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Life Knight (PL14) - Sandman XI (Silver)


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Player Name: Sandman XI
Character Name: Life Knight
Power Level: 14 (206/214PP)
Trade-Offs: None
Unspent Power Points: 8
Progress To Gold Status: 64/90

Alternate Identity: Wesley Octavius Knight (birth name)
Identity: Public
Birthplace: Tunnel Hill, Alabama
Occupation: Business Owner
Affiliations: Knights of Freedom (defunct)
Family: Marlon Knight (father, deceased), Marie Knight (mother, deceased)

Description
Age: 24 (DoB: December 13, 1989)
Apparent Age: mid twenties
Gender: Male
Ethnicity: Black
Height: 6 foot 4 inches (Normal Form), 8 foot (Giant Form)
Weight: 200 pounds (Normal Form), 500 pounds (Giant Form)
Eyes: Green (due to mutation), brown (originally)
Hair: Black

Wesley has dark brown skin and, seemingly to contrast, light green eyes. He keeps his hair in thick, well-manicured dreadlocks which reach to his upper back. His physique is athletic and strong, but not too muscular. Being a body artist, he has a wealth of different work. Several different piercings and many tattoos. His style of dress is comfortable, to him at least: sneakers, cargo pants, tanktop. This doubles as an iconic style. His clothes are made of The Atom's patent Morphic Molecules and changes with him if he shapeshifts.
 
Power Descriptions: Wesley's powers have been in flux ever since he's got them. They've been able to hit anyone within sight range to everyone in the area to having to aim to having long range tendrils to having touch the subject, back and forth. It seems the mutation doesn't want to make up it's mind what it wants to do. Right now he has to touch his target to use his affective powers. One constant is that he glows when he uses his affective powers. Each effect has a different color when he uses it, Other than his affective powers, he has an overclocked physical system. While it doesn't glow itself, it is the reason why his affective powers glow, releasing the excess energy from his body.
 
History>History before Freedom City
 
Wesley integrated to Freedom City slowly, feeling his heroic oats he adopted a hero name. "Knight", but then again, who knew that was his last name here? He started up his own body art shop (originally just tattoos and piercings, but more when he felt confident enough with his powers) and made some friends along the way. And over the next few years things were a roller coaster of ups and downs. It comes with the package of being a hero and a person.

Eventually, he would distance himself from the heroic scene. He felt that he had done so little in the grand scheme of things. Instead of stepping up, he stepped back. Feeling that there were other more qualified heroes, he toiled away in his shop. He would help when there was major problems, but he left the day to day heroics alone. When he was not working, he went to college and eventually got his four year degrees in both biology and business management. And from time to time this would eat at him. His nagging conscious KNEW that not being a hero was the wrong course of action, but he put that in the back of his mind.

Still the still small voice would tug the right strings and show him the error of his ways. After a while the small voice grew louder and louder, punching on his conscious, berating him for not doing the right thing. He wasn't meant to be couped up in a normal mundane life. He was hiding and wasting his talents. Eventually Wesley broke. The good angel on his shoulder congratulated him and told him to get to work. After leaving the every day work to his workers (he now just owns Knight's Ink and does special orders for them), he did just that.
 
Personality & Motivation: Wesley is a down-to-earth type. He's polite and respectful of others and is an amicable guy despite having a rough life. He never seems down about anything. He is an all around nice guy with genteel southern manners. He's quick to act in the face of danger. He is a hero because he doesn't want anything that happened to him happen to anyone else. He knows this is a lofty goal, but that doesn't mean he can't try.
 
Powers & Tactics: The most common tactic is to inflict his enemies with maladies and aid his allies. If the maladies don't work on the enemies and he needs to go on the offensive, he can change shape into a larger form of himself.

Complications

Identity: Not that he advertises it, but he has a public persona.

Responsibility: Wesley owns Knight's Ink, a body modification shop in Riverside.

Abilities: 6 + 6 + 6 + 4 + 4 + 4 = 30PP
Str 16 (+3), 24/35 (+7/+12) Giant Form
Dex 16 (+3)
Con 16/38 (+3/+14), 20/42 (+5/+16) Giant Form
Int 14 (+2)
Wis 14 (+2)
Cha 14 (+2)

Combat: 24 + 20 = 44PP
Initiative +7
Attack +12
Grapple +15 Normal Form, +27 Giant Form
Defense +10 (+10 Base), +5 Flat-Footed
Knockback -8 Giant Form, -7 Normal Form, -2 Giant Form without Enhanced Constitution, -1 Normal Form without Enhanced Constitution

Saving Throws: 0 + 5 + 6 = 11PP
Toughness: +14/+3 (+14/+3 Con), +16/+7 (+16/+7 Con) Giant Form
Fortitude: +14/+3 (+14/+3 Con, +0), +16/+7 (+16/+7 Con, +0) Giant Form
Reflex: +8 (+3 Dex, +5)
Will: +8 (+2 Wis, +6)

Skills: 104R = 26PP
Acrobatics 12 (+15)
Craft (artistic) 8 (+10)
Diplomacy 8 (+10)
Knowledge (business) 8 (+10)
Knowledge (current events) 8 (+10)
Knowledge (life sciences) 8 (+10)
Knowledge (pop culture) 8 (+10)
Knowledge (streetwise) 8 (+10)
Language 4 (English [native], Japanese, Latin, Spanish)
Medicine 8 (+10)
Notice 8 (+10)
Search 8 (+10)
Sense Motive 8 (+10)

Feats: 7PP
Acrobatic Bluff
Connected
Contacts
Improved Initiative
Luck
Skill Mastery (Acrobatics, Medicine, Notice, Sense Motive)
Well Informed

Powers: 35 + 56 = 91PP

Biokinetic Energy 7 (35pp container, Extra: Duration [Permanent, +0]) [35pp]

Enhanced Constitution 22 [22pp]
Flight 3 (50MPH, 500ft per move action) [6pp]
Immunity 7 (aging, disease, poison, sleep, starvation/thirst, suffocation [all]) [7pp]


Biokinetic Manipulation 25 (50pp array; Power Feats: Alternate Power 6) [56PP]
BEHealing 12 (Extras: Action [standard], Total; Power Feats: Persistent) {49/50} "healing"
APFatigue 12 (Power Feats: Sedation, Variable Descriptor 2 [biological attacks]) {27/50} "biological disruption"
APNauseate 12 (Power Feats: Variable Descriptor 2 [biological attacks]) {26/50} "biological disruption"
APParalyze 12 (Extras: Alternate Save [Fortitude]; Power Feats: Variable Descriptor 2 [biological attacks]) {26/50} "biological disruption"
APStun 12 (Power Feats: Sedation, Variable Descriptor 2 [biological attacks]) {27/50} "biological disruption"
APTransform 12 (living to living; Extras: Duration [Continuous]; Flaws: Range [Touch], Unreliable [5 charges]; Power Feats: Precise) {49/50} "mutation"
AP: Giant Form 7 (35pp container) {35/50}
Growth 4 (Large, +8 str, +4 con, 10ft space/reach, +5 str carrying, +5ft speed, +4 grapple, +2 intimidate, -1 atk, -1 def, -4 stealth) [12pp]
Enhanced Attack 1 [2pp]
Enhanced Defense 1 [2pp]
Enhanced Feats 5 (Danger Sense [auditory], Move-by Action, Takedown 2, Uncanny Dodge [auditory]) [5pp]
Enhanced Strength 11 [11pp]
Super-Senses 2 (Hearing [accurate]) [2pp]


Drawbacks: (-3) + (-0) = -3PP
Vulnerability (to Transforms and other attacks that involuntarily change his shape or form, x2 to DC modifier; Uncommon, Major; -3)

DC Block
ATTACK                    RANGE     SAVE                        EFFECT
Unarmed                   Touch     DC18 Toughness (Staged)     Damage (Physical)
Unarmed, Giant Form       Touch     DC27 Toughness (Staged)     Damage (Physical)
Biological Disruption     Touch     DC22 Fortitude (Staged)     Fatigue
Biological Disruption     Touch     DC22 Fortitude (Staged)     Nauseate
Biological Disruption     Touch     DC22 Fortitude (Staged)     Paralyze
Biological Disruption     Touch     DC22 Fortitude (Staged)     Stun
Mutation                  Touch     DC22 Fortitude              Transform (living to living)

Totals: Abilities (30) + Combat (44) + Saving Throws (11) + Skills (26) + Feats (7) + Powers (91) - Drawbacks (3) = 206/214 Power Points

Edited by Gizmo
1PP for April 2014
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Actually the Neurological Disruptions are three different powers in one slot, not linked. Sorry for the confusion there. The reason i 'shoved them in a box' so to speak is that they all had the same descriptor and were cheap enough to not be worth it alone. I'll take it off if you think that's a bit to numerical thinking and save them for stunts.

EDIT: Also, fixed the DC Block calculations.

EDIT 2: Took off the Neurological Disruptions.

Edited by Sandman XI
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