You need to actually put in the new sheet, Ari.
King of Suits
:arrow: Altered History(entirely re-written), Personality, Powers and Tactics and Power Description(entirely re-written) sections.
:arrow: Increased the Armaments Belt Device to Hard to Lose.
:arrow: Buying the Uncanny Dodge(Hearing) feat.
:arrow: Removed 2 ranks of INT and 4 ranks of Intimidate and 1 rank of Reflex to pay for the Device.
:arrow: Added the "An Army Marches..." and "Bad Bosses" Complications, removed PTSD and Phobia Complications.
[b][u]Player Name:[/u][/b] Arichamus
[b][u]Character Name:[/u][/b] King of Suits
[b][u]Power Level:[/u][/b] 12 (187/187PP)
[b][u]Trade-Offs:[/u][/b] +4 Attack / -4 Damage (Unarmed); +4 Defense / -4 Toughness
[b][u]Unspent PP:[/u][/b] 0
[b][u]Progress To Silver Status:[/u][/b] 37/60
[b][u]In Brief:[/u][/b] French unpowered crime-fighter come to Freedom City to test and improve his abilities and help anyone he can.
[b][u]Alternate Identity:[/u][/b] Marceau Suvou
[b][u]Identity:[/u][/b] Secret
[b][u]Birthplace:[/u][/b] Aude, France
[b][u]Occupation:[/u][/b] Janitor, superhero
[b][u]Affiliations:[/u][/b] House of Suits (European superhero alliance), Legio de Halberdiers (French magician's group, members include magical artist Rene de Saens)
[b][u]Closest Family:[/u][/b] Masud Suvou (Father), Kioni An-Sallah-Suvou (Mother), Mossar An-Sallah (Maternal Uncle), Erran An-Sallah (Maternal Aunt)
[b][u]Age:[/u][/b] 28 (November 2nd 1984)
[b][u]Gender:[/u][/b] Male
[b][u]Ethnicity:[/u][/b] Moroccan/Kenyan
[b][u]Height:[/u][/b] 6'5"
[b][u]Weight:[/u][/b] 178 lbs.
[b][u]Eyes:[/u][/b] Blue
[b][u]Hair:[/u][/b] Black
[b][u]Description:[/u][/b] In his regular attire Marceau is a largely forgettable figure in drab earth-toned coveralls and work boots. In-costume, he wears a 'typical' black and red cape-and-cowl with the insignia of one of the four card suits emblazoned on the chest in attractive white shades. He keeps his hair short and at a remove from his face, giving him a high forehead, which combined with his far-spaced eyes gives him a look of constant apprehension. His nose is also short and blunt, his mouth is thin and often curved slightly upwards at some remembered joke, and he wears a a short, bristling beard. His voice is low, deep and resonant, with a slight French accent.
[b][u]Power Descriptions:[/u][/b] Marceau's gadgets have a general trend of belying their efficacy through unassuming exteriors, mostly by making them look like cards from a standard playing deck, though a close examination quickly alerts the observer to the fact that they all are much thicker. His [b]Shock Rods[/b \] are much less in line with the rest of his contraptions, and thus more obviously resemble [url=http://images4.wikia.nocookie.net/__cb20110711214732/deusex/en/images/7/75/Prod.jpg]some kind of weapon. Newest to his arsenal is a pair of chemically-powered gauntlets that use the burst of a small explosion triggered by the puling of two levers on the gauntlet to increase the force of a punch.
[b][u]History:[/u][/b]
Marceau Suvou was born in the Aude river valley on the south coast of France, to a teacher at the College Varsovie in Carcassonne, and his bride, an electrical engineer. They lived in peace in an old stone house converted out of an ancient Roman villa. Nothing of note happened besides the quiet, introspective personality Marceau developed while living in the river valley. At the age of seven, his parents, having saved up enough money, embarked on a series of two-month long vacations throughout the Eurasian continent.
The cumulative effect was for the boy's already deep interest in the smaller things of life to turn into a near-obsession. For hours when not in the rigorous schooling his parents took upon themselves to give him, he would watch ants walk under leaves, observe the movements of pebbles in the shallows of the river near his home, and stared in awe at a dust devil he happened across one night when he and his family were sleeping in the Afghanistan desert, entranced by the way it swirled the grains about itself. To his parents' relief, he made friends easily, and learned the languages spoken around him with a moderate effort. He wasn't immune to misfortune however, and suffered several potentially dangerous accidents, including one that rendered him permanently impotent.
It took his move to Reims at the age of thirteen, when his mother got a job at the Chooze nuclear power plant, for him to take a wider view. One Saturday morning, while walking in the Jardin de la Patte-d'Oie with a Czech schoolmate of his named Aloysius Novak, when the Raven II and Bowman IV appeared, fighting a flying giant. As they stared in dumbfounded incredulity, the two unpowered heroes managed to lure the giant into a cloud of what turned out to be anesthetics, knocking it out and sending it crashing to the ground. Even back then the two were quick on their feet, and managed to speak for a few seconds with their new idols before the two left to rejoin the rest of the visiting Freedom League. Neither of the two young men took lightly the Raven's joking suggestion that they become heroes themselves to help out.
For the next ten years whenever they had time from schooling, the two trained rigorously, offering their help to any who happened to need it. Their early successes were helped in no small part by the duo's enthusiastic acceptance of the smallest or largest of cases. Aloysius soon took on the role of leader due to the simple fact that as the dashing, swashbuckling sort, he assured others of their legitimacy more than the more subdued Marceau, and when the two set up shop in Serbia in 2007 it was Aloysius who drew up the ranking system and enthusiastically designed the guild's uniform, assenting to Marceau and the later King of Spades(a Romanian woman named Sabine Vaduva)'s wish for more concealing colors only after the Frenchman showed him how easily a competent gunman could track a target in the flashier garb the boisterous Czech loved. The two soon had well over a dozen allies, all of whom as enthusiastic about the kind of work the two often did(dealing with unsolved crimes, fighting the incursions of crime families, capturing supervillains), and all equally dedicated to the kind of training program the two required for all members.
After becoming well-entrenched in the European superhero family as a reliable group of problem-solvers and competent fighters, Marceau and Aloysius began to discuss the idea of starting a branch in the U.S.A., a long-time dream of theirs on account of nearly mythical Freedom City. The discussion was finalized after Marceau uncovered and thwarted a wide-ranging conspiracy in the lower levels of the European Union's government, a long and maddening case that led to the resignation and jailing of a French politician that Marceau in civilian life had deeply admired. In the investigation the King of Suits had found links between the conspirators and numerous criminal families throughout the continent, including ones that previously had appeared totally self-sufficient. Embittered at this discovery at his work, he gladly took the chance for a change of scenery. Arriving in 2010, he unsurprisingly couldn't find much in the way of work on the New England coast, and found himself moving further and further south from his earlier landing point of Maine, ending up in Freedom City shortly after the Grue invasion in April.
He found himself a job as a janitor at an office building used by the American Grant Conglomerate branch's accounting staff, performing sundry maintenance work whenever the place needs it for wages that could be charitably described as "Sub-optimal". As a result, he set up a delivery system to get needed supplies for his costumed adventuring from the base in Europe, which is maddeningly slow and often needs repair after arrival. Nonetheless, the Frenchman is eager to continue his work in his new home, and potentially help people get into his business, and fight the corporeal evils of the world on a level they otherwise would never have the chance to do.
[b][u]Personality & Motivation:[/u][/b] Marceau is usually brisk and cheerful, seeing no reason to dwell on misfortune or become over-demonstrative of one's feelings, although he is still as vulnerable as any other human to irrational emotional responses. He tries to carry himself as he feels he should to inspire others, the knowledge that people follow the exploits of people in his line of work partially for encouragement an ever-present aspect in his mind. He doesn't have the charm that some others do, but he'll gladly try to live up to others' expectations, something he knows first-hand as a marvel to behold.
[b][u]Powers & Tactics:[/u][/b] Marceau's favored tactic is to make his way to a suitable hiding spot and launch a sneak attack against any opponents he can manage, disarming any with firearms he can beforehand. If caught in the open he'll try to escape to a place where he can use his experience with ranged weapons to even the odds. If trapped, he'll use a smokebomb to blind his enemies before attempting to subdue all opponents around him with whatever will defeat them quickest and quietest. He finds lengthy battles increasingly difficult to fight, meaning he relies overmuch on quick defeats to win his battles.
[b][u]Complications:[/u][/b]
[b]An Army Marches.[/b]..: Marceau relies on frequent shipments of supplies from Europe to operate at peak effectiveness, and as he doesn't have nearly the resources to replicate the chemicals and metals he requires a disruption of this lifeline would be dangerous for him.
[b]Bad Bosses:[/b] Marceau is blissfully ignorant of the Grant Conglomerate's misdeeds, and would probably severely overreact if he found out about them.
[b]Hatred:[/b] Conspiracies.
[b]Responsibility:[/b] Caring for the needy, especially his 'posse' of sundry homeless, harmless lunatics and underemployed vagrants who have latched onto him as their protector against street-gangs and minor organized criminals. If any threat comes against them, Marceau feels honor-bound to aid them.
[b]Secret:[/b] Identity.
[b]Struggling:[/b] Maintenance work doesn't pay much.
[b][u]Abilities:[/u][/b] 8 + 10 + 8 + 8 + 0 + 4 = 38PP
Strength 18 (+4)
Dexterity 20 (+5)
Constitution 18 (+4)
Intelligence 18 (+4)
Wisdom 10 (+0)
Charisma 14 (+2)
[b][u]Combat:[/u][/b] 16 + 16 = 32PP
Initiative: +9
Attack: +8 Base, +12 Armaments Belt, +16 Unarmed
Grapple: +12
Defense: +14 (+8 Base, +6 Dodge Focus), +4 Flat-Footed
Knockback: -3/-2 Unarmored
[b][u]Saving Throws:[/u][/b] 5 + 6 + 10 = 21PP
Toughness: +8 (+4 Con, +4 Costume)
Fortitude: +9 (+4 Con, +5)
Reflex: +11 (+5 Dex, +6)
Will: +10 (+0 Wis, +10)
[b][u]Skills:[/u][/b] 144R = 36PP
Acrobatics 10 (+15)
Bluff 8 (+10)
Climb 6 (+10)
Craft(Chemical) 8 (+12)
Diplomacy 8 (+10) Skill Mastery
Disable Device 5 (+9)
Escape Artist 5 (+10)
Gather Information 13 (+15)
Intimidate 9 (+11)
Investigate 12 (+16) Skill Mastery
Knowledge (Streetwise) 10 (+14) Skill Mastery
Knowledge (Tactics) 10 (+14)
Languages 6 (Arabic, Cantonese, English, French [Native], Hindi, Russian, Serbian)
Notice 12 (+12)
Search 12 (+16)
Stealth 10 (+15) Skill Mastery
[b][u]Feats:[/u][/b] 40PP
Attack Specialization (Armaments Belt) 2
Attack Specialization (Unarmed) 4
Benefit (Can use Knowledge [Tactics] for Master Plan checks)
Dodge Focus 6
Endurance
Equipment 6 (30EP)
Evasion
Improvised Tools
Improved Initiative
Jack of All Trades
Luck 2
Master Plan
Power Attack
Quick Change
Quick Draw
Set-Up
Sneak Attack
Skill Mastery (Diplomacy, Investigate, Knowledge [Streetwise], Stealth)
Startle 2 (Move Action)
Takedown Attack
Throwing Mastery 2
Well-Informed
[b][u]Equipment:[/u][/b] 6PP = 30EP
1 + 1 + 5 + 1 + 6 + 1 + 1 + 1 + 1 + 1 + 11 = 30
[b]Binoculars[/b] [1EP]
[b]Concealable Microphones[/b] [1EP]
[b]Costume w/ Armored Underlay[/b]: Protection 4 (Power Feat: Subtle) [5EP]
[b]Gas Mask [/b][1EP]
[b]Grapple-Gun:[/b] Super-Movement 3 (Slow Fall, Swinging, Wall-Crawling) [6EP]
[b]Handcuffs[/b] [1EP]
[b]Mini-Tracers[/b] [1EP]
[b]Multitool[/b] [1EP]
[b]Night-Vision Goggles [/b][1EP]
[b]Re-breathers[/b] [1EP]
[b]Utility Belt 4 [/b](8PP Array; Feats: Alternate Power 3) [11EP]
BE: [b]Blast 2[/b] (10 20-ft. Range Increments / 200ft Max Range; Power Feats: Homing, Improved Ranged Disarm, Mighty 2 [as DMG 4]) (boomerangs) [8PP]
AP: [b]Dazzle Visual 4 [/b](flash grenades) [8PP]
AP: [b]Obscure Visual 4[/b] (50-ft. radius; Extras: Independent) (smoke card) [8PP]
AP: [b]Snare 4[/b] (bolos) [8PP]
[b][u]Powers:[/u][/b] 16 + 3 + 1 = 20PP
[b]Device 4 [/b](Armaments Belt, 20PP; Flaw: Hard-To-Lose) [16PP]
[b]Armaments Array 8[/b] (16PP; [i]Power Feats:[/i] Alternate Power 4) [20PP]
BE: [b]Blast 4[/b] (Extra: Penetrating 4 [as DMG 10]; Power Feats: Improved Ranged Disarm, Mighty 2 [as DMG 6], Split Attack) [16PP] (razor cards AKA Kings of Spades)
AP: [b]Blast 5 [/b](Extras: Area (General, Burst; 30-ft. radius); Power Feats: Split Attack) [16PP] (explosive cards AKA Kings of Clubs)
AP: [b]Snare 8 [/b][16PP] (coil cards AKA Kings of Hearts)
AP: [b]Strike 5[/b] (Power Feat: Mighty [as DMG 10]) [6PP] (ram gauntlets)
AP: [b]Stun 8[/b] [16PP] (shock rods)
[b]Immunity 2[/b] (Cold, Heat; Power Feat: Innate) [3PP] (training, conditioning)
[b]Speed 1[/b] (10 MPH / 100' per Move action) [1PP] (training, conditioning)
[b][u]DC Block:[/u][/b]
[code] ATTACK RANGE SAVE EFFECT
Unarmed Touch DC 19 (21*) Toughness (Staged) Damage (Physical)
Bolas Ranged DC 14 Reflex (Staged) Entangled/Bound
Boomerang Ranged DC 19 (21*) Toughness (Staged) Damage (Physical)
Coil Cards Ranged DC 18 Reflex (Staged) Entangled/Bound
Explosive Cards Ranged DC 20 (22*) Toughness (Staged) Damage (Physical)
Flash Grenade Ranged DC 14 Fortitude Blinded
Gauntlet Touch DC 25 (27*) Toughness (Staged) Damage (Physical)
Shock Stick Touch DC 18 Fortitude Stunned
Razor Cards Ranged DC 21 (23*) Toughness (Staged) Damage (Physical); Penetrating [as DMG 10]
*Sneak Attack
Totals: Abilities (38) + Combat (32) + Saving Throws (21) + Skills (36) + Feats (40) + Powers (20) - Drawbacks (0) = 187/187 Power Points