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Midnight (PL 15) - Gizmo (Impervium)


Gizmo

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Midnight II
Power Level: 15 (247/250PP) [325]
Trade-Offs: +2 Attack, -2 Damage
Unspent PP: 3


Theme: Creatures of the Night by The Creepshow

In Brief: A soft-spoken young man upholding the legacy of Freedom City’s original mystery man.

Alternate Identity: Trevor Hunter
Identity: Secret
Birthplace: Freedom City, North Bay
Occupation: University Student (Engineering Major)
Affiliations: Young Freedom/Claremont Academy (alumni), Liberty League (legacy hero)
Family: Travis Hunter (Midnight I, grandfather), Ted Hunter (father), Janet Pryce-Hunter (mother)

Description:
Age: 21 (DoB: February, 1993)
Gender: Male
Ethnicity: Caucasian
Height: 6'2"
Weight: 185 lbs.
Hair: Black
Eyes: Black Sclera With Red Irises

Trevor Hunter’s height and angular features give his powerfully athletic frame an impression of leanness that suits his relaxed demeanour and dark hair just a little too long to be kept tidy. Dressing largely in subdued browns and blacks, he eschews logos and accessories, preferring plain long-sleeved shirts and jackets with a generally uncluttered appearance. His only concessions are a battered black fedora which he wears whenever convenience allows and a pair of heavily tinted sunglasses which conceal his clearly metahuman eyes.

As the second Midnight, he wears a costume only slightly altered from the one used by his grandfather, starting with a lightly armoured jump-suit. Trevor has shortened the trench coat to a jacket to make it more practical for riding the Night Cycle, and added a matte black utility belt containing an array of gadgets. His featureless mask and fedora are in fact the very same ones used by Travis Hunter, although the mask’s functional elements had to be replaced. The entire costume is pitch black save for glowing red eyes.

History: Shortly after the Liberty League disbanded in the late 1950s, the mysterious vigilante known as Midnight disappeared, never to be seen again. Remaining active but underground for several years, chemist Travis Hunter eventually settled down and raised a family. Though the occasional crisis would bring him out of retirement, it was never for long and always without public knowledge.

The years of exposure to his ‘midnight mist’ had left a greater mark of Hunter than he realized, however. With his son forced to move often due to his job, Hunter’s grandson Trevor came to live with the now elderly, though still remarkably vigourous, chemist in his sizeable estate. This turned out to be fortuitous, for when Trevor’s metahuman abilities manifested at puberty, his grandfather instantly recognized the familiar light blocking gas he produced.

Calming the confused youth, Hunter revealed to him the long abandoned ‘Midnight Manor’ hidden below their home and explained his history as a masked crime fighter. The moment the old, flickering lights illuminated the glass case containing the Midnight costume, Trevor’s fate was sealed. He knew his destiny was to follow in his grandfather’s footsteps and, seeing the boy’s determination, Hunter had to agree.

Trevor’s training began immediately, with the condition that he was not to venture out into the city until he earned his license and refurbished one of the Manor’s decrepit vehicles to drive himself there. To Hunter’s chagrin the mechanically inclined Trevor not only met both conditions with surprising ease, but insisted on claiming the Night Cycle as his transportation of choice.

The new Midnight’s first forays into the world of super heroism caught the attention of Duncan Summers, who recognized the modus operandi of the hero who was in many ways the spiritual predecessor of the Raven. Sending his daughter out to make contact with the teen, Summers invited Trevor to enroll at Claremont Academy. With his grandfather’s blessing he accepted, eager to give a new generation of villains a very good reason to be afraid of the dark.

Trevor’s time at Claremont proved to be eventful, although his most fantastic adventures as a part of Young Freedom took place in a number of alternate dimensions and timelines, affording him a continued low profile on Earth-Prime. Harsh battles developed both his superhuman abilities and considerable skills while forging friendships and ultimately romance. There can be no doubt that Midnight has come to Freedom City once more.

Personality & Motivation: Trevor is outwardly reserved without being cold. He’ll smile slightly rather than laugh, and he’ll narrow his eyes rather than shout belligerently. What sense of humour he does display is bone dry, often leaving those he interacts with uncertain if he made a joke or not. Slow to anger, he has little interest in social drama and is unfailingly genuine in his sentiments. Content to let others have the spotlight, when he does speak his words carry a weight that belies his years.

Fighting crime is a point of family pride for Trevor, one he takes very seriously. The exploitation of the innocent is one of the few things sure to draw a reaction from the typically demure teen, and he takes a good deal of satisfaction from utilizing fear against the villains who make it their stock and trade.

Powers & Tactics: Trevor is able to produce clouds of “midnight mistâ€, the gas invented by his grandfather, at will. The mist blocks out light, plunging those caught in its wake into darkness. Initially using his specially designed goggles to see through this miasma, Trevor eventually found his metahuman physiology adapting to make them unnecessary, at the price of a disconcerting appearance.

The presence of the mist saturating his muscle tissue grants Trevor a surprising durability. A quirk of his metahuman nature, arguably a secondary mutation, makes him resistant to mental intrusion and all but undetectable by telepathic means. Supplementing these powers are an array of compact gadgets secreted about the pockets of his coat and belt.

 

 



Complications:
Camera-Shy: Trevor prefers to remain unseen by the public; the shadows are where he does his best work.
Disarmed: Trevor's coat and belt need to be removed to completely deprive him of his gadgets, but many of the individual items are hand-held, and can be disarmed as such.
Don’t Touch The Hat: Don’t. Touch. The Hat.
Frightening: The Midnight costume is great for scaring bad guys, not so great for reassuring civilians, especially kids.
Legacy: Living up to his inherited code name means the world to Trevor.
Loyalty: Trevor made some good friends at Claremont Academy.
Relationship: Erin White AKA >Wander.


Abilities: 10 + 10 + 6 + 8 + 6 + 10 = 50PP
Strength: 20 (+5)
Dexterity: 20 (+5)
Constitution: 16 (+3)
Intelligence: 18 (+4)
Wisdom: 16 (+3)
Charisma: 20 (+5)


Combat: 20 + 12 = 32PP
Initiative: +5
Attack: +10/+14 Melee
Grapple: +19
Defence: +12 (+6 Base, +6 Dodge Focus), +3 Flat-Footed
Knockback: -4/-2 Flat-Footed


Saving Throws: 4 + 5 + 8 = 17PP
Toughness: +12 (+3 Con, +4 Defensive Roll, +5 Protection)
Fortitude: +7 (+3 Con, +4)
Reflex: +10 (+5 Dex, +5)
Will: +11 (+3 Wis, +8)


Skills: 148R = 37PP
Acrobatics 5 (+10) Skill Mastery
Craft (Mechanical) 11 (+15)
Disable Device 8 (+12)
Drive 10 (+15) Skill Mastery
Gather Information 5 (+10) Skill Mastery
Intimidate 20 (+25) Second Chance, Skill Mastery
Investigate 11 (+15)
Knowledge (History) 6 (+10)
Knowledge (Streetwise) 6 (+10)
Knowledge (Tactics) 11 (+15)
Knowledge (Technology) 6 (+10)
Language 3 (ASL, French, English [Native], Mandarin)
Medicine 2 (+5) Skill Mastery
Notice 12 (+15) Skill Mastery
Perform (Dance) 5 (+10)
Sense Motive 12 (+15) Skill Mastery
Stealth 15 (+20) Skill Mastery


Feats: 41PP
Attack Focus 4 (Melee)
Benefit 3 (Nice Hat, Wealth 2 [Rich])
Blind-Fight
Defensive Roll 2 (+4 Toughness)
Dodge Focus 6
Evasion 2
Equipment 7 + 4 (Veteran Reward)
Hide in Plain Sight
Jack of All Trades
Luck 3
Master Plan 2
Minion 11 (Veteran Reward)
Power Attack
Second Chance (Intimidate)
Skill Mastery 2 (Acrobatics, Drive, Gather Information, Intimidate, Medicine, Notice, Sense Motive, Stealth)
Sneak Attack
Startle
Takedown Attack 2
Well-Informed

Equipment: 11PP = 55EP

 

 

 

5 + 4 + 5 + 21 + 20 = 55EP

Strike 3 (Feats: Mighty, Subtle) [5EP] (Collapsible Escrima Sticks)

Immunity 4 (Suffocation Effects, Visual Dazzles) [4EP] (Midnight Mask)

Speed 1 (10mph / 100ft per Move Action) [1EP] + Super-Movement 2 (Slow Fall, Swinging) [4EP] (Grappling Hook Gun)
 

Night Cycle (Vehicle) [21EP]

Size: Medium [0EP]; Strength: 20 [2EP]; Defence: 10 [0EP]; Toughness: +10 [5EP]

Features: Alarm 2 (DC 25), Computer, Communications, Disguise, Hidden Compartments, Nitro Injectors, Remote Control [8EP]

Powers: Speed 5 (250mph / 2,500ft per Move Action, Feats: Subtle) [6EP]
 

>The Midnight Manor (HQ) [20EP]

 


Powers: 36 + 12 + 5 + 1 + 6 + 10 = 70PP

Gadgets 4 (20PP Variable Power, Any Power, Multiple Powers At Once, Extras: Action 2 [Free], Duration [Continuous], Flaws: Hard-To-Lose) [36PP] (Utility Belt & Coat)

Example Gadgets

 

 

 

 

Spoiler

EMP Grenade [15 + 5 = 20PP]
Drain Toughness 15 (Extras: Affects Objects, Area [General, Burst, 50ft radius], Linked [Damage], Flaws: Limited [Objects], Limited [Electronics]) [15PP]
+ Damage 10 (Extras: Area [General, Burst], Linked [Drain], Flaws: Limited [Objects], Limited [Electronics]) [5PP]

Teleportation Signal Hijack [1 + 19 = 20PP]
Super-Senses 1 (Trace Teleport) [1PP]
Teleport 4 (Extras: Accurate, Affects Others, Power Feats: Change Velocity, Easy, Progression [Cargo] 1 [200 lbs.]) [19PP]

Original Night Gun [3 + 17 = 20PP]
Obscure 3 (Visual Senses, 25ft radius; Extras: Independent, Linked [stun], Flaws: Action [Full]) [3PP]
+ Stun 5 (Extras: Area [General, Cloud, 25ft radius], Linked [Obscure], Range [Ranged], Flaws: Action [Full], Power Feats: Progression [Area], Sedation) [17PP]

Tight-Beam Sonic Emitter [17 + 3 = 20PP]
Dazzle 15 (Auditory Senses, Power Feats: Accurate 2) [17PP]
Communication 3 (Auditory (Ultrasonic); 1000ft) [3PP]

Universal Translator [5 + 15 = 20PP]
Super-Senses 5 (Acute Analytical Smell, Analytical Hearing, Analytical Vision, Ultrasonic Hearing) [5PP]
Comprehend 5 (Codes, Languages 4 [Read/Write/Speak/Understand Any/All Simultaneously], Extras: Affects Others) [15PP]


Obscure 3 (Olfactory & Visual Senses, 25ft radius, Extras: Action 2 [Free], Independent, Flaws: Range [Touch]) [12PP] (Gaseous Cloud)

Protection 5 [5PP] (Saturated Muscle Tissue)

Super-Senses 1 (Communication Link [Mental, Eve Martel/Sage]) [1PP]

Super-Senses 6 (Counters Obscure [Visual Senses, All Descriptors], Infravision) [6PP]

Telepathic Resistance 2 (10PP Container, [Passive, Permanent]) [10PP] (Mutant Neurology)

Concealment 2 (All Mental Senses, Extras: Duration [Continuous], Flaws: Permanent) [4PP]
+ Concealment 1 (ESP Effects, Extras: Duration [Continuous], Flaws: Limited [Mental/Psionic Effects], Permanent) [1PP]

Immunity 10 (Psionic Effects, Flaws: Limited [Half Effect]) [5PP]

 


DC Block:
 

 

ATTACK             RANGE     SAVE                              EFFECT
Unarmed            Touch     DC20(22*) Toughness (Staged)      Damage (Physical)
Escrima Sticks     Touch     DC23(25*) Toughness (Staged)      Damage (Physical)

*Sneak Attack

Abilities 50 + Combat 32 + Saves 17 + Skills 37 + Feats 41 + Powers 70 = 247/250 Power Points


Redbird

 

Spoiler
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Character Name: Redbird
Power Level: 7 (Minion 11 = 165PP)
Trade-Offs: -3 Defence/+3 Toughness

In Brief: Furion autonomic machine intelligence with the ability to merge with and enhance any vehicle.

Birthplace: Silverwood
Affiliations: Furions, Midnight II
Family: Red Falcon (partner, deceased)

Description:
Gender: Currently ‘Female’
Height: 24 cm
Weight: 1 kg

Redbird’s physical form is a polished silver egg roughly the size of a small melon. While appearing featureless from the outside, the artificial intelligence is able to observe her surroundings from any direction and speak in an alto voice which has grown quieter and more deliberate since imprinting upon the human Trevor Hunter.

When merging with a vehicle, the Furion technology of Redbird’s ‘egg’ melts into the control system, be it steering wheel or computer interface, and proceeds to enhance its temporary body with increased speed and other capabilities. These enhancements can range from subtle to clearly not-of-the-world, but in deference to Midnight’s preferences, cosmetic alterations typically include a light-devouring black colour scheme accented by a dark crimson wing motif.

On the rare occasions she bothers to create any kind of holographic representation of herself, Redbird appears as an athletic woman roughly six feet tall and in her late twenties, slight only the the Furions’ statuesque standards. With dark red hair and high cheekbones, she shares many features in common with both Red Falcon and Trevor Hunter while dressing in motorcycle leathers or a chauffeur’s uniform as appropriate.

History: Redbird is an autonomic machine intelligence created by the Furions, the powerful race of Terminus natives that are the last true opposition to Omega’s forces in that wretched blight of a realm, and like them she is very, very old. Computers in only most rudimentary of terms, such intelligences served many functions, with Redbird acting as copilot to some of the Furions’ greatest pilots, bridging the divide between rider and vehicle.

Until recently Redbird was partnered with the Furion warrior known as Red Falcon. When the latter was injured too gravely to fly during Omega’s latest gambit to destroy Earth-Prime, Trevor Hunter, the second hero of his world to go by the name Midnight, stepped in, displaying a hitherto unseen level of fast-twitch muscle fibre compatibility. Red Falcon’s last act before a heroic sacrifice against a literal army of Omegadrones was to ensure that Redbird was safely entrusted to the care of the Earth-Prime heroes, thereby surviving his suicide run.

Redbird subsequently imprinted on Midnight, a process which adjusts a machine intelligence’s behaviour to better compliment that of its new partner, often resulting in a completely new personality, albeit with all the same memories, skills and core traits the intelligence had previously possessed. Though it is traditional for the intelligence to take on a new name as well - and ‘Nightbird’ was briefly considered - given the nature of Red Falcon’s demise, both Redbird and Midnight agreed an exception would be appropriate.

Earth-Prime is a much different world than Silver Tree, and Redbird is still adjusting to her new role, but it is enough to know that there is evil to be vanquished and battles to be won. In that, the two worlds are no so different at all.

Personality & Motivation: Redbird’s current personality paradigm is level-headed and methodical - by Furion standards, at least. While previously jittery and almost anxious, Red Falcon’s passing has had a sobering effect on top of her current partner’s calm nature. She still possesses a temper than ignites into fiery rage at the sight of Omega’s lackeys and unsurprisingly has a passion for high speeds and daring maneuvers.

Adopting a female voice and persona after observing Midnight’s close teamwork with Wander, Redbird elected to hold to that choice even after the a few relevant subtleties of human interaction were explained. She’s also stopped referring to herself in the third-person for the most part, discovering it was off-putting to her new allies, but still slips back into the habit when excited.

Powers & Tactics: In her own, independent form Redbird is immobile but still able to speak in any sentient language, observe her surrounding in broad spectrum and deliver a nasty surge of cosmic energy to anyone foolish enough to pick up her ‘egg’ without permission.

Paired with a vehicle and sufficiently skilled rider, however, she is force to be reckoned with. Merging with any vehicle and enhancing it with what could loosely be considered the ‘technology’ of Silver Tree, she can outfit her host chassis with ground speeds nearly light speed, flight and space-faring capabilities, powerful cosmic weaponry and whatever other equipment might be useful to the task at hand.

 

 



Abilities: -10 - 10 - 10 + 6 + 8 + 6 = -10PP
Strength: -
Dexterity: -
Constitution: -
Intelligence: 16 (+3)
Wisdom: 18 (+4)
Charisma: 16 (+3)


Combat: 6 + 0 = 6PP
Initiative: +3
Attack: +7 (+3 Base, +4 Size)
Grapple: -
Defence: +4 (+4 Size), +4 Flat-Footed
Knockback: -5 (+3 Size)


Saving Throws: 0 + 0 + 6 = 6PP
Toughness: +10 (+10 Protection, Impervious 7)
Fortitude: -
Reflex: -
Will: +10 (+4 Wis, +6)


Skills: 64R = 16PP
Computers 12 (+15) Skill Mastery
Drive 0 (-/+12) Skill Mastery
Intimidate 10 (+7/+13)
Knowledge (Physical Sciences) 7 (+10) Skill Mastery
Knowledge (Technology) 7 (+10) Skill Mastery
Language 1 (English, Furion [Native])
Notice 11 (+15) Skill Mastery
Pilot 0 (-/+12) Skill Mastery
Sense Motive 6 (+10) Skill Mastery
Stealth 10 (-/+10) Skill Mastery


Feats: 11PP
All-Out Attack
Eidetic Memory
Fearless
Interpose
Power Attack
Skill Mastery 2 (Computers, Drive, Knowledge [Physical Sciences], Knowledge [Technology], Notice, Pilot, Sense Motive, Stealth)
Speed of Thought
Teamwork 3


Powers: 8 + 1 + 20 + 30 + 29 + 17 + 5 + 14 + 12 = 136PP

Comprehend 4 (Read, Speak and Understand All Languages Simultaneously) [8PP]

Datalink 1 (10’, Radio) [1PP]

Enhance Vehicle 4 (20PP Variable Power, Any Power, Multiple Powers at Once, Extras: Affects Others, Flaws: Action [Full Action], Limited 2 [Only Others, Only Vehicles]) [20PP]

Immunity 30 (Fortitude Effects) [30PP]

Autonomic Machine Intelligence Array 14 (28PP, Power Feats: Alternate Power 1) [29PP]

 

 

Base: Possession 4 (Extras: Action [Free, +2], Affects Objects, Alternate Save [Reflex], Flaws: Limited 2 [Objects Only, Vehicles Only]) [16PP]
 
+ Enhanced Skills (Drive 12, Pilot 12) [6PP]

+ Morph 3 (+15 Disguise, Any Vehicle of Type Possessed) [6PP]

AP: Damage 7 (Extras: Aura, Duration [sustained, +2]) [28PP] (Cosmic Energy Defence)


Protection 10 (Extras: Impervious 7) [17PP]

Regeneration 5 (Recovery Bonus +0) [5PP]

Shrinking 12 (Diminutive, Extras: Duration [Continuous], Flaws: Permanent, Power Feats: Innate, Normal Toughness) [14PP]

Super-Senses 12 (Terminus Awareness [Visual], Direction Sense, Distance Sense, Infravision, Ultravision, Extras: Analytical 2 [All Visual], Radius 2 [All Visual], Tracking 3 [Terminus Awareness]) [12PP]


DC Block

 

 

 

 

 


ATTACK             RANGE            SAVE                        EFFECT
Cosmic Defence     Touch (Aura)     DC22 Toughness (Staged)     Damage (Energy)

 

 

 

 

 

Totals: Abilities (-10) + Combat (6) + Saving Throws (6) + Skills (16) + Feats (11) + Powers (136) - Drawbacks (0) = 165/165 Power Points

 

Edited by Fox
+2pp for April 2021
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A fairly extensive revision of Midnight II's sheet. In broad strokes, I've broadened his skillset while tidying up his powers to better reflect his core concepts. He now hits PL12 combat caps before Gadgets, putting him squarely in the realm of a 'badass abnormal' costumed detective. With Gadgets he can feasibly reach PL15 against appropriately powerful opponents but is more likely to arrange them for utility as the situation demands. His telepathic resistance and mental link with Sage have also been clarified, both mechanically and in his Powers & Tactics section.

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