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Raveled

Naught - PL8 Hero (WIP)

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Player Name: Raveled

Character Name: Naught

Power Level: 8 (120/120)

Trade-Offs: +2 Att/-2 Dam, +2 Def/-2 Tou

Unspent PP: 0

In Brief: Batman without the fortune.

Alternate Identities: Derek Valance

Identity: Secret

Birthplace: Freedom City

Occupation: Owner and proprietor of Valance Wreckage

Affiliations: None

Family: Marie Valance (Mother), Steve Valance (Father, deceased)

Age: ??? (DoB: Month [Optionally, Day & Month], Year)

Apparent Age: (if applicable)

Gender:

Ethnicity:

Height:

Weight:

Eyes:

Hair:

Description:Derek Valance is a shade over six feet and slender. His long limbs are corded with the kind of dense, hard-packed muscle that betrays a serious weight-lifter. His complexion is dark, though whether it’s hereditary or a deep tan is hard to tell. His face is wide, and his square jaw is usually clean-shave. His dark hair is allowed to fall to his shoulders unbound, and his storm-gray eyes are hard.

When patrolling, Derek favors dark clothes, loose enough to afford him movement, but not so loose that they would be a danger in a fight. He wears a dark brown canvas duster with many inside pockets, holding his various gadgets. Underneath that, he favors a dark gray pullover with an armored vest over that, dark, dark blue jeans, and black combat boots. His long hair he ties back in a ponytail, and a black domino mask conceals his features.

Derek can fight open-handed, but his preferred weapons are a pair of kamagong tonfas, slightly customized. The weapons’ long edges have been lengthened by a few inches to better protect his long arms. To maintain balance, the short ends have a hollow space within, filled with lead shot. Both of the ironwood weapons have been expertly carved to fit his hands, and their natural gloss has been obscured with boot black.

Power Descriptions: (if applicable)

History: Derek Adrian Valance had it pretty good growing up. He lived in a little bungalow with his parents out at the edge of the city, where there weren’t too many skyscrapers but it was still a little too urban and densely packed to be a suburb. His mom taught elementary school, which sometimes resulted in Derek getting beaten up, but his dad was a cop; a young fear of the law and residual cool factor kept most of the bullies away. More than that, though, his father was a world-class martial artist and started teaching his son the essentials of escrima almost as soon as the boy had the physical dexterity for it.

Derek’s life took a sharp turn when her was 14. His father was killed in a raid on a meth lab, shot in the back with a shotgun at closer range. The druggie was shot to death soon after, but it didn’t help the remaining Valances. A policeman’s benefits just didn’t stretch very far, and Mama Valance was forced to move them out of their nice neighborhood – and, when she lost her job at the nice school, had to move again and again.

After a year or so of this, the pair ended up in the Fens. Derek joined a street gang, partly for protection and partly in teenage rebellion, but mostly as an outlet for his anger. He stayed out late, got piercings and tattoos, and got into plenty of fights. When he was 17, he broke into an apartment with a friend and started ransacking it, looking for valuables. They hadn’t planned on the man of the house being home, though, nor on him being armed. The man only had one gun, though; while he was covering Derek, the second delinquent snuck up behind him and hit him over the head. Once the man was down, the thug picked up the weapon and shot the home owner in the head until the gun clicked dry.

The two fled the scene, but the event forced Derek to reevaluate where his life was headed, and her didn’t like it very much. He cut ties to the gang and moved to the Southside. One night he was in a convenience store, pondering which of his fake IDs to buy beer with, when a kid even younger than Derek came through the front door and pointed a gun at the lady behind the counter, screaming for the cash. It was simple enough for Derek to ghost behind the punk and disarm him; breaking the kid’s wrist and bouncing him off the walls a few times probably wasn’t necessary, but it made Derek feel a lot better.

So much so that it made him consider things in a new light. Derek was, for all his young age, a trained and battle-tested fighter. He was smart, and physically in his prime. He wasn’t afraid of a fight, and he was pretty good at planning small-scale engagements. It took him close to a year to gather up all the resources he needed but then he hit the streets – and the rooftops, it must be admitted – as Naught. Though he mostly limits himself to the Southside, he makes patrols through other neighborhoods – if just to keep crooks elsewhere on their toes.

Personality & Motivation:Derek carries a serious air with him that’s beyond his years, and he’s not in the habit of letting people get close. This means that he can come off as cold to people, when in truth he’s only protecting them from his enemies – or so he tells himself. He’s very goal oriented, too, having a tendency to break things down to their most basic tasks and focus on that, rather than the situation as a whole.

In combat Derek often seems cool and detached; even his fury is a logical, distant thing, and her prefers taking an enemy force apart piecemeal, starting with the weakest members, to facing a nemesis head-on with all his backing.

The reason for all this cold calculation and careful emotional separation is because Derek knows just how dangerous he can be. He’s terrified of letting loose and seriously, even mortally, wounding someone – especially if it’s someone he cares about.

Powers & Tactics:


Complications:

Name: [Description]

Example:

Secret: Identity.

Abilities: 10 + 10 + 12 + 4 + 6 + 4 = 46PP

Strength: 20 (+5)

Dexterity: 20 (+5)

Constitution: 22 (+6)

Intelligence: 14 (+2)

Wisdom: 16 (+3)

Charisma: 14 (+2)

Combat: 10 + 12 = 22PP

Initiative: +5

Attack: +5, +10 Melee

Grapple: +9

Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed

Knockback: -0

Saving Throws: 3 + 3 + 5 = 11PP

Toughness: +8 (+6 Con, +2 Defensive Roll)

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

Reflex: +8 (+5 Dex, +3)

Will: +8 (+3 Wis, +5)

Skills: 0R = 0PP

Acrobatics 10 (+15)

Bluff 13 (+15)

Climb 10 (+15)

Computers 8 (+10)

Diplomacy 13 (+15)

Escape Artist 10 (+15)

Gather Information 13 (+15)

Intimidate 13 (+15)

Knowledge (Current Events) 7 (+10)

Knowledge (Streetwise) 13 (+15)

Medicine 3 (+5)

Stealth 13 (+18)

Search 13 (+15)

Sense Motive 13 (+14)

Feats: 0PP

Acrobatic Bluff

Attack Focus (Melee) 5

Challenge (Accelerated Stealth, Fast Acrobatics, Fast Bluff, Lip Reading)

Defensive Roll

Dodge Focus 4

Equipment 6

Hide In Plain Sight

Improved Disarm

Skill Mastery (Acrobatic, Bluff, Disable Device, Stealth)

Takedown Attack 2

Super-Senses 0 (Normal vision; Feat: Extended [100 ft]) [1EP]

Strike 1 (Wood, weapon; Feat: Mighty; Extras Autofire 2) [18 EP] - Tonfas

HQ PL8 - The Junkyard

Size: Medium (1EP)

Toughness: 10 (1EP)

Features: 9EP

  • Living Space
  • Workshop
  • Garage
  • Security System 2
  • Garage
  • Gym
  • Communications
  • Power System

DC Block:

ATTACK      RANGE     SAVE                        EFFECT

Unarmed     Touch     DC15 Toughness (Staged)     Damage (Physical)

NOTE: The easiest way to get your DC Block to line up is to write it out in a word processor in a Courier font, then just copy/paste it into your post.

Abilities (0) + Combat (0) + Saving Throws (0) + Skills (0) + Feats (0) + Powers (0) - Drawbacks (0) = 0 Power Points

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