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Gabriel (PL 12/15) - KnightDisciple (Gold)


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Player Name: KnightDisciple
Character Name: Gabriel
Power Level: 15 (250/250PP) (PL 12 Caps) [281]
Trade-Offs: None
Unspent PP: 0
Progress To Impervium Status: 126/150

Alternate Identity: Carson Finbar Keefe
Identity: Secret
Birthplace: Limerick, Ireland (Chalk it up to the Almighty's sense of humor)
Occupation: Drama Teacher
Affiliations: Freedom College, Freedom League (Reserve Member)
Family: Angus Keefe (Father), Bevin Keefe (Mother), Brody Keefe (Older Brother), Doyle Keefe (Younger Brother), Riona Keefe ("Baby Sister"), Brogan Keefe (Paternal Grandfather), Bridget Keefe (Paternal Grandmother), Colin Doherty (Maternal Grandfather), Moreen Doherty (Maternal Grandmother)

Age: 29 (DoB: March 21, 1984)
Apparent Age: N/A
Gender: Male
Ethnicity: Irish Caucasian
Height: 6'
Weight: 170 lbs.
Eyes: Blue
Hair: Red
Speech Color: Maroon

Tall and fairly thin, Carson is nonetheless a comparatively unremarkable figure in his civilian guise. Often electing to wear jeans and a plain polo shirt, Carson manages to strike a balance between "comfortable" and "professional" that many people find baffling. He almost always has an easy smile on his face.

Gabriel is a bit sterner figure, but still one that tends to put innocents at ease when they meet him. His outfit, once reminding others of a heroic priest-figure, now seems more like a warrior-priest. Loose white pants, rugged gray leather boots, a gray cloth belt, and a baggy white shirt form the base of his outfit. Covering everything but his mouth and lower nose is a white mask pulled over his head. Over his chest is a sculpted breastplate; at a glance it looks almost like silver, but its obvious strength and lack of corrosion bely that. His hands have fingerless gloves that seem to have an inner layer of cloth or leather, but an outer layer of fine chainmail (of a material similar to his breastplate); over his forearms are smooth vambraces of the same otherworldly material. His lower legs bear smooth greaves of the same holy metal as the rest of him. And over his head is an open-faced helmet of that polished silver-steel. Most amazingly, the metal seems to actually flex with him when he moves, which seems to make it extraordinarily comfortable to wear. Finally, a predominately white leather duster sits on top of everything else, with a black trim bearing intricate gold patterns consisting of Celtic knots and crosses. The most amazing part of this outfit is its ability to, in a flash of light, exchange itself for his normal outfit (though leaving the, ah, bottom-most layer intact) from its hiding place as an elegantly simply silvered wristwatch.

Power Descriptions:
At its most basic, all of Gabriel's abilities loop back to his innate mastery of Sound. His Charisma, his more explicit powers, everything. It all goes back to those little vibrations moving through various sorts of matter. (Further descriptions here.

Just as noticeable as his armor is Gabriel's new weapon. Where before he relied solely on his sonic powers, he now has a shining spear to help surprise unsuspecting opponents, or those who display unusual resistance to his favored powers. The spear itself is exactly as long as Gabriel is tall (6'), with 10 inches being the the leaf-shaped blade; said blade has a smooth curve, and flares out to 4 inches wide before narrowing down again. The whole weapon seems made of silver, yet notably stronger than said metal has any right to be. The spear has incredible power within itself, shining out when Gabriel wishes it. Just as incredible is its ability to turn into into a great shining silver trumpet, or its ability to turn into a simple silver ring on his right hand (so that it's available when he wants it without being obvious). All in all, Gabriel looks the part of the guardian angel so many already think of him as.


(Full history found >here.)

Gabriel has proven himself a fearless hero of Freedom City, rightfully earning his place in the Freedom League. His soft skills, especially diplomacy, have marked him as something of a diplomat among heroes, as well as an unofficial "go-between" for the Catholic Church to the hero community in Freedom City (though it's not a role that's needed often). Though he is by no means an "elder statesman", Gabriel strives to build bridges, both between himself and others, and between other people in general. As one of the semi-official "protectors of Sanctuary", he can find himself stretched thin, but it's simply an occasion to rise to another challenge. He will continue to stand as a barrier between the innocents of Freedom City (and the world itself) and any evils that might prey upon them.

Personality & Motivation:
Carson is, at heart, an optimistic people-person. He loves talking to and helping people, be they a close friend or stranger. He believes that most people can, and will, do good things if given the chance and a little encouragement. He believes that if enough people honestly stand up and try their best, the world can be made a better place. He's realistic enough to acknowledge it would be a long, slow, painful process; that people would still disagree and argue and fight and mess up. But the goal, the ideal, is something Carson believes is worth fighting for.

This belief in the potential for good in people is what drives him to be a teacher at Freedom College. Seeing that more kids from poor and broken homes ended up there, he sought to be a beacon to the students. Not only does he teach drama/theater classes, Carson volunteers to mentor a couple of kids each year. He views these mentorships as one of his best opportunities. Carson always strives to provide the best positive role model to the students he helps; his words are backed up by sincere actions. He acknowledges that sometimes, students will still make bad choices, and that he cannot blame himself. Once he has done his best, the rest is up to the students.

As Gabriel, his focus has often been on helping "the little guy," such that he still stops non-powered petty criminals, instead of focusing solely (or even mostly) on super-crime. Some of these people he tries to help start down the road to redemption; some, he realizes, won't be swayed by his words alone. It makes him sad when he has to use force on a teenager who's robbing a convenience store to feed a destructive habit, or even to try scraping together money to feed themselves and/or their family. But Gabriel believes in the law, and in right and wrong, strongly enough to not let that sadness stop him from doing the right thing. That said, he's not afraid to mix it up with more powerful foes, since they can often offer an even greater immediate danger to civilians.
Even as his focus has broadened over the last couple of years, Gabriel's approach hasn't really changed; his heart still goes out to some criminals who he sees as victims of their own sickness (such as Bee-Keeper II). He will show a touch of wrath for the more hardened elements of the super-criminal world, though, especially the ones who deal in the more despicable trades. And his righteous anger in the presence of the Powers of Darkness can shake a building (if not quite the world).

Powers & Tactics: Most of Gabriel's powers revolve around disabling foes, rather than directly beating them unconscious. Often times, he will batter a foe or group of foes with a hit from each of his varied tricks, keeping them severely off-balance, leaving them vulnerable to a final knockout blow from his sonic blast.

Gabriel's supernatural charisma is, in his mind, his most powerful tool. With it, he can often convince petty criminals to lay down their weapons, and cooperate with the police. In turn, he will speak with the police afterwards to ensure the criminals (often fairly young) receive good treatment, and get as much of their prison time converted to things like community service. It also helps convince civilians to clear the area, and can occasionally allow him to put a more threatening opponent off-guard long enough to get a better hit in.

Demons, Why Did It Have To Be Demons?: Gabriel has had a large number of encounters with demons, with the worst outcome being a withdrawal by his opponent. These encounters have left him with a natural caution for the demonic, and a reputation among their kind that makes them particularly hostile to him (not to mention their dislike of his faith and the One whom he works for). A GM may give Gabriel a Hero Point if he finds himself a specific target of one or more demons, whether as part of a longer-term plot, or the focus of their ire in a fight.
I Hate Faeries!: Due to a trip to ancient Ireland, as well as several poor meetings at other times, Gabriel has a bit of intense dislike reserved for faeries, or most anything having to do with them. The only real exception so far is the heroine Grimalkin, whom he has had several friendly meetings with in the course of his hero work. As well, he has now repeatedly thwarted plans made by various factions among the Seelie and Unseelie Courts. A GM may feel free to give him a Hero Point if this dislike drives him to sour an initial meeting with another hero who derives his power from the Faerie Realm, if it causes him to recklessly attack faeries (as opposed to watching out for himself and his comrades), or if it brings down unwanted attention or diplomatic difficulties from various Fae factions upon him.
Old Wounds: Gabriel has acquired a fair number of scars during his comparatively short time as a hero; the worst set by far are the large ones across his chest, dealt to him by a "super-ghoul" in October of 2010. Any and/or all of these wounds can occasionally give him trouble, be it due to cold weather, wet weather, or even being around too much necromantic energy (which resonates with the cause of his chest scars). A GM should feel free to give him a Hero Point if the flare-up of these scars is induced, giving him a small to moderate penalty of the GM's choosing, while making sure said flare-ups don't work as a sort of "evil indicator" or the like.
Responsibility: Carson is employed as a Drama/Theater teacher at Freedom College. He has to balance his time spent as Gabriel with his job, especially since he views his work as equally important. At the same time, he is also a Reserve Member of the Freedom League. A GM should feel free to give Gabriel a hero point when his hero work and teaching work come into notable conflict.
Secret (Identity): Gabriel has several people he wishes to protect, most notably his family. A GM should feel free to give him a Hero Point when trying to keep his heroic identity secret becomes notably difficult.
Shepherd of The Flock: Gabriel feels intensively protective of others, especially those without powers to fight back against powerful villains. Thus, he may be borderline reckless attempting to protect those he feels need it. A GM should feel free to give Gabriel a hero point when his protective instinct drives him to reckless decisions.

Abilities: 4 + 4 + 6 + 4 + 8 + 10 = 36PP
Strength: 14 (+2)
Dexterity: 14 (+2)
Constitution: 16 (+3)
Intelligence: 14 (+2)
Wisdom: 18 (+4)
Charisma: 50/30/20 (+20/+10/+5)

Combat: 16 + 16 = 32PP
Initiative: +6
Attack: +8, +12 Spear, +12 Sonic Control
Grapple: +11
Defense: +12 (+8 Base, +4 Dodge Focus), +4 Flat-Footed
Knockback: -6/-4, -3/-1 Flat-Footed

Saving Throws: 8 + 9 + 10 = 27PP
Toughness: +12 (+3 Con, +4 Defensive Roll, +5 Holy Armor), +8 Flat-Footed
Fortitude: +11 (+3 Con, +8)
Reflex: +11 (+2 Dex, +9)
Will: +14 (+4 Wis, +10)

Skills: 140R = 35PP
Acrobatics 8 (+10)
Bluff 10 (+40/+20/+15)SMUE
Diplomacy 10 (+40/+20/+15)SMUE
Gather Information 10 (+40/+20/+15)SMUE
Intimidate 10 (+40/+20/+15)SMUE
Knowledge (Arcane Lore) 8 (+10)
Knowledge (Art) 8 (+10)
Knowledge (Streetwise) 8 (+10)
Knowledge (Theology & Philosophy) 8 (+10)
Notice 12 (+16)
Perform (Acting) 10 (+30/+20/+15)
Perform (Oratory) 8 (+28/+18/+13)
Perform (Singing) 8 (+28/+18/+13)
Perform (Wind Instruments) 10 (+30/+20/+15)
Sense Motive 12 (+16)

Feats: 39PP
All-Out Attack
Attack Specialization (Sonic Control) 2
Beginners Luck
Defensive Roll 2 (+4 Toughness)
Distract (Intimidate)
Dodge Focus 4
Equipment 6 (30EP)
Fascinate (Bluff)
Improved Initiative
Inspire 5
Luck 5
Power Attack
Rallying Cry
Skill Mastery (Bluff, Diplomacy, Gather Information, Intimidate)
Ultimate Bluff
Ultimate Diplomacy
Ultimate Intimidate
Ultimate Gather Information
Uncanny Dodge (Auditory)
Equipment 6PP = 30EP


Headquarters (>Monastery)
Size: Colossal (5EP)
Toughness: +10 (1EP)
Features: Animal Pens, Chapel, Communications, Computer, Gym, Isolated, Masterwork Laboratory (+2 to checks to study/analyze and perform research), Living Space,  Masterwork Library (+2 to Knowledge checks), Masterwork Infirmary (+2 to Medicine checks), Personnel (Monks), Power System, Masterwork Workshop (+2 to Craft checks) (17 EP)
Super-Movement 1 (Dimensional Movement (Sanctuary<->Earth Prime), Extras: Portal, Duration (Continuous) Flaws: Limited (Others); Action (Standard)) (Dimensional Portal inside the Monastery) (1EP)





Freedom League Communicator
Communications 5 (Radio, 5 miles; Extra: Area; Flaw: Limited [Other FL Communicators]) [5EP]
Communications Link 1 (Freedom League HQ) [1EP]

Powers: 8 + 14 + 10 + 2 + 1 + 43 + 3 = 81PP
Device 2 (10PP Container, Flaws: Hard-To-Lose) [8PP] (Holy Armor)



Features 1 (Quick Change) [1PP]

Immunity 2 (Critical Hits) [2PP]

Protection 5 [5PP]

Super-Senses 2 (Darkvision) [2PP]

Device 4 (20PP Container, Flaws: Easy-To-Lose, Feats: Feature [Transforms into Masterwork Trumpet], Subtle [Transforms into a Ring]) [14PP] (Heavenly Spear)



Light Control 5 (25ft radius, Flaws: Range [Touch]) [5PP]

Strike 10 (Feats: Accurate 2, Mighty) [13PP] (Blessed/Holy, Piercing, Silver)

Super-Movement 1 (Dimensional Movement 1 [Earth-Prime and Sanctuary] ) [2PP]

Enhanced Charisma 10 (to 30/+10) [10PP]

Flight 1 (10mph / 100ft per Move Action) [2PP]

Immunity 1 (Own Powers) [1PP]

Sonic Control 12 (34PP Array, Feats: Alternate Power 9) [43PP] (Mutation)



Base Power: Dazzle 12 (Auditory Senses, Extras: Area [General, Burst, 60ft radius], Selective) [34PP]

Alternate Power: Blast 12 (Extras: Autofire ) [34PP]

Alternate Power: Communication 6 (Auditory, 20 miles ["Anywhere In Freedom City"], Extras: Area, Linked [Comprehend, Super-Senses], Feats: Selective, Subtle) [14PP] + Comprehend 3 (Languages 3 [speak Any, All At Once, Understand All], Extras: Linked [Communication, Super-Senses]) [6PP] + Super-Senses 3 (Extended Hearing 4 [100,000ft / 20-mile Notice Increments], Extras: Linked [Communication, Comprehend], Flaws: Limited [speech], Feats: Selective) [4PP] (Far-Hearing, The Tongues of Men & Angels, Ventriliquism) [14 + 6 + 4 = 24PP]

Alternate Power: Confuse 12 (Extras: Area [General, Burst, 60ft radius], Selective) [34PP]

Alternate Power: Drain Toughness 12 (Extras: Affects Objects, Range [Ranged]) [34PP]

Alternate Power: Enhanced Charisma 20 (Extras: Linked [Enhanced Skills]) [20PP] + Enhanced Skills 10 (40 Ranks: Bluff 10, Diplomacy 10, Intimidate 10, Gather Information 10 ) [10PP] [20 + 10 = 30PP]

Alternate Power: Emotion Control 12(Extras: Area [General, Shapeable, 12 5ft cubes]) [34PP]

Alternate Power: Flight 9 (Rank 10, 10,000mph / 100,000ft per Move Action, Feats: Moving Feint, Subtle) [20PP]

Alternate Power: Nauseate 12 (Extras: Range [Ranged]) [34PP]

Alternate Power: Paralyze 12 (Extras: Range [Ranged]) [34PP]

Super-Senses 3 (Ultrasonic Hearing, Extras: Accurate) [3PP] (Echolocation)

DC Block:




Unarmed Touch DC17 Toughness (Staged) Damage (Physical)

Blast Ranged DC27 Toughness (Staged) Damage (Energy)

Confuse Ranged DC22 Will Confused

Dazzle Ranged+Area DC22 Reflex 1/2 Effect

DC22 Reflex Deafened

DC22 Fortitude Recover

Drain Ranged DC22 Fortitude Drain Toughness

Emotion Control Perception DC22 Will (Staged) Special

Nauseate Ranged DC22 Fortitude (Staged) Sickened/Nauseated/Helpless

Paralyze Ranged DC23 Will (Staged) Slowed/Paralyzed

Spear Touch DC27 Toughness (Staged) Damage (Physical)

Abilities (36) + Combat (32) + Saving Throws (27) + Skills (35) + Feats (39) + Powers (81) - Drawbacks (0) = 250/250 Power Points


Edited by Fox
+1pp for November 2021
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