Player Name: Avner Character Name: Dirk MacDuff or ‘Mac” to the locals Power Level 10 (150/150PP) Trade-Offs: "None" Unspent Power Points: 0 In Brief: A local bartender of the Fens who comes across a cloak that gives him the powers to fight back against the corrupt elements in his neighborhood.
Residence: The Fens. Base of Operations: A bar in the fens named The Eclipse Catchphrase: “Be Afraid of the Dark”
Alternate Identity: Darkcloak Identity: Secret Birthplace: The Fens Occupation: Bartender Affiliations: None Family: A Sister and Nephew
Description: Age: 27 (DoB: November 91) Apparent Age: 25 Gender: Male Ethnicity: Caucasian Height: 6’0 Weight:189 Eyes: Green Hair: Breown
Black is beyond a signature style for Darkcloak as it is the cloak itself that gives him his powers. The large hooded cloak is more then a mere garment and its frayed ends seem to move of their own free will as if appendages of a larger nightmare beast The cloak’s hood keeps his identity in shadow while a black armored jumpsuit underneath seems to come across as a shade of grey against his Onyx coat. For good measure the hero wears a long trench coat over the armor as well donning him in yet another shade of black. A shadowy chain seems to snake its way up Darkcloak’s right arm when not in use always ready to be called upon.
Mac is the contrast of his superhero counterpart, always dressed in brighter colors he has a lively personality as he tends bar at the Eclipse. As an owner operator he is always there with a keen smile and cold drink for anyone who needs a break in the hard life of the Fens. Any heroes who come to the bar are given free drinks in thanks for their service.
Power Descriptions:
Darkcloak seems to be a nightmare come to life. He does not make footsteps but instead seems to glide over the ground as if a ghost. A dark chain made of shadow unravels itself from his arm as he brings it to call and seems to leave a small wispy bit of smoke in its path. The Shadow bolts and other creations that Darkcloak manifests seem darker than the night themselves but yet hold a solid form, the bolts even piercing armor due to their sharp pointed ends.
Of all of his powers however it is the Cloak that is most frightening. It seems to move of its own accord both protecting and living off of its host. Terrifying images of another dark dimension can be seen if it is stared upon too long. Its wispy trails seem to turn to tentacles that will grab pierce and feed off of an unwilling victim when the Cloak is able to assert its will. Even the portals it allows Darkcloak to make are manifested through the Shadow dimension from which the cloak draws its power. Going through such a portal without the Cloak’s master could lead to an early life in the insane asylum.
History:
Connor Mc Duff was a local hero to the Fens. Not only was he a community leader who stood up to the gangs that normally put the community into hiding, but he also had a secret identity as the original Darkcloak of the Fens. Connor had saved up money to build a community center for the Fens and on its grand opening three rival gangs showed up and shot him down as well as everyone in attendance. His only son and daughter had been away when the event happened. Maggie was a beat cop who worked more hours than she should trying to protect the Fens from various threats inspired by her father. She had fallen for the wrong man out of the academy and was left as a single mother trying to juggle motherhood and life. Dirk, her less responsible brother now tried to help out with watching her son he was in town. Dirk had gone to University to study, something, he hadn’t decided quite where to take his life.
That all changed with the mass execution at the community center. Dirk came home to help Maggie and deal with his father’s death. The funeral seemed to happen so quickly it blew by and before he knew it Maggie was back to work leaving Dirk to decide what to do with the community center. He tried to re-open it and follow his father’s dreams but after the killing no one would come. After some consideration he decided to renovate the place and put his own spin on it by turning it into a local watering hole. He called upon the aid of one of his father’s best friend the local priest Father Giovanni to help him with the renovations. It was Father Giovanni who insisted they did it themselves and wouldn’t let him hire out any contractors. The reason why was soon revealed. Dirk found a secret entrance under the back of the bar leading into Darkcloak’s layer. In the back of the layer was a chest that was actually chained shut and hopping up and down. Father Giovanni explained that Dirk’s father was the first Darkcloak and that he had retired from crime fighting during Franklin Moore’s ‘zero-tollerance’ era. It was then he had decided to settle down and help the community from his civilian persona. Giovanni also explained that it wasn’t easy, the cloak was not just a crime fighting costume, it was a parasite that lived off of its host. To break the bond with the Cloak Connor had to do something to break his binding oath with it. Once that was done he captured the cloak and chained it up in the basement. Ever since Connor’s death the thing seemed to be going mad.
Dirk did not open the chest to seek out vengeance. He was pretty sure that was what the cloak would want, but he knew it would have tainted his father’s legacy to do such a thing. No he opened the chest mostly out of curiosity, but also because of need. Dirk knew the Fens needed him, Freedom City needed him, but they needed a Darkcloak even more. He had grown up hearing the stories of the fabled hero who kept all the mobs in check and protected the innocent, the cloak would need to fly once again. When he opened the chest the cloak swirled around him in what seemed to be an eternity but lasted only a moment. Dirk was quite sure if he failed its test it would be the last thing he ever failed at.
The thing seemed to speak in his head reciting an oath all the while. In order to bond with the cloak he needed to swear to not just fight evil, but seek it out and be its end. He knew immediately that the Cloak itself fed on such evil, but he didn’t know exactly how. Agreeing to the oath Dirk suddenly felt the cloak settle on his shoulders, the next Darkcloak was born.
Personality & Motivation: Dirk has always been a good man who cares about his community. Growing up in the Fens he has known what the various gangs and criminals have done to the good people he has grown up with, but was always powerless to stop it. His father created a haven for the people of the Fens and was murdered for it. Embracing the Dark Cloak he has bonded with the strange entity as his father once did and now has sworn an oath to fight the evil that infects the Fens. Staging as a bar owner during the day he seems like the charming but helpless business owner. He pays protection money to the various groups of the Fens to keep them ignorant of his activites and to make his bar 'The Eclipse' a neuteral zone for gang rivalries. In return he hunts them by night and protects the innocent. He i not dark and brooding as his appearance might indicate, instead he is hopeful of change and seeks out Justice for the wicked who bar its way.
Powers & Tactics: Darkcloak strikes from the shadows using the darkness as a tactical ally. He uses fear to impair his enemies from a distance and entrance them. Crafting objects out of shadow and creating fields of Darkness he increases his advantage until he has no choice but to close in. That is when he strikes with his Shadow chain striking down enemies quick for if he waits too long the Cloak will strike out on its own sapping the life out of its target and feeding him with it. The Cloak is both unpredictable and uncontrollable and even Dirk does not know its true nature. His father had sealed it away for a reason so he does his best to eliminate its exposure. Each time he uses it however it seems like he just wants to use it more. He straddles a fine line with the symbiotic relationship.
Complications:
Endowment Origin:- The Dark Cloak is rumored to have come from a Dark Lord from another dimension and is most definitely the source of Dirk’s powers.. Although it feeds off punishing the evil intentions of others the symbiotic relationship with the cloak is unknown or if feeding off such evil has any negative effect.
Justice Not Death: The Oath the Cloak makes Dirk swear binds him to seek out justice and eliminate all evil without exception. It is the Darkness against the Darkness, the bane of evil that hides in the light, the terror against the wicked, the servant of Justice’s Might. Both the Cloak and Dirk have a different idea of how that justice should be enforced. Dirk wants to use non-lethal methods and leave the criminals to the authorities while the Cloak wants to feed entirely on anyone who it deams evil.
The Fens Allegiance: Dirk grew up in the Fens and knows the good people who define the true district most look down on as the slums. He wants to clean up the place without corrupt crime lords. real estate prospectors. and politicians.
Identity: Secret. he is a bartender by day and lets the Cloak reveal itself at night. Mostly due to the cloaks weakness to he light he uses his normal identity to protect it during those hours. Abilities: 0 + 8 + 2 + 0 + 4 + 2 = 16 PP
Strength: 10 (+1)
Dexterity: 18 (+4)
Constitution: 12 (+1)
Intelligence: 10 (+0)
Wisdom: 14 (+2)
Charisma: 12 (+1) Combat:20 + 20 = 40PP
Initiative: +12
Attack: +10 Melee, +10 Ranged +10
Grapple: +10
Defense: +10 (+10 Base, +0 Dodge Focus), +0 Flat-Footed
Knockback: -5 Saving Throws: 7 + 6 + 7 = 20PP
Toughness: +1/+10 (+1 Con, +9 [Other])
Fortitude: +8 (+1 Con, +7)
Reflex: +10 (+4 Dex, +6)
Will: +9 (+2 Wis, +7) Skills: 40R = 10PP
Acrobatics 6 (+9)
Bluff 1
Climb 5 (+5)
Concentration (+2)
Diplomacy (+1)
Disable Device 3 (+3)
Disguise (+1)
Escape Artist 3 (+6)
Gather Information 3 (+4)
Handle Animal (+1)
Intimidate 5 (+6)
Investigate 4 (+4)
Notice 4 (+4)
Search 4 (+4)
Sense Motive (+2)
Stealth 7 (+10)
Survival (+2)
Feats: 21PP
Accurate Attack
Defensive Roll 6
Fearless
Fighting Style Judo
Improved Initiative 2
Move-by Action
-Defensive Attack
-Equipment 4
-Improved Disarm 1
-Improved Grab
-Improved Pin
-Improved Trip
-Stunning Attack
Equipment: 4PP = 5*XEP
Armored Jumpsuit (Toughness Bonus +3) 3EP
Leather Jacket (Toughness Bonus +1) [1EP]
Handcuffs [1EP]
HQ – Underground Lair(Toughness +15. Size: Medium, Communications, Computer, Concealed 1, Defense System, Garage, Holding Cells, Isolated, Laboratory, Library, Living Space, Power System, Security System. 15EP
Powers: 10 + 1 +2 +57 +2 = 72PP
Shield 10 (Cloak of Darkness) [10PP] (Darkness, Cloak)
Senses 2 (Darksight; Flaws: Limited to Own Effects, [1PP] (Senses, Darkness)
Flight 1 (Power Feats: Subtle, Flaws: Levitate) [2PP] (darkness manipulation)
Umbrakinesis (Darkness Control 25 Array) (Drawback: Power Loss (Oath of Darkness) [57PP] (Darkness, Magic)
Strike 8 (Shadow Chain; Feats: Mighty Accurate, Incurable, Accurate Attack Improve Critical, Rage 2, Split Attack) [16PP]
Create 10 (Shadow Constructs Extras: Movable Flaws: Distracting, Feats: Progression, Object Size 2, Stationary) [23PP]
Darkness Control 3 (Shadow Fields; Extras: Area (Cloud), , Feats: Progression Increase Area 2,Slow Fade,) [13PP]
Blast 10 (Shadow Bolts; Feats: Affects Insubstantial, Precise) [22PP]
Teleport 7 (Gate of Darkness; Extras: Accurate, Portal, Feats: Dimensional, Easy, Change Direction, Change Velocity, Progression Mass 3, Turnabout) [43PP]
Snare 10 (Vampiric Tendrils 10 (Damage Name; Extras: Engulf, Regenerating, Vamperic, Flaws: Side Effect (Uncontrolled), Unreliable Feats: Extended Reach 2 Split Attack 5, Drawbacks: Full Power) [20PP] (Evil)
Emotion Control 10 (Fear the Dark; Extras: Selective Attack, Flaws: Sense Dependent: Vison, Feats: Mind Break, Drawback: Noticable) [20PP]
Regeneration 3 (Healing Shadows; Flaws: Source: Darkness Power Options: Ability Damage 1, Recovery Bonus 3, Resurrection 1) [2PP] (Darkness, Magic) Drawbacks: (-6) + (-3) = -7PP
Weakness (Direct Light; Frequency: Common,; Intensity: Minor [-6PP]
Vulnerability (Light; Frequency: Common; Intensity: Moderate [x1.5]) [-3PP]
DC Block
ATTACK RANGE SAVE EFFECT
Fear the Dark Ranged DC 20 Willpower Fear (Mental)
Shadow Blade Touch DC 23 Toughness Damage (Physical)
Shadow Bolts Ranged DC 25 Reflex Damage (Physical)
Unarmed Touch DC 15 Toughness Damage (Physical) Vamperic Tendrils Touch DC 20 Reflex Damage (Physical)
Totals: Abilities (16) + Combat (20) + Saving Throws (20) + Skills (10) + Feats (21) + Powers (72) - Drawbacks (-9) = 150/150 Power Points