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The Emissary - PL 14 Hero - MarkK


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The Emissary

PL: 14 (200/208 PPs)

Unspent PPs: 8

Trade-Offs: -1 to Attack for +1 to Damage, -1 to Defense for +1 to Toughness.

Real Name: The Emissary

Identity: Open

Occupation: Diplomat

Age: 3

Height: 6'5

Weight:

Hair: Silver

Eyes: Blue

Base of Operations: Freedom City

Background: It had taken the threat of near disaster, but Councillor Sarlyn finally had his wish. The havoc wreaked by Omega and the barely forestalled Grue invasion were the leverage he needed to convince the rest of Utopia Isle that Earth, and humanity itself were a focal point of the cosmos. That it would be irrelevant if the Utopians departed for outer space or stranger locales. For too often forces targeted the Earth in manners that if victorious there, if able to add man and their planet to villainy's demenses, those forces would eventually sweep out over the rest of reality, and unstoppably so.

Unfortunately for Sarlyn, who cheerfully expected to be able to go out into the world he missed, taking up the identity of the Envoy once more, he was perhaps a little too convincing. To be sure, his fellow councilors agreed, mankind needed the strength of Utopia's ideals, and Utopia's erudition, but in such a dangerous time, a man with a collapsible staff would clearly be inadequate to face such challenges. No, Utopia Isle did not yet have a fitting champion to send forth into the world. Fortunately, they could make one.

Bending their advanced technological mastery and philosophical enlightenment to the task before them, the Utopians gathered along with Sarlyn the stalwarts of their people, using them as what would be called a "kirlian gestalt". They developed from them a psychic template with which to give thought, life and spirit to a synthetic warrior and diplomat, who would represent the best of their world, as he would be birthed from the best of their people.

Their would be champion was crafted from gleaming superdense argent alloys in complex and perfected imitations of life, even perhaps as their platonic ideal, then granted that life in full by the combined portions of donated life force from Utopia's prominent citizens. Sentience achieved, he was given to Sarlyn to spend several years being trained in some of the skills the Councillor had developed over years spent on the battlefields of World War II. But Sarlyn's most important legacy to what he began to look on as a son was a relentless strength of will. The Utopian Emissary might have otherwise been overwhelmed by fragments of lives, desires and dreams swirling within him. Instead, he was able to view them with dedication, self awareness, and calm, taking the strength of their virtues and wielding them into a puissant whole, emerging as a being of honour, idealism and courage.

Though Sarlyn protested that the Emissary could use more time for education about the wider world, the council felt that the progress of their creation to date was all that was merited, preparing to send him to the world before him with all due announcement of Utopia's embassy.

As it was seen as the primary home of the rest of the world's champions, it was decided to build that embassy within Freedom City. Pre-empting the Utopian Council's sense of pomp and circumstance however, was one of their champion's own scouting forays over Freedom. Finding an outreach center in flames and under attack by the White Knight, and able to sort out what was occurring even through cultural unfamiliarity, the Emissary descended to subdue the villain, and rescue those trapped inside the burning building.

In the flurry of questions and flashbulbs that typically followed, the confused hero picked out the one question being shouted over and over, responding in a helpful tone with "Oh.. well, I am the Emissary" before flying off.

The embassy would be built, and formal declarations from Utopian society made about their champion and his mission to export their ideals, but ultimately that one incident would stick as defining, to the point where the champion himself seemed entirely pleased with taking his title for his name in place of the various ones offered, and the Utopians accepted this as one of their new envoy's quirks, if one that somewhat reassures them on a choice made if their experiment ever backfires: an implanted vulnerability to orichalcum weapons (Sarlyn himself vigorously protested this measure, but he was voted down).

He has since split his time between attending functions, delivering speeches and the like, and a new and exciting life as a costumed superhero, feeling that Utopia's idealism is best demonstrated to man by attempting to be himself a guiding ideal of heroism, to inspire others to reach a potential the Utopians have come to grudgingly recognize.

It's not that he is naive, or simplistic, but to the Emissary, the finer things he was made from come from within people, people who themselves are an offshoot of humanity. That must mean those virtues lie within them as well, and as such should be encouraged, fostered and whenever the need arises, defended. The nature of his own creation is to him a reminder of the good within people that keeps him hopeful (so like Batman said of Captain Marvel on JLU.. "he's sunny. people like that").

The only real problem he has encountered are that the otherworldly dakana crystals act as a painful and toxic disruption to the energies that bind him together and keep him functioning, feeling as though their emissions might sunder what he feels to be his soul into pieces.

That said, though he has been a part of it for over a year now, the world is very new to him, and though his mind and perception are keen and intuitive, Earth is still very much capable of awe, confusion, wonder and horror for him in equal measure. But that's not so terrible. A world of wonder is a world worth fighting for after all.

Appearance: The Emissary looks like nothing so much as a classically perfect sculpture of a man, cast somehow from a single piece of pure silver, and yet vibrant and lifelike in motion, gaze and demeanor. The faintly curly hair kept closely cropped even blows within whatever errant breeze might form. His eyes are a glowing light blue that matches the short sleeved, side fastened shirt with gold trim he wears, a central golden starburst outlined in a circle as the symbol of his station and people. His trousers are a blue to match, and his golden gauntlets and boots match the trim. He usually also has a white cape fastened over one shoulder by a smaller starburst brooch. He has a habit of floating slightly above the ground, and while that gives him the occasional sense of the otherworldly, he truthfully just does it to avoid straining anything with the weight of his metal form.

Stats: 4+14+16+10+14+10 = 68pp

Str 38 (+14) [14/+4 w/out Density]

Dex 24 (+7)

Con 26 (+8)

Int 20 (+5)

Wis 24 (+7)

Cha 20 (+5)

Saves: 5+3+5 = 13pp

Toughness +14 (Impervious 6)

Fortitude +13 (+8 Con, +5)

Reflex +10 (+7 Dex, +3)

Will +12 (+7 Wis, +5)

Combat: 10+6=16pp

Attack: +5, +10 melee

Grapple: +30

Defense: +10 (+1 flat-footed)

Knockback: -14

Initiative: +11

Skills: 60r=15pp

Acrobatics 10 (+17)

Diplomacy 10 (+15, +19 w/ Attractive)

Gather Information 8 (+13)

Knowledge (tactics) 4 (+9)

Knowledge (Utopian Culture) 3 (+8)

Languages (English; Utopian is native)

Notice 10 (+17)

Search 4 (+9)

Sense Motive 10 (+17)

Feats: 28pp

Acrobatic Bluff

All-out Attack

Attack Focus (melee) 5

Attractive

Benefit (Diplomatic Immunity) 1

Connected

Defensive Attack

Dodge Focus 7

Improved Grab

Improved Initiative 1

Jack of All Trades

Luck 1

Move-by Attack

Power Attack

Takedown Attack 2

Ultimate Toughness

Uncanny Dodge (hearing)

Powers: 36+15+12+2+6 = 71pp

Density 12 (+24 Str, Impervious Protection 6, Immovability 4, Super Strength 4, mass x25; Extra: Duration/Continuous; Flaw: Permanent) [36]

Flight 7 (1,000 MPH; Partial Extra: Duration/Continuous 1) [15]

Immunity 12 (aging, life support, sleep, starvation/thirst) [12]

Super-Senses 2 (Extended Hearing 1, Extended Sight 1) [2]

Super-Strength 3 (+ Super-Str 4 from Density = Super-Str 7 total; total effective Str 73, so Hvy Load is 307 tons) [6]

Drawbacks: 11pp

Disability (hyperadvanced composition makes medical treatment and conventional repair near impossible), 2pts

Noticeable (Density- gleaming argent skin, hair) 1 pt

Vulnerability (orichalcum weapons, +1 DC; uncommon, minor), 1 pt

Weakness- Dakana Crystals (cumulative -1 to Str each round; uncommon, moderate) 7 pts

DC Block

Unarmed --- DC 29 Toughness --- Damage

Stats 68 + Saves 13 + Combat 16 + Skill 15 (60r) + Feats 28 + Powers 71 - Drawback 11 = 200/208pp

Link to comment

The Emissary

PL: 14 (200/208 PPs)

Unspent PPs: 8

Trade-Offs: -1 to Attack for +1 to Damage, -1 to Defense for +1 to Toughness.

Real Name: The Emissary

Identity: Open

Occupation: Diplomat

Age: 3

Height: 6'5

Weight:

Hair: Silver

Eyes: Blue

Base of Operations: Freedom City

Background: It had taken the threat of near disaster, but Councillor Sarlyn finally had his wish. The havoc wreaked by Omega and the barely forestalled Grue invasion were the leverage he needed to convince the rest of Utopia Isle that Earth, and humanity itself were a focal point of the cosmos. That it would be irrelevant if the Utopians departed for outer space or stranger locales. For too often forces targeted the Earth in manners that if victorious there, if able to add man and their planet to villainy's demenses, those forces would eventually sweep out over the rest of reality, and unstoppably so.

Unfortunately for Sarlyn, who cheerfully expected to be able to go out into the world he missed, taking up the identity of the Envoy once more, he was perhaps a little too convincing. To be sure, his fellow councilors agreed, mankind needed the strength of Utopia's ideals, and Utopia's erudition, but in such a dangerous time, a man with a collapsible staff would clearly be inadequate to face such challenges. No, Utopia Isle did not yet have a fitting champion to send forth into the world. Fortunately, they could make one.

Bending their advanced technological mastery and philosophical enlightenment to the task before them, the Utopians gathered along with Sarlyn the stalwarts of their people, using them as what would be called a "kirlian gestalt". They developed from them a psychic template with which to give thought, life and spirit to a synthetic warrior and diplomat, who would represent the best of their world, as he would be birthed from the best of their people.

Their would be champion was crafted from gleaming superdense argent alloys in complex and perfected imitations of life, even perhaps as their platonic ideal, then granted that life in full by the combined portions of donated life force from Utopia's prominent citizens. Sentience achieved, he was given to Sarlyn to spend several years being trained in some of the skills the Councillor had developed over years spent on the battlefields of World War II. But Sarlyn's most important legacy to what he began to look on as a son was a relentless strength of will. The Utopian Emissary might have otherwise been overwhelmed by fragments of lives, desires and dreams swirling within him. Instead, he was able to view them with dedication, self awareness, and calm, taking the strength of their virtues and wielding them into a puissant whole, emerging as a being of honour, idealism and courage.

Though Sarlyn protested that the Emissary could use more time for education about the wider world, the council felt that the progress of their creation to date was all that was merited, preparing to send him to the world before him with all due announcement of Utopia's embassy.

As it was seen as the primary home of the rest of the world's champions, it was decided to build that embassy within Freedom City. Pre-empting the Utopian Council's sense of pomp and circumstance however, was one of their champion's own scouting forays over Freedom. Finding an outreach center in flames and under attack by the White Knight, and able to sort out what was occurring even through cultural unfamiliarity, the Emissary descended to subdue the villain, and rescue those trapped inside the burning building.

In the flurry of questions and flashbulbs that typically followed, the confused hero picked out the one question being shouted over and over, responding in a helpful tone with "Oh.. well, I am the Emissary" before flying off.

The embassy would be built, and formal declarations from Utopian society made about their champion and his mission to export their ideals, but ultimately that one incident would stick as defining, to the point where the champion himself seemed entirely pleased with taking his title for his name in place of the various ones offered, and the Utopians accepted this as one of their new envoy's quirks, if one that somewhat reassures them on a choice made if their experiment ever backfires: an implanted vulnerability to orichalcum weapons (Sarlyn himself vigorously protested this measure, but he was voted down).

He has since split his time between attending functions, delivering speeches and the like, and a new and exciting life as a costumed superhero, feeling that Utopia's idealism is best demonstrated to man by attempting to be himself a guiding ideal of heroism, to inspire others to reach a potential the Utopians have come to grudgingly recognize.

It's not that he is naive, or simplistic, but to the Emissary, the finer things he was made from come from within people, people who themselves are an offshoot of humanity. That must mean those virtues lie within them as well, and as such should be encouraged, fostered and whenever the need arises, defended. The nature of his own creation is to him a reminder of the good within people that keeps him hopeful (so like Batman said of Captain Marvel on JLU.. "he's sunny. people like that").

The only real problem he has encountered are that the otherworldly dakana crystals act as a painful and toxic disruption to the energies that bind him together and keep him functioning, feeling as though their emissions might sunder what he feels to be his soul into pieces.

That said, though he has been a part of it for over a year now, the world is very new to him, and though his mind and perception are keen and intuitive, Earth is still very much capable of awe, confusion, wonder and horror for him in equal measure. But that's not so terrible. A world of wonder is a world worth fighting for after all.

Appearance: The Emissary looks like nothing so much as a classically perfect sculpture of a man, cast somehow from a single piece of pure silver, and yet vibrant and lifelike in motion, gaze and demeanor. The faintly curly hair kept closely cropped even blows within whatever errant breeze might form. His eyes are a glowing light blue that matches the short sleeved, side fastened shirt with gold trim he wears, a central golden starburst outlined in a circle as the symbol of his station and people. His trousers are a blue to match, and his golden gauntlets and boots match the trim. He usually also has a white cape fastened over one shoulder by a smaller starburst brooch. He has a habit of floating slightly above the ground, and while that gives him the occasional sense of the otherworldly, he truthfully just does it to avoid straining anything with the weight of his metal form.

Stats: 4+14+16+10+14+10 = 68pp

Str 38 (+14) [14/+4 w/out Density]

Dex 24 (+7)

Con 26 (+8)

Int 20 (+5)

Wis 24 (+7)

Cha 20 (+5)

Saves: 5+3+5 = 13pp

Toughness +14 (Impervious 6)

Fortitude +13 (+8 Con, +5)

Reflex +10 (+7 Dex, +3)

Will +12 (+7 Wis, +5)

Combat: 10+6=16pp

Attack: +5, +10 melee

Grapple: +30

Defense: +10 (+1 flat-footed)

Knockback: -14

Initiative: +11

Skills: 60r=15pp

Acrobatics 10 (+17)

Diplomacy 10 (+15, +19 w/ Attractive)

Gather Information 8 (+13)

Knowledge (tactics) 4 (+9)

Knowledge (Utopian Culture) 3 (+8)

Languages (English; Utopian is native)

Notice 10 (+17)

Search 4 (+9)

Sense Motive 10 (+17)

Feats: 28pp

Acrobatic Bluff

All-out Attack

Attack Focus (melee) 5

Attractive

Benefit (Diplomatic Immunity) 1

Connected

Defensive Attack

Dodge Focus 7

Improved Grab

Improved Initiative 1

Jack of All Trades

Luck 1

Move-by Attack

Power Attack

Takedown Attack 2

Ultimate Toughness

Uncanny Dodge (hearing)

Powers: 36+15+12+2+6 = 71pp

Density 12 (+24 Str, Impervious Protection 6, Immovability 4, Super Strength 4, mass x25; Extra: Duration/Continuous; Flaw: Permanent) [36]

Flight 7 (1,000 MPH; Partial Extra: Duration/Continuous 1) [15]

Immunity 12 (aging, life support, sleep, starvation/thirst) [12]

Super-Senses 2 (Extended Hearing 1, Extended Sight 1) [2]

Super-Strength 3 (+ Super-Str 4 from Density = Super-Str 7 total; total effective Str 73, so Hvy Load is 307 tons) [6]

Drawbacks: 11pp

Disability (hyperadvanced composition makes medical treatment and conventional repair near impossible), 2pts

Noticeable (Density- gleaming argent skin, hair) 1 pt

Vulnerability (orichalcum weapons, +1 DC; uncommon, minor), 1 pt

Weakness- Dakana Crystals (cumulative -1 to Str each round; uncommon, moderate) 7 pts

DC Block

Unarmed --- DC 29 Toughness --- Damage

Stats 68 + Saves 13 + Combat 16 + Skill 15 (60r) + Feats 28 + Powers 71 - Drawback 11 = 200/208pp

Link to comment

The Emissary

PL: 14 (200/208 PPs)

Unspent PPs: 8

Trade-Offs: -1 to Attack for +1 to Damage, -1 to Defense for +1 to Toughness.

Real Name: The Emissary

Identity: Open

Occupation: Diplomat

Age: 3

Height: 6'5

Weight:

Hair: Silver

Eyes: Blue

Base of Operations: Freedom City

Background: It had taken the threat of near disaster, but Councillor Sarlyn finally had his wish. The havoc wreaked by Omega and the barely forestalled Grue invasion were the leverage he needed to convince the rest of Utopia Isle that Earth, and humanity itself were a focal point of the cosmos. That it would be irrelevant if the Utopians departed for outer space or stranger locales. For too often forces targeted the Earth in manners that if victorious there, if able to add man and their planet to villainy's demenses, those forces would eventually sweep out over the rest of reality, and unstoppably so.

Unfortunately for Sarlyn, who cheerfully expected to be able to go out into the world he missed, taking up the identity of the Envoy once more, he was perhaps a little too convincing. To be sure, his fellow councilors agreed, mankind needed the strength of Utopia's ideals, and Utopia's erudition, but in such a dangerous time, a man with a collapsible staff would clearly be inadequate to face such challenges. No, Utopia Isle did not yet have a fitting champion to send forth into the world. Fortunately, they could make one.

Bending their advanced technological mastery and philosophical enlightenment to the task before them, the Utopians gathered along with Sarlyn the stalwarts of their people, using them as what would be called a "kirlian gestalt". They developed from them a psychic template with which to give thought, life and spirit to a synthetic warrior and diplomat, who would represent the best of their world, as he would be birthed from the best of their people.

Their would be champion was crafted from gleaming superdense argent alloys in complex and perfected imitations of life, even perhaps as their platonic ideal, then granted that life in full by the combined portions of donated life force from Utopia's prominent citizens. Sentience achieved, he was given to Sarlyn to spend several years being trained in some of the skills the Councillor had developed over years spent on the battlefields of World War II. But Sarlyn's most important legacy to what he began to look on as a son was a relentless strength of will. The Utopian Emissary might have otherwise been overwhelmed by fragments of lives, desires and dreams swirling within him. Instead, he was able to view them with dedication, self awareness, and calm, taking the strength of their virtues and wielding them into a puissant whole, emerging as a being of honour, idealism and courage.

Though Sarlyn protested that the Emissary could use more time for education about the wider world, the council felt that the progress of their creation to date was all that was merited, preparing to send him to the world before him with all due announcement of Utopia's embassy.

As it was seen as the primary home of the rest of the world's champions, it was decided to build that embassy within Freedom City. Pre-empting the Utopian Council's sense of pomp and circumstance however, was one of their champion's own scouting forays over Freedom. Finding an outreach center in flames and under attack by the White Knight, and able to sort out what was occurring even through cultural unfamiliarity, the Emissary descended to subdue the villain, and rescue those trapped inside the burning building.

In the flurry of questions and flashbulbs that typically followed, the confused hero picked out the one question being shouted over and over, responding in a helpful tone with "Oh.. well, I am the Emissary" before flying off.

The embassy would be built, and formal declarations from Utopian society made about their champion and his mission to export their ideals, but ultimately that one incident would stick as defining, to the point where the champion himself seemed entirely pleased with taking his title for his name in place of the various ones offered, and the Utopians accepted this as one of their new envoy's quirks, if one that somewhat reassures them on a choice made if their experiment ever backfires: an implanted vulnerability to orichalcum weapons (Sarlyn himself vigorously protested this measure, but he was voted down).

He has since split his time between attending functions, delivering speeches and the like, and a new and exciting life as a costumed superhero, feeling that Utopia's idealism is best demonstrated to man by attempting to be himself a guiding ideal of heroism, to inspire others to reach a potential the Utopians have come to grudgingly recognize.

It's not that he is naive, or simplistic, but to the Emissary, the finer things he was made from come from within people, people who themselves are an offshoot of humanity. That must mean those virtues lie within them as well, and as such should be encouraged, fostered and whenever the need arises, defended. The nature of his own creation is to him a reminder of the good within people that keeps him hopeful (so like Batman said of Captain Marvel on JLU.. "he's sunny. people like that").

The only real problem he has encountered are that the otherworldly dakana crystals act as a painful and toxic disruption to the energies that bind him together and keep him functioning, feeling as though their emissions might sunder what he feels to be his soul into pieces.

That said, though he has been a part of it for over a year now, the world is very new to him, and though his mind and perception are keen and intuitive, Earth is still very much capable of awe, confusion, wonder and horror for him in equal measure. But that's not so terrible. A world of wonder is a world worth fighting for after all.

Appearance: The Emissary looks like nothing so much as a classically perfect sculpture of a man, cast somehow from a single piece of pure silver, and yet vibrant and lifelike in motion, gaze and demeanor. The faintly curly hair kept closely cropped even blows within whatever errant breeze might form. His eyes are a glowing light blue that matches the short sleeved, side fastened shirt with gold trim he wears, a central golden starburst outlined in a circle as the symbol of his station and people. His trousers are a blue to match, and his golden gauntlets and boots match the trim. He usually also has a white cape fastened over one shoulder by a smaller starburst brooch. He has a habit of floating slightly above the ground, and while that gives him the occasional sense of the otherworldly, he truthfully just does it to avoid straining anything with the weight of his metal form.

Stats: 4+14+16+10+14+10 = 68pp

Str 38 (+14) [14/+4 w/out Density]

Dex 24 (+7)

Con 26 (+8)

Int 20 (+5)

Wis 24 (+7)

Cha 20 (+5)

Saves: 5+3+5 = 13pp

Toughness +14 (Impervious 6)

Fortitude +13 (+8 Con, +5)

Reflex +10 (+7 Dex, +3)

Will +12 (+7 Wis, +5)

Combat: 10+6=16pp

Attack: +5, +10 melee

Grapple: +30

Defense: +10 (+1 flat-footed)

Knockback: -14

Initiative: +11

Skills: 60r=15pp

Acrobatics 10 (+17)

Diplomacy 10 (+15, +19 w/ Attractive)

Gather Information 8 (+13)

Knowledge (tactics) 4 (+9)

Knowledge (Utopian Culture) 3 (+8)

Languages (English; Utopian is native)

Notice 10 (+17)

Search 4 (+9)

Sense Motive 10 (+17)

Feats: 28pp

Acrobatic Bluff

All-out Attack

Attack Focus (melee) 5

Attractive

Benefit (Diplomatic Immunity) 1

Connected

Defensive Attack

Dodge Focus 7

Improved Grab

Improved Initiative 1

Jack of All Trades

Luck 1

Move-by Attack

Power Attack

Takedown Attack 2

Ultimate Toughness

Uncanny Dodge (hearing)

Powers: 36+15+12+2+6 = 71pp

Density 12 (+24 Str, Impervious Protection 6, Immovability 4, Super Strength 4, mass x25; Extra: Duration/Continuous; Flaw: Permanent) [36]

Flight 7 (1,000 MPH; Partial Extra: Duration/Continuous 1) [15]

Immunity 12 (aging, life support, sleep, starvation/thirst) [12]

Super-Senses 2 (Extended Hearing 1, Extended Sight 1) [2]

Super-Strength 3 (+ Super-Str 4 from Density = Super-Str 7 total; total effective Str 73, so Hvy Load is 307 tons) [6]

Drawbacks: 11pp

Disability (hyperadvanced composition makes medical treatment and conventional repair near impossible), 2pts

Noticeable (Density- gleaming argent skin, hair) 1 pt

Vulnerability (orichalcum weapons, +1 DC; uncommon, minor), 1 pt

Weakness- Dakana Crystals (cumulative -1 to Str each round; uncommon, moderate) 7 pts

DC Block

Unarmed --- DC 29 Toughness --- Damage

Stats 68 + Saves 13 + Combat 16 + Skill 15 (60r) + Feats 28 + Powers 71 - Drawback 11 = 200/208pp

Link to comment

The Emissary

PL: 14 (200/208 PPs)

Unspent PPs: 8

Trade-Offs: -1 to Attack for +1 to Damage, -1 to Defense for +1 to Toughness.

Real Name: The Emissary

Identity: Open

Occupation: Diplomat

Age: 3

Height: 6'5

Weight:

Hair: Silver

Eyes: Blue

Base of Operations: Freedom City

Background: It had taken the threat of near disaster, but Councillor Sarlyn finally had his wish. The havoc wreaked by Omega and the barely forestalled Grue invasion were the leverage he needed to convince the rest of Utopia Isle that Earth, and humanity itself were a focal point of the cosmos. That it would be irrelevant if the Utopians departed for outer space or stranger locales. For too often forces targeted the Earth in manners that if victorious there, if able to add man and their planet to villainy's demenses, those forces would eventually sweep out over the rest of reality, and unstoppably so.

Unfortunately for Sarlyn, who cheerfully expected to be able to go out into the world he missed, taking up the identity of the Envoy once more, he was perhaps a little too convincing. To be sure, his fellow councilors agreed, mankind needed the strength of Utopia's ideals, and Utopia's erudition, but in such a dangerous time, a man with a collapsible staff would clearly be inadequate to face such challenges. No, Utopia Isle did not yet have a fitting champion to send forth into the world. Fortunately, they could make one.

Bending their advanced technological mastery and philosophical enlightenment to the task before them, the Utopians gathered along with Sarlyn the stalwarts of their people, using them as what would be called a "kirlian gestalt". They developed from them a psychic template with which to give thought, life and spirit to a synthetic warrior and diplomat, who would represent the best of their world, as he would be birthed from the best of their people.

Their would be champion was crafted from gleaming superdense argent alloys in complex and perfected imitations of life, even perhaps as their platonic ideal, then granted that life in full by the combined portions of donated life force from Utopia's prominent citizens. Sentience achieved, he was given to Sarlyn to spend several years being trained in some of the skills the Councillor had developed over years spent on the battlefields of World War II. But Sarlyn's most important legacy to what he began to look on as a son was a relentless strength of will. The Utopian Emissary might have otherwise been overwhelmed by fragments of lives, desires and dreams swirling within him. Instead, he was able to view them with dedication, self awareness, and calm, taking the strength of their virtues and wielding them into a puissant whole, emerging as a being of honour, idealism and courage.

Though Sarlyn protested that the Emissary could use more time for education about the wider world, the council felt that the progress of their creation to date was all that was merited, preparing to send him to the world before him with all due announcement of Utopia's embassy.

As it was seen as the primary home of the rest of the world's champions, it was decided to build that embassy within Freedom City. Pre-empting the Utopian Council's sense of pomp and circumstance however, was one of their champion's own scouting forays over Freedom. Finding an outreach center in flames and under attack by the White Knight, and able to sort out what was occurring even through cultural unfamiliarity, the Emissary descended to subdue the villain, and rescue those trapped inside the burning building.

In the flurry of questions and flashbulbs that typically followed, the confused hero picked out the one question being shouted over and over, responding in a helpful tone with "Oh.. well, I am the Emissary" before flying off.

The embassy would be built, and formal declarations from Utopian society made about their champion and his mission to export their ideals, but ultimately that one incident would stick as defining, to the point where the champion himself seemed entirely pleased with taking his title for his name in place of the various ones offered, and the Utopians accepted this as one of their new envoy's quirks, if one that somewhat reassures them on a choice made if their experiment ever backfires: an implanted vulnerability to orichalcum weapons (Sarlyn himself vigorously protested this measure, but he was voted down).

He has since split his time between attending functions, delivering speeches and the like, and a new and exciting life as a costumed superhero, feeling that Utopia's idealism is best demonstrated to man by attempting to be himself a guiding ideal of heroism, to inspire others to reach a potential the Utopians have come to grudgingly recognize.

It's not that he is naive, or simplistic, but to the Emissary, the finer things he was made from come from within people, people who themselves are an offshoot of humanity. That must mean those virtues lie within them as well, and as such should be encouraged, fostered and whenever the need arises, defended. The nature of his own creation is to him a reminder of the good within people that keeps him hopeful (so like Batman said of Captain Marvel on JLU.. "he's sunny. people like that").

The only real problem he has encountered are that the otherworldly dakana crystals act as a painful and toxic disruption to the energies that bind him together and keep him functioning, feeling as though their emissions might sunder what he feels to be his soul into pieces.

That said, though he has been a part of it for over a year now, the world is very new to him, and though his mind and perception are keen and intuitive, Earth is still very much capable of awe, confusion, wonder and horror for him in equal measure. But that's not so terrible. A world of wonder is a world worth fighting for after all.

Appearance: The Emissary looks like nothing so much as a classically perfect sculpture of a man, cast somehow from a single piece of pure silver, and yet vibrant and lifelike in motion, gaze and demeanor. The faintly curly hair kept closely cropped even blows within whatever errant breeze might form. His eyes are a glowing light blue that matches the short sleeved, side fastened shirt with gold trim he wears, a central golden starburst outlined in a circle as the symbol of his station and people. His trousers are a blue to match, and his golden gauntlets and boots match the trim. He usually also has a white cape fastened over one shoulder by a smaller starburst brooch. He has a habit of floating slightly above the ground, and while that gives him the occasional sense of the otherworldly, he truthfully just does it to avoid straining anything with the weight of his metal form.

Stats: 4+14+16+10+14+10 = 68pp

Str 38 (+14) [14/+4 w/out Density]

Dex 24 (+7)

Con 26 (+8)

Int 20 (+5)

Wis 24 (+7)

Cha 20 (+5)

Saves: 5+3+5 = 13pp

Toughness +14 (Impervious 6)

Fortitude +13 (+8 Con, +5)

Reflex +10 (+7 Dex, +3)

Will +12 (+7 Wis, +5)

Combat: 10+6=16pp

Attack: +5, +10 melee

Grapple: +30

Defense: +10 (+1 flat-footed)

Knockback: -14

Initiative: +11

Skills: 60r=15pp

Acrobatics 10 (+17)

Diplomacy 10 (+15, +19 w/ Attractive)

Gather Information 8 (+13)

Knowledge (tactics) 4 (+9)

Knowledge (Utopian Culture) 3 (+8)

Languages (English; Utopian is native)

Notice 10 (+17)

Search 4 (+9)

Sense Motive 10 (+17)

Feats: 28pp

Acrobatic Bluff

All-out Attack

Attack Focus (melee) 5

Attractive

Benefit (Diplomatic Immunity) 1

Connected

Defensive Attack

Dodge Focus 7

Improved Grab

Improved Initiative 1

Jack of All Trades

Luck 1

Move-by Attack

Power Attack

Takedown Attack 2

Ultimate Toughness

Uncanny Dodge (hearing)

Powers: 36+15+12+2+6 = 71pp

Density 12 (+24 Str, Impervious Protection 6, Immovability 4, Super Strength 4, mass x25; Extra: Duration/Continuous; Flaw: Permanent) [36]

Flight 7 (1,000 MPH; Partial Extra: Duration/Continuous 1) [15]

Immunity 12 (aging, life support, sleep, starvation/thirst) [12]

Super-Senses 2 (Extended Hearing 1, Extended Sight 1) [2]

Super-Strength 3 (+ Super-Str 4 from Density = Super-Str 7 total; total effective Str 73, so Hvy Load is 307 tons) [6]

Drawbacks: 11pp

Disability (hyperadvanced composition makes medical treatment and conventional repair near impossible), 2pts

Noticeable (Density- gleaming argent skin, hair) 1 pt

Vulnerability (orichalcum weapons, +1 DC; uncommon, minor), 1 pt

Weakness- Dakana Crystals (cumulative -1 to Str each round; uncommon, moderate) 7 pts

DC Block

Unarmed --- DC 29 Toughness --- Damage

Stats 68 + Saves 13 + Combat 16 + Skill 15 (60r) + Feats 28 + Powers 71 - Drawback 11 = 200/208pp

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The Emissary

PL: 14 (200/208 PPs)

Unspent PPs: 8

Trade-Offs: -1 to Attack for +1 to Damage, -1 to Defense for +1 to Toughness.

Real Name: The Emissary

Identity: Open

Occupation: Diplomat

Age: 3

Height: 6'5

Weight:

Hair: Silver

Eyes: Blue

Base of Operations: Freedom City

Background: It had taken the threat of near disaster, but Councillor Sarlyn finally had his wish. The havoc wreaked by Omega and the barely forestalled Grue invasion were the leverage he needed to convince the rest of Utopia Isle that Earth, and humanity itself were a focal point of the cosmos. That it would be irrelevant if the Utopians departed for outer space or stranger locales. For too often forces targeted the Earth in manners that if victorious there, if able to add man and their planet to villainy's demenses, those forces would eventually sweep out over the rest of reality, and unstoppably so.

Unfortunately for Sarlyn, who cheerfully expected to be able to go out into the world he missed, taking up the identity of the Envoy once more, he was perhaps a little too convincing. To be sure, his fellow councilors agreed, mankind needed the strength of Utopia's ideals, and Utopia's erudition, but in such a dangerous time, a man with a collapsible staff would clearly be inadequate to face such challenges. No, Utopia Isle did not yet have a fitting champion to send forth into the world. Fortunately, they could make one.

Bending their advanced technological mastery and philosophical enlightenment to the task before them, the Utopians gathered along with Sarlyn the stalwarts of their people, using them as what would be called a "kirlian gestalt". They developed from them a psychic template with which to give thought, life and spirit to a synthetic warrior and diplomat, who would represent the best of their world, as he would be birthed from the best of their people.

Their would be champion was crafted from gleaming superdense argent alloys in complex and perfected imitations of life, even perhaps as their platonic ideal, then granted that life in full by the combined portions of donated life force from Utopia's prominent citizens. Sentience achieved, he was given to Sarlyn to spend several years being trained in some of the skills the Councillor had developed over years spent on the battlefields of World War II. But Sarlyn's most important legacy to what he began to look on as a son was a relentless strength of will. The Utopian Emissary might have otherwise been overwhelmed by fragments of lives, desires and dreams swirling within him. Instead, he was able to view them with dedication, self awareness, and calm, taking the strength of their virtues and wielding them into a puissant whole, emerging as a being of honour, idealism and courage.

Though Sarlyn protested that the Emissary could use more time for education about the wider world, the council felt that the progress of their creation to date was all that was merited, preparing to send him to the world before him with all due announcement of Utopia's embassy.

As it was seen as the primary home of the rest of the world's champions, it was decided to build that embassy within Freedom City. Pre-empting the Utopian Council's sense of pomp and circumstance however, was one of their champion's own scouting forays over Freedom. Finding an outreach center in flames and under attack by the White Knight, and able to sort out what was occurring even through cultural unfamiliarity, the Emissary descended to subdue the villain, and rescue those trapped inside the burning building.

In the flurry of questions and flashbulbs that typically followed, the confused hero picked out the one question being shouted over and over, responding in a helpful tone with "Oh.. well, I am the Emissary" before flying off.

The embassy would be built, and formal declarations from Utopian society made about their champion and his mission to export their ideals, but ultimately that one incident would stick as defining, to the point where the champion himself seemed entirely pleased with taking his title for his name in place of the various ones offered, and the Utopians accepted this as one of their new envoy's quirks, if one that somewhat reassures them on a choice made if their experiment ever backfires: an implanted vulnerability to orichalcum weapons (Sarlyn himself vigorously protested this measure, but he was voted down).

He has since split his time between attending functions, delivering speeches and the like, and a new and exciting life as a costumed superhero, feeling that Utopia's idealism is best demonstrated to man by attempting to be himself a guiding ideal of heroism, to inspire others to reach a potential the Utopians have come to grudgingly recognize.

It's not that he is naive, or simplistic, but to the Emissary, the finer things he was made from come from within people, people who themselves are an offshoot of humanity. That must mean those virtues lie within them as well, and as such should be encouraged, fostered and whenever the need arises, defended. The nature of his own creation is to him a reminder of the good within people that keeps him hopeful (so like Batman said of Captain Marvel on JLU.. "he's sunny. people like that").

The only real problem he has encountered are that the otherworldly dakana crystals act as a painful and toxic disruption to the energies that bind him together and keep him functioning, feeling as though their emissions might sunder what he feels to be his soul into pieces.

That said, though he has been a part of it for over a year now, the world is very new to him, and though his mind and perception are keen and intuitive, Earth is still very much capable of awe, confusion, wonder and horror for him in equal measure. But that's not so terrible. A world of wonder is a world worth fighting for after all.

Appearance: The Emissary looks like nothing so much as a classically perfect sculpture of a man, cast somehow from a single piece of pure silver, and yet vibrant and lifelike in motion, gaze and demeanor. The faintly curly hair kept closely cropped even blows within whatever errant breeze might form. His eyes are a glowing light blue that matches the short sleeved, side fastened shirt with gold trim he wears, a central golden starburst outlined in a circle as the symbol of his station and people. His trousers are a blue to match, and his golden gauntlets and boots match the trim. He usually also has a white cape fastened over one shoulder by a smaller starburst brooch. He has a habit of floating slightly above the ground, and while that gives him the occasional sense of the otherworldly, he truthfully just does it to avoid straining anything with the weight of his metal form.

Stats: 4+14+16+10+14+10 = 68pp

Str 38 (+14) [14/+4 w/out Density]

Dex 24 (+7)

Con 26 (+8)

Int 20 (+5)

Wis 24 (+7)

Cha 20 (+5)

Saves: 5+3+5 = 13pp

Toughness +14 (Impervious 6)

Fortitude +13 (+8 Con, +5)

Reflex +10 (+7 Dex, +3)

Will +12 (+7 Wis, +5)

Combat: 10+6=16pp

Attack: +5, +10 melee

Grapple: +30

Defense: +10 (+1 flat-footed)

Knockback: -14

Initiative: +11

Skills: 60r=15pp

Acrobatics 10 (+17)

Diplomacy 10 (+15, +19 w/ Attractive)

Gather Information 8 (+13)

Knowledge (tactics) 4 (+9)

Knowledge (Utopian Culture) 3 (+8)

Languages (English; Utopian is native)

Notice 10 (+17)

Search 4 (+9)

Sense Motive 10 (+17)

Feats: 28pp

Acrobatic Bluff

All-out Attack

Attack Focus (melee) 5

Attractive

Benefit (Diplomatic Immunity) 1

Connected

Defensive Attack

Dodge Focus 7

Improved Grab

Improved Initiative 1

Jack of All Trades

Luck 1

Move-by Attack

Power Attack

Takedown Attack 2

Ultimate Toughness

Uncanny Dodge (hearing)

Powers: 36+15+12+2+6 = 71pp

Density 12 (+24 Str, Impervious Protection 6, Immovability 4, Super Strength 4, mass x25; Extra: Duration/Continuous; Flaw: Permanent) [36]

Flight 7 (1,000 MPH; Partial Extra: Duration/Continuous 1) [15]

Immunity 12 (aging, life support, sleep, starvation/thirst) [12]

Super-Senses 2 (Extended Hearing 1, Extended Sight 1) [2]

Super-Strength 3 (+ Super-Str 4 from Density = Super-Str 7 total; total effective Str 73, so Hvy Load is 307 tons) [6]

Drawbacks: 11pp

Disability (hyperadvanced composition makes medical treatment and conventional repair near impossible), 2pts

Noticeable (Density- gleaming argent skin, hair) 1 pt

Vulnerability (orichalcum weapons, +1 DC; uncommon, minor), 1 pt

Weakness- Dakana Crystals (cumulative -1 to Str each round; uncommon, moderate) 7 pts

DC Block

Unarmed --- DC 29 Toughness --- Damage

Stats 68 + Saves 13 + Combat 16 + Skill 15 (60r) + Feats 28 + Powers 71 - Drawback 11 = 200/208pp

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alright, I looked over your character and your math adds up except that by my count you should be getting 8 points instead of 7 for your weakness to those crystals because it does drain your constitution along with all your other ability scores correct?

Other than that I had a few questions about the character, notably where he stays when he isn't out adventuring and how long has he been in Freedom City.

I ask because the embassy you stay at could be a handy headquarters if you wanted to adjust some of your points around and I'd like to get a bit more detail about how The Emissary has acclimated to life in Freedom City to gauge the handle you have on your characters personality.

Hope I'm not being too invasive, constructive criticism is welcome seeing as you're my first victim.

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alright, I looked over your character and your math adds up except that by my count you should be getting 8 points instead of 7 for your weakness to those crystals because it does drain your constitution along with all your other ability scores correct?

Other than that I had a few questions about the character, notably where he stays when he isn't out adventuring and how long has he been in Freedom City.

I ask because the embassy you stay at could be a handy headquarters if you wanted to adjust some of your points around and I'd like to get a bit more detail about how The Emissary has acclimated to life in Freedom City to gauge the handle you have on your characters personality.

Hope I'm not being too invasive, constructive criticism is welcome seeing as you're my first victim.

Link to comment

alright, I looked over your character and your math adds up except that by my count you should be getting 8 points instead of 7 for your weakness to those crystals because it does drain your constitution along with all your other ability scores correct?

Other than that I had a few questions about the character, notably where he stays when he isn't out adventuring and how long has he been in Freedom City.

I ask because the embassy you stay at could be a handy headquarters if you wanted to adjust some of your points around and I'd like to get a bit more detail about how The Emissary has acclimated to life in Freedom City to gauge the handle you have on your characters personality.

Hope I'm not being too invasive, constructive criticism is welcome seeing as you're my first victim.

Link to comment

alright, I looked over your character and your math adds up except that by my count you should be getting 8 points instead of 7 for your weakness to those crystals because it does drain your constitution along with all your other ability scores correct?

Other than that I had a few questions about the character, notably where he stays when he isn't out adventuring and how long has he been in Freedom City.

I ask because the embassy you stay at could be a handy headquarters if you wanted to adjust some of your points around and I'd like to get a bit more detail about how The Emissary has acclimated to life in Freedom City to gauge the handle you have on your characters personality.

Hope I'm not being too invasive, constructive criticism is welcome seeing as you're my first victim.

Link to comment

alright, I looked over your character and your math adds up except that by my count you should be getting 8 points instead of 7 for your weakness to those crystals because it does drain your constitution along with all your other ability scores correct?

Other than that I had a few questions about the character, notably where he stays when he isn't out adventuring and how long has he been in Freedom City.

I ask because the embassy you stay at could be a handy headquarters if you wanted to adjust some of your points around and I'd like to get a bit more detail about how The Emissary has acclimated to life in Freedom City to gauge the handle you have on your characters personality.

Hope I'm not being too invasive, constructive criticism is welcome seeing as you're my first victim.

Link to comment

Huh, I suppose it should, though I'm not quite sure what I would do with the extra point. Maybe a rank of benefit for his political status. Or maybe a point of quick change for a costume that ala unstable molecules can sometimes be clothes, then willed back to costume. Given his appearance, it's not a disguise or anything, just, you know, sometimes it's not appropriate to show up to places in costume.

I would say he's been in Freedom City for around a year and a bit now, and when not adventuring, or performing other duties, he probably wanders the city some out of curiosity, periodically spending time in the Embassay. I picture the Utopians being a bit touchy still about having a bunch of their tech in the outside world, and that the Emissary is something of an Embassy of one, so I honestly didn't picture it as more than an essentially nice sort of consulate building with mundane amenities, and not a particularly tricked out superhero HQ.

As far as acclimation goes, while it's not like he goes "huh, and what is this 'mon-ey' you speak of?', and certainly has been given an education in the world he's been sent into (given that he can make various basic knowledge checks from jack of all trades), there is a marked difference in knowing things from books, and actually encountering them face to face and internalizing that experience, so I would say while there are various things he's aware of on an intellectual level, I wouldn't call him fully acclimated to Freedom City's culture. It's all still very new and easy to fascinate or sadden him with, depending on things. He's especially developed extremely diverse musical tastes as a result. Given his keeness of intellect and understanding, he does pick things up quickly as he deals with them, but on a certain level, he enjoys being able to enjoy the various newness of things.

Basically.. to put it one way, he's quick enough to sort out when someone is lying to or trying to manipulate him, but his likely response is to look somewhat sad when it occurs, point out that such is occuring to the person so doing, then do something like with pure earnestness ask if there isn't another way they could approach this situation.

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Huh, I suppose it should, though I'm not quite sure what I would do with the extra point. Maybe a rank of benefit for his political status. Or maybe a point of quick change for a costume that ala unstable molecules can sometimes be clothes, then willed back to costume. Given his appearance, it's not a disguise or anything, just, you know, sometimes it's not appropriate to show up to places in costume.

I would say he's been in Freedom City for around a year and a bit now, and when not adventuring, or performing other duties, he probably wanders the city some out of curiosity, periodically spending time in the Embassay. I picture the Utopians being a bit touchy still about having a bunch of their tech in the outside world, and that the Emissary is something of an Embassy of one, so I honestly didn't picture it as more than an essentially nice sort of consulate building with mundane amenities, and not a particularly tricked out superhero HQ.

As far as acclimation goes, while it's not like he goes "huh, and what is this 'mon-ey' you speak of?', and certainly has been given an education in the world he's been sent into (given that he can make various basic knowledge checks from jack of all trades), there is a marked difference in knowing things from books, and actually encountering them face to face and internalizing that experience, so I would say while there are various things he's aware of on an intellectual level, I wouldn't call him fully acclimated to Freedom City's culture. It's all still very new and easy to fascinate or sadden him with, depending on things. He's especially developed extremely diverse musical tastes as a result. Given his keeness of intellect and understanding, he does pick things up quickly as he deals with them, but on a certain level, he enjoys being able to enjoy the various newness of things.

Basically.. to put it one way, he's quick enough to sort out when someone is lying to or trying to manipulate him, but his likely response is to look somewhat sad when it occurs, point out that such is occuring to the person so doing, then do something like with pure earnestness ask if there isn't another way they could approach this situation.

Link to comment

Huh, I suppose it should, though I'm not quite sure what I would do with the extra point. Maybe a rank of benefit for his political status. Or maybe a point of quick change for a costume that ala unstable molecules can sometimes be clothes, then willed back to costume. Given his appearance, it's not a disguise or anything, just, you know, sometimes it's not appropriate to show up to places in costume.

I would say he's been in Freedom City for around a year and a bit now, and when not adventuring, or performing other duties, he probably wanders the city some out of curiosity, periodically spending time in the Embassay. I picture the Utopians being a bit touchy still about having a bunch of their tech in the outside world, and that the Emissary is something of an Embassy of one, so I honestly didn't picture it as more than an essentially nice sort of consulate building with mundane amenities, and not a particularly tricked out superhero HQ.

As far as acclimation goes, while it's not like he goes "huh, and what is this 'mon-ey' you speak of?', and certainly has been given an education in the world he's been sent into (given that he can make various basic knowledge checks from jack of all trades), there is a marked difference in knowing things from books, and actually encountering them face to face and internalizing that experience, so I would say while there are various things he's aware of on an intellectual level, I wouldn't call him fully acclimated to Freedom City's culture. It's all still very new and easy to fascinate or sadden him with, depending on things. He's especially developed extremely diverse musical tastes as a result. Given his keeness of intellect and understanding, he does pick things up quickly as he deals with them, but on a certain level, he enjoys being able to enjoy the various newness of things.

Basically.. to put it one way, he's quick enough to sort out when someone is lying to or trying to manipulate him, but his likely response is to look somewhat sad when it occurs, point out that such is occuring to the person so doing, then do something like with pure earnestness ask if there isn't another way they could approach this situation.

Link to comment

Huh, I suppose it should, though I'm not quite sure what I would do with the extra point. Maybe a rank of benefit for his political status. Or maybe a point of quick change for a costume that ala unstable molecules can sometimes be clothes, then willed back to costume. Given his appearance, it's not a disguise or anything, just, you know, sometimes it's not appropriate to show up to places in costume.

I would say he's been in Freedom City for around a year and a bit now, and when not adventuring, or performing other duties, he probably wanders the city some out of curiosity, periodically spending time in the Embassay. I picture the Utopians being a bit touchy still about having a bunch of their tech in the outside world, and that the Emissary is something of an Embassy of one, so I honestly didn't picture it as more than an essentially nice sort of consulate building with mundane amenities, and not a particularly tricked out superhero HQ.

As far as acclimation goes, while it's not like he goes "huh, and what is this 'mon-ey' you speak of?', and certainly has been given an education in the world he's been sent into (given that he can make various basic knowledge checks from jack of all trades), there is a marked difference in knowing things from books, and actually encountering them face to face and internalizing that experience, so I would say while there are various things he's aware of on an intellectual level, I wouldn't call him fully acclimated to Freedom City's culture. It's all still very new and easy to fascinate or sadden him with, depending on things. He's especially developed extremely diverse musical tastes as a result. Given his keeness of intellect and understanding, he does pick things up quickly as he deals with them, but on a certain level, he enjoys being able to enjoy the various newness of things.

Basically.. to put it one way, he's quick enough to sort out when someone is lying to or trying to manipulate him, but his likely response is to look somewhat sad when it occurs, point out that such is occuring to the person so doing, then do something like with pure earnestness ask if there isn't another way they could approach this situation.

Link to comment

Huh, I suppose it should, though I'm not quite sure what I would do with the extra point. Maybe a rank of benefit for his political status. Or maybe a point of quick change for a costume that ala unstable molecules can sometimes be clothes, then willed back to costume. Given his appearance, it's not a disguise or anything, just, you know, sometimes it's not appropriate to show up to places in costume.

I would say he's been in Freedom City for around a year and a bit now, and when not adventuring, or performing other duties, he probably wanders the city some out of curiosity, periodically spending time in the Embassay. I picture the Utopians being a bit touchy still about having a bunch of their tech in the outside world, and that the Emissary is something of an Embassy of one, so I honestly didn't picture it as more than an essentially nice sort of consulate building with mundane amenities, and not a particularly tricked out superhero HQ.

As far as acclimation goes, while it's not like he goes "huh, and what is this 'mon-ey' you speak of?', and certainly has been given an education in the world he's been sent into (given that he can make various basic knowledge checks from jack of all trades), there is a marked difference in knowing things from books, and actually encountering them face to face and internalizing that experience, so I would say while there are various things he's aware of on an intellectual level, I wouldn't call him fully acclimated to Freedom City's culture. It's all still very new and easy to fascinate or sadden him with, depending on things. He's especially developed extremely diverse musical tastes as a result. Given his keeness of intellect and understanding, he does pick things up quickly as he deals with them, but on a certain level, he enjoys being able to enjoy the various newness of things.

Basically.. to put it one way, he's quick enough to sort out when someone is lying to or trying to manipulate him, but his likely response is to look somewhat sad when it occurs, point out that such is occuring to the person so doing, then do something like with pure earnestness ask if there isn't another way they could approach this situation.

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actually you don't need the jack of all trades feat to make basic knowledge checks the knowledge skill description allows for you to make basic level checks untrained you just can't make in depth knowledge checks unless you have the skill or the Eidetic Memory feat. Jack of All Trades tends to apply to every other skill that is trained only...at least thats how I've always read it.

anyway, if you don't want to make any changes to your character you're good in my eyes. If we decide to bring in a second character judge he/she might want to look over your character too but for now you're approved.

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actually you don't need the jack of all trades feat to make basic knowledge checks the knowledge skill description allows for you to make basic level checks untrained you just can't make in depth knowledge checks unless you have the skill or the Eidetic Memory feat. Jack of All Trades tends to apply to every other skill that is trained only...at least thats how I've always read it.

anyway, if you don't want to make any changes to your character you're good in my eyes. If we decide to bring in a second character judge he/she might want to look over your character too but for now you're approved.

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actually you don't need the jack of all trades feat to make basic knowledge checks the knowledge skill description allows for you to make basic level checks untrained you just can't make in depth knowledge checks unless you have the skill or the Eidetic Memory feat. Jack of All Trades tends to apply to every other skill that is trained only...at least thats how I've always read it.

anyway, if you don't want to make any changes to your character you're good in my eyes. If we decide to bring in a second character judge he/she might want to look over your character too but for now you're approved.

Link to comment

actually you don't need the jack of all trades feat to make basic knowledge checks the knowledge skill description allows for you to make basic level checks untrained you just can't make in depth knowledge checks unless you have the skill or the Eidetic Memory feat. Jack of All Trades tends to apply to every other skill that is trained only...at least thats how I've always read it.

anyway, if you don't want to make any changes to your character you're good in my eyes. If we decide to bring in a second character judge he/she might want to look over your character too but for now you're approved.

Link to comment

actually you don't need the jack of all trades feat to make basic knowledge checks the knowledge skill description allows for you to make basic level checks untrained you just can't make in depth knowledge checks unless you have the skill or the Eidetic Memory feat. Jack of All Trades tends to apply to every other skill that is trained only...at least thats how I've always read it.

anyway, if you don't want to make any changes to your character you're good in my eyes. If we decide to bring in a second character judge he/she might want to look over your character too but for now you're approved.

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