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Grim (PL10/14) - Fox

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Grim

Power Level: 10 [14] (205/220PP)

Trade-Offs: +2 Attack / -2 Damage
Unspent PP: 15

In Brief: Teenage rebel psychopomp.


Alternate IdentityMatthew Rivera
Identity: Secret
Birthplace: Freedom City, USA

Residence: Claremont Academy
Occupation: Student
Affiliations: Claremont
Family: None living.

Description:
Age: 
17 (DoB: 1999)
Gender: male
Ethnicity: Hispanic
Height: 5'10"
Weight: 130lb
Eyes: dark brown
Hair: black

Matthew Rivera has spent most of his young life physically active: he's built long and lean by nature, but time at school with a better diet and more attention to his health has started to put some good meat on his bones, rather than just the whipcord he enrolled with, the quiet muscle definition promising great things for his future.

A thin budget and lack of access to fine shopping informs his personal fashion: his hair is black, straight, and eternally scruffy, hanging down to frame a handsome face or pulled back into a couple inches of rough ponytail. Most of his clothes are clean and intact, but distinctly second-hand - faded jeans, old t-shirts, and sneakers past their prime seem to be favored over anything school-provided, often with a flannel shirt or jacket thrown over top. Even the outfit he puts on to fight crime is only slightly better-kept: a mask made out of an old bandanna, black pants tucked into durable black boots, and matching vest & gloves (black with gold highlights) over a clean grey shirt.

Power Descriptions
Grim's powers are largely subtle or internal, changes wrought by his connection to his dogs, but when he strikes with their power his hands become enveloped in black smoke or fire - and when he teleports, he seems to briefly become more of the same, dissolving into a rolling, insubstantial mess of dark energy.

History:
Matthew Rivera may have been born and raised in Freedom City, but when his life got turned upside-down it wasn't due to crime or the antics of the super-powered: he and his parents were on the way back from a camping trip when their car, well overdue for too-expensive repairs, sent them careening off the road and down a steep hill. It was, in every possible way, an ordinary, mundane accident befitting of an ordinary, mundane family...and as is so often the case for the mundane and ordinary, Mr. and Mrs. Rivera would never wake up.

Their young son fared better, but only just, and he likely would have followed after them if not for some very un-ordinary visitors: a pack of psychopomps, great black dogs of smoke and shadows, had been attracted by the deaths and arrived to escort their souls to where all good souls go to rest.

They looked down on the injured child with eyes like burning coals and decided to keep him.

By the time help arrived they found only the wreck, two bodies, and a miraculously unhurt ward of the state whose life was no longer mundane. The sum total of his parents' assets barely covered their funeral and burial. The orphanage was kind and wanted only the best for him (or, at least, the best they could afford in that part of town), but young Matt was sleepless, restless; he was quiet, distant, and his increasing age and worsening attitude made it difficult to find him a permanent home. The dogs certainly didn't help - he always seemed to have at least one, often more, great dark things of indistinct breed that always showed up no matter how many times they were thrown out or shut away.

Still, his teachers had to grudgingly admit that for all his attitude and truancy, the boy was bright and often well-intentioned - abrasive to authority, yes, but hard-working and protective of the younger children...and with the dogs around, the orphanage had few problems from those gangs heartless enough to cause trouble. And then one day, one would-be graffiti artist got chased off the grounds and swore up and down that one of the dogs had talked and walked through walls. That young man talked to his friend, who told her friend, who was overheard by a hero breaking up a fight - and the right words in the right ear put an invitation to Claremont in an envelope in the mailbox by a charity building down in the Fens.

Personality & Motivation:
Matthew is taciturn, withdrawn, and frequently dismissive of authority, but he has a strong sense of right and wrong and as much as he might claim to not want to be involved, he has a very hard time sitting on the sidelines when there's action to be taken. He is, in all things, always driven to stand up for the little guy - the innocent, the impoverished, the down-trodden. He's been there, he knows what it's like, and he hates seeing life made worse for those who have already fallen on hard times. He also, unsurprisingly, has a noteworthy soft spot for animals.

As a nascent psychopomp and from experience dealing with the dead he has great sympathy for lost souls and the recently deceased. He has precious, precious little for those who try to use their new un-life for personal gain or to manipulate or hurt others. His experience with the dead gives him an almost nihilistic approach to life: so many people die with so many regrets every day, and death holds few answers. But that doesn't mean we just give up trying.

Powers & Tactics:
Why fight fair when you can fight dirty? Matthew's experience fighting is largely from dealing with street thugs and the occasional unruly specter, and he has absolutely no desire to pull punches with either. Despite his general patience he doesn't like sitting still or peacefully putting up with people he'd much rather be punching in the face, making his tactics straight-forward and unorthodox...albeit not entirely unpredictable.

Complications:
Death-Aware: Matthew's death awareness does not turn off, ever - his is passively aware of every death in a fairly significant area around him, which wears at his psyche a bit and may cause significant discomfort or distraction if the event being sensed is bad enough in scope or nature.
Delinquent: Matthew has a long history of truancy, fights, and a general disrespect for authority in general and the police in particular. He doesn't have a criminal record, yet, but the police who know him assume it's only a matter of time.
Don't Touch My Dog: Matthew is very fond of his dogs. Even though they are extremely hard to kill long-term, they're essentially his family and he doesn't take kindly to people being mean to them.
Orphaned: Matthew has no family, and few real friends (of the two-legged variety).
Raised By Wolves: Having literal dogs for family and a generally withdrawn nature, Matthew tends to lack social grace and patience.

 

 

Abilities: 6 + 6 + 8 + 2 + 6 + 8 = 36PP
Strength: 16 (+3)
Dexterity: 16 (+3)
Constitution: 18 (+4)
Intelligence: 12 (+1)
Wisdom: 16 (+3)
Charisma: 18 (+4)

Combat: 8 + 8 = 16PP
Initiative: +7
Attack: +12 Melee, +4 Ranged
Grapple: +15
Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed
Knockback: -5

Saving Throws: 4 + 5 + 4 = 13PP
Toughness: +10 (+4 Con, +6 Protection)
Fortitude: +8 (+4 Con, +4)
Reflex: +8 (+3 Dex, +5)
Will: +7 (+3 Wis, +4)
 

Skills: 80R = 20PP
Bluff 3 (+7 / +11) Attractive

Craft (Mechanical) 8 (+9)

Diplomacy 0 (+4 / +8) Attractive
Drive 3 (+6)
Intimidate 8 (+12)
Notice 10 (+13)
Perform (Singing) 12 (+16)
Perform (Stringed Instruments) 12 (+16)
Sense Motive 5 (+8)
Stealth 12 (+15)

Survival 7 (+10)

 

Feats: 25PP
Attack Focus [Melee] 8
Attractive
Dodge Focus 6

Equipment 2
Evasion
Fast Task [Startle]
Improved Initiative
Luck
Move-By Action
Power Attack
Startle
Uncanny Dodge [Audio]

 

Equipment: 2PP = 10EP5923bcc529a80_1969chevroletelcaminomini.jpg.33d56e6b6b152ee1369b66f28085e613.jpg

Mid-Size Car (1969 Chevrolet El Camino) [10EP]

A gift from a departed ghost who had it under a tarp in a barn - definitely a fixer-upper.

Strength: 30

Speed: 5

Defense: 8

Toughness: 10

Size: Huge

Features: Alarm, Police Scanner


 

Powers: 12 + 2 + 1 + 1 + 6 + 4 + 2 + 48 + 2 + 7 + 7 + 4 = 96PP

Drain Toughness 8 (Feats: Affects Insubstantial 2; Flaws: Limited [Undead]) + Strike 5 (Feats: Mighty) [12PP]

Enhanced Feats 2 (Affects Insubstantial 2 [on Strength]) [2PP]

Feature (Able to escort the willing dead to their afterlife) [1PP]

Leaping 1 (x2) [1PP]

Protection 6 [6PP]

Regeneration 4 (Recovery Bonus +2; Resurrection 2 [1 day]) [4PP]

Speed 2 (25mph, 250' / move) [2PP]
    
Summon Minion 11 (165pp dogs; Feats: Mental Link, Progression 2 (5 dogs), Subtle; Extras: Fanatical, Horde) [48PP]

Super-Movement 1 (Trackless) [2PP]

Super-Senses 6 (Extended Audio 1 [1], Acute Olfactory [2], Ultra-Hearing [1], Darkvision [2], Vision [Counters Concealment, Limited: Undead] [1]) [7PP]

Super-Senses 7 (Death Awareness, Mental [1]; Acute [1], Extended 3 (-1 per ~2 miles) [3], Radius [1], Ranged [1]) [7PP]

Teleport 4 (400'; Feats: Change Velocity, Turnabout; Flaws: Short-Range) [4PP]
 

DC Block

ATTACK              RANGE      SAVE                           EFFECT
Unarmed             Touch      DC 18 Toughness                Damage (Physical)
Strike              Touch      DC 18 Fortitude                Drain Toughness (Undead Only)
                             + DC 23 Toughness                Damage (Physical)


Drawbacks: (-1) = -1PP

Impoverished [-1PP]


Totals: Abilities (36) + Combat (16) + Saving Throws (13) + Skills (20) + Feats (25) + Powers (96) - Drawbacks (1) = 205/220 Power Points

Edited by HG Morrison
+1pp for May

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Dogs
Power Level: 10 (165/165pp)
Trade-Offs: none

Description:
[Excerpt from the Index Monstrorum; annotations included. Original copy currently in the possession of Earth's Master Mage.]

Black Dogs [alt: Grim (sing. & plur.), Smoke Hounds]

Black Dogs are easily identified by their appearance - though somewhat malleable they always resemble large hounds, and are typically described as being made of smoke or shadow (though still having touchable substance) with bright red or yellow eyes said to glow like fires or coals. When provoked or harmed their smoke-like 'fur' may show or appear to hide dog skeletons; while no such skeletons have ever been found on death, whether this is illusion or deliberate intimidation remains uncertain as they do not generally appear fully on the mortal plane - by nature they seem to occupy some manner of space between our plane and somewhere else, and given an anchor are capable of projecting a piece of themselves to our world...rendering their true being difficult to study.

Black Dogs are intelligent pack-hunting psychopomps and are in no way to be underestimated, but show few signs of aggression or predatory inclination - in fact, they are only rarely known to have any desire to form any complex long-term plans or conspiracies on their own behalf. Rather, they seem to either work independently, collecting wayward souls and ushering them to the afterlife, or actively attach themselves to other groups as respected but subservient parties. [cf. Wild Hunt ("Known Minor Members"), Xolotl ("Other Associates"), Hekate ("Other Associates")] [This and the planar notes, above, lead to speculation that the Grim are the abandoned minions of a long-dead power or god. They seem reluctant to discuss the matter. - V. Pen.] These alliances tend to last for as long as they are beneficial, until there is reason to break such a pact, or in some reports until the dogs' own unknown agenda is completed.

Their reproductive and social habits are unclear, outside the obvious pack behavior - they are known to breed, and can be killed (see below), but each dog appears to inherit some or all of its progenitor(s) memories. [Attempts to gather more information in this area are stymied by the dogs themselves, which appear to have a keen and unfortunate sense of humor. - V. Pen.]

On Summoning and Dealing: Caution is advised. The Grim's proclivity toward attaching themselves to the leadership of others should not be mistaken for a weak will or an eagerness to serve anyone who calls, and they seem more than happy to repair an injury to their pride with less metaphoric retaliation. There are documented cases, however, of mages successfully entering into a pact with a single dog or two as loyal guards or servants. They can generally be trusted to hold to their end of a bargain, but abuse may lead them to make liberal or literal interpretation of that bargain's wording if it suits them.

On Combat: As (primarily) projections, an individual dog is not difficult to defeat by a prepared and wary combatant. Unfortunately, there is rarely only one, so great caution is advised when facing them, and any vulnerable to a psychopomp's talents are advised to stay away. [Needless to say, be aware that destroying their projection into our world is a setback, not a mortal blow, and the Grim appear to have long memories. One could presumably kill them outright by drawing them fully into our world or visiting theirs, but they would be much fiercer opponents. - V. Pen.] If possible, disrupt or destroy the person or object they are using as an anchor - this may void their pact entirely, at which time they may scatter or retreat.

Complications
Dogs: Dogs.
Look Ma, No Thumbs!: Needless to say, they lack humanoid hands. They're clever, but manipulating objects may require more than one of them...if it can be done at all.


Abilities: 8 + 4 + 8 - 2 + 6 + 4 = 28PP
Strength: 18 (+4)
Dexterity: 14 (+2)
Constitution: 18 (+4)
Intelligence: 8 (-1)
Wisdom: 16 (+3)
Charisma: 14 (+2)

Combat: 8 + 8 = 16PP
Initiative: +10
Attack: +10 Melee, +4 Ranged
Grapple: +14 (+18 Trip)
Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed
Knockback: -5

Saving Throws: 3 + 5 + 6 = 14PP
Toughness: +10 (+4 Con, +6 Protection)
Fortitude: +7 (+4 Con, +3)
Reflex: +7 (+2 Dex, +5)
Will: +8 (+2 Wis, +6)

Skills: 64R = 16PP
Intimidate 15 (+17)
Knowledge (Arcane Lore) 7 (+6)

Knowledge (History) 12 (+11)
Notice 7 (+10)
Sense Motive 3 (+6)
Stealth 8 (+10)
Survival 12 (+14)

Feats: 26PP
Attack Focus [Melee] 6
Dodge Focus 6
Elusive Target
Evasion 2
Fast Task [Startle]
Hide in Plain Sight
Improved Initiative 2
Improved Trip
Interpose
Move-By Action
Power Attack
Set-Up
Startle
Uncanny Dodge [Audio]

Powers: 2 + 16 + 1 + 5 + 2 + 4 + 6 + 2 + 6 + 10 + 7 + 4 = 65PP

 

Comprehend 1 (Spirits) [2PP]

Drain Toughness 10 (Feats: Affects Insubstantial 2; Flaws: Limited [Undead]) + Strike 6 (Feats: Affects Insubstantial 2, Mighty) [16PP]

Feature (Able to escort the willing or helpless undead to their afterlife.) [1PP]

Immunity 5 (Critical Hits, Disease, Poison, Starvation/Thirst) [5PP]

Leaping 2 (x5) [2PP]

Morph 4 (Disguise +20; Single Form: mundane dog) [4PP]

Protection 6 [6PP]

Speed 2 (25mph, 250' / move) [2PP]

Super-Movement 3 (Permeate 1, Trackless, Water-Walking) [6PP]

Super-Senses 10 (Extended Audio 2 [2], Extended Olfactory 1 [1], Acute Olfactory [2], Tracking Olfactory [1], Ultra-Hearing [1], Darkvision [2], Vision [Counters Concealment, Limited: Undead] [1]) [10PP]

Super-Senses 1 (Death Awareness, Mental [1]; Acute [1], Extended 3 (-1 per ~2 miles) [3], Radius [1], Ranged [1]) [7PP]

Teleport 4 (400'; Feats: Change Velocity, Turnabout; Flaws: Short-Range) [4PP]

 

DC Block

ATTACK              RANGE      SAVE                           EFFECT
Unarmed             Touch      DC 19 Toughness                Damage (Physical)
Strike              Touch      DC 20 Fortitude                Drain Toughness (Undead Only)
                             + DC 25 Toughness                Damage (Physical)



Totals: Abilities (28) + Combat (16) + Saving Throws (14) + Skills (16) + Feats (26) + Powers (65) - Drawbacks (0) = 165/165 Power Points

Edited by Gizmo
Player Requested Edits

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