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Tattered Man (PL8/10) - Thunder King


Thunder King

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Player Name: Thunder King
Character Name: The Tattered Man
Power Level: 8/11 (150/175 PP)
Trade-Offs: None
Unspent Power Points: 25


In Brief: A murdered police officer, saved and empowered to save Bedlam.


Residence: A cheap motel in Downtown Bedlam
Alternate Identity: John Smith
Identity: Secret
Birthplace: Milwaukee, Wisconsin
Occupation: Freelance and under the table work
Affiliations: None
Family: None he associates with


Description:
Age: 33
Gender: Male
Ethnicity: Caucasian
Height: 5'9"
Weight: 185
Eyes: Gray
Hair: Brown


John's appearance varies by which face he's wearing, but his default appearance is of a man of average height and build, with a handsome but otherwise nondescript face. His hair is neatly trimmed and his face is clean shaven. He deliberately picked this face to make himself appear as bland and as uninteresting as possible, to make it easier to fade into crowds and keep his head down.

 

John's costume is an old, tattered coat that's somehow connected to his powers. Despite being tattered and worn, it keeps him warm, and any further damage seems to somehow repair itself. With it, he wears a simple pair of black khaki pants, worn old boots and gloves. All in plain earth tones of black and brown, with a plain black cloth mask over his eyes, forehead and nose to stop 'John Smith' from being recognized.

 

Power Descriptions:
John is empowered by ghosts. He's stronger, tougher, and more perceptive than he once was. He can change his appearance to look like one of the ghosts did in life. He heals much faster than an ordinary person, and he can tap into the memory of places and objects that are associated with death. The visions he receives in this way, however, are often jumbled and twisted by emotion. 

 

History:

He was born Stephen Chambers in Milwaukee, Wisconsin. He was an only child, raised by neglectful and abusive parents. His teenage years were full of anger, strife, and bad choices. However, sometime during high school he resolved to make something of himself. He emancipated himself and worked his way through college, trying to make a difference, wanting to be a cop. He served in Milwaukee for a time, and felt good about his life and the choices he made.

 

Then, he transferred to Bedlam. He was in over his head and failed to see the warning signs. He knew Bedlam was bad, but he was unprepared for the scope of the corruption. He learned, though, six months into it.

 

He was betrayed by someone he called a friend, and kidnapped. He saw things he shouldn't have seen. They dragged him out to an old abandoned lot and put two bullets in him, then buried him. Something about the gun or their aim went bad, because as bad as it hurt, he wasn't dead.

 

The old lot was full of ghosts, the spirits of the slain. All the people who had been disposed of there over the years. They found him, clinging to life, and they concocted a plan. They poured power into him, supernatural, spiritual energy. They healed him, they strengthened him. They taught him a lot of what they knew about Bedlam, but the long years of haunting made much of their advice and knowledge incomprehensible.

 

He doesn't quite know how long he was buried, some of his own memories were lost in the shuffle. He knows he was buried in autumn, and awoke in winter, and he doesn't quite know why. He dug himself out of his grave and discovered he was wearing a tattered old long coat, which he did not remember owning or wearing. 

 

He found himself some contacts for under the table work, and a motel that takes cash but doesn't ask questions. He introduces himself as John, John Smith, to all who ask. However, when rumors started up of a crazed man in an old coat sticking his nose in where it didn't belong, the rumors called him the Tattered Man.

 

Personality & Motivation:
Despite what happened, John's attitude hasn't gotten much worse. He's bitter about what happened to him, but he tries not to let it tear him apart. Whatever else happened, he's still alive. He feels that his newfound powers are more blessing than curse, because now he can fight Bedlam's corruption with the benefit of total anonymity.

 

Powers & Tactics:
John hits hard and moves fast, using basic self-defense techniques simply and efficiently. He can survive more than an ordinary person, but knows his limits. Therefore, he takes advantage of the environment and never fights fair when he can avoid it.

 

Complications:
Amnesia: There are some details about his former life that are fuzzy, up to and including the identities of his own attempted killers. He has most of the skills and knowledge that he used to have, but some of the minutae of his personal life remain a mystery.
So Many Faces, So Little Time: John can change his appearance, but has a specific set of appearances he can take on. This means he has to be careful which faces he shows to whom, and can be caught if he's not careful.
I am John Smith: John has no family, no friends, no support network, no job, and no real home. If it can't be done with cash or haggling, he can't do it.
Through a Glass, Darkly: His postcognition is the ability to see visions of deaths in an area or on an object. However, this is done through the eyes of those who experienced it, either the killer, or the slain. What he sees is usually twisted and strange, difficult to understand and heavily influenced by emotional states. He has to parse what he sees and interpret it, and these interpretations are not perfect. 

 

Abilities: 4 + 8 + 6 + 8 + 4 + 6 = 36PP
Strength: 14/26 (+2/+8)
Dexterity: 18 (+4)
Constitution: 16/22 (+3/+6)
Intelligence: 18 (+4)
Wisdom: 14 (+2)
Charisma: 16 (+3)


Combat: 10 + 6 = 16PP
Initiative: +8
Attack: +8 Melee, +5 Ranged
Grapple: +16
Defense: +8 (+3 Base, +5 Dodge Focus), +1 Flat-Footed
Knockback: -4


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


Skills: 104R = 26PP
Acrobatics: 6 (+10)
Computers: 4 (+8)
Disable Device: 6 (+10)
Disguise: 2
Escape Artist: 4 (+4)
Gather Information: 8 (+12)
Intimidate: 8 (+11)
Investigate: 8 (+12)
Knowledge (Civics): 6 (+10)
Knowledge (Current Events): 6 (+10)
Knowledge (Life Sciences): 6 (+10)
Knowledge (Streetwise): 6 (+10)
Medicine: 4 (+8)
Notice: 8 (+12)
Search: 8 (+12)
Sense Motive: 6 (+8)
Stealth: 8 (+12)

 

Feats: 24PP
Attack Focus (melee) 3
Beginner's Luck
Dodge Focus 5
Elusive Target
Fearless
Hide in Plain Sight
Improved Disarm
Improved Initiative
Improved Throw
Improved Trip
Luck 2
Move-by Action
Power Attack
Quick Change
Takedown Attack 2
Uncanny Dodge (Audio)

 

Powers: 6 + 12 + 2 + 4 + 2 + 2 + 3 + 10 = 41PP
All Powers are of the magic descriptor

Enhanced Constitution 6 (to 22) [6PP]
Enhanced Strength 12 (to 26) [12PP]
Leaping 2 (x5; running jump 90ft; standing jump 45 ft, high jump 22 ft)[2PP)
Morph 2: Broad Group (The dead buried in the abandoned lot) [4PP]
Protection 2 [2PP]
Regeneration 2 (Injured 1/5 minutes) [2PP]
Speed 3 (50 mph, 440 ft. per move) [3PP]
Super-Senses 10 (Accurate Audio, Darkvision, Postcognition) [10PP]

 

DC Block
ATTACK              RANGE      SAVE                                  EFFECT
Unarmed             Touch      DC 23 Toughness                Damage (Physical)
 
Totals: Abilities (36) + Combat (16) + Saving Throws (7) + Skills (26) + Feats (24) + Powers (41) - Drawbacks (0) = 150/175


 

Edited by Thevshi
+2 PP for Jan 2024
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