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KnightDisciple

KnightDisciple's Character Scratchpad

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I also like giving Device armor Second Chance for Toughness saves vs ballistic and/or fire damage.

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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.

Aha, okay. In that case I might make it just 5 ranks then and dump those elsewhere.

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.

Hm. Perhaps shave 3 from Survival, 2 from Escape Artist, and, say, 3 from Search? Maybe shave in 1 or 2 more spots...

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?

Oh, well, if that's the case, I'll move it; to be honest, I kind of just grabbed feats that the Mastermind Manual associated with particular styles.

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).

He's got a gadget with a cloaking cloak.

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.

He actually had Acrobatic Feint and Challenge (Fast Task) Acrobatic Feint in a previous iteration.

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...

Not a bad idea.

I like the utility Move-By Action provides...

Also in a previous iteration.

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.

The suggestions on his powers are all good ones. Though he's not strictly an omniglot; he's just good at a lot of languages.

Honestly I'm at the point I'm seriously considering just dropping 1 rank of gadgets and re-working my existing gadget examples to all be 15PP or less. That would free up, like, 7PP to give him that Autofire on his melee. I suppose I could, in turn, drop 1 more point of Base Attack, shifting that to Attack Focus (Melee), which would make him 15/12/5. Heck, maybe I'll just drop the idea of throwing weapons entirely; that'd flush out 1 of the 3 15+PP Gadgets (Homing Pinions).

I could drop the Drain Toughness on his EMP Grenades down to 10, that'd make that 15PP.

Then I could drop the Paralyze off his Electroshock Gauntlets, and that'd make them 10PP. Maybe I could shift a couple feats like Improved Disarm to that Gadget, to represent tines on his gauntlets?

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You could give him Attack Focus (Melee) for all his striking and grappling needs, then give him Attack Specialization and/or Accurate for the thrown weapons specifically.

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You could give him Attack Focus (Melee) for all his striking and grappling needs, then give him Attack Specialization and/or Accurate for the thrown weapons specifically.

 

With his current build I'd have to scrape up more points to divide it up that way. Though if I left things mostly as-is and made a basic thrown weapon with Accurate, that could work.

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Updating sheet, have several points to spend! 

 

 

Thoughtspeed


Power Level: 10 (Shifted) [12] 190/190 PP
Trade-Offs: +3 Attack / -3 Damage, +3 Defense / -3 Toughness
Unspent Power Points: 0

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

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

Description:
Age: 19 (DoB: October 1997)
Gender: Male
Ethnicity: Caucasion/Jewish mix
Height: 5'10"
Weight: 170 lbs
Eyes: Dark Brown (Normal), Dark Green (Powers Active)
Hair: Black

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

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

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

History:
William didn't come into the world until his parents had left behind villainy for several years. They were older and at least somewhat wiser. And those early years had been great; just him, Mom, and Dad, nothing but good times. Several early years were spent living in an RV, and how cool is that? Totally cool. He saw a lot of pretty neat in those traveling years. 
They came back to Freedom City for a bit, he learned he was getting a new baby sister, and his Mom got really weird for a while. She was a LOT snappier than usual with him, and he just couldn't figure out what he'd done wrong. But then Holly was born, and they were moving again!
California was kind of nicer than Freedom City. It wasn't really any shinier, but it was warm a lot more, which meant William got to wear shorts a lot! He liked shorts. And things were pretty awesome for years! His mom and dad ended up TV stars, he got to be on television (even if he had to wear a mask, but hey, he got to help build it!), and his Grandma Anne was fun to visit, even if she tended to talk about "back in my day". A lot. Even more than his dad! 
He started getting superpowers, and that was totally awesome! His dad helped him figure most of it out, with his mom giving him pointers. Eventually he figured out he could make swordsWith his mind! That's when Grandma Anne start giving him lessons when he visited! Though she didn't do much to encourage his creativity, always trying to make him stick to one long blade and one short. He only just managed to avoid "having" to make them look like clock hands; that would have been so last century, and thus lame. 
And then Holly mind-controlled an entire school, and in less than a week California was left behind and Will found himself in Freedom City again. But now he had to go to a fancy-dancy little private school for heroes. It's not that being a hero was bad, but now he felt obligated to end up being one, instead of having the option to, he didn't know, maybe run his own TV show or something! And to make matters worse, he'd left all his friends and lots of cute girls behind in California, and now his sister was getting all of the attention instead of only some of it, and both the women in the house were totally psychic and it sucked! Psychic women were the worst when you were a teenage boy.
But hey, the classes were kind of neat, gym was mostly a breeze, and the girls here were kind of pretty. Even if some of them could turn you into a pretzel with one hand. 

Will ended up going to UCLA for several months, competing in some track runs out in California, working through college-credit courses (super-speed studying has its perks), and striking up a relationship with a college freshman girl who just happened to be a cheerleader for UCLA. It was fun and a bit wild. Then he finished his college credit classes and decided to come back to Freedom City and Claremont Academy to finish off his senior year of high school. The fact that he and his girlfriend were taking a break that was in no way related to her actually being a ninja that was attacked by a rival, evil clan of ninjas when they were on a date certainly had very little to do with that decision. Practically nothing, in fact. 

Having graduated Claremont, Will has continued to take college courses, though he has yet to pick a major (which frustrates his parents, naturally). He hasn't really found a new romantic interest, instead actually focusing on school, family, or heroics. Or just running for fun, which he still likes. 
 
Personality & Motivation:

Will has always been an...energetic...young man. While his mother's worked hard to instill a sense of discipline into him, he's inherited a full dose of the mischief of his parents, albeit in a somewhat more law-abiding way. His parents both made sure he wasn't one for petty crime, not that he felt he needed it. He has an intellectual admiration for some of the more "refined" and "principled" super-villains (mostly of yester-year like his parents), but his real role models (besides his father and mother) are still heroes. Just the ones with senses of humor and/or some sort of super-speed.
William is by nature impatient, but while he can sometimes be an excitable handful in class, his mother has instilled enough of a work-ethic in him that he's willing to work on his studies; he just often has trouble sitting through classes, despite being able to somewhat "ramp down" his speed (body and mind) to something closer to normal for humans. While he doesn't automatically distrust and disrespect his teachers (and other authority figures), Will will sometimes push boundaries as much as he can, though it's more due to being used to his mother's firm rules for what he can and can't get away with.
When meeting people (especially peers) for the first time, Will is friendly and outgoing, enthusiastically so. Despite this, he actually has few close friends, as he finds himself only comfortable with people he trusts; trust is one of those things he gives sparingly. When he does make a friend, he's fiercely loyal and even protective of them. He's been known to (at least try to) play pranks on those who upset or hurt his friends.
William is a bit of a flirt, though he's well-mannered enough to not continue if the girl is already taken, or if she just asks him to stop. He generally doesn't "tease" his friends, as he's conscious of how some might not take to it as naturally and humorously as others. He tries to present himself as something of a "rakish ladies man" (a trait he insists he inherited from his father).
His family is important to him, but he admits he's often "so frustrated" by them; his father can be too goofy even forWill's sense of humor, his mother is often "too strict", and his sister is precocious enough to inspire frustration at nearly every turn. Anyone else who is negative about them finds themselves in a heap of trouble, though.
Thoughtspeed is always eager to taunt opponents, or at least appear to not take them seriously when at all possible. While to some allies he seems unfocused and undisciplined, he's actually always focused on helping out his team; he simply can't keep his somewhat rambunctious nature from leaking through.

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



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


Abilities: 4 + 14 + 14 + 2 + 4 + 4 = 42PP
Strength: 14 (+2)
Dexterity: 24 (+7)
Constitution: 24 (+7)
Intelligence: 12 (+1)
Wisdom: 14 (+2)
Charisma: 14 (+2)


Combat: 10 + 10 = 20PP
Initiative: +15
Attack: +13 Kinetic Blades, +7 Melee, +5 Ranged
Grapple: +9
Defense: +13 (+5 Base, +8 Dodge Focus), +2 Flat-Footed
Knockback: -2


Saving Throws: 0 + 2 + 6 = 8PP
Toughness: +7 (+7 Con)
Fortitude: +7 (+7 Con)
Reflex: +9 (+7 Dex, +2)
Will: +8 (+2 Wis, +6)


Skills: 76R = 19PP
Acrobatics 10 (+17)
Disable Device 8 (+9)
Escape Artist 8 (+15)
Knowledge: Pop Culture 2 (+3)
Language 2 (English [Native], German, Hebrew)
Notice 10 (+12)
Search 8 (+9)
Sense Motive 10 (+12)
Sleight of Hand 8 (+15)
Stealth 10 (+17)


Feats: 23PP
Accurate Attack
Acrobatic Bluff
All-Out Attack
Attack Focus: Melee 2
Attack Specialization: Kinetic Blades 3
Challenge (Fast Task) 1 (Acrobatic Feint)
Defensive Attack
Dodge Focus 8
Improved Initiative 2
Move-By Action
Power Attack
Takedown Attack 1 (2 with Kinetic Blades 'Polearm')


Powers: 6 (1+5) + 27 (12+12+3) + 29 (17+12) + 16 = 78PP

Psycho-Kinetic Awareness 1.2 (6PP Container [Passive, Permanent]) [6pp] (Mutant, Kinetic Energy, Psionic)

  Enhanced Feat 1(Uncanny Dodge: Mental) [1PP]
  Super-Senses 6(Accurate, Acute, Radius, Ranged, Mental Sense) [5pp]


Kinetic Speed 5.4 (27PP Container [Passive, Permanent]) [27PP] (Mutant, Kinetic Energy)

  Quickness 12 (x10,000) [12PP]
  Speed 12 (50,000 MPH/500,000ft per Move Action) [12PP]
  Super-Movement 3 (Water-Walking, Wall-Crawling 2, Flaw: Only While Moving) [3PP]


Mental Powers 5.8 (29PP Container) [29PP] (Mutant, Psionic)

  Communication 5 (Mental, 5 miles, Extras: Affects Others, Area; Power Feats: Selective, Subtle) [17PP] ("Telepathic Linkup")
  Psionic Light 5.5 (11PP Array Feats: Alternate Power 1) [12PP]
  -Base PowerDazzle 10 (Visual, Extras: Area [General, Burst, 50ft radius], Flaws: Action [Full], Range [Touch]) [10PP] ("Visual Overload")
  -Alternate PowerConcealment 4 (All Visual) [8pp] ("Personal Holographic Shroud")


Kinetic Blades 7 (14PP Array, Feats: Alternate Power 2) [16PP] (Mutant, Kinetic Energy)

 -Base PowerStrike 5 (Extras: Autofire (Applies to Strength Bonus), Power Feats: Mighty [+2 Damage], Variable Descriptor 1 [Slashing, Piercing, or Bludgeoning]) [14PP] ("Twin Blades")
 -Alternate PowerStrike 5 (Extras: Penetrating 6, Power Feats: Improved Critical 2 [18-20], Mighty [+2 Damage]) [14PP] ("Duelist Blade"; Piercing)
 -Alternate PowerStrike 5 (Power Feats: Extended Reach 2 [15ft reach], Mighty [+2 Damage], Variable Descriptor 1 [Slashing, Piercing, or Bludgeoning]) [9PP] + Enhanced Feats 3 (Improved Disarm, Improved Trip, Takedown Attack 1) [3PP] ("Polearm")
 

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

ATTACK        RANGE      SAVE                                                        EFFECT 
Unarmed      Touch          DC17 Toughness (Staged)                     Damage (Physical) 
Strike            Touch          DC22 Toughness (+ Autofire, Staged)   Damage (Physical) 
Dazzle           Area            DC20 Reflex                                          1/2 Effect                       
                                         DC20 Reflex                                           Blinded 
                                         DC20 Fortitude                                       Recover

 

 

Totals: Abilities (42) + Combat (20) + Saving Throws (8) + Skills (19) + Feats (23) + Powers (78) - Drawbacks (0) = 190/190 Power Points

Edited by KnightDisciple

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Making a special post with CT's Giant Form, because when I start working on him I'm not 100% sure if it's staying, but I want to keep the math/structure around for stunting/etc. 

 

Spoiler

AP: Growth 4 (9ft height, 10ft reach, Large size; Extra: Linked [Density], [Protection], [super-Strength]) [12PP] + Density 4 (+8 Str, Immovable 1, Super-Strength 1, +2 Toughness Mass x3; Extra: Linked [Growth], [Protection], [super-Strength]) [12PP] + Protection 1 (Extra: Impervious Toughness 10 Linked [Density], [Growth], [super-Strength]) [11pp] + Super-Strength 2 ( Extra: Linked [Density], [Growth], [Protection]) [4PP]; Temporary Drawback ( -4 Defense, -4 Attack) [-16pp] [12+12+11+4-16=23PP] "Giant's Strength"
Results of Form

 

Spoiler

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


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

 

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Cobalt Templar's sheet for future work.

 

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Player Name: KnightDisciple
Character Name: Cobalt Templar
Power Level:  12/14 (215/225 [227]PP)
Trade-Offs: 0 (Normal); -5 Defense / +5 Toughness and -5 Attack / +5 Damage (Giant Form)
Unspent PP: 10 [12]
Progress to Platinum Status:: 120/120 (Gold Status earned with Gabriel)

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

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

Age: 19 [Earth-Prime's Chronology] (DoB: October 27, 1993); 49 [Total Experienced Time between Earth-Prime and Earth-I-War-4]
Apparent Age: 20's
Gender: Male
Ethnicity: Caucasian European Mix (1/2 German, 1/4 Norwegian, 1/4 French)
Height: 6'6" (9ft Giant Form)
Weight: 260 lbs. (1,800 lbs Giant form)
Eyes: Brown
Hair: Black

Description:
Corbin is a tall, broad-shouldered teenage boy; he's grown to the point he could be mistaken for an NFL Fullback. His dark hair is worn in a fairly short cut, just above "buzz cut;" Corbin says he likes not having to mess with it. His face is clean-shaven. Whenever possible, he wears loose, plain-color t-shirts and cargo shorts. When the weather is colder, he'll throw on jeans, and eventually a hooded sweatshirt or the like when he's outside. His one indulgence is a peculiar-looking pocket watch that he says his father bought for him several years ago. Otherwise, all of his clothes seem to be the sort of thing you'd find in a Wal-Mart, rather than a Ralph Lauren.

Cobalt Templar is decidedly more exotic-looking. His image evokes an armored knight, though one with plenty of colored paint; his costume is primarily cobalt blue, with maroon red trim (base layer, mask, and most of the armor is cobalt blue; armor has maroon red trim). The base seems to be a thick cloth, itself almost metallic-looking. Over that, he wears a what looks like a strong armored breastplate covering most of his torso, long armored gloves that go past his elbows, leg-plates that reach halfway up his thighs, and armored faulds that protect his upper legs and lowest torso. His identity is protected by a domino mask, with a simple helmet worn over his head. Much of the Templar's armor seems to have an odd mix of classical and futuristic lines, giving him a rather other-worldly appearance. Topping all of this off is a maroon cape that not only seems somewhat frayed, but is actually noticeably transparent; sometimes it will move as if flapping in the wind, even if there is no wind to move it.

Power Descriptions:
Cobalt Templar wields the Blue Ring of the Determined Leader, one of >The Seven Rings. While he has not delved the full depths of its abilities yet, he has accessed a large well of power nonetheless.

His costume is just for show; the ring reinforces his body with a sort of force field just around skin level, meaning he is always protected. The "armor" is just a construct of its power; the material feels like something between plastic and aluminum if examined more closely. The ring allows him to effortlessly and almost instantly shift between his "civilian" wear and his "work" attire, and in fact to virtually any outfit he imagines. Anything that isn't his "natural" clothes (which get shunted into a small pocket dimension in the ring) tend to carry a blue coloration, often with some red or maroon mixed in.
As well, the the ring allow him to survive in the most hostile of environments, including space, and to see in even the deepest of darkness, and his vision can pierce magical and technological means to obscure oneself from visibility. It even helps him unconsciously sense danger, giving him an edge in combat. The ring enhances his body and stamina, 
His flight seems unsupported by any wings or other visible means of propulsion, simply lifting him into the air as if gravity were an option, rather than a law, though he often has an aura of blue, flickering flames (harmless) surrounding his body. He is able to reach speeds up to 10,000 miles per hour in-atmosphere, and once he exits the atmosphere, he has found he can exceed the speed of light, hitting up to 1,000c.

Cobalt Templar's most obvious powers center around his control of the unearthly cobalt fire that the ring produces. Strangely enough, he is not limited to burning things with blasts of this fiery power. Not only can he form hand-held weapons out of it, he can also create various simple objects, including walls, chairs, and the like. And most amazingly, the ghostly flames can wrap harmlessly around people and objects, quickly moving them out of harm's way. His unique artistic streak shines through in his power usage here, as his attacks almost always look at least slightly different each time, manifesting the blasts and strikes of energy in unique ways. More recently he devised a way to channel his fire into a large "shell" around himself (which he shapes to his whims); this shell makes him almost 10 feet tall, and gives him enough strength to move buildings. On the downside, he suffers from blunted senses in this "mode", meaning he has a harder time hitting opponents or avoiding blows. But his near-invincibility, as well as his sheer power, tend to make it a worthwhile trade in the right circumstances.
While his ability to create and manipulate independent objects (rather than constructs he channels his powers through to attack an enemy) have waxed and waned, it is still part of his ability set, though he typically uses it to help him move large objects or numerous smaller ones, or occasionally to reach otherwise hard-to-get things.
 
Sometime during his tenure on Earth-I-War-4, he found he stopped aging. Even if the Ring was not on his finger, the grip of time had slipped loose. It seemed some small fragment of the Fire of the Blue Ring had seeped into his body. More recently, this Fire seems to have given him the strength he once only had with his Ring; now, he is superhumanly strong even with the ring locked in the Vault and him out in the forest (he tested this). Part of him is a bit worried about other long-term effects, but mostly he just enjoys the fact he's got a bit more ability even without his trusty Ring.
History:

Most of Cobalt Templar's history can be found >here.

Recent Times:
Currently Cobalt Templar is starting classes at Freedom City University while still trying to get some hero work in on the side. He's maintaining his relationship with Quo-Dis, which now often means traversing the USA on a weekend to spend some time with her. He's not in any team at the moment.
 
From March to July 2013, Cobalt Templar was nowhere to be found on Earth-Prime, or indeed the entire Prime Universe. He had been flung through a portal of space, time, and dimension, landing himself on Earth-I-War-4, in the early 1980s of that world. He soon discovered that it was a strange mockery of his own, even with the time difference, as that world was in the grips of a decades-long on-and-off conflict between powers that mirrored the Axis and Allies powers of World War 2, but also remained radically different. It didn't take him long to get swept up in not only more "traditional" crime-fighting in his "homeland", but also eventually joining the actual war effort. Being in a war changed Corbin, but thankfully it didn't change him too deeply; while older, wiser, and more cautious in life, his idealism and determination remained intact. He finally departed that world with the aid of several of its scientific minds, not too long after having found all of the Seven Rings of that world, and gifting them to variants of his own world's Liberty League (plus a couple). 
 
He has returned home, and after a short time of dealing with another radical change in life (despite barely looking older than when it all started), he revealed his extended history and new ageless status to his old friends, and soon joined the Liberty League. Now engaged to be married to Quo-Dis and working hard on both his college degrees and his heroics, Corbin leads a rich, fulfilling life, even as the occasional shadow of the past rears its head.

Personality & Motivation:
Corbin Hughes is boy of contradictions. Despite his athletic build and apparent love for rock-climbing, he's looking to become an archaeologist and historian. On top of that, he has a not-very-secret love of drawing and painting, something which he has some decent talent at (as demonstrated in gifts to his friends, and his love of reading is well known, at least to his friends.
Corbin tends to read various sorts of suspense books, as well as alternate history fiction, classical epics, westerns, and sword and sorcery. His taste in movies tends to run similar to his literary tastes, with more allowance for individual films that he enjoys. As for music, he enjoys most blues and jazz, as well as soft, blues, folk, southern, and classic rock and roll.
On a deeper level, Corbin has fully embraced his heroic path, a path now fully supported by his parents. He loves helping people, and some part of him (a part he doesn't always like to acknowledge) enjoys the fighting, too. He finds himself constantly working to balance his personal relationships, his education, and his hero work; none of them are things he wishes to abandon, but all take quite a bit of time.
 
As well, he has found he has a distaste for death; even when fighting Omegadrones, a part of him hated what he had to do. Only against Omega himself was that reservation truly put aside. For all that he's a near-giant of a man tossing around bright blue fire, Corbin treasures life, and is shaken when it just snuffs out in front of him. Unfortunately, his time on Earth-I-War-4 has numbed this distaste; while Corbin could often get away with simply injuring or disabling opponents, there were times he had no other choice (typically against the most monstrous of his foes), and he fought in the company of those with fewer such compunctions. He's seen war for decades now, and it's changed him in subtle ways that are not always clear...

Powers & Tactics:
Cobalt Templar has gone from a cautious fighter to, if not reckless, certainly a more straightforward combatant. He relies upon his incredible resistance to injury to see him through a fight, and he often abandons caution even more to give himself a better chance at a telling blow. He is equally capable of fighting up close or at range, though against notably tough foes he will try to get close, as his melee abilities have a greater chance of bypassing their defenses (via concentrating all that energy into something that cannot leave his hands). He will shift into his "giant form" when faced with a tough-but-slow opponent, or a large number of less-skilled opponents.
 



Complications:
The Fires of Hell Shall Not Prevail: Beings which channel the energies from the deepest pits of Hell (or similar places and energies) tend to have a better chance of hurting Cobalt Templar, despite his not-insignificant protections. A GM should feel free to let Cobalt Templar earn a Hero Point by somewhat increasing the effectiveness of hellfire-based attacks, or other effects and powers of a similar nature, against him.
Secret (Identity): While his parents and many of his friends know of his powers, Cobalt Templar is not at all officially connected to Corbin Hughes. Which is how Corbin would like to keep things. A GM should feel free to give him a Hero Point when trying to keep his heroic identity secret becomes notably difficult.
With Great Power...: Corbin's own sense of responsibility and personal code of ethics mean that he feels he must be a hero, since he has powers. Often, he will prioritize protecting and rescuing bystanders over pursuing escaping villains. A GM should feel free to give him a Hero Point when Cobalt Templar faces a choice between protecting bystanders and dealing with villains.
You Must Know No Fear!: Corbin's powers (or the ones still granted directly from the ring) tend to have serious troubles when he's experiencing serious amounts of fear (such as from the powers of a villain). Often, they work with less effectiveness, or stop working entirely. A GM should feel free to grant Corbin a Hero Point if he fails a save versus a fear affect, which should cause him to lose power, perhaps by losing ranks in his attack powers, defenses, and so on granted by his ring.
Dethroner of Omega: Corbin, or "Cobalt Templar the Swordsman" as the Furions have dubbed him, is one of the members of the iteration of Young Freedom that faced off against Omega on a dead world, and helped "kill" the Knight of Entropy. While many would consider him a hero, this has obviously earned him the ire of the Terminus (or at least made him the target of ambitious Annihilists). A GM should feel free to give CT a Hero Point when his participation in the defeat of Omega brings the forces of the Terminus to him (perhaps attacking him unawares, or drawing him into a conflict he may have otherwise avoided).
Relationship: Corbin Hughes and Quo-Dis (Ultiteen) are in a long-term, intimate dating relationship. Their care for each other is deep, but her lagging unfamiliarity with the more nuanced parts of human culture causes friction. As well, she is (unknown to most) not only a member of the Ultima Thule community of Ultimen, but the daughter of Superior himself. A GM might award Corbin a Hero Point if his connection to Quo-Dis brings trouble to his door, be it an angry father, someone seeking a member of the Ultimen, or someone (or something) else.
Young Veteran: Corbin looks like he's in his 20's, something like 25 at the latest. But in his actual collected experience, he's about 50 years old. His time on Earth-I-War-4 spanned a full 30 years, and it's only the combination of his Ring's powers slowly leeching into his body, and the strange portal he was first sent through that has kept him looking so young. And sadly, a fair bit of those 3 decades was spent in the world-spanning lukewarm war of that planet. Corbin is not who he was before his time on Earth-Milchamah (as he sometimes thinks of it). A GM should feel free to give CT a Hero Point when he might be subject to a "flashback" at an inconvenient point, or when his "mental age" being so different from his chronological age causes problems (in either identity), or when he reacts to an individual (such as a hero or villain) with too much familiarity (caused by his time fighting alongside or against many of them).


Abilities: 12 + 6 + 10 + 4 + 4 + 2 = 38PP
Strength: 44/28/22 (+17/+9/+6)
Dexterity: 16 (+3)
Constitution: 32/28/20 (+11/+9/+5)
Intelligence: 14 (+2)
Wisdom: 14 (+2)
Charisma: 12 (+1)


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


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


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


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

Equipment 3PP = 15EP

 

Headquarters (Underground Base; Templar's Forest Vault)
Size: Large (2 EP)
Toughness: +10 (1 EP)
Features: Concealed, Defense System (Paralyze 12, Attack Bonus: +12, Extras: Targeted Shape-able Area, Flaw: Full-Round Action), Gym, Holding Cell (Extra Toughness, +15 Toughness Save), Isolated, Living Space, Power System, Security System (DC 20 Disable Device) (8 EP)
Vault :
Size: Fine (-3EP)
Toughness: +20: (3EP)
Features: Security System (DC 35 Disable Device) (4EP)


Powers: 7 (1+6) + 90 = 97PP
 
Internal Fire 1.4 (7PP Container [Passive, Permanent]) [7pp] [Magic]

Immunity 1 (Aging) [1PP] 
Enhanced Strength 6 (to 28/+9) [6PP]

 
Device 22 (110PP Container, Flaws: Hard-To-Lose, Feats: Restricted 2) [90PP] (Power Ring [blessed/Holy, Magic])
Enhanced Constitution 8 (to 28/+9) [8PP]
Enhanced Defense 4 [8pp]
Enhanced Feats 3 (Improved Initiative, Quick Change 2) [3PP]
Immunity 9 (Life Support) [9PP]
Protection 3 [3PP]
Super-Senses 4 (Darkvision, See Invisibility [Vision Counters Obscure (Darkness) and Concealment]) [4PP]
Super-Strength 7 (Lifting STR 61 [Heavy Load: 58 tons 1,760 lbs.]) [14PP]
 
Speed of Flame 4.4 (22PP Container [Passive, Permanent]) [22PP] [Magic]
Flight 10 (10,00mph / 100,000ft per Move Action) [20PP]
Super-Movement 1 (Space Travel 1 [interplanetary]) [3PP]

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

Holy Fire Control 12 (24PP Array; PFs: Affects Insubstantial 2, Alternate Power 2) [28PP] (Fires of Judgement)

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

Spoiler

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


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

 

 


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


Abilities (38) + Combat (36) + Saving Throws (14) + Skills (18) + Feats (12) + Powers (97) - Drawbacks (0) = 215/225 Power Points

Edited by KnightDisciple

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Trying to decide if I should just boost CT to PL14 caps, boost his attacks with Autofire, give him more ranks of Create Object, transfer more of his Enhanced Strength and Constitution onto his person from inside his Ring, or something more esoteric...

Probably going to be freeing up the PP he's got in Equipment by using some of my Vet Rewards. 

 

So, thoughts and insights welcomed!

Edited by KnightDisciple

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So apparently none of the work I did last night, either in this thread or Character Edits, on CT, was saved anywhere. Perturbing. I'll have to re-re-work him tonight I guess.

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New post because I don't trust the board software right now.

 

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Player Name: KnightDisciple
Character Name: Cobalt Templar
Power Level:  13/14 (225/225 [227]PP)
Trade-Offs:
Unspent PP: 0 [2]
Progress to Impervium Status:: 123/150 (Platinum Status earned with Gabriel)

In Brief: An aspiring archeologist stumbles across an ancient artifact: a ring that grants him incredible power! Corbin became Cobalt Templar, and 

Alternate Identity: Corbin Alphonse Hughes
Identity: Secret
Birthplace: St. Louis, Missouri, USA
Occupation: FCU Student
Affiliations: Claremont (former student), Young Freedom (former member/leader), Liberty League (ally)
Family: Albert Hughes (Father), Sarah Hughes (Mother); Quo-Dis (Fiancee/Lover)

Age: 23 [Earth-Prime's Chronology] (DoB: October 27, 1993); 53 [Total Experienced Time between Earth-Prime and Earth-I-War-4]
Apparent Age: 20's
Gender: Male
Ethnicity: Caucasian European Mix (1/2 German, 1/4 Norwegian, 1/4 French)
Height: 6'6" 
Weight: 260 lbs. 
Eyes: Brown
Hair: Black

Description:
Corbin is a tall, broad-shouldered teenage boy; he's grown to the point he could be mistaken for an NFL Fullback. His dark hair is worn in a fairly short cut, just above "buzz cut;" Corbin says he likes not having to mess with it. His face is clean-shaven. Whenever possible, he wears loose, plain-color t-shirts and cargo shorts. When the weather is colder, he'll throw on jeans, and eventually a hooded sweatshirt or the like when he's outside. His one indulgence is a peculiar-looking pocket watch that he says his father bought for him several years ago. Otherwise, all of his clothes seem to be the sort of thing you'd find in a Wal-Mart, rather than a Ralph Lauren.

Cobalt Templar is decidedly more exotic-looking. His image evokes an armored knight, though one with plenty of colored paint; his costume is primarily cobalt blue, with maroon red trim (base layer, mask, and most of the armor is cobalt blue; armor has maroon red trim). The base seems to be a thick cloth, itself almost metallic-looking. Over that, he wears a what looks like a strong armored breastplate covering most of his torso, long armored gloves that go past his elbows, leg-plates that reach halfway up his thighs, and armored faulds that protect his upper legs and lowest torso. His identity is protected by a domino mask, with a simple helmet worn over his head. Much of the Templar's armor seems to have an odd mix of classical and futuristic lines, giving him a rather other-worldly appearance. Topping all of this off is a maroon cape that not only seems somewhat frayed, but is actually noticeably transparent; sometimes it will move as if flapping in the wind, even if there is no wind to move it.

Power Descriptions:
Cobalt Templar wields the Blue Ring of the Determined Leader, one of The Seven Rings. While he has not delved the full depths of its abilities yet, he has accessed a large well of power nonetheless.

His costume is just for show; the ring reinforces his body with a sort of force field just around skin level, meaning he is always protected. The "armor" is just a construct of its power; the material feels like something between plastic and aluminum if examined more closely. The ring allows him to effortlessly and almost instantly shift between his "civilian" wear and his "work" attire, and in fact to virtually any outfit he imagines. Anything that isn't his "natural" clothes (which get shunted into a small pocket dimension in the ring) tend to carry a blue coloration, often with some red or maroon mixed in.
As well, the the ring allow him to survive in the most hostile of environments, including space, and to see in even the deepest of darkness, and his vision can pierce magical and technological means to obscure oneself from visibility. It even helps him unconsciously sense danger, giving him an edge in combat. The ring enhances his body and stamina, 
His flight seems unsupported by any wings or other visible means of propulsion, simply lifting him into the air as if gravity were an option, rather than a law, though he often has an aura of blue, flickering flames (harmless) surrounding his body. He is able to reach speeds up to 10,000 miles per hour in-atmosphere, and once he exits the atmosphere, he has found he can exceed the speed of light, hitting up to 1,000c.

Cobalt Templar's most obvious powers center around his control of the unearthly cobalt fire that the ring produces. Strangely enough, he is not limited to burning things with blasts of this fiery power. Not only can he form hand-held weapons out of it, he can also create various simple objects, including walls, chairs, and the like. And most amazingly, the ghostly flames can wrap harmlessly around people and objects, quickly moving them out of harm's way. His unique artistic streak shines through in his power usage here, as his attacks almost always look at least slightly different each time, manifesting the blasts and strikes of energy in unique ways. 
While his ability to create and manipulate independent objects (rather than constructs he channels his powers through to attack an enemy) have waxed and waned, it is still part of his ability set, though he typically uses it to help him move large objects or numerous smaller ones, or occasionally to reach otherwise hard-to-get things.
 
Sometime during his tenure on Earth-I-War-4, he found he stopped aging. Even if the Ring was not on his finger, the grip of time had slipped loose. It seemed some small fragment of the Fire of the Blue Ring had seeped into his body. More recently, this Fire seems to have given him the strength he once only had with his Ring; now, he is superhumanly strong even with the ring locked in the Vault and him out in the forest (he tested this). Part of him is a bit worried about other long-term effects, but mostly he just enjoys the fact he's got a bit more ability even without his trusty Ring.


History:
Most of Cobalt Templar's history can be found >here.

Recent Times:
Currently Cobalt Templar is starting classes at Freedom City University while still trying to get some hero work in on the side. He's maintaining his relationship with Quo-Dis, which now often means traversing the USA on a weekend to spend some time with her. He's not in any team at the moment.
 
From March to July 2013, Cobalt Templar was nowhere to be found on Earth-Prime, or indeed the entire Prime Universe. He had been flung through a portal of space, time, and dimension, landing himself on Earth-I-War-4, in the early 1980s of that world. He soon discovered that it was a strange mockery of his own, even with the time difference, as that world was in the grips of a decades-long on-and-off conflict between powers that mirrored the Axis and Allies powers of World War 2, but also remained radically different. It didn't take him long to get swept up in not only more "traditional" crime-fighting in his "homeland", but also eventually joining the actual war effort. Being in a war changed Corbin, but thankfully it didn't change him too deeply; while older, wiser, and more cautious in life, his idealism and determination remained intact. He finally departed that world with the aid of several of its scientific minds, not too long after having found all of the Seven Rings of that world, and gifting them to variants of his own world's Liberty League (plus a couple). 
 
He has returned home, and after a short time of dealing with another radical change in life (despite barely looking older than when it all started), he revealed his extended history and new ageless status to his old friends, and soon joined the Liberty League. Now engaged to be married to Quo-Dis and working hard on both his college degrees and his heroics, Corbin leads a rich, fulfilling life, even as the occasional shadow of the past rears its head.

Personality & Motivation:
Corbin Hughes is boy of contradictions. Despite his athletic build and apparent love for rock-climbing, he's looking to become an archaeologist and historian. On top of that, he has a not-very-secret love of drawing and painting, something which he has some decent talent at (as demonstrated in gifts to his friends, and his love of reading is well known, at least to his friends.
Corbin tends to read various sorts of suspense books, as well as alternate history fiction, classical epics, westerns, and sword and sorcery. His taste in movies tends to run similar to his literary tastes, with more allowance for individual films that he enjoys. As for music, he enjoys most blues and jazz, as well as soft, blues, folk, southern, and classic rock and roll.
On a deeper level, Corbin has fully embraced his heroic path, a path now fully supported by his parents. He loves helping people, and some part of him (a part he doesn't always like to acknowledge) enjoys the fighting, too. He finds himself constantly working to balance his personal relationships, his education, and his hero work; none of them are things he wishes to abandon, but all take quite a bit of time.
 
As well, he has found he has a distaste for death; even when fighting Omegadrones, a part of him hated what he had to do. Only against Omega himself was that reservation truly put aside. For all that he's a near-giant of a man tossing around bright blue fire, Corbin treasures life, and is shaken when it just snuffs out in front of him. Unfortunately, his time on Earth-I-War-4 has numbed this distaste; while Corbin could often get away with simply injuring or disabling opponents, there were times he had no other choice (typically against the most monstrous of his foes), and he fought in the company of those with fewer such compunctions. He's seen war for decades now, and it's changed him in subtle ways that are not always clear...

Powers & Tactics:
Cobalt Templar has gone from a cautious fighter to, if not reckless, certainly a more straightforward combatant. He relies upon his incredible resistance to injury to see him through a fight, and he often abandons caution even more to give himself a better chance at a telling blow. He is equally capable of fighting up close or at range, though against notably tough foes he will try to get close, as his melee abilities have a greater chance of bypassing their defenses (via concentrating all that energy into something that cannot leave his hands). He will shift into his "giant form" when faced with a tough-but-slow opponent, or a large number of less-skilled opponents.
 



Complications:
The Fires of Hell Shall Not Prevail: Beings which channel the energies from the deepest pits of Hell (or similar places and energies) tend to have a better chance of hurting Cobalt Templar, despite his not-insignificant protections. A GM should feel free to let Cobalt Templar earn a Hero Point by somewhat increasing the effectiveness of hellfire-based attacks, or other effects and powers of a similar nature, against him.
Secret (Identity): While his parents and many of his friends know of his powers, Cobalt Templar is not at all officially connected to Corbin Hughes. Which is how Corbin would like to keep things. A GM should feel free to give him a Hero Point when trying to keep his heroic identity secret becomes notably difficult.
With Great Power...: Corbin's own sense of responsibility and personal code of ethics mean that he feels he must be a hero, since he has powers. Often, he will prioritize protecting and rescuing bystanders over pursuing escaping villains. A GM should feel free to give him a Hero Point when Cobalt Templar faces a choice between protecting bystanders and dealing with villains.
You Must Know No Fear!: Corbin's powers (or the ones still granted directly from the ring) tend to have serious troubles when he's experiencing serious amounts of fear (such as from the powers of a villain). Often, they work with less effectiveness, or stop working entirely. A GM should feel free to grant Corbin a Hero Point if he fails a save versus a fear affect, which should cause him to lose power, perhaps by losing ranks in his attack powers, defenses, and so on granted by his ring.
Dethroner of Omega: Corbin, or "Cobalt Templar the Swordsman" as the Furions have dubbed him, is one of the members of the iteration of Young Freedom that faced off against Omega on a dead world, and helped "kill" the Knight of Entropy. While many would consider him a hero, this has obviously earned him the ire of the Terminus (or at least made him the target of ambitious Annihilists). A GM should feel free to give CT a Hero Point when his participation in the defeat of Omega brings the forces of the Terminus to him (perhaps attacking him unawares, or drawing him into a conflict he may have otherwise avoided).
Relationship: Corbin Hughes and Quo-Dis (Ultiwoman) are engaged to be married. Their care for each other is deep, but her lagging unfamiliarity with the more nuanced parts of human culture causes friction. As well, she is (unknown to most) not only a member of the Ultima Thule community of Ultimen, but the daughter of Superior himself. A GM might award Corbin a Hero Point if his connection to Quo-Dis brings trouble to his door, be it an angry father, someone seeking a member of the Ultimen, or someone (or something) else.
Young Veteran: Corbin looks like he's in his 20's, something like 25 at the latest. But in his actual collected experience, he's about 50 years old. His time on Earth-I-War-4 spanned a full 30 years, and it's only the combination of his Ring's powers slowly leeching into his body, and the strange portal he was first sent through that has kept him looking so young. And sadly, a fair bit of those 3 decades was spent in the world-spanning lukewarm war of that planet. Corbin is not who he was before his time on Earth-Milchamah (as he sometimes thinks of it). A GM should feel free to give CT a Hero Point when he might be subject to a "flashback" at an inconvenient point, or when his "mental age" being so different from his chronological age causes problems (in either identity), or when he reacts to an individual (such as a hero or villain) with too much familiarity (caused by his time fighting alongside or against many of them).


Abilities: 12 + 6 + 10 + 4 + 4 + 2 = 38PP
Strength: 28/22 (+9/+6)
Dexterity: 16 (+3)
Constitution: 28/20 (+9/+5)
Intelligence: 14 (+2)
Wisdom: 14 (+2)
Charisma: 12 (+1)


Combat: 24 + 12 = 36PP
Initiative: +7/+3
Attack: +13/+12
Grapple: +15, +28 Ring
Defense: +13 (+6 Base, +2 Dodge Focus, +5 Enhanced), +3 Flat-Footed
Knockback: -8/-1


Saving Throws: 2 + 5 + 8 = 15PP
Toughness: +13/+5 (+9/+5 Con, +4 Protection)
Fortitude: +12/+7 (+9/+5 Con, +1 Enhanced, +2)
Reflex: +10/+8 (+3 Dex, +2 Enhanced, +5)
Will: +11/+10 (+2 Wis, +1 Enhanced, +8)


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


Feats: 9PP
All-Out Attack
Dodge Focus 2
Equipment 3 (15EP) [Veteran Award]
Luck 3
Power Attack
Precise Shot 2

Equipment 3PP = 15EP [Veteran Award]

 

Headquarters (Underground Base; Templar's Forest Vault)
Size: Large (2 EP)
Toughness: +10 (1 EP)
Features: Concealed, Defense System (Paralyze 12, Attack Bonus: +12, Extras: Targeted Shape-able Area, Flaw: Full-Round Action), Gym, Holding Cell (Extra Toughness, +15 Toughness Save), Isolated, Living Space, Power System, Security System (DC 20 Disable Device) (8 EP)
Vault :
Size: Fine (-3EP)
Toughness: +20: (3EP)
Features: Security System (DC 35 Disable Device) (4EP)


Powers: 15 (1+6+8) + 94 = 109PP
 
Internal Fire 3 (15PP Container [Passive, Permanent]) [15PP] [Magic]

Immunity 1 (Aging) [1PP] 
Enhanced Strength 6 (to 28/+9) [6PP]
Enhanced Constitution 8 (to 28/+9) [8PP]

 
Device 23 (115PP Container, Flaws: Hard-To-Lose, Feats: Restricted 2) [94PP] (Power Ring [blessed/Holy, Magic])

Enhanced Attack 1 [2PP]
Enhanced Defense 5 [10pp]
Enhanced Feats 3 (Improved Initiative, Quick Change 2) [3PP]

Enhance Fortitude 1 [1PP]

Enhance Reflex 2 [2PP]

Enhanced Will 1 [1PP]
Immunity 9 (Life Support) [9PP]
Protection 4 [4PP]
Super-Senses 4 (Darkvision, See Invisibility [Vision Counters Obscure (Darkness) and Concealment]) [4PP]
Super-Strength 7 (Lifting STR 61 [Heavy Load: 58 tons 1,760 lbs.]) [14PP]
 
Speed of Flame 4.4 (22PP Container [Passive, Permanent]) [22PP] [Magic]

Flight 10 (10,00mph / 100,000ft per Move Action) [20PP]
Super-Movement 1 (Space Travel 1 [interplanetary]) [2PP]

Fires of Creation 6.5 (13PP Array; PFs: Alternate Power 1) [14PP]
BP: Create Object 5 (5 5ft cubes, Toughness +5, Lifting Strength 25 [Heavy Load: 800 lbs.], 10 50ft Range Increments / 500ft Max Range; PFs: Precise, Selective, Tether) [13PP]
AP: Move Object 6 (Effective Strength 30, Heavy Load: 1,600 lbs) [12PP]

Holy Fire Control 13 (26PP Array; PFs: Affects Insubstantial 2, Alternate Power 1) [29PP] (Fires of Judgement)

BP: Blast 13 (10 120ft Range Increments / 1200ft Max Range) [26PP]"Rain of Fire"
AP: Strike 4 (Extra: Penetrating 12 [DMG 25], PF: Mighty) [17PP] "Unlimited Blades"


DC Block:
ATTACK           RANGE            SAVE          EFFECT
Unarmed         Touch               DC24/21     Toughness (Staged) Damage (Physical)
Blast                Ranged            DC28          Toughness (Staged) Damage (Energy)
Strike               Touch               DC28          Toughness (Staged) Damage (Energy)


Abilities (38) + Combat (36) + Saving Throws (15) + Skills (18) + Feats (9) + Powers (109) - Drawbacks (0) = 225/225 Power Points

Edited by KnightDisciple

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And now, for the "big" one....Nevermore.

 

OG sheet for reference. 

 

Spoiler

 

Player Name: KnightDisciple
Character Name: Nevermore
Power Level: 9 (139/143) [Gold Reward Slot]
Trade-Offs: +2 Attack / -2 Damage; +2 Defense / -2 Toughness
Unspent Power Points: 4
Progress To Impervium Status: 23/150 (Platinum achieved with Gabriel)

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

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

Description:
Age: 17 (DoB: December 12, 1997)
Apparent Age: N/A
Gender: Male
Ethnicity: Armenian and Ossetian
Height: 5'10"
Weight: 160 lbs. 
Eyes: Grey
Hair: Black
 
Aleksander is a lean young man, clearly in the midst of his growth spurt. He avoids teenage awkwardness only due to over a decade of conditioned "training" and a few years of more natural training, and thus an instinctive sense of balance and poise. His frame is well-muscled, but he clearly favors speed and tone over sheer power. His deeply bronzed skin has no blemishes, and his face is free of scarring. His forearms, hands, lower legs, and torso bear a scattering of small, light scars, the sort one would associate with intense martial training.
The long, thin scars on his back, faded for years now, are decidedly not from training.
 
His grey eyes peer out keenly from slightly thick eyebrows, always observing. He doesn't have the furtive manner one would associate with a guilty party; instead, it's the keen observation of all those around him, and his environment. When he does focus on an item, person, or object, his gaze can be quite piercing indeed.
His somewhat angular face has trouble frowning, and quite often, Aleksander's smiling or smirking about one thing or another. If he becomes angry, though, it is somewhat like a storm rolling over the plains.
His dark hair has just a bit of curl to it, and while he keeps it neat, it reaches down to the bottom of his neck. Typically he just wears it combed back, but when training he'll keep it tied in a tight ponytail.
His face is angular without being severe, with no features being over-prominent; the angles are smoothed out (helped by the fact he stays clean-shaven). 
 
Typically, he dresses in comfortable, non-descript clothes with low-key colors. He tends to prefer pants and long sleeves year round, though in the summer he usually opts for lighter-weight materials than in the dead of winter. His only ornamentation seems to be an antique wristwatch; when pressed, he explains it was his birth father's, and is one of the few mementos he has of him. 
 
Nevermore's costume is a finely-engineered piece of crime-fighting technology, and it looks it. It's a full-body suit that leaves only the mouth exposed, and while it's somewhat obvious that it's multiple layers, the outside is virtually seamless. 
The whole suit has armor plating somewhat visibly sandwiched in everywhere, but covered with a solid layer of morphic molecules on the outside to smooth over its appearance. The suit's base color is black, with the belt (holding several secure pouches of equipment), chest symbol (a stylized "N"), and a few lines on the gauntlets and greaves being a metallic silvery color. The inside of his cape is a dark grey-blue, helping blend in and break colors up a bit.
When at rest, the cape's edge is a straight line, but thanks to the combination of the electroreactive "frame" inside of it, and the morphic molecules, when in "glide mode", the edges take on the appearance of a raven's wings spread in flight, or at least a stylized rendition of it. 
The boots/greaves and the gauntlets have extra protection and plating added on to the exterior of the suit's basic layers, though the gloves/gauntlets, boots/greaves, pants, shirt, cape, and cowl are all actually separate pieces. 
His head is covered by a smooth armored cowl that leaves only his mouth and chin exposed to the air (though the sides have a convenient lock point for his gas mask). His eyes are covered by special lenses that appear, from the outside, to be somewhat milky-white when inactive, but faintly glow green when night vision mode is active. 
 
Power Descriptions:
Aleksander is an essentially normal human being. His time under the "care" of the Blood Dragon Society had them injecting him with various chemical mixtures meant to encourage the maximum potential growth, and he was fed a rigorous diet rich in some unique vitamins and minerals, but while he shows the potential to enter the very top tier of human performance, right now he shows no signs of mutation or any other true superhuman powers.
Instead, his body is in peak condition for a boy of 16, and he possesses more skill than most would think possible for one of his age (due to his...rigorous...care with the BDS). Some might describe Aleksander as a "living weapon", and truthfully, they wouldn't be entirely wrong. His physical fitness and sheer skill make him a formidable close-combat opponent.
 
Nevermore's costume is a masterful piece of crime-fighting engineering.
The innermost layer is a thick, comfortable layer of thermal-insulated morphic molecules that help Alek survive extreme temperatures.
Next is a layer of body armor, composed primary of thick, semi-rigid Kevlar plates that provide protection sufficient to deal with most regular small arms.
The cowl contains lenses that can activate night vision, meaning even the darkest night is as bright as day to Nevermore.
As well, an advanced communications suite is embedded under the armoring of the cowl. This system also works with some small microcomputers in his belt to give him up-to-the-picosecond accurate time, as well as precise geopositioning data and magnetic north orientation readings.
The belt also holds a number of tools useful for crime scene analysis, a fold-out tablet computer useful for taking notes and such, and a simple collapsible gas mask that fits over his exposed moth and provides an environmental seal and several minutes of clean air.
The cape is composed of special electro-reactive morphic molecules that conform to a rigid frame when a very low but precisely calibrated electrical charge is run through them. While he has insufficient propulsion for true independent flight, Nevermore is capable of long glides. His ability for movement around the city is aided by special high-speed, high-power grapnel lines that are housed in his gauntlets (under the extra armor plating).
Finally, the whole suit is reinforced to enhance not only protection but close combat capability. The main "striking points" are still fists/forearms and feet/calves, and this is reflected in the heavier, reinforced plating present there. In addition, small, hollow reservoirs partially filled with a fine silicon mix provide an impact enhancer similar to the common dead blow hammer.
Rounding out his current arsenal is The Talon, a high-performance motorcycle which is Nevermore's primary means of transportation across larger portions of Freedom City (with his grapnel/glider cape combo being used for more precise positioning in specific areas). While unarmed, it is a tough, fast vehicle that bears a solid security system to prevent bike-jacking. The overall construction is rugged, with the bike mainly sporting two seemingly oversized tires (each with an independent electric motor for power), and a central "pod" with rugged armor plates, special steering "arms", and a simple voice-activated computer that has an always-updating navigation program. It is currently capable of speeds approaching the fastest performance road cars, though Nevermore rarely pushes it to that speed.

History:
Aleksander Garen Nakani should have been a perfectly normal boy born in the country of Georgia. And for about 6 months of his life after birth, he was. 
Then, one day, he and his parents "disappeared". His father and mother were found weeks later, dead, their child missing, out well past city limits. Theories abounded. No one was ever charged, no conclusion made. Funerals were held. People mourned. Mementos were kept by parents/grandparents and other scattered family.
None were the wiser that Aleksander had been taken by the Blood Dragon Society to their base in Transylvania, Romania. They are a fanatical group borne from the last members of the Order of the Dragon. Born in fire and blood, they escaped the purge that wiped out most of their brethren and went into hiding. They watched as one of their own members became one of the most feared monsters of all time, a household name half a millennium later. 
The Blood Dragon Society vowed all those years ago to protect Europe (and, eventually, mankind) from the "dark things". Unfortunately, their definition of what constituted a viable threat has varied over the years, and has never focused solely on supernatural threats, but instead included political or religious movements and individuals. 
Worse, they vowed to use any means necessary, and have taken that vow seriously. They employ methods most would never condone, and in the last couple of centuries have begun taking orphans or other "won't be missed" children to train them from a young age to be perfect "defenders".
Aleksander was part of a new "trial group", selected based on genetic factors (in his case, the presence of many historically successful soldiers on his father's side, and genetics stretching back to some of the fiercest Sarmation warriors on his mother's side) that the Society believed would make them ideal warriors. These children, taken from all over the world, and being of all sorts of ethnicity, were brought in before their first birthdays. They were raised impersonally, granted single names based on mythology (Aleksander was called Svarog), and fed rigorous diets, supplemented by vitamin and chemical treatments intended to procure the maximum possible performance and growth. They were educated as soon as possible, trained from very early ages in tactics, stealth, sabotage, combat of all kinds, and more. Their minds were laced with subliminal programs to ensure obedience and efficiency. Psychics were brought in to aid all of these efforts, ensuring that the whole batch of 20 was far ahead of their peers in every way by age 10. 
Alkesander was 11 when the Freedom League rescued all of the children from the clutches of the Society. The Raven, with the aid of Foreshadow, had tracked down the location of the Society's facilities. The stealthier members of the League infiltrated the base and ensured that the children were there and safe, and disabled much of the security. The rest of the League then swept in and thoroughly disabled any BDS troops still up and about, including a few of their more exotic members. 
Raven herself was the one to open the cell holding Aleksander, who had been in solitary for a week because his young mind had shown itself to be (once more) resistant to the harsher aspects of the programming they were trying to induce on the children. It wasn't a conscious thing, simply an unusually resilient psyche that meant the next year would not be as harsh as it would for his fellows. But only a little less harsh. Thankfully, the BDS facility had included full medical and biographical files on the children there; the Society was thorough and meticulous, if nothing else. This allowed the League to track down what family remained...which was his father's father, who was by this point in no condition to take care of a child. So he would have to be adopted after his treatment.
It took over a year for League psychics and psychologists to help young Aleksander reach a point where they felt he couldn't simply be "switched off" or reprogrammed with a single phrase, and that he didn't treat the entire world like one long spy or combat mission. It still was a delicate enough situation that his adoptive parents, Loren and Melissa Barbeau, had to be specially trained and prepared to help him learn to socialize more normally. As well, his state of mind, as well as his near-reflexive fighting ability, necessitated him attending the Nicholson school for 3 years. 
Thankfully, by 14 Aleksander was a comparatively normal, if quiet, boy. He was even attending a regular public school.
What Loren and Melissa didn't know is that the mental focus that previously had been forced upon the lessons of being a weapon, was now turned to investigating the Raven more. For almost a year, he'd been slowly tracking bits and pieces of information.  
Not because he hated her; just the opposite, Aleksander felt only the greatest of admiration for her. He wished to thank her without having to get mugged first. 
But as his investigation continued, he came to an uncomfortable conclusion: Raven was growing older. Just as her predecessor had, she was starting to show small signs of aging. One day, perhaps soon, she'd have to give up the mantle. But to whom?
The day he figured out who she was, was the day Alkesander Nakani decided that if the Raven wouldn't appoint a successor, maybe one needed to approach her. So he dug deeper. 
Eventually, he determined two facts. First, the original Raven had been Duncan Summers, who was now headmaster of Claremont Academy. Second, his daughter, Callie Summers, was the current Raven. This would explain all the various resources Raven had always had access to. But now...how to speak to either of them about it?
Finally, he decided on just going to Claremont Academy and trying to speak with the Headmaster, as he wasn't sure Callie would be at the Summers home. He skipped school one day and caught the bus to Bayview. He managed to slip onto the Academy grounds with none of the students or staff noticing, and ended up right outside Headmaster Summers' office.
At which point the retired hero invited him in to speak. Duncan explained that while he didn't know quite why Aleksander was there, he'd kept track of the boy, if for no other reason than to help alert other heroes if the Blood Dragon Society ever moved to try and retake him. But the boy's presence intrigued him, and he had a guess as to why he was here.
So Aleksander laid out his research, the results, and his belief that Callie needed a successor. 
Duncan ended up calling his daughter into the meeting, and there were a couple hours of discussion (during which Loren and Melissa were called in as well). In the end, it was decided that until he was 15 & 1/2 years old, Aleksander would be undergoing rigorous "basic training" without stepping foot outside the "lair" under the Summers home. Loren and Melissa weren't thrilled, but recognized that between Aleksander's iron will and his rather unique background, they'd be unlikely to stop him.
So instead they partnered with Duncan and Callie to help make sure Alek didn't do something stupid to get himself killed. 
By June of 2013, Alek was allowed on 2 patrols a month, to try and get him used to actually going through the motions of being a crime-fighter. He was primarily asked to watch Raven's back, but was sometimes allowed to take the fore and get some practice. Most criminals were at least smart enough to not mouth off to a kid in body armor who was working with the Raven. The ones that were were educated. Word started to spread.
In the meantime, in an effort to take some of the work off of Callie, and maybe give Aleksander some independence on occasion, Nevermore (as he has dubbed himself) has transferred to Claremont, starting in the Spring 2014 semester. It is hoped that he will learn more skills related to working with other heroes, as well as broadening his own skillset for the purposes of crime fighting and prevention.
 
Personality & Motivation:
Aleksander is a fairly quiet young man, but for all that he's gone through, he's actually fairly hopeful. He doesn't go for much in the way of exterior shows of emotion, but being rescued from the clutches of the Society, in the way he was, taught him that the world has good people, and those good people can make a difference. 
While not anti-social, Alek prefers to ration his time with friends (which he makes slowly and carefully) and strangers. But when he is with them, his shell opens up at least a little bit; he has a tendency to be the dry wit of a group, making some quip with a completely straight face. 
Alek will almost fanatically stand up to bullies, especially if he sees them picking on someone notably less capable physically (or socially, if it's primarily verbal bullying). He does not initiate actual fisticuffs, but he has been sent home a couple of times for, in his words, "finishing what someone else started". He has never shown regret for those fights, either. Thankfully he abhors the idea of taking a life or producing permanent injury, and so he's always focused on restraint, or temporary discomfort, to breaking bones or the like. 
Alek tends not to get involved in discussions about politics or law or the like, beyond voicing a general dislike of "injustice", though with as young as he is it's still a nebulous concept (beyond "criminals running around not getting stopped").
 
Nevermore comes off as a gruff, no-nonsense crime fighter. He's willing to work with other heroes, though he's cautious if he does not know them, and might get slightly frustrated with those who have trouble with subtlety of any form. 
To criminals, he's somewhat quieter than his predecessor, but still carries an air of menace and shadows. He is relentless and fearless, and lets them know. 
He does have a bit of a tendency to try and put on a gravely bravado with older heroes, barring those like Midnight or Foreshadow who carry legacies similar to his own. To them he is respectful, though he's not afraid to voice an opinion. But to others he might be trying to over-compensate for his clear newness to his role, subconsciously trying to prove that he's worthy of the mantle he will be receiving.
To the average citizen, he's polite, if a bit terse, but always wanting to prove helpful in a moment of need.

Powers & Tactics:
Nevermore will adjust his tactics depending on the number and quality of opponents.
For a large number of "thugs" he tends to just dive in and start taking them down rapidly, weathering their blows with his body armor while he delivers precise, powerful strikes.
Armed opponents are likely to be disarmed.
Those who seem to focus on power over finesse may well end up put in one martial art hold or another while he tries to choke them just enough to knock them out.
For a notably powerful opponent he is likely to attempt to remain in stealth until he can catch them unaware enough to get a couple of solid blows in. That, or try to work with someone else or call for backup.
 



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


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

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

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

Skills: 76R = 19PP
Acrobatics 7 (+10)
Computers 8 (+11)
Drive 7 (+10)
Escape Artist 5 (+8)
Intimidate 8 (+9)
Investigate 8 (+11)
Language 6 (Arabic, English, French, German, Georgian, Latin, Romanian [Native])
Notice 7 (+10)
Search 8 (+11)
Stealth 7 (+10)
Survival 5 (+8)
 
Feats: 30PP
Accurate Attack
All-Out Attack
Attack Focus (Melee) 6
Beginner's Luck
Chokehold
Defensive Attack
Dodge Focus 5
Eidetic Memory
Equipment 4 [Paid for with Bronze Award]
Evasion
Improved Block
Improved Disarm
Improved Grapple
Improved Trip
Improvised Tools
Jack of All Trades
Online Research
Power Attack
Second Chance (Mind Control)
Takedown Attack 2
Track
 
Equipment: 4PP = 20EP
 
Utility Belt [3EP]

 

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


 
The Talon (Vehicle; Motorcycle) [17EP]

 

 

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

 


Powers: 21PP
 
Damage 4 (Feats: Mighty) [5PP] (Training) ("Martial Arts")
 
Device 4 (20PP Container, Flaws: Hard-To-Lose) [16PP] (Technological; "Nevermore Costume")

 

 

City Movement 1 (2PP Array; Feats: Alternate Power 1) [3DP]
[array]Base Power: Flight 2 (Flaws: Gliding) [2] ("Electroreactive Glider Cape")
Alternate Power: Super-Movement 1 (Swinging) [2] ("High-speed Grapnel Gun"][array]/
Communication 5 (Radio, 5 miles; Feats: Subtle) [6DP] ("In-Built Headset")
Immunity 1 (Cold, Heat; Flaws: Limited [Half]) [1DP] ("Protective Thermal Under-Layer")
Protection 4 [4DP] ("Armor Plating")
Super-Senses 2 (Infravision;Vision Counters Obscure (Darkness) [Darkvision]) [3DP] ("Night Vision Lenses")
Super Senses 3 (Direction Sense, Distance Sense, Time Sense) [3DP] ("Head's-Up Display")


 
DC Block
ATTACK                        RANGE   SAVE                                      EFFECT
Unarmed (Normal)        Touch      DC18 Toughness (Staged)   Damage (Physical)

 

Unarmed (Martial Arts)  Touch      DC22 Toughness (Staged)   Damage (Physical)

 

 

Totals: Abilities (32) + Combat (22) + Saving Throws (15) + Skills (19) + Feats (30) + Powers (21) - Drawbacks () = 139/143 Power Points

 

 

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Now, time to tweak and/or rebuild Nevermore....

Going to boost him to a PL10/150PP iteration of his Reward Slot. This gives him 173PP overall to play with, and since I'll be aiming to put him at PL 10 caps, this shouldn't be too bad.

 

Player Name: KnightDisciple
Character Name: Nevermore
Power Level: 10 (1/173) [Gold Reward Slot]
Trade-Offs: +2 Attack / -2 Damage; +2 Defense / -2 Toughness
Unspent Power Points: 
Progress To Impervium Status: 123/150 (Platinum achieved with Gabriel)

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

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

Description:
Age: 18 (DoB: December 12, 1997)
Apparent Age: N/A
Gender: Male
Ethnicity: Armenian and Ossetian
Height: 5'10"
Weight: 160 lbs. 
Eyes: Grey
Hair: Black
 
Aleksander is a lean young man, clearly in the midst of his growth spurt. He avoids teenage awkwardness only due to over a decade of conditioned "training" and a few years of more natural training, and thus an instinctive sense of balance and poise. His frame is well-muscled, but he clearly favors speed and tone over sheer power. His deeply bronzed skin has no blemishes, and his face is free of scarring. His forearms, hands, lower legs, and torso bear a scattering of small, light scars, the sort one would associate with intense martial training. The long, thin scars on his back, faded for years now, are decidedly not from training.
 
His grey eyes peer out keenly from slightly thick eyebrows, always observing. He doesn't have the furtive manner one would associate with a guilty party; instead, it's the keen observation of all those around him, and his environment. When he does focus on an item, person, or object, his gaze can be quite piercing indeed.
His somewhat angular face has trouble frowning, and quite often, Aleksander's smiling or smirking about one thing or another. If he becomes angry, though, it is somewhat like a storm rolling over the plains.
His dark hair has just a bit of curl to it, and while he keeps it neat, it reaches down to the bottom of his neck. Typically he just wears it combed back, but when training he'll keep it tied in a tight ponytail.
His face is angular without being severe, with no features being over-prominent; the angles are smoothed out (helped by the fact he stays clean-shaven). 
 
Typically, he dresses in comfortable, non-descript clothes with low-key colors. He tends to prefer pants and long sleeves year round, though in the summer he usually opts for lighter-weight materials than in the dead of winter. His only ornamentation seems to be an antique wristwatch; when pressed, he explains it was his birth father's, and is one of the few mementos he has of him. 
 
Nevermore's costume is a finely-engineered piece of crime-fighting technology, and it looks it. It's a full-body suit that leaves only the mouth exposed, and while it's somewhat obvious that it's multiple layers, the outside is virtually seamless. 
The whole suit has armor plating somewhat visibly sandwiched in everywhere, but covered with a solid layer of morphic molecules on the outside to smooth over its appearance. The suit's base color is black, with the belt (holding several secure pouches of equipment), chest symbol (a stylized "N"), and a few lines on the gauntlets and greaves being a metallic silvery color. The inside of his cape is a dark grey-blue, helping blend in and break colors up a bit.
When at rest, the cape's edge is a straight line, but thanks to the combination of the electroreactive "frame" inside of it, and the morphic molecules, when in "glide mode", the edges take on the appearance of a raven's wings spread in flight, or at least a stylized rendition of it. 
The boots/greaves and the gauntlets have extra protection and plating added on to the exterior of the suit's basic layers, though the gloves/gauntlets, boots/greaves, pants, shirt, cape, and cowl are all actually separate pieces. 
His head is covered by a smooth armored cowl that leaves only his mouth and chin exposed to the air (though the sides have a convenient lock point for his gas mask). His eyes are covered by special lenses that appear, from the outside, to be somewhat milky-white when inactive, but faintly glow green when night vision mode is active. 
 
Power Descriptions:
Aleksander is an essentially normal human being. His time under the "care" of the Blood Dragon Society had them injecting him with various chemical mixtures meant to encourage the maximum potential growth, and he was fed a rigorous diet rich in some unique vitamins and minerals, but while he shows the potential to enter the very top tier of human performance, right now he shows no signs of mutation or any other true superhuman powers.
Instead, his body is in peak condition for a boy of 16, and he possesses more skill than most would think possible for one of his age (due to his...rigorous...care with the BDS). Some might describe Aleksander as a "living weapon", and truthfully, they wouldn't be entirely wrong. His physical fitness and sheer skill make him a formidable close-combat opponent.
 
Nevermore's costume is a masterful piece of crime-fighting engineering.
The innermost layer is a thick, comfortable layer of thermal-insulated morphic molecules that help Alek survive extreme temperatures.
Next is a layer of body armor, composed primary of thick, semi-rigid Kevlar plates that provide protection sufficient to deal with most regular small arms.
The cowl contains lenses that can activate night vision, meaning even the darkest night is as bright as day to Nevermore.
As well, an advanced communications suite is embedded under the armoring of the cowl. This system also works with some small microcomputers in his belt to give him up-to-the-picosecond accurate time, as well as precise geopositioning data and magnetic north orientation readings.
The belt also holds a number of tools useful for crime scene analysis, a fold-out tablet computer useful for taking notes and such, and a simple collapsible gas mask that fits over his exposed moth and provides an environmental seal and several minutes of clean air.
The cape is composed of special electro-reactive morphic molecules that conform to a rigid frame when a very low but precisely calibrated electrical charge is run through them. While he has insufficient propulsion for true independent flight, Nevermore is capable of long glides. His ability for movement around the city is aided by special high-speed, high-power grapnel lines that are housed in his gauntlets (under the extra armor plating).
Finally, the whole suit is reinforced to enhance not only protection but close combat capability. The main "striking points" are still fists/forearms and feet/calves, and this is reflected in the heavier, reinforced plating present there. In addition, small, hollow reservoirs partially filled with a fine silicon mix provide an impact enhancer similar to the common dead blow hammer.
Rounding out his current arsenal is The Talon, a high-performance motorcycle which is Nevermore's primary means of transportation across larger portions of Freedom City (with his grapnel/glider cape combo being used for more precise positioning in specific areas). While unarmed, it is a tough, fast vehicle that bears a solid security system to prevent bike-jacking. The overall construction is rugged, with the bike mainly sporting two seemingly oversized tires (each with an independent electric motor for power), and a central "pod" with rugged armor plates, special steering "arms", and a simple voice-activated computer that has an always-updating navigation program. It is currently capable of speeds approaching the fastest performance road cars, though Nevermore rarely pushes it to that speed.

History:
Aleksander Garen Nakani should have been a perfectly normal boy born in the country of Georgia. And for about 6 months of his life after birth, he was. 
Then, one day, he and his parents "disappeared". His father and mother were found weeks later, dead, their child missing, out well past city limits. Theories abounded. No one was ever charged, no conclusion made. Funerals were held. People mourned. Mementos were kept by parents/grandparents and other scattered family.
None were the wiser that Aleksander had been taken by the Blood Dragon Society to their base in Transylvania, Romania. They are a fanatical group borne from the last members of the Order of the Dragon. Born in fire and blood, they escaped the purge that wiped out most of their brethren and went into hiding. They watched as one of their own members became one of the most feared monsters of all time, a household name half a millennium later. 
The Blood Dragon Society vowed all those years ago to protect Europe (and, eventually, mankind) from the "dark things". Unfortunately, their definition of what constituted a viable threat has varied over the years, and has never focused solely on supernatural threats, but instead included political or religious movements and individuals. 
Worse, they vowed to use any means necessary, and have taken that vow seriously. They employ methods most would never condone, and in the last couple of centuries have begun taking orphans or other "won't be missed" children to train them from a young age to be perfect "defenders".
Aleksander was part of a new "trial group", selected based on genetic factors (in his case, the presence of many historically successful soldiers on his father's side, and genetics stretching back to some of the fiercest Sarmation warriors on his mother's side) that the Society believed would make them ideal warriors. These children, taken from all over the world, and being of all sorts of ethnicity, were brought in before their first birthdays. They were raised impersonally, granted single names based on mythology (Aleksander was called Svarog), and fed rigorous diets, supplemented by vitamin and chemical treatments intended to procure the maximum possible performance and growth. They were educated as soon as possible, trained from very early ages in tactics, stealth, sabotage, combat of all kinds, and more. Their minds were laced with subliminal programs to ensure obedience and efficiency. Psychics were brought in to aid all of these efforts, ensuring that the whole batch of 20 was far ahead of their peers in every way by age 10. 
Alkesander was 11 when the Freedom League rescued all of the children from the clutches of the Society. The Raven, with the aid of Foreshadow, had tracked down the location of the Society's facilities. The stealthier members of the League infiltrated the base and ensured that the children were there and safe, and disabled much of the security. The rest of the League then swept in and thoroughly disabled any BDS troops still up and about, including a few of their more exotic members. 
Raven herself was the one to open the cell holding Aleksander, who had been in solitary for a week because his young mind had shown itself to be (once more) resistant to the harsher aspects of the programming they were trying to induce on the children. It wasn't a conscious thing, simply an unusually resilient psyche that meant the next year would not be as harsh as it would for his fellows. But only a little less harsh. Thankfully, the BDS facility had included full medical and biographical files on the children there; the Society was thorough and meticulous, if nothing else. This allowed the League to track down what family remained...which was his father's father, who was by this point in no condition to take care of a child. So he would have to be adopted after his treatment.
It took over a year for League psychics and psychologists to help young Aleksander reach a point where they felt he couldn't simply be "switched off" or reprogrammed with a single phrase, and that he didn't treat the entire world like one long spy or combat mission. It still was a delicate enough situation that his adoptive parents, Loren and Melissa Barbeau, had to be specially trained and prepared to help him learn to socialize more normally. As well, his state of mind, as well as his near-reflexive fighting ability, necessitated him attending the Nicholson school for 3 years. 
Thankfully, by 14 Aleksander was a comparatively normal, if quiet, boy. He was even attending a regular public school.
What Loren and Melissa didn't know is that the mental focus that previously had been forced upon the lessons of being a weapon, was now turned to investigating the Raven more. For almost a year, he'd been slowly tracking bits and pieces of information.  
Not because he hated her; just the opposite, Aleksander felt only the greatest of admiration for her. He wished to thank her without having to get mugged first. 
But as his investigation continued, he came to an uncomfortable conclusion: Raven was growing older. Just as her predecessor had, she was starting to show small signs of aging. One day, perhaps soon, she'd have to give up the mantle. But to whom?
The day he figured out who she was, was the day Alkesander Nakani decided that if the Raven wouldn't appoint a successor, maybe one needed to approach her. So he dug deeper. 
Eventually, he determined two facts. First, the original Raven had been Duncan Summers, who was now headmaster of Claremont Academy. Second, his daughter, Callie Summers, was the current Raven. This would explain all the various resources Raven had always had access to. But now...how to speak to either of them about it?
Finally, he decided on just going to Claremont Academy and trying to speak with the Headmaster, as he wasn't sure Callie would be at the Summers home. He skipped school one day and caught the bus to Bayview. He managed to slip onto the Academy grounds with none of the students or staff noticing, and ended up right outside Headmaster Summers' office.
At which point the retired hero invited him in to speak. Duncan explained that while he didn't know quite why Aleksander was there, he'd kept track of the boy, if for no other reason than to help alert other heroes if the Blood Dragon Society ever moved to try and retake him. But the boy's presence intrigued him, and he had a guess as to why he was here.
So Aleksander laid out his research, the results, and his belief that Callie needed a successor. 
Duncan ended up calling his daughter into the meeting, and there were a couple hours of discussion (during which Loren and Melissa were called in as well). In the end, it was decided that until he was 15 & 1/2 years old, Aleksander would be undergoing rigorous "basic training" without stepping foot outside the "lair" under the Summers home. Loren and Melissa weren't thrilled, but recognized that between Aleksander's iron will and his rather unique background, they'd be unlikely to stop him.
So instead they partnered with Duncan and Callie to help make sure Alek didn't do something stupid to get himself killed. 
By June of 2013, Alek was allowed on 2 patrols a month, to try and get him used to actually going through the motions of being a crime-fighter. He was primarily asked to watch Raven's back, but was sometimes allowed to take the fore and get some practice. Most criminals were at least smart enough to not mouth off to a kid in body armor who was working with the Raven. The ones that were were educated. Word started to spread.
In the meantime, in an effort to take some of the work off of Callie, and maybe give Aleksander some independence on occasion, Nevermore (as he has dubbed himself) has transferred to Claremont, starting in the Spring 2014 semester. It is hoped that he will learn more skills related to working with other heroes, as well as broadening his own skillset for the purposes of crime fighting and prevention.
 
Personality & Motivation:
Aleksander is a fairly quiet young man, but for all that he's gone through, he's actually fairly hopeful. He doesn't go for much in the way of exterior shows of emotion, but being rescued from the clutches of the Society, in the way he was, taught him that the world has good people, and those good people can make a difference. 
While not anti-social, Alek prefers to ration his time with friends (which he makes slowly and carefully) and strangers. But when he is with them, his shell opens up at least a little bit; he has a tendency to be the dry wit of a group, making some quip with a completely straight face. 
Alek will almost fanatically stand up to bullies, especially if he sees them picking on someone notably less capable physically (or socially, if it's primarily verbal bullying). He does not initiate actual fisticuffs, but he has been sent home a couple of times for, in his words, "finishing what someone else started". He has never shown regret for those fights, either. Thankfully he abhors the idea of taking a life or producing permanent injury, and so he's always focused on restraint, or temporary discomfort, to breaking bones or the like. 
Alek tends not to get involved in discussions about politics or law or the like, beyond voicing a general dislike of "injustice", though with as young as he is it's still a nebulous concept (beyond "criminals running around not getting stopped").
 
Nevermore comes off as a gruff, no-nonsense crime fighter. He's willing to work with other heroes, though he's cautious if he does not know them, and might get slightly frustrated with those who have trouble with subtlety of any form. 
To criminals, he's somewhat quieter than his predecessor, but still carries an air of menace and shadows. He is relentless and fearless, and lets them know. 
He does have a bit of a tendency to try and put on a gravely bravado with older heroes, barring those like Midnight or Foreshadow who carry legacies similar to his own. To them he is respectful, though he's not afraid to voice an opinion. But to others he might be trying to over-compensate for his clear newness to his role, subconsciously trying to prove that he's worthy of the mantle he will be receiving.
To the average citizen, he's polite, if a bit terse, but always wanting to prove helpful in a moment of need.

Powers & Tactics:
Nevermore will adjust his tactics depending on the number and quality of opponents.
For a large number of "thugs" he tends to just dive in and start taking them down rapidly, weathering their blows with his body armor while he delivers precise, powerful strikes.
Armed opponents are likely to be disarmed.
Those who seem to focus on power over finesse may well end up put in one martial art hold or another while he tries to choke them just enough to knock them out.
For a notably powerful opponent he is likely to attempt to remain in stealth until he can catch them unaware enough to get a couple of solid blows in. That, or try to work with someone else or call for backup.
 



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

Disarmed: Aleksander's belts (around his waist and across his chest) need to be removed to completely deprive him of his gadgets, but many of the individual items are hand-held, and can be disarmed as such. Others could be disabled on an individual basis, depriving him of that tool.


Abilities: 8 + 6 + 6 + 8 + 6 + 4 = 38PP
Strength: 18 (+4)
Dexterity: 16 (+3)
Constitution: 16 (+3)
Intelligence: 18 (+4)
Wisdom: 16 (+3)
Charisma: 14 (+2)

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

Saving Throws: 6 + 6 + 6 = 15PP
Toughness: +8 (+3 Con, +5 [Protection])
Fortitude: +9 (+3 Con, +6)
Reflex: +9 (+3 Dex, +6)
Will: +9 (+3 Wis, +6)

Skills: 80R = 20PP
Acrobatics 7 (+10)
Computers 8 (+12)
Drive 7 (+10)
Escape Artist 7 (+10)
Intimidate 8 (+10)
Investigate 8 (+12)
Language 6 (Arabic, English, French, German, Georgian, Latin, Romanian [Native])
Notice 7 (+10)
Search 8 (+12)
Stealth 7 (+10)
Survival 7 (+10)
 
Feats: 38PP
Accurate Attack
All-Out Attack
Attack Focus (Melee) 7
Beginner's Luck

Benefit 1 (Team Raven)

Benefit 1 (Wealthy)
Chokehold
Defensive Attack
Dodge Focus 6
Eidetic Memory
Equipment 8 [Veteran Award]
Evasion
Improved Disarm
Improved Grapple
Improved Trip

Improved Pin
Improvised Tools
Jack of All Trades

Luck 2
Online Research
Power Attack
Second Chance (Mind Control)

Second Chance (Mind Reading)
Takedown Attack 2
Track

Well-Informed
 
Equipment: 8PP = 40EP [Veteran Award]

 

The Rookery (Headquarters; Cave) (23EP)

Spoiler

Size: Huge (2EP)
Toughness: +15 (2EP)
Features: (19EP)
Combat Simulator
Communications
Computer
Concealed 3 (+20 DC)
Dock
Fire Prevention System
Garage
Gym
Hangar
Infirmary
Labratory 
Library

Living Space
Power System 
Security System 2 (DC 25)
Workshop


 
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: 1 + 5 + 20 + 14 = 40PP
 
Damage 4 (Feats: Mighty) [5PP] (Training) ("Martial Arts")

 

Leaping 1 (x2 distance) [1PP] (Training)
 
Device 5 (25PP Container, Flaws: Hard-To-Lose) [20PP] (Technological; "Nevermore Costume")

City Movement 3 (6PP Array; Feats: Alternate Power 1) [7PP]
Base PowerSuper-Movement 2 (Swinging, Wall-Crawling 2) [6PP] ("Grapnel Gun")
Alternate PowerFlight 3 (50MPH/500 feet per Move Action; Feats: Subtle; Flaws: Gliding) [4PP] ("Electroreactive Glider Cape")
Communication 5 (Radio, 5 miles; Feats: Subtle) [6PP] ("In-Built Headset")
Immunity 1 (Cold, Heat; Flaws: Limited [Half]) [1PP] ("Protective Thermal Under-Layer")
Protection 5 [5PP] ("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 2 (10PP Variable Power, Any Power, Multiple Powers At Once, Duration [Continuous], Flaws: Hard-To-Lose) [14PP] (Technological) ("Utility Belt and Harness")
Example Gadgets:

Spoiler

Extreme Environment Gear [1 + 9 = 10PP]
Immunity 1 (Cold, Heat; Flaws: Limited [Half]) [1PP] ("Thermal Shielding Nano-Layer")
Immunity 7 (Disease, Poison, Suffocation Effects, High Pressure, Radiation, Vacuum) [7PP] ("Environmental Sealing Nano-Layer and Quick-Deploy Rebreather")

 

Extending Sword
Damage 6 (Feats: Mighty, Variable Descriptor 1 [Piercing, Slashing, or Bludgeoning]) [8PP]

 

Tools of the Trade [3 + 3 = 7PP]
Datalink 3 (Radio; 1,000 feet; Feats: Subtle) [4PP] ("Palmtop Computer"]
Super Senses 1 (Communications Link [Rookery]; Feats: Subtle 2) [3PP] ("Rookery Database Uplink"]

 

Analytic Cowl [5 + 5 = 10PP]

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

Super Senses 5 (Analytical Extended Tracking 2 Audio Senses [100 foot increments]; Ultra-Hearing) [5PP] ("Detective Earpieces")

 

Infiltration Gear [8 + 2 =10PP]
Concealment 4 (All Visual Senses) [8PP] ("Active Camouflage Cloak") 

Super-Movement 1 (Trackless) [2PP] ("Adaptive Boot Soles")

 

Explosive Gel Dispenser
Damage 10 (Extras: Penetrating 5; Feats: Precise; Flaws: Action [Full]) [6PP] (Ballistic, Fire)

 

Electroshock Gauntlets 
 Stun 10 (Extras: Linked [Martial Arts] Flaws: Daze) [10PP] (Electricity)


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

Unarmed (Martial Arts)  Touch      DC23 Toughness (Staged)    Damage (Physical)

 

 

Totals: Abilities (38) + Combat (22) + Saving Throws (15) + Skills (20) + Feats (38) + Powers (40) - Drawbacks () = 173/173 Power Points

Edited by KnightDisciple

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Starting work on a potential Bedlam PC. Aiming for PL 7 caps with PL 10 points (150PP). Wider Is Better.

 

Character Name: Judex
Power Level: 7 [10] (150/150PP)
Trade-Offs: +3 Attack / -3 Damage, +3 Defense / -3 Toughness 
Unspent Power Points: 0


In Brief: Mild-mannered preacher by day, fear-inducing bringer of misfortune by night, Judex stands up for the poor and downtrodden of Bedlam City, no matter what. 

 

Birthplace: Springfield, MO, USA

Residence: Small, "rustic" "parish" home near his church.
Base of Operations: Bedlam First Assembly, near the corner of Blaed Ave and Ellmore Pl.
Catchphrase: "Repent, or be judged."

Alternate Identity: Theodore Galen Ward, aka "Pastor Theo"
Identity: Secret
Occupation: Pastor/Minister, Assemblies of God Church
Affiliations: AOG; Bedlam First Assembly; Celestial Spirit Fellowship; Bedlam Interdenominational and Interfaith Charities
Family: Benjamin Ward (Father); Cassidy Ward (Mother); Kathryn Ward (Older Sister); Mark Ward (Younger Brother); Abraham Ward (Paternal Grandfather)

 

Description:
Age: 28 (DoB: May 20, 1988)
Apparent Age: Late 20s / Mid 30s
Gender: Male 
Ethnicity: Caucasian (European mutt)
Height: 5'8" / 6'3"
Weight: 135lbs / 270lbs
Eyes: Blue / Brown
Hair: Brown / Black, with some Dirty Blond mixed in

 

Theodore Galen Ward is a thin, reedy man, though one possessed of a deceivingly youthful look. He also tends to dress somewhere between "bland", "conservative", and "academic from a few decades ago". He tends to have an unassuming posture and air about himself, though when he's speaking with one of his congregation members, preaching from the pulpit, or doing charity work, he has a bit more confidence. If and when confronted by someone during said work, he tends to visibly shrink back a bit, and his voice goes up. 

 

Judex is a bear of a man with a naturally intimidating air about him. He looks nothing like Theo, seeing as he has completely different body and facial structure. And a great big bushy beard! His hair has a wild, untamed look about it, his eyes carry a slightly crazed light, and his out-of-place brightly colored shirt is somehow all the more fearsome for it. The straw fedora upon his head never seems to come off, unless he wants it to. His arms bear strange, whorled designs that evoke ancient Christian symbology. The cloth wraps and leather half-glove on his right hand and forearm add to his unsettling asymmetrical look. For all that he seems to bear a bit of extra weight on his frame, his muscles rounded out just a bit by "padding", his bearing and movements are nothing but graceful. 

 

Power Descriptions: Theodore's powers were granted to him by the Archangel Uriel, and are a sort of "infusion" of a very tiny fragment of the Archangel's power. This infusion has given Theodore boosted (but not completely superhuman) general physical abilities, as well as slightly superhuman foot speed. To disguise himself, Theodore was given the ability to change into the radically different form of Judex (a name he picked himself); a side benefit of this transformation is his ability to nigh-instantly swap into Judex' typical outfit from whatever he's wearing at the time.

However, physical prowess is not the only gift he's received. In addition to his bodily ability, Theo is able to cause misfortune to befall those he targets, making things worse than some thing they "ought" to be. Finally, he is able to cause his foes to perceive radical and frightening visions of their worst fears, combined with vague, impressionistic flashes of terrifying imagery, symbology, and more. 

History: Theodore Galen Ward was born to a family who valued Faith, Hope, and Love. His father is a career minister, while his grandfather is a retired Army veteran who fought in World War II, one who has some rather hair-raising stories of his pre-conversion wild and woolly youth. His mother, Cassidy, is a Registered Nurse, one who still pulls the occasional long hours at the hospital. He's learned the lessons of serving with love and discipline from his family, that's for sure. 

Theo himself had a happy childhood growing up in Missouri, attending school and then college; his decision to enter the seminary, albeit with some rather hefty added degrees ("just because he could" according to his siblings), was an easy choice. He felt the same "fire in his bones" his father had when it came to the Word, and he knew he could go out there and not just preach, but really reach out and help people.

When he graduated, interned close to home, and then finally was up for a church assignment further about the nation, Theo himself chose to go to Bedlam First Assembly. Despite the tearful pleas of his mother, and the stern questions from his father, Theo stood firm. The city was hurting, and while there were good people doing good things, having another person there doing even more good could do nothing but help. It was Abraham Ward who spoke up, telling them that if Paul could go to Rome, then Theo could go to Bedlam. He reminded his grandson that he might need to stand up for himself there, more than any other time in his life, but that even then, he'd need to turn the other cheek. 

Theo was mugged his first week in the city, thankfully without any physical harm, and relatively little cash lost. And while he soon connected with Celestial Spirit Fellowship and the Bedlam  Interdenominational and Interfaith Charities groups, it was abundantly clear that little was getting done in the city, at least in the immediate term. Gangs, crime, suffering, and hopelessness ran rampant. Theo's congregation was small, less than 40, but they were loyal and resilient. The fact that Bedlam First Assembly's location put it at the juncture of territories owned by rivaling gangs who preyed upon racial tensions did not help, though; the multi-ethnic makeup of his congregation generated brotherhood and scorn in equal measure, albeit mostly from within and without, respectively. 

After just four months in the City, Theo had had six separate efforts to go out and feed and distribute clothes to the homeless and underprivileged stopped or curtailed by police, gangs, or both. He was spiritually exhausted, and while his congregation (somehow) maintained their support of "Pastor Theo", there was only so much a reedy 20-something pastor with more smarts than sense could do. 

And then one night he woke up in his rickety bed in his slightly drafty house to see a vaguely glowing figure at the foot of his bed. When the being confirmed it, he, was the Archangel Uriel (a bit of Scripture quoting back and forth seemed to seal the deal for Theo), he was given an incredible offer: he could become a fearsome protector of the downtrodden and punisher of the wicked and corrupt. His powers would not be as grandiose and fearsome as some (Uriel muttered something about "showoffs in Freedom City"), but Theo would be able to finally be the force he needed to be to push back against the gangs, the corruption, the darkness that permeated Bedlam City. Theo agreed, and quickly figured out at least the basics of his powers.

Now, during the days he continues his good works, preaching, teaching, and helping the widows, orphans, and poor. But during the nights, when the wind is chill and the streets are damp with rain (or worse), Judex makes himself known to strike the fear of the Lord into the hearts of the wicket. 

Personality & Motivation: Pastor Theo is a quiet, kind, fairly unassuming young man. He has strong convictions, and happily engages in discussion and debate over theology and philosophy at any opportunity. Mockers, be it of his faith, his looks, or his (seemingly futile) charity efforts all get a big grin and a shrug. He's capable of more somber moods, and the fact he's already helped bury two members of his congregation (one of whom was younger than he) means he's intimately acquainted with grief and mourning. Still, his heart cannot be dragged down, and he's always got an encouraging word for others. 

Judex is a charismatic force of nature, often terrifying, and never forgettable. He loves making dramatic entrances, often perched in unusual places (especially considering his not-so-tiny frame). He adores menacing speeches that draw heavily on concepts such as the Judgement Of The Lord, the Wages Of The Wicked, and so on. His ire focuses on criminals and the corrupt, though; he's made it clear that any sins that don't threaten another person are not his to judge. Those who would steal, kill, and destroy, though, they are his to stop. Because while many may be Sheep, and the Wicked are Wolves, he is the Wolfhound. 

Powers & Tactics: Judex tends to use his Emotion Control and Luck Control to mess with and "debuff" his opponents until he has a chance to get "up close and personal". His specialization in grappling arts means he tends to favor getting a solid grip on an opponent and then leaving them rather wrecked. If someone starts fleeing, he'll give chase, using parkour if need be. 

In a pinch, Theo can use any of his powers without transforming into Judex's form, but doing so brings a lot of risk of discovery upon him.

Complications:
Secret Identity: Theodore Ward and Judex are very different people. Clearly not the same person! Theo's job, safety, congregation's safety, and the safety of the "regular" charitable work he does are all at risk if his identity as Judex ever got out. 

Righteous Anger: Judex is just a made-up character. Mostly. Theo has definitely noticed he can get worked up about injustices, and it's worse when he's physically transformed into Judex. And sometimes that means there's a bit of a risk of getting...carried away.

The Face of Fear: Judex is a rather scary guy, and many civilians and hero-types (whether costumed-ish, or just honest-ish police) may find themselves unnerved or scared of Judex, mistaking him for a villain rather than a hero. 

On A Mission From God: Judex is on a mission, and he talks as such (it's almost, but not quite, a compulsion for Theo when in that form). It's the sort of thing that gets you noticed by folks that mission is against, and could prove wearying to some who he might ally with.

On The Side Of Angels: Scary or no, Judex is directly empowered by an Archangel. Anyone who figures that out and is of a less savory nature might pass that on to powers and principalities that would take a great interest in Judex. Corruption or Destruction, either way it's a win for such beings, or so they figure. 

Abilities: 0 + 0 + 2 + 4 + 8 + 8 = 22PP
Strength: 10/18 (+0/+4)
Dexterity: 10/16 (+0/+3)
Constitution: 12/18 (+1/+4)
Intelligence: 14 (+2)
Wisdom: 18 (+4)
Charisma: 18 (+4)

Combat: 10 + 10 = 20PP
Initiative: +3
Attack: +10 Melee, +5 Ranged
Grapple: +14
Defense: +10 (+5 Base, +5 Dodge Focus), +2 Flat-Footed
Knockback: -2

Saving Throws: 2 + 3 + 2 = 7PP
Toughness: +1/+4 (+1/+4 Con)
Fortitude: +3/+6 (+1/+4 Con, +2)
Reflex: +3/+6 (+0/+3 Dex, +3)
Will: +6 (+4 Wis, +2)


Skills: 128R = 32PP
Acrobatics 10 (+13)

Climb 8 (+12)

Diplomacy 8 (+12)

Disguise 6 (+10)

Escape Artist 4 (+7)

Gather Information 8 (+12)

Intimidate 10 (+14) 

Knowledge (Behavorial Sciences) 6 (+8)

Knowledge (Civics) 4 (+6) 

Knowledge (Current Events) 4 (+6) 

Knowledge (History) 10 (+12) 

Knowledge (Popular Culture) 6 (+8)

Knowledge (Streetwise) 8 (+10) 

Knowledge (Theology and Philosophy) 10 (+2) 

Notice 8 (+12)

Sense Motive 10 (+14)

Stealth 8 (+11)

Feats: 20PP

Accurate Attack

All-Out Attack

Attack Focus (Melee) 5

Defensive Attack

Dodge Focus 5

Evasion 

Improved Grab

Improved Grapple

Improved Pin

Paralyzing Attack

Power Attack

Takedown Attack 

Powers: 6 + 1 + 6 + 6 + 8 + 2 + 12 + 8 = 49PP

Shepherd's Body

Morph 6 (1 Single Form, +30 Disguise Self) [6PP] (Holy) ("Fearsome Countenance")

Enhanced Feat 1 (Quick Change) [1PP] (Holy) ("Watchman's Rainment")

Enhanced Constitution 6 [6PP] (HOly) ("Endurance of Eleazar")

Enhanced Dexterity 6 [6PP] (Holy) ("Deftness of David)

Enhanced Strength 8 [8PP] (Holy) ("Strength of Ishbaal")

Speed 2 (25mph/250ft per Move Action) [2PP] (Holy) ("Swiftness of Shammah")

Crook and Staff

Luck Control 1 (Force Reroll; Extras: Area, Selective; Power Feats: Luck 3) [12PP] (Holy) ("Misfortune Aplenty")

The Fear Of The Lord 3.5 (7PP Array; Feats: Alternate Power 1) [8PP]

  • Base Power: Emotion Control 7 (Flaws: Limited to Fear) [7PP] (Holy) ("Is The Beginning of Knowledge")
  • Alternate Power: Emotion Control 7(Extras: Area  [General, Shapeable, 7 5ft cubes]; FlawsLimited to Fear, Action [Full]) [7PP] (Holy) ("Is Clean And Enduring Forever")


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

DC Block

ATTACK              RANGE      SAVE                           EFFECT
Unarmed
             Touch      DC 15/19 Toughness            (Staged) Damage (Physical)

Emotion Control     Perception DC 17 Will                    (Staged) Shaken/Frightened/Panicked
 

Totals: Abilities (22) + Combat (20) + Saving Throws (7) + Skills (32) + Feats (20) + Powers (49) - Drawbacks (0) = 150/150 Power Points

Edited by KnightDisciple

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I'm bringing this in a bit earlier than I'd originally thought, but with his ascension to Raven III being less than a year away, and Callie Summers pretty explicitly starting to step back some, it seems fine to bring this in. 

Doing the math, I have 2 Vet Awards I could spend for EP; this is a total of 30 PP, or 150 EP. 

I've spent 3PP of this Reward, or 15EP, on Cobalt Templar. That leaves 27 PP, or 135 EP, for Nevermore.

The Rookery is 23 EP, which means I have a maximum of 112 EP for The Unkindness.

 

Current build has 95EP used, which is 19 ranks of the Equipment Feat. The 23 EP of the Rookery is another 5 ranks, for 24 ranks of Equipment on Nevermore, 3 on Cobalt Templar, and 3 free (yay!). Or I could just use the 2 EP not used by the Rookery (of the possible 25) and those 3 free ranks (15EP), and just have the Talon as well. 

 

...Imma do that. 

 

The Unkindness (Vehicle; "Car") [95EP]

Spoiler

Size: Huge [2EP]

Strength: 50 (Light Load: 4 tons; Medium Load: 8 tons; Heavy Load: 12 tons) [4EP]
Defense: 8 [0EP]
Toughness: +10 [1EP]
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: [79EP]

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]

Variable Plating 4 (8EP Array; Feats: Alternate Power 1) [9EP]

Base Power: Concealment 3 (Normal Vision, Normal Hearing; Feats: Close Range, Selective) [8EP]

Alternate PowerProtection 2 (Extras: Linked [Impervious Toughness]) [2EP] +  Impervious Toughness 6 (Extras: Linked [Protection])  [6EP]

Speed 3 (50mph / 500ft per Move Action) [3EP]

Super-Movement 1 (Sure Footed 1 [Reduce Penalty 1/4]) [2EP]

Variable Motive System 2 (4EP Array; Feats: Alternate Power 1) [5EP]

Base PowerSuper-Movement 2 (Sure Footed 2, Total to Sure-Footed 3 [Reduce penalty 3/4]) [4EP]

Alternate PowerSpeed 3 (Total to Speed 6 [500mph / 5,000ft per Move Action) [3EP]

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

Weapons Array 15 (30EP Array; Feats: Alternate Power 2) [32EP]

Base Power: Dazzle 10 (Visual, Auditory; Extras: Area [General, Cone, 100ft cone]; Flaws: Action [Full]) [30EP]

Alternate Power: Damage 10 (Extras: Autofire, Range [Ranged; 10 100ft Range Increments / 1,000ft Max Range]) [30EP]

Alternate Power: Nullify 10 (All effects of an electronic circuit descriptor at once;10 100ft Range Increments / 1,000ft Max Range; Extras: Effortless) [30EP]

 

 

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Putting Nevermore's current sheet here, as a workspace to start turning it into Raven III's sheet.

 

Nevermore
Power Level: 10/13 (183/202) [Gold Reward Slot]
Trade-Offs: +2 Attack / -2 Damage; +2 Defense / -2 Toughness
Unspent Power Points: 19

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: 18 (DoB: December 12, 1997)
Apparent Age: N/A
Gender: Male
Ethnicity: Armenian and Ossetian
Height: 5'10"
Weight: 160 lbs. 
Eyes: Grey
Hair: Black
 
Aleksander is a lean young man, clearly in the midst of his growth spurt. He avoids teenage awkwardness only due to over a decade of conditioned "training" and a few years of more natural training, and thus an instinctive sense of balance and poise. His frame is well-muscled, but he clearly favors speed and tone over sheer power. His deeply bronzed skin has no blemishes, and his face is free of scarring. His forearms, hands, lower legs, and torso bear a scattering of small, light scars, the sort one would associate with intense martial training. The long, thin scars on his back, faded for years now, are decidedly not from training.
 
His grey eyes peer out keenly from slightly thick eyebrows, always observing. He doesn't have the furtive manner one would associate with a guilty party; instead, it's the keen observation of all those around him, and his environment. When he does focus on an item, person, or object, his gaze can be quite piercing indeed.
His somewhat angular face has trouble frowning, and quite often, Aleksander's smiling or smirking about one thing or another. If he becomes angry, though, it is somewhat like a storm rolling over the plains.
His dark hair has just a bit of curl to it, and while he keeps it neat, it reaches down to the bottom of his neck. Typically he just wears it combed back, but when training he'll keep it tied in a tight ponytail.
His face is angular without being severe, with no features being over-prominent; the angles are smoothed out (helped by the fact he stays clean-shaven). 
 
Typically, he dresses in comfortable, non-descript clothes with low-key colors. He tends to prefer pants and long sleeves year round, though in the summer he usually opts for lighter-weight materials than in the dead of winter. His only ornamentation seems to be an antique wristwatch; when pressed, he explains it was his birth father's, and is one of the few mementos he has of him. 
 
Nevermore's costume is a finely-engineered piece of crime-fighting technology, and it looks it. It's a full-body suit that leaves only the mouth exposed, and while it's somewhat obvious that it's multiple layers, the outside is virtually seamless. 
The whole suit has armor plating somewhat visibly sandwiched in everywhere, but covered with a solid layer of morphic molecules on the outside to smooth over its appearance. The suit's base color is black, with the belt (holding several secure pouches of equipment), chest symbol (a stylized "N"), and a few lines on the gauntlets and greaves being a metallic silvery color. The inside of his cape is a dark grey-blue, helping blend in and break colors up a bit.The gloves/gauntlets, boots/greaves, pants, shirt, cape, and cowl are all separate pieces. 
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. 
His head is covered by a smooth armored cowl that leaves only his mouth and chin exposed to the air. 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. 

Recently Aleksander has added a very robust belt-and-harness assembly that includes a multitude of pieces of compact equipment. Using low-scale nanotechnology alongside hyper-efficient space-saving tech, these modules and pieces of equipment can quickly be activated and deployed, be it as handheld tools or as plug-in modules on his base suit (which has a multitude of subtle connection points for various modules). Some may alter the appearance of his suit in various ways. 
 
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 18, 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. He's even starting to display athletic prowess at the very upper end of the human spectrum, at least in a few endeavors. 
 
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 geo-positioning 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).

Nevermore's belt and harness contain modules and gear that let him adapt on the fly to the situation in the field. Nevermore has been practicing figuring out the best pieces to use in any given situation, and while he's pretty good at picking equipment, the fact is he's still learning and it's still a developing technology, so it takes him a few moments to reconfigure his equipment.


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.

Recently Nevermore was given full access to The Rookery, the large (hidden) cave-complex-based underground headquarters of the Raven. The facility is expansive and covers virtually every need a crime-fighter might have, with room for future improvements, as well as access to a large variety of tools, vehicles, and suits that he could draw on if needed.

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.

Nevermore has been making the rounds of Freedom City, working to aid Raven and sometimes even pick up the "slack" of patrols. He's also been given fuller access to the Rookery. On the one hand, this increased responsibility helps him feel more confident in his ability as a lone hero. But on the downside, part of him is worried what it might mean for the future, never mind how busy it sometimes keeps him.
 
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. 

Disarmed: Aleksander's belts (around his waist and across his chest) need to be removed to completely deprive him of his gadgets, but many of the individual items are hand-held, and can be disarmed as such. Others could be disabled on an individual basis, depriving him of that tool.


Abilities: 8 + 6 + 6 + 8 + 6 + 4 = 38PP
Strength: 18 (+4)
Dexterity: 16 (+3)
Constitution: 16 (+3)
Intelligence: 18 (+4)
Wisdom: 16 (+3)
Charisma: 14 (+2)

Combat: 10 + 12 = 22PP
Initiative: +3
Attack: +12 Melee, +5 Ranged
Grapple: +16
Defense: +12 (+6 Base, +6 Dodge Focus), +3 Flat-Footed
Knockback: -4

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

Skills: 104R = 26PP
Acrobatics 7 (+10)
Computers 10 (+14)
Drive 7 (+10)
Escape Artist 7 (+10)

Gather Information 8 (+10) 
Intimidate 8 (+10)
Investigate 10 (+14)
Language 8 (Arabic, Chinese [Mandarin], English, French, German, Georgian, Japanese, Latin, Romanian [Native]) 
Notice 7 (+10)
Search 10 (+14)

Sense Motive 8 (+11)
Stealth 7 (+10)
Survival 7 (+10)
 
Feats: 38PP
Accurate Attack
All-Out Attack
Attack Focus (Melee) 7
Beginner's Luck

Benefit 1 (Team Raven)

Benefit 1 (Wealthy)
Chokehold
Defensive Attack
Dodge Focus 6
Eidetic Memory
Equipment 27 [Veteran Award]
Evasion
Improved Disarm
Improved Grapple
Improved Trip

Improved Pin
Improvised Tools
Jack of All Trades

Luck 2
Online Research
Power Attack
Second Chance (Mind Control)

Second Chance (Mind Reading)
Takedown Attack 2
Track

Well-Informed
 
Equipment: 27PP = 135EP [Veteran Award]

 

The Rookery (Headquarters; Cave) (23EP)

Spoiler

Size: Huge (2EP)
Toughness: +15 (2EP)
Features: (19EP)
Combat Simulator
Communications
Computer
Concealed 3 (+20 DC)
Dock
Fire Prevention System
Garage
Gym
Hangar
Infirmary
Labratory 
Library

Living Space
Power System 
Security System 2 (DC 25)
Workshop

 

The Talon (Vehicle; Motorcycle) [17EP]

  Hide contents

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]

 

The Unkindness (Vehicle; "Car") [95EP]

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Size: Huge [2EP]

Strength: 50 (Light Load: 4 tons; Medium Load: 8 tons; Heavy Load: 12 tons) [4EP]
Defense: 8 [0EP]
Toughness: +10 [1EP]
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: [79EP]

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]

Variable Plating 4 (8EP Array; Feats: Alternate Power 1) [9EP]

Base Power: Concealment 3 (Normal Vision, Normal Hearing; Feats: Close Range, Selective) [8EP]

Alternate PowerProtection 2 (Extras: Linked [Impervious Toughness]) [2EP] +  Impervious Toughness 6 (Extras: Linked [Protection])  [6EP]

Speed 3 (50mph / 500ft per Move Action) [3EP]

Super-Movement 1 (Sure Footed 1 [Reduce Penalty 1/4]) [2EP]

Variable Motive System 2 (4EP Array; Feats: Alternate Power 1) [5EP]

Base PowerSuper-Movement 2 (Sure Footed 2, Total to Sure-Footed 3 [Reduce penalty 3/4]) [4EP]

Alternate PowerSpeed 3 (Total to Speed 6 [500mph / 5,000ft per Move Action) [3EP]

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

Weapons Array 15 (30EP Array; Feats: Alternate Power 2) [32EP]

Base Power: Dazzle 10 (Visual, Auditory; Extras: Area [General, Cone, 100ft cone]; Flaws: Action [Full]) [30EP]

Alternate Power: Damage 10 (Extras: Autofire, Range [Ranged; 10 100ft Range Increments / 1,000ft Max Range]) [30EP]

Alternate Power: Nullify 10 (All effects of an electronic circuit descriptor at once;10 100ft Range Increments / 1,000ft Max Range; Extras: Effortless) [30EP]


Powers: 5 + 2(1+1) + 20 + 14 = 41PP
 
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 5 (25PP Container, Flaws: Hard-To-Lose) [20PP] (Technological; "Nevermore Costume")
City Movement 3 (6PP Array; Feats: Alternate Power 1) [7PP]
Base PowerSuper-Movement 2 (Swinging, Wall-Crawling 2) [6PP] ("Grapnel Gun")
Alternate PowerFlight 3 (50MPH/500 feet per Move Action; Feats: Subtle; Flaws: Gliding) [4PP] ("Electroreactive Glider Cape")
Communication 5 (Radio, 5 miles; Feats: Subtle) [6PP] ("In-Built Headset")
Immunity 1 (Cold, Heat; Flaws: Limited [Half]) [1PP] ("Protective Thermal Under-Layer")
Protection 5 [5PP] ("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 2 (10PP Variable Power, Any Power, Multiple Powers At Once, Duration [Continuous], Flaws: Hard-To-Lose) [14PP] (Technological) ("Utility Belt and Harness")
Example Gadgets:

Spoiler

Extreme Environment Gear [1 + 9 = 10PP]
Immunity 1 (Cold, Heat; Flaws: Limited [Half]) [1PP] ("Thermal Shielding Nano-Layer")
Immunity 7 (Disease, Poison, Suffocation Effects, High Pressure, Radiation, Vacuum) [7PP] ("Environmental Sealing Nano-Layer and Quick-Deploy Rebreather")

 

Extending Sword
Damage 6 (Feats: Mighty, Variable Descriptor 1 [Piercing, Slashing, or Bludgeoning]) [8PP]

 

Tools of the Trade [3 + 3 = 7PP]
Datalink 3 (Radio; 1,000 feet; Feats: Subtle) [4PP] ("Palmtop Computer"]
Super Senses 1 (Communications Link [Rookery]; Feats: Subtle 2) [3PP] ("Rookery Database Uplink"]

 

Analytic Cowl [5 + 5 = 10PP]

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

Super Senses 5 (Analytical Extended Tracking 2 Audio Senses [100 foot increments]; Ultra-Hearing) [5PP] ("Detective Earpieces")

 

Infiltration Gear [8 + 2 =10PP]
Concealment 4 (All Visual Senses) [8PP] ("Active Camouflage Cloak") 

Super-Movement 1 (Trackless) [2PP] ("Adaptive Boot Soles")

 

Explosive Gel Dispenser
Damage 10 (Extras: Penetrating 5; Feats: Precise; Flaws: Action [Full]) [6PP] (Ballistic, Fire)

 

Electroshock Gauntlets 
 Stun 10 (Extras: Linked [Martial Arts] Flaws: Daze) [10PP] (Electricity)


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

Unarmed (Martial Arts)  Touch      DC23 Toughness (Staged)    Damage (Physical)

 

 

Totals: Abilities (38) + Combat (22) + Saving Throws (18) + Skills (26) + Feats (38) + Powers (41) = 183/202 Power Points

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EDIT: Okay scratching that math for now, not as accurate as I thought.

 

Currently, Nevermore is at PL13 PP, but PL10 caps, shifted +2 Attack and Defense, -2 Damage and Toughness (meaning +12 Att/Def, +8 Dam/Tou). Saves are PL -1.Skills are mostly at Ranks of PL -3, except for Computers, Investigate, and Search. 

 

As a note, I'm considering dropping the following Feats:

Benefit 1 (Team Raven)

Second Chance (Mind Control)

Second Chance (Mind Reading)

 

I'm less completely sold on the SC (MC/MR), just because I want the possibility of him just "NOPE"-ing psychics, but needs will as needs must for the time being.

 

My goals:

-Raise him to PL11 +2/-2 caps. So raise Attack, Defense, (Unarmed) Damage, and Toughness by 1. 

-Leave Exotic Saves as-is for now.

-Boost most Skills to 10 Ranks. Boost Computers and Investigate to 11 Ranks. Possibly boost Drive and Search to 11 Ranks, as well. 

-I'd like to boost Toughness via the suit, and maybe toss a couple ranks of Speed on the Grapnel Gun. If there's a "cleaner" way to do it instead of Swinging + Wall-Crawling I'm open to it; the end-goal of that item is to let him ascend, descend, and move laterally. Not quite Spider-Man swinging, but somewhere between DCAU Batman Grapnel Swings, and Jean-Paul Valley Batman swinging gauntlets in movement. 

-Gadgets stays as-is for now. 

-Equipment's all Vet rewards, though if someone has big ideas on taking the EP from the Talon and putting them into the Unkindness and/or Rookery I'm all ears. 

 

EDIT 2: The PP totals in the above post are current, so he has 19 free PP right at this moment. He also has 48 more PP to earn before he's maxed-out. 

 

EDIT 3: Clarified Skills. 

Edited by KnightDisciple

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Technically speaking you could build the Unkindness and Talon as Alternate Powers of a general Raven Vehicles array; that would give you the chance to give him a more rounded option of Car, Bike, Plane, and Sub. Same thing with the Rookery, have a lot of EP invested in the main one and then AP to have a couple of sub-bases elsewhere. Or even buy Benefit (Local Bases) to represent always having a stash of equipment no matter where Alek goes.

 

For grapnel, consider Slow Fall. Something to let him arrest a long fall.

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2 minutes ago, Raveled said:

Technically speaking you could build the Unkindness and Talon as Alternate Powers of a general Raven Vehicles array; that would give you the chance to give him a more rounded option of Car, Bike, Plane, and Sub. Same thing with the Rookery, have a lot of EP invested in the main one and then AP to have a couple of sub-bases elsewhere. Or even buy Benefit (Local Bases) to represent always having a stash of equipment no matter where Alek goes.

 

For grapnel, consider Slow Fall. Something to let him arrest a long fall.

For the vehicles and base, I'll play with that.

 

For the Grapnel, he already has Gliding Flight as an AP. I figure that would cover Slow Fall?

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My suggestion for the caps:

 

+1 attack [2PP]

-1 attack focus[melee] [-1PP]

+2 attack specialization[unarmed] [2PP]

+2 dodge focus [2PP]

+1 defensive roll [1PP]

+6 saves [your call] [6PP]

+0 martial arts damage [0PP]

total [12PP]

 

tradeoffs: defense +2 / toughness -2, unarmed attack +4 / damage -4.

non-unarmed melee would be at +-0.

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Nevermore as Raven III?

 

Power Level: 11; Power Points Spent: 202/202

 

STR: +5 (20), DEX: +5 (20), CON: +3 (16), INT: +4 (18), WIS: +3 (16), CHA: +2 (14)

 

Tough: +3/+9, Fort: +9, Ref: +9, Will: +9

 

Skills: Acrobatics 7 (+12), Computers 11 (+15), Drive 10 (+15), Escape Artist 10 (+15), Gather Information 8 (+10), Intimidate 13 (+15), Investigate 11 (+15), Knowledge (behavioral science) 4 (+8), Knowledge (physical sciences) 4 (+8), Knowledge (streetwise) 4 (+8), Language 8 (+8), Notice 9 (+12), Search 6 (+10), Sense Motive 9 (+12), Stealth 7 (+12), Survival 7 (+10)

 

Feats: Accurate Attack, All-Out Attack, Attack Focus (melee) 8, Beginner's Luck, Benefit (Team Raven), Benefit (Wealth), Chokehold, Defensive Attack, Dodge Focus 6, Eidetic Memory, Evasion, 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 (KD's choice), Startle, Takedown Attack 2, Track, Well-Informed

 

Powers:

Gadgets 2

Leaping 1 (Jumping distance: x2)

Martial Arts (Strike 4) (DC 24; Mighty)

Raven III Costume (Device 6) (Hard to lose)

   Armor Plating (Protection 6) (+6 Toughness)

   Close Range Computer Uplink (Datalink 1) (sense type: radio; Subtle (subtle))

   Grapnel Gun (Linked)

      Electroreactive Glider Cape (Flight 3) (Alternate; Speed: 50 mph, 440 ft./rnd; Gliding; Subtle (subtle))

      Enhanced Speed (Grapnel Gun Only) (Speed 2) (Linked; Speed: 25 mph, 220 ft./rnd; Stacks with (Speed 1+2))

      Swingline (Grapnel Gun) (Super-Movement 3) (Linked; swinging, wall-crawling 2 (full speed))

   Head's-Up Display (Super-Senses 3) (direction sense, distance sense, time sense)

   In-Built Headset (Communication 5) (sense type: radio; Subtle (subtle))

   Night Vision Lenses (Super-Senses 3) (darkvision, infravision)

   Protective Thermal Under-Layer (Immunity 2) (environmental condition: Heat, environmental condition: Cold; Limited - Half Effect)

Speed 1+2 ([Stacking ranks: +2], Speed: 50 mph, 440 ft./rnd)

 

Attack Bonus: +5 (Ranged: +5, Melee: +13, Grapple: +18)

 

Attacks: Martial Arts (Strike 4), +13 (DC 24), Unarmed Attack, +13 (DC 20)

 

Defense: +13  (Flat-footed: +4), Knockback: -4

 

Initiative: +5

 

Languages: Native Language, Other Language, Other Language, Other Language, Other Language, Other Language, Other Language, Other Language, Other Language

 

Totals: Abilities 44 + Skills 32 (128 ranks) + Feats 41 + Powers 45 + Combat 24 + Saves 16 + Drawbacks 0 = 202

 

 

As we've talked about it in Discord some, here you go KD. Let me know how you feel about it. Uh...the Languages you already know what they are. Those are placeholders so Herolab will shush.

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So I have two versions as food for thought.  

 

The first one is a bit of a straightforward upgrade.  A few more ability ranks, and most every skill rank reaches the numbers requested and the suit is faster at swinging.  Now the suit being tougher is artificially done with three different ranks of Enhanced Feat (Second Chance).  Though contrarily, I did the second build first.  So I might have accidentally copied something that isn't actually part of the build on to this one.

 

Spoiler

 

Abilities: 10 + 10 + 8 + 8 + 6 + 4 = 46PP
Strength: 20 (+5)
Dexterity: 20 (+5)
Constitution: 18 (+4)
Intelligence: 18 (+4)
Wisdom: 16 (+3)
Charisma: 14 (+2)

Combat: 12 + 14 = 26PP
Initiative: +5
Attack: +13 Melee, +6 Ranged
Grapple: +18
Defense: +13 (+7 Base, +6 Dodge Focus), +4 Flat-Footed
Knockback: -4

Saving Throws: 4 + 4 + 4 = 15PP
Toughness: +9 (+4 Con, +5 [Protection])
Fortitude: +9 (+4 Con, +5)
Reflex: +9 (+5 Dex, +4)
Will: +9 (+3 Wis, +6)

Skills: 128R = 32PP
Acrobatics 10 (+15)
Computers 11 (+15)
Drive 10 (+15)
Escape Artist 10 (+15)

Gather Information 10 (+12) 
Intimidate 10 (+12)
Investigate 11 (+15)
Language 8 (Arabic, Chinese [Mandarin], English, French, German, Georgian, Japanese, Latin, Romanian [Native]) 
Notice 10 (+13)
Search 11 (+15)

Sense Motive 10 (+13)
Stealth 10 (+15)
Survival 7 (+10)
 
Feats: 38PP

Acrobatic Bluff
Accurate Attack
All-Out Attack
Attack Focus (Melee) 7
Beginner's Luck

Benefit 1 (Wealthy)
Chokehold
Defensive Attack
Dodge Focus 6
Eidetic Memory
Equipment 27 [Veteran Award]
Evasion

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)
Takedown Attack 2
Track

Well-Informed
 
Equipment: 27PP = 135EP [Veteran Award]

 

The Rookery (Headquarters; Cave) (23EP)

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The Talon (Vehicle; Motorcycle) [1EP as part of array with The Unkindness]

  Reveal hidden contents

 

The Unkindness (Vehicle; "Car") [95EP]

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Powers: 5 + 2(1+1) + 24 + 14 = 45PP
 
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) [24PP] (Technological; "Nevermore Costume")
City Movement 3 (8PP Array; Feats: Alternate Power 1) [7PP]
Base PowerSuper-Movement 2 (Swinging, Wall-Crawling 2) [6PP] Linked to Speed 2 [Total of Speed 3/50mph] ("Grapnel Gun")
Alternate PowerFlight 3 (50MPH/500 feet per Move Action; Feats: Subtle; Flaws: Gliding) [4PP] ("Electroreactive Glider Cape")
Communication 5 (Radio, 5 miles; Feats: Subtle) [6PP] ("In-Built Headset")
Enhanced Feats 3 ( Second Chance 3 [Toughness Save vs Ballistics, Piercing, and Slashing] [3PP] ("Nano Weaving")
Immunity 1 (Cold, Heat; Flaws: Limited [Half]) [1PP] ("Protective Thermal Under-Layer")
Protection 5 [5PP] ("Armor Plating")
Super-Senses 4 ( Analytical [Vision], Infravision;Vision Counters Obscure (Darkness) [Darkvision]) [4PP] ("Night Vision Lenses")
Super Senses 3 (Direction Sense, Distance Sense, Time Sense) [3PP] ("Head's-Up Display")

 

Gadgets 2 (10PP Variable Power, Any Power, Multiple Powers At Once, Duration [Continuous], Flaws: Hard-To-Lose) [14PP] (Technological) ("Utility Belt and Harness")


 
DC Block
ATTACK                        RANGE   SAVE                                      EFFECT
Unarmed (Normal)        Touch      DC20 Toughness (Staged)    Damage (Physical)

Unarmed (Martial Arts)  Touch      DC24 Toughness (Staged)    Damage (Physical)

 

 

Totals: Abilities (46) + Combat (24) + Saving Throws (15) + Skills (32) + Feats (38) + Powers (45) = 202/202 Power Points

 

 

 

 

 

The second doesn't really comply with the request to leave Gadgets as is.  Instead adding the Action Flaw to gadgets to take a full round action to reconfigure.  Also doesn't move any faster while swinging.  Though that could have easily been done by dropping the low ranks of Impervious.  However, with the Weak Point drawback one could simulate having ceramic plates on select location of the body armor like the Arkham Batsuit (ie on the arms and chest).  Essentially the goal here is raising his Abilities all to 20 and trying to comply with the rest of your goals as best as possible without dropping any combat feats as you didn't want to part with them.

 

 

Spoiler

 

Abilities: 10 + 10 + 10 + 10 + 10 + 10 = 60PP
Strength: 20 (+5)
Dexterity: 20 (+5)
Constitution: 20 (+5)
Intelligence: 20 (+5)
Wisdom: 20 (+5)
Charisma: 20 (+5)

Combat: 10 + 12 = 22PP
Initiative: +3
Attack: +13 Melee, +5 Ranged
Grapple: +18
Defense: +13 (+6 Base, +7 Dodge Focus), +3 Flat-Footed
Knockback: -4/-6

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

Skills: 112R = 29PP
Acrobatics 7 (+12)
Computers 11 (+16)
Drive 10 (+15)
Escape Artist 7 (+12)

Gather Information 7 (+12) 
Intimidate 10 (+15)
Investigate 11 (+16)
Language 8 (Arabic, Chinese [Mandarin], English, French, German, Georgian, Japanese, Latin, Romanian [Native]) 
Notice 7 (+12)
Search 11 (+16)

Sense Motive 10 (+15)
Stealth 10 (+15)
Survival 7 (+12)
 
Feats: 40PP
Accurate Attack
All-Out Attack
Attack Focus (Melee) 8
Beginner's Luck

Benefit 1 (Wealthy)
Chokehold
Defensive Attack
Dodge Focus 7
Eidetic Memory
Equipment 27 [Veteran Award]
Evasion

Hide in Plain Sight
Improved Disarm
Improved Grapple
Improved Trip

Improved Pin
Improvised Tools
Jack of All Trades

Luck 2
Online Research
Power Attack
Second Chance (Mind Control)

Second Chance (Mind Reading)
Takedown Attack 2
Track

Well-Informed
 
Equipment: 27PP = 135EP [Veteran Award]

 

The Rookery (Headquarters; Cave) (23EP)

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The Talon (Vehicle; Motorcycle) [1EP as part of array with The Unkindness]

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The Unkindness (Vehicle; "Car") [95EP]

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Powers: 5 + 2(1+1) + 20 + 12 = 39PP
 
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 5 (25PP Container, Flaws: Hard-To-Lose) [20PP] (Technological; "Nevermore Costume")
City Movement 3 (6PP Array; Feats: Alternate Power 1) [7PP]
Base PowerSuper-Movement 2 (Swinging, Wall-Crawling 2) [6PP] ("Grapnel Gun")
Alternate PowerFlight 3 (50MPH/500 feet per Move Action; Feats: Subtle; Flaws: Gliding) [4PP] ("Electroreactive Glider Cape")
Communication 4 (Radio, 1 mile; Feats: Subtle) [5PP] ("In-Built Headset")
Immunity 1 (Cold, Heat; Flaws: Limited [Half]) [1PP] ("Protective Thermal Under-Layer")
Impervious Toughness 3 ( Drawback: Weak Point [3PP] ("Ceramic Plating")
Protection 4 [4PP] ("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 2 (10PP Variable Power, Any Power, Multiple Powers At Once, Duration [Continuous], Flaws: Action [Full Action to Reconfigure], Hard-To-Lose) [12PP] (Technological) ("Utility Belt and Harness")


 
DC Block
ATTACK                        RANGE   SAVE                                      EFFECT
Unarmed (Normal)        Touch      DC20 Toughness (Staged)    Damage (Physical)

Unarmed (Martial Arts)  Touch      DC24 Toughness (Staged)    Damage (Physical)

 

 

Totals: Abilities (60) + Combat (22) + Saving Throws (12) + Skills (29) + Feats (40) + Powers (39) = 202/202 Power Points

 

 

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Work In Progress Raven III sheet

 

Raven
Power Level: 11/13 (205/205) [Gold Reward Slot]
Trade-Offs: +2 Attack / -2 Damage; +2 Defense / -2 Toughness
Unspent Power Points: 0

In Brief: The newest holder of the mantle of the Raven, the third hero to bear this name has large shoes to fill as he steps into this role. 

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

Description:
Age: 20 (DoB: December 12, 1997)
Apparent Age: N/A
Gender: Male
Ethnicity: Armenian and Ossetian
Height: 6'1"
Weight: 200 lbs. 
Eyes: Grey
Hair: Black
 
Aleksander is an athletic young man, whose frame balances speed, agility, and power. Thanks to his "rigorous" upbringing and years of training under Callie Summers, he moves with an instinctive sense of balance and poise. 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 face bears notable angles, but avoids the severity many might think such features would lend to him; his smooth, clean-shaven skin lessens the impact of his bone structure a fair bit. He almost seems to have 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.
 
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. 
 
Raven'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 raven, wings outstretched and beak pointed straight up, feet outstretched below), 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.The gloves/gauntlets, boots/greaves, pants, shirt, cape, and cowl are all separate pieces. 
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. 
His head is covered by a smooth armored cowl that leaves only his mouth and chin exposed to the air. 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. 

The suit bears a very robust belt-and-harness assembly that includes a multitude of pieces of compact equipment. Using low-scale nanotechnology alongside hyper-efficient space-saving tech, these modules and pieces of equipment can quickly be activated and deployed, be it as handheld tools or as plug-in modules on his base suit (which has a multitude of subtle connection points for various modules). Some may alter the appearance of his suit in various ways. 
 
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 man of 20, 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. He consistently displays athletic prowess at the upper end of the human spectrum. 
 
Raven'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 Raven.
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 geo-positioning 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).

Raven's belt and harness contain modules and gear that let him adapt on the fly to the situation in the field. Raven has had practice figuring out the best pieces to use in any given situation, but it's still a developing technology, so it takes him a few moments to reconfigure his equipment.

 

Alek has full access to The Rookery, the large (hidden) cave-complex-based underground headquarters of the Raven, located underneath the Summers mansion. The facility is expansive and covers virtually every need a crime-fighter might have, with room for future improvements, as well as access to a large variety of tools, vehicles, and suits that he could draw on if needed.

The most (comparatively) subtle vehicle out of his current arsenal is The Talon, a high-performance motorcycle which is one of Raven'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 over-sized 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 Raven rarely pushes it to that speed.

 

A more recent addition to the garage of the Rookery is the latest iteration of the Unkindness, the full-sized automobile of the Raven. The latest in a long line of vehicles, this version of the Unkindness is some great and terrible fusion of a race car, an APC, and a fighter jet. The dark vehicle is plated with enough armor to shrug off massive amounts of fire; the outer skin can be configured to either somehow hide the enormous automobile, or make it capable of completely ignoring anything up to the heaviest guns or explosives. As well, the wheels can be kept close to the body for greater transit speed, or spread out on variable-geometry "arms" that give the Unkindness unparalleled stability on even the worst terrain. With its advanced suite of sensors, communication, and life-support gear, it's practically a headquarters on the move. It's also armed with enough less-than-lethal weaponry to take out an entire company of soldiers and vehicles. The sonic disrupter cannon stores away behind the driver compartment of the Unkindness, and can be configured to either fire single "shots" at specific targets, or blast out a cone of dizzying sound accompanied by a multitude of bright, flashing lights. Strapped on either side of the "barrel" of the sonic cannon are the prongs for the Targeted EMP Cannon, a device that allows the Raven to disable most any modern electronics with just a few button presses. 


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  give Aleksander some independence on occasion, he was sent into the field as Nevermore (as he has dubbed himself) and transferred to Claremont, starting in the Spring 2014 semester. It was hoped that he would learn more skills related to working with other heroes, as well as broadening his own skillset for the purposes of crime fighting and prevention.

These hopes were well-founded, though Alek did not have quite the meteoric high school career that some alumni of Calremont did.

Nevermore made the rounds of Freedom City, working to aid Raven and sometimes even pick up the "slack" of patrols. He was given fuller access to the Rookery on his own (instead of only on mission prep or training). All these things helped him prepare himself. 

 

After The Incident, Callie sat down with Aleksander and explained that he was ready. He tried to deny it, but she told him, honestly, that not only was he ready, but that she was tired. Years of fighting the good fight had started to take their toll, and with her new duties as Headmistress, and her father's slowly-declining health, she felt it was time to step aside. He'd been far better prepared than she had been, really, and the Incident had proven his mettle, even if it wasn't a situation she found ideal to have tested him with. 

As part of the process of Alek officially becoming the Raven, he and his adoptive parents actually moved to the Summers estate. Loren became the designated manager of the estate itself, overseeing what regular staff there was, as well as organizing on-site social events or the like. Melissa, meanwhile, took to handling the financial aspects of the estate, investing and re-investing resources to ensure that both Duncan and Callie wouldn't have to worry about personal finances or most of the base financial costs of Claremont, with room to ensure Raven's mission is well funded built right into the budget. 

 
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").
 
Raven 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:
Raven 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 Raven.
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 Raven is something known only to a few (though fortunately or unfortunately, at least some fellow alumni from Claremont know). The risk is not only to himself, but to both the Summers, to his adoptive family, and even, in a way, to Claremont itself. 
Some Pretty Big Shoes: Aleksander's status as the new bearer mantle of the Raven is rather obvious to any who observe the hero. The general public (law-abiding and otherwise) lack a lot of the information about why the change happened, but by now they know it has. Some more experienced heroes might not take him seriously, or take offense to him attempting to "take over" the Raven's name (even with Callie's official blessing). Alek himself may sometimes have issues with confidence or second-guessing himself due to doubts over his "worthiness" of the role. 

Disarmed: Aleksander's belts (around his waist and across his chest) need to be removed to completely deprive him of his gadgets, but many of the individual items are hand-held, and can be disarmed as such. Others could be disabled on an individual basis, depriving him of that tool for a time.


Abilities: 10 + 10 + 8 + 8 + 6 + 4 = 46PP
Strength: 20 (+5)
Dexterity: 20 (+5)
Constitution: 18 (+4)
Intelligence: 18 (+4)
Wisdom: 16 (+3)
Charisma: 14 (+2)

Combat: 12 + 12 = 24PP
Initiative: +5
Attack: +13 Melee, +6 Ranged
Grapple: +18
Defense: +13 (+6 Base, +7 Dodge Focus), +3 Flat-Footed
Knockback: -4

Saving Throws: 5 + 4 + 6 = 15PP
Toughness: +9 (+4 Con, +5 [Protection])
Fortitude: +9 (+4 Con, +5)
Reflex: +9 (+5 Dex, +4)
Will: +9 (+3 Wis, +6)

Skills: 140R = 35PP

Acrobatics 10 (+15)
Computers 11 (+15)
Drive 10 (+15)
Escape Artist 10 (+15)

Gather Information 10 (+12) 
Intimidate 10 (+12)
Investigate 11 (+15)

Knowledge (History) 4 (+8)

Knowledge (Theology and Philosophy) 4 (+8)
Language 8 (Arabic, Chinese [Mandarin], English, French, German, Georgian, Japanese, Latin, Romanian [Native]) 
Notice 10 (+13)
Search 11 (+15)

Sense Motive 10 (+13)
Stealth 10 (+15)
Survival 11 (+14)

 
Feats: 40PP

Acrobatic Bluff
Accurate Attack
All-Out Attack
Attack Focus (Melee) 7
Beginner's Luck

Benefit 1 (Wealthy)

Challenge (Fast Acrobatic Feint)
Chokehold
Defensive Attack
Dodge Focus 7
Eidetic Memory
Equipment 27 [Veteran Award]
Evasion
Improved Disarm
Improved Grapple
Improved Trip

Improved Pin
Improvised Tools
Jack of All Trades

Luck 2
Online Research
Power Attack
Second Chance (Mind Control)

Second Chance (Mind Reading)
Takedown Attack 2
Track

Well-Informed
 
Equipment: 27PP = 135EP [Veteran Award]

 

The Rookery (Headquarters; Cave) (23EP)

Spoiler

Size: Huge (2EP)
Toughness: +15 (2EP)
Features: (19EP)
Combat Simulator
Communications
Computer
Concealed 3 (+20 DC)
Dock
Fire Prevention System
Garage
Gym
Hangar
Infirmary
Labratory 
Library

Living Space
Power System 
Security System 2 (DC 25)
Workshop

 

The Talon (Vehicle; Motorcycle) [17EP]

  Hide contents

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]

 

The Unkindness (Vehicle; "Car") [95EP]

  Hide contents

Size: Huge [2EP]

Strength: 50 (Light Load: 4 tons; Medium Load: 8 tons; Heavy Load: 12 tons) [4EP]
Defense: 8 [0EP]
Toughness: +10 [1EP]
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: [79EP]

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]

Variable Plating 4 (8EP Array; Feats: Alternate Power 1) [9EP]

Base Power: Concealment 3 (Normal Vision, Normal Hearing; Feats: Close Range, Selective) [8EP]

Alternate PowerProtection 2 (Extras: Linked [Impervious Toughness]) [2EP] +  Impervious Toughness 6 (Extras: Linked [Protection])  [6EP]

Speed 3 (50mph / 500ft per Move Action) [3EP]

Super-Movement 1 (Sure Footed 1 [Reduce Penalty 1/4]) [2EP]

Variable Motive System 2 (4EP Array; Feats: Alternate Power 1) [5EP]

Base PowerSuper-Movement 2 (Sure Footed 2, Total to Sure-Footed 3 [Reduce penalty 3/4]) [4EP]

Alternate PowerSpeed 3 (Total to Speed 6 [500mph / 5,000ft per Move Action) [3EP]

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

Weapons Array 15 (30EP Array; Feats: Alternate Power 2) [32EP]

Base Power: Dazzle 10 (Visual, Auditory; Extras: Area [General, Cone, 100ft cone]; Flaws: Action [Full]) [30EP]

Alternate Power: Damage 10 (Extras: Autofire, Range [Ranged; 10 100ft Range Increments / 1,000ft Max Range]) [30EP]

Alternate Power: Nullify 10 (All effects of an electronic circuit descriptor at once;10 100ft Range Increments / 1,000ft Max Range; Extras: Effortless) [30EP]


Powers: 5 + 2(1+1) + 24 + 14 = 45PP
 
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) [24PP] (Technological; "Raven Costume")
City Movement 4 (8PP Array; Feats: Alternate Power 1) [9PP]
Base PowerSuper-Movement 2 (Swinging, Wall-Crawling 2) [6PP] Linked to Speed 2 [Total of Speed 3/50mph]  [2PP] ("Grapnel Gun")
Alternate PowerFlight 3 (50MPH/500 feet per Move Action; Feats: Subtle; Flaws: Gliding) [4PP] ("Electroreactive Glider Cape")
Communication 5 (Radio, 5 miles; Feats: Subtle) [6PP] ("In-Built Headset")
Enhanced Feats 3 ( Second Chance 3 [Toughness Save vs Ballistics, Piercing, and Slashing] [3PP] ("Nano Weaving")
Immunity 1 (Cold, Heat; Flaws: Limited [Half]) [1PP] ("Protective Thermal Under-Layer")
Protection 5 [5PP] ("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 2 (10PP Variable Power, Any Power, Multiple Powers At Once, Duration [Continuous], Flaws: Hard-To-Lose) [14PP] (Technological) ("Utility Belt and Harness")
Example Gadgets:

Spoiler

Extreme Environment Gear [1 + 9 = 10PP]
Immunity 1 (Cold, Heat; Flaws: Limited [Half]) [1PP] ("Thermal Shielding Nano-Layer")
Immunity 7 (Disease, Poison, Suffocation Effects, High Pressure, Radiation, Vacuum) [7PP] ("Environmental Sealing Nano-Layer and Quick-Deploy Rebreather")

 

Extending Sword
Damage 6 (Feats: Mighty, Variable Descriptor 1 [Piercing, Slashing, or Bludgeoning]) [8PP]

 

Tools of the Trade [3 + 3 = 7PP]
Datalink 3 (Radio; 1,000 feet; Feats: Subtle) [4PP] ("Palmtop Computer"]
Super Senses 1 (Communications Link [Rookery]; Feats: Subtle 2) [3PP] ("Rookery Database Uplink"]

 

Analytic Cowl [5 + 5 = 10PP]

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

Super Senses 5 (Analytical Extended Tracking 2 Audio Senses [100 foot increments]; Ultra-Hearing) [5PP] ("Detective Earpieces")

 

Infiltration Gear [8 + 2 =10PP]
Concealment 4 (All Visual Senses) [8PP] ("Active Camouflage Cloak") 

Super-Movement 1 (Trackless) [2PP] ("Adaptive Boot Soles")

 

Explosive Gel Dispenser
Damage 10 (Extras: Penetrating 5; Feats: Precise; Flaws: Action [Full]) [6PP] (Ballistic, Fire)

 

Electroshock Gauntlets 
 Stun 10 (Extras: Linked [Martial Arts] Flaws: Daze) [10PP] (Electricity)


 
DC Block
ATTACK                        RANGE   SAVE                                      EFFECT
Unarmed (Normal)        Touch      DC20 Toughness (Staged)    Damage (Physical)

Unarmed (Martial Arts)  Touch      DC24 Toughness (Staged)    Damage (Physical)

 

 

Totals: Abilities (46) + Combat (24) + Saving Throws (15) + Skills (35) + Feats (40) + Powers (45) = 205/205 Power Points

Edited by KnightDisciple

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