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KnightDisciple

KnightDisciple's Character Scratchpad

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Right, so, while the other thread is for my next PC, Thoughtspeed, this thread is for any various ideas that come to me.

Offhand, I'll likely be sketching out my totally new NPC, as well as a rebuild for Ultiteen/Quo-Dis (because she shouldn't be too far behind her boyfriend in PL, yo!).

I'll probably use this post to organize links to "final drafts" and such.

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So, first, the NPC. I'll do like Thoughtspeed, and list some stuff out, but this is more general.

-Female

-Specifically, this is basically intended as "Gabriel's girlfriend"; she's going to be Catholic like him, though not Irish; I'm considering possibly of Oriental descent, but maybe just Mediterranean. Maybe I'll roll a dice!

-I'm not sure what group fits, but I basically want her in some sort of super-medic group. Like, the paramedic/disaster relief version of AEGIS or something. Sorta like the Hospitallers in Northern Ireland.

-Connected to that, I'm thinking of making her a Healer. So, Healing, with various add-ons.

-Beyond that, she'd be a fit, average human (physicals in the 14 range or so, mentals 12-16). Not sure if I want her to have any other powers at all. Not sure what feats and skills would totally fit here...

That's what I've got so far. Suggestions welcome!

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First, check out AA's Healer Oddball. Second, look at UNISON rather than AEGIS. They're world-wide, after all. Lastly, if she is part of an international organization, consider making her non-American. Maybe she's of French, Japanese, or Russian citizenship? It could provide extra drama if she's focusing on news from 'the homeland' or has to go back to deal with some family drama.

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First, check out AA's Healer Oddball. Second, look at UNISON rather than AEGIS. They're world-wide, after all. Lastly, if she is part of an international organization, consider making her non-American. Maybe she's of French, Japanese, or Russian citizenship? It could provide extra drama if she's focusing on news from 'the homeland' or has to go back to deal with some family drama.
Well, AEGIS was just an example idea.

I'm seriously thinking of making her international, though. I mean, Gabriel's non-American too.

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Stats time! Using AA's Healer build as a base, tweaking as desired.

PL: 8 (146PP)

Abilities: 4+4+4+8+8+10 = 38 PP

STR 14 (+2)

DEX 14 (+2)

CON 14 (+2)

INT 18 (+4)

WIS 18 (+4)

CHA 20 (+5)

Combat: 8+12= 20 PP

ATK: +4 (+8 Ranged)

DEF: +8 (+3 flat-footed)

Init: +6

Grapple: +6

Saves: 4+4+4= 12 PP

TOU +8 (+2 Con, +6 Protection)

FORT +6 (+2 Con, +4)

REF +6 (+2 Dex, +4)

WILL +6 (+2 Wis, +4)

Skills: 20 PP = 80 SR

Bluff 4 (+9)

Diplomacy 10 (+15)

Knowledge: Life Sciences 16 (+20)

Knowledge: Art 4 (+8)

Medicine 16 (+20)

Languages 2 (German, English, Russian [Native])

Notice 10 (+14)

Search 6 (+10)

Sense Motive 6 (+10)

Survival 6 (+10)

Feats: 12PP

Attack Focus: Ranged (4)

Dodge Focus (2)

Improved Initiative

Move-By Action

Power Attack

Second Chance (Medicine checks)

Skill Mastery (Knowledge [Life Sciences], Medicine, Notice, Sense Motive

Ultimate Skill (Medicine)

Powers: 2+36+6= 44 PP

Immunity 2 (disease, poison) [2 pp]

Medical Array [32+4=36 pp]

Healing 10 (Extras: Action [standard], Ranged) (Flaw: Others Only) (PFs: Persistent, Regrowth)

AP: Healing 10 (Extras: Ranged, Total) (Flaw: Others Only) (PFs: Persistent, Regrowth)

AP: Healing 10 (Extra: Total) (PFs: Persistent, Regrowth)

AP: Nauseate 8 (Extra: Ranged) (PFs: Improved Crit, Reversible)

AP: Paralyze 8 (Extra: Ranged) (PFs: Improved Crit, Reversible)

Protection 6 [6 pp]

Costs

Abilities 38 + Combat 20 + Saves 12 + Skills 20 + Feats 12 + Powers 44 = 146 PP

DC Block:

ATTACK      RANGE     SAVE                        EFFECT

Unarmed     Touch     DC17 Toughness (Staged)     Damage (Physical)

Nauseate    Ranged    DC18 Fortitude (Staged)     Sickened/Nauseated/Helpless

Paralyze    Ranged    DC18 Will (Staged)          Slowed/Paralyzed

Old work!

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Now for fluff! (I will finish it tomorrow. So sleepy! @_@)

Character Name: Sonya Sokolova

Power Level: 8 (146 PP)

Trade-Offs: None

In Brief: Metahuman Medic from Russia working for UNISON.

Alternate Identity: None

Identity: Public

Birthplace: St. Petersburg, Russia

Occupation: UNISON Agent (Emergency Medical Division); Lieutenant Rank

Affiliations: UNISON (Employer), Russian Federation (homeland), Freedom League (Liaison)

Family: Dmitri (Father), Agata (Mother), Lena (Oldest sister), Marina (Older sister)

Age: 28 (DoB: 1983)

Gender: Female

Ethnicity: Russian

Height: 5'11"

Weight: 170 lbs.

Eyes: Grey

Hair: Black

Description:

Sonya is a woman in good physical condition, though certainly not at the level of "peak human performance". Her work focuses less on feats of strength and agility, meaning she doesn't have some of the raw physical power others carry on a daily basis. Nonetheless, she has an attractive look about her, and a confidence that's hard to put into words. Her grey eyes are almost always shining with compassion for her fellow human beings. When on-duty, Sonya wears her hair up in a practical bun, but when off-duty, she often lets it simply rest on her shoulders.

On-duty, she wears a typical blue UNISON outfit, albeit one lacking any physical weapons, and carrying a few key tools to allow quick diagnosis in the field. As well, she bears the red-on-white cross universally recognized to belong to medics. Off-duty, she tends toward more casual wear.

Power Descriptions:

Sonya's healing abilities manifest as a light green glow around her hands, a glow that spreads across a patient as she treats them. Any visible wounds glow a slightly darker green until they are healed.

Her offensive skills manifest in a similar manner. Her paralyzing blast is a pulsing beam of dark green light that invariably strikes a target's forehead, while the attack she uses to induce nausea is like a rapidly-moving line of greenish-yellow mist that seeps into an opponent's pores.

History:

Sonya Sokolova was born to a Captain of the Soviet Army, and a mother dedicated to a family that was now 5 strong. The youngest of 3 sisters, Sonya grew up loved by her parents, and doted on by her father (harried that he might sometimes be as the only man in a house with 4 women). She was still a young child when her homeland went through massive changes. By a miracle of God (so her parents profess), he father was left essentially untouched in all the upheaval, and their family continued on much as it always had.

But with a freer country came a slight renewal of things banned. In this case, religion experienced a bit of a surge, and part of this was the opening of a Roman Catholic church (one once closed during the darker days of the USSR) in the re-re-named city of St. Petersburg, not far from where they lived. Curiosity got the better of the Sokolova family one weekend, and the rest ended up being history. Their connection to the Catholic church helped ground the Sokolovas and bring them together.

Considering Sonya started displaying hints of her healing talent at the mere age of 15, that was likely a very good thing. Turn of the millennium or no, there were still remnants of the "old days" lingering around. And the chance to get their hands on a girl with Sonya's abilities...Dmitri knew word would get around. So, he used what pull he had to get in contact with UNISON; they had an "internship" program that his youngest daughter could join. She could still go to school, see her family, and so on, but not unlike an ROTC program in the US, this program prepared her for a period of service with UNISON.

So Sonya became an "intern" with the international peacekeeping force, and at 16 she was forced to think about larger responsibilities. Not only was she going to be a part of UNISON for a time, as someone gifted with healing powers, she would need to achieve at least a basic medical education to properly apply it. For the rest of her time in school, she prepared to take a medical path in college. Once she was at university, she spent about a semester considering her options, before settling on a path that would make her a battlefield medic of the highest caliber, both with and without her powers.

She completed her college degree in Biology&Anatomy (Pre-Med Focus) in an almost record 3 years; this allowed her to enter UNISON's specialized combat medic courses at age 21. She all but blew through this training, her formidable intellect making her instruction progressively easier for her; in just a year and a half, she was judged fit for field deployment.

For five years, she ranged over the globe, always working to save every life she could, even in the darkest, bleakest parts of the world. Even one more life saved was one more small piece of hope restored, one more miracle from God preserved, one more soul allowed to be with its loved ones for a bit longer. Or so she told herself, despite the occasional nightmares she has about the worst places she's been to over the years.

Most recently (about half a year ago), Sonya was assigned to Freedom City. Specifically, she was charged with being one of a handful of liaisons to the Freedom League and other super-groups, as well as more loosely-affiliated groups (such as The Lab), and even independent heroes of all sorts. This doesn't mean she has forgotten her calling, though. She can often be found rushing out to the site of a super-battle, helping with the aftermath and cleanup, or even helping out the heroes in the middle of a fight, risks or no risks.

Personality & Motivation:

Sonya strikes an interesting balance between "stern" and "motherly"; in the field, she can sometimes be seen all but barking orders to her fellows, and occasionally unruly patients. But when in a hospital, base, or the like, she's a warm, charming woman who has a knack for calming and comforting those around her. If one were to ask her, she'd say both have the same cause: She doesn't like seeing people hurt. She takes charge because she knows the danger of uncertainty. She mothers because she knows how much good it does for someone's recovery.

Beneath those two surface "traits" is an intelligent woman who has a good sense of people, and who enjoys a fair bit of "quiet time" when she's not on duty. Doctors rarely get much rest on the job, after all. There's a core of steel to her, though; threaten those in her care, and/or those she cares about, and she's like a small storm raging focused into a human form.

Powers & Tactics:

Sonya's first and last goal is the protection of life, especially innocent life. To that end, she will heavily prioritize wounded civilians, non-powered police and military forces, and heroes, in roughly that order. She moves rapidly from person to person, getting them at least mobile and stable enough to be seen to by a hospital or the like. She will not intentionally enter a fight, but if one moves close enough and villains try to target her patients, she will do what she can to slow them down until others can more fully incapacitate them. If a villain is seriously injured, she will do enough to keep them from risking death, but not so much that they can re-enter a fight refreshed.

(OOC: Spoilered since she's already posted up there.)

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Shelved for the moment, will do more later perhaps.

Now it's time to start that rebuild of Ultiteen that I've been talking about!

Going to focus on the crunch tonight, fill out the fluff later.

(Okay, some of the crunch, anyways.)

Character Name: Ultiteen

Power Level: 12

Trade-Offs: N/A

In Brief: Youngest child of Ultima Thule, Quo-Dis has made it her mission to help better understand the larger world, and to help protect the innocent people of the world as Ultiteen!

Alternate Identity: Quo-Dis

Identity: Secret

Birthplace: Ultima Thule

Occupation: Claremont Student

Affiliations: Claremont Academy, Ultima Thule

Family: Sa-Ur (Mother); Kal-Zed (Father; Secret)

Description:

Age: 118 (DoB: 1893)

Apparent Age: 18

Gender: Female

Ethnicity: Ultimen/Caucasian

Height: 6'2"

Weight: 190 lbs.

Eyes: Gray

Hair: Blonde

Description:

Power Descriptions:

History:

Personality & Motivation:

Powers & Tactics:


Complications:

Abilities: 10 + 4 + 10 + 4 + 2 + 2 = 32PP

Strength: 30/20 (+10/5)

Dexterity: 14 (+2)

Constitution: 30/20 (+10/5)

Intelligence: 14 (+2)

Wisdom: 12 (+1)

Charisma: 12 (+1)

Combat: 24 + 24 = 48PP

Initiative: +0

Attack: +12 Melee, +12 Ranged

Grapple: +0

Defense: +12 (+12 Base), +6 Flat-Footed

Knockback: -0

Saving Throws: 1 + 4 + 11= 16PP

Toughness: +0 (+10 Con, +2 [Protection])

Fortitude: +11 (+10 Con, +1)

Reflex: +6 (+2 Dex, +4)

Will: +12 (+1 Wis, +11)

Skills: 28R = 7PP

Acrobatics 8 (+10)

Concentration 4 (+5)

Knowledge (Art) 4 (+6)

Knowledge (History) 8 (+10)

Knowledge (Physical Sciences) 3 (+5)

Languages 1 (English)

Feats: 0PP

Beginner's Luck

Blind-Fight

Eidetic Memory

Move-By Action

Powers: 0 + 0 + 0 = 0PP

Drawbacks: (-0) + (-0) = -0PP

DC Block

ATTACK      RANGE     SAVE                        EFFECT

Unarmed     Touch     DC15 Toughness (Staged)     Damage (Physical)

Totals: Abilities (0) + Combat (0) + Saving Throws (0) + Skills (0) + Feats (0) + Powers (0) - Drawbacks (0) = 105/105 (or 150/150) Power Points

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Player Name:

Character Name: Shrike
Power Level: 10 150/150PP
Trade-Offs: None
Unspent Power Points: 0

In Brief: An experimental government cyborg who broke free of his programming, and now stalks the streets as a solemn defender of justice!

Alternate Identity: Lawrence Jenkins (current civilian identity); Davis Powell (true civilian identity)
Identity: Secret
Birthplace: Fort Wayne, IN, USA
Occupation: Bodyguard for Charles Scott; formerly a US Army 160th Special Operations Aviation Regiment (Airborne) ("Night Stalkers") pilot, ranked Staff Sergeant.
Affiliations: Formerly: US Armed Forces, Army "Night Stalkers", Project Einherjar; Currently ally/successor to vigilante Strix
Family: Madelyn Powell (wife), Valerie (daughter), Benjamin (son)

Description:
Age: 32 (DoB: May 20th, 1980)
Apparent Age: 29
Gender: Male
Ethnicity: Caucasian (various European)
Height: 6'
Weight: 230 lbs unarmored, 380lbs armored
Eyes: Amber
Hair: None

General Appearance: When in "civilian" mode, "Lawrence" seems fairly unassuming. He's not overly tall, and his build is on the thin side of average. He has only two really distinctive features. One is his lack of any hair; it's only noticeable on his head, which doesn't even have any eyebrows or eyelashes. His amber eyes thus tend to stand out a bit more, even with his lightly-tanned skin. The other thing that stands out is what appears to be a rather extensive set of tattoos over much of his body; they're simple, thin lines that form curves and angles that sometimes trace his bone structure, but sometimes seem to trace strange patterns. Typically only his head and hand lines are visible, as he wears fairly concealing clothing all the time. If one were to see him unclothed, they would note that the lines trace his spine, ribcage, and the major bones in his arms and legs, forming a simplistic, wire-frame outline of a skeleton. As well, at several points down his spine, on the back of his shoulders, on his chest near the collarbone, at his hips, elbows, wrists, knees, and ankles, he has small (~.25 inch) metal circles. If somehow asked about them, he will attempt to pass them off as byproducts of some reconstructive surgery after an "accident" (which is, in a very vague sense, true).

When not on duty, he wears jeans or slacks with long-sleeved t-shirts or collared shirts. When working as a bodyguard he wears a well-tailored suit, the often brightly-colored tie being his only piece of individuality. He almost always wears reflective shades while working.

Costumed Appearance: In his "true" appearance, the Shrike is an intimidating sight. His body is covered in a layer of black armor plating, with extra plating in very dark blue on his torso, shoulders, lower legs, and forearms. His head is completely covered, his face a featureless mask barring the two goggle-like eyes that glow a deep red within (transparent armor plating over cybernetically-enhanced eyeballs); the only other distinguishing feature is a vaguely avian set of frills near the back of the head, measuring perhaps 3 inches long. His plating is smooth, with some sharp angles and some smooth lines. On his back is a large "pack" that can unfold into a pair of small, stubby wings; from the bottom of those wings, precisely-controlled jets of black exhaust can propel him through the air. His feet seem to be encased in what amounts to pointed boots, while his hands are shod in gauntlets with finely-sectioned metal. His whole look has a very predatory, very vaguely avian look about him, accented by his fluid movements.

His weaponry manifests in a unique way; on his arms and legs, several small devices help constantly adapt his strikes to best defeat any enemy he faces. His fingers might suddenly be clawed, his feet might sprout talons, his forearms might sprout sharp tines. Most commonly, however, he configures two rectangular extensions from his forearms; these extensions might narrow to a wicked point, hone themselves into a bladed edge, or even stay blunt rectangles. It all depends on the situation.



Power Descriptions:

Shrike is quite literally built to be a close-combat monster. His body is one total cybernetic enhancement, stemming from a science that Project Einherjar still barely understands. Much of it is based on nanotechnology and very focused dimensional technology and energies. He is in every way a cybernetic organism, living tissue hiding a bio-metal skeleton, further hiding much more potent technologies.



His "base" or "civilian" form is, on the surface, a normal (if hairless and "tattooed") human body. However, under the surface, the story is a bit different. His body has been enhanced to at least human peak, if not better. His bones have been merged with a unique form of bio-metal, which has barely increased their weight, but has made them much stronger. In addition, all of his organs and systems within his body have been subtly reinforced by the nanites that swarm throughout his body. His muscles are boosted somewhat, and his reflexes are enhanced via tweaks to his nervous system reducing signal time. His brain has a couple of unobtrusive implants that allow him to receive and interpret radio signals when he so chooses, as well as gaining a sense of his surroundings through a passive "radar" system. However, it's the reservoirs of special-purpose nanites stored in special nodes across his body, and the special hair-thin dimensional storage pockets placed on the outside of many of his bones.

When his full abilities are unleashed, the purpose of the nodes and the lines/pockets is revealed. In the blink of an eye, the nodes release a swarm of nanites that coat every inch of his skin, forming a base protective layer, adding padding in a few key areas. Said swarm also interacts with latent implants in his eyes, making them slightly more durable, but mostly giving them an infrared vision mode. Meanwhile, the "lines" on his bones and skin turn out to be storage pockets and exit ports (respectively) for the outer layer of armor, which erupts in a flash of dimensional light and energy, nigh-instantly covering and merging with the more flexible nanite under-armor layer. At this point, his "armor" is, for all intents and purposes, a second skin.
Said "second skin" includes a protected layer of electroactive polymer muscle fibers, which give his strength a notable boost. The armor plating is so sturdy he can simply ignore most all small arms, and even some lighter explosive weapons, with absolutely no worry. Even his "paint" (surface molecules of his plates nano-adjusted to reflect light slightly differently) remains unscathed!
His radio-based implants receive a boost in this form, with his eye implants, "frills", and a few other sensor packets allowing him to analyze an opponent's physical and energy composition, discerning what sorts of attacks it might be most harmful to them. As well, the system as a whole provides a sealed environment, making him immune to most any environmental danger. He can operate in the vacuum of space, the bottom of the ocean, the hottest desert, and the coldest tundra without pausing or worrying about taking a breath. He cares not for poison or disease when encased in his true form, the enhanced nature of his body obliterating any subtle attempt to attack it from within. Further emphasizing his nature as a stealthy close-combat model, his form and nature are cloaked from most forms of sensors so long as he doesn't engage in combat; combined with his aptitude for stealth, this makes him virtually impossible to detect if he does not wish to be found.
The pack on his back contains his flight pack, and the largest of several hyper-compact energy generators that actually feeds on the surreal, fiery nature of raw, barely-tamed entropy. Those same generators, paired with more specialized dimensional "storage tanks" are what allow him to extrude the various "natural" weapons he uses in combat. Indeed, his weapons system even allows him to shift the very nature of his own attacks to penetrate the weaknesses his sensor package discerns. Certainly he's been able to channel various sorts of fundamental energies and elemental forces, and the nanotech nature of his powers means he's able to rapidly shift the molecular structure of his enhanced blows to pierce many metal-based weaknesses.

Of course, his cybernetic nature, and the manner in which he stores and powers his armor, does leave him somewhat vulnerable to particular kinds of attacks. Intense magnetic attacks can damage his collection of nanites, as well as tearing at some of the metals in his armoring. Raw cosmic forces tend to clash somewhat violently with his entropic power sources. Finally, attacks calling upon raw dimensional force can play havoc with his body due to the heavy usage of dimensional storage attached to his very skeleton.



History:

Staff Sergeant Davis Powell was a rising star in the famous (or perhaps infamous) "Night Stalkers" regiment of the US Army. He was a bit of a rising star, well known for his deft hand a piloting and unshakable nerve, even while under heavy enemy fire. He always got his chopper back to base with everyone on board in tact. And despite being overseas for over a year during Operation Enduring Freedom, he maintained a happy marriage, one that had given him two incredible children. In his own mind, Davis was living the American Dream, and things could only get better. Especially since he was due to get a couple of months off duty in just a month or so.


How wrong he was.

He was flying a mission in early 2011 when his Blackhawk, packed with its full load of 14 soldiers, Davis, and his co-pilot, was hit by enemy fire. It didn't go down immediately, but it was badly damaged, and even as he broadcast a distress signal, Davis lost control. The aircraft went into an uncontrollable spin and struck the ground at high speed, killing about half the occupants instantly. The other half were all knocked unconscious and left in varying states of injury. Rescue came quickly, but it wasn't a normal Air Force Para-rescue group. Though the Chinook that touched down to recover all 16 people (living and dead) acted like it was normal military, and sent the appropriate signals to the bases involved, it never went to a standard field hospital. Instead, it headed south at high speed, quickly crossing over Pakistan (though through an area with no radar to speak of) before reaching the ocean, where it landed on what looked like a normal helicopter carrier. It was nothing of the sort. The 8 survivors, all of them placed in medical comas and with their wounds stabilized for the short-term, were quickly brought to the lower decks. Meanwhile, a story was concocted and sent to the military and the families of those lost; the crash was severe enough that the condition of the remains necessitated immediate cremation. Less than 36 hours after the crash, those 16 men were, to a one, effectively dead to the world.

But Project Einherjar was only just beginning. The ones who were dead were sorted; of the 8, 6 were determined "usable", while 2 had sustained enough damage they were cremated at sea. The "usable 6" were put in cold storage for a later date; the 8 survivors were still in medical comas, and had only received enough medical care to stay alive. They were all taken to individual operating rooms, where they were...augmented.

Using technology scavenged and then copied from a couple of wrecked cyborg drones found floating in lunar orbital space by one of the government's patrolling hero groups, they set to work creating the "next generation of soldiers". Each of their "prototypes" was going to have a different focus, a different "mission specialization". All clinical ways for them to talk about taking the lives of men who'd given their all for the country, stripping their free will, and making them into cyborg super-soldiers and assassins. Davis was first, chosen for both his skill in piloting (skills that were "re-purposed" during his "upgrade") and his noted skill in hand-to-hand combat. His body was first injected with the "base" nanites, which went about restructuring and rebuilding his body; they healed his injuries, but even in a medical coma it was agonizing. Then the process of implanting his armor was undertaken; Davis was submerged in a pool containing a slurry of nanites, minuscule grains of metals and polymers, and an oxygen-rich liquid (fed through a filter mask to prevent the other compounds from hitting his lungs). Remote-control robotic arms performed precise incisions with lasers, and the nanites in the pool undertook the still poorly-understood process of grafting his bones with dimensional pockets, allowing him to store his armor plating without detection by sight or sensor. Part of this grafting process turned his skeleton into a strange "biological metal" that achieved similar weight with un-augmented bones, but increased the strength noticeably. Just as the Project desired, Davis was turned into a cybernetic killing machine, one with implants and software that ensured he was utterly loyal.

For 3 months, they ran him through test after test; obstacle courses, training dummies, live sparring (sometimes with some of the other Einherjar that were active by that point), whatever it took to get him in "peak shape". After his training period, he spent a couple of months going after "minor targets", mostly in black ops across the world; granted, his targets were terrible people doing terrible things, but he was still effectively a slave to the Project and its dictates. Which is why he got sent after someone who wasn't a terrorist or criminal or anything of the sort. He got sent after a genuine hero.

Specifically, Einherjar 1 (as the Project designated him) was sent after a vigilante in America, in one of the largest East Coast cities; the vigilante called himself "Strix", fitting his owl-like costume and gear stylings, and he operated in a very grey area. Strix was one of the heroes who refused to register with the United States government (he considered it an even more restrictive draft, and didn't trust his information to not slip out of the government's hands); on the flip side, he was known to have a somewhat friendly relationship with the local police, as he generally tried to coordinate with him (while conveniently "forgetting" there had been recent standing orders to bring him in for questioning and "registration"). The Project, on the orders of some of the more ruthless members of the government (and behind the backs of the more upstanding members), sent Einharjar 1 after Strix, with the intent to capture or kill the masked crime-fighter.
It didn't take terribly long before E-1's patrol happened upon the vigilante. Before Strix could finish asking who he was, E-1 was already diving at him, razor-sharp blades extended and crackling with an electrical charge, barely missing the slightly surprised costumed adventurer. Strix quickly went on the offensive, and the fight settled into an intense back-and-forth routine that left E-1 somewhat battered, and Strix with several small burns and cuts on his body. Finally, they each landed their last blows of the fight; E-1 managed to stab Strix in the stomach, but Strix slapped a couple of micro-EMP-charges on his body. The charges went off, and while it wasn't as effective against him as a purely magnetic effect might have been, it still fried some of his more fragile gear. Specifically, it fried his tracker, and the system the Project used to send him new commands; in effect, he was cut off from the base. Combined with the general wear and tear, E-1 collapsed into unconsciousness and non-functionality, his armor plating automatically receding to reveal a bald man in a functional jumpsuit. Strix, in a fair bit of pain, managed to summon his personal VTOL craft, and man-handled the both of them into it before retreating to his base outside the city limits (his vehicle's stealth having thwarted any tracking attempts).

Once back at his base of operations, Strix went to work trying to understnad E-1 (after heavily binding him, of course). It took hours of analysis (while a couple of people "in the know" helped Strix get patched up from the damaging but not fatal wound), but finally Strix at least knew how to keep E-1 from changing. When he awakened the first of America's cyber-soldiers, though, he was surprised to find him non-responsive. It took more investigation to pinpoint the implants apparently "over-writing" E-1s natural personality. It was a couple of days before he'd figured out how to "unshackle" E-1, and another day before he was able to do it. When he managed it, though, Davis Powell cried. First, it was tears of joy at being free again. Then tears of betrayal, for being so poorly rewarded for his selfless service for the country, for being forced into being a wetworks man. Finally, he cried tears of sorrow, for the pain his family endurec, was still eduring, and at the thought of never being able to be with them. Strix let him exhaust himself before talking to him for a bit, and then freeing him (Strix being a cautious man by nature). For another couple of days, Davis was kept in Strix's underground base, recuperating and healing from the trauma of the last week. Finally, he seemed composed enough to face the world, and Strix revealed his secret to a man who had nowhere to go: the owl-themed vigilanted was actually billionaire Charles Scott, owner of a couple of large, progressive companies that were on the cutting edge in multiple fields. Apparently the raging success of his companies meant he could easily fund his personal crusade more easily; Charles was driven, not by a sense of personal tragedy, but one of responsibility (he also engaged in massive charitable ventures, he was simply good enough at making money he stayed rich as well). Charles offered to give Davis a new lease on life, at least until Mr. Powell could dig up enough information on Project Einherjar to go public and discredit them so thoroughly the government would have no choice but to shut them down; the average citizen would take a dim view of taking heroic US soldiers and turning them into mindless cybernetic killing machines.
Of course, in the meantime, Strix didn't mind the idea of getting some assistance from a super-soldier, so he gave Davis a bit more training, gave him a new identity as "Lawrence Jenkins", a job as his bodyguard, and a new identity: Shrike, crime-fighting cybernetic man. Criminals soon learned to fear either of them in equal measure, as they both stalked the night.

All the while, Shrike was trying to figure out how to take down the Project and safely return to his family before they moved on completely. Project Einherjar, on the other hand, didn't take kindly to one of its assets going rogue so blatantly...



Personality & Motivation:

Before his transformation, Davis Powell was a fairly happy, confident helicopter pilot; he saw good men and women get hurt, and even die, but he managed to stay sane throughout. Beyond that, he had an incredible love for his family, one that was his basic motivation.


Shrike shares that love, but is a much more melancholy individual. He worries about whether his family would even accept his current state, or see him as some sort of undead freak. He agonizes over the decision to leave them in the dark for their own safety (and his). He has a deep-set bitterness aimed at Project Einherjar, and most any government in general (at least on anything more than a local level; he's reasonable enough to know it's the feds who would have made such decisions, not local police, mayors, and council members). When he's out and about as Shrike, he tends to act even more intense and threatening than Strix, playing something of a "bad cop" to the more experienced vigilante's "good cop" (typically the one to hang people over the side of buildings these days).



Powers & Tactics:

Shrike typically tries to sneak up on an enemy with his stealth systems active, sticking to the shadows and avoiding flight as much as possible (if he's close enough they might see or hear it). He will then make a sudden attack with everything he has, often taking out a thug in a single sudden blow. When faced with multiple opponents he often works to down them all as quickly and efficiently as possible. Against single, more powerful opponents he will attempt to determine any weaknesses, then adjust his onboard weaponry to match when possible. Often he uses a mobile fighting style, flitting back and forth by an enemy in hit-and-run attacks, thus forcing them to either move and engage him up close, or fight him at range.





Complications:
Secret Identity Squared: Lawrence Jenkins is secretly Shrike, and both are secretly Davis Powell. Project Einherjar could make the connection between Shrike and Davis, but not to Lawrence. Shrike's goal is to keep as few people "in the loop" as possible, but being the bodyguard of a public figure (albeit one who knows his secret and has one of his own) means it can be an awkward balancing act. GM may feel free to give Shrike a Hero Point if he's placed in a situation where his identity is in notable jeopardy of being exposed in one way or another.
Responsibility: Job: Davis has a regular job as Mr. Scott's bodyguard, though the hours are fairly flexible. However, he has at least a bit of obligation to help the man who freed him in his nightly crime-fighting activity as well. GM may feel free to give Shrike a Hero Point if these obligations notably interfere with Shrikes solo or team work at some point.
Family Man: Davis's family doesn't know he's alive, but he makes it a point to keep track of them as best he can. If at some point they're put in danger, be it by random crime or natural disasters, or the more intentional machinations of the people behind the Project, he may well charge into the situation without thinking. GM may feel free to give him a Hero Point if his family's situation makes him drop everything else and recklessly enter the situation.
Wanted Man: Project Einherjar wants their investment back, and they will be ruthless in attempting to reclaim it. Shrike has to work hard to stay below their ever-expanding notice. GM may feel free to give him a Hero Point if the Project injects itself immediately and dangerously into his life, interrupting whatever he may have been going about.


Abilities: 6 + 6 + 6 + 4 + 4 + 4 = 30PP
STR 30/20/16 (+10/+5/+3)
DEX 20/16 (+5/+3)
CON 24/16 (+7/+3)
INT 14 (+2)
WIS 14 (+2)
CHA 14 (+2)


Combat: 12 + 12 = 24PP
Initiative: +5/+3
Attack: +6 (+10 Melee)
Grapple: +20/+13
Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed
Knockback: -9


Saving Throws: 0 + 3 + 6 = 9PP
Toughness: +10/7/3 (+7/+3 Con, +3 Protection[Cyborg Armor]) (Impervious 5)
Fortitude: +7 (+7 Con)
Reflex: +8 (+5 Dex, +3)
Will: +8 (+2 Wis, +6)


Skills: 60R = 15PP
Craft (Mechanical) 4 (+6)
Gather Info 8 (+10)
Intimidate 8 (+10)
Investigate 8 (+10)
Knowledge (Technology) 4 (+6)
Notice 10 (+12)
Sense Motive 8 (+10)
Stealth 10 (+15)


Feats: 14PP
Attack Focus: Melee (4)
Diehard
Dodge Focus (4)
Fearless
Move-By Action
Power Attack
Takedown Attack
Uncanny Dodge (radio)


Powers: 8 + 4 + 4 + 1 + 47 = 64PP

Enhanced Constitution 8 [8PP] (Cybernetic, Technological)
Enhanced Dexterity 4 [4PP] (Cybernetic, Technological)
Enhanced Strength 4 [4PP] (Cybernetic, Technological)
Super-Senses 1 ( Radio) [1PP] (Cybernetic, Technological)

Cyborg Armor 9.4 (47PP Container, Free Action, Sustained Duration) [47PP] (Cybernetic, Technological)
Concealment 3 (ESP, Mental, Radio) (Flaw: Passive) [3PP]
Enhanced Feats 4 (Applied to Unarmed Attacks: Extended Reach, Improved Crit, Variable Descriptor 2 [any technological]) [4PP]
Enhanced Strength 10 [10PP]
Flight 4 (100 MPH) [8PP]
Immunity 9 (Life Support) [9PP]
Impervious Toughness 5 [5PP]
Protection 3 [3PP]
Super-Senses 5 (Darkvision, Detect Weakness [Radio]) [5PP]



Drawbacks: (-2) + (-2) + (-2) = -6PP
Vulnerability (Magnetism; Uncommon, Moderate [x1.5 on Save DCs]; -2pp)
Vulnerability (Quantum Energy; Uncommon, Moderate [x1.5 on Save DCs]; -2pp)
Vulnerability (Dimensional Energy; Uncommon, Moderate [x1.5 on Save DCs]; -2pp)

Totals: Abilities (30) + Combat (24) + Saving Throws (9) + Skills (15) + Feats (14) + Powers (64) - Drawbacks (-6) = 150/150 Power Points


DC Block
ATTACK RANGE SAVE EFFECT
Unarmed Touch DC25 Toughness (Staged) Damage (Physical)
Edited by KnightDisciple

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And now I'm going to start poking at a Cowl idea I've been considering for my Gold reward. I'm thinking PL10 combat caps, but using the PL12 option to give me more points to play with!


Player Name: KnightDisciple
Character Name: Unnamed Cowl
Power Level: 12 (180/180PP) (PL10 Caps)
Trade-Offs: -2 Toughness / +2 Defense ; -2 Damage / +2 Attack (Unarmed)
Unspent Power Points: 0
Progress To Bronze Status: 0/30

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

Alternate Identity:
Identity: (Public or Secret)
Birthplace:
Occupation:
Affiliations: (People and/or groups you work with)
Family:

Description:
Age: ??? (DoB: Year [Optionally, Day & Month])
Apparent Age: (if applicable)
Gender:
Ethnicity: Caucasian? Asian? Etc.
Height:
Weight:
Eyes:
Hair:

(Describe what they look like!)

Power Descriptions:
(Describe what their powers look like, if applicable)

History:
(Please remember we are a relatively family friendly site. Your story should be PG-13 at most. If your character wouldn't fit in an episode of Justice League Unlimited, The Dresden Files, or Buffy the Vampire Slayer, please rethink it.)

Personality & Motivation:
(Describe here)

Powers & Tactics:
(In-character descriptions of how they do their thing)



Complications:
Name: [Description]
Example:
Secret: Identity.



Abilities: 8 + 8 + 8 + 6 + 6 + 6 = 42PP
Strength: 18 (+4)
Dexterity: 18 (+4)
Constitution: 18 (+4)
Intelligence: 16 (+3)
Wisdom: 16 (+3)
Charisma: 16 (+3)


Combat: 12 + 16 = 28PP
Initiative: +12
Attack: +10 Melee, +12 Unarmed, +6 Ranged
Grapple: +14
Defense: +12 (+8 Base, +4 Dodge Focus), +4 Flat-Footed
Knockback: -


Saving Throws: 5 + 6 + 7 = 18PP
Toughness: +8 (+4 Con, +4 [Protection])
Fortitude: +9 (+4 Con, +5)
Reflex: +10 (+4 Dex, +6)
Will: +10 (+3 Wis, +7)


Skills: 108R = 27PP
Acrobatics 8 (+12)
Climb 4 (+8)
Craft (Electronic) 4 (+7)
Craft (Mechanical) 4 (+7)
Disable Device 8 (+12)
Drive 4 (+8)
Escape Artist 8 (+12)
Intimidate 4 (+7)
Investigate 4 (+8)
Knowledge (Behavioral Sciences) 2 (+5)
Knowledge (Business) 2 (+5)
Knowledge (Streetwise) 2 (+7)
Knowledge (Tactics) 4 (+7)
Knowledge (Technology) 2 (+5)
Language (Cantonese, English [Native], Hindi, Indonesian, Japanese, Mandarin, Spanish)
Medicine 4 (+7)
Notice 9 (+12)
Pilot 4 (+8)
Search 4 (+8)
Sense Motive 5 (+8)
Sleight of Hand 4 (+8)
Stealth 8 (+12)
Survival 4 (+7)

Feats: 33PP
Accurate Attack
Acrobatic Feint
All-Out Attack
Attack Focus (Melee) 4
Attack Specialization (Unarmed)
Benefit (Rich) 2
Blind-Fight
Challenge (Fast Task) 1 (Acrobatic Feint)
Defensive Attack
Dodge Focus 4
Eidetic Memory
Evasion
Hide in Plain Sight
Improved Critical (Unarmed)
Improved Disarm
Improved Initiative 2
Improvised Tools
Luck 2
Power Attack
Prone Fighting
Quick Change
Quick Draw
Sneak Attack 3 (+4 Damage)
Takedown Attack
Uncanny Dodge (Auditory)

Powers: 12 + 6 + 12 + 1 + 1 = 32PP

Device 3(15PP Container, Flaws: Hard to Lose) [12PP] (Costume [Technological])

Flight 2 ( 25mph / 250ft per move action, Flaws: Gliding) [2PP] ("Glider Wings")
Protection 4 [4PP] ("Armored Plates")
Super-Senses 2 (Darkvision) [2PP] ("Night Vision Lenses")
Super-Movement 1(Swinging, Extra: Linked [speed]) [2PP] + Speed 1 (Rank 2, 25mph / 250ft per move action, Extra: Linked [swinging]) [1PP] ("Wrist Grapnels")
Super-Movement 2 (Wall-Crawling 2 (Full speed, retain Dodge bonus)) [4PP] ("Electrostatic Climbing Gear")


Device 2 (10PP Container, Flaws: Easy to Lose) [6PP] ("Meteor Hammer" [bludgeoning Damage, Metal])
Damage 6 (Feats: Extended Reach 2 (15ft reach), Mighty, Ricochet) [9PP]


Gadgets 2 (10PP Variable Power, Flaws: Easy to Lose) [12PP]

Leaping 1 (x2 Jumping Distance) [1PP] (Training)
Speed 1 (10mph / 100ft per move action) [1PP] (Training)



DC Block
ATTACK RANGE SAVE EFFECT
Unarmed Touch DC19 Toughness (Staged) Damage (Physical)
Damage Touch DC25 Toughness (Staged) Damage (Physical)


Totals: Abilities (42) + Combat (28) + Saving Throws (18) + Skills (27) + Feats (33) + Powers (32) - Drawbacks (0) = 180/180 Power Points Edited by KnightDisciple

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So, the above sheet is a theoretical Gold award character. He's built with PL12 points, but has PL10 caps, essentially.

At the moment he's got a couple options for fighting, even before Gadgets (which is still Standard Action, so yeah).

I'll try making up some sample gadgets tomorrow. Maybe I'll reduce the rank but make it a Free Action, I'll have to decide.

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Not anticipating this guy getting used soon, but I think I'll bring him out at some point, anyways.
He's going to be worked as a "PL12", with 180PP, but put to PL 10 caps. Because it's more fun that way.


[floatr]FenrisHF.png[/floatr]Player Name: KnightDisciple
Character Name: Fenris
Power Level: 12 (185/185PP) [silver Reward Slot]
Effective Power Level: 10 (All Caps put at PL10)
Trade-Offs: -0 Attack / +0 Damage, -3 Defense / +3 Toughness
Unspent PP: 5
Progress to Platinum Status: 15/120 (Gold Status earned with Gabriel) (15PP earned pre-bump [5PP for PL12 slot])

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 here.)

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 here.)

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: 22 (+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: 112R = 28PP
Computers 10 (+16)
Craft (Electronic) 12 (+18)
Craft (Mechanical) 12 (+18)
Diplomacy 6 (+8, +11 Wealth)
Disable Device 8 (+14)
Knowledge (Arcane Lore) 2 (+8)
Knowledge (Business) 10 (+16)
Knowledge (Civics) 4 (+10)
Knowledge (Current Events) 4 (+10)
Knowledge (History) 4 (+10)
Knowledge (Life Sciences) 4 (+10)
Knowledge (Physical Sciences) 8 (+14)
Knowledge (Technology) 12 (+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(1+3+6) + 75 = 85PP

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 (28) + Feats (11) + Powers (85) - Drawbacks (0) = 185/185 Power Points

Edited by KnightDisciple

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Right, so, time to plan for the FUTURE!!!

 

>Here is Fenris's current build. Pretty solid, if I do say so myself. But I want more! Mostly in the realm of Powers, though a few feats and skills will come into play of course. I'm not sure where his ultimate PL Cap will fall, all told, but that shouldn't be a huge issue when all is said and done.

 

He's currently got 185PP rocking around, so that's 65 more to play with...

 

Outline of Powers to be Added

 

-Enhanced Intelligence 8 [8PP] (Computronium-Laced Brain)

-Quickness 10 (Flaws: Mental Only; 1000 times faster) [5pp] (Computronium-Laced Brain)

These would be packaged together in a container; this is...eh, only 13PP.

 

Next up is beefing up his Regen. There's a lot of potential here, but to keep the character from just going LOLNO at all types of damage, I think I'll just focus on Injured, with 1 point toward Ability Damage (basically overall representing the ability to rebuild himself). Staggered, Disabled, things like that, he'll have to use Hero Points on.

 

-Regeneration 6 (Recovery Rate 6: Injured [No Action]) [6PP]

-Regeneration 1 (Recover Rate 1: Ability Damage [5 hours]) [1PP]

Both fall under the fluff of "Medical Nanites". Probably will just lump it all together as one Regen entry, but for now I like parsing them out, since this will probably be an instance of them getting added separately. 7PP here, meaning 20 of 65 spent, 45PP left. Considering the rest of his powers would be in his Armor, that's pretty good. 

 

Next up is senses; I feel like Fenris has some okay stuff, but he's got plenty of room to grow in that armor of his. Probably add them in stages related to the sense type, to make it easier. 

-Super Senses 5 (Analytical [All Visual, +2], Extended 1 [Visual; 100' increments], Infravision, Ultravision) [6PP] (Visual Enhancement Package)

-Super Senses 3 (Accurate [All Auditory, +4], Analytical [All Auditory, +2], Extended 1 [Auditory; 100' increments]) [7PP] (Auditory Enhancement Package)

-Super Senses 4 (Accurate, Radio, Extended 1 [Radio; 100' increments], Uncanny Dodge) [5PP] (Radar System, Radio Reception Equipment)

-Super Senses 2 (Distance Sense, Time Sense) [2PP] (Rangefinders, Synced Chronometer)

And, since it's sorta connected to the Radio Sense:

-Communication 5 (Radio, 5 mile range; Feats: Subtle) [6PP] (Encrypted Communications System)

 

That's a lot going on! Probably his biggest addition, when all is said and done. That comes out to 26PP of stuff. But! As it's in his armor, that comes out to...5.1 ranks (26/5pp a rank). Which then becomes...20.4PP. Because it's a Device. That leaves us 25PP to play with!. Well, 24, really. I'm comfortable sinking about 15 more of those PP into the armor, 20 at maximum. 

 

Let's see...

 

-Flight 3 (50MPH/500ft per Move Action) [6PP] 

Not sure on the fluff yet, but this is to let him stay airborne without Teleport shenanigans, or at least not too many. As well, if he's ever in space, it gives better justification for him moving around without touching ships. 

Let's say we boost his Caps to PL12:

-Enhanced Attack 2 [2PP]

-Enhanced Defense 2 [2PP]

-Protection 2 [2PP]

 

4PP to boost his Array's Base Power to Rank 12. 

 

That all comes out to...16PP in the suit. 3.1 ranks. Add that to the 5.1 ranks and it's....8.2 ranks. Or 32.8 PP total. 12.2PP left to go. Hm. 

 

I'm thinking he could use a couple more APs on his array. Something for some Missiles (homing feat), and maybe a Full-Round Autofire attack (not sure yet how exactly). Plug Online Research in, too. 

 

That would leave me 12PP to boost his 3 Exotics, probably 2 more into Fort and 2 more into Will, leaving 8...a couple ranks of Luck leaves 6. 4-5 for more skill goodness all around. And that last 1-2 either for more goodness in the Suit, or a feat of some sort. Maybe a benefit for Security Clearance or something similar.

 

I think that would generally round him off nicely. I might trim down the senses somewhat to give myself a few more PP, but his more mundane "boosts" (abilities, protection, etc) are already there in good showing, they'd just need tweaked.

Edited by KnightDisciple

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Mostly fleshed out now. Version 0.6 or so I'd say. 

(spoilered to make scrolling easier)

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. 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: 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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So, gonna be working on "end-game" builds for all of Ravens toys. Vehicles. Whatever. Point is, these are all gonna be bought with Rewards. 

 

The Talon (Vehicle; Motorcycle) [30EP]

Size: Medium [0EP]

Strength: 30 (Medium Load: 1,064 pounds) [4EP]
Defense: 10 [0EP]
Toughness: +10 [5EP]
Features: [6EP]
Alarm 2 (DC 25)
Computer

Navigation System 2

Remote Control
Powers: [15EP]

Leaping 2 (x5 distance, move action) [2EP]

Speed 4 (100mph / 1,000ft per Move Action, Feats: Subtle) [5EP]

Super-Movement 4 (Sure Footed 2 [Reduce penalty 2/4], Wall-Crawling 2) [8EP]

 

The Talon is intended to be fast and sturdy, with the design being something like a slightly more "filled out" Batpod, minus the guns. 

Edit: Dropped 1 rank of sure-footed for 1 rank of Wall-Crawling. Grapnels ahoy! Plus, this is still his "sidekick" vehicle. The Big Boy will be in the next post....

Edit 2: Dropped Toughness by 2, Alarm by 1, and Speed by 1. Used those points to give the bike Leaping 2 and another rank of Wall-Crawling. Fluff description section to follow.

Edited by KnightDisciple

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So, as stated, The Talon is for when he's Nevermore. 

 

This bad boy is gonna be for when he's Raven, though I might talk with Ecal and see about it being something GeckoRaven cooks up. 

 

The Unkindness (Vehicle; "Car") [90EP]

Size: Huge [2EP]

Strength: 45 (Medium Load: 4 tons) [3EP]
Defense: 8 [0EP]
Toughness: +13 [4EP]
Features: [9EP]
Alarm 4 (DC 35)
Computer

Reusable Ejector System (Requires Flight, Slow Fall, Swinging, or a DC 15 Acrobatic Check to avoid 10 feet of falling damage)

Navigation System 2 (+10 Bonus)

Remote Control
Powers: [72EP]

Communications 5 (Radio, 5 miles; Extras: Area; Feats: Selective, Subtle 2) [13EP]

Immunity 9 (Life Support [Disease, Poison, All Environmental Conditions (Cold, Heat, High Pressure, Radiation, Vacuum), and Suffocation]) [9EP]

Impervious Toughness 7 [7EP]

Speed 5 (250mph / 2,500ft per Move Action) [5EP]

Super-Movement 3 (Sure Footed 3 [Reduce penalty 3/4]) [6EP]

Super Senses 6 (Analytical Visual Senses, Distance Sense, Lidar [Vision Counters Obscure [Darkness], Radius]) [6EP]

Weapons Array 12 (24PP Array; Feats: Alternate Power 2) [26EP]

Base Power: Dazzle 8 (Visual, Auditory; Extras: Area [General, Cone, 60ft cone]; Flaws: Action [Full]) [24EP]

Alternate Power: Damage 8 (Extras: Autofire, Range [Ranged; 10 80ft Range Increments / 800ft Max Range]) [24EP]

Alternate Power: Nullify 8 (All effects of an electronic circuit descriptor at once;10 80ft Range Increments / 800ft Max Range; Extras: Effortless) [24EP]

 

Edit (as of about 10:30pm Sat July 12): Whew. So, uh, yeah, this thing is a beast. That's..sort of intentional? This is basically the Arkham Knight Batmobile, but with a "weapons array" that's actually focused on "not killing people". Hence a big dazzle gun, and an EMP cannon. The Damage could be a cannon of some sort that fires variable ammunition. It's got a "crowd control" power, a "take down bad things" power, and a "turn off electronics" power. Expensive or no that feels pretty well on-target for a big, beefy Batmobile wannabe.

 

The big challenge is that this thing's going to require either 2 Veteran Rewards, or some PP spent from the character. But, such is life. This is honestly going to be the beefier, more heavily armed vehicle, too. The Corvid's about speed and getting into more places...anyways. 

 

EDIT 2 (11:52ish AM CST Friday July 18): Added an "ejector seat" for dramatic/fun scenes. 

Edited by KnightDisciple

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To-Do List (as of about42pm Friday July 11):

Unkindness: Weapons Array (Visual+Auditory Dazzle, Ranged Stun, Ranged Damage, something to fry electronics); rank 10. Touch-up and adding other minor powers. Downgrade Toughness and Speed a bit. Add some sensors/Super-Senses.

 

Talon: Adjust toughness down a bit. Perhaps add some Leaping. Possibly use Alarm to compensate as well. Maybe increase Wall-Crawling to rank 2.

 

EDIT: Per Thevshi's suggestion, downgrade sure-footed on car by 1 rank (to 3).

Edited by KnightDisciple

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Now, on for the brainchild of Ecal and myself (at least in how it looks, we haven't talked mechanics yet, but that's what this is for!).

 

The Corvid (Vehicle; Airship) [85EP]

Size: Gargantuan [3EP]

Strength: 40 (Medium Load: 2 tons) [0EP]
Defense: 8 [0EP]
Toughness: +11 [0EP]
Features: [5EP]

Auto-Pilot
Computer

Navigation System 2 (+10 Bonus)

Remote Control

Powers: [77EP]

Communications 5 (Radio, 5 miles; Extras: Area; Feats: Selective, Subtle 2) [13EP]

Concealment 2 (Radio/Radar) [4EP]

Damage 8 (Extras: Autofire, Range [Ranged; 10 80ft Range Increments / 800ft Max Range]) [24EP]

Flight 7 (1,000mph/10,000ft per move action) [14EP]

Immunity 9 (Life Support [Disease, Poison, All Environmental Conditions (Cold, Heat, High Pressure, Radiation, Vacuum), and Suffocation]) [9EP]

Impervious Toughness 5 [5EP]

Super Senses 7 (Analytical Visual Senses; Distance Sense Radar [Accurate, Acute, Radius, Ranged Radio Sense]) [8EP]

 

Basically it's going to be a more robust version of The Bat from Dark Knight Rises, albeit some rather different background design elements. 

 

EDIT (1:53pm CST USA Wednesday July 16): Took Toughness down 1, Impervious Toughness down 1, Navigation System down 1. Added Auto-Pilot feature, added Concealment vs Radar. 

Edited by KnightDisciple

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Time for HQ!

 

The Rookery (Headquarters; Cave) (21EP)

Size: Huge (2EP)

Toughness: +15 (2EP)
Features: (17EP)

Combat Simulator

Communications

Computer

Concealed 2 (+15 DC)

Dock

Fire Prevention System

Garage

Gym

Hangar

Infirmary

Labratory 

Library

Power System 

Security System 2 (DC 25)

Workshop

 

Powers

 

So, 21 EP requires 5 ranks of Equipment. Combined with the 18 ranks for the Unkindness, that's 23 ranks of that feat. 2 Vet rewards would net me 30 total ranks of the feat, which means I would have 7 more ranks (35 EP) to use as desired. Really, 39 EP, since this HQ is currently only 21 EP. 

 

This is of course the first draft (11:10ish am CST Saturday July 19).

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Right then, will be tweaking the Rookery more later, but for now...Now, we're going to do the maxed-out Raven III build.

The Equipment section is spoilered because the non-vehicle gear should be subsumed by Gadgets and the Suit. The vehicles will be Vet Rewards. 

 

Player Name: KnightDisciple
Character Name: Raven (III)
Power Level: 15 (250/250) [Gold Reward Slot]

Effective Power Level: 12
Trade-Offs: +3 Attack / -3 Damage; +3 Defense / -3 Toughness

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); Nevermore (former crimefighting identity)
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. 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: 10 + 10 + 10 + 10 + 8 + 6 = 54PP
Strength: 20 (+5)
Dexterity: 20 (+5)
Constitution: 20 (+5)
Intelligence: 20 (+5)
Wisdom: 18 (+4)
Charisma: 16 (+3)


Combat: 12 + 16 = 28PP
Initiative: +4
Attack: +15 Martial Arts, +11 Melee, +6 Ranged
Grapple: +16
Defense: +15 (+8 Base, +7 Dodge Focus), +4 Flat-Footed
Knockback: -7


Saving Throws: 5 + 6 + 8 = 19PP
Toughness: +9 (+5 Con, +4 [Protection]; 3 Impervious)
Fortitude: +11 (+5 Con, +5)
Reflex: +11 (+5 Dex, +6)
Will: +12 (+4 Wis, +8)


Skills: 136R = 34PP
Acrobatics 10 (+15) 
Computers 10 (+15)  

Disable Device 7 (+12)  

Drive 10 (+15) SM  

Escape Artist 7 (+12) 

Gather Information 8 (+11)  
Intimidate 10 (+13) SM  
Investigate 10 (+15) 

Language 8 (Arabic, Chinese [Mandarin], English, French, German, Georgian, Japanese, Latin, Romanian [Native]) 

Notice 10 (+14) 

Pilot 10 (+15) SM  
Search 10 (+15) 

Sense Motive 8 (+12) 

Stealth 10 (+15) SM 

Survival 8 (+12) 

 
Feats: 42PP

Accurate Attack 

All-Out Attack  
Attack Focus (Melee) 5  

Attack Specialization (Martial Arts) 2  

Beginner's Luck

Benefit (Raven)

Chokehold

Defensive Attack  
Dodge Focus 7  

Eidetic Memory  

Elusive Target

Evasion  

Improved Block  

Improved Disarm  
Improved Grapple  

Improved Pin  
Improved Trip  

Improvised Tools

Jack of All Trades

Luck 2

Online Research  
Power Attack  

Second Chance (Mind Control)

Second Chance (Mind Reading)

Skill Mastery (Drive, Intimidate, Pilot, Stealth)

Takedown Attack 2  

Track

Ultimate Will

Well-Informed 

 

 


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: 5 + 2(1+1) + 30(7+5+1+4+7+3+3) + 36 = 73PP

 

Damage 4 (Feats: Mighty) [5PP] (Training) ("Martial Arts")

 

Ideal Human 0.4 (2PP Container [Passive, Permanent]) [2PP] (Training)

Speed 1 (10MPH/100 feet per Move Action) [1PP]

Leaping 1 (x2 distance) [1PP]


 
Device 6 (30PP Container, Flaws: Hard-To-Lose) [30PP] (Technological; "Raven Costume")
City Movement 3 (6PP Array; Feats: Alternate Power 1) [7PP]
[array]Base Power: Super-Movement 3 (Swinging, Wall-Crawling 2; Extras: Linked [speed]) [6PP] + Speed 1 (Rank 2, 25MPH/250 feet per Move Action; Extras: Linked [super-Movement]) [1PP]  ("High-speed Grapnel Gun"]

Alternate Power: Flight 3 (50MPH/500 feet per Move Action; Feats: Subtle; Flaws: Gliding) [4PP] ("Electroreactive Glider Cape")[array]

Communication 4 (Radio, 1 mile; Feats: Subtle) [5PP] ("In-Built Headset")

Immunity 1 (Cold, Heat; Flaws: Limited [Half]) [1PP] ("Protective Thermal Under-Layer")

Immunity 4 (Disease, Poison, Suffocation Effects) [4PP] ("Hermetic Seals and Quick-Deploy Rebreather")

Protection 4 (Extras: Impervious 3) [7PP] ("Armor Plating")

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

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

 

Gadgets 4 (20PP Variable Power, Any Power, Multiple Powers At Once, Extras: Action 2 [Free], Duration [Continuous], Flaws: Hard-To-Lose) [36PP] (Technological) ("Utility Belt and Harness")

Example Gadgets:

Heavy Pinions

Damage 10 (Feats: Extended Reach 5 (25 foot range/reach), Mighty 3) [18PP]

 

Homing Pinions

Damage 6 (Extras: Ranged 4 (2 40-foot range increments, maximum range 80 feet); Feats: Accurate 4 (+8 attack), Improved Critical, Improved Ranged Disarm, Mighty 4, Precise, Ricochet; Drawback: Reduced Range 2 [-2 pp]) [20PP]

 

EMP Grenade [15 + 5 = 20PP]
Drain Toughness 15 (Extras: Affects Objects, Area [General, Burst, 50ft radius], Linked [Damage], Flaws: Limited [Objects], Limited [Electronics]) [15PP]
Damage 10 (Extras: Area [General, Burst], Linked [Drain], Flaws: Limited [Objects], Limited [Electronics]) [5PP]

 

Extending Sword

Damage 8 (Feats: Mighty, Variable Descriptor [Piercing, Slashing, or Bludgeoning]) [10PP]

 

Tools of the Trade [3 + 1 + 3 + 5 = 12PP]

Datalink 2 (Radio; 100 feet; Feats: Subtle) [3PP] ("Palmtop Computer"]

Enhanced Feat 1 (Improvised Tools) [1PP] ("Modular Tools")

Super Senses 1 (Communications Link [Rookery]; Feats: Subtle 2) [3PP] ("Rookery Database Uplink"]

Super Senses 5 (Analytical Extended Visual Senses [100 foot increments]; Microscopic Vision 1 [Dust-Sized Objects]; Ultravision[5PP] ("Detective Visor")

 

Extreme Environment Gear [1 + 3 + 3 + 2 = 9PP]

Immunity 1 (Cold, Heat; Flaws: Limited [Half]) [1PP] ("Thermal Shielding Nano-Layer")

Immunity 3 (High Pressure, Radiation, Vacuum) [3PP] ("Environmental Sealing Nano-Layer")

Impervious Toughness 3 (Total of Impervious 6) [3PP] ("Quick-Deploy Heavy Armor Plates")

Super-Movement 1 (Sure-Footed 1 [Reduce Penalty 1/4]) [2PP] ("High-Traction Boots")

 

Explosive Gel Dispenser

Damage 15 (Extras: Penetrating 5; Feats: Precise; Flaws: Action [Full]) [11PP] (Ballistic, Fire)

 

Infiltration Gear [8 + 4 =12PP]

Concealment 4 (All Visual Senses) [8PP] ("Active Camouflage Cloak") 

Super-Movement 2 (Wall-Crawling 2) [4PP] ("Climbing Claw Attachements")

 

Electroshock Gauntlets [10 +10 = 20PP]

Paralyze 10 (Extras: Linked [Martial Arts, Stun] Flaws: Slow) + Stun 10 (Extras: Linked [Martial Arts, Paralyze] Flaws: Daze) (Electricity)

 

 

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


Totals: Abilities (54) + Combat (28) + Saving Throws (19) + Skills (34) + Feats (42) + Powers (73) - Drawbacks (0) = 250/250 Power Points

Edited by KnightDisciple

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To do list:

-Gadgets:

--Stun Gloves; something with LInked to melee Stun, maybe a Paralyze too.

--Environmental Adaptation gear (more Immunity, that sort of thing).

--"Tools of the Trade"; link to HQ for Library, plus Enhanced Feat: Improvised Tools or the like, plus maybe some Analytical vision or other extra senses, for ALL THE DETECTIVING.

--Some sort of high-end Damage that takes a full action and such for Explosive Gel deployment device.

--Some sort of Concealment, maybe a "super-camo cloak" or the like.

 

-Skills: Refocus things a bit, dropping general techy-ness for a focus on Ninja and Detective. He can sneak, move, scare, and figure out mysteries. He can also do things with computers. But for technology in general, at most he's okay at breaking into places.

 

-Feats: Maybe refocus those a bit too.

--Look at Beginner's Luck and Jack of All Trades.

Edited by KnightDisciple

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So, working on re-vamping this. 
This is definitely a work in-progress. My plan is to make the final product an actual NPC sheet.
 
Character Name: Ultimate
Power Level: 12
Trade-Offs: N/A

In Brief: Youngest child of Ultima Thule, Quo-Dis has made it her mission to help better understand the larger world, and to help protect the innocent people of the world as Ultimate!

Alternate Identity: Quo-Dis
Identity: Secret
Birthplace: Ultima Thule
Occupation: Member of the Champions superhero team.
Affiliations: Champions, Claremont Academy, Ultima Thule
Residence: California (primary); Hughes household (secondary)
Base of Operations: Champions HQ, XX, California
Family: Sa-Ur (Mother); Kal-Zed (Father; Secret); Corbin Alphonse Hughes (Husband); Albert Hughes (Father-In-Law); Sarah Hughes (Mother-In-Law)

Description:
Age: 131 (DoB: 1883)
Apparent Age: Mid-20's
Gender: Female
Ethnicity: Ultimen/Caucasian
Height: 6'4"
Weight: 210 lbs.
Eyes: Gray
Hair: Blonde

Description:

Quo-Dis is a statuesque individual; her height puts her at least a few inches above the average man in height, and often a head and shoulders above many women. Her build is simultaneously powerful, and undeniably feminine, imbued with intrinsic grace, beauty, and strength. Her golden-blonde hair, which reaches past her shoulder blades, is typically kept in a neat ponytail. Most days not in costume, she wears comfortable casual clothes, preferring pants or mid-length skirts/dresses to shorts or the like. 

 

As Ultimate, Quo-Dis cuts a more imposing and professional figure than she once did as Ultiteen. The suit has a base "layer" that is a sleeveless bodysuit that goes from neck to ankle, of dark red. She sports a white belt with a gold buckle, as well as white cuff boots that reach mid-thigh, and short white gloves that reach the wrist. She has a separate mask of the same shade of red that covers all but her eyes, mouth&chin, and a hole in the back for her ponytail. Completely the look is a white half-cape that rests to the left side, often covering her left shoulder, though it tends to end up tossed back during a fight. 

 

Power Descriptions:
Quo-Dis's very biology carries the same powerful alterations as all Ultimen posses. She is strong and hardy, resistant to many things that might hurt her. And what injuries she does take often heal in minutes, instead of days! Further, her body can withstand environments that would prove extremely hostile to normal humans; both the depths of the ocean and the depths of space can be explored by this (comparatively) young powerhouse! Further, this same vitality vastly extends her lifespan, and makes it where she barely needs sleep or rest. 

But as with all Ultimen, that is not the full measure of her power. Quo-Dis also commands the powers of the mind and of the fundamental electromagnetic energies of the universe. She can fly, both in the atmosphere and in the dark of space. The energies crackling through her body lend even more power to her muscles, letting her easily lift incredible loads.

Less obvious (or at least less flashy) is her ability to speak with anyone and have both parties be understood. For her it's as simple as breathing, but to others it's an incredible gift.

The main measure of her surging power can be put to various uses. She can, with the power of her mind and the energies at her command, lift incredible loads and move them without ever touching them. She can serve as a sort of "communications hub" for herself and many teammates, covering many miles with barely any effort. She can reach into the mind of another and take what information she needs, often with them left none the wiser. She can concentrate the same energies that broaden her mind into more direct bolts of searing power, or produce blinding bursts of light directly in an enemy's eyes. Those same mental talents can be turned to producing a variety of artificial emotional states in a target, rendering them full of despair, or enthralled in mindless rage. Finally, she can simply overload the nervous system of a target with a couple of well-placed, well-charged blows. 

History:
Quo-Dis spent her childhood and most of her "adolescence" in Ultima Thule, learning alongside the small group of other young ones there. Her father, Kal-Zed, was a respected figure...until about 70 years ago, when he went to the "outside world" and ended up joining forces with a deranged mortal with twisted ideas of genetics and "master races". While it certainly didn't force Quo-Dis and Sa-Ur into exile or anything of the like, the pall hanging over the family did affect things and strain relationships.

So when the chance came several years ago to leave Ultima Thule and join a class at Claremont Academy, Quo-Dis took it. She could learn more about the Outside, while also giving herself some space to make her own reputation. 

Of course, Claremont brought its own difficulties; between Quo-Dis's unfamiliarity with anything outside Ultima Thule, her generally trusting nature, and the mean-spirited works of the likes of Daisy Gibbons, her first couple of years (which focused on educating her more on the history and culture of the world at large) were rather unpleasant. Then, she met and began a romantic relationship with one Corbin Hughes, aka Cobalt Templar. While rocky at first, their relationship slowly grew deeper and more intimate. By the time they both graduated, there was a thought they may well end up married before too long, though Corbin was a bit young (comparatively). Still, the relationship had passed the muster of Ultima Thule, and so things were good.

 

And then, not too long after Quo-Dis moved to the West Coast to join the lineup of the Champions, her beloved came to her, a different man than he had been just a few weeks prior. She had not heard from him at all for a time, and had become concerned, but was told by his friends and family that he was traveling the world seeking more of the Seven Rings. 

It turns out his journey had taken him a bit further, in both time and space. Corbin had, in fact, ended up being almost 50 years old, in his semi-subjective experience. Traveling through both time and dimensions will do that to a young man. Still, he was the same person Quo-Dis had fallen in love with, and the added years only brought maturity and perspective. And a sense of purpose, since he proposed marriage to her the same day he met her after his return. They kept the engagement quiet for a time, but eventually word spread among friends and family.

It was only a short time ago that the nuptials were sealed in a fairly small, private ceremony with just close friends and family attending.

 

Personality & Motivation:
Quo-Dis is a joyful personality who often finds herself being a bit more literal than those around her. The differences in how Ultima Thule and the rest of Earth communicate means that she sometimes comes across as blunt or socially awkward. In truth, it is simply a difference in how she was raised. Quo-Dis strives to be honest and forthright, which is sometimes the source of her "bluntness"; she sees little point in spending several minutes dancing around a topic that should be discussed directly.

With that said, she sometimes can be a bit...not impulsive precisely, but she makes decisions with a level of finality more rapidly than many of her peers. The issue might arise if she does so on a matter that others might perceive as being something they should know of; again, much of this stems from the mentality she spent a century growing up with, rather than anything like true malice or thoughtlessness.

When faced with a foe, Quo-Dis is fearless in a fight, but does not easily give in to emotional decision-making. She tends to prioritize disabling targets, but certainly will risk herself to keep bystanders safe if the danger is noted. She tends to speak or banter little in the field, other than to coordinate with her team, guide civilians to safety, or give an offer of surrender to villains and criminals. 

Powers & Tactics:
Ultimate fights with "maximum efficiency" in mind; she leverages her great strength and durability to wade directly into a fight and disable opponents as rapidly as possible. Her flight assures that she can be wherever she is needed on the battlefield. Her mental abilities mean that sometimes, she serves as a sort of "communications hub" for the Champions while using her raw strength to batter foes down. If that mental communications net is unneeded in a fight, it's likely that Quo-Dis will focus her cosmic powers on blasting foes with rays of energy to disable them, setting off blinding flashes of light directly in their faces, or giving them blows that deliver enough energy to overload their nervous systems. 

If not in the middle of a fight, she can use her mental abilities to delve into a criminal's mind for more information, though it is something she does sparingly and only under specific conditions. She does have the ability to induce altered emotional states in people, but it is also something she does only sparingly. 

Her ability to use her mind and control over energy to move objects is called upon to often move debris away from trapped people or to clear roads and the like, though its power is sufficient to hold up sections of buildings to briefly prevent collapse. 



Story Hooks:

-Secret (Origins): Quo-Dis works to hide the fact she is from Ultima Thule from all but a very small, select group of people. Especially as the secrets of Ultima Thule might prove an enticing prize for the more ruthless people in the world...

-Secret (Identity): Quo-Dis works to prevent her hero identity and civilian self from being too closely associated, especially now that she is married into a family that includes non-powered individuals. 

-Overbearing Father: Quo-Dis is the only child of Kal-Zed, the infamous Superior of the fallen Nazi regime. At his best he is an arrogant, misguided, powerful individual. At his worst, he is a tyrant whose power is equal to the Centurion, willing to use that power to exert his will over the masses. He also may or may not approve of her new husband. 

 

Abilities: 10 + 10 + 10 + 6 + 2 + 6 = 44PP
Strength: 30/20 (+10/5)
Dexterity: 20 (+2)
Constitution: 30/20 (+10/5)
Intelligence: 16 (+3)
Wisdom: 12 (+1)
Charisma: 16 (+3)

Combat: 24 + 24 = 48PP
Initiative: +0
Attack: +12 Melee, +12 Ranged
Grapple: +0
Defense: +12 (+12 Base), +6 Flat-Footed
Knockback: -0

Saving Throws: 1 + 4 + 11= 16PP
Toughness: +12 (+10 Con, +2 [Protection])
Fortitude: +11 (+10 Con, +1)
Reflex: +9 (+5 Dex, +4)
Will: +12 (+1 Wis, +11)

Skills: 36R = 9PP
Acrobatics 8 (+10)
Concentration 4 (+5)
Knowledge (Art) 3 (+6)
Knowledge (History) 8 (+11)
Knowledge (Physical Sciences) 4 (+7)
Languages 1 (English)
Notice 8 (+9)

Feats: 7PP
All-Out Attack
Accurate Attack
Blind Fight
Eidetic Memory
Move-By Action
Power Attack
Quick Change

Powers: 45(10+10+10+1+2+12) + 55(6+16+4+31) = 100PP
 
Ultiman Physiology 9 (45PP Container [Passive, Permanent]) [45PP] (Life Energy)

[/device]Enhanced Constitution 10 [10PP]
Enhanced Strength 10 [10PP]
Immunity 9 (Aging, Life Support) [10PP]
Immunity 1 (Need for Sleep, Starvation & Thirst; Flaws: Limited [Half Effect]) [1PP]
Protection 2 [2PP]
Regeneration 10 (Bruised 3 [No Action]; Injured 6 [No Action]; Resurrection 1 [1 week (not when beheaded)]; Power Feats: Persistent, Regrowth) [12PP]
 
 
Cosmic Energy Infusion 11 (55PP Container [Passive, Permanent]) [55PP] (Electromagnetic Energy)
[device]Comprehend 3 (Speak and Understand All Languages At Once) [6PP]
Flight 8 (2,500 MPH/25,000 feet per Move Action) [16PP]
Super-Strength 2 (Effective Strength 40; Heavy Load 3 tons) [4PP]
 
Cosmic Energy Control 12.5 (25PP Array; Feats: Alternate Power 6) [31PP]
Base PowerMind-Reading 12 (Extras: Action [Move/Standard]; Feats: Subtle [DC 20 Notice Check]) [25PP] (Psionic)
Alternate Power: Communication 6 ([Mental], 20 miles; Extras: Area, Affects Others; Feats: Subtle 2) [20PP] (Psionic)
Alternate Power: Damage 12 (Extras: Range [Ranged], 10 120 foot increments, 1,200 feet max range) [24PP]
Alternate Power: Emotion Control 12 [24PP] (Psionic)
Alternate Power: Move Object 12 (Effective Strength 60, Heavy Load 50 tons; 10 120 foot range increments, 1,200 foot max range) [24 PP]
Alternate Power: Dazzle 12 (Visual Sense Type; 10 120 foot increments, 1,200 feet max range) [24PP]
Alternate Power: Stun 12 [24PP]

 
 
Drawbacks: (-0) + (-0) = -0PP
 
 
DC Block
 
ATTACK                 RANGE         SAVE                           EFFECT
Unarmed                Touch         DC25 Toughness (Staged)        Damage (Physical)
Damage                 Ranged        DC27 Toughness (Staged)        Damage (Physical)
Mind-Reading           Perception    DC22 Will                      Mind Reading
Emotion Control        Perception    DC22 Will (Staged)             Special
Stun                   Touch         DC22 Fortitude (Staged)        Dazed/Stunned/Unconscious
Dazzle                 Ranged        DC22 Reflex                    1/2 Effect
                                     DC22 Reflex                    Blinded
                                     DC22 Fortitude                 Recover

 
Totals: Abilities (44) + Combat (24) + Saving Throws (16) + Skills (9) + Feats (7) + Powers (100) - Drawbacks (0) =  200 Power Points

Edited by KnightDisciple

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Further work and discussion to be had >here

 

Right then. Time to start at least poking at yon Monkey Prince.



Player Name: KnightDisciple
Character Name:
Power Level: 10 (150/150PP)
Trade-Offs: +5 Attack / -5 Damage (Unarmed); +2 Defense / -2 Toughness
Unspent Power Points: 0
Progress To Platinum Status: 0/120

In Brief: A young Chinese-American man imbued with a fragment of power from Sun Wukong, the Monkey King, *CHARACTER* now travels the cosmos, championing the defenseless and often causing trouble for those uptight villainous types! 
Theme:

Catchphrase:
Alternate Identity:
Identity: Secret (On Earth); Semi-Public (In Space)
Birthplace:
Occupation:

Residence

Base of Operations:
Affiliations
Family:

Description:
Age: ??? (DoB: Year [Optionally, Day & Month])
Apparent Age:
Gender:
Ethnicity:
Height:
Weight:
Eyes:
Hair:


Power Descriptions:

History:


Personality & Motivation:

Powers & Tactics:




Complications:


Abilities: 4 + 4 + 4 + 2 + 6 + 0 = 20PP
Strength: 20/14 (+5/+2)
Dexterity: 22/14 (+6/+2)
Constitution: 20/14 (+5/+2)
Intelligence: 12 (+1)
Wisdom: 16 (+3)
Charisma: 10 (+0)


Combat: 14 + 12 = 26PP
Initiative: +2/+6
Attack: +15 Unarmed, +9 Melee, +7 Ranged
Grapple: +13/+16
Defense: +12 (+6 Base, +6 Dodge Focus), +3 Flat-Footed
Knockback: -1/-4


Saving Throws: 3 + 4 + 5 = 12PP
Toughness: +2/8 (+2/+5 Con, +3 [Protection])
Fortitude: +5/+8 (+2/+5 Con, +3)
Reflex: +7/+10 (+3/+6 Dex, +4)
Will: +8 (+3 Wis, +5)


Skills: 52R = 13PP
Acrobatics 4 (+10)

Computers 6 (+7)

Craft (Electronics) 9 (+10)

Disable Device 6 (+7)

Escape Artist 4 (+10)

Knowledge (Physical Sciences) 6 (+7)

Knowledge (Technology) 6 (+7)

Language 3 (English [Native], Cantonese Chinese, Mandarin Chinese, Galstandard)

Notice 8 (+11)

 

Feats: 15PP
Attack Focus (Melee) 2

Attack Specialization (Unarmed) 3

Defensive Attack

Dodge Focus 6

Improved Block

Improved Critical (Unarmed, 19-20)

Power Attack


Powers: 5(2+3) + 35(6+8+6+4+3+8) + 8 + 8 + 4 + 0 = 52PP

 

Gifted Tongue 1 (5PP Container [Passive, Permanent]) [5PP] (Celestial)

Comprehend 2 (Speak to and Understand Animals; Flaws: Limited [Monkeys and Apes]) [2PP]

Comprehend 3 (Speak and Understand All Languages at Once; Flaws: Limited [Languages of Stone/Rock-Based Life-Forms]) [3pp]

 

Vigor of the Sage 7 (35PP Container [Passive, Permanent]) [35PP] (Celestial)

Enhanced Constitution 6 [6PP]
Enhanced Dexterity 8 [8PP]
Enhanced Strength 6 [6PP]

Immunity 4 (All Suffoation, High Pressure, Vaccuum) [4PP]
Protection 3 [3PP]

Super-Strength 4 (Lifting Strength 40 [Heavy Load 3 tons]) [8PP]

 

Flight 4 (100mph/1,000 feet per Move Action) [8PP] (Celestial) ("Cloud-Walking Steps")

 

Luck Control 1 (Force Re-Roll [Take Worse Result; Hero Point or GM Fiat to cancel]; Feats: Luck 5) [8PP] ("Monkey's Paw")

 

Morph 4 (Single Form; Disguise Bonus +20) [4PP] (Celestial) ("Royal Countenance")

 

 

Drawbacks: (-0) + (-0) = -0PP


DC Block

ATTACK      RANGE   SAVE       EFFECT
Unarmed     Touch   DC17/20    Toughness (Staged) Damage (Physical)


Totals: Abilities (20) + Combat (26) + Saving Throws (12) + Skills (13) + Feats (15) + Powers (52) - Drawbacks (0) = 138/150 Power Points

Edited by KnightDisciple

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Revisions of my maxed-out Raven III build.
Making this a new post to see if I can get some feedback. I've tried to make him a bit less uniform in his core stats, and also give him a better skill spread, as well as a few feats that reflect him being more than *just* a martial arts combat machine.  
Spoilering most of the fluff for now, can rewrite that later.
The Equipment section is spoilered because the non-vehicle gear should be subsumed by Gadgets and the Suit. The vehicles will be Vet Rewards. 
 
Player Name: KnightDisciple
Character Name: Raven (III)
Power Level: 15 (250/250) [Gold Reward Slot]
Effective Power Level: 12
Trade-Offs: +3 Attack / -3 Damage; +3 Defense / -3 Toughness

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); Nevermore (former crimefighting identity)
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)
 

 

Spoiler


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.
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. 
 

 

Abilities: 10 + 10 + 10 + 10 + 8 + 6 = 54PP
Strength: 20 (+5)
Dexterity: 20 (+5)
Constitution: 20 (+5)
Intelligence: 20 (+5)
Wisdom: 18 (+4)
Charisma: 16 (+3)


Combat: 12 + 16 = 28PP
Initiative: +4
Attack: +15 Martial Arts, +11 Melee, +6 Ranged
Grapple: +16
Defense: +15 (+8 Base, +7 Dodge Focus), +4 Flat-Footed
Knockback: -7


Saving Throws: 5 + 6 + 8 = 19PP
Toughness: +9 (+5 Con, +4 [Protection]; 3 Impervious)
Fortitude: +11 (+5 Con, +5)
Reflex: +11 (+5 Dex, +6)
Will: +12 (+4 Wis, +8)


Skills: 136R = 34PP
Acrobatics 10 (+15) 
Computers 10 (+15)  
Disable Device 7 (+12)  
Drive 10 (+15) SM  
Escape Artist 7 (+12) 
Gather Information 8 (+11)  
Intimidate 10 (+13) SM  
Investigate 10 (+15) 
Language 8 (Arabic, Chinese [Mandarin], English, French, German, Georgian, Japanese, Latin, Romanian [Native]) 
Notice 10 (+14) 
Pilot 10 (+15) SM  
Search 10 (+15) 
Sense Motive 8 (+12) 
Stealth 10 (+15) SM 
Survival 8 (+12) 
 
Feats: 42PP
Accurate Attack 
All-Out Attack  
Attack Focus (Melee) 5  
Attack Specialization (Martial Arts) 2  
Beginner's Luck
Benefit (Raven)
Chokehold
Defensive Attack  
Dodge Focus 7  
Eidetic Memory  
Elusive Target
Evasion  
Improved Block  
Improved Disarm  
Improved Grapple  
Improved Pin  
Improved Trip  
Improvised Tools
Jack of All Trades
Luck 2
Online Research  
Power Attack  
Second Chance (Mind Control)
Second Chance (Mind Reading)
Skill Mastery (Drive, Intimidate, Pilot, Stealth)
Takedown Attack 2  
Track
Ultimate Will
Well-Informed 
 

 

Spoiler

 


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: 5 + 2(1+1) + 30(7+5+1+4+7+3+3) + 36 = 73PP
 
Damage 4 (Feats: Mighty) [5PP] (Training) ("Martial Arts")
 
Ideal Human 0.4 (2PP Container [Passive, Permanent]) [2PP] (Training)

Speed 1 (10MPH/100 feet per Move Action) [1PP]
Leaping 1 (x2 distance) [1PP]


 
Device 6 (30PP Container, Flaws: Hard-To-Lose) [30PP] (Technological; "Raven Costume")

 

City Movement 3 (6PP Array; Feats: Alternate Power 1) [7PP]
[array]Base Power: Super-Movement 3 (Swinging, Wall-Crawling 2; Extras: Linked [speed]) [6PP] + Speed 1 (Rank 2, 25MPH/250 feet per Move Action; Extras: Linked [super-Movement]) [1PP]  ("High-speed Grapnel Gun"]
Alternate Power: Flight 3 (50MPH/500 feet per Move Action; Feats: Subtle; Flaws: Gliding) [4PP] ("Electroreactive Glider Cape")[array]
Communication 4 (Radio, 1 mile; Feats: Subtle) [5PP] ("In-Built Headset")
Immunity 1 (Cold, Heat; Flaws: Limited [Half]) [1PP] ("Protective Thermal Under-Layer")
Immunity 4 (Disease, Poison, Suffocation Effects) [4PP] ("Hermetic Seals and Quick-Deploy Rebreather")
Protection 4 (Extras: Impervious 3) [7PP] ("Armor Plating")
Super-Senses 3 (Infravision; Vision Counters Obscure (Darkness) [Darkvision]) [3PP] ("Night Vision Lenses")
Super Senses 3 (Direction Sense, Distance Sense, Time Sense) [3PP] ("Head's-Up Display")


 
Gadgets 4 (20PP Variable Power, Any Power, Multiple Powers At Once, Extras: Action 2 [Free], Duration [Continuous], Flaws: Hard-To-Lose) [36PP] (Technological) ("Utility Belt and Harness")
Example Gadgets:

 

 

 

 

Spoiler

Heavy Pinions
Damage 10 (Feats: Extended Reach 5 (25 foot range/reach), Mighty 3) [18PP]
 
Homing Pinions
Damage 6 (Extras: Ranged 4 (2 40-foot range increments, maximum range 80 feet); Feats: Accurate 4 (+8 attack), Improved Critical, Improved Ranged Disarm, Mighty 4, Precise, Ricochet; Drawback: Reduced Range 2 [-2 pp]) [20PP]
 
EMP Grenade [15 + 5 = 20PP]
Drain Toughness 15 (Extras: Affects Objects, Area [General, Burst, 50ft radius], Linked [Damage], Flaws: Limited [Objects], Limited [Electronics]) [15PP]
Damage 10 (Extras: Area [General, Burst], Linked [Drain], Flaws: Limited [Objects], Limited [Electronics]) [5PP]
 
Extending Sword
Damage 8 (Feats: Mighty, Variable Descriptor [Piercing, Slashing, or Bludgeoning]) [10PP]
 
Tools of the Trade [3 + 1 + 3 + 5 = 12PP]
Datalink 2 (Radio; 100 feet; Feats: Subtle) [3PP] ("Palmtop Computer"]
Enhanced Feat 1 (Improvised Tools) [1PP] ("Modular Tools")
Super Senses 1 (Communications Link [Rookery]; Feats: Subtle 2) [3PP] ("Rookery Database Uplink"]
Super Senses 5 (Analytical Extended Visual Senses [100 foot increments]; Microscopic Vision 1 [Dust-Sized Objects]; Ultravision[5PP] ("Detective Visor")
 
Extreme Environment Gear [1 + 3 + 3 + 2 = 9PP]
Immunity 1 (Cold, Heat; Flaws: Limited [Half]) [1PP] ("Thermal Shielding Nano-Layer")
Immunity 3 (High Pressure, Radiation, Vacuum) [3PP] ("Environmental Sealing Nano-Layer")
Impervious Toughness 3 (Total of Impervious 6) [3PP] ("Quick-Deploy Heavy Armor Plates")
Super-Movement 1 (Sure-Footed 1 [Reduce Penalty 1/4]) [2PP] ("High-Traction Boots")
 
Explosive Gel Dispenser
Damage 15 (Extras: Penetrating 5; Feats: Precise; Flaws: Action [Full]) [11PP] (Ballistic, Fire)
 
Infiltration Gear [8 + 4 =12PP]
Concealment 4 (All Visual Senses) [8PP] ("Active Camouflage Cloak") 
Super-Movement 2 (Wall-Crawling 2) [4PP] ("Climbing Claw Attachements")
 
Electroshock Gauntlets [10 +10 = 20PP]
Paralyze 10 (Extras: Linked [Martial Arts, Stun] Flaws: Slow) + Stun 10 (Extras: Linked [Martial Arts, Paralyze] Flaws: Daze) (Electricity)


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


Totals: Abilities (54) + Combat (28) + Saving Throws (19) + Skills (34) + Feats (42) + Powers (73) - Drawbacks () = 250/250 Power Points
 

Edited by KnightDisciple

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Since you asked, a few thoughts:

Skills:

The DCs for Survival are really low. You probably don't need that much.

The DCs for Computers and Disable Device, on the other hand, are stupidly high. I think they intended for you to take 20 on most DD attempts, but I don't know what the excuse is for Computers. I would crank both of those skills way, way up.

Feats:

Does Improved Block actually do anything? I thought block checks were capped by ATK, so doesn't having Improved Block on an ATK-maxed character break caps?

If he's stealthy, Hide In Plain Sight ia great, though he may not need it if his Gadgets can give him even partial Concealment (enough to make a Stealth check).

Acrobatic Bluff and/or Startle wouldd be useful, though keeping in mind the -5 penalty for doing it as a move action, I'd crank the bonus up to +15-20.

Grappling Block, a feat from the Masterminds Manual, is like Weapon Bind/Break, but instead of an immediate disarm/sunder, you get an immediate grapple. If you're gonna be good at blocks and grapples anyway...

I like the utility Move-By Action provides.

Powers:

If you're going the "powers as training" route, I'd recommend lumping them into a container or two, and giving it +Innate.

Other contenders for super-normal powers include Swimming 1, Quickness 1, Super-Strength 1, Super-Senses (Extended Hearing, Extended Vision, and/or Low-Light Vision), and Immunity (Aging, Life Support, Need for Sleep, and/or Starvation/Thirst, Limited to 1/2 intervals/effect).

I'd consider giving the Martial Arts Damage power enough Autofire to cover the entire Damage+STR bonus.

I'd also consider Innate Comprehend (Codes + Languages) if you want him to be a total omniglot. Maybe with a Complication or Power Loss drawback so he only speaks publicly-known human languages.

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