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Bird of Arms - PL7 Weaponmaster


olopi

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Player Name: Olopi

Character Name: Bird of Arms
Power Level: 7 (105/105PP)
Trade-Offs: None

Unspent Power Points: 0
In Brief: Avian Prince and weaponmaster gets sent to Claremont as a show of good faith.

Residence: Claremont Academy Dorms, The Aerie
Base of Operations: Claremont Academy

Catchphrase:

Alternate Identity: Jann Fa-Re (known) , Jann Lo-Nah (actual)
Identity: Jann Fa-Re is public, the fact he is actually Jan Lo-Nah is secret
Birthplace: The Aerie
Occupation: Student, Weaponmaster, Prince
Affiliations: Claremont Academy, The Aerie
Family: Ta Lo-Nah (mother), Va Lo-Nah (older sister), On Lo-Nah (older brother)

Description:
Age: 16 (DoB: 2000, 1st of January)
Apparent Age: Mid-teens
Gender: Male
Ethnicity: Avian, Caucasian with really pale skin
Height: 6’2’’
Weight: 80 lbs
Eyes: Green
Hair: Black

(Describe what they look like!)

Power Descriptions:
Jann’s Wings, clearly marking him as an Avian, are similar to those of a stork, the top feathers white, the bottom black.

His armor is a fairly generic looking, grey, suit, looking like a sleek version of military bodyarmor.

Meanwhile, when fighting, he just uses whatever he has on him or is in the environment. He always carries an extendable quarterstaff, but can use whatever could hypothetically used as a weapon.

History:
“Every 10th generation there shall be a great warrior born to the rulers of the aerie.” So says a prophecy, passed down between generations. Jann Lo-Nah is the proof that sometimes, prophecies come true. Born to the ruler of the aerie, Ta-Lo-Nah, as her third child. Jann’s childhood was not luxorious, but certainly good. He learned from many, his own mother, his older siblings, and some supers who visited. Any time he would be taught about a new way to fight, it didn’t take long for him to learn it, and soon after he could do it just as if he had trained it his entire life.

When he was 12 it was decided that as a show of good relations between the Aerie and the Freedom League, Jann would attend Claremont Academy once he was of the right age. There, he would also be able to be taught by many great warriors, able to learn more exotic ways of combat. It would also help ease the relations between the Freedom League and his mother. They weren’t always on best terms, after all.

So, Jann spent the next four years preparing for Claremont, learning English, and trying to already learn as much of the curriculum as possible. He wasn’t as good at learning books as he was at learning how to use weapons, so a bit of a lead would come in handy.

And when it was time to head for Claremont, so Jann did. Under the fake identity of Jann Fa-Re, to not attract too much public attention. Only his family, the Freedom league, some members of the American government and the Headmaster of Claremont know of him actually being Prince Jann Lo-Nah.

As a gift from the League, he received a prototype of armor, made to enhance one’s physical capabilities without encumbering them too much. It would also prove to both protect and track him, to make sure he did not do anything that could lead to an international incident, with him being a prince a real possibility.

Personality & Motivation:
Jann does not have a whole lot of motivation, really. He enjoys fighting, and he enjoys learning more, but he also knows that he is essentially forced to do this. And also that he is just a really fancy, hidden and minor piece in the great game of world politics. He just wants to enjoy his time at Claremont, fight some baddies, and have fun. He knows that whatever will come after this will be difficult, exhausting, and probably not suited for him.

Powers & Tactics:
(In-character descriptions of how they do what they do)

Complications:
The prince and the Pauper: For his own Safety, Jann’s actual identity as a member of the ruling family of the Aerie is kept a secret. To everybody else he simply is Jann, avian weaponmaster. He isn’t quite accustomed to being treated as one of many yet, and it might lead to complications if he feels he is being treated unfairly.

Sins of the Mother: Jann’s Mother, Ta-Lo-Nah is not only the ruler of the aerie, she has also fought against and alongside various heroes. She herself fights for what she believes is right, which might put her against heroes and villains both, and somebody might even attempt to use her family to get an advantage.

International: Jann was sent to Claremont as a sign of good faith. If he were to get seriously injured, it could easily cause a diplomatic incident, and Jann would be forced to pick sides. This means people in the know might hesitate to allow him anything that could cause him any danger, thus causing conflict between them and him.

The Mother Tongue: English is not Jann’s native language. While he has few problems talking in everyday life, his knowledge of the language breaks apart as soon as it enters any field of speciality that isn’t related to weaponry. He also has a rather thick accent, which might put off some people.

Fate and Destiny: As the product of an ancient prophesy a lot of expectations are placed on Jann. He usually wishes this wasn’t the case. While he will most likely never have to lead the Aerie, due to only being third in line and only in case of his siblings not taking up their duties, the Aerie’s armed forces expect Jann to join them, and later lead them as soon as he is done studying abroad. Really, Jann just want not to deal with all this destiny stuff and carve his own path.

High up North: The aerie is placed inside the arctic circle. Jann is used to the cold weather that comes with it, and the heat that can come with living closer to the equator still takes it’s toll on him, especially during summers.

Power is Nothing: Jann’s powers are very subtle. In fact, some might say he has none. He is incredibly talented with all kinds of weapons, but those powers are neither flashy or loud. He’s just good at fighting. Some Claremonters might consider him unfit due to this.

 

 

Abilities: 12 + 6 + 6 + -1 + 0 + 0 = 23PP
Strength: 22 (+6)
Dexterity: 16/22 (+3/6)
Constitution: 16 (+3)
Intelligence: 9 (-1)
Wisdom: 10 (+0)
Charisma: 10 (+0)


Combat: 14 + 6 = 20PP
Initiative: +7/10
Attack: +7 Melee, +7 Ranged
Grapple: +0
Defense: +7 (+3 Base, +4 Dodge Focus), +1 Flat-Footed
Knockback: -0


Saving Throws: 0 + 0 + 4 = 4PP
Toughness: +3/7 (+3 Con, +0/4 (B.R.D Armor))
Fortitude: +3/6 (+3 Con, +0/3)
Reflex: +3/6/8 (+3/6 Dex, +0/2)
Will: +4 (+0 Wis, +4)


Skills: 36R = 9PP

Acrobatics 12 (+)

Concentration 4 (+)

Escape Artist 5 (+)

Language 1 (Avian [Native], English)

Notice 8 (+)

Sense Motive 6 (+)

Feats: 16PP
Accurate Attack

Acrobatic Bluff

Beginner’s Luck

Blind-Fight

Dodge Focus 4

Evasion 1

Fearless

Improved Initiative 1

Luck 1

Power Attack

Quick Draw

Takedown Attack

Uncanny Dodge 1 (Visual)

 

Powers: 2 + 3 + 12 + 17 = 34PP

Flight 2 (Drawback: Power Loss (When wings are restrained, Does not work in water)) (genetic) [2PP]

Super Senses 2 (Extended Vision (Normal Vision), Low-Light Vision; Feat: Innate) (genetic) [3PP]

Device 3 ((B.R.D Mk II Armor); Hard to Remove) (all technology) 12PP

·         Protection 4

·         Enhanced Dexterity 6

·         Enhanced Fortitude 3

·         Enhanced Reflex 2

Device 5 (Feat: Multiple Weapons 2 ; Easy to Remove) (bludgeoning) 17PP

·         Array (15PP, Alternate Powers 5) 20/25DP

o   BP: Extras: Autofire 7; Penetrating 4 ; Feats: Mighty, Extended Reach 1 (10ft), Enhanced Critical 2, all linked to Strike 1 [15/15PP]

o   AP: Stun 7  linked to Strike 1, Feat: Mighty linked to Strike 1 [15/15PP]

o   AP: Trip 7 (Extra: Knockback) linked to Strike 1, Feat: Mighty linked to Strike 1 [15/15PP]

o   AP: Blast 6 (Feat: Enhanced Critical 2), linked to Blast 1 [14/15PP]

o   AP: Snare 7 linked to Blast 1 [14/15PP]

·         Strike 1 [1DP]

·         Blast 1 [2DP]

·         Enhanced Feat 3: Elusive Target, Instant Up, Improvised Tools, 3/25DP

 


Drawbacks: (-2) + (-0) = -2PP

Minor Vulnerability (Fire)

DC Block

ATTACK              RANGE      SAVE                           

Totals: Abilities (X) + Combat (X) + Saving Throws (x) + Skills (x) + Feats (x) + Powers (x) - Drawbacks (x) = 105/105 Power Points

 

Edited by olopi
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The biggest issue at first blush is that you have Alternate Powers that are Linking to the Base Power. This doesn't really work, because an Array is "pick one at a time"; if your Strike is active, your Stun is not, and vice-versa.

 

You could buy just Strike 1 and Blast 1, no Feats or Extras or anything, outside of the Array, and then have the Array powers Link to those; then each Array power, when active, would augment one or the other. 

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