Darknight

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Unlike most of the characters listed as Hunters, Darknight was actually a good guy, and was one of the original Hunters of that campaign. Over time, some members moved off to join the AEF, but Darknight and Smasher were removed from the board entirely for a time-the intent was to have them join up with the newer Hunters (the former Troop of Evil) after having been transformed in unpleasant ways.

Worth noting: good names are worth repeating. The name of the secret identity of Darknight would later become better known in a different setting for a hero even more cosmic.


Real Name: Mark Thompson
Occupation: Adventurer
Identity: Secret
Legal Status: Citizen of the United States with no criminal record
Place of Birth: New York City, New York
Marital Status: Single
Known Relatives: None
Group Affiliation: Hunters
Base of Operations: Skystation
Height: 5'8"
Weight: 160 lbs
Eyes: Brown
Hair: Brown
Strength Level: Darknight can lift up to 400 lbs.


Marvel Superheroes Statistics

Darknight
Fighting Remarkable
Agility Excellent
Strength Good
Endurance Good
Reason Excellent
Intuition Typical
Psyche Poor


Known Superhuman Powers: Darknight exists as a darkforce form. This form provides Excellent rank protection from energy and physical attack. He is also able to control this form with Incredible ability, similar to shapeshifting. However, all forms are darkforce. He may also store his shield in this form, and bring it out at will

Equipment: Darknight formerly used his enchanted Blacksword, which could do Incredible edged damage, and could also encase his body in a resistance aura of Good rank; this ability was lost with the sword. He still has the shield originally used by Steve Rogers as the Captain, which is Cl1000 material strength. He can throw it for Excellent damage, but does not often do so; he is also able to use it as a melee weapon for Excellent damage.

Other Abilities: Darknight is skilled in the field of Geology, Electronics, and Journalism. Due to his training, he is also skilled in using sharp weapons.

Contacts: Darknight can call Mentor of the Akklesh as a contact.

Mutants and Masterminds Statistics

Darknight - PL 10

Strength 3, Stamina 3, Agility 2, Dexterity 2, Fighting 4, Intellect 2, Awareness -2, Presence 0

Advantages
Equipment 8, Improved Critical 4: Darksword: Strength-based Strike 3, Improved Disarm, Improved Initiative 2, Improved Trip, Power Attack, Precise Attack (Close, Concealment), Quick Draw

Skills
Close Combat: Darksword 10 (+14), Deception 8 (+8), Expertise: Geology 6 (+8), Expertise: Journalism 6 (+8), Insight 8 (+6), Intimidation 4 (+4), Perception 8 (+6), Stealth 8 (+10), Technology 8 (+10)

Powers
Adamantium Shield (Removable (indestructible))

Tough It Out: Protection 13 (+13 Toughness; Impervious)
Block: Enhanced Trait 26 (Alternate; Traits: Parry +13 (+17), Dodge +13 (+15))

Darkforce Form (Activation: Move Action)

Darken the World: Environment 1 (darkness, Visibility (-5), Radius: 30 feet)
Darksword: Strength-based Strike 3 (DC 21; Penetrating 3)
Multistrike: Strength-based Damage 3 (Alternate; DC 21; Multiattack)
Darkvision: Senses 2 (Darkvision)
Flowing Darkness: Insubstantial 1 (Fluid; Permanent)
Hide in Shadow: Concealment 4 (All Visual Senses; Blending, Partial, Passive)
Nonhuman: Immunity 10 (Life Support)
Store/Summon Shield in Darkness: Feature 1


Equipment
Skystation

Offense
Initiative +10
Darksword: Strength-based Strike 3, +14 (DC 21)
Grab, +4 (DC Spec 13)
Multistrike: Strength-based Damage 3, +14 (DC 21)
Throw, +2 (DC 18)
Unarmed, +4 (DC 18)

Complications
Disability: Darknight is now functionally insane; he no longer perceives reality as others do, and this makes it difficult at best to communicate an idea to him.
Motivation: Doing Good

Languages
English

Defense
Dodge 2, Parry 4, Fortitude 10, Toughness 3, Will 10

Power Points
Abilities 28 + Powers 51 + Advantages 19 + Skills 33 (66 ranks) + Defenses 19 = 150

Skystation

Skystation - PL 10

Toughness 20, Size Awesome

Features:
Combat Simulator, Communications, Computer, Defense System, Fire Prevention System, Hangar, Holding Cells, Infirmary, Isolated, Laboratory, Library, Living Space, Personnel, Power System, Security System 5, Self-repairing 2, Workshop

Powers
Warp Drive: Movement 3 (Space Travel 3: other galaxies)

Power Points
Abilities 6 + Powers 1 + Advantages 0 + Features 22 + Skills 0 (0 ranks) + Defenses 7 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 36

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