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Jade Warrior -- PL 8/10 -- WIP

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Characters Name: Jade Warrior

Power Level: 10 (150/150PP)

Trade-Offs: +/-0 Attack / +/-0 Damage, +/-0 Defense / +/-0 Toughness (or "None")

Unspent PP: 0

In Brief: (1-2 sentences which sum up the whole character)

Alternate Identities: Josh Turner

Identity: Secret

Birthplace: Freedom City

Occupation: Baggage Handler

Affiliations: None worth mentioning

Family: None known

Age: ?? (DoB: Month [day, optional], Year)

Apparent Age: (if applicable)







Description: Josh Turner is of average height, but broad-shouldered and muscular. He’s usually tanned from spending so much time outside, which compliments his dark hair and eyes well. The former is usually cut short, if a bit shaggy, and he’s habitually clean-shaven. His clothes are bargain bin and Salvation Army, but when possible he prefers tight shits and long jeans, with a loose coat or hoodie if the weather demands.

The Dragon Arm is a beautiful artifact, a clear cut above Josh’s normal wardrobe. It’s constructed of jade chips, each fashioned into a kite shape and layered end over end like scales. The chain wraps tightly around Josh’s left wrist, dark green jade shading into pieces nearly bone white before growing dark again. As the Jade Knight, Josh is completely encased in dark green armor. His face is a featureless mask, and the armor itself can generate an arsenal of weapons, including a razor-sharp whip, a huge blade, and a projectile spike.

Power Descriptions: (if applicable)

History: No-one knows exactly how old the Dragon’s Arm is, or how it came into being, but the monks who have tended it, and trained and served its bearers, have a story. They say that long ago, demons and monsters roamed the lands and terrorized the people. They prayed for salvation and the gods sent a dragon scale from the constellation of Draco. The scale was found by a righteous warrior; it granted him strength and speed, and protected him from any blow. He lives as a hero, until any enemy snuck up behind the warrior while he was eating, and stuck a knife in his back.

The Arm ended up in the possession of a cruel warlord. He forced many loyal lieutenants and soldiers to try the artifact on, but every single one ended up losing his or her hand. In a drunken rage he ordered that a slave boy should try it on. Amazingly, the boy wasn’t maimed; in fact, the Arm responded to his thoughts and commands. The warlord tried to command his slave, but the newly empowered warrior killed the warlord and destroyed his army. He freed his fellow slaves and went out into the world, becoming a champion for freedom and personal liberty.

The Dragon’s Arm passed through history like that, say the monks. Sometimes it fell into the hands of villains, but it never worked for them and never stayed there for long. Eventually one of the bearers set up a special Order to help him, and to safeguard the artifact after he passed and help the next bearer. They did so for generations, and in time they learned to predict where the next bearer would be born, and they recruited her early, teaching her all she needed to be a heroine. This was a watershed moment, when the Order went from service the bearers of the Dragon’s Arm to commanding them.

Needless to say, the bearers and the Order gained many enemies over the centuries. They destroyed quite a few, but one they could never make much a dent against was the Brotherhood of the Yellow Sign. They warred back in forth, but recent decades the Brotherhood gained the upper hand. They destroyed the Order’s HQ and started working on their satellite bases. In a shockingly short period of time the Order was reduced to a score of acolytes around the world. The last one died in France not a month ago. The Brotherhood had destroyed the Order – but the Dragon’s Arm had already been sent to the next bearer.

Josh Turner never knew he had a special destiny. He had a rough time growing up, living in a state-run orphanage until he was 18. He tried foster families, lots of foster families over the years, but it never worked out. He had a tendency to get into all sorts of trouble, especially fights; he always claimed it was to protect someone else who couldn’t protect themselves, but he always ended up back at the orphanage.

He stayed there until he was legally an adult, and then he got a studio apartment in the Fens and a job moving luggage at the Jordan International Airport. For a couple of years all he lived for were martial arts and the occasional wild party.

Personality & Motivation: Josh Turner is not a cautious man. He has a tendency to rush headlong into situation with only his first impression to go on, and as often as that gets him in trouble he doesn’t seem likely to change. He lives in the now, doing everything as hugely and as passionately as he can. He’s direct and uncomplicated in his dealings, and while he might give his loyalty and affection a bit too easily, he’ll go to hell and back for someone that’s proved themselves to be a true friend.

Josh can be impulsive and artless, but at the end of the day he has many of the qualities that people look for in heroes; honesty, bravery, compassion, and a drive to protect others.

Powers & Tactics:


Abilities: 10+10+10+4+0+6 = 40 PP

Str 20 (+5)

Dex 20 (+5)

Con 20 (+5)

Int 14 (+2)

Wis 10 (+0)

Cha 16 (+3)

Combat: 6+12 = 18 PP

Initiative: +5

Attack: +3 (+7 melee, +11 Unarmed)

Grapple: +0

Defense: +11 (+6 Base, +5 Dodge Focus), +3 Flat-Footed

Knockback: -3

Saving Throws: 3+8+6 = 17 PP

Toughness: +5 (+5 Con, +0 [Other])

Fortitude: +8 (+5 Con, +3)

Reflex: +13 (+5 Dex, +8)

Will: +6 (+0 Wis, +6)

Skills: 80r = 20 PP

Acrobatics 10 (+15)

Climb 10 (+15)

Craft (Mechanical) 4 (+6)

Escape Artist 5 (+10)

Intimidate 5 (+8)

Knowledge (Pop Culture) 8 (+10)

Knowledge (Streetwise) 8 (+10)

Notice 10 (+10)

Sleight of Hand 10 (+15)

Stealth 10 (+15)

Feats: 17 PP

Accurate Attack

Attack Focus (Melee) 4

Attack Specialization (Unarmed) 2

Dodge Focus 5


Instant Up

Power Attack

Takedown Attack 2

Powers: 14 = 24 PP

Device 9 (Magic; Hard to Lose; 45 PP; Feat: Subtle) [37 PP]

All effects have the Magic descriptor

BE: Snare 7 (Feat: Alternate Power 2, Extended Reach 10 [50 ft], Tether; Flaws: Range/Touch) [20]

AP: Strike 4 (Feat: Mighty, Penetrating 9) [14 PP]

AP: Strike 4 (Feats: Mighty, Knockback 9) [14 PP]

Protection 2 [2 PP]

Impervious Toughness 7 [7 PP]

Super-Strength 3 (2 tons/4 tons/6 tons/12 tons/30 tons) [6 PP]

BE: Speed 4 (250 MPH; Feat: Alternate Power) [5 PP]

AP: Leaping 4 (x50) [4 PP]

Super-Movement 2 (Slow Fall, Swinging) [4 PP]

Enhanced Feat 1 (Evasion) [1 PP]

Drawbacks: 0 = 0pp

DC Block:

ATTACK      RANGE     SAVE                        EFFECT

Unarmed     Touch     DC15 Toughness (Staged)     Damage

Abilities (40) + Combat (18) + Saving Throws (17) + Skills (20) + Feats (17) + Powers (37) - Drawbacks (0) = 149 PP

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