Ember

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Ember

When a war ends, sometimes the men cannot get away from it. That is what has happened to Ember. When the war ended, he was sent home, but to do what? He was a trained killer in a normal society. He quickly became despondent and set out to "right the wrongs" of the world.

It was on a mission to stop a bank robbery that one of his grenades went off prematurely and knocked him out. He laid there in the street staring up at the sky when god spoke to him "You must rid the world of evil". He woke up a changed man.

Evil to him is not the same as evil to anyone else. Those that had the power to stop villainy and did not? Evil, those that felt that they could do as the please without consequences? Evil. In short, most people that the public look up to are evil in his mind. Superheroes are target number one.

Ember

PL 7 (105PP); Init +3; 30ft (Run); Defense 19/15 (5 Base, 3 Dex, 1 Dodge); BAB +5; +7 Melee, +9 Ranged (5L Pistol); SV Dmg +3 (5 Protection), Fort +1, Ref +3, Will +1; Str 12, Dex 16, Con 12, Int 10, Wis 12, Cha 14 (Total 41PP)

Skills: Drive 4/+7, Hide 4/+7, Disable Device 3/+3, SC: Electronics 2/+2, Move Silently 4/+7, Spot 3/+4, Listen 4/+5, PS: Military Life 4/+4 (Total 28PP)

Feats: Attack Focus (Ranged), Dodge, Evasion, Quick Draw, Endurance (Total 10PP)

Powers:

  • None

Equipment:

  • Pistol (Weapon) +5 (Source: Technology; Effect: Lethal Damage; Extras: Rapid Shot) (Cost 1 / Total 5+2PP)
  • Grenades (Weapon) +6 (Source: Technology; Extra: Area; Power Stunt: Duel Damage; Flaw: Uses [8]) (Cost 2 / Total 12+2PP)
  • Combat Vest (Armor) +5 (Source: Technology) (Cost 1 / Total 5PP)