The Jazzman - PL 10 (3E)
Game: Batman, INC run by SJRNinja
The Jazzman - PL 10
Strength 3, Stamina 6, Agility 4, Dexterity 2, Fighting 5, Intellect 2, Awareness 4, Presence 2
AdvantagesAttractive 2, Benefit, Wealth 2 (indepently wealthy), Connected, Contacts, Daze (Deception), Defensive Roll 4, Equipment 9, Fascinate (Deception), Fearless, Improved Critical 2: Silver Stake: Strength-based Damage 3, Improvised Weapon, Inspire 3, Languages 1, Luck 3, Power Attack, Redirect, Ritualist, Set-up, Sidekick 13, Takedown 2, Taunt
SkillsAcrobatics 2 (+6), Athletics 7 (+10), Close Combat: Jazzman's Cane 9 (+14), Deception 10 (+12), Expertise: Business 1 (+3), Expertise: Magic 6 (+8), Expertise: Music 3 (+5), Insight 4 (+8), Investigation 4 (+6), Perception 4 (+8), Persuasion 6 (+8), Sleight of Hand 4 (+6), Stealth 2 (+6)
PowersShock Skull. .
Affliction: Affliction 6 (Linked; 1st degree: Vulnerable, 2nd degree: Defenseless, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 16)
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Damage: Strength-based Damage 3 (Linked; DC 21)
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Jazz Horn Blast: Cone Area Affliction 9 (Alternate; 1st degree: Impaired, 2nd degree: Stunned, Resisted by: Fortitude, DC 19; Cone Area: 60 feet cone; Limited Degree)
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Silver Batarang: Blast 3 (Alternate; DC 18; Accurate 2: +4, Homing: 1 extra attempt)
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Silver Stake: Strength-based Damage 3 (Alternate; DC 21, Advantages: Improved Critical 2; Penetrating 4)
Movement: Movement 3 (Swinging, Wall-crawling 2: full speed)
Improvised Magic: Quickness 6 (Perform routine tasks in -6 time ranks; Limited to One Task: Ritualist)
Movement: Movement 1 (Safe Fall)
Protection: Protection 2 (+2 Toughness)
Immunity: Immunity 7 (Custom: Sight-Dependent Effects 4, Poison, Suffocation (All))
Senses: Senses 1 (Infravision)
EquipmentCane [Shock Skull], Grip Gloves [Movement: Movement 3, Swinging, Wall-crawling 2: full speed], Jazzman's Jacket [Movement: Movement 1, Safe Fall; Protection: Protection 2, +2 Toughness], Jet-ski, Mask [Immunity: Immunity 7, Custom: Sight-Dependent Effects 4, Poison, Suffocation (All); Senses: Senses 1, Infravision], Motorcycle
OffenseInitiative +4
Affliction: Affliction 6, +14 (DC Fort 16)
Damage: Strength-based Damage 3, +14 (DC 21)
Grab, +5 (DC Spec 13)
Jazz Horn Blast: Cone Area Affliction 9 (DC Fort 19)
Silver Batarang: Blast 3, +6 (DC 18)
Silver Stake: Strength-based Damage 3, +14 (DC 21)
Throw, +2 (DC 18)
Unarmed, +5 (DC 18)
ComplicationsEnemy: The Axeman: An immortal serial killer that has haunted New Orleans for centuries in various guises.
Enemy: Vampires and other strangeness: New Orleans is a highly popular spot among those with a fondness for those with a taste for the supernatural as well as many actual supernatural beings. Quite a few of them try to drink more than Hurricanes. The Jazzman and his predecessors have always been there to stop them and a lot of them have long memories.
Identity: Eric Monroe: Eric Monroe is a famous musician and music producer in New Orleans.
Motivation: Justice
Quirk: Superstitious: While Eric knows a good bit about the supernatural, a lot of it is either pure superstition or at the very least unreliable.
Relationship: Lorena Leroux: Lorena is one of Legba's top recording artists as well as Eric's fiancee.
Relationship: The Second Line: The Second Line are a group of people from all walks of life that assist the Jazzman in his protection of New Orleans. Membership within the group is a point of pride for many citizens of the Crescent City and from time to time, the Jazzman's enemies have attempted to use them against him.
Responsibility: Legba Recording: Eric heads a major record label in New Orleans that works to promote many local artists to national fame.
LanguagesFrench, Native Language
DefenseDodge 8, Parry 8, Fortitude 10, Toughness 12/6, Will 10
Power PointsAbilities 56 + Powers 2 + Advantages 50 + Skills 31 (62 ranks) + Defenses 17 = 156
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Blues - PL 10
Catahoula Leopard Dog
Strength 4, Stamina 4, Agility 1, Dexterity 0, Fighting 4, Intellect -4, Awareness 4, Presence -2
Advantages
Daze (Intimidation), Equipment 1, Fast Grab, Improved Critical: Bite: Strength-based Damage 1, Improved Trip, Startle, Teamwork
Skills
Close Combat: Bite: Strength-based Damage 1 4 (+8), Insight 4 (+8), Intimidation 10 (+8), Perception 12 (+16), Stealth 3 (+4)
Powers
Animal Physiology: Speed 1 (Speed: 4 miles/hour, 60 feet/round)
Bite: Strength-based Damage 1 (DC 20)
Ear Protection: Immunity 3 (Custom: Sound-Based Non-Damage Attacks 3)
Senses: Senses 7 (Acute (Type): Smell, Extended: Hearing 1: x10, Extended: Smell 1: x10, Low-light Vision, Tracking: Smell 1: -1 speed rank, Ultra-hearing)
Equipment
Ear Protection [Ear Protection: Immunity 3, Custom: Sound-Based Non-Damage Attacks 3], Undercover Shirt
Offense
Initiative +1
Bite: Strength-based Damage 1, +8 (DC 20)
Grab, +4 (DC Spec 14)
Throw, +0 (DC 19)
Unarmed, +4 (DC 19)
Languages
Native Language
Defense
Dodge 4, Parry 6, Fortitude 6, Toughness 6, Will 7
Power Points
Abilities 22 + Powers 9 + Advantages 7 + Skills 17 (33 ranks) + Defenses 10 = 65
River Runner - PL 10
Strength 1, Defense 0, Toughness 8, Size Medium
PowersSpeed: Speed 6 (Speed: 120 miles/hour, 1800 feet/round)
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Swimming: Swimming 6 (Alternate; Speed: 30 miles/hour, 500 feet/round)
Power PointsAbilities 1 + Powers 6 + Advantages 0 + Features 0 + Skills 0 (0 ranks) + Defenses 3 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 10
Background: Centuries ago, he was Legba, the mysterious guardian that brought terror to the slave markets along the Mississippi Delta (before such a name was even used). Whether the land was owned by Spanish, French, or Americans, those who owned it lived in fear of the mysterious figure that brought freedom to the oppressed and pain to the oppressor. But when the British occupied New Orleans, he was also the shadowy creature that fought alongside Jackson and his men. Whenever danger threatened the people of New Orleans, he was there as the Gatekeeper to stop them with a whistle in his voice and mysterious powers at his fingertips. He was Loup Garou, that claimed the lives of those who did evil. But he was always a whisper, rarely spoken of and never in polite company. In truth of course, these were all different men in a long legacy of protectors. Each would claim that he was only the next in a line that always seemed to stretch back farther than his mentor could remember.
Perhaps it was all a lie and the last Jazzman was the first. He first came to public attention in the early 20th century when he stopped the terrifying Axeman. All the police found was a broken axe, a dead butcher, and a note that read, "Even the Axeman has to dance when the jazz plays." Throughout the 20s and early 30s, there were reported sightings of a shadowy figure rescuing people from danger but all the would-be victims recalled was a suit, a fedora, and a few hummed notes. By the time most of the costumed crusaders appeared, the Jazzman was still more folktale but with in the 1940s, his existence was confirmed. The Jazzman appeared on the scene to stop an attempt to turn Mardi Gras into a bloody slaughter through a dark ritual. When New Orleans vampire population attempted to join forces with their German counterparts and cripple the crucial port city, the Jazzman was there to stop them, joined by a legion of ordinary citizens inspired by the Jazzman's example to stand against the darkness. The battle was a success and the city proved crucial in providing the amphibious craft that made D-Day possible. Afterwards, the Jazzman faded into the background again.
The Jazzman became little more than a memory until Hurricane Katrina devastated New Orleans. Trapped citizens struggled to survive. Help seemed completely out of reach. Criminals ran rampant, using the chaos for their advantage and darker forces hunted in the shadows. But a strain of hope survived in the air and the Jazzman returned. Survivors reported being rescued by a smiling man in an expensive suit, a white mask, and a top hat. While the outside world saw a city in chaos, the Jazzman helped to ensure the music never died and as the city rebuilt before the eyes of the world, the Jazzman led them on. Now the Jazzman is a celebrity vigilante in the city, branded on t-shirts and spray painted on walls as a symbol of a city that still throws a party when hurricanes come to town and doesn't stop dancing. Whoever lurks behind the mask doesn't seem to matter because the Jazz is everywhere.
The Jazzman himself is Eric Monroe, a prominent New Orleans position and founder of Legba Records shortly after Katrina. Eric's grandfather was the Jazzman of the Golden Age but his father had little taste for the costumes and the superstitions that the Monroe legacy was built on. Instead, Eric's father insisted that he embrace his real heritage and forget all the masks and magic nonsense. Eric preferred to choose a middle ground, learning to play music all night from his dad and to fight the darkness from his grandfather. In deference to his father, he kept any attempts at heroism secret from his dad, passing off bruises as the result of a drunken night out. But when the waters rose, Eric decided to rise with them. A suit, a white Mardi Gras mask, and a top hat were all the costume he needed to get out there and do some good. He quickly found he loved the chance to do some real good. When the city rebuilt, Eric put his fortune as a recording artist toward founding Legba Records, a label devoted to promoting music in the city through funding native artists and music programs within the city. By night, he patrols the shadows of the Crescent City as the Jazzman, aided by Blues, a Catahoula Cur he rescued from the flood waters.

After an encounter with a rogue vampire, Eric met the Batman, who offered to train the Jazzman as a member of Batman, INC. Eric agreed and was rewarded with some upgrades to his equipment. His cane was upgraded to include a few more powerful surprises while his gloves and cloak underwent a few improvements as well. Wayne Enterprises furnished him with a prototype motorcycle/submersible jetski hybrid dubbed the River Runner and even modified the abandoned amusement park Jazzland into a headquarters for the Jazzman and the Second Line.

In the days before leaving for Batman, INC, Eric and Blues ran afoul of a mythical creature known as the Rougaroo and in the process, Blues was infected. Although Eric managed to prevent Blues from fully succumbing to the curse with the help of his grandfather Nathaniel, Blues was changed by the bite with enhanced strength and ferocity. Eric tracked the vampires and the Rougaroo back to the Traiteur Chain, a mystical band led by Nathaniel's own brother. After battling the Chain's zombies, the Jazzmen past and present emerged victorious. In the process, Nathaniel acquired a serum created by the Chain which allowed him to regain his youth temporarily and fill in for the Jazzman in Eric's absence.