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Judex (PL 8) - KnightDisciple


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Character Name: Judex
Power Level: 8 [11] (162/182PP)
Trade-Offs: +3 Attack / -3 Damage, +3 Defense / -3 Toughness 
Unspent Power Points: 20


In Brief: Mild-mannered preacher by day, fear-inducing bringer of misfortune by night, Judex stands up for the poor and downtrodden of Bedlam City, no matter what. 

 

Birthplace: Springfield, MO, USA

Residence: Small, "rustic" "parish" home near his church.
Base of Operations: Bedlam First Assembly, near the corner of Blaed Ave and Ellmore Pl.
Catchphrase: "Repent, or be judged."

Theme Song: "He's Got The Whole World In His Hands"

 

Alternate Identity: Theodore Galen Ward, aka "Pastor Theo"
Identity: Secret
Occupation: Pastor/Minister, Assemblies of God Church
Affiliations: AOG; Bedlam First Assembly; Celestial Spirit Fellowship; Bedlam Interdenominational and Interfaith Charities
Family: Benjamin Ward (Father); Cassidy Ward (Mother); Kathryn Ward (Older Sister); Mark Ward (Younger Brother); Abraham Ward (Paternal Grandfather)

 

Description:
Age: 28 (DoB: May 20, 1988)
Apparent Age: Late 20s / Mid 30s
Gender: Male 
Ethnicity: Caucasian (European mutt)
Height: 5'8" / 6'3"
Weight: 135lbs / 270lbs
Eyes: Blue / Brown
Hair: Brown / Black, with some Dirty Blond mixed in

 

Theodore Galen Ward is a thin, reedy man, though one possessed of a deceivingly youthful look. He also tends to dress somewhere between "bland", "conservative", and "academic from a few decades ago". He tends to have an unassuming posture and air about himself, though when he's speaking with one of his congregation members, preaching from the pulpit, or doing charity work, he has a bit more confidence. If and when confronted by someone during said work, he tends to visibly shrink back a bit, and his voice goes up. His voice is an calm tenor (he is often complimented on his singing), and he almost always speaks with a gentle Midland American accent, only occasionally slipping into a more Southern/Ozark Midland.

 

Judex is a bear of a man with a naturally intimidating air about him. He looks nothing like Theo, seeing as he has completely different body and facial structure. And a great big bushy beard! His hair has a wild, untamed look about it, his eyes carry a slightly crazed light, and his out-of-place brightly colored shirt is somehow all the more fearsome for it. The straw fedora upon his head never seems to come off, unless he wants it to. His arms bear strange, whorled designs that evoke ancient Christian symbology without belonging to any specific region or tradition. The cloth wraps and leather half-glove on his right hand and forearm add to his unsettling asymmetrical look. For all that he seems to bear a bit of extra weight on his frame, his muscles rounded out just a bit by "padding", his bearing and movements are nothing but graceful. He speaks with a rough Southern accent, with strong overtones of Lousiana/New Orleans.

 

Power Descriptions: Theodore's powers were granted to him by the Archangel Uriel, and are a sort of "infusion" of a very tiny fragment of the Archangel's power. This infusion has given Theodore boosted (but not completely superhuman) general physical abilities, as well as slightly superhuman foot speed. To disguise himself, Theodore was given the ability to change into the radically different form of Judex (a name he picked himself); a side benefit of this transformation is his ability to nigh-instantly swap into Judex' typical outfit from whatever he's wearing at the time.

However, physical prowess is not the only gift he's received. In addition to his bodily ability, Theo is able to cause misfortune to befall those he targets, making things worse than some thing they "ought" to be. Finally, he is able to cause his foes to perceive radical and frightening visions of their worst fears, combined with vague, impressionistic flashes of terrifying imagery, symbology, and more. 

 

History: Theodore Galen Ward was born to a family who valued Faith, Hope, and Love. His father is a career minister, while his grandfather is a retired Army veteran who fought in World War II, one who has some rather hair-raising stories of his pre-conversion wild and woolly youth. His mother, Cassidy, is a Registered Nurse, one who still pulls the occasional long hours at the hospital. He's learned the lessons of serving with love and discipline from his family, that's for sure. 

Theo himself had a happy childhood growing up in Missouri, attending school and then college; his decision to enter the seminary, albeit with some rather hefty added degrees ("just because he could" according to his siblings), was an easy choice. He felt the same "fire in his bones" his father had when it came to the Word, and he knew he could go out there and not just preach, but really reach out and help people.

When he graduated, interned close to home, and then finally was up for a church assignment further about the nation, Theo himself chose to go to Bedlam First Assembly. Despite the tearful pleas of his mother, and the stern questions from his father, Theo stood firm. The city was hurting, and while there were good people doing good things, having another person there doing even more good could do nothing but help. It was Abraham Ward who spoke up, telling them that if Paul could go to Rome, then Theo could go to Bedlam. He reminded his grandson that he might need to stand up for himself there, more than any other time in his life, but that even then, he'd need to turn the other cheek. 

Theo was mugged his first week in the city, thankfully without any physical harm, and relatively little cash lost. And while he soon connected with Celestial Spirit Fellowship and the Bedlam  Interdenominational and Interfaith Charities groups, it was abundantly clear that little was getting done in the city, at least in the immediate term. Gangs, crime, suffering, and hopelessness ran rampant. Theo's congregation was small, less than 40, but they were loyal and resilient. The fact that Bedlam First Assembly's location put it at the juncture of territories owned by rivaling gangs who preyed upon racial tensions did not help, though; the multi-ethnic makeup of his congregation generated brotherhood and scorn in equal measure, albeit mostly from within and without, respectively. 

After just four months in the City, Theo had had six separate efforts to go out and feed and distribute clothes to the homeless and underprivileged stopped or curtailed by police, gangs, or both. He was spiritually exhausted, and while his congregation (somehow) maintained their support of "Pastor Theo", there was only so much a reedy 20-something pastor with more smarts than sense could do. 

And then one night he woke up in his rickety bed in his slightly drafty house to see a vaguely glowing figure at the foot of his bed. When the being confirmed it, he, was the Archangel Uriel (a bit of Scripture quoting back and forth seemed to seal the deal for Theo), he was given an incredible offer: he could become a fearsome protector of the downtrodden and punisher of the wicked and corrupt. His powers would not be as grandiose and fearsome as some (Uriel muttered something about "showoffs in Freedom City"), but Theo would be able to finally be the force he needed to be to push back against the gangs, the corruption, the darkness that permeated Bedlam City. Theo agreed, and quickly figured out at least the basics of his powers.

Now, during the days he continues his good works, preaching, teaching, and helping the widows, orphans, and poor. But during the nights, when the wind is chill and the streets are damp with rain (or worse), Judex makes himself known to strike the fear of the Lord into the hearts of the wicket. 

 

Personality & Motivation: Pastor Theo is a quiet, kind, fairly unassuming young man. He has strong convictions, and happily engages in discussion and debate over theology and philosophy at any opportunity. Mockers, be it of his faith, his looks, or his (seemingly futile) charity efforts all get a big grin and a shrug. He's capable of more somber moods, and the fact he's already helped bury two members of his congregation (one of whom was younger than he) means he's intimately acquainted with grief and mourning. Still, his heart cannot be dragged down, and he's always got an encouraging word for others. 

Judex is a charismatic force of nature, often terrifying, and never forgettable. He loves making dramatic entrances, often perched in unusual places (especially considering his not-so-tiny frame). He adores menacing speeches that draw heavily on concepts such as the Judgement Of The Lord, the Wages Of The Wicked, and so on. His ire focuses on criminals and the corrupt, though; he's made it clear that any sins that don't threaten another person are not his to judge. Those who would steal, kill, and destroy, though, they are his to stop. Because while many may be Sheep, and the Wicked are Wolves, he is the Wolfhound. 

 

Powers & Tactics: Judex tends to use his Emotion Control and Luck Control to mess with and "debuff" his opponents until he has a chance to get "up close and personal". His specialization in grappling arts means he tends to favor getting a solid grip on an opponent and then leaving them rather wrecked. If someone starts fleeing, he'll give chase, using parkour if need be. 

In a pinch, Theo can use any of his powers without transforming into Judex's form, but doing so brings a lot of risk of discovery upon him.

 

Complications:
Secret Identity: Theodore Ward and Judex are very different people. Clearly not the same person! Theo's job, safety, congregation's safety, and the safety of the "regular" charitable work he does are all at risk if his identity as Judex ever got out. 

Struggling: Pastor Theo runs a small church whose members, while faithful givers, are not exactly rich. He typically has to scrape to pay his bills, especially since he tends to be generous with giving to others if a need comes up.

Righteous Anger: Judex is just a made-up character. Mostly. Theo has definitely noticed he can get worked up about injustices, and it's worse when he's physically transformed into Judex. And sometimes that means there's a bit of a risk of getting...carried away.

The Face of Fear: Judex is a rather scary guy, and many civilians and hero-types (whether costumed-ish, or just honest-ish police) may find themselves unnerved or scared of Judex, mistaking him for a villain rather than a hero. 

On A Mission From God: Judex is on a mission, and he talks as such (it's almost, but not quite, a compulsion for Theo when in that form). It's the sort of thing that gets you noticed by folks that mission is against, and could prove wearying to some who he might ally with.

On The Side Of Angels: Scary or no, Judex is directly empowered by an Archangel. Anyone who figures that out and is of a less savory nature might pass that on to powers and principalities that would take a great interest in Judex. Corruption or Destruction, either way it's a win for such beings, or so they figure. 
 


Abilities: 0 + 2 + 2 + 4 + 8 + 8 = 24PP
Strength: 10/20 (+0/+5)
Dexterity: 12/18 (+1/+4)
Constitution: 12/20 (+1/+5)
Intelligence: 14 (+2)
Wisdom: 18 (+4)
Charisma: 18 (+4)

Combat: 12 + 12 = 24PP
Initiative: +3
Attack: +11 Melee, +6 Ranged
Grapple: +15
Defense: +11 (+6 Base, +5 Dodge Focus), +3 Flat-Footed
Knockback: -2

Saving Throws: 2 + 3 + 3 = 8PP
Toughness: +1/+5 (+1/+5 Con)
Fortitude: +3/+7 (+1/+5 Con, +2)
Reflex: +4/+7 (+1/+4 Dex, +3)
Will: +7 (+4 Wis, +3)


Skills: 128R = 32PP
Acrobatics 10 (+14)

Climb 8 (+13)

Diplomacy 8 (+12)

Disguise 6 (+10)

Escape Artist 4 (+8)

Gather Information 8 (+12)

Intimidate 10 (+14) 

Knowledge (Behavorial Sciences) 6 (+8)

Knowledge (Civics) 4 (+6) 

Knowledge (Current Events) 4 (+6) 

Knowledge (History) 10 (+12) 

Knowledge (Popular Culture) 6 (+8)

Knowledge (Streetwise) 8 (+10) 

Knowledge (Theology and Philosophy) 10 (+12) 

Notice 8 (+12)

Sense Motive 10 (+14)

Stealth 8 (+12)

Feats: 20PP

Accurate Attack

All-Out Attack

Attack Focus (Melee) 5

Defensive Attack

Dodge Focus 5

Evasion 

Improved Grab

Improved Grapple

Improved Pin

Paralyzing Attack

Power Attack

Takedown Attack 
 


Powers: 6 + 1 + 8 + 6 + 10 + 2 + 12 + 9 = 54PP

Shepherd's Body

Morph 6 (1 Single Form, +30 Disguise Self) [6PP] (Holy) ("Fearsome Countenance")

Enhanced Feat 1 (Quick Change) [1PP] (Holy) ("Watchman's Rainment")

Enhanced Constitution 8 [8PP] (Holy) ("Endurance of Eleazar")

Enhanced Dexterity 6 [6PP] (Holy) ("Deftness of David)

Enhanced Strength 10 [10PP] (Holy) ("Strength of Ishbaal")

Speed 2 (25mph/250ft per Move Action) [2PP] (Holy) ("Swiftness of Shammah")

Crook and Staff

Luck Control 1 (Force Reroll; Extras: Area, Selective; Power Feats: Luck 3) [12PP] (Holy) ("Misfortune Aplenty")

The Fear Of The Lord 4 (8PP Array; Feats: Alternate Power 1) [9PP]

  • Base Power: Emotion Control 8 (Flaws: Limited to Fear) [8PP] (Holy) ("Is The Beginning of Knowledge")
  • Alternate Power: Emotion Control 8(Extras: Area  [General, Shapeable, 7 5ft cubes]; FlawsLimited to Fear, Action [Full]) [8PP] (Holy) ("Is Clean And Enduring Forever")

 


Drawbacks: (-0) + (-0) = -0PP
 


DC Block

ATTACK              RANGE      SAVE                           EFFECT
Unarmed
             Touch      DC 15/20 Toughness            (Staged) Damage (Physical)

Emotion Control     Perception DC 18 Will                    (Staged) Shaken/Frightened/Panicked
 

 

Totals:

Abilities (24) + Combat (24) + Saving Throws (8) + Skills (32) + Feats (20) + Powers (54) - Drawbacks (0) = 162/182 Power Points

 

Edited by Fox
+1pp for January 2022
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5 minutes ago, Avenger Assembled said:

Hmm! I like this general concept a lot - but I feel weird about a religious character getting powered by his religion, especially when it's one of the big boys.

 

I wonder if he could _believe_ his empowerment comes from the angels, but be taking it on faith? After all, he prayed and there it was. 

Well, I mean, you've literally played an Angel, and the only real difference between this guy and Gabriel, power-wise, is that Gabriel basically got a mutation kick-started, and this guy is skipping the proverbial middleman.

Cobalt Templar's Ring, and the other six like it, are powered by Kabbalism, which is an offshoot of Judaism. 

Renegade is an Angel (albeit an NPC). 

Gabriel and 3 others went to literally Heaven to run the 4 Horsemen positions.

Azrael has repeatedly shown up in the game.

I guess I'm confused what, exactly, about this guy is somehow jumping over a line? I'm playing pretty heavily off of the Dresden Files, in that I'm essentially hinting at Uriel being "Heaven's Spook" (since he's giving powers to a guy who's not as bright and shiny). 

I'm not trying to be combative, I'm genuinely confused. I honestly just saw him as being in the same vein as Gabriel, as far as how approve-able he is, backstory-wise. 

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4 minutes ago, Avenger Assembled said:

Mm, all right. Looking at the backstory, it's ambiguous enough that it's not so much of an issue. Uriel empowering him and doing nothing about the many, many godly sinners of Bedlam is a potential plot point...

 

APPROVED 

I'm operating on the idea that the likes of Uriel can't just run around willy-nilly these days. They have to give guys like Theo (or Carson) a boost (one way or another). After that, it's up to the Mortals. Theoretically, Theo could get his powers stripped, but he'd have to do really extreme(ly bad) stuff with them, and at that point he'd probably have turned Villain and be calling on other sources for power anyway. Theo's left to his own devices to determine who, in particular, he goes after as Judex at any particular time.

 

Honestly I mostly involved Uriel for background flavor, the amusing (to me) juxtaposition of "Angel makes a guy a super-scary bad luck bayou hobo man", and a callback to Gabriel's origin. 

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Combat

Because M&M hates us, you round flat-footed defense up (your dodge bonus is the part that's rounded down); at +5 Defense, Judex would have a flat-footed defense of +3, not +2.

 

Skills

I'm guessing you wanted +12 Knowledge (Gods & Dead Thinkers), not +2.

 

 

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8 minutes ago, Fox said:

Combat

Because M&M hates us, you round flat-footed defense up (your dodge bonus is the part that's rounded down); at +5 Defense, Judex would have a flat-footed defense of +3, not +2.

 

Skills

I'm guessing you wanted +12 Knowledge (Gods & Dead Thinkers), not +2.

 

 

MATHED!

 

Alright, fixed those points. 

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