in subdued browns and blacks, he eschews logos and accessories, preferring plain long-sleeved shirts and jackets with a generally uncluttered appearance. His one concession is a battered black fedora which he wears whenever convenience allows.

As the second Midnight, he wears a costume only slightly altered from the one used by his grandfather, starting with a lightly armoured jump-suit. Trevor has shortened the trench coat to a jacket to make it more practical for riding the Night Cycle, and added a matte black utility belt containing an array of gadgets. His featureless mask and fedora are in fact the very same ones used by Travis Hunter, although the mask’s functional elements had to be replaced. The entire costume is pitch black save for glowing red eyes.

History: Shortly after the Liberty League disbanded in the late 1950s, the mysterious vigilante known as Midnight disappeared, never to be seen again. Remaining active but underground for several years, chemist Travis Hunter eventually settled down and raised a family. Though the occasional crisis would bring him out of retirement, it was never for long and always without public knowledge.

The years of exposure to his ‘midnight mist’ had left a greater mark of Hunter than he realised, however. With his son forced to move often due to his job, Hunter’s grandson Trevor came to live with the now elderly, though still remarkably vigourous, chemist in his sizeable estate. This turned out to be fortuitous, for when Trevor’s metahuman abilities manifested at puberty, his grandfather instantly recognised the familiar light blocking gas he produced.

Calming the confused youth, Hunter revealed to him the long abandoned ‘Midnight Manor’ hidden below their home and explained his history as a masked crime fighter. The moment the old, flickering lights illuminated the glass case containing the Midnight costume, Trevor’s fate was sealed. He knew his destiny was to follow in his grandfather’s footsteps and, seeing the boy’s determination, Hunter had to agree.

Trevor’s training began immediately, with the condition that he was not to venture out into the city until he earned his license and refurbished one of the Manor’s decrepit vehicles to drive himself there. To Hunter’s chagrin the mechanically inclined Trevor not only met both conditions with surprising ease, but insisted on claiming the Night Cycle as his transportation of choice.

The new Midnight’s first forays into the world of super heroism caught the attention of Duncan Summers, who recognised the modus operandi of the hero who was in many ways the spiritual predecessor of the Raven. Sending his daughter out to make contact with the teen, Summers invited Trevor to enrol at Claremont Academy. With his grandfather’s blessing he accepted, eager to give a new generation of villains a very good reason to be afraid of the dark.

Personality & Motivation: Trevor is outwardly reserved without being cold. He’ll smile slightly rather than laugh, and he’ll narrow his eyes rather than shout belligerently. What sense of humour he does display is bone dry, often leaving those he interacts with uncertain if he made a joke or not. Slow to anger, he has little interest in social drama and is unfailing genuine in his sentiments. Content to let others have the spotlight, when he does speak his words carry a weight that belies his years.

Fighting crime is a point of family pride for Trevor, one he takes very seriously. The exploitation of the innocent is one of the few things sure to draw a reaction from the typically demure teen, and he takes a good deal of satisfaction from utilising fear against the villains who make it their stock and trade.

Powers & Tactics: Trevor is able to produce clouds of “midnight mistâ€, the gas invented by his grandfather, at will. The mist blocks out light, plunging those caught in its wake into darkness. Using his specially designed goggles, Trevor takes advantage of the cover to terrify his foes and strike undetected, leaving no trace of himself save unconscious criminals.

A secondary power clouds his presence from telepathy and other mental senses, making him a shadowy figure even on the mental plane. Supplementing these powers are an array of compact gadgets secreted about the pockets of his coat and belt.


Camera-Shy: Trevor prefers to remain unseen by the public; the shadows are where he does his best work.

Disarmed: Trevor's coat and belt need to be removed to completely deprive him of his gadgets, but many of the individual items are hand-held, and can be disarmed as such.

Don’t Touch The Hat: Don’t. Touch. The Hat.

Erin White: Dating. It's complicated.

Frightening: The Midnight costume is great for scaring bad guys, not so great for reassuring civilians, especially kids.

Honest: Trevor’s a lousy liar, to the point of bluntness.

Legacy: Living up to his inherited code name means the world to Trevor.

Loyalty: Trevor insists he's only a part-time member of Young Freedom, but his teammates know better and deep down, so does he.

Mental Familiarity: Trevor and Eve Martel have developed their telepathic rapport to the point where she is unaffected by his otherwise difficult to read mind.

Abilities: 8 + 6 + 6 + 4 + 4 + 10 = 38PP

Strength: 26/18 (+8/+4)

Dexterity: 16 (+3)

Constitution: 16 (+3)

Intelligence: 14 (+2)

Wisdom: 14 (+2)

Charisma: 20 (+5)

Combat: 18 + 12 = 30PP

Initiative: +3

Attack: +9 Ranged, +15 Melee

Grapple: +23/+19

Defense: +13 (+6 Base, +7 Dodge Focus), +3 Flat-Footed

Knockback: -8/-5, -6/-3 Flat-Footed

Saving Throws: 4 + 5 + 8 = 17PP

Toughness: +16/+10 (+3 Con, +4 Defensive Roll, +9 Protection or +3 Midnight Costume)

Fortitude: +7 (+3 Con, +4), +9 Sensory Shield (Vision)

Reflex: +8 (+3 Dex, +5), +10 Sensory Shield (Vision)

Will: +10 (+2 Wis, +8), +12 Sensory Shield (Vision)

Skills: 136R = 34PP

Acrobatics 7 (+10)Skill Mastery

Craft (Mechanical) 13 (+15)

Disable Device 8 (+10)

Drive 12 (+15)Skill Mastery

Gather Information 5 (+10)Skill Mastery

Intimidate 20 (+25)Second Chance, Skill Mastery

Investigate 8 (+10)

Knowledge (Streetwise) 3 (+5)

Knowledge (Tactics) 13 (+15)

Knowledge (Technology) 3 (+5)

Language 2 (ASL, French, English [Native])

Medicine 3 (+5)Skill Mastery

Notice 8 (+10)Skill Mastery

Perform (Dance) 1 (+6)

Sense Motive 13 (+15)Skill Mastery

Stealth 17 (+20)Skill Mastery

Feats: 47PP

Attack Focus (Melee) 6

Benefit 2 (Wealth 2 [Rich])


Defensive Roll 2 (+4 Toughness)

Distract (Intimidate)

Dodge Focus 7

Evasion 2

Equipment 10 (50EP)

Hide in Plain Sight

Jack of All Trades

Luck 3

Master Plan 2

Power Attack

Second Chance (Intimidate)

Skill Mastery 2 (Acrobatics, Drive, Gather Information, Intimidate, Medicine, Notice, Sense Motive, Stealth)

Sneak Attack


Takedown Attack 2


5 + 1 + 3 + 4 + 17 + 20 = 50EP

Collapsible Escrima Sticks: Strike 3 (Feats: Mighty, Subtle) [5EP]

Gas Mask: Immunity 1 (Eye & Lung Irritants) [1EP]

Grappling Hook Gun: Speed 1 (10mph / 100ft per Move Action) [1EP] + Super-Movement 1 (Swinging) [2EP]

Midnight Costume: Protection 3 (Feats: Subtle) [4EP]

Night Cycle (Vehicle) [17EP]

Size: Medium [0EP]

Strength: 20 (Medium Load: 266 lbs.) [2EP]

Defense: 10 [0EP]

Toughness: +10 [5EP]

Features: [4EP]


Hidden Compartments

Nitro Injectors

Remote Control

Powers: [6EP]

Speed 5 (250mph / 2,500ft per Move Action, Feats: Subtle) [6EP]

The Midnight Manor (HQ) [20EP]

Powers: 5 + 27 + 5 + 19 + 1 + 6 = 63PP

Concealment 2 (All Mental Senses, Extras: Duration [Continuous], Flaws: Permanent) [4PP] + Concealment 1 (ESP Effects, Extras: Duration [Continuous], Flaws: Limited [Mental/Psychic Effects], Permanent) [1PP] (Mutant, "Shadowy Presence") [5PP]

Gadgets 3 (15PP Variable Power, Any Power, Multiple Powers At Once, Extras: Action 2 [Free], Duration [Continuous], Flaws: Hard-To-Lose) [27PP] (Utility Belt & Coat)

  • Example Gadgets

Blessed Silver Knuckles

Corrosion 5 (Flaws: Limited [Drain Toughness only vs. targets with Vulnerability or Weakness to Silver], Feats: Affects Insubstantial 2, Improved Critical [19-20], Incurable, Mighty) [15PP]

EMP Grenade [10 + 5 = 15PP]
Drain Toughness 10 (Extras: Affects Objects, Area [General, Burst, 50ft radius], Linked [Damage], Flaws: Limited [Objects], Limited [Electronics]) [10PP]
Damage 10 (Extras: Area [General, Burst], Linked [Drain], Flaws: Limited [Objects], Limited [Electronics]) [5PP]

Teleportation Signal Hijack [1 + 14 = 15PP]
Super-Senses 1 (Trace Teleport) [1PP]
Teleport 3 (Extras: Accurate, Affects Others, Feats: Easy, Progression [Cargo] 1 [600 lbs.]) [14PP]

Original Night Gun [3 + 12 = 15PP]
Obscure 3 (Visual Senses, 25ft radius; Extras: Independent, Linked [stun], Flaws: Action [Full]) [3PP]
Stun 4 (Extras: Area [General, Cloud, 10ft radius], Linked [Obscure], Range [Ranged], Flaws: Action [Full]) [12PP]

Tight-Beam Sonic Emitter
Dazzle 15 (Auditory Senses) [15PP]

Universal Translator [5 + 10 = 15PP]
Super-Senses 5 (Acute Analytical Smell, Analytical Hearing, Analytical Vision, Ultrasonic Hearing) [5PP]
Comprehend 5 (Codes, Languages 4 [Read/Write/Speak/Understand Any/All Simultaneously]) [10PP]

Immunity 10 (Mental Effects, Flaws: Limited [1/2 Effect]) [5PP] (Mutant, "Telepathic Resistance")

Midnight Mist 8.5 (17PP Array, Feats: Alternate Power 2) [19PP] (Mutant)

  • Base Power: Midnight Mist [16 + 1 = 17PP]
    Obscure 4 (Olfactory & Visual Senses, 50ft radius, Extras: Action 2 [Free], Independent, Flaws: Range [Touch]) [16PP] (Gaseous Cloud)
    Speed 1 (10MPH / 100ft per Move Action) [1PP]

    Alternate Power: Supersaturated Muscle Tissue [8 + 9 = 17PP]
    Enhanced Strength 8 [8PP]
    Protection 9 (Extras: Force Field [Free Action, Sustained Duration]) [9PP]

    Alternate Power: Mist Form [5 + 12 = 17PP]
    Flight 2 (25MPH / 250ft per Move Action, Feats: Subtle) [5PP]
    Insubstantial 2 (Extras: Action [Reaction]) [12PP] (Gaseous Cloud)

Sensory Shield 1 (Visual) [1PP]

Super-Senses 6 (Counters Obscure [Visual Senses, All Descriptors], Infravision) [6PP]

DC Block:

ATTACK            RANGE    SAVE                                 EFFECT

Unarmed           Touch    DC19(21*, 25^) Toughness (Staged)    Damage (Physical)

Escrima Sticks    Touch    DC22(24*, 28^) Toughness (Staged)    Damage (Physical)

*Sneak Attack, ^Supersaturated Muscle Tissue

Abilities 38 + Combat 30 + Saves 17 + Skills 34 + Feats 47 + Powers 63 = 229/238 Power Points

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Jack of all Blades will almost certainly be hitting Gold status in March and in anticipation of that, I present my new character for your consideration! You may or may not be aware of a certain other character of the same name, but that issue has been discussed and resolved elsewhere.

There's nothing too fancy here, so it shouldn't be too hard to get him up to code. Build suggestions are welcome, as well.

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Not really; I was trying to reflect that the individual gadgets themselves would be handheld and easy to loose. Is there a better way to do that? I'll probably just end up spending his first pair of point to bring it up to 'hard to loose' anyway.

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A quick note on the gadgets dilemma. With the gadgets power being easy to lose that's all of your gadgets not just the one in hand. So with a disarm check an opponent can take away all of your gadgets.

I see what you are going for though and I have the same goal with Ace. He has his gadgets as hard to lose (as you basically have to search him for all his goodies) but a complication that many of his individual gadgets are disarm-able. So he can be disarmed of a specific device as a setback (and get and HP) but can still re-configure his gadgets to a new power.

Numbers look good.

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Ok two things first off a suggestion/comment. Sneak attack 1 is generally worth it particularly if you have (as you do) a reliable way to take advantage of it, its just a flawed strike after all. The higher ranks retain the flaw without offering the cost break.

Secondly I'm not certain about the drawback. Particularly the "countered by air/wind powers" Normally that's just covered with descriptors. As one of your descriptors of that would seem to be (Gaseous cloud) they would already be able to counter its effects. Do you mean it gets no defense against such counters and is dissipated as soon as any kind of air/wind power is brought to bear on it?

Ok make that three things. Descriptors of your powers please. Either attached to each power Power X (Name/Descriptor; extras: whatever; Flaws: whatever; Power Feats: whatever; Drawbacks: whatever;), Or if they are all the same at the top of the powers section (All powers are {Descriptor})

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Added the descriptors. The drawback comes straight from the writeup for the original Midnight in Golden Age, and I'd say "cannot reposition" is pretty significant. The whole drawback is only worth one point off; the "countered by air/wind powers" part isn't a separate drawback.

As for the sneak attack, I needed +2 DC to meet caps. If I took Strike 2 I'd need to add Mighty, and that'd be 3 points, and improving his Strength enough to cover it would have been 4 points. Is there a better way of doing it?

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No not really a better way for the points. Just wanted to bring up that it can be pretty tricky to maintain sneak attacks. I would suggest going with a mighty strike or even some kind of weapon (Club tonfa etc) when you get the points though.

Alright the Can't be moved aspect seems good enough so We'll say Approved, pending Gold Status

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