Val CHA Cost Roll Notes 30 STR 20 15- Lift 1600 kg; 6d6 HTH Damage  24 DEX 42 14- OCV: 8/DCV: 8 23 CON 26 14- 13 BODY 6 12- 18 INT 8 13- PER Roll 13- 20 EGO 20 13- ECV: 7 25 PRE 15 14- PRE Attack: 5d6 12 COM 1 11- 12 PD 6 Total: 12 PD (12 rPD) 10 ED 5 Total: 10 ED (10 rED) 6 SPD 26 Phases: 2, 4, 6, 8, 10, 12 11 REC 0 46 END 0 40 STUN 0 Total Characteristics Cost: 175 Movement: Running: 8"/16" Leaping: 6"/12" Swimming: 0"/0" Teleportation: 16"/16" Cost Powers & Skills Martial Arts: Classic Comic Book/Crimefighter Training Maneuver OCV DCV Damage 4 Block +2 +2 Block, Abort 4 Disarm -1 +1 Disarm; 40 STR to Disarm 4 Dodge -- +5 Dodge, Affects All Attacks, Abort 5 Kick -2 +1 10d6 Strike 3 Legsweep +2 -1 7d6 Strike, Target Falls 4 Punch +0 +2 8d6 Strike 3 Bite: HKA 1 point, Reduced Endurance (0 END; +1/2); Must Follow Grab (-1/2), No STR Bonus (-1/2) 7 Blood Drain: HKA 1d6, Continuous (+1); Extra Time (1 Turn (Post-Segment 12), -1 1/4), Concentration, Must Concentrate throughout use of Constant Power (0 DCV; -1), No STR Bonus (-1/2), Linked (Bite; -1/4), Bite HKA Must Do BODY (-1/4), END 3 60 Hypnotic Control: Mind Control 12d6, Reduced Endurance (0 END; +1/2); Eye Contact Required (-1/2) 80 Undead Body: Physical Damage Reduction, Resistant, 75%; Not Versus Wood (-1/2) plus Energy Damage Reduction, Resistant, 75%; Not Versus Fire (-1/2) 9 Undead Body: Damage Resistance (12 PD) plus Damage Resistance (10 ED); Not Versus Fire (-1/2) 15 Undead Body: Does Not Bleed 4 Faster Than He Looks: Running +2" (8" total), END 1 -2 Can't Abide Running Water: Swimming; -2" 37 Preternatural Speed: Teleportation 16", Invisible to Hearing, and Sight Groups (+3/4); Must Pass Through Intervening Space (-1/4), No Noncombat movement (-1/4), END 6 27 Mist Body: Desolidification (affected by affected by fire and wind); Cannot Pass Through Solid Objects (-1/2), END 4 30 Vampiric Invisibility: Invisibility to Sight Group , No Fringe, Reduced Endurance (0 END; +1/2), Persistent (+1/2); Always On (-1/2), Mechanical Sensors And Mirrors Only (-1/2) 44 Undead Body: LS (Immunity All terrestrial diseases and biowarfare agents; Immunity: All terrestrial poisons and chemical warfare agents; Longevity: Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) 5 Can See In The Dark: Nightvision 33 Vampiric Contamination: Major Transform 7d6 (Human to Vampire), Reduced Endurance (0 END; +1/2); Extra Time (5 Minutes, -2), Gradual Effect (5 Minutes; roughly 1d6/minute; -3/4), No Range (-1/2), Must Follow Grab (-1/2) Perks 20 Grandenetti Cathedral: Base (100 points) 15 Follower: Altar Boy (75 point base) 10 Money: Wealthy 2 Reputation: Astro City Crimefighter (Astro City) 11-, +2/+2d6 Skills 15 +3 with HTH Combat 3 Acrobatics 14- 3 Breakfall 14- 4 CK: Astro City 14- 3 Climbing 14- 3 Criminology 13- 3 Deduction 13- 0 Language: English (idiomatic; literate) 1 Language: Latin (basic conversation; literate) 2 PS: Priest 11- 3 Shadowing 13- 3 Stealth 14- 3 Streetwise 14- 3 Tactics 13- 3 Scholar 2 1) KS: Astro City Underworld 13- 2 2) KS: History 13- 2 3) KS: History of Super Heroes 13- 2 4) KS: Theology 13- 483 Total Powers & Skills Cost 658 Total Character Cost 200+ Disadvantages 15 Distinctive Features: Aura Of The Undead (Not Concealable; Extreme Reaction; Detectable Only By Unusual Senses) 15 Distinctive Features: Does Not Reflect In Mirrors Or Appear In Photographic Images (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 15 Distinctive Features: Fangs, Glowing Eyes, Pale Complexion (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 15 DNPC: Brian Kinney (Altar Boy) 14- (Slightly Less Powerful than the PC) 15 Physical Limitation: Cannot Cross Running Water (Infrequently, Fully Impairing) 15 Physical Limitation: Cannot Enter A Dwelling Unless Invited, Or Enter Onto Consecrated Ground (Infrequently, Fully Impairing) 15 Physical Limitation: Repelled By Garlic And Various Holy Symbols (Infrequently, Fully Impairing) 15 Psychological Limitation: Fearful Of Becoming A "Monster" (Common, Strong) 20 Psychological Limitation: Protective Of The Innocent (Common, Total) 15 Reputation: Undead/Vampire, 14- (Extreme; Known Only To A Small Group) 20 Social Limitation: Secret ID (Jeremiah Parrish [A Vampire]) (Frequently, Severe) 25 Susceptibility: Sunlight 1d6 BODY per Phase (Very Common) 15 Susceptibility: Holy Symbols 1d6 STUN per Phase (Uncommon) 243 Experience 658 Total Disadvantage Points
Background/History: Born in the late 1840s, Jeremiah Parrish came to Astro City to assist Cardinal Grandenetti in building a huge cathedral. His job was to oversee the acquisition of materials, as well as working with the many laborers who had been brought over to help construct the massive edifice. As part of his duties, Parrish spent time with those injured on the job, visiting these laborers in their homes. While on just such a mission, he met a beautiful young woman, who seduced him, drained him of his blood, and left him buried in a garbage pit. Three days later, he arose as a new vampire.
In an attempt to atone for his sins, Parrish studied and wrote, but his writings led the congregation to try and hunt him down and kill him. In the end, Cardinal Grandenetti had the wing of the cathedral where Parrish was suspected of lairing walled off, unconsecrated. Parrish himself hid, using prayer to try and keep ahold of his humanity. However, before he was lost totally to his curse, Parrish witnessed the actions of the costumed hero Air Ace, and realized one could wear a mask and yet walk among men. Finally, making a leap of faith, he donned the costume of the Confessor and became a super hero.
After a long career of fighting crime, Confessor selected Brian Kinney to assist him in his duties. Confessor's reasons for this are two fold—because one of a priest's duties is to teach, and secondly, Confessor wanted someone he didn't have to hide his nature from.
Confessor's career as a costumed vigilante came to an end during the shape-shifting Enelsian invasion of Earth. After discrediting many local heroes, the Enelsian's began an invasion of Astro City under the guise of incoming federal troops sent to quell any superhero unrest. Confessor, recognizing what was happening (or due to happen) attempted to expose the plot. The aliens, however, knew his secret, and killed him with a combination of holographic crosses, holy water, and a wooden stake gun. Confessor went down fighting, however and killed the Enelsian who was masquerading as the mayor of Astro City.
After Confessor's death, Brian Kinney spent a number of years in training, eventually assuming the costume of the Confessor himself.
Personality/Motivation: Confessor's primary motivation to don a costume and fight crime is to atone for his sins - the primary one being lust (in allowing the woman to seduce him). He also has to deal with his present state—that of a vampire—which in his mind means he is damned for all eternity. So, he tries to make the world a better place for others by fighting criminals of all sorts. Confessor's desire for atonement also means he tries to protect the defenseless and he will not kill, or let others be killed—even if they are criminals. Confessor has killed before, in the past, and it is a subject he does not wish to discuss.
As part of his penance, Confessor wears a cross on his costume. This causes him some pain, but Confessor feels it helps him concentrate, as well as ignore any thirst for blood he might have. Confessor also feels it is a proper punishment for his sins.
Quote: "Never assume. Look at the facts, look at the patterns—and look for what doesn't fit. Base your deductions on that."
"And if the forces of anger and unreasoning are growing, if humanity is losing site of their path—then is it not all the more crucial that be shown their choice? That they be shown the way?"
"One of the priestly duties is to teach."
Powers/Tactics: As a vampire, Confessor has a whole slew of powers balanced by a number of complications. He is physically strong, very fast, and nearly impossible to harm with conventional weapons. Confessor can turn into mist, and move faster than the eye can follow, resulting in a virtual teleportation ability. In addition, he has a hypnotic gaze which he uses to get thugs to reveal their secrets. Confessor's secondary powers include his invisibility to cameras and other video devices. Presumably, his lack of a soul is the reason behind this ability.
Along with his vampiric powers, Confessor has over 150 years of experience to draw on. He fights crime by being a detective, acting very much as Astro City's version of Batman. He has developed an impressive array of investigative skills over the years and puts them to good use tracking down criminals. Confessor bases a lot of his work by looking at patterns, and figuring out what doesn't fit. He doesn't try to jump to conclusions or make wild guesses, but goes about things in a far more methodical way.
When the time comes, Confessor will subdue criminals in hand-to-hand combat. He prefers to leap down from above, and is a highly-effective combatant. He demonstrates expertise in the martial arts, but where he learned these skills is unknown. If he needs to flee, Confessor will escape via the rooftops of nearby buildings.
Appearance: Jeremiah Parrish stands over six feet tall, with a solidly built frame. He has a handsome face, with close-cropped silvery-white hair. As Confessor, he wears a black monk's robe, with boots, gloves and a long black cloak. A white cross is one the front of the costume. On his face, Confessor wears a "ninja" mask.
Designer's Notes: I based Confessor's character sheet off of a "Cinematic Vampire" template I had developed for my Things That Go Bump in the Night sourcebook. This template pretty much covers everything that Confessor was seen to do, with a few additions (such as his "Preternatural Speed" power). Note some of Confessor's powers (and limitations) are presumed powers based off his being a fairly typical cinematic vampire.
(The Confessor created by Kurt Busiek, Brent Eric Anderson and Alex Ross, character sheet created by Michael Surbrook)
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