Now I give you Scarlet Sabre/Blue Wind
Background: Cyrus loved swashbucklers. He especially loved tales of the “gentlemen bandits” of Olde England. However, he saw them as having one fatal flaw; they got all that lovely loot…and then gave it away to poor people. It would be so much brighter to keep it for yourself! When his mutant powers activated, Cyrus decided that he would become a masked highwayman. Through clever illusions and superior fencing skill (all those lessons really paid off!), the Scarlet Sabre pulled off an amazing string of heists. Then he got beaten by a rival swordsman (maybe one from your own group?) and cast the Scarlet Sabre into durance vile (Stronghold/Lockdown to normal people). When Cyrus got out he realized that further criminal activity in his Scarlet Sabre guise would lead to another prison term.
That’s when the Scarlet Sabre ‘reformed’ and joined the Redeemed. Much as it pained him, he worked hard at creating a cover as an ostensible hero. Meanwhile, he prepared a costume with no ties to his old Identity. He then began a series of crimes in his new identity of Blue Wind, being careful to supply himself with alibis for those times. He knows he can’t fool everyone forever, so he’s been stripping his room at Halfway House in preparation for skipping town.
Personality: Scarlet Sabre likes to project the image of a likeable rogue, and succeeds to a large degree. He’s unfailingly (and condescendingly) polite to women, he never steals from anyone who looks like they can’t afford it, and he always lets his opponent retrieve his weapon-once. He’ll challenge any other swordsman, more out of interest in their style than for any other reason, and he gladly gives pointers if he’s winning. He enjoys the finer things in life, and has recently earned a reputation as a man about town (he’s been casing the homes of the rich and famous).
Powers/Tactics: Cyprus’s major power is the ability to create realistic illusions in the minds of others. He’s also an expert fencer, wielding an energy blade built for him by a gadgeteer. As Scarlet Sabre, his illusions generally involve such things as being several feet from his true position, leaping through the air when he’s actually running or other swashbuckling-type distortion of reality. He often drops his illusions when facing other fencers: this proved to be a mistake against the rival swordsman (see background). He specialized in spectacular thefts, including one on a moving train.
As Blue Wind, Cyrus tailors his illusions to create the impression of incredible speed. One of his favorites is appearing to run so fast that he’s over the horizon (while he goes invisible) before his opponent can even move. Blue Wind mostly goes in for smash-and-grab thefts or other crimes appropriate for a speedster, and he carries no sword. He still retains his chivalrous instincts, however, and sometimes even gives in to them. In either identity, if Cyrus runs into someone who’s immune to illusions, he’ll try to lure them into combat with someone else.
Quote: "Avaunt, blackguard! Release that Woman, or you'll taste cold photons!" As Blue Wind, he avoids speaking
PL: 10 (145 pp)
ABILITIES: STR: 16 (+3) DEX: 18 (+4) CON: 16 (+3) INT: 14 (+2) WIS: 20 (+5) CHA: 16 (+3)
SKILLS: Acrobatics 3 (+7), Bluff 8 (+11), Climb (+3), Concentration (+5), Diplomacy (+3), Disguise 3 (+6), Escape Artist (+4), Gather Info (+3), Handle Animal (+3), Intimidate (+3), swashbucklers 1 (+3), Notice (+5), Search (+2), Sense Motive (+5), Stealth 4
(+8), Survival (+5), Swim (+3)
FEATS: Accurate Attack, Defensive Attack, Improved Block (1), Improved Disarm, Improved Initiative (1), Power Attack, Taunt
POWERS: *Illusions (fooling the higher mind) [10] - DC:20:will, Extra:duration: maintains Illusions as a free action, ,
Flaw:phantasm: doesn't work on the unintelligent or, , machines, , Invisibility [1], close range pg 79 concealment, ,
Device htl (armor) [2],
*protection [5],
Impervious [5],
Device etl (energy saber) [2],
*Strike [6] - DC:24:tough,
PowerFeat:mighty, ,
Device etl (swing line) [1],
*Super-movement, swinging [1],
*Speed [3]
COMBAT: Attack 7 [Unarmed +3 (Bruise)] Defense 17 (13 flat-footed) Init 8
SAVES: Toughness 8 (8 flat-footed) Fortitude 5 Reflex 8 Will 5
Abilities 40 + Skills 5 (19 ranks) + Feats 7 + Powers 59 + Combat 28 + Saves 6 – Drawbacks 0 = 145 / 145