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Avenger Assembled

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  1. Sounds great! We've got the makings of an interesting association, I think. I was thinking of putting Jack in one of the lousier neighborhoods in Freedom City, some place with a lot of street crime and not a lot of questions. The Fens, maybe.
  2. Huh, that would be interesting! It looks like Wesley would be able to see through Jack's masquerade readily enough, but that would just make things more exciting. Oh, and Jack is actually a pretty sociable guy for the undead; the grim and gritty vigilante is mostly a cover. What part of the city does Wesley operate out of?
  3. If you go out and patrol in bad neighborhoods at night on a regular basis, you're probably in. If you're at a much higher PL than 10, well...hopefully Jack's disguise will work for a while. :D
  4. So I have a vampire PC (under consideration) by the mods who's trying to pass himself off as a grim and gritty costumed adventurer. Any street-level types out there need a colleague?
  5. Greetings. I'm a Northern Kentucky gamer with an interest in twists on common archetypes. Hope the holiday's been a good one! =D And a new avatar and sig, ta-da!
  6. [floatr][/floatr] Player's Name: Davis Power Level: 15 (249/250pp) Trade-Offs: +5 Attack / -5 Damage Unspent PP: 1 Progress to Platinum: 100/120pp Characters Name: Avenger Alternate Identity: Jack Faretti Height: 6'2" Weight: 180 pounds Hair: Black Eyes: Black Description: As befits a gritty urban righter of wrongs, Avenger's costume is clearly homemade: his face is covered by a hockey mask spray-painted matte black, his hands by black motorcycle gloves with the logos still visible, bulky black combat fatigues supplemented with waist-length storebought cape, and heavy black combat boots. Still, his eyes are cold and menacing behind the mask even as his voice turns from silky purr to low growl. The man behind the mask is no one to trifle with. Jack Faretti is a darkly handsome man with black hair and eyes that make his skin look paler than they ought to be. He seems most at home in the night, and indeed generally wears prescription sunglasses during the day. He is quiet and polite, and especially handsome when he smiles, showing off perfect white teeth. He wears plaid shirts and jeans most of the time, usually white and blue respectively, and generally takes pains to look...ordinary. History: Jack Faretti became a vampire three years ago, transforming from a college dropout and club-goer to an undead creature of the night. His new life gave him great power but little direction, and he reveled in the delicious hedonism and glory of his undead state. He was a careful predator, always mindful of human life, for all that respect for his fellow man became increasingly difficult to remember as he became more and more alienated from humanity. Though he ran with a pack, and occasionally his sire Claudia, Jack was primarily an independent agent. (Jack and Claudia have a healthier relationship than many fictional vampires and their sires, though that's not necessarily saying much. Claudia is attracted to pretty, impressionable young men who'll do what she says and whose blood she can drink. As happens occasionally with couples, her efforts to make Jack more like her [which is to say, the undead] actually meant he lost the things she found attractive about him. They do keep in touch, though, and back each other up when the situation calls for it. Claudia is a pretty young-looking thing with alabaster skin and curly black hair, who favors the short skirts and cigarettes of her native 1920s. Though more humanist than your stereotypical comic book vampire, Claudia treats humans with the same interest as a ten-year-old girl with her favorite toys, and would feel equally as bad if she broke one.) He didn't find new purpose in his life until only recently, when Foreshadow came calling to break up the pack of vampires that ran the club Eclipse as their own private feeding grounds. Jack had never been more than a hanger-on at Eclipse; the gang there had been territorial and prickly, with a disdain for human life that he didn't share. That left him in a perfect position to watch the fight, and something about the battle...inspired him. There was something truly remarkable about a man pitting himself in single combat against a pack of vampires, especially since he was acting purely out of defense of others. The sight got Jack watching television and reading books about superheroes, and made him think more and more about what he could do with his unlife. Wouldn't it be remarkable if a vampire turned to the defense of others? Not out of a horror of his undead state the way the much-ridiculed Nightrage had a generation earlier, but out of a genuine desire to make a lasting monument to himself and humanity at large? And what better way to make sure _he_ didn't have to fight with any superheroes than hide amongst them behind a mask? With his cunning plan in mind, he began accumulating the accouterments he'd need for a costume, along with a "persona" of a tough, take-no-prisoners street vigilante. The night was about to get a lot more interesting. Personality & Motivation: Faretti/Avenger is a basically amiable fellow who pretends to be a dark and gritty street avenger. He remains attached to humanity, especially since he can walk among them by day, but it's hard to think too much of people when they're so delicious. He protects the poor through a sense of noblesse oblige, one inherited from his sire and wealthy suburban family background, but is not a "blue collar" guy by choice. If he had more money, he'd live in a better neighborhood. Jack is from a lineage different than the line that produced Melinda, Nightstalker, and Nightrage. His Eastern European lineage is somewhat closer to that of the 1897 Dracula; very tough and powerful, functional in sunlight, but vulnerable to holy items and to a bowie knife through the heart. Complications: Enemy (other vampires who object to his modus operandi) Hatred (is the undead) Reputation (crazy vigilante) Responsibility (Child: Jack Jr., Spouse: Phantom, Friend: The Scarab, Team: The Midnighters, protecting own humanity, Keeping Freedom City's vampires on the straight and narrow) Rivalry (Fleur de Joie) Secret (is the undead, Power Behind the Throne of Freedom City's vampires) Weakness (needs blood to survive) Stats: 16 + 16 + (-10) + 0 + 4 + 8 = 34pp Str 26 (+8) Dex 26 (+8) Con - (-) Int 10 (+0) Wis 14 (+2) Cha 18 (+4) Combat: 10 + 26 = 36pp Attack +5, +9 @ night, +16 melee, +20 melee @ night Grapple +22, +26 @ night Defense +15, +6 flat-footed Knockback -12, -7 vs. blessed/magic/silver Initiative +16 Saves: 7 + 12 = 19pp Toughness +15 (Impervious 15 [Not vs Blessed, Fire, Holy, Magic, Silver, or Wood/Piercing Damage) Fortitude - Reflex +14 [+7 Dex, +7] Will +14 [+2 Wis, +12] Skills: 120r = 30pp Bluff 14 (+18, +22 Attractive, Skill Mastery) Diplomacy 14 (+18, +22 Attractive) Gather Information 19 (+23, Skill Mastery) Intimidate 19 (+23, Distract, Skill Mastery) Investigate 4 (+4) Knowledge (arcane lore) 6 (+6) Knowledge (streetwise) 6 (+6) Language 2 (Cantonese, English [Native], Old Slavonic) Notice 10 (+12) Search 4 (+4) Sense Motive 6 (+8) Stealth 20 (+27, Skill Mastery) Feats: 48pp Attack Focus (Melee) 11 Attractive Connected Contacts Distract (Intimidate) Dodge Focus 2 Equipment 3 (15EP) Evasion 2 Fascinate (Diplomacy) Favored Environment (Night) 4 Fearless Grappling Block Hide in Plain Sight Improved Grab Improved Initiative 2 Improved Pin Luck 4 Power Attack Second Chance (Stealth) Skill Mastery (Bluff, Gather Information, Intimidate, Stealth) Sneak Attack Startle Takedown Attack 2 Ultimate Skill 2 (Intimidate, Stealth) Well-Informed Powers: 23 + 4 + 30 + 1 + 7 + 15 + 9 + 2 + 3 = 94pp Terrifying Vampiric Array of the Undead 7.5 (15pp; PFs: Alternate Power x8) [23pp] BE: Concealment 10 (all senses; PFs: Close Range, Selective; Flaws: Phantasm), Linked Flight 1 (10 MPH] / 100 feet per Move action; PF: Subtle) and Leaping 1 (x2), [Drawback: Not during daylight] [15 pp]] AP: Drain Constitution 15 (blood drain; Flaws: Requires Grapple; PFs Improved Crit, Reversible, Precise, Slow Fade x4 [1 hour]) [15pp] AP: Drain Constitution 5 (Extras: Insidious; Flaws: Requires Grapple; PFs: Precise), LINKED Mind Reading 15 (Extra: Sensory Link; Flaws: Range 2 [Touch], Requires Grapple; PF: Subtle), LINKED Super-Senses 4 (Postcognition; Flaws: Medium [blood]) [14 PP] AP: Drain Constitution 4 (Extra: Insidious; Flaws: Requires Grapple; PFs: Precise), LINKED Emotion Control 15 (Extras: Duration [Continuous], Insidious; Flaws: Limited to love, Range 2 [touch], Requires Grapple; PFs: Mind Blank, Subtle) [14pp] AP: Concealment 8 (All Visual/Auditory/Olfactory/Mental/Radio Senses; PF: Close Range; Flaws: Limited [While Moving]; [5PP] and Speed 10 (10,000 mph / 100,000 feet per Move action; PF:Subtle), (Drawback: Not during daylight) [10PP])- Speed of the Dead [15pp] AP: Insubstantial 2 (gaseous; (PF: Selective]; Extra: Linked Flight 2 (25 mph / 250 feet per Move action; PF: Subtle; Drawback: Not during daylight]) [15 pp] AP: Mind Control 15 (PFs: Mental Link, Precise, Subtle; Extras: Conscious, Duration [sustained]; Flaws: Action [Full], Distracting, Sense-Dependent [Auditory]), Unreliable [5 uses a day] [11 pp] AP: Obscure 4 (Summoned Bat/Rat Swarm, 50-ft. radius, All Senses; PF: Slow Fade [1PP/one minutes]; Drawbacks: [Not during daylight hours]; Extras: Independent, Total Fade; Flaws: Action [Full], Range [Touch]) and Immunity 1 (own powers; Extra: Affects Others, Ranged) [15 pp] AP: Vampiric on Unarmed Damage 8 (Bite; PFs: Improved Critical 2, Incurable, Precise, Reversible, Sedation, Subtle) [15pp] Concealment 4 (all visual; Flaws: Limited- Machines only, Permanent Duration) [4pp] Immunity 30 (Fortitude effects) [30 pp] Immunity 2 (Bluff skill; Flaw: Limited [Not In Combat]) [1] Impervious Toughness 15 (Flaw: Limited [Not vs Blessed, Fire, Holy, Magic, Silver, or Wood/Piercing Damage]) [7pp] Protection 15 [15pp] Regeneration 18 (+14 recovery bonus [+9 total due to no Con], Injured 1/ 20 minutes, Resurrection 3/five hours [not when staked or beheaded]; Flaws: Source [blood]) [9pp] Super-Senses 2 (Darkvision) [2pp] Super-Movement 1 (Wall-Crawling 1; Power Feat: Alternate Power 2; Drawback: Not during daylight) [3pp] AP: Leaping 2 (x5; Drawback: Not during daylight) AP: Speed 2 (25 MPH; Drawback: Not during daylight) Drawbacks: 13pp * Vulnerability (Fire, Frequency: Common, Intensity: Moderate [150% DC]) [3pp] * Vulnerability (Silver, Frequency: Uncommon, Intensity: Moderate [150% DC]) [2pp] * Vulnerability (Wood [Piercing]; Frequency: Uncommon, Intensity: Moderate [150% DC]) [2pp] * Vulnerability (vs. Holy; Frequency: Uncommon, Intensity: Moderate [150% DC]) [2pp] * Vulnerability (vs. Magic; Frequency: Uncommon, Intensity: Minor [+1 DC]) [1pp] * Weakness (Holy Symbols, dazed for one round by losing an opposed Charisma check; Frequency: Common, Intensity: Moderate) [3pp] DC Block: ATTACKS --- SAVE DC --- DAMAGE TYPE: Unarmed --- DC 22 (24 sneak), Toughness --- Bruise/Injured Bite --- DC 24 (26 sneak), Toughness --- Injured Claws --- DC 24 (26 sneak), Toughness --- Injured Costs: Abilities (34) + Combat (36) + Saves (19) + Skills (31) + Feats (48) + Powers (94) - Drawbacks (13) = Total Cost 249/250pp
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