Jump to content

Caliber (PL12 NPC, Tier 2)


Recommended Posts

Player Name: GranspearZX

Character Name: Caliber

Power Level: 12 (198PP)

Trade-Offs: None

In Brief: Ex-military DNAscent man-hunter.

Alternate Identities: Carlo Azevedo

Identity: Public

Birthplace: Sao Paulo, Brazil

Occupation: Mercenary

Affiliations:

Family: None, all deceased

Age: 38

Apparent Age: 38

Gender: Male

Height: 6'5''

Weight: 185 lbs

Eyes: Red with black sclera

Hair: None

Description: The DNAscent process has given Carlo a very unique appearance. His skin is a solid, angry-looking red, with tiger-striped black marks all over his legs and arms, and his eyes are a similar crimson hue with cat-like irises. A decade of military training has also given him a solid, muscular build. Still, Barrage's genetic mutation has caused him to look decidedly inhuman; each hand has three thick fingers rather than five, as if the index/middle and ring/pinky fingers are fused. His ears are pointed, as are his teeth; slightly larger than usual canines and incisors make his smile look decidedly menacing.

Power Description: Carlo's radiation-based powers seem wild and almost uncontrollable at times; most of the time, there seems to be very little precision involved when all four of his arms are firing bursts of bright red radiation. This, however, is a part of Carlo's larger general battle style--luring an enemy into thinking he's some uncontrolled nutjob when, in reality, he's quite able to hone his control of his abilities into a delayed blast once he's lured an enemy closer. His containment suit prevents him from causing himself accidental harm when he gets especially desperate and irradiates an area.

His codename comes from the fact that there's a distinct, gunshot-like sound every time he uses his Blast powers. He often holds his hands like a gun, in fact, to fire at an enemy.

History: Growing up in the streets of Sao Paulo, Carlo barely knew his parents; from an early age, he learned to fend for himself, stealing and conning his way through his childhood. He was a pretty average kid physically, but quickly learned to intimidate others through force. It was only a matter of time before his constantly beating up neighborhood kids escalated to robbing adults, and the police knew him on a first-name basis before he was 14. Smarter than the average thug, Carlo knew that he couldn't keep things the way they were without ending up in jail, so he did the only thing he could think of, joining the military at 17.

He wasn't a stand-out soldier, but he was exceptionally well-disciplined and knew who to kiss up to and when. It was skill that served him well over his eight-year career, earning him several promotions and the opportunity to participate in an experimental procedure the government was sponsoring, in an attempt to give soldiers superhuman abilities. Carlo jumped at the chance, and was one of the only survivors of the next six months of grueling experiments; out of nearly 40 candidates, only Carlo and 3 other candidates survived, and of those four, only Carlo managed to escape the facility. He fled the country and did what he did best--survive.

He eventually made his way to Freedom City, building a reputation for himself first as an underground fighter, then as a full-time enforcer for the Mazziari family. When they were taken down by an undercover operation, Carlo disappeared again for several years, resurfacing as the mercenary-for-hire Caliber.

Personality & Motivation: Caliber is something of an enigma, and is difficult for most people to decipher. On the surface, he's a typical rogue in that he looks after the most important thing in existence--himself. He is quick to suggest alliances with those more powerful than himself, or who possess necessary skills for him to complete a mission; he's even quicker to plant a knife in the back of anyone foolish enough to accept and let their guard down. He seems driven to take anything and everything from whoever happens to have it, and most believe that his insatiable greed continually drives him forward. This doesn't make him careless however; Caliber has a natural and constant suspicion of everyone, and any semblance of trust is usually just an act.

Surprisingly, Caliber has never killed a contract mark directly with his powers--after all, no one can fear him as they truly should if they're dead. In that manner, he's highly narcissistic to the point of arrogance.

Abilities: 2 + 6 + 2 + 0 + 2 + 2 = 14PP

Strength: 12 (+1)

Dexterity: 16 (+3)

Constitution: 12 (+1)

Intelligence: 10 (+0)

Wisdom: 12 (+1)

Charisma: 12 (+1)

Combat: 8 + 8 = 16PP

Initiative: +11

Attack: +4 (+8 w/ Radiation Array)

Grapple: +5

Defense: +10 (+4 Base, +6 Dodge Focus) / +2 flat-footed

Knockback: -8

Saving Throws: 9 + 4 + 6 = 19PP

Toughness: +9 (+1 Con, +8 Protection) [imp 8]

Fortitude: +10 (+1 Con, +9)

Reflex: +7 (+3 Dex, +4)

Will: +7 (+1 Wis, +6)

Skills: 76R = 19PP

Acrobatics 3 (+6)

Bluff 8 (+9)

Climb 6 (+7)

Diplomacy 6 (+7)

Intimidate 13 (+14)

Knowledge [tactics] 8 (+8)

Language 2 [English, Portuguese (Native), Spanish]

Notice 8 (+9)

Sense Motive 8 (+9)

Stealth 6 (+3)

Survival 4 (+5)

Swim 4 (+5)

Feats: 28PP

Accurate Attack

All-Out Attack

Assessment

Attack Specialization (Radiation) 2

Defensive Attack

Defensive Roll

Dodge Focus 6

Endurance

Equipment 5

Improved Aim

Improved Initiative 2

Sneak Attack 3

Track

Ultimate Effort (Aim)

Uncanny Dodge (Visual)

Utility Harness Array [18EP]

  • BE: Sleep Gas Grenade (Fatigue 5, Ranged) [15EP]
    AE: Flash Bang Grenade (Dazzle 5 [visual]) [10EP]
    AE: Smoke Grenade (Obscure 5 [all visual], Independent) [10EP]
    AE: Knife (Strike 3, PF: Improved Critical, Mighty) [5EP]

Binoculars [1EP]

Caltrops [1EP]

Camo Clothing [1EP]

Commlink [1EP]

Flash Goggles (+5 vs Dazzle Visual) [1EP]

Powers: 36 + 66 = 102PP

Device 9 (containment suit; hard to lose) [36PP]

Immunity 14 (Radiation damage, life support) [14PP]

Leaping 4 (x25; running jump: 275 ft., standing jump: 137 ft., high jump: 68 ft.) [4PP]

Protection 8 (Extra: Impervious 8) [16PP]

Speed 3 (50 mph / 500 ft / move action) [3PP]

Super-Movement 4 (Slow Fall, Swinging, Wall-Crawling 2] [8PP]

Radiation Blast Array [66PP]

  • BP: Blast 15 (PFs: Homing 3 [5 attempts]; Extras: Autofire [interval 2, max +5], Penetrating) [63PP]

    AP: Blast 15 (PFs: Improved Range 3 [+1500 ft.]; Extras: Autofire 2 [interval 1, max +5]) [63PP]

    AP: Blast 7 (PFs: Indirect, Progression [Area], Subtle, Triggered [by stepping onto area]; Extras: Area [burst, 70ft radius], Penetrating) [32PP]

    AP: Drain Constitution 10 (PFs: Incurable; Extras: Area [Cloud, 50ft], Disease, Range [Ranged, 1,000 ft]) [41PP]

Abilities (14) + Combat (16) + Saving Throws (19) + Feats (19) + Saving Throws (28) + Powers (102) = 198 Power Points

DC Block:

ATTACK                 RANGE             SAVE               EFFECT

Blast 15 (Base Power)  Ranged            DC30 TOU (Staged)  Damage (Energy)

Blast 15 (AP)          Ranged            DC30 TOU (Staged)  Damage (Energy)

Blast 7                70 ft. Explosion  DC22 TOU (Staged)  Damage (Energy)

Drain CON 10           50 ft. Cloud      DC20 FORT(Staged)  Drain CON

Flash-Bang Grenade     20 ft. Radius     DC14 REF (Staged)  Dazzle (Visual, Auditory)

Combat Knife           Touch             DC17 TOU (Staged)  Damage (Physical)

Link to comment
  • 5 months later...
×
×
  • Create New...