Blackout Character in Tales of Justice | World Anvil

Blackout

Blackout generates an aura from his person that absorbs photons and, if he really exerts himself, does weird things with them. He can create a blob of darkness, centered on himself, without too much trouble.

Blackout has taken the time to "brand" his powers, giving each one a name he feels best describes it. He does not feel an urge to announce them as he applies them, but in discussions with his teammates about strategy he will use the name rather than simply describe what he's thinking about doing.

Personality Characteristics

Motivation

Mercenary
Current Location
Species
Children
Current Residence
Vlatava
Gender
male
Aligned Organization

Blackout

DEX
6
STR
4
BODY
7
INT
6
WILL
7
MIND
8
INFL
5
AURA
5
SPIRIT
5
Initiative
19
Hero Points
50

POWERS

(* Linked Powers)

Power Name:

APs

FC and Notes



"Shadow Field" (Darkness):

05

FC 7; Auto; Blackout can generate a field of darkness through which no normal light can pass. Vision Powers requiring light are completely blocked, and the APs of Darkness used become the OV/RV of an Ultra Vision attempt to see through the Darkness. Volume equals {APs+5}, which can be shaped and centered any way Blackout desires so long as he is at its center (and so long as it's within {APs used} total range). Max would theoretically be 1024 cubic feet of shadow spread through a 100yd radius.

Anyone (except Blackout) within the Darkness field has his AV and OV of all Physical Actions reduced by the APs of Darkness. Yes, this includes teammates!

Blackout tends to make 0AP diameter bubbles within the Darkness, centered around each of his teammates, so they can see what is in melee range of them before the enemy can see them.



"Twilight Grasp" (Mind Drain):

06

FC 11; Dice; This Power allows Blackout to drain energy (Mind APs) from his opponent and EITHER {add those RAPs to his own MIND, if he's taken MIND damage already, to a maximum of his normal MIND stat} or {transfer the RAPS to one teammate as temporary BODY points, lasting as many rounds of combat as Blackout has APs of Mind Drain}. If more RAPs are drained from the opponent than are needed by the recipient, the entire RAPs are subtracted from the opponent's MIND stat as damage but the extra points cannot be stored away.



"Darkest Night" (Neutralize):

03

FC 3; Dice; In an act of extreme concentration, Blackout can drain away the energy in an opponent's body that fuels one of the opponent's Powers. He cannot do anything else with his own powers, not even maintain a Darkness field as an automatic action. Make an Action Check with an AV/EV of the APs to be negated. RAPs are then temporarily subtracted from the opponent's APs of the Power, and must be Recovered normally.



"Hail Blast" (Projectile Weapons):

07

FC 3; Dice; Hailstorm can create ice shrapnel from thin air, provided he's not within 1 AP of Heatwave. (That's why they like to play "Cossack In The Middle" when they Team Attack a single opponent.) Technically the shards may be generated from anywhere on his body, but he tends to form the spray from his cupped hands, hadoken-style.



"Shade":

05

FC 4; Auto; Provides Blackout with protection from sudden changes in lighting conditions, such as the use of the Flash Power.



"Shadow Grasp" (Snare):

06

FC 4; Dice; Special effect: appears to be made from pieces of nearby shadows, including target's own!

Entangle a target in rope-like bonds. APs used as AV/EV versus target's Dex/Str. Positive RAPs indicate that the target has been caught in the Snare, and has his Dex (and Initiative!) reduced by the RAPs of the Snare Attack until he can break free.
If Blackout wishes the Snare to restrict the target's movement (by enwrapping legs, wings, whatever), make a Trick Shot which grants a +2 Column Shift to the OV. A successful Trick Shot subtracts RAPs from both the target's Dex and his movement speed.

In order to break free, a snared target must make a successful Str/Str versus RAPs/RAPs roll.

BONUSES AND LIMITATIONS

SKILLS

(* Linked Skills)

Skill Name (subskills):

APs

FC and Notes



Acrobatics (Climbing, Dodge):

07

FC 6; Dice



Animal Handling:

05

FC 4; Dice



Charisma (all):

06

FC 6; Dice; Intimidation may be his favorite, but he is skilled in all three



Martial Artist:

07

FC 6; Dice; Style best described as "mixed martial arts", a hodgepodge of brawling and various bits they've picked up throughout their career



Medicine (First Aid, Forensics):

07

FC 6; Dice



Military Science (Camouflage, Cartography, Danger Recognition, Tracking):

05

FC 6; Dice



Thief (Escape Artist, Locks and Safes, Security Systems, Stealth):

07

FC 6; Dice



Weaponry (Firearms, Melee):

07

FC 3; Dice

ADVANTAGES

  • Area Knowledge: home town in Vlatava

  • Iron Nerves

  • Scholar: English

DRAWBACKS

  • Authority Figure

  • Irrational Hatred, Minor: Organized Military

  • Vulnerability, Loss, All Powers: Completely even lighting conditions

OCCUPATION AND WEALTH

Warlord
: Wealth 7 ( Approx. Annual Income : $150,000)

EQUIPMENT

Gadgets are for lesser villains, generally speaking.



Blackout has a nicely dramatic supersuit, complete with good steel-toed combat boots.



He knows how to use a firearm but does not waste effort in carrying and maintaining one -- if a weapon beyond his own ability is needed, he'll simply take one from a nearby undeserving fool.

SUBPLOTS

ATTRIBUTE BREAKDOWN

Attribute
Benchmark (based on current attributes above)

 
DEX (Dexterity)
The person possesses agility equivalent to individuals well honed in atheletic prowess. Examples: gymnasts, stunt men or women, circus aerialists.

 
STR (Strength)
The individual has exceptional human strength. Lifting range: 400-800 pounds.

 
BODY (Body)
The individual can endure attacks from street level weaponry such as knives, chains, bats and small caliber guns. Their body has the density of a brick wall.

 
INT (Intelligence)
The individual has the ability to process information on the level of an industrious college student.

 
WILL (Willpower)
This individual possesses the resolve to conquer any human fear or rational threat, save death.

 
MIND (Mind)
This person has the mental fortitude to continue normal activities even in persistently painful or stressful situations, such as those experienced by hardened soldiers.

 
INFL (Influence)
This individual can hold and draw the attention of a large audience.

 
AURA (Aura)
This person has a presence strong enough to change the emotional state of an auditorium-sized crowd from a dead calm to electrified frenzy.

 
SPIRIT (Spirit)
This person is so secure in his or her beliefs that he or she is willing to die for them.

 
WEALTH
This person can afford to spend up to $3200 per week

 
 

 

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