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After chatting with Gizmo and AA about this, here's a more heavily revised version of Gabriel. It keeps the spirit of his "OMG CHARISMA" build intent, while perhaps making him more equitable to be around for most PCs.

Character Name: Gabriel

Power Level: 15 (2/223PP)

Trade-Offs: None

Unspent PP:

Progress To Gold Status: 73/90

Abilities: 4 + 4 + 6 + 6 + 4 + 10 = 34PP

Strength: 14 (+2)

Dexterity: 14 (+2)

Constitution: 16 (+3)

Intelligence: 14 (+2)

Wisdom: 16 (+3)

Charisma: 50/30/20 (+20/+10/+5)

Combat: 16 + 16 = 32PP

Initiative: +6

Attack: +8, +12 Spear, +12 Sonic Control

Grapple: +11

Defense: +12 (+8 Base, +4 Dodge Focus), +4 Flat-Footed

Knockback: -6/-4, -3/-1 Flat-Footed

Saving Throws: 5 + 6 + 9 = 20PP

Toughness: +12 (+3 Con, +4 Defensive Roll, +5 Holy Armor), +8 Flat-Footed

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

Reflex: +8 (+2 Dex, +6)

Will: +12 (+3 Wis, +9)

Skills: 108R = 27PP

Acrobatics 8 (+10)

Bluff 10 (+40/+20/+15)SMUE

Diplomacy 10 (+40/+20/+15)SMUE

Gather Information 10 (+40/+20/+15)SMUE

Intimidate 10 (+40/+20/+15)SMUE

Knowledge (Arcane Lore) 8 (+10)

Knowledge (Theology & Philosophy) 8 (+10)

Notice 12 (+15)

Perform (Acting) 10 (+40/+20/+15)

Perform (Wind Instruments) 10 (+40/+20/+15)

Sense Motive 12 (+15)

Feats: 22PP

Attack Specialization (Sonic Control) 2

Beginners Luck

Defensive Roll 2 (+4 Toughness)

Dodge Focus 4

Improved Initiative

Luck 5

Skill Mastery (Bluff, Diplomacy, Gather Information, Intimidate)

Ultimate Bluff

Ultimate Diplomacy

Ultimate Intimidate

Ultimate Gather Information

Uncanny Dodge (Auditory)

Well-Informed

Powers: 8 + 14 + 10 + 2 + 1 + 43 + 3 = 81PP

Device 2 (10PP Container, Flaws: Hard-To-Lose) [8PP] (Holy Armor)

Features 1 (Quick Change) [1PP]

Immunity 2 (Critical Hits) [2PP]

Protection 5 [5PP]

Super-Senses 2 (Darkvision) [2PP]

Device 4 (20PP Container, Flaws: Easy-To-Lose, Feats: Subtle [Transforms into a Ring], Features: Masterwork Wind Instrument [Transforms into a Trumpet]) [14PP] (Heavenly Spear)

Light Control 5 (25ft radius, Flaws: Range [Touch]) [5PP]

Strike 10 (Feats: Accurate 2, Mighty) [13PP] (Blessed/Holy, Piercing, Silver)

Super-Movement 1 (Dimensional Movement 1 [Earth-Prime and Sanctuary] ) [2PP]

Enhanced Charisma 10 (to 30/+10) [10PP]

Flight 1 (10mph / 100ft per Move Action) [2PP]

Immunity 1 (Own Powers) [1PP]

Sonic Control 12 (34PP Array, Feats: Alternate Power 9) [43PP] (Mutation)

Base Power: Dazzle 12 (Auditory Senses, Extras: Area [General, Burst, 60ft radius], Selective) [34PP]

Alternate Power: Blast 12 (Extras: Autofire ) [34PP]

Alternate Power: Communication 6 (Auditory, 20 miles ["Anywhere In Freedom City"], Extras: Area, Linked [Comprehend, Super-Senses], Feats: Selective, Subtle) [14PP] + Comprehend 3 (Languages 3 [speak Any, All At Once, Understand All], Extras: Linked [Communication, Super-Senses]) [6PP] + Super-Senses 3 (Extended Hearing 4 [100,000ft / 20-mile Notice Increments], Extras: Linked [Communication, Comprehend], Flaws: Limited [speech], Feats: Selective) [4PP] (Far-Hearing, The Tongues of Men & Angels, Ventriliquism) [14 + 6 + 4 = 24PP]

Alternate Power: Confuse 12 (Extras: Area [General, Burst, 60ft radius], Selective) [34PP]

Alternate Power: Drain Toughness 12 (Extras: Affects Objects, Range [Ranged]) [34PP]

Alternate Power: Enhanced Charisma 20 (Extras: Linked [Enhanced Skills]) [20PP] + Enhanced Skills 10 (40 Ranks: Bluff 10, Diplomacy 10, Intimidate 10, Gather Information 10 ) [10PP] [20 + 10 = 30PP]

Alternate Power: Emotion Control 12(Extras: Area [General, Shapeable, 12 5ft cubes]) [34PP]

Alternate Power: Flight 9 (Rank 10, 10,000mph / 100,000ft per Move Action, Feats: Moving Feint, Subtle) [20PP]

Alternate Power: Nauseate 12 (Extras: Range [Ranged]) [34PP]

Alternate Power: Paralyze 12 (Extras: Range [Ranged]) [34PP]

Super-Senses 3 (Ultrasonic Hearing, Extras: Accurate) [3PP] (Echolocation)

Drawbacks: -0PP

None

DC Block:

ATTACK             RANGE          SAVE                       EFFECT

Unarmed            Touch          DC17 Toughness (Staged)    Damage (Physical)

Blast              Ranged         DC27 Toughness (Staged)    Damage (Energy)

Confuse            Ranged         DC22 Will                  Confused

Dazzle             Ranged+Area    DC22 Reflex                1/2 Effect

                                  DC22 Reflex                Deafened

                                  DC22 Fortitude             Recover

Drain              Ranged         DC22 Fortitude             Drain Toughness

Emotion Control    Perception     DC22 Will (Staged)         Special

Nauseate           Ranged         DC22 Fortitude (Staged)    Sickened/Nauseated/Helpless

Paralyze           Ranged         DC23 Will (Staged)         Slowed/Paralyzed

Spear              Touch          DC27 Toughness (Staged)    Damage (Physical)

Abilities (34) + Combat (32) + Saving Throws (20) + Skills (27) + Feats (22) + Powers (81) - Drawbacks (0) = 216/223 Power Points

I think I formatted the "Super People Skills" section correctly, but please help me out if I didn't.

If I need to format the not-always-on Charisma and skill ranks differently, please tell me.

If I messed math up, please tell me.

And to answer your questions about "why did you still give him an option for absurdly high interaction skills"? 1.)Because I can, and 2.)Because I want to be the very best, like no one ever was. :D

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[floatr]GabrielHF1.png[/floatr]Player Name: KnightDisciple

Character Name: Gabriel

Power Level: 15 (238/240PP) (PL 12 Caps)

Trade-Offs: None

Unspent PP: 2

Progress To Platinum Status: 90/120

Alternate Identity: Carson Finbar Keefe

Identity: Secret

Birthplace: Limerick, Ireland (Chalk it up to the Almighty's sense of humor)

Occupation: Drama Teacher

Affiliations: Freedom College, Freedom League (Reserve Member)

Family: Angus Keefe (Father), Bevin Keefe (Mother), Brody Keefe (Older Brother), Doyle Keefe (Younger Brother), Riona Keefe ("Baby Sister"), Brogan Keefe (Paternal Grandfather), Bridget Keefe (Paternal Grandmother), Colin Doherty (Maternal Grandfather), Moreen Doherty (Maternal Grandmother)

Age: 28 (DoB: March 21, 1984)

Apparent Age: N/A

Gender: Male

Ethnicity: Irish Caucasian

Height: 6'

Weight: 170 lbs.

Eyes: Blue

Hair: Red

Speech Color: Maroon

Description: Tall and fairly thin, Carson is nonetheless a comparatively unremarkable figure in his civilian guise. Often electing to wear jeans and a plain polo shirt, Carson manages to strike a balance between "comfortable" and "professional" that many people find baffling. He almost always has an easy smile on his face.

Gabriel is a bit sterner figure, but still one that tends to put innocents at ease when they meet him. His outfit, once reminding others of a heroic priest-figure, now seems more like a warrior-priest. Loose white pants, rugged gray leather boots, a gray cloth belt, and a baggy white shirt form the base of his outfit. Covering everything but his mouth and lower nose is a white mask pulled over his head. Over his chest is a sculpted breastplate; at a glance it looks almost like silver, but its obvious strength and lack of corrosion bely that. His hands have fingerless gloves that seem to have an inner layer of cloth or leather, but an outer layer of fine chainmail (of a material similar to his breastplate); over his forearms are smooth vambraces of the same otherworldly material. His lower legs bear smooth greaves of the same holy metal as the rest of him. And over his head is an open-faced helmet of that polished silver-steel. Most amazingly, the metal seems to actually flex with him when he moves, which seems to make it extraordinarily comfortable to wear. Finally, a predominately white leather duster sits on top of everything else, with a black trim bearing intricate gold patterns consisting of Celtic knots and crosses. The most amazing part of this outfit is its ability to, in a flash of light, exchange itself for his normal outfit (though leaving the, ah, bottom-most layer intact) from its hiding place as an elegantly simply silvered wristwatch.

Power Descriptions: At its most basic, all of Gabriel's abilities loop back to his innate mastery of Sound. His Charisma, his more explicit powers, everything. It all goes back to those little vibrations moving through various sorts of matter.

Just as noticeable as his armor is Gabriel's new weapon. Where before he relied solely on his sonic powers, he now has a shining spear to help surprise unsuspecting opponents, or those who display unusual resistance to his favored powers. The spear itself is exactly as long as Gabriel is tall (6'), with 10 inches being the the leaf-shaped blade; said blade has a smooth curve, and flares out to 4 inches wide before narrowing down again. The whole weapon seems made of silver, yet notably stronger than said metal has any right to be. The spear has incredible power within itself, shining out when Gabriel wishes it. Just as incredible is its ability to turn into into a great shining silver trumpet, or its ability to turn into a simple silver ring on his right hand (so that it's available when he wants it without being obvious). All in all, Gabriel looks the part of the guardian angel so many already think of him as.

History:

(Full history found here.)

Gabriel has proven himself a fearless hero of Freedom City, rightfully earning his place in the Freedom League. His soft skills, especially diplomacy, have marked him as something of a diplomat among heroes, as well as an unofficial "go-between" for the Catholic Church to the hero community in Freedom City (though it's not a role that's needed often). Though he is by no means an "elder statesman", Gabriel strives to build bridges, both between himself and others, and between other people in general. As one of the semi-official "protectors of Sanctuary", he can find himself stretched thin, but it's simply an occasion to rise to another challenge. He will continue to stand as a barrier between the innocents of Freedom City (and the world itself) and any evils that might prey upon them.

Personality & Motivation: Carson is, at heart, an optimistic people-person. He loves talking to and helping people, be they a close friend or stranger. He believes that most people can, and will, do good things if given the chance and a little encouragement. He believes that if enough people honestly stand up and try their best, the world can be made a better place. He's realistic enough to acknowledge it would be a long, slow, painful process; that people would still disagree and argue and fight and mess up. But the goal, the ideal, is something Carson believes is worth fighting for.

This belief in the potential for good in people is what drives him to be a teacher at Freedom College. Seeing that more kids from poor and broken homes ended up there, he sought to be a beacon to the students. Not only does he teach drama/theater classes, Carson volunteers to mentor a couple of kids each year. He views these mentorships as one of his best opportunities. Carson always strives to provide the best positive role model to the students he helps; his words are backed up by sincere actions. He acknowledges that sometimes, students will still make bad choices, and that he cannot blame himself. Once he has done his best, the rest is up to the students.

As Gabriel, his focus has been on helping "the little guy," such that he tends to target non-powered petty criminals. Some of these people he tries to help start down the road to redemption; some, he realizes, won't be swayed by his words alone. It makes him sad when he has to use force on a teenager who's robbing a convenience store to feed a destructive habit, or even to try scraping together money to feed themselves and/or their family. But Gabriel believes in the law, and in right and wrong, strongly enough to not let that sadness stop him from doing the right thing. That said, he's not afraid to mix it up with more powerful foes, since they can often offer an even greater immediate danger to civilians.

Powers & Tactics: Most of Gabriel's powers revolve around disabling foes, rather than directly beating them unconscious. Often times, he will batter a foe or group of foes with a hit from each of his varied tricks, keeping them severely off-balance, leaving them vulnerable to a final knockout blow from his sonic blast.

Gabriel's supernatural charisma is, in his mind, his most powerful tool. With it, he can often convince petty criminals to lay down their weapons, and cooperate with the police. In turn, he will speak with the police afterwards to ensure the criminals (often fairly young) receive good treatment, and get as much of their prison time converted to things like community service. It also helps convince civilians to clear the area, and can occasionally allow him to put a more threatening opponent off-guard long enough to get a better hit in.


Complications:

Demons, Why Did It Have To Be Demons?: Gabriel has had a large number of encounters with demons, with the worst outcome being a withdrawal by his opponent. These encounters have left him with a natural caution for the demonic, and a reputation among their kind that makes them particularly hostile to him (not to mention their dislike of his faith and the One whom he works for). A GM may give Gabriel a Hero Point if he finds himself a specific target of one or more demons, whether as part of a longer-term plot, or the focus of their ire in a fight.

I Hate Faeries!: Due to a trip to ancient Ireland, as well as several poor meetings at other times, Gabriel has a bit of intense dislike reserved for faeries, or most anything having to do with them. The only real exception so far is the heroine Grimalkin, whom he has had several friendly meetings with in the course of his hero work. As well, he has now repeatedly thwarted plans made by various factions among the Seelie and Unseelie Courts. A GM may feel free to give him a Hero Point if this dislike drives him to sour an initial meeting with another hero who derives his power from the Faerie Realm, if it causes him to recklessly attack faeries (as opposed to watching out for himself and his comrades), or if it brings down unwanted attention or diplomatic difficulties from various Fae factions upon him.

Old Wounds: Gabriel has acquired a fair number of scars during his comparatively short time as a hero; the worst set by far are the large ones across his chest, dealt to him by a "super-ghoul" in October of 2010. Any and/or all of these wounds can occasionally give him trouble, be it due to cold weather, wet weather, or even being around too much necromantic energy (which resonates with the cause of his chest scars). A GM should feel free to give him a Hero Point if the flare-up of these scars is induced, giving him a small to moderate penalty of the GM's choosing, while making sure said flare-ups don't work as a sort of "evil indicator" or the like.

Responsibility: Carson is employed as a Drama/Theater teacher at Freedom College. He has to balance his time spent as Gabriel with his job, especially since he views his work as equally important. At the same time, he is also a Reserve Member of the Freedom League. A GM should feel free to give Gabriel a hero point when his hero work and teaching work come into notable conflict.

Secret (Identity): Gabriel has several people he wishes to protect, most notably his family. A GM should feel free to give him a Hero Point when trying to keep his heroic identity secret becomes notably difficult.

Shepherd of The Flock: Gabriel feels intensively protective of others, especially those without powers to fight back against powerful villains. Thus, he may be borderline reckless attempting to protect those he feels need it. A GM should feel free to give Gabriel a hero point when his protective instinct drives him to reckless decisions.

Relationship: Carson Keefe is in a romantic relationship with Sonya Sokolova; anyone who knew of his dual identity might seek to harm him through her (though she's not an easy target), and if she's in danger for one reason or another, Carson may not think rationally. A GM should feel free to give Gabriel a hero point whenever his romance leads to immediate and dangerous difficulty in his life.

Abilities: 4 + 4 + 6 + 4 + 8 + 10 = 36PP

Strength: 14 (+2)

Dexterity: 14 (+2)

Constitution: 16 (+3)

Intelligence: 14 (+2)

Wisdom: 18 (+4)

Charisma: 50/30/20 (+20/+10/+5)

Combat: 16 + 16 = 32PP

Initiative: +6

Attack: +8, +12 Spear, +12 Sonic Control

Grapple: +11

Defense: +12 (+8 Base, +4 Dodge Focus), +4 Flat-Footed

Knockback: -6/-4, -3/-1 Flat-Footed

Saving Throws: 7 + 8 + 9 = 24PP

Toughness: +12 (+3 Con, +4 Defensive Roll, +5 Holy Armor), +8 Flat-Footed

Fortitude: +10 (+3 Con, +7)

Reflex: +10 (+2 Dex, +8)

Will: +13 (+4 Wis, +9)

Skills: 124R = 31PP

Acrobatics 8 (+10)

Bluff 10 (+40/+20/+15)SMUE

Diplomacy 10 (+40/+20/+15)SMUE

Gather Information 10 (+40/+20/+15)SMUE

Intimidate 10 (+40/+20/+15)SMUE

Knowledge (Arcane Lore) 8 (+10)

Knowledge (Art) 8 (+10)

Knowledge (Streetwise) 8 (+10)

Knowledge (Theology & Philosophy) 8 (+10)

Notice 12 (+16)

Perform (Acting) 10 (+30/+20/+15)

Perform (Wind Instruments) 10 (+30/+20/+15)

Sense Motive 12 (+16)

Feats: 34PP

Attack Specialization (Sonic Control) 2

Beginners Luck

Defensive Roll 2 (+4 Toughness)

Distract (Intimidate)

Dodge Focus 4

Equipment 3 (15EP)

Fascinate (Bluff)

Improved Initiative

Inspire 5

Leadership

Luck 5

Rallying Cry

Skill Mastery (Bluff, Diplomacy, Gather Information, Intimidate)

Ultimate Bluff

Ultimate Diplomacy

Ultimate Intimidate

Ultimate Gather Information

Uncanny Dodge (Auditory)

Well-Informed

Headquarters (Monastery)

Powers: 8 + 14 + 10 + 2 + 1 + 43 + 3 = 81PP

Device 2 (10PP Container, Flaws: Hard-To-Lose) [8PP] (Holy Armor)

Features 1 (Quick Change) [1PP]

Immunity 2 (Critical Hits) [2PP]

Protection 5 [5PP]

Super-Senses 2 (Darkvision) [2PP]

Device 4 (20PP Container, Flaws: Easy-To-Lose, Feats: Subtle [Transforms into a Ring], Features: Masterwork Wind Instrument [Transforms into a Trumpet]) [14PP] (Heavenly Spear)

Light Control 5 (25ft radius, Flaws: Range [Touch]) [5PP]

Strike 10 (Feats: Accurate 2, Mighty) [13PP] (Blessed/Holy, Piercing, Silver)

Super-Movement 1 (Dimensional Movement 1 [Earth-Prime and Sanctuary] ) [2PP]

Enhanced Charisma 10 (to 30/+10) [10PP]

Flight 1 (10mph / 100ft per Move Action) [2PP]

Immunity 1 (Own Powers) [1PP]

Sonic Control 12 (34PP Array, Feats: Alternate Power 9) [43PP] (Mutation)

Base Power: Dazzle 12 (Auditory Senses, Extras: Area [General, Burst, 60ft radius], Selective) [34PP]

Alternate Power: Blast 12 (Extras: Autofire ) [34PP]

Alternate Power: Communication 6 (Auditory, 20 miles ["Anywhere In Freedom City"], Extras: Area, Linked [Comprehend, Super-Senses], Feats: Selective, Subtle) [14PP] + Comprehend 3 (Languages 3 [speak Any, All At Once, Understand All], Extras: Linked [Communication, Super-Senses]) [6PP] + Super-Senses 3 (Extended Hearing 4 [100,000ft / 20-mile Notice Increments], Extras: Linked [Communication, Comprehend], Flaws: Limited [speech], Feats: Selective) [4PP] (Far-Hearing, The Tongues of Men & Angels, Ventriliquism) [14 + 6 + 4 = 24PP]

Alternate Power: Confuse 12 (Extras: Area [General, Burst, 60ft radius], Selective) [34PP]

Alternate Power: Drain Toughness 12 (Extras: Affects Objects, Range [Ranged]) [34PP]

Alternate Power: Enhanced Charisma 20 (Extras: Linked [Enhanced Skills]) [20PP] + Enhanced Skills 10 (40 Ranks: Bluff 10, Diplomacy 10, Intimidate 10, Gather Information 10 ) [10PP] [20 + 10 = 30PP]

Alternate Power: Emotion Control 12(Extras: Area [General, Shapeable, 12 5ft cubes]) [34PP]

Alternate Power: Flight 9 (Rank 10, 10,000mph / 100,000ft per Move Action, Feats: Moving Feint, Subtle) [20PP]

Alternate Power: Nauseate 12 (Extras: Range [Ranged]) [34PP]

Alternate Power: Paralyze 12 (Extras: Range [Ranged]) [34PP]

Super-Senses 3 (Ultrasonic Hearing, Extras: Accurate) [3PP] (Echolocation)

Drawbacks: -0PP

None

DC Block:

ATTACK             RANGE          SAVE                       EFFECTUnarmed            Touch          DC17 Toughness (Staged)    Damage (Physical)Blast              Ranged         DC27 Toughness (Staged)    Damage (Energy)Confuse            Ranged         DC22 Will                  ConfusedDazzle             Ranged+Area    DC22 Reflex                1/2 Effect                                  DC22 Reflex                Deafened                                  DC22 Fortitude             RecoverDrain              Ranged         DC22 Fortitude             Drain ToughnessEmotion Control    Perception     DC22 Will (Staged)         SpecialNauseate           Ranged         DC22 Fortitude (Staged)    Sickened/Nauseated/HelplessParalyze           Ranged         DC23 Will (Staged)         Slowed/ParalyzedSpear              Touch          DC27 Toughness (Staged)    Damage (Physical)

Abilities (36) + Combat (32) + Saving Throws (24) + Skills (34) + Feats (31) + Powers (81) - Drawbacks (0) = 238/240 Power Points

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  • 2 weeks later...

My next task is to take a look at Cobalt Templar. He's got fewer points to spend, and is closer to where I want him to be.

The big problem is, basically, his Big Guy form. The one with Dispersal Growth and Density. I keep looking at it and thinking it could be better...and then realizing I'd basically have to retool his Defense and Toughness entirely to be able to do the Growth part "right".

So, I'm open to suggestions here. In theory, I'd see him going to +0/-0 normally on his Toughness/Defense, then switching to +5 Tou / -5 Def in "big form". But I don't know if I have the points for it right now...

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  • 3 weeks later...

Ok. This experiment is going to assume CT's moved things around, and that he's got Defense +12 and Toughness +12.

I'm not going to assume any "cap" on cost for the moment, because I want to get a base and work on it.

Growth 4: 12 Power Points.

+8 Strength (+4 modifier)

+4 Constitution (+2 modifier)

Large Size

-1 Attack

-1 Defense

+4 Grapple (due to size)

-4 Stealth

+2 Intimidate

9 feet tall (because he's pretty big already)

600 pounds

10 foot space

10 foot reach

+5 Strength for carrying capacity

Big things here are +8 Str, +4 Con, -1 Attack, -1 Defense. Assuming the above, and that I don't give CT any more strength out of his Array, this would put him...+1 over his Damage cap, but that's negated by his -1 Attack. But his Toughness goes up by 2, while his Defense only drops by 1. So, offhand, it sounds like I could give a Temporary Drawback for 1PP that drops his defense by 1 more, and that should balance combat caps out.

But, I'm not totally satisfied. I actually want to crank him all the way to +/-5 on all caps. So I'd want another...+4 Strength bonus, and another +3 Toughness bonus. With more Temp Drawbacks, of course.

How about Density 4. That costs 12PP (and with drawbacks and such, these 2 powers fit just fine within the confines of his Fires of Judgement Array). Additions:

+8 Strength (+4 bonus)

+2 Toughness

Immovable 1

+1 Super-Strength

And x3 Mass, so his weight would go to...wowser, 1,800 pounds (good thing he can fly!).

So with Growth 4 linked to Density 4, I would get:

+16 Strength (+8 modifier), +4 Con, +2 Toughness, Large Size (-1 Attack/Defense, +4 Grapple, -4 Stealth, +2 Intimidate, 10ft space, 10ft reach), Immovable 1, +1 Super-Strength.

Assuming his Strength stayed where it was, that would put him at +17 Strength bonus, putting his Unarmed at +5 caps. He gets a -1 Attack just from Large, but I'd have to tack on a Temp Drawback of another -4 to bring that into balance.

Meanwhile, the hypothetical balance of Defense and Toughness gets a +4 Toughness boost from Con and Toughness from the powers, and a -1 Defense. Might as well go whole hog, give him Protection 1, and another -4 Defense to get that at a full 5 tradeoff as well.

Incidentally, this form would boost his Fort Save by 2, leaving it at 13, which is well within parameters for PL12, especially as a temporary (definitely not default!) form.

So, that would be 25PP, except I'd be tacking -4 Defense and -4 Attack on. Even at 1/2 "cost" that's 4PP freed up, which makes the net cost 21PP. Which should fit within his Array nicely.

Looking at his sheet right now, I don't think I'd want to change his existing Enhanced Strength or Constitution any. I'd just drop 5 ranks of Protection. That frees up 5 points in the Device...but that's not enough to just buy up Defense.

Outside the device, I would spend 4 of his 5 current free PP on the Ring. The other PP would go to Dodge Focus (since spending 2pp on his Base Defense would make it 7, which doesn't net him any extra Flat-Footed Defense), bringing his non-ring-enhanced Defense to 8.

Meanwhile, the ring now has 10PP free. 8 would be spend on Enhanced Defense. The remaining 2...I think I would put 1 into Flight, making it Flight 7 for 1,000 MPH (supersonic!), and 1 into another Enhanced Feat rank of Improved Initiative (total bonus: +8).

Before I start trying to rearrange his sheet, I'm going to see if a Ref can give some insight on if this plan is A-ok, or super-hinky.

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Spoilered due to superceded by newer iteration.

gallery_569_4_6935.jpg

Player Name: KnightDisciple
Character Name: Cobalt Templar
Power Level 12/14 (201/209PP)
Trade-Offs: 0 (Normal); -5 Defense / +5 Toughness and -5 Attack / +5 Damage (Giant Form)
Unspent PP: 0
Progress to Platinum Status:: 84/120 (41PP earned pre-bump, 43PP earned post-bump, 15PP bump; Gold Status earned with Gabriel)

In Brief: A teenage boy who aspires to be an archeologist stumbles across an ancient artifact: a ring that grants him incredible power! Now, as the Cobalt Templar, Corbin Hughes must work to discover the origins of his powers, and his destiny, all while fighting to protect the innocent from evil!

Alternate Identity: Corbin Alphonse Hughes
Identity: Secret
Birthplace: St. Louis, Missouri, USA
Occupation: FCU Student
Affiliations: Claremont (former student), Young Freedom (former member/leader)
Family: Albert Hughes (Father), Sarah Hughes (Mother)

Age: 19 [Earth-Prime's Chronology] (DoB: October 27, 1993); 49 [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" (9ft Giant Form)
Weight: 260 lbs. (1,800 lbs Giant form)
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. It even helps him unconsciously sense danger, giving him an edge in combat.

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 around 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 25c.

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. More recently he devised a way to channel his fire into a large "shell" around himself (which he shapes to his whims); this shell makes him almost 10 feet tall, and gives him enough strength to move buildings. On the downside, he suffers from blunted senses in this "mode", meaning he has a harder time hitting opponents or avoiding blows. But his near-invincibility, as well as his sheer power, tend to make it a worthwhile trade in the right circumstances.

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.

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.

 

Of course, since March 2013, Cobalt Templar has been missing. His friends and family think he's on an extended trip to search for more of the Seven Rings, but in truth, he's been flung through a portal to another dimension, one wracked by decades of terrible war. The rate of time may well be flowing differently there, and it's uncertain when, or how, he will make his return. And when he does, how the experience will have changed him...

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 (Ultiteen) are in a long-term, intimate dating relationship. 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: 44/28/22 (+17/+9/+6)
Dexterity: 16 (+3)
Constitution: 32/28/20 (+11/+9/+5)
Intelligence: 14 (+2)
Wisdom: 14 (+2)
Charisma: 12 (+1)


Combat: 24 + 12 = 36PP
Initiative: +7/+3
Attack: +12/+7 (Giant Form)
Grapple: +15, +28 Ring, +32 Giant Form
Defense: +12 (+6 Base, +2 Dodge Focus, +4 Enhanced), +3 Flat-Footed, +7 Giant Form
Knockback: -8/-1


Saving Throws: 2 + 4 + 8 = 14PP
Toughness: +17/+12/+5 (+11/+9/+5 Con, +6/+3 Protection, 10 Impervious (Giant Form only))
Fortitude: +13/+11/+7 (+11/+9/+5 Con, +2)
Reflex: +7 (+3 Dex, +4)
Will: +10 (+2 Wis, +8)


Skills: 72R = 18PP
Acrobatics 8 (+11)
Craft (Artistic) 8 (+10)
Knowledge (Business) 8 (+10)
Knowledge (Arcane Lore) 8 (+10)
Knowledge (History) 8 (+10)

Knowledge (Tactics) 8 (+10)
Language 8 (Arabic, English [Native], French, German, Greek, Hebrew, Latin, Spanish, Japanese)
Notice 8 (+10)

Stealth 8 (+11)


Feats: 12PP
All-Out Attack
Dodge Focus 2
Equipment 3 (15EP)
Luck 3
Power Attack
Precise Shot 2

Equipment 3PP = 15EP

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: 91PP

 

Immunity 1 (Aging) [Magic] "Internal Fire"

 

Device 22 (110PP Container, Flaws: Hard-To-Lose, Feats: Restricted 2) [90PP] (Power Ring [blessed/Holy, Magic])

Enhanced Constitution 8 (to 28/+9) [8PP]
Enhanced Defense 4 [8pp]
Enhanced Feats 3 (Improved Initiative, Quick Change 2) [3PP]
Enhanced Strength 6 (to 28/+9) [6PP]
Immunity 9 (Life Support) [9PP]
Protection 3 [3PP]
Super-Senses 2 (Darkvision) [2PP]
Super-Strength 7 (Lifting STR 61 [Heavy Load: 58 tons 1,760 lbs.]) [16PP]

Flight 6 (500mph / 5,000ft per Move Action) [12PP]
Space Travel 1 (1c) [2pp]
Speed of Flame 4 (8PP Array; PFs: Alternate Power 1) [9PP]
BP: Flight 4 (Rank 10, 10,000mph / 100,000ft per Move Action) [8PP]
AP: Space Travel 4 (Rank 5, 25c) [8PP]


Fires of Creation 1 (5PP Array; PFs: Alternate Power 1 ) [6PP]
BP: Create Object 1 (1 5ft cube, Toughness +1, Lifting Strength 5 [Heavy Load: 50 lbs.], 10 10ft Range Increments / 100ft Max Range; PFs: Precise, Selective, Tether) [5PP]
AP: Move Object 2 (Effective Strength 10, Heavy Load: 100 lbs) [4PP]


Holy Fire Control 12 (24PP Array; PFs: Affects Insubstantial 2, Alternate Power 2) [28PP] (Fires of Judgement)
BP: Blast 12 (10 120ft Range Increments / 1200ft Max Range) [24PP]"Rain of Fire"
AP: Strike 3 (Extra: Penetrating 12 [DMG 24], PF: Mighty) [16PP] "Unlimited Blades"
AP: Growth 4 (9ft height, 10ft reach, Large size; Extra: Linked [Density], [Protection], [super-Strength]) [12PP] + Density 4 (+8 Str, Immovable 1, Super-Strength 1, +2 Toughness Mass x3; Extra: Linked [Growth], [Protection], [super-Strength]) [12PP] + Protection 1 (Extra: Impervious Toughness 10 Linked [Density], [Growth], [super-Strength]) [11pp] + Super-Strength 2 ( Extra: Linked [Density], [Growth], [Protection]) [4PP]; Temporary Drawback ( -4 Defense, -4 Attack) [-16pp] [12+12+11+4-16=23PP] "Giant's Strength"
Results of Form
Strength total: 44 (+17); Constitution Total: 32 (+11); Toughness Bonus: +17 (10 Impervious); Defense Bonus: +7; Attack Bonus: +7; Damage Bonus: +17; Super-Strength 10 (Effective Strength 94)

+16 Strength (+8 modifier), +4 Con, +3 Toughness, Large Size (-1 Attack/Defense, +4 Grapple, -4 Stealth, +2 Intimidate, 10ft space, 10ft reach), Immovable 1, +1 Super-Strength, -4 Attack, -4 Defense.



DC Block:
ATTACK RANGE SAVE EFFECT
Unarmed Touch DC24/21 Toughness (Staged) Damage (Physical)
Unarmed(G) Touch DC32 Toughness (Staged) Damage (Physical)
Blast Ranged DC27 Toughness (Staged) Damage (Energy)
Strike Touch DC27 Toughness (Staged) Damage (Energy)

Abilities (38) + Combat (36) + Saving Throws (14) + Skills (18) + Feats (12) + Powers (91) - Drawbacks (0) = 209/209 Power Points 

Edited by KnightDisciple
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  • 7 months later...

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Player Name: KnightDisciple
Character Name: Gabriel
Power Level: 15 (250/250PP) (PL 12 Caps)
Trade-Offs: None
Unspent PP: 0
Progress To Platinum Status: 100/120

Alternate Identity: Carson Finbar Keefe
Identity: Secret
Birthplace: Limerick, Ireland (Chalk it up to the Almighty's sense of humor)
Occupation: Drama Teacher
Affiliations: Freedom College, Freedom League (Reserve Member)
Family: Angus Keefe (Father), Bevin Keefe (Mother), Brody Keefe (Older Brother), Doyle Keefe (Younger Brother), Riona Keefe ("Baby Sister"), Brogan Keefe (Paternal Grandfather), Bridget Keefe (Paternal Grandmother), Colin Doherty (Maternal Grandfather), Moreen Doherty (Maternal Grandmother)

Age: 29 (DoB: March 21, 1984)
Apparent Age: N/A
Gender: Male
Ethnicity: Irish Caucasian
Height: 6'
Weight: 170 lbs.
Eyes: Blue
Hair: Red
Speech Color: Maroon

Description:
Tall and fairly thin, Carson is nonetheless a comparatively unremarkable figure in his civilian guise. Often electing to wear jeans and a plain polo shirt, Carson manages to strike a balance between "comfortable" and "professional" that many people find baffling. He almost always has an easy smile on his face.

Gabriel is a bit sterner figure, but still one that tends to put innocents at ease when they meet him. His outfit, once reminding others of a heroic priest-figure, now seems more like a warrior-priest. Loose white pants, rugged gray leather boots, a gray cloth belt, and a baggy white shirt form the base of his outfit. Covering everything but his mouth and lower nose is a white mask pulled over his head. Over his chest is a sculpted breastplate; at a glance it looks almost like silver, but its obvious strength and lack of corrosion bely that. His hands have fingerless gloves that seem to have an inner layer of cloth or leather, but an outer layer of fine chainmail (of a material similar to his breastplate); over his forearms are smooth vambraces of the same otherworldly material. His lower legs bear smooth greaves of the same holy metal as the rest of him. And over his head is an open-faced helmet of that polished silver-steel. Most amazingly, the metal seems to actually flex with him when he moves, which seems to make it extraordinarily comfortable to wear. Finally, a predominately white leather duster sits on top of everything else, with a black trim bearing intricate gold patterns consisting of Celtic knots and crosses. The most amazing part of this outfit is its ability to, in a flash of light, exchange itself for his normal outfit (though leaving the, ah, bottom-most layer intact) from its hiding place as an elegantly simply silvered wristwatch.

Power Descriptions:
At its most basic, all of Gabriel's abilities loop back to his innate mastery of Sound. His Charisma, his more explicit powers, everything. It all goes back to those little vibrations moving through various sorts of matter. (Further descriptions here.

Just as noticeable as his armor is Gabriel's new weapon. Where before he relied solely on his sonic powers, he now has a shining spear to help surprise unsuspecting opponents, or those who display unusual resistance to his favored powers. The spear itself is exactly as long as Gabriel is tall (6'), with 10 inches being the the leaf-shaped blade; said blade has a smooth curve, and flares out to 4 inches wide before narrowing down again. The whole weapon seems made of silver, yet notably stronger than said metal has any right to be. The spear has incredible power within itself, shining out when Gabriel wishes it. Just as incredible is its ability to turn into into a great shining silver trumpet, or its ability to turn into a simple silver ring on his right hand (so that it's available when he wants it without being obvious). All in all, Gabriel looks the part of the guardian angel so many already think of him as.

History:

(Full history found here.)

Gabriel has proven himself a fearless hero of Freedom City, rightfully earning his place in the Freedom League. His soft skills, especially diplomacy, have marked him as something of a diplomat among heroes, as well as an unofficial "go-between" for the Catholic Church to the hero community in Freedom City (though it's not a role that's needed often). Though he is by no means an "elder statesman", Gabriel strives to build bridges, both between himself and others, and between other people in general. As one of the semi-official "protectors of Sanctuary", he can find himself stretched thin, but it's simply an occasion to rise to another challenge. He will continue to stand as a barrier between the innocents of Freedom City (and the world itself) and any evils that might prey upon them.

Personality & Motivation:
Carson is, at heart, an optimistic people-person. He loves talking to and helping people, be they a close friend or stranger. He believes that most people can, and will, do good things if given the chance and a little encouragement. He believes that if enough people honestly stand up and try their best, the world can be made a better place. He's realistic enough to acknowledge it would be a long, slow, painful process; that people would still disagree and argue and fight and mess up. But the goal, the ideal, is something Carson believes is worth fighting for.

This belief in the potential for good in people is what drives him to be a teacher at Freedom College. Seeing that more kids from poor and broken homes ended up there, he sought to be a beacon to the students. Not only does he teach drama/theater classes, Carson volunteers to mentor a couple of kids each year. He views these mentorships as one of his best opportunities. Carson always strives to provide the best positive role model to the students he helps; his words are backed up by sincere actions. He acknowledges that sometimes, students will still make bad choices, and that he cannot blame himself. Once he has done his best, the rest is up to the students.

As Gabriel, his focus has often been on helping "the little guy," such that he still stops non-powered petty criminals, instead of focusing solely (or even mostly) on super-crime. Some of these people he tries to help start down the road to redemption; some, he realizes, won't be swayed by his words alone. It makes him sad when he has to use force on a teenager who's robbing a convenience store to feed a destructive habit, or even to try scraping together money to feed themselves and/or their family. But Gabriel believes in the law, and in right and wrong, strongly enough to not let that sadness stop him from doing the right thing. That said, he's not afraid to mix it up with more powerful foes, since they can often offer an even greater immediate danger to civilians.
Even as his focus has broadened over the last couple of years, Gabriel's approach hasn't really changed; his heart still goes out to some criminals who he sees as victims of their own sickness (such as Bee-Keeper II). He will show a touch of wrath for the more hardened elements of the super-criminal world, though, especially the ones who deal in the more despicable trades. And his righteous anger in the presence of the Powers of Darkness can shake a building (if not quite the world).

Powers & Tactics: Most of Gabriel's powers revolve around disabling foes, rather than directly beating them unconscious. Often times, he will batter a foe or group of foes with a hit from each of his varied tricks, keeping them severely off-balance, leaving them vulnerable to a final knockout blow from his sonic blast.

Gabriel's supernatural charisma is, in his mind, his most powerful tool. With it, he can often convince petty criminals to lay down their weapons, and cooperate with the police. In turn, he will speak with the police afterwards to ensure the criminals (often fairly young) receive good treatment, and get as much of their prison time converted to things like community service. It also helps convince civilians to clear the area, and can occasionally allow him to put a more threatening opponent off-guard long enough to get a better hit in.



Complications:
Demons, Why Did It Have To Be Demons?: Gabriel has had a large number of encounters with demons, with the worst outcome being a withdrawal by his opponent. These encounters have left him with a natural caution for the demonic, and a reputation among their kind that makes them particularly hostile to him (not to mention their dislike of his faith and the One whom he works for). A GM may give Gabriel a Hero Point if he finds himself a specific target of one or more demons, whether as part of a longer-term plot, or the focus of their ire in a fight.
I Hate Faeries!: Due to a trip to ancient Ireland, as well as several poor meetings at other times, Gabriel has a bit of intense dislike reserved for faeries, or most anything having to do with them. The only real exception so far is the heroine Grimalkin, whom he has had several friendly meetings with in the course of his hero work. As well, he has now repeatedly thwarted plans made by various factions among the Seelie and Unseelie Courts. A GM may feel free to give him a Hero Point if this dislike drives him to sour an initial meeting with another hero who derives his power from the Faerie Realm, if it causes him to recklessly attack faeries (as opposed to watching out for himself and his comrades), or if it brings down unwanted attention or diplomatic difficulties from various Fae factions upon him.
Old Wounds: Gabriel has acquired a fair number of scars during his comparatively short time as a hero; the worst set by far are the large ones across his chest, dealt to him by a "super-ghoul" in October of 2010. Any and/or all of these wounds can occasionally give him trouble, be it due to cold weather, wet weather, or even being around too much necromantic energy (which resonates with the cause of his chest scars). A GM should feel free to give him a Hero Point if the flare-up of these scars is induced, giving him a small to moderate penalty of the GM's choosing, while making sure said flare-ups don't work as a sort of "evil indicator" or the like.
Responsibility: Carson is employed as a Drama/Theater teacher at Freedom College. He has to balance his time spent as Gabriel with his job, especially since he views his work as equally important. At the same time, he is also a Reserve Member of the Freedom League. A GM should feel free to give Gabriel a hero point when his hero work and teaching work come into notable conflict.
Secret (Identity): Gabriel has several people he wishes to protect, most notably his family. A GM should feel free to give him a Hero Point when trying to keep his heroic identity secret becomes notably difficult.
Shepherd of The Flock: Gabriel feels intensively protective of others, especially those without powers to fight back against powerful villains. Thus, he may be borderline reckless attempting to protect those he feels need it. A GM should feel free to give Gabriel a hero point when his protective instinct drives him to reckless decisions.


Abilities: 4 + 4 + 6 + 4 + 8 + 10 = 36PP
Strength: 14 (+2)
Dexterity: 14 (+2)
Constitution: 16 (+3)
Intelligence: 14 (+2)
Wisdom: 18 (+4)
Charisma: 50/30/20 (+20/+10/+5)


Combat: 16 + 16 = 32PP
Initiative: +6
Attack: +8, +12 Spear, +12 Sonic Control
Grapple: +11
Defense: +12 (+8 Base, +4 Dodge Focus), +4 Flat-Footed
Knockback: -6/-4, -3/-1 Flat-Footed


Saving Throws: 8 + 9 + 10 = 27PP
Toughness: +12 (+3 Con, +4 Defensive Roll, +5 Holy Armor), +8 Flat-Footed
Fortitude: +11 (+3 Con, +8)
Reflex: +11 (+2 Dex, +9)
Will: +14 (+4 Wis, +10)


Skills: 140R = 35PP
Acrobatics 8 (+10)
Bluff 10 (+40/+20/+15)SMUE
Diplomacy 10 (+40/+20/+15)SMUE
Gather Information 10 (+40/+20/+15)SMUE
Intimidate 10 (+40/+20/+15)SMUE
Knowledge (Arcane Lore) 8 (+10)
Knowledge (Art) 8 (+10)
Knowledge (Streetwise) 8 (+10)
Knowledge (Theology & Philosophy) 8 (+10)
Notice 12 (+16)
Perform (Acting) 10 (+30/+20/+15)

Perform (Oratory) 8 (+28/+18/+13)

Perform (Singing) 8 (+28/+18/+13)
Perform (Wind Instruments) 10 (+30/+20/+15)
Sense Motive 12 (+16)


Feats: 39PP

All-Out Attack
Attack Specialization (Sonic Control) 2
Beginners Luck
Defensive Roll 2 (+4 Toughness)
Distract (Intimidate)
Dodge Focus 4
Equipment 6 (30EP)
Fascinate (Bluff)
Improved Initiative
Inspire 5
Leadership
Luck 5

Power Attack
Rallying Cry
Skill Mastery (Bluff, Diplomacy, Gather Information, Intimidate)
Ultimate Bluff
Ultimate Diplomacy
Ultimate Intimidate
Ultimate Gather Information
Uncanny Dodge (Auditory)
Well-Informed

 

 

Equipment 6PP = 30EP

Headquarters (>Monastery)
Size: Colossal (5EP)
Toughness: +10 (1EP)
Features: Animal Pens, Chapel, Communications, Computer, Gym, Isolated, Masterwork Laboratory (+2 to checks to study/analyze and perform research), Living Space,  Masterwork Library (+2 to Knowledge checks), Masterwork Infirmary (+2 to Medicine checks), Personnel (Monks), Power System, Masterwork Workshop (+2 to Craft checks) (17 EP)
Powers:
Super-Movement 1 (Dimensional Movement (Sanctuary<->Earth Prime), Extras: Portal, Duration (Continuous) Flaws: Limited (Others); Action (Standard)) (Dimensional Portal inside the Monastery) (1EP)

 

Freedom League Communicator

Communications 5 (Radio, 5 miles; Extra: Area; Flaw: Limited [Other FL Communicators]) [5EP]

Communications Link 1 (Freedom League HQ) [1EP]

 

Powers: 8 + 14 + 10 + 2 + 1 + 43 + 3 = 81PP

 

Device 2 (10PP Container, Flaws: Hard-To-Lose) [8PP] (Holy Armor)

Features 1 (Quick Change) [1PP]

Immunity 2 (Critical Hits) [2PP]

Protection 5 [5PP]

Super-Senses 2 (Darkvision) [2PP]

 

Device 4 (20PP Container, Flaws: Easy-To-Lose, Feats: Feature [Transforms into Masterwork Trumpet], Subtle [Transforms into a Ring]) [14PP] (Heavenly Spear)

Light Control 5 (25ft radius, Flaws: Range [Touch]) [5PP]

Strike 10 (Feats: Accurate 2, Mighty) [13PP] (Blessed/Holy, Piercing, Silver)

Super-Movement 1 (Dimensional Movement 1 [Earth-Prime and Sanctuary] ) [2PP]

 

Enhanced Charisma 10 (to 30/+10) [10PP]

Flight 1 (10mph / 100ft per Move Action) [2PP]

Immunity 1 (Own Powers) [1PP]

Sonic Control 12 (34PP Array, Feats: Alternate Power 9) [43PP] (Mutation)

Base Power: Dazzle 12 (Auditory Senses, Extras: Area [General, Burst, 60ft radius], Selective) [34PP]

Alternate Power: Blast 12 (Extras: Autofire ) [34PP]

Alternate Power: Communication 6 (Auditory, 20 miles ["Anywhere In Freedom City"], Extras: Area, Linked [Comprehend, Super-Senses], Feats: Selective, Subtle) [14PP] + Comprehend 3 (Languages 3 [speak Any, All At Once, Understand All], Extras: Linked [Communication, Super-Senses]) [6PP] + Super-Senses 3 (Extended Hearing 4 [100,000ft / 20-mile Notice Increments], Extras: Linked [Communication, Comprehend], Flaws: Limited [speech], Feats: Selective) [4PP] (Far-Hearing, The Tongues of Men & Angels, Ventriliquism) [14 + 6 + 4 = 24PP]

Alternate Power: Confuse 12 (Extras: Area [General, Burst, 60ft radius], Selective) [34PP]

Alternate Power: Drain Toughness 12 (Extras: Affects Objects, Range [Ranged]) [34PP]

Alternate Power: Enhanced Charisma 20 (Extras: Linked [Enhanced Skills]) [20PP] + Enhanced Skills 10 (40 Ranks: Bluff 10, Diplomacy 10, Intimidate 10, Gather Information 10 ) [10PP] [20 + 10 = 30PP]

Alternate Power: Emotion Control 12(Extras: Area [General, Shapeable, 12 5ft cubes]) [34PP]

Alternate Power: Flight 9 (Rank 10, 10,000mph / 100,000ft per Move Action, Feats: Moving Feint, Subtle) [20PP]

Alternate Power: Nauseate 12 (Extras: Range [Ranged]) [34PP]

Alternate Power: Paralyze 12 (Extras: Range [Ranged]) [34PP]

Super-Senses 3 (Ultrasonic Hearing, Extras: Accurate) [3PP] (Echolocation)


DC Block:
ATTACK RANGE SAVE EFFECT
Unarmed Touch DC17 Toughness (Staged) Damage (Physical)
Blast Ranged DC27 Toughness (Staged) Damage (Energy)
Confuse Ranged DC22 Will Confused
Dazzle Ranged+Area DC22 Reflex 1/2 Effect
DC22 Reflex Deafened
DC22 Fortitude Recover
Drain Ranged DC22 Fortitude Drain Toughness
Emotion Control Perception DC22 Will (Staged) Special
Nauseate Ranged DC22 Fortitude (Staged) Sickened/Nauseated/Helpless
Paralyze Ranged DC23 Will (Staged) Slowed/Paralyzed
Spear Touch DC27 Toughness (Staged) Damage (Physical)


Abilities (36) + Combat (32) + Saving Throws (27) + Skills (35) + Feats (39) + Powers (81) - Drawbacks (0) = 250/250 Power Points Edited by KnightDisciple
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Player Name: KnightDisciple
Character Name: Fenris
Power Level: 12 (196/196PP) [Gold Reward Slot]
Effective Power Level: 10 (All Caps put at PL10)
Trade-Offs: -0 Attack / +0 Damage, -3 Defense / +3 Toughness
Unspent PP: 0
Progress to Platinum Status: 26/120 (Gold Status earned with http://www.freedomplaybypost.com/topic/3827-gabriel-pl-15-knightdisciple-gold/'>Gabriel) (15PP earned pre-bump [5PP for PL12 slot])

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In Brief: As Fenris, Magnus Katastrof uses the incredible abilities of his armored suit to defend those who cannot defend themselves, and to howl his defiance at gods, monsters, and mortals alike who would oppress the helpless!

Alternate Identities: Baron Magnus Vilhelm Katastrof
Identity: Secret
Birthplace: Gothenburg, Sweden
Occupation: Swedish Baron, Primary Shareholder for Katastrof & Sorenson Technologies
Affiliations: Katasrof & Sorenson Technologies, Katastrof Family
Family: Gostav Jarle Katastrof (father); Sonja Malena Katastrof (mother); Eira Katastroff (Younger Cousin, "Niece"); Bernard Katastroff (Cousin) and Magda Katastroff (Cousin-in-law)

Age: 26 (DoB: April 23, 1986)
Gender: Male
Ethnicity: Swedish
Height: 5'10", 6'6" Armored
Weight: 150 lbs., 270 lbs. Armored
Eyes: Blue
Hair: Blonde

Description:
At first glance, Magnus Katastrof doesn't live up to his name very well. He's of only average height, and he's certainly not particularly large and muscular. His blonde hair is kept in a short, simple cut. He tends to wear subdued business casual (slacks and polo/collared shirts), going for darker blues, greens, and grays. When he dresses in one of his finely-tailored suits, he cuts a somewhat more noticeable figure. That said, the way he carries himself is a strong indicator of his noble birth and upbringing; there's a grace in his motions, and a sense of confidence in any motion he makes.

As Fenris, he cuts a radically different figure. Standing at six and a half feet tall and cutting a very broad figure, Fenris would be imposing just by sheer stature. That his head is modeled after a robotic wolf just makes it worse. His overall color scheme is a dark gray, almost black in spots. His eyes shine an unearthly blue, and his teeth are shining white fangs in a mouth that moves almost like an normal human's. The ears on his head actually move around, sometimes pointing in different directions, sometimes seemingly focusing on a particular spot. There are dark blue lines visible in intricate patterns on his hands and forearms, as well as his feet; these patterns fade somewhat as they head up his limbs and onto his torso and head. The patterns converge on his back, culminating in a blue glowing circle near the top of his shoulder blades; said circle seems flush with the rest of his armor, meaning it's not a true weak point or anything similar. When firing his energy weapons, the lines on his forearms and hands light up very brightly; when in close-combat mode, the blue lines glow a bright blue all over his body. When using the Vacuum Flux Capacitor, his legs shine brightly, while the torso and arms display a duller glow.

Power Descriptions:
(Full details found )

Fenris combines innate nanite technology with a cutting-edge personalized suit of armor to make himself a powerhouse the equal of any meta-human patrolling the streets. An electrifying foe to fact in a fight, his armor equips him to quickly and thoroughly deal with criminals mundane and super alike.

History:
(Full history found )

Though coming from a past that would drive others away from heroics, Magnus has found himself a man forged for destiny, and determined to meet it head-on. He will create his own unique path through life, with a determination to leave a positive mark on the world!

Personality & Motivation: Magnus Katastrof is an intense, driven young man. He strives to make up for the blemish on his family's name due to his father's actions, and the large amount of charitable work his company does is a testament to that. He has few friends, mostly due to his general policy of keeping people at an arm's length. Those friends he does have, however, he displays a fierce loyalty towards.
While not a man of great anger, he does have a few things that tend to task him more greatly than others. For one, those who speak too strongly against the very concept of nobility (he and his peers are positive, contributing members of society, thank you very much); connected to that, those who rail against any accumulation of wealth or status. Those who speak down to him as a Swedish man (a rare occurrence in America, but somewhat common in his earlier studies abroad Europe) earn even more ire. He has a strong distrust for those who delve deeply into magic, willing as he may be to judge them on a case-by-case basis; those whose traditions call upon the Norse pantheon have an even stronger uphill battle. Finally, those who speak too harshly of his father face a cold anger that nonetheless runs the risk of burning them (metaphorically speaking).

As Fenris, he tends to project a sense of bravado and calm in the face of danger. He doesn't resort to calling for single combat, however; he's more than willing to dash from hiding spot to hiding spot, sniping his enemies with impunity. He tends to drift towards attempting to take charge of any group he's in, but is generally willing to follow the lead of others if there's a clear chain of command with a competent head.

Powers & Tactics: Ideally, Fenris would be mobility-focused, using mainly his Teleport and Blast to harry his foe, perhaps while fellow heroes work to finish them. He only switches to his close-combat mode when absolutely necessary. The name of the game is "run and gun," really, especially with his extended range.



Complications:
AHHH! Robot Wolf!: Heroic or no, Fenris's appearance is more than a bit intimidating. A big, metallic wolf-man who talks tends to set people on edge. People who hear his name and are familiar with Norse legend might almost distrust him more until he really explains himself.
Who Needs That Stuff: Magnus distrusts magic and/or divine power as overall concepts. He doesn't reject their existence, or try to explain them away with pseudo-science. He simply doesn't like how "easy" they seem to be. He views it as humanity taking a shortcut, and relying too strongly on something beyond themselves. He is often a bit distrustful or disrespectful of individuals who make heavy use of such abilities.
Tarnished Name: Even putting aside the rather unfortunate implications of "Katastrof", Magnus now has to deal with the cloud of suspicion his father's activities have caused. Not only is he viewed with caution, his company has experienced a drop in sales as people sometimes distance themselves from the company once owned by a "Viking-obsessed madman".
Responsibility: Magnus owns a controlling share of a large, multi-national technology company, and is often personally involved in both the business side, and the R&D side. As well, he takes his duties as "patriarch" of his family seriously, keeping in touch with the comparatively small but still tight-knit group. He feels a special kinship with his neice, Eira, and feels fiercely protective of her (sometimes dangerously so).


Abilities: 2 + 2 + 2 + 12 + 4 + 4 = 26PP
Strength: 24/12 (+7/+1)
Dexterity: 18/12 (+4/+1)
Constitution: 18/12 (+4/+1)
Intelligence: 30/22 (+10/+6)
Wisdom: 14 (+2)
Charisma: 14 (+2)


Combat: 10 + 8 = 18PP
Initiative: +4/+1
Attack: +10/+5
Grapple: +22/+17/+6
Defense: +7 (+4 Base, +3 Dodge Focus), +2 Flat-Footed
Knockback: -5/-0


Saving Throws: 5 + 5 + 7 = 17PP
Toughness: +13/+4/+1 (+4/+1 Con, +9 Protection [Armor])
Fortitude: +9/+6 (+4/+1 Con, +5)
Reflex: +9/+6 (+4/+1 Dex, +5)
Will: +9 (+2 Wis, +7)


Skills: 116R = 29PP
Computers 10 (+20/+16)
Craft (Electronic) 12 (+22/+18)
Craft (Mechanical) 12 (+22/+18)
Diplomacy 6 (+8, +11 Wealth)
Disable Device 8 (+18/+14)
Knowledge (Arcane Lore) 2 (+12/+8)
Knowledge (Business) 10 (+20/+16)
Knowledge (Civics) 4 (+14/+10)
Knowledge (Current Events) 4 (+14/+10)
Knowledge (History) 4 (+14/+10)
Knowledge (Life Sciences) 8 (+18/+14)
Knowledge (Physical Sciences) 8 (+18/+14)
Knowledge (Technology) 12 (+22/+18)
Languages 4 (English, German, French, Russian, Swedish [Native])
Notice 6 (+8)
Sense Motive 6 (+8)


Feats: 11PP
Benefit 4 (Status [swedish Nobility: Baron], Wealth 3 [Rich])
Connected
Dodge Focus 3
Eidetic Memory
Inventor
Move-by Action


Powers: 10 (8+2) + 10(1+3+6) + 75 = 95PP

 

Computronium-Laced Brain 2 (10PP Container [Passive, Permanent]) [10PP] (Technology)

Enhanced Intelligence 8 [8PP]

-Quickness 4 (Flaws: Mental Only; 10 times faster) [2pp]

 

Nanite Infusion 2 (10PP Container [Passive, Permanent]) [10PP] (Technology)

Datalink 1 (Radio, 10ft) (Technology) [1PP] (Transmitter Nanites)
Regeneration 3 (Recovery Rate 3: Bruised [No Action]) [3PP] (Medical Nanites)
Enhanced Constitution 6 [6PP] (Physiology Reinforcement)

 

Fenris Armor (Mark 2.1.1) 18 (90PP Device/Container, Flaws: Hard-To-Lose, Feats: Restricted 2 (Only Magnus), Subtle) (Technological) [75PP]

Enhanced Attack 5 (Targeting Computers and CQB Targeting Protocols) [10PP]
Enhanced Dexterity 6 (Enhanced Reflexive Motive Systems) [6PP]
Enhanced Feat 1 (Quick Change) [1PP] (Flux Tunneling Beacon)
Enhanced Strength 12 (Electroactive Polymer Muscle) [12PP]
Immunity 9 (Life Support [Disease, Poison, Suffocation, All Environmental Conditions]) (Life Support Systems) [9PP]
Protection 9 (Composite Armor Plating) [9PP]
Super-Senses 4 (Darkvision, Direction Sense, Ultrasonic Hearing) (Sensory Enhancement Package) [4PP]
Teleport 6 (600ft per Move Action, 20 miles per Full Action, Feats: Change Direction, Change Velocity, Easy, Turnabout) (Vacuum Flux Capacitor) [16PP]

Arsenal (21PP Array, Feats: Alternate Power 2) [23PP]
Base Power: Blast 10 (Feats: Improved Range [4 250ft Increments, 1000ft Max Range]) (Electricity/Lightning) [21PP] (Particle Projection Cannons)
Alternate Power: Strike 3 (Extras: Penetrating [10], Feats: Mighty) (Electricity/Lightning, Slashing Damage (Lethal + Nonlethal)) [14PP] (Electro-Claws and Teeth)
Alternate Power: Super-Strength 5 (Effective Strength: 49 [Light Load 4 tons, Medium 8 tons, Heavy 12 tons, Maximum 24 tons, Push/Drag 60 tons] +5 Grapple Bonus) [10PP] (Electroactive Polymer Muscle, Stage Two)


Drawbacks: 0PP


DC Block:
ATTACK RANGE SAVE EFFECT
Unarmed Touch DC22/16 Toughness (Staged) Damage (Physical)
Blast Ranged DC25 Toughness (Staged) Damage (Energy)
Strike Touch DC25 Toughness (Staged) Damage (Energy + Physical)

Abilities (26) + Combat (18) + Saving Throws (17) + Skills (29) + Feats (11) + Powers (95) - Drawbacks (0) = 196/196 Power Points

Edited by KnightDisciple
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Player Name: KnightDisciple
Character Name: Thoughtspeed
Power Level: 11 160/160PP
Effective Power Level: 8 (Shifted)
Trade-Offs: +3 Attack / -3 Damage, +3 Defense / -3 Toughness
Unspent Power Points: 0
Progress To Platinum Status: 10/120 (Gold Status earned with Gabriel)

In Brief: Son of a time controller and a psychic, Thoughtspeed uses his strength of will to harness kinetic energy to move faster and fight harder, all for the cause of good (and impressing the ladies)!

Alternate Identity: William Cline
Identity: Secret
Birthplace:
Occupation: Claremont Student, Superhero-in-Training
Affiliations: Claremont
Family: Richard Cline "Fast-Forward" (Father); Paige Cline "Hologram" (Mother); Anne Cline "Clock Queen" (Paternal Grandmother); Holly Cline (Younger Sister)

Description:
Age: 16 (DoB: October 1997)
Gender: Male
Ethnicity: Caucasion/Jewish mix
Height: 5'10"
Weight: 160 lbs
Eyes: Dark Brown (Normal), Dark Green (Powers Active)
Hair: Black

William's built lean; between his super-metabolism and his natural inclinations to work on endurance and flexibility, he doesn't cut a large figure. That said, he's clearly in excellent condition and well-toned, showing a natural, organic athleticism. His dark hair is kept fairly short, but just long enough it can get a bit tousled in the wind when he runs (just as planned!). His skin has a healthy tan, born from a lot of outdoor runs. His eyes often dance with barely restrained mischief, when they aren't glowing green with the use of his powers. William tends to dress fashionably but comfortably, in clothes that one could comfortably run in.

Thoughtspeed's outfit is made up of morphic molecules engineered to resist high-speed frictions, though not enough to help in an actual fight. Still, it comes out as a decently thick suit of flexible, breathable material that is nonetheless decently more substantial than, say, spandex. The primary color of the suit is a slightly glossy black. Starting at the shoulders (front and back) and running down the right and left sides of his suit are lines of dark green (about 2 inches wide) that trace their way down his legs (the lines thin to about 1 inch past his waist) all the way to his ankles, where it makes a circle around the ankle, thus joining the front and rear lines. Another set of similar lines go down the middle of the outside arm section, ending in circles at his wrists; his elbows and knees have slightly thicker circles, while a large loop circles his waist like a belt. When he's using his powers more actively (OOC: Faster than Speed 2 or Quickness 1, using any of the Super-Movement powers, or using his Kinetic Blades Array), bleed-off psycho-kinetic energy goes into the costume, causing the lines to glow a somewhat brighter green. His feet are clad in hybrid shoes, with a tread somewhere between "hiking boots" and "track shoes", giving him flexibility, traction, and comfort. Finally, a thin "metallic" helmet unfolds over his head when the costume is active (though he can will it to retract independently); this helmet encapsulates his head, including a one-way visor that obscures his face but lets him see clearly. The helmet has several subtle air vents to allow comfortable breathing and preventing heat buildup, and has thin lines curving around the sides to connect to the lines on his suit's shoulders (the helmet's lines also glow when his powers ramp up). A simple domino mask is underneath the helmet, as a nod to his secret identity without being too complicated.

Power Descriptions:
While Fast-Forward's powers allow him to harness chronal energy to warp space-time (mainly time), and his mother can project powerful illusions, Thoughtspeed's powers are more internally focused. His body is able to generate and harness notably more kinetic energy than usual, all controlled by his formidable will (or sheer teenage stubbornness, according to his mother).
Thus, he can charge his body with kinetic energy to move many times the speed of sound, even across water or up buildings. However, his precision control is much lower, meaning he cannot accomplish fine tasks with the same level of speed (though he can still accomplish things faster than humanly possible).
This same usage of kinetic energy means that, within a certain distance, he has an innate spatial sense that allows him to navigate in complete darkness, using his mind to interpret the "bounce-back" his whole body is picking up. That this makes him difficult to catch unawares is an added benefit.
Finally, he can mold the kinetic energy he generates into semi-tangible constructs, which he shapes into various hand-held melee weapons. He can alter the properties of the blades somewhat, though he cannot do everything at once with them, forcing him to decide on his mode of attack.
William's inheritance from his mother is still developing; while he can set up a team-wide telepathic link, the range is poor enough he runs the risk of casually zipping out of range in the blink of an eye, leaving everyone suddenly isolated again.
Thoughtspeed is also able to use his mental and kinetic powers to warp and blur the light around his body, as well as generating some basic, low-level holographs, that he becomes invisible to the naked or assisted eye. Of course, he still needs to rely on his own caution and skill to move undetected to the ear or other, more exotic senses. The same field can be turned outward, generating a massive burst of blinding green light; the downside is that it's an indiscriminate burst (risking blinding fellow heroes if he's not careful), and it takes him several seconds to build up to it.

History:
William didn't come into the world until his parents had left behind villainy for several years. They were older and at least somewhat wiser. And those early years had been great; just him, Mom, and Dad, nothing but good times. Several early years were spent living in an RV, and how cool is that? Totally cool. He saw a lot of pretty neat in those traveling years. 
They came back to Freedom City for a bit, he learned he was getting a new baby sister, and his Mom got really weird for a while. She was a LOT snappier than usual with him, and he just couldn't figure out what he'd done wrong. But then Holly was born, and they were moving again!
California was kind of nicer than Freedom City. It wasn't really any shinier, but it was warm a lot more, which meant William got to wear shorts a lot! He liked shorts. And things were pretty awesome for years! His mom and dad ended up TV stars, he got to be on television (even if he had to wear a mask, but hey, he got to help build it!), and his Grandma Anne was fun to visit, even if she tended to talk about "back in my day". A lot. Even more than his dad! 
He started getting superpowers, and that was totally awesome! His dad helped him figure most of it out, with his mom giving him pointers. Eventually he figured out he could make swordsWith his mind! That's when Grandma Anne start giving him lessons when he visited! Though she didn't do much to encourage his creativity, always trying to make him stick to one long blade and one short. He only just managed to avoid "having" to make them look like clock hands; that would have been so last century, and thus lame. 
And then Holly mind-controlled an entire school, and in less than a week California was left behind and Will found himself in Freedom City again. But now he had to go to a fancy-dancy little private school for heroes. It's not that being a hero was bad, but now he felt obligated to end up being one, instead of having the option to, he didn't know, maybe run his own TV show or something! And to make matters worse, he'd left all his friends and lots of cute girls behind in California, and now his sister was getting all of the attention instead of only some of it, and both the women in the house were totally psychic and it sucked! Psychic women were the worst when you were a 16-year-old boy.
But hey, the classes were kind of neat, gym was mostly a breeze, and the girls here were kind of pretty. Even if some of them could turn you into a pretzel with one hand. 
Personality & Motivation:
Bill has always been an...energetic...young man. While his mother's worked hard to instill a sense of discipline into him, he's inherited a full dose of the mischief of his parents, albeit in a somewhat more law-abiding way. His parents both made sure he wasn't one for petty crime, not that he felt he needed it. He has an intellectual admiration for some of the more "refined" and "principled" super-villains (mostly of yester-year like his parents), but his real role models (besides his father and mother) are still heroes. Just the ones with senses of humor and/or some sort of super-speed.
William is by nature impatient, but while he can sometimes be an excitable handful in class, his mother has instilled enough of a work-ethic in him that he's willing to work on his studies; he just often has trouble sitting through classes, despite being able to somewhat "ramp down" his speed (body and mind) to something closer to normal for humans. While he doesn't automatically distrust and disrespect his teachers (and other authority figures), Bill will sometimes push boundaries as much as he can, though it's more due to being used to his mother's firm rules for what he can and can't get away with.
When meeting people (especially peers) for the first time, Bill is friendly and outgoing, enthusiastically so. Despite this, he actually has few close friends, as he finds himself only comfortable with people he trusts; trust is one of those things he gives sparingly. When he does make a friend, he's fiercely loyal and even protective of them. He's been known to (at least try to) play pranks on those who upset or hurt his friends.
William is a bit of a flirt, though he's well-mannered enough to not continue if the girl is already taken, or if she just asks him to stop. He generally doesn't "tease" his friends, as he's conscious of how some might not take to it as naturally and humorously as others. He tries to present himself as something of a "rakish ladies man" (a trait he insists he inherited from his father).
His family is important to him, but he admits he's often "so frustrated" by them; his father can be too goofy even for Bill's sense of humor, his mother is often "too strict", and his sister is precocious enough to inspire frustration at nearly every turn. Anyone else who is negative about them finds themselves in a heap of trouble, though.
Thoughtspeed is always eager to taunt opponents, or at least appear to not take them seriously when at all possible. While to some allies he seems unfocused and undisciplined, he's actually always focused on helping out his team; he simply can't keep his somewhat rambunctious nature from leaking through.

Powers & Tactics:
If fighting alone, Thoughtspeed will typically keep his visual stealth up as long as feasible while closing in on an enemy, then perform several quick strikes. After that, his preferred method is to use the full measure of his speed to keep out of an enemy's range while running by at high speed and hitting them; few enemies can reliably hit someone who's a mile or more away.
However, if he's working in a group, Thoughtspeed's tactics shift rather noticeably. If he's the only telepath around, he will work to stay within about 100ft of everyone in the group, so that no one drops off the link he has with them. This means he has to rely on tactics and a bit of stealth to keep from being shot at in the first place, or just rely on his incredible reflexes to not get hit.
He only uses his Visual Overload if he feels there's no other choice, as it risks disabling teammates as well.
He usually opens a fight with his Twin Blades, only using the Duelist Blade if he finds a particularly tough opponent. He will sub in forming the Halberd if there's a group, or he's fighting a particularly tough and wily opponent.



Complications:
Secret Identity: William Cline intends to keep his hero life separate from his "normal" life, outside of the unusual "blending" that happens at Claremont. Thus, a GM may award Thoughtspeed a Hero Point when maintaining his dual identity is put at undue risk by the current situation.
Shady Family Background: While his father's mother is (mostly) peacefully retired, and his parents are reformed, William's family background is extremely checkered. Anyone researching his family very much may make unwanted connections, and some parts of his extended family might object to his heroic efforts. A GM may feel free to award him a Hero Point if he faces hardships due to his family connections to villains past and present.
Mind Over Matter: Typically Thoughtspeed's powers are a unified whole that gives him internally-focused kinetic energy control. However, a precisely-targeted power nullification that was also powerful enough might cause his psionic powers to shut down, but not his kinetic powers. This would leave him bereft of much of his ability, as well as rendering him a potential danger to others, thanks to out-of-control kinetic energy buildup he'd have to either drain off by large amounts of movement, or see erupt out in random damage. A GM might award a Hero Point if some Nullification were to take out his Psionic descriptors, but leave him enough power beyond his Speed and Quickness to cause some sort of Aura damage, or something similar, to cause risk to civilians and fellow heroes.
Big Eater: Thoughtspeed needs a lot of fuel to keep his super-metabolism going, to the point of typically carrying a couple of high-energy bars with him on a patrol or the like, just to keep the edge off of his hunger. A GM might award a Hero Point if, due to limited food supplies, Thoughtspeed's hunger reaches the point where his powers are reduced in effectiveness.
Born to Be Wild: William Cline is his father's son. He is also a teenager. This means he's got a pretty solid rebellious streak, and just enough disregard for authority to get him into trouble. A good bit of trouble, even.
Big Shadows: Fast-Forward and Hologram were larger-than-life villains and are larger-than-life heroes/television stars. Combined with their somewhat eccentric personalities, this means there's a lot of pressure (more imagined than real) on William to live up to that larger-than-life life. Combined with the rather esoteric upbringing he had, and the rather sudden move to Freedom City, it's left the eldest child of the family feeling more than a bit disaffected and frustrated with his parents, who are simultaneously "pretty cool" and "totally lame", as only a teenager can think of his parents.
Little Shadow: Holly is a precocious super-psychic little sister. She totally harshs his vibe sometimes. Or gets in trouble and he has to help bail her out.


Abilities: 4 + 10 + 10 + 2 + 4 + 4 = 34PP
Strength: 14 (+2)
Dexterity: 20 (+5)
Constitution: 20 (+5)
Intelligence: 12 (+1)
Wisdom: 14 (+2)
Charisma: 14 (+2)


Combat: 8 + 8 = 16PP
Initiative: +13
Attack: +11 Kinetic Blades, +7 Melee, +4 Ranged
Grapple: +9
Defense: +11 (+4 Base, +7 Dodge Focus), +2 Flat-Footed
Knockback: -2


Saving Throws: 6 + 3 + 5 = 14PP
Toughness: +5 (+5 Con)
Fortitude: +6 (+5 Con, +1)
Reflex: +8 (+5 Dex, +3)
Will: +7 (+2 Wis, +5)


Skills: 68R = 17PP
Acrobatics 8 (+13)
Disable Device 8 (+9)
Escape Artist 8 (+13)
Knowledge: Pop Culture 2 (+3)
Language 2 (English [Native], German, Hebrew)
Notice 8 (+10)
Search 8 (+9)
Sense Motive 8 (+10)
Sleight of Hand 8 (+13)
Stealth 8 (+13)


Feats: 22PP
Accurate Attack
Acrobatic Bluff
All-Out Attack
Attack Focus: Melee 3
Attack Specialization: Kinetic Blades 2
Challenge (Fast Task) 1 (Acrobatic Feint)
Defensive Attack
Dodge Focus 7
Improved Initiative 2
Move-By Action
Power Attack
Takedown Attack 1 *(becomes 2 when "Polearm" setting of Kinetic Blades Array is active)*


Powers: 7(1+6) + 14(4+7+3) + 23(14+9) + 13 = 57PP

Psycho-Kinetic Awareness 1.4 (7PP Container [Passive, Permanent]) [7pp] (Mutant, Kinetic Energy, Psionic)
Enhanced Feat 1(Uncanny Dodge: Mental) [1PP]
Super-Senses 6(Accurate, Acute, Radius, Ranged, Mental Sense) [6pp]


Kinetic Speed 2.8 (14PP Container [Passive, Permanent]) [14PP] (Mutant, Kinetic Energy)
Quickness 4 (x25) [4PP]
Speed 7 (1,000 MPH/10,000ft per Move Action) [7PP]
Super-Movement 3 (Water-Walking, Wall-Crawling 2, Flaw: Only While Moving) [3PP]


Mental Powers 4.6 (23PP Container) [23PP] (Mutant, Psionic)
Communication 4 (Mental, 1 mile, Extras: Affects Others, Area; Power Feats: Selective, Subtle) [14PP] ("Telepathic Linkup")

Psionic Light 1.6 (8PP Array Feats: Alternate Power 1) [9PP]
Base Power: Concealment 4 (All Visual) [8pp] ("Personal Holographic Shroud")
Alternate Power: Dazzle 8 (Visual, Extras: Area [General, Burst, 25ft radius], Flaws: Action [Full], Range [Touch]) [8PP] ("Visual Overload") 


Kinetic Blades 2.2 (11PP Array, Feats: Alternate Power 2) [13PP] (Mutant, Kinetic Energy)
Base Power: Strike 3 (Extras: Autofire (Applies to Strength Bonus), Power Feats: Mighty [+2 Damage], Split Attack, Variable Descriptor 1 [slashing, Piercing, or Bludgeoning]) [11PP] ("Twin Blades")
Alternate Power: Strike 3 (Extras: Penetrating 5, Power Feats: Improved Critical 2 [18-20], Mighty [+2 Damage]) [11PP] ("Duelist Blade"; Piercing)
Alternate Power: Strike 3 (Power Feats: Extended Reach 2 [15ft reach], Mighty [+2 Damage], Variable Descriptor 1 [slashing, Piercing, or Bludgeoning]) [7PP] linked Enhanced Feats 3 (Improved Disarm, Improved Trip, Takedown Attack 1) [3PP] ("Polearm")



Drawbacks: (-0) + (-0) = -0PP


Combat DC Block:
ATTACK     RANGE   SAVE   EFFECT
Unarmed    Touch   DC17   Toughness (Staged) Damage (Physical)
Strike     Touch   DC20   Toughness (+ Autofire) (Staged) Damage (Physical)
Dazzle     Area    DC18   Reflex 1/2 Effect
                   DC18   Reflex Blinded
                   DC18   Fortitude Recover

 
Totals: Abilities (34) + Combat (16) + Saving Throws (14) + Skills (17) + Feats (22) + Powers (57) - Drawbacks (0) = 160/160 Power Points

Edited by KnightDisciple
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  • 1 year later...

Aaaand somehow there's 2 of these. Le sigh. 

Player Name: KnightDisciple

Character Name: Nevermore
Power Level: 8 (120/120) [Gold Reward Slot]
Trade-Offs: +2 Attack / -2 Damage; +2 Defense / -2 Toughness
Unspent Power Points: 0
Progress To Platinum Status: 0/120

In Brief: The young apprentice and sidekick of the Raven, Nevermore is preparing himself to take on that legendary crime-fighting mantle one day soon.

Alternate Identity: Aleksander Garen Nakani (Birth Name/legal name); Svarog (Name assigned by the Blood Dragons)
Identity: Secret
Birthplace: Rustavi, Georgia
Occupation: Student (Claremont); Crimefighter
Affiliations: Claremont Academy; Raven "family"; Blood Dragon Scoiety (former)
Family: Henrik and Maral Nakani (biological parents, deceased); Loren and Melissa Barbeau (adoptive parents)

Description:
Age: 16 (DoB: December 12, 1997)
Apparent Age: N/A
Gender: Male
Ethnicity: Armenian and Ossetian
Height: 5'10"
Weight: 150 lbs. 
Eyes: Grey
Hair: Black
 
Aleksander is a lean young man, clearly in the midst of his growth spurt. He avoids teenage awkwardness only due to over a decade of conditioned "training" and a few years of more natural training, and thus an instinctive sense of balance and poise. His frame is well-muscled, but he clearly favors speed and tone over sheer power. His deeply bronzed skin has no blemishes, and his face is free of scarring. His forearms, hands, lower legs, and torso bear a scattering of small, light scars, the sort one would associate with intense martial training.
The long, thin scars on his back, faded for years now, are decidedly not from training.
 
His grey eyes peer out keenly from slightly thick eyebrows, always observing. He doesn't have the furtive manner one would associate with a guilty party; instead, it's the keen observation of all those around him, and his environment. When he does focus on an item, person, or object, his gaze can be quite piercing indeed.
His somewhat angular face has trouble frowning, and quite often, Aleksander's smiling or smirking about one thing or another. If he becomes angry, though, it is somewhat like a storm rolling over the plains.
His dark hair has just a bit of curl to it, and while he keeps it neat, it reaches down to the bottom of his neck. Typically he just wears it combed back, but when training he'll keep it tied in a tight ponytail.
His face is angular without being severe, with no features being over-prominent; the angles are smoothed out (helped by the fact he stays clean-shaven). 
 
Typically, he dresses in comfortable, non-descript clothes with low-key colors. He tends to prefer pants and long sleeves year round, though in the summer he usually opts for lighter-weight materials than in the dead of winter. His only ornamentation seems to be an antique wristwatch; when pressed, he explains it was his birth father's, and is one of the few mementos he has of him. 

 

Nevermore's costume is a finely-engineered piece of crime-fighting technology, and it looks it. It's a full-body suit that leaves only the mouth exposed, and while it's somewhat obvious that it's multiple layers, the outside is virtually seamless. 

The whole suit has armor plating somewhat visibly sandwiched in everywhere, but covered with a solid layer of morphic molecules on the outside to smooth over its appearance. The suit's base color is black, with the belt (holding several secure pouches of equipment), chest symbol (a stylized "N"), and a few lines on the gauntlets and greaves being a metallic silvery color. The inside of his cape is a dark grey-blue, helping blend in and break colors up a bit.

When at rest, the cape's edge is a straight line, but thanks to the combination of the electroreactive "frame" inside of it, and the morphic molecules, when in "glide mode", the edges take on the appearance of a raven's wings spread in flight, or at least a stylized rendition of it. 

The boots/greaves and the gauntlets have extra protection and plating added on to the exterior of the suit's basic layers, though the gloves/gauntlets, boots/greaves, pants, shirt, cape, and cowl are all actually separate pieces. 

His head is covered by a smooth armored cowl that leaves only his mouth and chin exposed to the air (though the sides have a convenient lock point for his gas mask). His eyes are covered by special lenses that appear, from the outside, to be somewhat milky-white when inactive, but faintly glow green when night vision mode is active. 

 
Power Descriptions:
Aleksander is an essentially normal human being. His time under the "care" of the Blood Dragon Society had them injecting him with various chemical mixtures meant to encourage the maximum potential growth, and he was fed a rigorous diet rich in some unique vitamins and minerals, but while he shows the potential to enter the very top tier of human performance, right now he shows no signs of mutation or any other true superhuman powers.
Instead, his body is in peak condition for a boy of 16, and he possesses more skill than most would think possible for one of his age (due to his...rigorous...care with the BDS). Some might describe Aleksander as a "living weapon", and truthfully, they wouldn't be entirely wrong. His physical fitness and sheer skill make him a formidable close-combat opponent.

 

Nevermore's costume is a masterful piece of crime-fighting engineering.

The innermost layer is a thick, comfortable layer of thermal-insulated morphic molecules that help Alek survive extreme temperatures.

Next is a layer of body armor, composed primary of thick, semi-rigid Kevlar plates that provide protection sufficient to deal with most regular small arms.

The cowl contains lenses that can activate night vision, meaning even the darkest night is as bright as day to Nevermore.

As well, an advanced communications suite is embedded under the armoring of the cowl. This system also works with some small microcomputers in his belt to give him up-to-the-picosecond accurate time, as well as precise geopositioning data and magnetic north orientation readings.

The belt also holds a number of tools useful for crime scene analysis, a fold-out tablet computer useful for taking notes and such, and a simple collapsible gas mask that fits over his exposed moth and provides an environmental seal and several minutes of clean air.

The cape is composed of special electro-reactive morphic molecules that conform to a rigid frame when a very low but precisely calibrated electrical charge is run through them. While he has insufficient propulsion for true independent flight, Nevermore is capable of long glides. His ability for movement around the city is aided by special high-speed, high-power grapnel lines that are housed in his gauntlets (under the extra armor plating).

Finally, the whole suit is reinforced to enhance not only protection but close combat capability. The main "striking points" are still fists/forearms and feet/calves, and this is reflected in the heavier, reinforced plating present there. In addition, small, hollow reservoirs partially filled with a fine silicon mix provide an impact enhancer similar to the common dead blow hammer.

Rounding out his current arsenal is The Talon, a high-performance motorcycle which is Nevermore's primary means of transportation across larger portions of Freedom City (with his grapnel/glider cape combo being used for more precise positioning in specific areas). While unarmed, it is a tough, fast vehicle that bears a solid security system to prevent bike-jacking. The overall construction is rugged, with the bike mainly sporting two seemingly oversized tires (each with an independent electric motor for power), and a central "pod" with rugged armor plates, special steering "arms", and a simple voice-activated computer that has an always-updating navigation program. It is currently capable of speeds approaching the fastest performance road cars, though Nevermore rarely pushes it to that speed.

History:
Aleksander Garen Nakani should have been a perfectly normal boy born in the country of Georgia. And for about 6 months of his life after birth, he was. 
Then, one day, he and his parents "disappeared". His father and mother were found weeks later, dead, their child missing, out well past city limits. Theories abounded. No one was ever charged, no conclusion made. Funerals were held. People mourned. Mementos were kept by parents/grandparents and other scattered family.
None were the wiser that Aleksander had been taken by the Blood Dragon Society to their base in Transylvania, Romania. They are a fanatical group borne from the last members of the Order of the Dragon. Born in fire and blood, they escaped the purge that wiped out most of their brethren and went into hiding. They watched as one of their own members became one of the most feared monsters of all time, a household name half a millennium later. 
The Blood Dragon Society vowed all those years ago to protect Europe (and, eventually, mankind) from the "dark things". Unfortunately, their definition of what constituted a viable threat has varied over the years, and has never focused solely on supernatural threats, but instead included political or religious movements and individuals. 
Worse, they vowed to use any means necessary, and have taken that vow seriously. They employ methods most would never condone, and in the last couple of centuries have begun taking orphans or other "won't be missed" children to train them from a young age to be perfect "defenders".
Aleksander was part of a new "trial group", selected based on genetic factors (in his case, the presence of many historically successful soldiers on his father's side, and genetics stretching back to some of the fiercest Sarmation warriors on his mother's side) that the Society believed would make them ideal warriors. These children, taken from all over the world, and being of all sorts of ethnicity, were brought in before their first birthdays. They were raised impersonally, granted single names based on mythology (Aleksander was called Svarog), and fed rigorous diets, supplemented by vitamin and chemical treatments intended to procure the maximum possible performance and growth. They were educated as soon as possible, trained from very early ages in tactics, stealth, sabotage, combat of all kinds, and more. Their minds were laced with subliminal programs to ensure obedience and efficiency. Psychics were brought in to aid all of these efforts, ensuring that the whole batch of 20 was far ahead of their peers in every way by age 10. 
Alkesander was 11 when the Freedom League rescued all of the children from the clutches of the Society. The Raven, with the aid of Foreshadow, had tracked down the location of the Society's facilities. The stealthier members of the League infiltrated the base and ensured that the children were there and safe, and disabled much of the security. The rest of the League then swept in and thoroughly disabled any BDS troops still up and about, including a few of their more exotic members. 
Raven herself was the one to open the cell holding Aleksander, who had been in solitary for a week because his young mind had shown itself to be (once more) resistant to the harsher aspects of the programming they were trying to induce on the children. It wasn't a conscious thing, simply an unusually resilient psyche that meant the next year would not be as harsh as it would for his fellows. But only a little less harsh. Thankfully, the BDS facility had included full medical and biographical files on the children there; the Society was thorough and meticulous, if nothing else. This allowed the League to track down what family remained...which was his father's father, who was by this point in no condition to take care of a child. So he would have to be adopted after his treatment.
It took over a year for League psychics and psychologists to help young Aleksander reach a point where they felt he couldn't simply be "switched off" or reprogrammed with a single phrase, and that he didn't treat the entire world like one long spy or combat mission. It still was a delicate enough situation that his adoptive parents, Loren and Melissa Barbeau, had to be specially trained and prepared to help him learn to socialize more normally. As well, his state of mind, as well as his near-reflexive fighting ability, necessitated him attending the Nicholson school for 3 years. 
Thankfully, by 14 Aleksander was a comparatively normal, if quiet, boy. He was even attending a regular public school.

What Loren and Melissa didn't know is that the mental focus that previously had been forced upon the lessons of being a weapon, was now turned to investigating the Raven more. For almost a year, he'd been slowly tracking bits and pieces of information.  

Not because he hated her; just the opposite, Aleksander felt only the greatest of admiration for her. He wished to thank her without having to get mugged first. 

But as his investigation continued, he came to an uncomfortable conclusion: Raven was growing older. Just as her predecessor had, she was starting to show small signs of aging. One day, perhaps soon, she'd have to give up the mantle. But to whom?
The day he figured out who she was, was the day Alkesander Nakani decided that if the Raven wouldn't appoint a successor, maybe one needed to approach her. So he dug deeper. 
Eventually, he determined two facts. First, the original Raven had been Duncan Summers, who was now headmaster of Claremont Academy. Second, his daughter, Callie Summers, was the current Raven. This would explain all the various resources Raven had always had access to. But now...how to speak to either of them about it?

Finally, he decided on just going to Claremont Academy and trying to speak with the Headmaster, as he wasn't sure Callie would be at the Summers home. He skipped school one day and caught the bus to Bayview. He managed to slip onto the Academy grounds with none of the students or staff noticing, and ended up right outside Headmaster Summers' office.

At which point the retired hero invited him in to speak. Duncan explained that while he didn't know quite why Aleksander was there, he'd kept track of the boy, if for no other reason than to help alert other heroes if the Blood Dragon Society ever moved to try and retake him. But the boy's presence intrigued him, and he had a guess as to why he was here.

So Aleksander laid out his research, the results, and his belief that Callie needed a successor. 

Duncan ended up calling his daughter into the meeting, and there were a couple hours of discussion (during which Loren and Melissa were called in as well). In the end, it was decided that until he was 15 & 1/2 years old, Aleksander would be undergoing rigorous "basic training" without stepping foot outside the "lair" under the Summers home. Loren and Melissa weren't thrilled, but recognized that between Aleksander's iron will and his rather unique background, they'd be unlikely to stop him.

So instead they partnered with Duncan and Callie to help make sure Alek didn't do something stupid to get himself killed. 

By June of 2013, Alek was allowed on 2 patrols a month, to try and get him used to actually going through the motions of being a crime-fighter. He was primarily asked to watch Raven's back, but was sometimes allowed to take the fore and get some practice. Most criminals were at least smart enough to not mouth off to a kid in body armor who was working with the Raven. The ones that were were educated. Word started to spread.

In the meantime, in an effort to take some of the work off of Callie, and maybe give Aleksander some independence on occasion, Nevermore (as he has dubbed himself) has transferred to Claremont, starting in the Spring 2014 semester. It is hoped that he will learn more skills related to working with other heroes, as well as broadening his own skillset for the purposes of crime fighting and prevention.

 
Personality & Motivation:
Aleksander is a fairly quiet young man, but for all that he's gone through, he's actually fairly hopeful. He doesn't go for much in the way of exterior shows of emotion, but being rescued from the clutches of the Society, in the way he was, taught him that the world has good people, and those good people can make a difference. 

While not anti-social, Alek prefers to ration his time with friends (which he makes slowly and carefully) and strangers. But when he is with them, his shell opens up at least a little bit; he has a tendency to be the dry wit of a group, making some quip with a completely straight face. 

Alek will almost fanatically stand up to bullies, especially if he sees them picking on someone notably less capable physically (or socially, if it's primarily verbal bullying). He does not initiate actual fisticuffs, but he has been sent home a couple of times for, in his words, "finishing what someone else started". He has never shown regret for those fights, either. Thankfully he abhors the idea of taking a life or producing permanent injury, and so he's always focused on restraint, or temporary discomfort, to breaking bones or the like. 

Alek tends not to get involved in discussions about politics or law or the like, beyond voicing a general dislike of "injustice", though with as young as he is it's still a nebulous concept (beyond "criminals running around not getting stopped").

 

Nevermore comes off as a gruff, no-nonsense crime fighter. He's willing to work with other heroes, though he's cautious if he does not know them, and might get slightly frustrated with those who have trouble with subtlety of any form. 

To criminals, he's somewhat quieter than his predecessor, but still carries an air of menace and shadows. He is relentless and fearless, and lets them know. 

He does have a bit of a tendency to try and put on a gravely bravado with older heroes, barring those like Midnight or Foreshadow who carry legacies similar to his own. To them he is respectful, though he's not afraid to voice an opinion. But to others he might be trying to over-compensate for his clear newness to his role, subconsciously trying to prove that he's worthy of the mantle he will be receiving.

To the average citizen, he's polite, if a bit terse, but always wanting to prove helpful in a moment of need.

Powers & Tactics:
Nevermore will adjust his tactics depending on the number and quality of opponents.

For a large number of "thugs" he tends to just dive in and start taking them down rapidly, weathering their blows with his body armor while he delivers precise, powerful strikes.

Armed opponents are likely to be disarmed.

Those who seem to focus on power over finesse may well end up put in one martial art hold or another while he tries to choke them just enough to knock them out.

For a notably powerful opponent he is likely to attempt to remain in stealth until he can catch them unaware enough to get a couple of solid blows in. That, or try to work with someone else or call for backup.



Complications:
Once a Soldier, Always a Soldier: While the particular cell that was "raising" Aleksander was dismantled, the Blood Dragon Society as a whole still exists. And they aren't the sort to let resources go to waste, especially ones that display the potential Aleksander has. At some point, or several points, they may try to retrieve Aleksander, not realizing that he's also Nevermore.
The River Runs Deep: Aleksander was given a thorough de-programming by more than one psychic who was affiliated with the Freedom League, and was further taken through more mundane therapies and de-programmings by psychologists and psychiatrists. However, the scars of that time still remain. It is possible, if unlikely, that one or two "trigger words" may still be buried in his mind and activated, either by someone with sufficient knowledge, or someone with enough skill (not power, but skill) in the psychic arts. This would not turn him into a mindless drone, but it might be enough to leave him slower, incapacitated, or in some other way less effective than he should be. 
Secret (Identity): Aleksander's identity as Nevermore is something known only to a few (though fortunately or unfortunately, at least some fellow students at Claremont know). The risk is not only to himself, but to both the Summers, to his family, and even, in a way, to Claremont itself. 

Some Pretty Big Shoes: Aleksander's status as heir apparent to the mantle of the Raven isn't officially known to many, and nominally speaking, his assumption of that role is a few years off. Still, some more experienced heroes might not take him seriously, or take offense to him attempting to "take over" the Raven's name one day. Alek himself may sometimes have issues with confidence or second-guessing himself due to doubts over his "worthiness" of the role. 

Still a Sidekick: Nevermore is granted a large amount of independence in his operation, now that he's at Claremont. But he is still an apprentice, sidekick, and aid to Raven. Thus, there may be times where he must take on a mission, or might be late to another, due to this commitment. 


Abilities: 4 + 6 + 4 + 6 + 6 + 2 = 28PP
Strength: 14 (+2)
Dexterity: 16 (+3)
Constitution: 14 (+2)
Intelligence: 16 (+3)
Wisdom: 16 (+3)
Charisma: 12 (+1)


Combat: 8 + 8 = 16PP
Initiative: +3
Attack: +10 Melee, +4 Ranged
Grapple: +12
Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed
Knockback: -3


Saving Throws: 5 + 4 + 4 = 13PP
Toughness: +6 (+2 Con, +4 [Protection])
Fortitude: +7 (+2 Con, +5)
Reflex: +7 (+3 Dex, +4)
Will: +7 (+3 Wis, +4)


Skills: 68R = 17PP
Acrobatics 6 (+9)
Climb 4 (+5)

Computers 6 (+9)
Drive 6 (+9)
Intimidate 6 (+7)
Investigate 6 (+9)
Knowledge (Tactics) 3 (+6)
Language 6 (Arabic, English, French, German, Georgian, Latin, Romanian [Native])
Notice 6 (+9)
Search 6 (+9)
Stealth 6 (+9)
Survival 3 (+3)
Swim 4 (+5)
 
Feats: 26PP
All-Out Attack
Attack Focus (Melee) 6
Chokehold
Dodge Focus 6

Eidetic Memory
Equipment 4

Improved Block
Improved Disarm
Improved Grapple
Improved Trip

Online Research
Power Attack
Takedown Attack
 
Equipment: 4PP = 20EP
 
Utility Belt [3EP]

Gas Mask: Immunity 1 (Eye & Lung Irritants)[1EP]
Investigator's Kit (+2 to Investigate Checks) [1EP]
Tablet Computer [1EP]

 
The Talon (Vehicle; Motorcycle) [17EP]
Size: Medium [0EP]
Strength: 25 (Medium Load: 533 lbs.) [3EP]
Defense: 10 [0EP]
Toughness: +10 [5EP]
Features: [4EP]
Alarm 2 (DC 25)
Computer
Navigation System
Powers: [5EP]
Speed 4 (100mph / 1,000ft per Move Action, Feats: Subtle) [5EP]


Powers: 20PP
 
Device 5 (25PP Container, Flaws: Hard-To-Lose) [20PP] (Technological; "Nevermore Costume")
City Movement 0.4 (2PP Array; Feats: Alternate Power 1) [3PP]
[array]Base Power: Flight 2 (Flaws: Gliding) [2PP] ("Electroreactive Glider Cape")
Alternate Power: Super-Movement 1 (Swinging) [2PP] ("High-speed Grapnel Gun"][array]/
Communication 5 (Radio, 5 miles; Feats: Subtle) [6PP] ("In-Built Headset")

Damage 4 (Feats: Mighty) [5PP] ("Reinforced Gloves and Greaves")

Immunity 2 (Cold, Heat) [2PP] ("Protective Thermal Under-Layer")
Protection 4 [4PP] ("Armor Plating")

Super-Senses 2 (Vision Counters Obscure (Darkness) [Darkvision]) [2PP] ("Night Vision Lenses")

Super Senses 3 (Direction Sense, Distance Sense, Time Sense) [3PP] ("Head's-Up Display")


 

DC Block
ATTACK RANGE SAVE EFFECT
Unarmed Touch DC 21 Toughness (Staged) Damage (Physical)


Totals: Abilities (28) + Combat (16) + Saving Throws (13) + Skills (17) + Feats (26) + Powers (20) - Drawbacks (0) = 120/120 Power Points 

Edited by KnightDisciple
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  • 2 weeks later...

Player Name: KnightDisciple
Character Name: Nevermore
Power Level: 9 (139/139) [Gold Reward Slot]
Trade-Offs: +2 Attack / -2 Damage; +2 Defense / -2 Toughness
Unspent Power Points: 0
Progress To Impervium Status: 19/150 (Platinum achieved with Gabriel)

In Brief: The young apprentice and sidekick of the Raven, Nevermore is preparing himself to take on that legendary crime-fighting mantle one day soon.

Alternate Identity: Aleksander Garen Nakani (Birth Name/legal name); Svarog (Name assigned by the Blood Dragons)
Identity: Secret
Birthplace: Rustavi, Georgia
Occupation: Student (Claremont); Crimefighter
Affiliations: Claremont Academy; Raven "family"; Blood Dragon Scoiety (former)
Family: Henrik and Maral Nakani (biological parents, deceased); Loren and Melissa Barbeau (adoptive parents)

Description:
Age: 17 (DoB: December 12, 1997)
Apparent Age: N/A
Gender: Male
Ethnicity: Armenian and Ossetian
Height: 5'10"
Weight: 160 lbs. 
Eyes: Grey
Hair: Black
 
Aleksander is a lean young man, clearly in the midst of his growth spurt. He avoids teenage awkwardness only due to over a decade of conditioned "training" and a few years of more natural training, and thus an instinctive sense of balance and poise. His frame is well-muscled, but he clearly favors speed and tone over sheer power. His deeply bronzed skin has no blemishes, and his face is free of scarring. His forearms, hands, lower legs, and torso bear a scattering of small, light scars, the sort one would associate with intense martial training.
The long, thin scars on his back, faded for years now, are decidedly not from training.
 
His grey eyes peer out keenly from slightly thick eyebrows, always observing. He doesn't have the furtive manner one would associate with a guilty party; instead, it's the keen observation of all those around him, and his environment. When he does focus on an item, person, or object, his gaze can be quite piercing indeed.
His somewhat angular face has trouble frowning, and quite often, Aleksander's smiling or smirking about one thing or another. If he becomes angry, though, it is somewhat like a storm rolling over the plains.
His dark hair has just a bit of curl to it, and while he keeps it neat, it reaches down to the bottom of his neck. Typically he just wears it combed back, but when training he'll keep it tied in a tight ponytail.
His face is angular without being severe, with no features being over-prominent; the angles are smoothed out (helped by the fact he stays clean-shaven). 
 
Typically, he dresses in comfortable, non-descript clothes with low-key colors. He tends to prefer pants and long sleeves year round, though in the summer he usually opts for lighter-weight materials than in the dead of winter. His only ornamentation seems to be an antique wristwatch; when pressed, he explains it was his birth father's, and is one of the few mementos he has of him. 

 

Nevermore's costume is a finely-engineered piece of crime-fighting technology, and it looks it. It's a full-body suit that leaves only the mouth exposed, and while it's somewhat obvious that it's multiple layers, the outside is virtually seamless. 

The whole suit has armor plating somewhat visibly sandwiched in everywhere, but covered with a solid layer of morphic molecules on the outside to smooth over its appearance. The suit's base color is black, with the belt (holding several secure pouches of equipment), chest symbol (a stylized "N"), and a few lines on the gauntlets and greaves being a metallic silvery color. The inside of his cape is a dark grey-blue, helping blend in and break colors up a bit.

When at rest, the cape's edge is a straight line, but thanks to the combination of the electroreactive "frame" inside of it, and the morphic molecules, when in "glide mode", the edges take on the appearance of a raven's wings spread in flight, or at least a stylized rendition of it. 

The boots/greaves and the gauntlets have extra protection and plating added on to the exterior of the suit's basic layers, though the gloves/gauntlets, boots/greaves, pants, shirt, cape, and cowl are all actually separate pieces. 

His head is covered by a smooth armored cowl that leaves only his mouth and chin exposed to the air (though the sides have a convenient lock point for his gas mask). His eyes are covered by special lenses that appear, from the outside, to be somewhat milky-white when inactive, but faintly glow green when night vision mode is active. 

 
Power Descriptions:
Aleksander is an essentially normal human being. His time under the "care" of the Blood Dragon Society had them injecting him with various chemical mixtures meant to encourage the maximum potential growth, and he was fed a rigorous diet rich in some unique vitamins and minerals, but while he shows the potential to enter the very top tier of human performance, right now he shows no signs of mutation or any other true superhuman powers.
Instead, his body is in peak condition for a boy of 16, and he possesses more skill than most would think possible for one of his age (due to his...rigorous...care with the BDS). Some might describe Aleksander as a "living weapon", and truthfully, they wouldn't be entirely wrong. His physical fitness and sheer skill make him a formidable close-combat opponent.

 

Nevermore's costume is a masterful piece of crime-fighting engineering.

The innermost layer is a thick, comfortable layer of thermal-insulated morphic molecules that help Alek survive extreme temperatures.

Next is a layer of body armor, composed primary of thick, semi-rigid Kevlar plates that provide protection sufficient to deal with most regular small arms.

The cowl contains lenses that can activate night vision, meaning even the darkest night is as bright as day to Nevermore.

As well, an advanced communications suite is embedded under the armoring of the cowl. This system also works with some small microcomputers in his belt to give him up-to-the-picosecond accurate time, as well as precise geopositioning data and magnetic north orientation readings.

The belt also holds a number of tools useful for crime scene analysis, a fold-out tablet computer useful for taking notes and such, and a simple collapsible gas mask that fits over his exposed moth and provides an environmental seal and several minutes of clean air.

The cape is composed of special electro-reactive morphic molecules that conform to a rigid frame when a very low but precisely calibrated electrical charge is run through them. While he has insufficient propulsion for true independent flight, Nevermore is capable of long glides. His ability for movement around the city is aided by special high-speed, high-power grapnel lines that are housed in his gauntlets (under the extra armor plating).

Finally, the whole suit is reinforced to enhance not only protection but close combat capability. The main "striking points" are still fists/forearms and feet/calves, and this is reflected in the heavier, reinforced plating present there. In addition, small, hollow reservoirs partially filled with a fine silicon mix provide an impact enhancer similar to the common dead blow hammer.

Rounding out his current arsenal is The Talon, a high-performance motorcycle which is Nevermore's primary means of transportation across larger portions of Freedom City (with his grapnel/glider cape combo being used for more precise positioning in specific areas). While unarmed, it is a tough, fast vehicle that bears a solid security system to prevent bike-jacking. The overall construction is rugged, with the bike mainly sporting two seemingly oversized tires (each with an independent electric motor for power), and a central "pod" with rugged armor plates, special steering "arms", and a simple voice-activated computer that has an always-updating navigation program. It is currently capable of speeds approaching the fastest performance road cars, though Nevermore rarely pushes it to that speed.

History:
Aleksander Garen Nakani should have been a perfectly normal boy born in the country of Georgia. And for about 6 months of his life after birth, he was. 
Then, one day, he and his parents "disappeared". His father and mother were found weeks later, dead, their child missing, out well past city limits. Theories abounded. No one was ever charged, no conclusion made. Funerals were held. People mourned. Mementos were kept by parents/grandparents and other scattered family.
None were the wiser that Aleksander had been taken by the Blood Dragon Society to their base in Transylvania, Romania. They are a fanatical group borne from the last members of the Order of the Dragon. Born in fire and blood, they escaped the purge that wiped out most of their brethren and went into hiding. They watched as one of their own members became one of the most feared monsters of all time, a household name half a millennium later. 
The Blood Dragon Society vowed all those years ago to protect Europe (and, eventually, mankind) from the "dark things". Unfortunately, their definition of what constituted a viable threat has varied over the years, and has never focused solely on supernatural threats, but instead included political or religious movements and individuals. 
Worse, they vowed to use any means necessary, and have taken that vow seriously. They employ methods most would never condone, and in the last couple of centuries have begun taking orphans or other "won't be missed" children to train them from a young age to be perfect "defenders".
Aleksander was part of a new "trial group", selected based on genetic factors (in his case, the presence of many historically successful soldiers on his father's side, and genetics stretching back to some of the fiercest Sarmation warriors on his mother's side) that the Society believed would make them ideal warriors. These children, taken from all over the world, and being of all sorts of ethnicity, were brought in before their first birthdays. They were raised impersonally, granted single names based on mythology (Aleksander was called Svarog), and fed rigorous diets, supplemented by vitamin and chemical treatments intended to procure the maximum possible performance and growth. They were educated as soon as possible, trained from very early ages in tactics, stealth, sabotage, combat of all kinds, and more. Their minds were laced with subliminal programs to ensure obedience and efficiency. Psychics were brought in to aid all of these efforts, ensuring that the whole batch of 20 was far ahead of their peers in every way by age 10. 
Alkesander was 11 when the Freedom League rescued all of the children from the clutches of the Society. The Raven, with the aid of Foreshadow, had tracked down the location of the Society's facilities. The stealthier members of the League infiltrated the base and ensured that the children were there and safe, and disabled much of the security. The rest of the League then swept in and thoroughly disabled any BDS troops still up and about, including a few of their more exotic members. 
Raven herself was the one to open the cell holding Aleksander, who had been in solitary for a week because his young mind had shown itself to be (once more) resistant to the harsher aspects of the programming they were trying to induce on the children. It wasn't a conscious thing, simply an unusually resilient psyche that meant the next year would not be as harsh as it would for his fellows. But only a little less harsh. Thankfully, the BDS facility had included full medical and biographical files on the children there; the Society was thorough and meticulous, if nothing else. This allowed the League to track down what family remained...which was his father's father, who was by this point in no condition to take care of a child. So he would have to be adopted after his treatment.
It took over a year for League psychics and psychologists to help young Aleksander reach a point where they felt he couldn't simply be "switched off" or reprogrammed with a single phrase, and that he didn't treat the entire world like one long spy or combat mission. It still was a delicate enough situation that his adoptive parents, Loren and Melissa Barbeau, had to be specially trained and prepared to help him learn to socialize more normally. As well, his state of mind, as well as his near-reflexive fighting ability, necessitated him attending the Nicholson school for 3 years. 
Thankfully, by 14 Aleksander was a comparatively normal, if quiet, boy. He was even attending a regular public school.

What Loren and Melissa didn't know is that the mental focus that previously had been forced upon the lessons of being a weapon, was now turned to investigating the Raven more. For almost a year, he'd been slowly tracking bits and pieces of information.  

Not because he hated her; just the opposite, Aleksander felt only the greatest of admiration for her. He wished to thank her without having to get mugged first. 

But as his investigation continued, he came to an uncomfortable conclusion: Raven was growing older. Just as her predecessor had, she was starting to show small signs of aging. One day, perhaps soon, she'd have to give up the mantle. But to whom?
The day he figured out who she was, was the day Alkesander Nakani decided that if the Raven wouldn't appoint a successor, maybe one needed to approach her. So he dug deeper. 
Eventually, he determined two facts. First, the original Raven had been Duncan Summers, who was now headmaster of Claremont Academy. Second, his daughter, Callie Summers, was the current Raven. This would explain all the various resources Raven had always had access to. But now...how to speak to either of them about it?

Finally, he decided on just going to Claremont Academy and trying to speak with the Headmaster, as he wasn't sure Callie would be at the Summers home. He skipped school one day and caught the bus to Bayview. He managed to slip onto the Academy grounds with none of the students or staff noticing, and ended up right outside Headmaster Summers' office.

At which point the retired hero invited him in to speak. Duncan explained that while he didn't know quite why Aleksander was there, he'd kept track of the boy, if for no other reason than to help alert other heroes if the Blood Dragon Society ever moved to try and retake him. But the boy's presence intrigued him, and he had a guess as to why he was here.

So Aleksander laid out his research, the results, and his belief that Callie needed a successor. 

Duncan ended up calling his daughter into the meeting, and there were a couple hours of discussion (during which Loren and Melissa were called in as well). In the end, it was decided that until he was 15 & 1/2 years old, Aleksander would be undergoing rigorous "basic training" without stepping foot outside the "lair" under the Summers home. Loren and Melissa weren't thrilled, but recognized that between Aleksander's iron will and his rather unique background, they'd be unlikely to stop him.

So instead they partnered with Duncan and Callie to help make sure Alek didn't do something stupid to get himself killed. 

By June of 2013, Alek was allowed on 2 patrols a month, to try and get him used to actually going through the motions of being a crime-fighter. He was primarily asked to watch Raven's back, but was sometimes allowed to take the fore and get some practice. Most criminals were at least smart enough to not mouth off to a kid in body armor who was working with the Raven. The ones that were were educated. Word started to spread.

In the meantime, in an effort to take some of the work off of Callie, and maybe give Aleksander some independence on occasion, Nevermore (as he has dubbed himself) has transferred to Claremont, starting in the Spring 2014 semester. It is hoped that he will learn more skills related to working with other heroes, as well as broadening his own skillset for the purposes of crime fighting and prevention.

 
Personality & Motivation:
Aleksander is a fairly quiet young man, but for all that he's gone through, he's actually fairly hopeful. He doesn't go for much in the way of exterior shows of emotion, but being rescued from the clutches of the Society, in the way he was, taught him that the world has good people, and those good people can make a difference. 

While not anti-social, Alek prefers to ration his time with friends (which he makes slowly and carefully) and strangers. But when he is with them, his shell opens up at least a little bit; he has a tendency to be the dry wit of a group, making some quip with a completely straight face. 

Alek will almost fanatically stand up to bullies, especially if he sees them picking on someone notably less capable physically (or socially, if it's primarily verbal bullying). He does not initiate actual fisticuffs, but he has been sent home a couple of times for, in his words, "finishing what someone else started". He has never shown regret for those fights, either. Thankfully he abhors the idea of taking a life or producing permanent injury, and so he's always focused on restraint, or temporary discomfort, to breaking bones or the like. 

Alek tends not to get involved in discussions about politics or law or the like, beyond voicing a general dislike of "injustice", though with as young as he is it's still a nebulous concept (beyond "criminals running around not getting stopped").

 

Nevermore comes off as a gruff, no-nonsense crime fighter. He's willing to work with other heroes, though he's cautious if he does not know them, and might get slightly frustrated with those who have trouble with subtlety of any form. 

To criminals, he's somewhat quieter than his predecessor, but still carries an air of menace and shadows. He is relentless and fearless, and lets them know. 

He does have a bit of a tendency to try and put on a gravely bravado with older heroes, barring those like Midnight or Foreshadow who carry legacies similar to his own. To them he is respectful, though he's not afraid to voice an opinion. But to others he might be trying to over-compensate for his clear newness to his role, subconsciously trying to prove that he's worthy of the mantle he will be receiving.

To the average citizen, he's polite, if a bit terse, but always wanting to prove helpful in a moment of need.

Powers & Tactics:
Nevermore will adjust his tactics depending on the number and quality of opponents.

For a large number of "thugs" he tends to just dive in and start taking them down rapidly, weathering their blows with his body armor while he delivers precise, powerful strikes.

Armed opponents are likely to be disarmed.

Those who seem to focus on power over finesse may well end up put in one martial art hold or another while he tries to choke them just enough to knock them out.

For a notably powerful opponent he is likely to attempt to remain in stealth until he can catch them unaware enough to get a couple of solid blows in. That, or try to work with someone else or call for backup.



Complications:
Once a Soldier, Always a Soldier: While the particular cell that was "raising" Aleksander was dismantled, the Blood Dragon Society as a whole still exists. And they aren't the sort to let resources go to waste, especially ones that display the potential Aleksander has. At some point, or several points, they may try to retrieve Aleksander, not realizing that he's also Nevermore.
The River Runs Deep: Aleksander was given a thorough de-programming by more than one psychic who was affiliated with the Freedom League, and was further taken through more mundane therapies and de-programmings by psychologists and psychiatrists. However, the scars of that time still remain. It is possible, if unlikely, that one or two "trigger words" may still be buried in his mind and activated, either by someone with sufficient knowledge, or someone with enough skill (not power, but skill) in the psychic arts. This would not turn him into a mindless drone, but it might be enough to leave him slower, incapacitated, or in some other way less effective than he should be. 
Secret (Identity): Aleksander's identity as Nevermore is something known only to a few (though fortunately or unfortunately, at least some fellow students at Claremont know). The risk is not only to himself, but to both the Summers, to his family, and even, in a way, to Claremont itself. 

Some Pretty Big Shoes: Aleksander's status as heir apparent to the mantle of the Raven isn't officially known to many, and nominally speaking, his assumption of that role is a few years off. Some more experienced heroes might not take him seriously, or take offense to him attempting to "take over" the Raven's name one day. Alek himself may sometimes have issues with confidence or second-guessing himself due to doubts over his "worthiness" of the role. 


Abilities: 6 + 6 + 6 + 6 + 6 + 2 = 32PP
Strength: 16 (+3)
Dexterity: 16 (+3)
Constitution: 16 (+3)
Intelligence: 16 (+3)
Wisdom: 16 (+3)
Charisma: 12 (+1)

Combat: 10 + 12 = 22PP
Initiative: +3
Attack: +11 Melee, +5 Ranged
Grapple: +14
Defense: +11 (+6 Base, +5 Dodge Focus), +3 Flat-Footed
Knockback: -3

Saving Throws: 5 + 5 + 5 = 15PP
Toughness: +7 (+3 Con, +4 [Protection])
Fortitude: +8 (+3 Con, +5)
Reflex: +8 (+3 Dex, +5)
Will: +8 (+3 Wis, +5)

Skills: 76R = 19PP
Acrobatics 7 (+10)
Computers 8 (+11)
Drive 7 (+10)

Escape Artist 5 (+8)
Intimidate 8 (+9)
Investigate 8 (+11)
Language 6 (Arabic, English, French, German, Georgian, Latin, Romanian [Native])
Notice 7 (+10)
Search 8 (+11)
Stealth 7 (+10)
Survival 5 (+8)
 
Feats: 30PP

Accurate Attack
All-Out Attack
Attack Focus (Melee) 6

Beginner's Luck
Chokehold

Defensive Attack
Dodge Focus 5

Eidetic Memory
Equipment 4 [Paid for with Bronze Award]

Evasion

Improved Block
Improved Disarm
Improved Grapple
Improved Trip

Improvised Tools

Jack of All Trades

Online Research
Power Attack

Second Chance (Mind Control)
Takedown Attack 2

Track
 
Equipment: 4PP = 20EP
 
Utility Belt [3EP]

Gas Mask: Immunity 1 (Eye & Lung Irritants)[1EP]
Investigator's Kit (+2 to Investigate Checks) [1EP]
Tablet Computer [1EP]

 
The Talon (Vehicle; Motorcycle) [17EP]
Size: Medium [0EP]
Strength: 25 (Medium Load: 533 lbs.) [3EP]
Defense: 10 [0EP]
Toughness: +10 [5EP]
Features: [4EP]
Alarm 2 (DC 25)
Computer
Navigation System
Powers: [5EP]
Speed 4 (100mph / 1,000ft per Move Action, Feats: Subtle) [5EP]


Powers: 21PP

 

Damage 4 (Feats: Mighty) [5PP] (Training) ("Martial Arts")
 
Device 4 (20PP Container, Flaws: Hard-To-Lose) [16PP] (Technological; "Nevermore Costume")

City Movement 1 (2PP Array; Feats: Alternate Power 1) [3DP]
[array]Base Power: Flight 2 (Flaws: Gliding) [2] ("Electroreactive Glider Cape")
Alternate Power: Super-Movement 1 (Swinging) [2] ("High-speed Grapnel Gun"][array]/
Communication 5 (Radio, 5 miles; Feats: Subtle) [6DP] ("In-Built Headset")

Immunity 1 (Cold, Heat; Flaws: Limited [Half]) [1DP] ("Protective Thermal Under-Layer")
Protection 4 [4DP] ("Armor Plating")

Super-Senses 2 (Infravision;Vision Counters Obscure (Darkness) [Darkvision]) [3DP] ("Night Vision Lenses")

Super Senses 3 (Direction Sense, Distance Sense, Time Sense) [3DP] ("Head's-Up Display")


 
DC Block
ATTACK   RANGE   SAVE                      EFFECT
Unarmed  Touch   DC 22 Toughness (Staged)  Damage (Physical)

Totals: Abilities (32) + Combat (22) + Saving Throws (15) + Skills (19) + Feats (30) + Powers (21) - Drawbacks (0) = 139/139 Power Points

Edited by KnightDisciple
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  • 4 months later...

gallery_569_4_6935.jpg
Player Name: KnightDisciple
Character Name: Cobalt Templar
Power Level:  12/14 (215/217PP)
Trade-Offs: 0 (Normal); -5 Defense / +5 Toughness and -5 Attack / +5 Damage (Giant Form)
Unspent PP: 2
Progress to Platinum Status:: 108/120 (Gold Status earned with Gabriel)

In Brief: A teenage boy who aspires to be an archeologist stumbles across an ancient artifact: a ring that grants him incredible power! Now, as the Cobalt Templar, Corbin Hughes must work to discover the origins of his powers, and his destiny, all while fighting to protect the innocent from evil!

Alternate Identity: Corbin Alphonse Hughes
Identity: Secret
Birthplace: St. Louis, Missouri, USA
Occupation: FCU Student
Affiliations: Claremont (former student), Young Freedom (former member/leader)
Family: Albert Hughes (Father), Sarah Hughes (Mother)

Age: 19 [Earth-Prime's Chronology] (DoB: October 27, 1993); 49 [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" (9ft Giant Form)
Weight: 260 lbs. (1,800 lbs Giant form)
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. More recently he devised a way to channel his fire into a large "shell" around himself (which he shapes to his whims); this shell makes him almost 10 feet tall, and gives him enough strength to move buildings. On the downside, he suffers from blunted senses in this "mode", meaning he has a harder time hitting opponents or avoiding blows. But his near-invincibility, as well as his sheer power, tend to make it a worthwhile trade in the right circumstances.

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 (Ultiteen) are in a long-term, intimate dating relationship. 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: 44/28/22 (+17/+9/+6)
Dexterity: 16 (+3)
Constitution: 32/28/20 (+11/+9/+5)
Intelligence: 14 (+2)
Wisdom: 14 (+2)
Charisma: 12 (+1)


Combat: 24 + 12 = 36PP
Initiative: +7/+3
Attack: +12/+7 (Giant Form)
Grapple: +15, +28 Ring, +32 Giant Form
Defense: +12 (+6 Base, +2 Dodge Focus, +4 Enhanced), +3 Flat-Footed, +7 Giant Form
Knockback: -8/-1


Saving Throws: 2 + 4 + 8 = 14PP
Toughness: +17/+12/+5 (+11/+9/+5 Con, +6/+3 Protection, 10 Impervious (Giant Form only))
Fortitude: +13/+11/+7 (+11/+9/+5 Con, +2)
Reflex: +7 (+3 Dex, +4)
Will: +10 (+2 Wis, +8)


Skills: 72R = 18PP
Acrobatics 8 (+11)
Craft (Artistic) 8 (+10)
Knowledge (Business) 8 (+10)
Knowledge (Arcane Lore) 8 (+10)
Knowledge (History) 8 (+10)
Knowledge (Tactics) 8 (+10)
Language 8 (Arabic, English [Native], French, German, Greek, Hebrew, Latin, Spanish, Japanese)
Notice 8 (+10)
Stealth 8 (+11)


Feats: 12PP
All-Out Attack
Dodge Focus 2
Equipment 3 (15EP)
Luck 3
Power Attack
Precise Shot 2

Equipment 3PP = 15EP
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: 7 (1+6) + 90 = 97PP
 
Internal Fire 1.4 (7PP Container [Passive, Permanent]) [7pp] [Magic]
Immunity 1 (Aging) [1PP] 
Enhanced Strength 6 (to 28/+9) [6PP]

 
Device 22 (110PP Container, Flaws: Hard-To-Lose, Feats: Restricted 2) [90PP] (Power Ring [blessed/Holy, Magic])
Enhanced Constitution 8 (to 28/+9) [8PP]
Enhanced Defense 4 [8pp]
Enhanced Feats 3 (Improved Initiative, Quick Change 2) [3PP]
Immunity 9 (Life Support) [9PP]
Protection 3 [3PP]
Super-Senses 4 (Darkvision, See Invisibility [Vision Counters Obscure (Darkness) and Concealment]) [4PP]
Super-Strength 7 (Lifting STR 61 [Heavy Load: 58 tons 1,760 lbs.]) [14PP]

 

Speed of Flame 4.6 (23PP Container [Passive, Permanent]) [23PP] [Magic]

Flight 10 (10,00mph / 100,000ft per Move Action) [20PP]
Super-Movement 1 (Space Travel 1 [interplanetary]) [3PP]


Fires of Creation 1 (9PP Array; PFs: Alternate Power 1) [10PP]
BP: Create Object 4 (4 5ft cubes, Toughness +4, Lifting Strength 20 [Heavy Load: 400 lbs.], 10 30ft Range Increments / 300ft Max Range; PFs: Precise, Selective, Tether) [11PP]
AP: Move Object 5 (Effective Strength 25, Heavy Load: 800 lbs) [10PP]


Holy Fire Control 12 (24PP Array; PFs: Affects Insubstantial 2, Alternate Power 2) [28PP] (Fires of Judgement)
BP: Blast 12 (10 120ft Range Increments / 1200ft Max Range) [24PP]"Rain of Fire"
AP: Strike 3 (Extra: Penetrating 12 [DMG 24], PF: Mighty) [16PP] "Unlimited Blades"
AP: Growth 4 (9ft height, 10ft reach, Large size; Extra: Linked [Density], [Protection], [super-Strength]) [12PP] + Density 4 (+8 Str, Immovable 1, Super-Strength 1, +2 Toughness Mass x3; Extra: Linked [Growth], [Protection], [super-Strength]) [12PP] + Protection 1 (Extra: Impervious Toughness 10 Linked [Density], [Growth], [super-Strength]) [11pp] + Super-Strength 2 ( Extra: Linked [Density], [Growth], [Protection]) [4PP]; Temporary Drawback ( -4 Defense, -4 Attack) [-16pp] [12+12+11+4-16=23PP] "Giant's Strength"
Results of Form

+16 Strength (+8 modifier), +4 Con, +3 Toughness, Large Size (-1 Attack/Defense, +4 Grapple, -4 Stealth, +2 Intimidate, 10ft space, 10ft reach), Immovable 1, +1 Super-Strength, -4 Attack, -4 Defense.


Strength total: 44 (+17); Constitution Total: 32 (+11); Toughness Bonus: +17 (10 Impervious); Defense Bonus: +7; Attack Bonus: +7; Damage Bonus: +17; Super-Strength 10 (Effective Strength 94)




DC Block:
 
ATTACK      RANGE    SAVE     EFFECT
Unarmed     Touch    DC24/21  Toughness (Staged) Damage (Physical)
Unarmed(G)  Touch    DC32     Toughness (Staged) Damage (Physical)
Blast       Ranged   DC27     Toughness (Staged) Damage (Energy)
Strike      Touch    DC27     Toughness (Staged) Damage (Energy)

Abilities (38) + Combat (36) + Saving Throws (14) + Skills (18) + Feats (12) + Powers (97) - Drawbacks (0) = 215/217 Power Points

Edited by KnightDisciple
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