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Cobalt Templar (PL 12/15) - KnightDisciple (Gold)

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Cobalt Templar


Power Level:  14/15 (243/250PP) [250]
Trade-Offs:
Unspent PP: 7

In Brief: An aspiring archeologist stumbles across an ancient artifact: a ring that grants him incredible power! Corbin became Cobalt Templar, and 

Alternate Identity: Corbin Alphonse Hughes
Identity: Secret
Birthplace: St. Louis, Missouri, USA
Occupation: FCU Student
Affiliations: Claremont (former student), Young Freedom (former member/leader), Liberty League (ally)
Family: Albert Hughes (Father), Sarah Hughes (Mother); Quo-Dis (Fiancee/Lover)

Age: 23 [Earth-Prime's Chronology] (DoB: October 27, 1993); 53 [Total Experienced Time between Earth-Prime and Earth-I-War-4]
Apparent Age: 20's
Gender: Male
Ethnicity: Caucasian European Mix (1/2 German, 1/4 Norwegian, 1/4 French)
Height: 6'6" 
Weight: 260 lbs. 
Eyes: Brown
Hair: Black

Description:
Corbin is a tall, broad-shouldered teenage boy; he's grown to the point he could be mistaken for an NFL Fullback. His dark hair is worn in a fairly short cut, just above "buzz cut;" Corbin says he likes not having to mess with it. His face is clean-shaven. Whenever possible, he wears loose, plain-color t-shirts and cargo shorts. When the weather is colder, he'll throw on jeans, and eventually a hooded sweatshirt or the like when he's outside. His one indulgence is a peculiar-looking pocket watch that he says his father bought for him several years ago. Otherwise, all of his clothes seem to be the sort of thing you'd find in a Wal-Mart, rather than a Ralph Lauren.

Cobalt Templar is decidedly more exotic-looking. His image evokes an armored knight, though one with plenty of colored paint; his costume is primarily cobalt blue, with maroon red trim (base layer, mask, and most of the armor is cobalt blue; armor has maroon red trim). The base seems to be a thick cloth, itself almost metallic-looking. Over that, he wears a what looks like a strong armored breastplate covering most of his torso, long armored gloves that go past his elbows, leg-plates that reach halfway up his thighs, and armored faulds that protect his upper legs and lowest torso. His identity is protected by a domino mask, with a simple helmet worn over his head. Much of the Templar's armor seems to have an odd mix of classical and futuristic lines, giving him a rather other-worldly appearance. Topping all of this off is a maroon cape that not only seems somewhat frayed, but is actually noticeably transparent; sometimes it will move as if flapping in the wind, even if there is no wind to move it.

Power Descriptions:
Cobalt Templar wields the Blue Ring of the Determined Leader, one of The Seven Rings. While he has not delved the full depths of its abilities yet, he has accessed a large well of power nonetheless.

His costume is just for show; the ring reinforces his body with a sort of force field just around skin level, meaning he is always protected. The "armor" is just a construct of its power; the material feels like something between plastic and aluminum if examined more closely. The ring allows him to effortlessly and almost instantly shift between his "civilian" wear and his "work" attire, and in fact to virtually any outfit he imagines. Anything that isn't his "natural" clothes (which get shunted into a small pocket dimension in the ring) tend to carry a blue coloration, often with some red or maroon mixed in.
As well, the the ring allow him to survive in the most hostile of environments, including space, and to see in even the deepest of darkness, and his vision can pierce magical and technological means to obscure oneself from visibility. It even helps him unconsciously sense danger, giving him an edge in combat. The ring enhances his body and stamina, 
His flight seems unsupported by any wings or other visible means of propulsion, simply lifting him into the air as if gravity were an option, rather than a law, though he often has an aura of blue, flickering flames (harmless) surrounding his body. He is able to reach speeds up to 10,000 miles per hour in-atmosphere, and once he exits the atmosphere, he has found he can exceed the speed of light, hitting up to 1,000c.

Cobalt Templar's most obvious powers center around his control of the unearthly cobalt fire that the ring produces. Strangely enough, he is not limited to burning things with blasts of this fiery power. Not only can he form hand-held weapons out of it, he can also create various simple objects, including walls, chairs, and the like. And most amazingly, the ghostly flames can wrap harmlessly around people and objects, quickly moving them out of harm's way. His unique artistic streak shines through in his power usage here, as his attacks almost always look at least slightly different each time, manifesting the blasts and strikes of energy in unique ways. 
While his ability to create and manipulate independent objects (rather than constructs he channels his powers through to attack an enemy) have waxed and waned, it is still part of his ability set, though he typically uses it to help him move large objects or numerous smaller ones, or occasionally to reach otherwise hard-to-get things.
 
Sometime during his tenure on Earth-I-War-4, he found he stopped aging. Even if the Ring was not on his finger, the grip of time had slipped loose. It seemed some small fragment of the Fire of the Blue Ring had seeped into his body. More recently, this Fire seems to have given him the strength he once only had with his Ring; now, he is superhumanly strong even with the ring locked in the Vault and him out in the forest (he tested this). Part of him is a bit worried about other long-term effects, but mostly he just enjoys the fact he's got a bit more ability even without his trusty Ring.


History:
Most of Cobalt Templar's history can be found >here.

Recent Times:
Currently Cobalt Templar is starting classes at Freedom City University while still trying to get some hero work in on the side. He's maintaining his relationship with Quo-Dis, which now often means traversing the USA on a weekend to spend some time with her. He's not in any team at the moment.
 
From March to July 2013, Cobalt Templar was nowhere to be found on Earth-Prime, or indeed the entire Prime Universe. He had been flung through a portal of space, time, and dimension, landing himself on Earth-I-War-4, in the early 1980s of that world. He soon discovered that it was a strange mockery of his own, even with the time difference, as that world was in the grips of a decades-long on-and-off conflict between powers that mirrored the Axis and Allies powers of World War 2, but also remained radically different. It didn't take him long to get swept up in not only more "traditional" crime-fighting in his "homeland", but also eventually joining the actual war effort. Being in a war changed Corbin, but thankfully it didn't change him too deeply; while older, wiser, and more cautious in life, his idealism and determination remained intact. He finally departed that world with the aid of several of its scientific minds, not too long after having found all of the Seven Rings of that world, and gifting them to variants of his own world's Liberty League (plus a couple). 
 
He has returned home, and after a short time of dealing with another radical change in life (despite barely looking older than when it all started), he revealed his extended history and new ageless status to his old friends, and soon joined the Liberty League. Now engaged to be married to Quo-Dis and working hard on both his college degrees and his heroics, Corbin leads a rich, fulfilling life, even as the occasional shadow of the past rears its head.

Personality & Motivation:
Corbin Hughes is boy of contradictions. Despite his athletic build and apparent love for rock-climbing, he's looking to become an archaeologist and historian. On top of that, he has a not-very-secret love of drawing and painting, something which he has some decent talent at (as demonstrated in gifts to his friends, and his love of reading is well known, at least to his friends.
Corbin tends to read various sorts of suspense books, as well as alternate history fiction, classical epics, westerns, and sword and sorcery. His taste in movies tends to run similar to his literary tastes, with more allowance for individual films that he enjoys. As for music, he enjoys most blues and jazz, as well as soft, blues, folk, southern, and classic rock and roll.
On a deeper level, Corbin has fully embraced his heroic path, a path now fully supported by his parents. He loves helping people, and some part of him (a part he doesn't always like to acknowledge) enjoys the fighting, too. He finds himself constantly working to balance his personal relationships, his education, and his hero work; none of them are things he wishes to abandon, but all take quite a bit of time.
 
As well, he has found he has a distaste for death; even when fighting Omegadrones, a part of him hated what he had to do. Only against Omega himself was that reservation truly put aside. For all that he's a near-giant of a man tossing around bright blue fire, Corbin treasures life, and is shaken when it just snuffs out in front of him. Unfortunately, his time on Earth-I-War-4 has numbed this distaste; while Corbin could often get away with simply injuring or disabling opponents, there were times he had no other choice (typically against the most monstrous of his foes), and he fought in the company of those with fewer such compunctions. He's seen war for decades now, and it's changed him in subtle ways that are not always clear...

Powers & Tactics:
Cobalt Templar has gone from a cautious fighter to, if not reckless, certainly a more straightforward combatant. He relies upon his incredible resistance to injury to see him through a fight, and he often abandons caution even more to give himself a better chance at a telling blow. He is equally capable of fighting up close or at range, though against notably tough foes he will try to get close, as his melee abilities have a greater chance of bypassing their defenses (via concentrating all that energy into something that cannot leave his hands). He will shift into his "giant form" when faced with a tough-but-slow opponent, or a large number of less-skilled opponents.
 



Complications:
The Fires of Hell Shall Not Prevail: Beings which channel the energies from the deepest pits of Hell (or similar places and energies) tend to have a better chance of hurting Cobalt Templar, despite his not-insignificant protections. A GM should feel free to let Cobalt Templar earn a Hero Point by somewhat increasing the effectiveness of hellfire-based attacks, or other effects and powers of a similar nature, against him.
Secret (Identity): While his parents and many of his friends know of his powers, Cobalt Templar is not at all officially connected to Corbin Hughes. Which is how Corbin would like to keep things. A GM should feel free to give him a Hero Point when trying to keep his heroic identity secret becomes notably difficult.
With Great Power...: Corbin's own sense of responsibility and personal code of ethics mean that he feels he must be a hero, since he has powers. Often, he will prioritize protecting and rescuing bystanders over pursuing escaping villains. A GM should feel free to give him a Hero Point when Cobalt Templar faces a choice between protecting bystanders and dealing with villains.
You Must Know No Fear!: Corbin's powers (or the ones still granted directly from the ring) tend to have serious troubles when he's experiencing serious amounts of fear (such as from the powers of a villain). Often, they work with less effectiveness, or stop working entirely. A GM should feel free to grant Corbin a Hero Point if he fails a save versus a fear affect, which should cause him to lose power, perhaps by losing ranks in his attack powers, defenses, and so on granted by his ring.
Dethroner of Omega: Corbin, or "Cobalt Templar the Swordsman" as the Furions have dubbed him, is one of the members of the iteration of Young Freedom that faced off against Omega on a dead world, and helped "kill" the Knight of Entropy. While many would consider him a hero, this has obviously earned him the ire of the Terminus (or at least made him the target of ambitious Annihilists). A GM should feel free to give CT a Hero Point when his participation in the defeat of Omega brings the forces of the Terminus to him (perhaps attacking him unawares, or drawing him into a conflict he may have otherwise avoided).
Relationship: Corbin Hughes and Quo-Dis (Ultiwoman) are engaged to be married. Their care for each other is deep, but her lagging unfamiliarity with the more nuanced parts of human culture causes friction. As well, she is (unknown to most) not only a member of the Ultima Thule community of Ultimen, but the daughter of Superior himself. A GM might award Corbin a Hero Point if his connection to Quo-Dis brings trouble to his door, be it an angry father, someone seeking a member of the Ultimen, or someone (or something) else.
Young Veteran: Corbin looks like he's in his 20's, something like 25 at the latest. But in his actual collected experience, he's about 50 years old. His time on Earth-I-War-4 spanned a full 30 years, and it's only the combination of his Ring's powers slowly leeching into his body, and the strange portal he was first sent through that has kept him looking so young. And sadly, a fair bit of those 3 decades was spent in the world-spanning lukewarm war of that planet. Corbin is not who he was before his time on Earth-Milchamah (as he sometimes thinks of it). A GM should feel free to give CT a Hero Point when he might be subject to a "flashback" at an inconvenient point, or when his "mental age" being so different from his chronological age causes problems (in either identity), or when he reacts to an individual (such as a hero or villain) with too much familiarity (caused by his time fighting alongside or against many of them).


Abilities: 12 + 6 + 10 + 4 + 4 + 2 = 38PP
Strength: 28/22 (+9/+6)
Dexterity: 16 (+3)
Constitution: 28/20 (+9/+5)
Intelligence: 14 (+2)
Wisdom: 14 (+2)
Charisma: 12 (+1)


Combat: 24 + 12 = 36PP
Initiative: +7/+3
Attack: +14/+12
Grapple: +16, +30 Ring
Defense: +13 (+6 Base, +2 Dodge Focus, +5 Enhanced), +3 Flat-Footed
Knockback: -8/-1


Saving Throws: 2 + 5 + 8 = 15PP
Toughness: +14/+5 (+10/+5 Con, +4 Protection)
Fortitude: +13/+7 (+10/+5 Con, +1 Enhanced, +2)
Reflex: +11/+8 (+3 Dex, +3 Enhanced, +5)
Will: +12/+10 (+2 Wis, +2 Enhanced, +8)


Skills: 88R = 22PP
Acrobatics 10 (+13)
Craft (Artistic) 10 (+12)
Knowledge (Business) 8 (+10)
Knowledge (Arcane Lore) 10 (+12)
Knowledge (History) 10 (+12)
Knowledge (Tactics) 10 (+12)
Language 8 (Arabic, English [Native], French, German, Greek, Hebrew, Latin, Spanish, Japanese)
Notice 12 (+14)
Stealth 10 (+13)


Feats: 9PP
All-Out Attack
Dodge Focus 2
Equipment 3 (15EP) [Veteran Award]
Luck 3
Power Attack
Precise Shot 2

Equipment 3PP = 15EP [Veteran Award]

 

Headquarters (Underground Base; Templar's Forest Vault)
Size: Large (2 EP)
Toughness: +10 (1 EP)
Features: Concealed, Defense System (Paralyze 12, Attack Bonus: +12, Extras: Targeted Shape-able Area, Flaw: Full-Round Action), Gym, Holding Cell (Extra Toughness, +15 Toughness Save), Isolated, Living Space, Power System, Security System (DC 20 Disable Device) (8 EP)
Vault :
Size: Fine (-3EP)
Toughness: +20: (3EP)
Features: Security System (DC 35 Disable Device) (4EP)


Powers: 15 (1+6+8) + 94 = 109PP
 
Internal Fire 3.8 (19PP Container [Passive, Permanent]) [19PP] [Magic]

Immunity 1 (Aging) [1PP] 
Enhanced Strength 8 (to 30/+10) [8PP]
Enhanced Constitution 10 (to 30/+10) [20PP]

 
Device 25 (125PP Container, Flaws: Hard-To-Lose, Feats: Restricted 2) [102PP] (Power Ring [blessed/Holy, Magic])

Enhanced Attack 2 [4PP]
Enhanced Defense 6 [12pp]
Enhanced Feats 3 (Improved Initiative, Quick Change 2) [3PP]

Enhance Fortitude 1 [1PP]

Enhance Reflex 3 [3PP]

Enhanced Will 2 [2PP]
Immunity 9 (Life Support) [9PP]
Protection 4 [4PP]
Super-Senses 4 (Darkvision, See Invisibility [Vision Counters Obscure (Darkness) and Concealment]) [4PP]
Super-Strength 8 (Lifting STR 70 [Heavy Load: 70 tons]) [16PP]
 
Speed of Flame 4.4 (22PP Container [Passive, Permanent]) [22PP] [Magic]

Flight 10 (10,00mph / 100,000ft per Move Action) [20PP]
Super-Movement 1 (Space Travel 1 [interplanetary]) [2PP]

Fires of Creation 6.5 (13PP Array; PFs: Alternate Power 1) [14PP]
BP: Create Object 5 (5 5ft cubes, Toughness +5, Lifting Strength 25 [Heavy Load: 800 lbs.], 10 50ft Range Increments / 500ft Max Range; PFs: Precise, Selective, Tether) [13PP]
AP: Move Object 6 (Effective Strength 30, Heavy Load: 1,600 lbs) [12PP]

Holy Fire Control 14 (30PP Array; PFs: Affects Insubstantial 2, Alternate Power 1) [29PP] (Fires of Judgement)

BP: Blast 14 (10 140ft Range Increments / 1400ft Max Range) [26PP]"Rain of Fire"
AP: Strike 4 (Extra: Penetrating 12 [DMG 25], PF: Mighty) [17PP] "Unlimited Blades"


DC Block:
ATTACK           RANGE            SAVE          EFFECT
Unarmed         Touch               DC25/21     Toughness (Staged) Damage (Physical)
Blast                Ranged            DC28          Toughness (Staged) Damage (Energy)
Strike               Touch               DC28          Toughness (Staged) Damage (Energy)

Abilities (38) + Combat (36) + Saving Throws (15) + Skills (22) + Feats (9) + Powers (121) - Drawbacks (0) = 243/250 Power Points

Edited by Fox
+2pp for August 2018

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Abilities,

INT, WIS & CHA have a +1 modifier not a +2.

Combat,

Initiative is +2 not +3.

Saves, good.

Skills,

Knowledge History & Business are off.

Feats, good.

Powers,

One quick formatting issue: the device line itself should be out of the quote box.

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Minor changes:

-Noted the range increment and max range on his TK.

-Noted his unpowered Grapple bonus (+6)

-Noted his TK Grapple bonus (+14)

Hopefully math isn't wrong.

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