Twenty-four years ago*, Gyurden Vazz was the brilliant if somewhat lazy and spoiled son of a pair of Tarantan aristocrats who ran a medical supply corporation. He was dimly aware that his fathers were sympathetic towards the cause of the insurgency, but doubted that either of them would ever undertake any treasonous activities. So when they were murdered, in a manner that he soon learned was typical of assassinations conducted by the Inquisition, it came as a shock to his worldview. His childhood ended in that instant, and he discovered how motivating the pursuit of vengeance could be.
For twenty years*, he worked on training his mind and his body into a tool for that vengeance. Not as successful as he would have wished in shaping his body, Gyurden instead devised technological means of enhancing it, inventing and constructing a suit of force field-enhanced serenium armor with cybernetic controls and a dizzying variety of weapon systems. All the while, he was studying his enemy and planning their confrontation, preparing for the day he would strike at the Crimson King and either kill him, or die himself.
Four years* ago, he finally deemed himself as ready as he would ever be, and infiltrated the Imperial Palace ... to find that his studies of the Crimson King had not been nearly as well-concealed as he'd thought. The ruler of the Imperium was expecting him, shielded by a protective barrier that his weapons couldn't penetrate, and armed with the most devastating weapon in his arsenal -- the truth. He had not ordered the assassination of Gyurden Vazz's parents. He had ordered the execution of the two Geretil criminals who had, some weeks earlier, murdered the two men and been impersonating them, and were planning to murder Gyurden as well.
Proof of all this was easily demonstrated, as was the fact that other Inquisitors had identified the authors of the scheme which had destroyed Gyurden's family, and exacted a harsh penalty on them. Once again, Gyurden's worldview was completely upended. Vengeance was not to be his, and the only way to save his own life was to pledge his services to the man he'd planned to kill. So it was that he became one of the more eccentric agents of the Inquisition, while also training with the other members of what were to become the Scarlet Knights.
Service with the Inquisition, and the many bloody deeds he has committed during that service, has destroyed what little idealism Gyurden Vazz once possessed. Where he once had some amount of admiration for his fathers' sympathies for the insurgency, he now regards it as a weakness that contributed to their deaths. Chaos, of whatever sort, cannot be tolerated and must be extirpated as swiftly and as surely as any sickness in the body should be. More than that, however, he is driven by a desire for power enough that no one can ever again make him as vulnerable as he was when his fathers were killed, or when the Crimson King had him at his mercy.
Darkowl's greatest weakness, aside from his utter dependence on his armor to allow him to stand among the other Scarlet Knights, is his vanity, particularly concerning his intellectual abilities. Suggesting that he is not the smartest person in the room is a surefire way to provoke his considerable anger, and things that interfere with his plans -- or worse, things that he didn't anticipate -- can easily drive him into a rage. He also imagines that he is much more handsome and charismatic than he actually is, and finds the fact that he's not the assigned leader of the Scarlet Knights to be rather frustrating ...
Darkowl -- PL 11
Abilities:
STR 7/0 | STA 2 | AGL 6/1 | DEX 7/2 | FGT 7/2 | INT 8 | AWE 3 | PRE 2
Powers:
Dark Owl Armor: Removable (-27 points)
* Armored Shell: Impervious Protection 4 - 8 points
* Communicator: Radio Communication 4; Comprehend Languages 2 - 22 points
* Cybernetic Controls: Enhanced Agility 5; Enhanced Dexterity 5; Enhanced Fighting 5 - 30 points
* Force Field: Sustained Impervious Protection 4 - 8 points
* Jump Jets: Leaping 4 (120 feet); Movement 3 (Safe Fall, Wall-crawling 2; Speed 7 (250 MPH) - 17 points
* Life Support: Immunity 10 (life support) - 10 points
* Psychic Shield: Enhanced Will 5, Impervious 13, Limited to mental effects - 9 points
* Sensors: Senses 7 (darkvision, direction sense, distance sense, radio, time sense, ultra-hearing) - 7 points
* Weapon Systems: Array (21 points)
- Bombs: Ranged Burst Area Damage 7 - 1 point
- Muscle: Enhanced Advantage 6 (Close Attack 6); Enhanced Strength 7 - 1 points
- Obscure: Ranged Cloud Area Visual Concealment 4 Attack - 1 point
- Pulser: Close Burst Area Nullify Electronics 10, Simultaneous - 1 point
- Stunner: Ranged Affliction 10 (Resisted by Fortitude; Dazed, Stunned, Incapacitated) - 1 point
- Tangler: Ranged Affliction 10 (Resisted by Dodge, Overcome by Damage; Hindered & Vulnerable, Defenseless & Immobile), Extra Condition, Limited Degree - 1 point
- Terror: Auditory Area Affliction 10 (Resisted by Will; Dazed, Stunned, Paralyzed), Subtle - 21 points
Benefit (inquisitor), Defensive Attack, Favored Environment (planned situations), Improved Initiative, Inventor, Jack-of-all-trades, Power Attack, Startle, Well-informed.
Skills:
Expertise: Galactic 5 (+13), Intimidation 10 (+12), Investigation 6 (+14), Perception 8 (+11), Ranged Combat: Weapon Systems 5 (+12/+7), Stealth 6 (+12/+7), Technology 7 (+15), Vehicles 5 (+12/+7).
Offense:
Initiative +10
Unarmed +7 (Close Damage 0)
Muscle +13 (Close Damage 7)
Bombs -- (Ranged Burst Area Damage 7)
Stunner +12 (Ranged Fortitude 10)
Tangler +12 (Ranged Affliction 10, Resisted by Dodge)
Terror -- (Auditory Area Affliction 10)
Defenses:
Dodge 11/6, Parry 12/7, Fortitude 7, Toughness 10/6/2, Will 8
Totals:
Abilities 40 + Powers 112 + Advantages 9 + Skills 26 + Defenses 20 = 207 points
Offensive PL: 11
Defensive PL: 11
Resistance PL: 10
Skill PL: 10
Complications:
Power--Motivation. Intolerance (disorder.) Vanity.