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Samaritan (PL 7)


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Player Name: Eternal Phoenix

Character Name: Samaritan

Power Level: 7 (105/105 PP)

Trade-Offs: None

Unspent PP: 0

Progress towards Bronze: 0

In Brief: Inexplicable Human Totem, capable of amazing physical feats and aware of every physical object around him.

Alternate Identites: Vonnie Murray

Identity: Secret

Birthplace: New York City

Occupation: Freelance Journalist

Affliations: None, barring Claremont Academy in general

Family: Vina Murray (sister), Elena Veracruz (mother, deceased), Laquiesha Janine Parker

Age: 16

Apparent Age: 16

Gender: Male

Ethnicity: Half African-American, Half Puerto Rican

Height: 5’ 9â€

Weight: 170

Eyes: Dark Brown

Hair: Dark Brown

Description: Vonnie is dark skinned and a little skinny. He shows zero outward sign of being anything other than a normal mixed race teenager. However, to those with mystic senses, his soul shines brighter than the sun. His costume, such as it is, is a white T-shirt with a cross in the center and a blindfold style mask.

History: Vonnie Murray was an ordinary teenager in the Bronx who had brains to spare and a slight gadgeteering bent. One day, when he was 14, one of his inventions went haywire, spraying both him and his sister with unknown energies. He soon found he was stronger, faster, and tougher than everyone on the block. Like most kids his age, he idealized super heroes. Now that he had super powers, what better idea than to give it a go? The Labyrinth has a vested interest in new super heroes, as some of them can be…useful. However, Vonnie (now being called Samaritan by the media because of his cross t-shirt and borderline reckless devotion to getting people out of harm’s way), had no detectible super powers or special training, despite his tremendous physical gifts. A lesser DNA Ascendant was sent to capture him. It…didn’t go well. The man was an idiot, and a thug. He smashed Vonnie’s home, and managed to murder his mother and girlfriend before Vonnie arrived. They almost killed each other in a savage brawl across half the Bronx. Doctors still aren’t sure if the thug will ever walk again, but Vonnie recovered with remarkable speed. A neighbor (his new girlfriend’s father, in fact) took Vonnie and his sister in afterward, but this didn’t end well, either. Another DNA Ascendent attacked almost a year to the day later. This one was smarter, but not by much. The results? Another smashed house. Another dead guardian. Another, more savage brawl that left the entire block looking like a hurricane had hit it. This thug’s still in a coma. This time, Duncan Summers took a personal interest in the young man who’d survived two beings powerful enough to shatter concrete. However, Vonnie flatly refused to go alone. For one, his sister was starting to demonstrate powers similar to his own. Second, there wasn’t a way on this earth that he’d leave her or his orphaned girlfriend behind. Thus, Vonnie, Vina, and LJ came to Freedom City, and Savior joined the student body at Claremont Academy.

.

Personality & Motivation: Vonnie is a good kid. He was idealistic starting out, but reality has tempered that some. That said, he’s a hero. He firmly believes that because he has power, he should use it to help people. He’s no boy scout, though. He remains very much a teenage boy, and he’s definitely got that rebellious, angry loner thing down pat. However, he’s more often just earnest and caring. It’s just that great loss can take a toll on even the strongest of psyches.

Power Descriptions: Neither Vonnie nor anyone else knows it, but his powers are mystic in nature. He’s a animal totem, but his animal is the human animal. At the moment, that means he has peak physical strength, agility, and stamina. He’s faster than the fastest of sprinters. However, the thing that sets him apart is his Spatial Awareness. He can sense anything with a physical presense around him. Neither walls, doors, or any kind of concealment short of magical can block it. As such, he’s rarely surprised.

Powers & Tactics: Samaritan only has one tactic. Get the civilians out of harm’s way, then hit the bad guy in the face. He’s quite predicable in that regard, actually. What helps with this is his Wrist Mounted Grapples. They’re essentially wrist mounted grapple guns that he uses to swing through the city. He does require a fairly ready supply of hooks to put on the ends of the cables so that they’ll stick. He’s also been known to use them as a tether to pull or swing things around.

Complications:

Your Powers, How Do They Work?: As Samaritan’s powers can’t be detected by ordinary methods, The Labyrinth wants him badly. So they can dissect and study his physiology and learn how exactly his powers work.

Got People Depending On Me, Man: Vonnie’s sister Vina and his girlfriend LJ are the most important people in his life. He’ll defend them more viciously than anyone else.

Toeing The Line: When pushed hard enough, Savior can and has abandon heroic combat mores and start fighting with a vicious and savage bent. He regrets it later, but descending into savagery when stressed seems to be a part of his powers.

.I Can Handle It: Vonnie’s been in a lot of fights. Some of them went badly for him, but he’s never truly lost a fight. This, and being a teenager has led to a feeling of nigh invincibility that will come back to bite him someday.

The Price Of Fame: Samaritan’s two brawls with the DNA Ascendants, along with a few assorted other battles, have made him somewhat famous in super villain circles. Someone could try to take the kid out to make a name for himself. It’s not like Vonnie’s about to turn down a fight against a villain, after all.

Abilities: 0+0+0+8+2+2=12

Strength 24 (+7) [10 (+0)] (Enhanced Statistic)

Dexterity 24 (+7) [10 (+0)] (Enhanced Statistic)

Constitution 24 (+7) [10 (+0)] (Enhanced Statistic)

Intelligence 18 (+4)

Wisdom 12 (+1)

Charisma 12 (+1)

Combat: 6+6=12

Initiative: +7 (+7 Dex)

Attack: +3 (+7 Unarmed)

Grapple: +10

Defense: +7 (+3 Base, + 4 Dodge Focus, +1 Flat Footed)

Knockback: -3

Saving Throws:

Toughness: +0/+7 (+7 Con)

Fortitude: +0/+7 (+7 Con)

Reflex: +0/+7 (+7 Dex)

Will: +7 (+1 Wis, +6)

Skills: 28 SP= 7PP

Acrobatics 2 (+2/+9)

Bluff 6 (+7)

Craft (mechanical) 1 (+5)

Knowledge (physical sciences) 1 (+5)

Knowledge (streetwise) 1 (+5)

Knowledge (technology) 1 (+5)

Notice 9 (+10)

Sense Motive 7 (+8)

Feats: 9PP

Attack Specialization (Unarmed) 2

Dodge Focus 4

Inventor

Last Stand (use extra effort to ignore damage penalties for one round)

Uncanny Dodge (mental)

Powers: 14+14+14+3+6+15=59

Enhanced CON 14 [14PP]

Enhanced DEX 14 {14PP]

Enhanced STR 14 [14PP]

Speed 3 [3PP]

Super Senses 6 (Spatial Awareness [accurate, acute, radius, ranged mental sense]) [6PP]

Device 2 ( 7 PP Container ) [15PP] (Wrist Mounted Grapples)

Snare 2 (Power Feats: Improved Range 2[100 ft incr], Reversible, Tether [200 ft.]

Super Movement 2 (Slow Fall, Swinging)

DC Block:

Unarmed (+7 Hit, DC 22)
Abilities 12 + Combat 12 + Saving Throws 6 + Skills 7 + Feats 9 + Powers 59– Drawbacks 0= 105/105 Edited by EternalPhoenix
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