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Renegade (PL 10/12) - Alderwitch (gold)


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Renegade
 

Power Level: 10/12 (185/193PP)
(Gold Reward)

Trade-Offs: None
Unspent Power Points: 8

 

In Brief: Surly exiled angel channeling celestial power through tattoos

 

Residence: Riverside
Base of Operations: Eternal Ink, lives above the shop that he owns
Catchphrase: "Look, I don't even want to BE here."

Alternate Identity: Araeriel / 'Ray Haskell'
Identity: Secret
Birthplace: Heaven
Occupation: Tattoo Artist
Affiliations: Heaven (currently out of favor)
Family: Estranged but plentiful

 

Description:
Age: Circa 2500 BCE
Apparent Age: Mid thirties
Gender: Male
Ethnicity: Caucasian
Height: 6'3"
Weight: 195 lbs
Eyes: Green
Hair: Blonde

 

Ray is a tall, fit blonde man of ambiguous Western European ancestry that seems somehow perpetually scruffy. He usually favors tank tops and battered black BDUs. The most noteworthy feature Ray has are the prodigious amount of tattoos he's accumulated which all appear almost fresh with how bright the ink remains on his skin. The tattoos are mystic in origin with Enochian sigils hidden within the more evocative images and the bulk of Ray's tattoos shift based on what he needs to materialize at any given point. There are a few fixed points that do not change; the Enochian markings remain in place and although the wings might change position along his shoulders and back, they are always there. 

 

With the nature of his powers, Renegade's super hero costume is generally 'whatever Ray was wearing' right before there was a need for his super hero alter-ego, sometimes with his shirt abandoned if he's needing more than what he can pull from his arms for a conflict. 

 

Power Descriptions:
Ray's picked up a few things over his time in the mortal realm. His place in the choir was a scholarly one, charged with observation and recording. He was never charged with a flaming sword or divine shield and so comes across more as a brawler and bar fighter than any sort of divine soldier as he's had the last few decades of getting into scrapes to draw on. The lingering divine grace locked within Ray gives his mortal body more natural potency and tenacity than it ought to have.

 

When Ray utilizes his divine birthright through the medium of his tattoos, the ink on his flesh changes and reforms to represent his desires and he draws them from his flesh into reality. The sleeves on his arms most typically feature flames and chains which tend to be his go-to for manifestations but the images can ripple and change depending on his needs and whims. 

 

History:

Araeriel was created during the Bronze Age and tasked with observing and recording. His was a silent, scholarly duty and it suited him, unsurprisingly, as if he were made for that purpose. It's important to note that his duty was not to understand or empathize, to heal or to fight, but simply to be a set of eyes and ears for those of higher rank and greater importance. Araeriel was a messenger, a scholar and an artist, low ranking but content in his use and purpose within the divine dimension he occupied. His focus remained on tracking the art and artists of the eras, documenting them and in his spare time, dabbling with creation himself. As time marched forward and art become more closely intwined with social and political commentary, it began to slowly alter Araeriel's own nature. He grew more recalcitrant in his duties, spending more time focusing on his personal work and less on his duties to the choir. It was clearly, entirely unacceptable behavior but nothing truly worthy of exile or damnation. 

 

At the close of the 1970's, Araeriel was exiled from Heaven to Earth, locked in a mortal body designed to blend in with his surroundings. The official party line on the matter was that Araeriel was to be given time to focus on this new and clearly overwhelming calling of his with less divine distraction. To Ray, however, it is clearly a punishment and, perhaps, a lesson. The tenants of that particular lesson, however, escape him. With his divine nature locked in a mortal shell, the difference was jarring. Ray has never longed for humanity and the longing he felt for home was keen in the first few years. Eventually, he put his not inconsiderable skills to use in attempting to shake off the restrictions of this mortal form. Through tattoos of Enochian inscriptions, he's managed to crack some of the shell and tap into some fragment of his true nature but he remains firmly land-locked, unable to go home until his sentence has been lifted.

 

After bouncing around for the last few decades, Ray is no longer the fish out of water that he was originally. He has even come to enjoy some aspects of the human condition although it has only increased the rebellious streak just starting to crop up in Heaven. Adopting the moniker 'Renegade', Ray has taken on the occasional supernatural menaces that spill into his path. It might be in part that he hopes death in the line of protecting innocents might just be enough to send him home but mostly, even with his occasionally poor attitude, Ray's still an angel.

 

Personality & Motivation:
Ray is somewhat perpetually cranky. His outrage and homesickness have faded enough that it merely keeps him in a surly mindset. He does genuinely take a great amount of pleasure in his art and while he has a rather wide skill set of craft that he's perfected, his current love is in tattooing and he's very protective of his shop in Riverside. Despite his acerbic exterior, Ray has a good heart and maintains his angelic instincts to protect humanity. They are much harder to ignore down here than they were in Heaven, which may in fact have been the actual point of his current time-out. 

 

Powers & Tactics:

Even after a few decades, Ray is not a subtle sort of fighter. He tends to take on threats head long and tossing everything and the kitchen sink at the most dangerous threat available. Its not that he's not capable of different tactics or stupid, Ray has no martial background to draw on and comes at the fight from a brawler's mindset. He has to work to remember that he can do more than hurt something as much as possible, as quickly as possible. For all of that, Ray has no desire to do more than is necessary to end the battle as he is neither overly violent nor cruel. He is more susceptible than many to various social deceptions as humans remain much less clear to him in their motivations than he might like. 

 

Functionally, he's a street level sorcerer with some firepower at his disposal. 

 

Complication
Oi Polloi: Since Ray needs to channel his powers through his tattoos, he can be tripped up or limited by dress codes. Generally, to use most of his Enochian tattoo array, he needs at least his hands and forearms bare. Black tie events can really crimp his style more than most folks.

 

Abrasive Wheels: Ray's cranky, surly and abrasive. Somehow this does not regularly endear him to the people around him. Further, he dresses like the tattoo artist he is and has things like neck and knuckle tattoos. This sometimes means that he is looked at askance.
 

Dead Man's Shadow: It's not that Ray really wants to die but he misses his home and he misses his family, even if he's mad at them. Being on Prime is a gift but sometimes he'll take too much risk or danger because the idea of getting to be free from his fleshy prison is not the barrier it is for regular humans. 
 

Angelic Upstarts: Ray might be on an enforced sabbatical but he's part of the Abrahamic heavenly host and is sometimes constrained by that nature. It also sometimes means that demons try to eat his face. 
 

The Lurkers: Ray's not human, has never been human and they are sometimes still an enigma to him in their wants and needs.

Abilities: 10 + 0 + 10 + 10 + 10 + 10 = 50PP
Strength: 20 (+5)
Dexterity: 10 (+0)
Constitution: 20 (+5)
Intelligence: 20 (+0)
Wisdom: 20 (+0)
Charisma: 20 (+0)


Combat: 20 + 20 = 40PP
Initiative: +0
Attack: +10 Melee, +10 Ranged
Grapple: +15
Defense: +10 (+10 Base, +0 Dodge Focus), +5 Flat-Footed
Knockback: -5


Saving Throws: 5 + 10 + 5 = 20PP
Toughness: +10 (+5 Con, +5 Protection)
Fortitude: +10 (+5 Con, +5)
Reflex: +10 (+0 Dex, +10)
Will: +10 (+5 Wis, +5)


Skills: 40R = 10PP

Knowledge (History) 10 (+15)Skill Mastery
Knowledge (Arcane) 10 (+15)Skill Mastery
Knowledge (Cosmology) 5 (+10)Skill Mastery

Craft (Artistic) 15 (+20)Skill Mastery


Feats: 5PP

Artificer

Ritualist
Jack of All Trades

Luck
Skill Mastery (Knowledge: History, Arcane, Cosmology, and Craft: Artistic)


Powers: 6 + 5 + 2 + 6 + 4 + 37 = 60PP

Descriptors: All of Ray's powers are holy and celestial in nature. Variable descriptors have been added to powers to demonstrate the difference in what is summoned but those descriptors are additive and for flavor. All of his powers still come from the same source, its merely to represent the variability in the physical manifestations that he can draw forth. 

 

Comprehend 3 (Tower of Babel) (Speak/Understand/Read All Languages) (Holy, Celestial) [6PP]
 

Protection 5 (Divine Grace) (Holy, Celestial) [5PP]
 

Immunity 2 (Mortality's Embrace) (Disease, Aging) (Holy, Celestial) [2PP]
 

Damage 5 (Divine Might) (Power Feat: Mighty) (Holy, Celestial) [6PP]

 

Flight 4 (Angelic Wings) (100 MPHDrawbacks: Forward Only, Power Loss [Wing Movement], Wide Turns, Reduced Load) [4PP]

 

Enochian Tattoo Array 16 (Breaking the Chains) (32PP; Power Feat: Alternate Power 5) (Holy, Celestial) [37PP]

  • Base Power: Damage 10 (Wrath) (Extra: Range, Autofire Power Feat: Variable Descriptor 2 [any elemental or kinetic]) [32PP]
  • Alternate PowerHealing 10 (Benediction) (Extra: Total, Restoration, Flaws: Limited to Others, Power Feats: Persistant, Regrowth) [32 PP]
  • Alternate Power: Move Object 10 (Chains and Bonds) (Lift Strength 50 / 4 tons light load; Extra: Damaging, Power Feats: Variable Descriptor 2 [any elemental or kinetic]) [32PP]
  • Alternate Power: Create Object 10 (Creation) (Extra: Duration: Continuous, Power Feats: Precise, Innate) [32PP]
  • Alternate Power: Environmental Control 10 (Castigation) (1 Mile Radius, Mix and Match: Cold [ice and snow], Distraction [DC 10, sleet and rain], Hamper Movement [frost], Heat [flames], Light [divine radiance], Visibility [fog]) (Extra: Independent, Power Feats: Slow Fade, Reversible) [32PP]
  • Alternate Power: Dazzle 10 (The Glory) (Visual, Extra: Area [Cone], Power Feat: Incurable, Reversible) [32PP]



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



DC Block

ATTACK                                      RANGE        SAVE                           EFFECT
Unarmed (Includes Divine Might)
             Touch        DC 25 Toughness                Damage (Physical/Holy)
Blast (Wrath)                               Ranged       DC 25 Toughness (Autofire)     Damage (Holy)

Move Object (Chains and Bonds)              Ranged       DC 25 Toughness                Damage (Holy)

Dazzle (The Glory)                          Area: Cone   DC 20 Reflex/Fort              Dazzled (Staged)
 

 

Totals: Abilities (50) + Combat (40) + Saving Throws (20) + Skills (10) + Feats (5) + Powers (60) - Drawbacks (0) = 185/193 Power Points

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