by JackGiantkiller » Thu May 29, 2008 1:37 pm
the Green Knight
John Bernlad
Power Level: 13 (350 power points)
Abilities: STR 30(14)(+10( -- )) DEX 12(+1) CON 14(+2) INT 20(+5) WIS 14(+2) CHA 18(+4)
Skills: Acrobatics 4 (+5), Bluff 10 (+14), Climb 4 (+14), Computers 10 (+15), Concentration 5 (+7), Craft (Chemical) 5 (+10), Craft (Electronic) 10 (+15), Craft (Mechanical) 10 (+15), Craft (Structural) 10 (+15), Diplomacy 10 (+14), Disable Device 10 (+15), Drive 4 (+5), Gather Information 6 (+10), Intimidate 10 (+14), Investigate 5 (+10), Knowledge (Arcane Lore) 12 (+17/+21), Knowledge (Business) 15 (+20/+24), Knowledge (Physical Sciences) 15 (+20/+24), Knowledge (Tactics) 10 (+15/+19), Knowledge (Technology) 12 (+17/+21), Language (Cantonese, French, German, Japanese, Mandarin, Russian, Spanish), Medicine 4 (+6), Notice 10 (+12), Perform (Oratory) 10 (+14), Pilot 4 (+5), Profession (CEO) 10 (+12), Profession (Engineer) 4 (+6), Ride 4 (+5), Search 4 (+9), Sense Motive 10 (+12), Survival 4 (+6), Swim 4 (+14)
Feats: Artificer, Attack Focus (Ranged), Attack Specialization (Armor Blasters), Attractive, Benefits (Wealth, Status, Security Clearance),Connected, Contacts, Eidetic Memory, Fearless, Improved Initiative 2, Inspire 5, Inventor, Leadership, Luck 6, Master Plan, Move-by Action, Takedown Attack 2, Well-Informed
Powers: Device (easy to lose) 5, Device (hard to lose) 36
Combat: Attack +11 Ranged +12 Suit Blasters +14
Damage Unarmed +10 (dc 25) Axe +15 (dc 30, pen 15, throwable)
blasters +12 (dc 27)
Defense 21 (Flat-footed: 15) Initiative +9
Grapple: +26 (Attack - +11,Strength - +10,Size - +0, Super-Strength +5)
Saves: Toughness +15(+2)Impervious 13
Fortitude +10 Reflex +10 Sensory Shield +18
Willpower +10 Mindshield +15 (5 Impervious)
Lifting: 25 tons
Devices:
Armor of the Green Knight (Hard to Lose):
Protection 13 (E:Impervious) (Magic)
Regeneration 40 (Recovery Bonus (+7),Recovery Rate (Bruised - No Rest),Recovery Rate (Disabled - No Rest),Recovery Rate (Injured - No Rest),Recovery Rate (Staggered - No Rest),Resurrection (Instant);PF:Persistent,Regrowth)(magic)
Flight 5 (rocket boosters)
Enhanced Ability (Strength) 16 (Magic)
Super-Senses 21 (Blindsight,Communication Link,Darkvision,Direction Sense,Extended (Normal sight),Extended (Normal sight),Infravision,Low-Light Vision,Microscopic Vision (dust),Radio,Time Sense,Tremorsense,Ultra-Hearing,Ultravision) (tech)
Sensory Shield (All Senses) 8 (tech filters)
Mind Shield 5 (magical)
Immunity 10 (Aging,Life Support) (magical)
Super-Strength 5 (magical)
Blast 12 (kinetic blasters, tech)
Green Knight's Axe (Easy to Lose):
Strike 5 (E:Penetrating x3;PF:Affects Insubstantial 2,Mighty,Ricochet,Thrown) (magic)
Drawbacks:
Normal Identity (suiting up;Uncommon,Minor) Takes at least a round.
Cost Summary:
Ability 32 + Skills 63 (252 Ranks) + Feats 31 + Powers 159 + Combat 44 + Saves 25 - Drawbacks -1 = 353 / 353
Size: Medium
Description:
Created With Mutagen! version 0.8.7a - beta
John Bernlad is possibly the best known super hero on the planet. He’s a publicly known celebrity, a multimillionaire CEO and playboy, a ground breaking scientist, a superlative technologist, a patron of the arts and charities, a political activist…and the direct lineal descendant of the original Sir Bernlad, the Green Knight of Arthurian fame. He owns and operates the Bernlad Consortium, a group of associated business, many involved in industry. Some of them he is sole owner of, some he has 51% of the stock for. He also owns huge amounts of stock in other people’s companies.
In 1965, Bernlad inherited the ancestral armor from his father, who was dying of cancer…his father had never worn the armor. John decided to use it to make the world a better place…but he never tried to have a secret identity, reasoning that his life was just too high profile. And it wasn’t like he had any loved ones left to endanger. Using his huge fortune and his technical skills, he added features to the armor, like rocket boots, wrist mounted guns, enhanced sensory systems…he’s been upgrading these every time new tech becomes available. But the main powers of the armor are mystical: no one wearing the armor can die. It makes the wearer stronger, causes them to heal from almost any damage, if somehow, the attack manages to get through the armor to start with, and renders them immune to aging and enivornmental concerns. Ironically, John’s father might have been cured of his cancer if he had ever worn the armor. After all, John was.
By around 1970, with Doc Bronze and Paragon, The Green Knight founded the Vanguard, an internationally supported super hero team with a global scope and a brief that calls on them to fight significant threats to the earth as a whole.
These days, he runs the West Coast (US) branch, based out of Portland, Oregon. That team is called the Paladins. Several members died just a few years ago, at the hands of Dr.Umbros…so many of the current members are relatively untried.
John is six foot, with sandy blonde hair, and a netly trimmed beard and mustache. His eyes are green.
The armor is basically maximillian full plate, enameled in dark green. The helm is full face, a great helm, with the eyeholes filled with tinted one way ‘glass’. (Actually a complicated polymer.) The axe he carries is a short handled Lochaber axe, also an heirloom. Some of the technology he currently uses, like the kinetic blasters, were actually invented by his friend and collegue, Doc Bronze.
He’s one of the very best, as he’s been in the business quite some time…and he’s much more driven than the very laid back Doc Bronze.