Character du Jour: The Black Knight and the White Knight

Black Knight (Jose Guerrero) and White Knight (Lucius “Winter” Johnson) were both volunteers for the US Department-11 Advanced Projects Division testing facility. Out of the 300+ candidates, they were two of the handful who passed the three prime requirements – they had no immediate family or close friends, both willing to sign their lives over to the government, and both possessed latent metahuman abilities.

In theory, all that Department-11 had to do was flick a switch in their neural cortexes, equip them with power-boosting suits and brainwash them into being perfect soldiers. As the saying goes, two out of three ain’t bad.

Jose and Lucius broke out the the Facility in explosive fashion, and have made sure they stay in the public eye. They have carried out a series of high-profile heroic deeds including rescuing a Senator’s kidnapped daughter, foiled numerous bank heists and saved at least one city from destruction at the hands of an evil villain. They’ve gained quite a media following after figuring that staying in the limelight would be the best way to keep Department-11 at bay. So far, it’s working.

Lucius “Winter” Johnson was a semi-pro footballer so nicknamed because the temperature always seemed to drop when he entered a room. Department-11 awakened his latent weather control powers; he can freeze the air and ground and chill the surrounding area. In his power-boosting suit he can make a 500′ radius area into an instant Winter under his control, summon Fog and ice storms, shoot bolts of frozen ice shards and more. He joined the testing facility after being dropped from his team – he refused to swing a game. Hey, a guy’s got to make dough somehow, y’know?

Jose Guerrero’s father was a pastor in a ghetto, gunned down for granting sanctuary to a rival gang-member. The killers walked straight past where Jose was hiding, his latent shadow powers awakening just sufficient to hide him from view. He joined the testing facility to get out of the ghetto and help understand the abilities that were slowly developing. Jose can control shadows, drawing them to him as concealment. In his suit he can become completely invisible, bending light around his form. He can move along the shadowpaths like a wraith, passing through cracks and doorways effortlessly. Jose can also paralyze with a touch of the shadows, flooding the mind with sapping darkness. Thankfully, he’s a nice guy.

While Lucius is a laid-back fellow (the definition of “chill”), Jose is more active; he’s never still, and cautious enough not to entirely trust his suit. When he’s out of it he wears a leather jacket and carries a knife and pistol acquired from his days boosting cars for the gangs.

Dirty little secret: Department-11 is happy. Everything is going to plan. It’s only a matter of time before these two Knights cause trouble, and they’ve already got the Black Rook and White Bishop waiting in the wings to come to the rescue………

Notes: What would happen if you put the cast of Heroes into power-suits that boosted their abilities? How about if you then put them on the run from the US Government, add in a dash of conspiracy theory and left it to simmer for a while? These two would happen, that’s what.

Lucius and Jose are street-level guys bumped to superhero level thanks to their suits. Think of them as a Black and Hispanic Thelma and Louise. Out of the suits they’re still metahuman, though their power levels are drastically reduced. The suits operate as Devices that are useless in the hands of anyone else unless they’ve got exactly the same powers as Lucius and Jose – but those kind of coincidences happen all the time in the world of superheroes, don’t they?

Watch out for further chess-based builds. I’ve only just got started on this one. We’re about to start a whole campaign arc around this plotline.

White Knight (Lucius “Winter” Johnson), PL 10, 150pp

STR 16, DEX 14, CON 15, INT 12, WIS 14, CHA 13
Tough +2/+12, Fort +10, Ref +8, Will +7
Attack (Melee) +8, (Ranged) +10, Grapple +11, Defense +8, Init +2

Acrobatics +10, Climb +7, Drive +6, Intimidate +5, Medicine +4, Notice +4, Swim +7
Accurate Attack, Attack Focus 2 (Ranged), Endurance 2, Environmental Adaptation 2 (Extreme Cold), Favoured Environment 2 (Extreme Cold), Improved Grapple, Stunning Attack

Cold Control 4 (Flaw:Range touch, 50′ radius, DC 14)
– AP: Environmental Control 4 (Cold, Distraction DC 5, Flaw:Range touch, 50′ radius)

Device 13
– Protection 10
– Flight 5 (250mph)
– Immunity 2 (Cold, Extreme Cold)
– Environmental Control 4 (Extreme cold, 500′ radius, Distraction DC 10, Hamper Move 25%, Increased Range 3, Slow Fade 1 (1 minute), Flaw:Range touch)
— AP: Weather Control 7 (500′ radius, DC 17, Slow Fade 6 (1 day), Flaw:Range touch)
– Blast 8 (80′, DC 23)
—- AP: Create Fog (Obscure 6, 250′ radius)
—- AP: Snare 8 (80′, DC 18)

Black Knight (Jose Guerrero), PL 10, 150pp

STR 14, DEX 18, CON 15, INT 16, WIS 14, CHA 16
Tough +2/+12 (+3 in Leather Jacket), Fort +5, Ref +7, Will +4
Attack +8, Grapple +10, Defense +8, Init +4

Bluff +5, Computers +5, Concentration +6, Craft:Electronics +5, Drive +9, Gather Info +5, KS:Technology +6, KS:Theology +4, Languages (English & Spanish), Notice +6, Search +6, Sense Motive +5, Stealth +12, Survival +6
Attractive 1, Contacts (Street Gangs), Elusive Target, Improvised Tools, Inventor, Luck 1, Skill Mastery (Stealth, Gather Info, Disable Device, Drive), Equipment 3

Darkness Control 3 (25′ radius, Flaw:Range touch)

Device 13
– Protection 10
– Flight 5 (250mph)
– Immunity 2 (Cold, Extreme Cold)
– Darkness Control 4 (500′ radius, range 40′, Progression:Increased Area 3)
– Insubstantial 2 (Gaseous)
– Invisibility (Normal sight)
– Super-Senses 2 (Darkvision)
– Paralyze 8 (80′, DC 18, Ranged, Limited 1:Must be linked via shadows)

Knife (+8 DC 18), Light Pistol (+8 DC 18), Leather Jacket, Call Phone, Laptop computer, Flashlight, Lock release gun

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