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Ouroboros


Power Level: 12/15 (250/250 PP)
Trade-Offs: None
Unspent Points: 0PP


Alternate Identities: Jack Huang Faretti (Junior)
Height: 6'1""
Weight: 180 lbs.
Hair: Black
Eyes: Blue (glows Red when angry)


Description: Jack hopes to have inherited his fathers height though on a more fine boned frame though time will tell as he is still trapped in his sixteen year old body at this point. He tends to compensate for his lighter weight build with bulky or flowing clothing that can make him look larger than he is. He has his Mothers dimples and a distinctly Asiatic cast to his features though sharpened just enough to break out of really looking like a specific ethnicity of the region. His general avoidance of the sun has left him pale but it seems to suit him well and lacks the sickly or corpsen cast that many full vampires take on when underfed. His hair is dark and straight, styled simply back to keep it out of his face. Though he easily passes for human and living to casual examination he does had a significant tell in his elongated canines, while not extended to the full length of a vampire in feeding mode they are beyond the norm for human.

 

The majority of his powers are basic hermetic magic the purely magical energy's usually taking on a blue-green tinge and more obvious elemental energies looking like normal examples thereof. The exception is his one spell drawing off the darker aspects of his nature and mirroring the effects of his bite enhanced with his own skill at spell-craft which is a spell of mottled red and black suffusing both his target as well as himself as he mystically feeds on their life force to restore his own injuries.


History: Jack's birth was something that should not have been able to happen for many reasons and yet it did. The child of the nearly human Chosen of Heshem and a powerful vampire his birth was heralded by assaults from none other than Dracula himself. Needless to say as the child of two of Freedoms more potent Heroes his childhood was anything but normal. While they protected him from the worst of it and then some he was no normal child. His sitters even in infancy were often heroes in their own right and he never attended any normal form of schooling instead moving from one specialized school for the "gifted" to another until he began to attend the Claremont Academy. Despite his pedigree his powers were relatively minor. As an entity likely immortal he did not develop apace. None the less he was not suitable for normal schooling either.

 

He did well in his studies however and received valuable training while attending Claremont. After graduation some strings were pulled and he began to study under Adrian Eldricht, perhaps in time to be come the master mages chosen successor. His skills with the arcane flourished under the Master mages tutelage and he really began to come into his own.

It was then that disaster struck. The crime league attacked major cities the world over holding billions hostage with nuclear devices. Fast action from assorted heroes uncovered and disarmed all but one. In Freedom City the Hiroshima Shadow finally lost itself to its madness and supercharged the device detonating it before the heroes of the league could reach it. Behind the mystic portals of the master mages demesne Jack should have been safe but then something extraordinary happened. In the moment of the blast something else took hold of the city slicing through the careful wards and dimensional barriers of the Archmages home. As the strange effect began to take hold Jack slid reflexively into the void for safety.

 

He found himself unable to return. Some force had locked that time and place away from him. With some effort he was able to trace some element of the effect and in time wrestle his way through the barriers between worlds as well as times and emerged nearly twenty five years earlier. He's uncertain what exactly happened in the future but he knows that it goes well beyond anything so mundane as a nuclear blast. Jack does not know what time he has emerged into and is still uncertain what this place will hold for him. His first order of business is to return to his families home from there perhaps he can reach Eldricht for advice or aid. When he discovers the world he has entered of course that may all change.

 

Well that was what he told his parents at least when he found his way to the Mansion once more.  The truth of a ritual misshap whilst working on spells he was forbidden to, was rather less mysterious and far more likely to result in grounding or worse a tightening of their already restrictive rules about his safety.  Hiding behind a carefulyl crafted illusion and using what he knew of recent events in the city he crafted a new more mature persona.  It lasted a good long while as he continued his studies in peace hoping to at the least undo the damage done by his initial botched ritual.  However years later his ploy was revealed quite on accident when a Magic Eating beasty escaped his mothers care and in the course of its rampage destroyed his disguise.  Revealed to be a boy of no more than sixteen the lies came charshing down along with rather harsh censure from his parents at the whole debacle.  The worst of it is over and though he claims he is somehow time locked and not aging since his arrival there is no way to be sure it was not an errant tween with too much power that first arrived four years ago.  He has been sent to attend Claremont much to his chagrin despite his protestations he would learn better at home or in the field. 

 

Update 07/2019:  Having completed both his education at Claremont and the tutelage of Phantom Ouroboros has been elevated to replace the former in her role as Chosen of Heshem and Guardian of hte Void with Phantom stepping into the role of Master mage.   He has grown as a magician and his knowledge of hte arcane and other dimensions has few rivals.  The young Dhampir has embraced this new role with zeal while putting his own mark on the duties of extra-dimensional protector.  His personal life has grown as well as he has made allies both among his fellow former students he might call upon in times of need and closer relations with other heroes as well particularly the returned Set.


Personality & Motivation: Huang is still young and has a rather sharp wit and sometimes dark humor. He knows he's more intelligent then many and better trained in the arcane arts than most, his confidence has little hubris though as he knows enough to realize just how little he knows but doesn't let that stop him from taking a more active role in heroic events.

Jack is a second (arguably third, if you count Hong Kong Harry of the Jungle Patrol) generation hero. In many ways its in his blood as much as his predators instincts and connection to the mystic realm of the void. His life thus far has been a relatively coddled existence. Due to his unique nature he grew up in very real danger of being assaulted or kidnapped by one faction or another or even as a strike at his parents and was thus kept from much of their activities.  A fact he often resents.  When he found himsel distimed he saw it as an opportunity to prove himself and resents that with the collapse of his disguise he is being sent off like an errant child to attend Claremont.


Powers & Tactics: 

Huang is first and foremost a Mystic. He harnesses arcane forces to his command. In addition to his studies of magic he has developed several abilities of his birthright. As yet his Vampiric abilities are a lesser part of his arsenal but they serve as a dangerous surprise for any foe that makes the mistake of thinking him helpless without access to his spells.

In a combat situation he prefers to remain hidden either with stealth or an invisibility spell before attacking where he can do the most good. He prefers to remain at range and utilize his magic to arm and hinder his foes or aid his allies.  If cornered he'll try to escape either with mist form or attempting to flee to the void.  He will use terrain and his abilities to control and move about the battlefield to his advantage and to disorient his enemies.


Complications:

Chosen:  Being the Chosen of Heshem makes Ouroboros a target for those seeking to influence across the barriers between worlds.  It also means he must put those duties ahead of many others, despite what his wishes might otherwise be.  (Gain HP for being targeted when not the primary threat or when his duties demand he take actions for the good of the dimensions that may interfere with other goals in a thread.)

Dhampir: Vampires want to kill or use him, and those who hunt vampires will still see him as an abomination.

Fangs: He has them. They don't retract. It makes blending difficult.

From the Future!: Jack knows the dangers of mucking with time, and while he'd like to go back to his time eventually, he'd rather it not be as a prisoner of the Time Keepers. The GM can say certain things "have to happen" and Jack will likely let them for the sake of the future.

It Burns Like Hygiene!: Jack is very uncomfortable in direct sunlight. It causes him no real harm, and won't rob him of most of his powers, but he avoids it none the less.

Parental Units: He has them. They will likely muck with his life, and their enemies will (of course) become his, one way or another.

 

ABILITIES: 16 + 6 + 16 + 6 + 8 + 6 = 58PP 

Strength: 26 (+8)

Dexterity: 16 (+3)

Constitution: 26 (+8)

Intelligence: 16 (+3)

Wisdom: 18 (+4)

Charisma: 16 (+3

 

COMBAT: 16 + 12 = 28PP 

Initiative: +3

Attack: +8 Base, +12 Eldritch Blast, Mage Hand, Vampiric Touch

Defense: +12 (+6 Base, +2 Dodge Focus, +4 Forcefield), +3 Flat-Footed

Grapple: +16, +24 Mage Hand

Knockback: -6/-4 (with/without forcefield)

 

SAVING THROWS: 0 + 0 + 8 = 8PP 

Toughness: +12 (+8 Con, +4 Force Field)

Fortitude: +8 (+8 Con, +0)

Reflex: +3 (+3 Dex, +0)

Will: +12 (+4 Wis, +8)

 

SKILLS: 108R = 27PP

Bluff 3 (+6, +10 w/ Attractive) Skill Mastery

Concentration 6 (+10)

Diplomacy 3 (+6, +10 w/ Attractive)Skill Mastery

Gather Information 2 (+5)

Intimidate 17 (+20)Skill Mastery

Knowledge (Arcane Lore) 17 (+20)Skill Mastery

Knowledge (Cosmology) 17 (+20)Skill Mastery

Languages 7 (Ancient Egyptian, Atlantean, Cantonese, English [Native], Latin, Lemurian, Mandarin, Old Slavic)

Notice 6 (+10)Skill Mastery

Search 7 (+10)

Sense Motive 6 (+10)Skill Mastery

Stealth 17 (+20)Skill Mastery

 

FEATS: 14PP 

Attractive

Dodge Focus 2

Eidetic Memory

Equipment 2

Hide In Plain Sight

Luck 4

Ritualist

Skill Mastery 2 (Bluff, Diplomacy, Intimidate, Knowledge [Arcane], Knowledge [Cosmology], Notice, Sense Motive, Stealth)

 

Equipment: 10EP = 2PP

  • The Unbound Oubliette (HQ) Size: Medium [1EP]; Toughness: 10 [1EP]; Features: Concealed, Isolated, Library, Living Space, Personnel, Power System, Sealed, Self-Repairing [8EP] - [Total 10EP]

 

 

POWERS: 4 + 12 + 35 + 8 + 10 + 3 + 4 + 14 + 18 + 7 = 115PP 

 

Concealment 4 (No Reflection; All Visual Senses, Extras: Duration [Continuous], Flaws: Limited [Machines], Permanent) [4PP] (Vampiric)

 

Immunity 12 (Child of The Void; Aging, Dimensional Effects, Life Support) [12PP] (Dimensional, Magic)

 

Magic 15 (30PP Array, Feats: Alternate Power 5) [35PP] (Magic)

  • Base Power: Blast 12 (Eldritch Blast; Feats: Accurate 2, Affects insubstantial 2, Variable Descriptor 2 [Any Magic]) [30PP] (Magic, Variable)  
  • Alternate Power: Create Object 13 (Force Constructs; Feats: Affects Insubstantial 2, Selective, Tether) [30PP]
  • Alternate Power: Damage 12 (Vampiric Touch; Extras: Alternate Save [Fortitude], Vampiric, Flaws: Action [Full], Feats: Accurate 2, Affects Insubstantial 2, Extended Reach 2 [15ft])[30PP]
  • Alternate Power: Move Object 12 (Mage Hand; Feats: Accurate 2, Affects Insubstantial 2, Precise, Indirect 1) [30PP]
  • Alternate Power: Super Movement 3 (Banish; Dimensional Movement 3; Extras: Attack +0, Attack 13 [to DC 16]{26}, Continuous, Alt Save Will +0; Flaws:  Limited [non-prime natives to home dimension only], Distracting; Feats: Affects Insubstantial 1 ) [30/30AP] (magic, dimensional) {0 net PP}
  • Alternate Power: Teleport 10 (Void Portal; 2,000 miles, Extras: Accurate +1, Dimensional +1, Portal +2; Flaws: Long Distance Only -1, Action (Standard to Open Portal) -2)  [30PP] (Magic, Teleportation)

 

Protection 4 (Force Field; Extras: duration(sustained) +0; Feats: Dodge Focus4) [8PP] (Magic)

 

Regeneration 8 (Child of The Void; Recovery 2 [+10], Bruised 1 [1 Round], Injured 2 [5 minutes], Staggered 1 [20 Minutes], Disabled 1 [5 hours], Resurrection 1 [1 week], Feats: Persistent, Regrowth) [10PP] (Dhampir, Dimensional, Magic)

 

Super Movement 1 (Return To The Void; Dimensional Movement 1 [The Void], Feats: Innate) [3PP]

 

Super Senses 3 (Mage Sight; Magic Awareness [Visual], Analytical 1,  Tracking 1 [Half Speed]; Feat: Dimensional) [4PP]

 

Super Senses 14 (Watcher at the Gates: Dimensional Awareness [Mental], Acute 1, Accurate 2, Analytical 1, Radius 1, Ranged 1, Tracking 3 [All Out Move], extended 4 (100,000'/19 mile Increments) [14PP] (dimensional)

 

Vampire Array 5 (Vampiric Power; 10PP Array; Feats: Alternate Power 2, Dynamic Alternate Power 3) [18PP] (Vampiric)

  • Base Effect: Drain Constitution 2 (Vampiric Bite; Extras: Linked [+0], Flaws: Requires Grapple, Feats: Insidious, Subtle 2) [4PP]
    • linked Heal 2 (Extras: Linked [+0], Action [Standard]; Flaws: Limited [Self]; Feats: Persistent) [5PP]
    • linked Emotion Control 1 (Euphoric Bite; Extras: No Save [+2], Linked [+1], Flaws: Range [Touch, -2], Limited [Euphoria], Requires Grapple) [1PP]
  • Alternate Power: Flight 2 (25mph / 250ft per Move Action, Flaws: Limited [Night], Feats: Subtle, Drawbacks: Low Ceiling [30ft], No Swimming) [3PP]
    • linked Insubstantial 2 (Gas, Flaws: Limited [Night], Drawbacks: Can't Speak or Gesture) [7PP]
  • Alternate Power:  Emotion Control 10 (Vampiric Mesmerism; Flaws: Sense Dependant [Visual; eye contact]) [10PP]
  • Dynamic Alternate Power: Quickness 10 (Vampiric Speed) [10PP]
  • Dynamic Alternate Power: Speed 10 (Vampiric Speed) [10PP]
  • Dynamic Alternate Power: Super Strength 5 (Vampiric might) [10PP]

 

Variable Power 1 (5PP any one power at a time; cantrips; Extras: Action 2 [Free]) [7PP] (magic)

 

 

Drawbacks: 0PP

[None]

 


DC Block:

ATTACK                     RANGE         SAVE             EFFECT
Unarmed                    Touch         DC23 Toughness   Damage

Force Constructs           Ranged        DC22 Reflex      Trapped
                                         DC27 Toughness   Damage

Eldritch Blast             Ranged        DC27 Toughness   Damage
Vampiric Bite              Touch         DC12 Fortitude   Drain Constitution
                                         No Save          Euphoria
Vampiric Touch             Touch [10']   DC27 Fortitude   Damage

Vampiric Mesmerism         Perception    DC20 Will        Emotion Control

 

 

TOTALS

Abilities (58) + Combat (28) + Saving Throws (8) + Skills (27) + Feats (14) + Powers (115) - Drawbacks (0) = 250/250 Power Points

 

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