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Angel - The Pugilist - PL7 Hero


Angel

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Posted

Power Level: 7 (105/107PP)

Trade-Offs: None

Unspent PP: 2

Gold Status: 2/30

In Brief: Dick Grayson, age 12 raised by mercenaries, but still has a code against killing.

Alternate Identities: Orela Orsini

Identity: Secret

Birthplace: Italy

Occupation: None

Affiliations: None

Family: None

Age: 20 (DoB: August, 1990)

Apparent Age: early twenties

Gender: Female

Ethnicity: Italian

Height: 5'2"

Weight: 130 lbs

Eyes: brown

Hair: brown and blonde

Description: Orela is a very attractive Mediterranean woman. She looks to be in her early twenties. Her skin is an olive tone that is almost always tanned. While her body is healthy, it is not overtly muscular. Soft curves accentuate her toned build and hourglass figure. Her hair is a sandy brown or dirty blonde, mixing the two colors naturally. Her clothes are limited from what she can find from shelters. It is almost always denim shorts, t-shirt and sandals. Though she is not picky in her situation. She carries herself with the utmost poise. Her voice is heavily accented from her native tongue. She is generally a force to be reckoned with. She is very outspoken and has a force of personality that most find refreshing and others find scary. She's worked on both of those qualities.

History: Orela was born with a silver spoon in her mouth. Her family was, well, "family". She grew up never wanting for anything, a life of excess. What she really enjoyed physical activity, the girl was strong and healthy as a horse. This was only matched by her force of personality. On her twelfth birthday, the excess would come to an end. A a band of mercenaries working for a rival family slaughtered everyone in the room. Most of the heads of the family were there. This was a cripplingly fatal blow to the Orsini family. If not for the compassion of one of the mercenaries, Orela herself would have been amongst one of the fatalities. The young twelve year old tried to take down one of the mercenaries. A gun pressed to her forehead after she tackled the gunman. Another one of the mercenaries saw this and called him off. She wasn't the one they were aiming for, The mercenary who saved her life would take her as a prize. This did not sit well with her, though it was better than being dead. He taught her to harness her anger and put it into good use. The group of mercenaries adopted her as sort of a mascot, as if hired heroes were allowed to have mascots. She grew attached to her teacher and eventually the rest of the group.They were her family. Though she didn't approve of the killing. She never got past the moment of seeing her mother and father die in front of her. The group travelled all over Europe. for the next eight years. It was when they got their biggest break that Orela would experience tragedy again. The group of mercenaries were to travel to America. Their job was simple take out some of the Driogano family. The mercenaries did not know that the Drioganos had a psychic on their side. The family was ready for the attack and easily wiped out the mercenaries. Orela was again without a family. She was in Freedom City though. A city of heroes. Surely nothing could go wrong here where they loved the good guys, right? No one knew who she was here. She took the name The Pugilist A heroic name and would continue her own style of heroism in the name of her two lost families.

Personality & Motivation: The reason she's in the hero situation is because of her upbringing. Though she didn't agree with her second family's method of heroism, they implanted in her that there were bad people in the world and they needed to be taken care of. Mostly the people they dealt with were monsters in their own right, but she never got used to seeing people die. With her new lease on life she can do heroic things without seeing people die. Due to her past, she mostly hunts mafia. Though she is not picky. Bad people must be taken down on all fronts.

Powers & Tactics: Orela is a strong and healthy girl. She has no powers to speak of, but she is almost at peak human physical condition. She will pepper her enemies with hard blows and mind games until they fall.

Complications

Financially unstable (she has nothing but the clothes on her back)

Secrets (no one around these parts knows The Pugilist's past)

Abilities: 14 + 0 + 14 + 0 + 0 + 14 = 42pp

Str 24 (+7)

Dex 10 (+0)

Con 24 (+7)

Int 10 (+0)

Wis 10 (+0)

Cha 24 (+7)

Combat: 10 + 12 = 22pp

Initiative: +0

Attack: +5, +7 melee

Grapple: +14

Defense: +7 (+6 Base, +1 Dodge Focus), +3 Flat-Footed

Knockback: -3

Saving Throws: 5 + 5 + 5 = 15pp

Toughness: +7 (+7 Con, +0 [Other])

Fortitude: +12 (+7 Con, +5)

Reflex: +5 (+0 Dex, +5)

Will: +5 (+0 Wis, +5)

Skills: 52r = 13pp

Acrobatics 10 (+10)

Climb 8 (+15)

Diplomacy 8 (+15)

Intimidate 8 (+15)

Language 4 (Italian [native], English, Greek, French, Spanish)

Perform (dance) 3 (+10)

Perform (wind instruments) 3 (+10)

Swim 8 (+15)

Feats: 15PP

Acrobatic Bluff

All-Out Attack

Attack Focus (melee) 2

Challenge (Fast Acrobatic Bluff)

Distract (Intimidate)

Dodge Focus 1

Fascinate (Diplomacy)

Fearless

Improved Critical (unarmed) 1

Improved Grab

Improved Grapple

Power Attack

Startle

Stunning Attack

Powers: 0 + 0 + 0 = 0PP

Drawbacks: 2 = 2pp

Recurring Nightmares (DC 5 check after waking up, fatigued if fails; -2)

DC Block:


ATTACK              RANGE     SAVE                      EFFECT

Unarmed             Touch     Toughness 22 (Staged)     Damage

Stunning Attack     Touch     Fortitude 17 (Staged)     Dazed or Stunned or Unconcious

Abilities (42) + Combat (22) + Saving Throws (15) + Skills (13) + Feats (15) + Powers (0) - Drawbacks (2) = 105/107pp

  • 2 weeks later...
Posted

Financially unstable (she has nothing but the clothes on her back)

Having absolutely no resources is potentially a 1pp Drawback, although if you're sure you want it as a Complication, then feel free. I'm just making sure.

Feats: 15PP

Challenge (Fast Feint)

Minor quibble, this should be Fast Acrobatic Bluff, not Fast Feint.

Posted

I'll keep it as a complication, just in case she gets a place to stay in story. Plus, HPs will do me better in the long run than one measly point :P

Fixed the feat.

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