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Northstar - The Beacon - PL7 Hero


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Player Name:Northstar

Character Name:Alan Winnfield

Power Level:7 105/105PP

Trade-Offs: -1 attack/ +1 damage, -1 defense/ +1 toughness

Unspent PP: 0

Progress to Bronze Status: 0/30

In Brief: Inheritor of the Beacon Legacy.

Alternate Identities: Beacon II

Identity: Secret

Birthplace: New York

Occupation: Store Clerk

Affiliations: The Albright Institute

Family: father Benjamin, mother Jenifer, brother Jacob

Age: 26 (DoB: December 1985)

Gender: Male

Ethnicity: African American

Height: 5'10â€

Weight: 130 lbs

Eyes: Brown

Hair: Black

Description:

Alan looks like he could have been in the Army. He keeps his hair high and tight. He runs and exorcises to keep in shape. With the exception of the beard he is growing, he looks just like he did when he was 18. He dresses real casual, usually tee shirt and slacks.

When he needs to do the hero thing, he sports a thick set of tights that covers him from the neck down, and a small yellow . Most of it is white, with a yellow sunburst on the chest. He makes sure never to touch the ground when he's in costume. He gets a big kick out of flying, and likes to do it as much as he can.

History:

Alan didn't know a lot about his parents' jobs when he was a kid. He knew they worked for the government, and he knew it was a big secret. It moved them around a lot, and they'd never say why. He wouldn't learn much about them until he was 16.

It was his brother Jacob's 13th birthday. There was supposed to be a surprise party, and Alan was supposed to keep Jake busy until everything was set up. When they got home, something was wrong. The lights were out, and his parents were no where to be seen. The two kids didn't notice the men in black outfits until they grabbed them.

Their parents worked for AEGIS undercover. Someone had found out who they were, and had come to get rid of them. The assailants didn't count on them being out. They tied the two kids up, and waited for their parents.

Ben and Jenifer got back from their quick cake run to find the lights out, and the kids seemingly not at home. If it hadn't been for the brothers stomping on the foot of their captors, their parents might never have known anyone was there. The scream drew attention, and their parents were able to subdue the assassins. They did shoot his brother, though.

It was at the hospital, where the doctors were patching his brother up that they told him about what they did, why they were attacked. He hated his parents after that. They hadn't protected his brother, and he almost died. When he was 18 he left home.

Things were bad for a while. He couldn't hold down a job for too long, missed rent payments. There were days he wanted to give up, let go, especially the days he went hungry. But he'd make it to another day, and he keep going. There were times when he thought about stealing too, but he never did. 'If I've got somethng to do, I'm going to do it, not rip someone else off,' he would think to himself.

Things changed after he moved to Freedom City. He got a job at a VideoTech, and a small apartment in Lincoln. He had a steady paycheck, and even had his own POS car. Things were looking up.

He was walking home one night, when he spotted a small group of thugs pulling up to shops, and ripping them off. For a moment, Alan thought he was going to run, going to mind his own business. But before he could turn away, a small angry part of him started convincing him to do something. 'For everything you suffered through,' it told him, 'you never needed to rip anyone off. They're going to make someone's life hell. Get yourself in gear and do something about it!'

He still doesn't quite remember most of that fight. He remembers smacking one's head into the glass of a door, and he remembers throwing a punch the knocked one in the jaw. After that it's less clear. Punching, kicking, getting knocked in the head. In the end the police end up breaking the fight up, and Alan got a trip to the emergency room to get himself patched up.

A few days later he had a visitor. Guy in a suit that told him they needed to talk. So they talked. Mr. Mystery Man said that he'd seen the fight, that he was impressed that an ordinary man had the intestinal fortitude to take things in hand like Alan had. When asked what Mr. Mystery wanted, he answered “To see if you're ready for a new job. A job that could help you, and help a lot of people.â€

Alan ended up at The Albright Institute, standing in front of the only 80 year old that Alan knew could toss him across the room without trouble. He was 'interviewed' for more than an hour. He got asked questions about his family, his work ethic, everything. Alan answered honestly, still not sure what sort of job he was interviewing for.

At the end, the old man told him that if he wanted it, the job was his. Alan still wasn't sure what job the old man was talking about, and told him as much. The old man smiled and said “I think you have it in you to do a lot of good. I need someone to wear that old costume of mine. Seems to be about your size. Sound good?â€

That night, Alan Winnfield was flying through the air, and calling himself the Beacon.

Personality & Motivation:

Alan has taken up the mantle of the Beacon, and he's real nervous. He knows that he has a responsibility. He knows that he has the strength to get things done. But he doesn't know if he can fill the shoes that were given to him.

Still, Alan loves the power he's been given. Flying around alone has helped him releave a lot of stress. He no longer minds work being dull as much, because he knows that as soon as his shift ends, he can start flying again.

Powers & Tactics:

Alan hasn't been the Beacon long enough to have developed much, tactically. The old man tries to be a tutor, of sorts, but most days Alan flies by the seat of his pants.


Complications:

No family: Alan hasn't seen or spoken to his family since he was 18. He doesn't know where they are, or if they're all right. He may still harbor some anger, but he worries about them.

Legacy: Alan is the new Beacon. He has to deal with all the folks who remember the original, for good or ill.

Enemy:Nacht Krieger hasn't forgotten the last time he fought a Beacon.

Abilities: 2 + 4 + 0 + 0 + 4 + 4 = 14PP

Strength: 12 (+1)

Dexterity: 14 (+2)

Constitution: 10 (+0)

Intelligence: 10 (+0)

Wisdom: 14 (+2)

Charisma: 14 (+2)

Combat: 12 + 12 = 24PP

Initiative: +6

Attack: +6

Grapple: +7

Defense: +6, +3 Flat-Footed

Knockback: -7/-0 with no forcefield

Saving Throws: 6 + 3 + 4 = 13PP

Toughness: +0/+8 (+0 Con, +8 Force Field)

Fortitude: +6 (+0 Con, +6)

Reflex: +5 (+2 Dex, +3)

Will: +6 (+2 Wis, +4)

Skills: 24R = 6PP

Concentration 6 (+8)

Knowledge (arcane lore) 6 (+6)

Knowledge (streetwise) 6 (+6)

Notice 6 (+8)

Feats: 5 PP

Improved Initiative

Luck 2

Precise Shot

Quick Change

Powers: 8 + 16 + 19 = 43PP

All powers have the Magic and Light descriptors.

Flight 4:(100 mph, 880 ft/round) [8 pp]

Force Field 8:(Extras: Impervious 7) [15PP]

Light-Bearer Array 8 (16 PP Array, Feats: Alternate Power 4) [20PP]

  • Base Power: Light Control 8 (1000 foot radius[) [16PP]

    Alternate Power: Blast 8 [16PP]

    Alternate Power: Create Object 8:(Max Size: 200 cubic feet) [16PP]

    Alternate Power: Dazzle 5 (Visual SensesExtras: Area[burst]25ft radius) [15 PP]

    Alternate Power: Healing 8 (Extras:Ranged Flaws:Limited to Others ) [16 PP]

Drawbacks: -0= -0PP

DC Block:

ATTACK           RANGE     SAVE                        EFFECT

Unarmed          Touch     DC15 Toughness (Staged)     Damage (Physical)

Blast       	  80 ft     DC23 Toughness (staged)     Damage (Energy)

Create Object    80ft    DC23 Toughness/DC18 Reflex    Damage/trapped

Dazzle           50ft      DC15 Reflex                 Blindness

Abilities (14) + Combat (24) + Saving Throws (13) + Skills (6) + Feats (5) + Powers (43) - Drawbacks (0) = 105 Power Points

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  • 2 weeks later...

Abilities: 2 + 4 + 0 + 0 + 4 + 4 = 16PP

Strength: 12 (+1)

Dexterity: 14 (+2)

Constitution: 10 (+0)

Intelligence: 10 (+0)

Wisdom: 14 (+2)

Charisma: 14 (+2)

That only comes to 14pp, not 16.

Combat: 12 + 12 = 24PP

Initiative: +6

Attack: +6

Grapple: +7

Defense: +6, +3 Flat-Footed

Knockback: -8

Adds up. Knockback should be listed both with and without Force field.

Saving Throws: 6 + 3 + 4 = 13PP

Toughness: +0/+8 (+0 Con, +8 Force Field)

Fortitude: +6 (+0 Con, +6)

Reflex: +5 (+2 Dex, +3)

Will: +6 (+2 Wis, +4)

Adds up.

Skills: 20R = 5PP

Concentration 6 (+8)

Knowledge (arcane lore) 4 (+4)

Knowledge (streetwise) 4 (+4)

Notice 6 (+8)

Adds up.

Feats: 6 PP

Improved Initiative

Luck 2

Precise Shot 2

Quick Change

Adds up. Precise Shot rank 2 is unlikely to be worth the pp, I'd stick to rank 1, but it's your call.

Powers: 8 + 16 + 19 = 43PP

All powers have the Magic and Light descriptors.

Flight 4:(100 mph, 880 ft/round) [8 pp]

Force Field 8:(Extras: Impervious) [16PP]

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