Jump to content

Gyrfalcon (PL10)- TheThirdWay


Recommended Posts

 

Player Name: TheThirdWay

Character Name: Gyrfalcon

Power Level: 10 (150/150 PP)
Unspent Power Points: 0
Trade-Offs: +4 Attack, -4 Damage/+2 Defense, -2 Toughness

 

In Brief: A cowl who plays the role to the hilt while in costume, but couldn't be more different in his secret identity.

 

Alternate Identity: Riley Reed (Secret)
Birthplace: Freedom City
Residence: Downtown Freedom
Base of Operations: The Nest (a quiet warehouse in Freedom)
Occupation: Head of Reed Applied Technology's Consumer Product Division
Affiliations: None yet
Family: Noah Reed (Father)
Claire Reed (Mother)
Nicole Washington (Older Sister)
Sean Reed (Older Brother)
Marcus Reed (Older Brother)

 

Description:
Age: 24 (June 1993)
Gender: Male
Ethnicity: Caucasian
Height: 5'9"
Weight: 150 lbs
Eyes: Green
Hair: Dark brown

Riley sports a thin, wiry build, on a frame of average height. He typically keeps his dark brown hair in a close crop. His clean-shaven, soft-featured face give him a slightly younger appearance. While he is out on the town, he prefers to wear loose-fitting hipster fashion or businesswear.

When patrolling as Gyrfalcon, Riley sports a costume that fits the form of his body closely but takes great pains to hide his face. The costume itself is primarily black with silver accents that give off a dull shine, plus a matching cape. He also wears a cowl with a visor that conceals the upper half of his face and comes to a point over his nose.

 

History: Riley is the definition of a trust fund baby. He was born to two rich families and grew up living a charmed life. Born to the founders of Reed Applied Technologies, his parents afforded him every opportunity to succeed in life. Whenever he or any of his siblings took an interest in something, his parents were more than happy to fund their newest hobby.

The Reeds had planned to pass their business interests along to their children, but Riley had little interest in technology or business management. Over his formative years, he developed a love for gymnastics and a fondness for kitschy detectives novels, but little in the way of what could be called "marketable skills." While he attempted to work his various hobbies into a paying career, he eventually settled for his predestined role in the family business. He was allowed to manage a small portion of Reed Applied Technologies. It was a successful and cushy position, but Riley felt dissatisfied regardless. Feeling as though he had nothing to actually contribute to the business left him unfulfilled, and left him looking for ways he could build something of his own and to do good.

As a Freedom City native, it seemed only natural that his attention would eventually be drawn to superheroes. While he didn't have any powers or any great expertise to fall back on, he looked to the many cowls of the past as examples and asked himself, "If they can save the city with just gadgets, why can't I?" He spirited away some of his personal savings for the outfit, motorcycle, and hideout, and requisitioned some Reed technology for the rest of his gear, and designed a personality the shadowy detectives that he admired.

He spent the first several months of his super career intently researching and training in the skills he'd need as a crime fighter, going on patrol in Freedom essentially as a means of training and rehearsing his new persona, and seeking training in martial arts including aikido and taekwondo. He's only recently become relatively comfortable with the superhero lifestyle and has begun nailing down his Gyrfalcon persona, leading to his willingness to take on bigger criminals and generally make himself known.

 

Personality and Motivation: While outside of the costume, Riley is a bright and happy-go-lucky, always willing to crack a joke or have a good time. He's deliberately created the opposite personality for his Gyrfalcon persona, behaving in a dark and intimidating manner. Beneath it, he feels that his role as Gyrfalcon is his great calling in life, and throws himself completely into it to savor both the feeling of doing good, and the satisfaction that comes with Gyrfalcon's fame.

 

Powers and Tactics: Riley knows he is likely to be outclassed in a straight fight, so he prefers the stealthy approach, which also complements the "I am the night" personality he's attempted to cultivate. While he takes the time to plan out his battles before engaging, he prefers to finish them in the most impressive manner he can.

 

Power Descriptions: Lacking any proper powers, Riley prefers his gadgets to follow the aesthetic of entertainment tech, sleek and chromed. He's not picky as long as it's sufficiently flashy and matches the costume. His boomerangs, which he has dubbed "Raptorangs," are shiny chrome and are designed like stylized birds. His motorcycle is the same shade of black as his costume, with a large, swooping panel over the front resembling his costume's visor. His HQ is a more recent investment, and is kept simple and spartan.

 

Complications:
Fortune and Glory: He professes to be above it, but Riley adores the limelight that superheroing brings.. He can be easily tempted by the potential for glory and fame.

No, But I Play One On TV: Riley is still establishing his super-identity. He may, especially when stressed, switch to his normal wisecracking behavior while in his Gyrfalcon persona, or behave in the dark and quiet manner of Gyrfalcon while living his day-to-day life.

Legitimate Businessman: Riley can't devote his entire working life to superheroing without arousing some suspicion. He needs to take time away from the costume to run his business on occassion, a fact which he isn't thrilled with.

Awkward Teenage Years: Riley's early period as Gyrfalcon, before he had built up his skills and demeanor, aren't very far behind him. He will occasionally run into someone he encountered during his beginner days, meaning they may think of him as his former, more bumbling self.

 

Abilities: 8+10+8+8+0+4=38 PP
Strength: 18 (+4)
Dexterity: 20 (+5)
Constitution: 18 (+4)
Intelligence: 18 (+4)
Wisdom: 10 (+0)
Charisma: 14 (+2)

 

Combat: 16+16=32 PP
Initiative: +5
Attack: +8 Melee/Ranged, +14 Unarmed, +12 Boomerangs
Defense +12(+8 Base, +4 Dodge Focus), +4 Flat-Footed
Grapple: +12
Knockback: -4/-3 Flat-Footed

 

Saving Throws: 3+5+10=18 PP
Toughness: +8(+4 CON, +2 Defensive Roll, +2 Armor Bonus)
Fortitude: +7(+4 CON, +3)
Reflex: +10 (+5 DEX, +5)
Will: +10(+0 WIS, +10)

 

Skills: 120 R=30 PP
Acrobatics 7 (+12)
Bluff 8 (+10)
Climb 6 (+10)
Drive 4 (+9)
Escape Artist 5 (+10)
Gather Information 13 (+15)
Intimidate 13 (+15) Skill Mastery
Investigate 10 (+14) Skill Mastery
Knowledge [Business] 3 (+7)
Knowledge [Current Events] 3 (+7)
Knowledge [Streetwise] 8 (+12) Skill Mastery
Knowledge [Tactics] 4 (+8)
Notice 10 (+10)
Search 8 (+12)
Sense Motive 10 (+10)
Stealth 8 (+13) Skill Mastery

 

Feats: 32 PP
Attack Specialization (Boomerangs) 2
Attack Specialization (Unarmed) 3
Benefit (Wealth 2)
Challenge (Fast Startle)
Defensive Roll 2
Dodge Focus 4
Equipment 7
Evasion 1
Luck 1
Master Plan
Power Attack
Quick Draw 1
Skill Mastery [Intimidate, Investigate, Knowledge [Streetwise], Stealth]
Sneak Attack 1
Startle
Takedown Attack 1
Uncanny Dodge (Auditory)
Well-Informed

 

Equipment: 7 PP=35 EP

  • Utility Belt Array (9PP Array; Feat: Alternate Power) [10EP]
    • Base Power: Obscure 4 (Smoke Bombs; Visual Senses [Feat: Indirect] {9/9}
    • Alternate PowerBlast 3 (Raptorangs; [Feat: Autofire] {9/9}
  • Grappling Gun (Super Movement [Swinging]) [2EP]
  • Gyrfalcon Suit (Protection 2) [2EP]
  • Lock Release Gun [1EP]
  • Night Vision Goggles [1EP]
  • HQ: The Nest [10EP]
    • Size: Medium
    • Toughness: +10
    • Features: Communications, Computer, Concealed, Garage, Gym, Living Space, Power System, Security System
  • Vehicle: The GyrCycle [9EP]
    • Size: Medium
    • Toughness: 8
    • Defense: 10
    • Strength: 15
    • Speed: 5

 

 

Powers: 0PP

 

Drawbacks: 0PP

 

DC Block

ATTACK			RANGE        SAVE        EFFECT
Unarmed Attack		Melee        DC 19        Damage
Blast (Boomerangs)	30 ft        DC 18        Damage

 

Totals: Abilities (38) + Combat (32) + Saving Throws (18) + Skills (30) + Feats (32) + Powers (0) - Drawbacks (0) = 150/150 Power Points

Link to comment

Looks like a solid Cowl concept.  A couple fluff things to start with more to think about than a needed change.  The Rookery is the HQ of the canon character the Raven.  Now being a Cowl and all that isn't super public knowledge so fine to also call your HQ that but it could cause confusion down the road IC or OOC.  Once again it doesn't need to change just something to keep in mind.  Second you might consider theming your boomerangs or coming up with some fun unique thrown weapon to use, or coming up with an IC reason he gravitated toward boomerangs, likewise it might add flavor and make posts easier to establish what fighting styles he's trained in.

 

On to the numbers part.

 

Stats: you have 2pp recorded spent on charisma and spent 4 (your total is correct so just requires an edit to correct the number.

Combat:  attack should be +8 Melee/Ranged, +12 Unarmed, +12 Boomerangs  with two ranks of attack specialization in each of those.

Feats:  I only count 31 PP spent here not 32

The HQ should be detailed with size/toughness and features as should the motorcycle even if both are just copied from the book for your and GMs ease of reference.

 

Currently you're at PL 9 offensively when you can sneak attack.  Not a deal breaker given he has feats to reliably catch people out flatfooted or shaken but might be a little rough.  Putting that missing PP from feats into another rank of unarmed specialization would put you at PL 10 with your fists and sneak attack up.  PP is clearly tight so this is more a future thing to consider but wisdom is a good investment for cowl types often (bonus to will saves and notice/sense motive makes it almost break even on PP even)

 

Link to comment

All right, changes have been made.

 

  • Specialization with Unarmed was supposed to be at 3 originally. I just managed to typo the feat and flub the math on my bonuses at the same time. Now up to PL10 while sneak attacking.
  • Boomerangs have been fluffed into Raptorangs and given a mention under Power Descriptions.
  • Spelled out the abilities of the HQ and Vehicle, and given them new names.
  • Added some references to fighting styles up above, to give some baseline for fight scenes.
Link to comment

Alright almost there looks like we had a miscommunication on stats/charisma.  at 38 PP you had paid for a 14 charisma so that was fine you just recorded it as costing 2 not 4 PP.  I went in and fixed it though for simplicity's sake.

 

You have your first Approved!  Someone will be by shortly for your second I'm sure.

Link to comment

Huzzah, cowls! Looks like a pretty solid foundation. Just some fairly minor notation stuff:

 

Looks like the Trade-Offs bit at the top may need some updating - right now the character's +4 Attack, -4 Damage.

 

With +8 Toughness, 2 of which is from defense roll, this character's Knockback would be -4/-3 Flat-Footed. Keep in mind that it'll be slightly lower (-3/-2) when out-of-costume.

 

Will should probably read "Will: +10 (+0 WIS, +10)"; a minor thing, but it'll save your GMs a little confusion.

 

Double-check the final skill bonuses - looks like the Charisma-linked skills were originally set up with a CHA +1 bonus instead of the current CHA +2.

Link to comment
×
×
  • Create New...