Legend Robert Dorf 
CHARACTERISTICS
Val Char Base Points Total Roll Notes
25 STR 10 15 25 14- HTH Damage 5d6 END [2]
24 DEX 10 42 24 14- OCV 8 DCV 8
50 CON 10 80 50 19-
20 BODY 10 20 20 13-
18 INT 10 8 18 13- PER Roll 13-
15 EGO 10 10 15 12- ECV: 5
20 PRE 10 10 20 13- PRE Attack: 4d6
20 COM 10 5 20 13-
5 PD 5 0 5/20 5/20 PD (0/15 rPD)
10 ED 10 0 10/25 10/25 ED (0/15 rED)
4 SPD 3.4 6 4 Phases: 3, 6, 9, 12
20 REC 15 10 20
100 END 100 0 100
60 STUN 58 2 60
10" Running 6 8 10"
2" Swimming 2 0 2"
5"/2 1/2"" Leaping 5 0 5" 216 Total Characteristics Points
POSE
MOVEMENT
Type Total
Run (6) 10" [20" NC]
Swim (2) 2" [4" NC]
H. Leap (5") 5"
V. Leap (3") 2 1/2"
Flight 50" [65" NC]
Teleport 34" [38" NC]
Tunneling 10" [20" NC]
EXPERIENCE POINTS
Total earned: 275
Spent: 275
Unspent: 0
Base Points: 250
Disad Points: 125
Total Points: 650
APPEARANCE
Hair Color:  Brown
Eye Color:  Sapphire
Height:  6' 1"
Weight:  216 lbs
Description:
The Legend is a tall and athletically muscular of unusually pleasing appearance. Women find him wholesomely appealing while men find him square jawed and honest looking; it is a rare person that looks upon him without reaction. His features are extremely regular, his hair light brown, and his eyes are a disturbingly bright sapphire color. When not in his "official" capacity, Jack often wears a pair of blue jeans and a matching denim jacket over a blue unmarked t-shirt, with practical work boots. He looks like a regular guy in other words, and his "just folks" appearance is part of his charm.

When "on the hero clock" he wears a classically simple blue costume with a red half-cape and a gold sash. It's retro styling might look bafoonish or pretentious on some less majestic hero, but for some reason looks exactly right on the resolute and noble looking Legend. When using his powers he seems to be surrounded by some sort of bluish energy field, and his sapphire eyes seem to loom enormous and mesmerizing. Many a hero and villain alike have been stopped in their tracks by the certainty that they are in the presense of greatness, and the camera absolutely adores him -- not a few Bostonian teenage girls have posters of The Legend pinned to their walls, and the press is always happy to waste tape on him.

 Legend Robert Dorf 
DEFENSES
Type Amount Notes
Physical Defense 5/20 Current BODY:
Res. Phys. Defense 0/15 (20)
Energy Defense 10/25 Current END:
Res. Energy Defense 0/15 (100)
Mental Defense 13 Current STUN:
Power Defense 10 (60)
STUNTS & FIGHTING STYLE
Use VPP Intelligently
Keep an eye on END
Don't be afraid to burn STUN for END
.....within reason
Use the Eyes of Perfect Clarity to inform decisions
COMBAT INFORMATION
OCV: 8 DCV: 8
Combat Skill Levels:
+3 Overall
+6 with Ranged Combat (30 Active Points); OCV Only (-1), Costs Endurance (Only Costs END to Activate; -1/4)
COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
Block 1/2 +0 +0 Block, abort
Brace 0 +2 1/2 +2 vs. Range Mod.
Disarm 1/2 -2 +0 Can disarm
Dodge 1/2 -- +3 Abort, vs. all attacks
Grab 1/2 -1 -2 Grab two limbs
Grab By 1/2 -3 -4 Move and Grab
Haymaker 1/2* +0 -5 +4 DC attack damage
Move By 1/2 -2 -2 STR/2 + v/5
Move Through 1/2 -v/5 -3 STR + v/3
Set 1 +1 +0 Ranged Attacks only
Strike 1/2 +0 +0 STR or weapon
COMBAT MODIFIERS
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10

 Legend Robert Dorf 
SUPERPOWERS!
Cost  Power END
No Earthly Boundaries Multipower
75 Multipower, 75-point reserve
7u   1)   May Nothing Bar The Way Tunneling 10" through 15 DEF material, Fill In (75 Active Points) 7
6u   2)   Path Of The Sun Flight 35", Position Shift (75 Active Points); no Noncombat movement (-1/4) 7
7u   3)   Speed Of The Messenger Flight 15", MegaScale (1" = 1 km; +1/4), combat acceleration/deceleration (+1/4), Usable As Running (+1/4), No Turn Mode (+1/4), Reduced Endurance (0 END; +1/2) (75 Active Points) 0
6u   4)   Omnipresent And Ever Vigilant Teleportation 30", No Relative Velocity, Position Shift (75 Active Points); no Noncombat movement (-1/4) 7
5u   5)   Opener Of The Way Teleportation 4", x4 Increased Mass, Usable By Other (+1/4), Safe Blind Teleport (+1/4), Area Of Effect (One Hex; +1/2), Continuous (+1), MegaScale (1" = 100 km; +3/4), Can Be Scaled Down 1" = 10" (+1/4) (72 Active Points); Gate Power loses about a third of its effectiveness (-1/2) 7
10 Recall Anchor Teleportation: Floating Fixed Location (2 Locations) 0
Legendary Body I Elemental Control
24 Elemental Control, 60-point powers, (30 Active Points); all slots Visible (Intense Magical Aura; -1/4)
10   1)   To Draw Upon The Very Power Of The Earth Itself! Healing 1 BODY, Resurrection, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (60 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2) 0
22   2)   Eyes of Perfect Clarity (Total: 69 Active Cost, 39 Real Cost) N-Ray Perception (Sight Group) (10 Active Points); Costs Endurance (Only Costs END to Activate; -1/4) (Real Cost: 7)
plus
Nightvision (5 Active Points); Costs Endurance (Only Costs END to Activate; -1/4) (Real Cost: 3)
plus
Detect Magic, the Supernatural, and Metahuman Powers 13- (Sight Group) (10 Active Points); Costs Endurance (Only Costs END to Activate; -1/4) (Real Cost: 7)
plus
+6 versus Range Modifier for Sight Group (9 Active Points); Costs Endurance (Only Costs END to Activate; -1/4) (Real Cost: 6)
plus
+6 with Ranged Combat (30 Active Points); OCV Only (-1), Costs Endurance (Only Costs END to Activate; -1/4) (Real Cost: 12)
plus
Mental Awareness (5 Active Points) (Real Cost: 4)
7
30   3)   Aura of Protection Force Field (15 PD/15 ED), Hardened (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (67 Active Points) 0
Legendary Body II (Drained As If In Legendary Body EC)
12   1)   I Have Within Me Blood of Kings Life Support (Eating Character only has to eat once per week; Extended Breathing: 1 END per 5 Minutes; Longevity 200 Years; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Sleeping Character only has to sleep 8 hours per week) (15 Active Points) 0
8   2)   Will of Iron I Mental Defense (13 points total) (10 Active Points) 0
8   3)   Will Of Iron II Power Defense (10 points) (10 Active Points) 0
Legendary Powers Far Beyond Those of Mortal Men Variable Power Pool
141 Variable Power Pool, 90 base + 51 control cost, Requires A CON Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points, Replaces VPP Skill Roll; +0), Powers Can Be Changed As A Zero-Phase Action (+1) (180 Active Points); all slots Increased Endurance Cost (x2 END; -1/2), Highly Visible To Mystical Senses (-1/4)
0   1)   Lamplighter Effect Summon 4 137-point Lamplighters, Slavishly Devoted (+1) (74 Active Points) Real Cost: 42 14
0   2)   Blazing Eyes of Divine Fire Energy Blast 17d6 (vs. ED) (85 Active Points) Real Cost: 48 16
371 Total Powers Cost

 Legend Robert Dorf 
SKILLS, PERKS, TALENTS
SKILLS
Cost  Name
30 Magically Aware: +3 Overall
3 Analyze: Magic 13-
3 Persuasion 13-
3 Scholar
1
1) KS: Federal Law (2 Active Points) 11-
1
2) KS: Federal Police Procedures (2 Active Points) 11-
2
3) KS: Metahuman Powers (INT-based) (3 Active Points) 13-
2
4) KS: Occult History (INT-based) (3 Active Points) 13-
2
5) KS: Planar, Arcane, Occult Lore (INT-based) (3 Active Points) 13-
2
6) KS: Super Villains (INT-based) (3 Active Points) 13-
2
7) KS: Supernatural Creatures (INT-based) (3 Active Points) 13-
2
8) KS: The Mystic World (INT-based) (3 Active Points) 13-
2
9) KS: The Superhuman World (INT-based) (3 Active Points) 13-
55 Total Skills Cost
PERKS
Cost  Name
3 Fringe Benefit: Federal/National Police Powers
2 Reputation: The Legend, Superhero Mystic and Healer (A large group) 11-, +1/+1d6
5 Total Perks Cost
TALENTS
Cost  Name
3 Bump Of Direction
3 Total Talents Cost
SUPERHEROIC CHALLENGES
Cost  Disadvantage
10 Distinctive Features: Mystical Aura, Divine Magic (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)
15 Social Limitation: Public Identity Frequently (11-), Major
10 Reputation: Magical Metahuman Demon Fighter, 11-
Notes: Enemy of Nefarious Arcane Types
15 Psychological Limitation: Protect the Weak Against the Evil Strong (Common, Strong)
15 Psychological Limitation: Speak The Truth and Act With Honor, Deception Is For Lesser Men (Very Common, Moderate)
15 Psychological Limitation: Turn Not Away From Evil, Nor From A Worthy Cause (Common, Strong)
25 Hunted: Demon 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
20 Hunted: The Trismegistus Council 11- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)
125 Total Disadvantages Cost

 Legend Robert Dorf 
APPEARANCE & SHTICK
APPEARANCE
Height: 6' 1" Hair: Brown
Weight: 216 lbs Eyes: Sapphire
The Legend is a tall and athletically muscular of unusually pleasing appearance. Women find him wholesomely appealing while men find him square jawed and honest looking; it is a rare person that looks upon him without reaction. His features are extremely regular, his hair light brown, and his eyes are a disturbingly bright sapphire color. When not in his "official" capacity, Jack often wears a pair of blue jeans and a matching denim jacket over a blue unmarked t-shirt, with practical work boots. He looks like a regular guy in other words, and his "just folks" appearance is part of his charm.

When "on the hero clock" he wears a classically simple blue costume with a red half-cape and a gold sash. It's retro styling might look bafoonish or pretentious on some less majestic hero, but for some reason looks exactly right on the resolute and noble looking Legend. When using his powers he seems to be surrounded by some sort of bluish energy field, and his sapphire eyes seem to loom enormous and mesmerizing. Many a hero and villain alike have been stopped in their tracks by the certainty that they are in the presense of greatness, and the camera absolutely adores him -- not a few Bostonian teenage girls have posters of The Legend pinned to their walls, and the press is always happy to waste tape on him.
PERSONALITY & MOTIVATION
Jack Westlake is surprisingly cheerful, friendly, reverent, kind, and not nearly as arrogant or self-assured as people might expect. His childhood was not easy, and his apprenticeship under The Master was often painful as the ancient mystic instilled an iron discipline in Jack and left no room for back sliding. He was held to a higher standard than others that sought the Master's guidance, but eventually Jack came to understand why.

Still, growing up within the New Circle taught Jack more of the world of magic than most men would ever know, and gave him hints as to the truth behind his own powers.

He lives by a heroic code that seems to be ingrained into his very soul. He does not lie, steal, break his freely given word, or turn his back on those in need. When not using his powers to fight mystical threats, he heals those he can at free clinics and in those emergency rooms where his help will be accepted (though experience with those on whom his powers simply will not work distresses him unutterably).

Jack does not maintain a secret identity, as his almost compulsive honesty would make such a thing impossible. Rather than attempt to lie, Jack will simply remain silent when pressed on issues about which he does not wish to speak.
CATCH PHRASE(S)
"Vague and mysterious goes with the job, I'm afraid."
POWERS & SPECIAL EFFECTS
Jack Westlake is a font of magical energy. Unlike most mystics that learn to focus and channel mystic power from elsewhere, there is a wellspring of vast capacity buried deep in Jack's pattern. The Master knows Jack's true nature, and some other experienced mystics have suspected it, but Jack himself only knows that he may release this energy for a wide variety of effects, effectively anything he can think of that is accomplishable via magic. Channeling power in this fashion is very tiring for Jack, as he is in effect fueling his powers with his very essense, but the sheer breadth of his capabilities ensures that he is among the most powerful of superhumans.

Some of his common and regualarly used abilities include overcoming the earthly bounds of gravity, moving over two hundred feet in the blink of an eye, healing himself and others, seeing that which others never see through matter and mysticism alike, releasing blasts of powerful innate Magic, and even moving himself slightly out of synch with normal waking reality to become invulnerable to all mundane harm. He can also strengthen either himself or another with effort, though the potent forces released are a drain to both himself and any recipients. Versus other mystics he can project his natural magic outward to disrupt their magic, ensnare magickers in bonds of pure mystical force, and even to lend protection to others from magical harm. He can even channel some of his soul into semi-intelligent mystical missiles that will seek out a target nigh unerringly.

However, he can do far more than that; he is limited only by his ability to imagine an effect and marshal his essense to make his will a reality.

Against most foes Legend will fight much like a flying blaster, keeping his distance and projecting pure magical force from his eyes, but ill betides those who seek to draw close to him, for his magic is even more potent up close. Versus mystical opponents, Legend will try to nullify their most obvious effects, ensnare them in mystic bonds, or take advantage of his likely superior physical prowess.

 Legend Robert Dorf 
ORIGIN
Jack Westlake is both human, and....something else. He was born to human parents, and was normal in every regard save one; somehow via a means and origin not understood to Jack himself while still in the womb he became the host of a spark of what some might call divinity from some other plane of existance. This seed of greatness became one with the gestating human, subsumed and merged into a gestalt without flaw or drawback. Jack is the beacon, and the beacon is Jack....so much so that many elder mystics refer to him esoterically as The Beacon In The Darkness.

His early childhood was strained, as his parents could not hope to cope with or contain their singularly unique offspring, despite their love for the child. They pursued help via the super group known as the Sentinels, who in turn put them in touch with a powerful and respected elder mystic who is so well regarded he is known only as The Master. The wise and ancient Master soon determined the true nature of Jack, a secret he has kept to himself, and agreed to accept the boy into his direct care. Knowing full well how dangerous an unrestrained Jack would be as an adult, the Master very carefully and methodically raised the boy.

The Master helped Jack learn how to master his potential, a difficult and highly personal task for Jack due to his uniqueness, but more importantly the Master tirelessly instilled in Jack the behavior, personality, and values that lead him to use his powers for benign rather than selfish ends. Though it knows it not, the world owes a great debt to the Master for this wise and well-considered undertaking, for left to mature without guidance or boundaries Jack could well have become a great force for evil.

Since his debut as a Hero, Legend has primarily been a member of the loosely organized mystically oriented super group known as The New Circle, primarily active in Boston and along the eastern seaboard, with occassional international and interdimensional jaunts, as well as opposing Supernatural Evil on his own. Both DEMON and The Crowns of Krym have become regular opponents, and as a PRIMUS Sanctioned hero he is often called upon to assist in stopping super criminals of a mystical nature around the nation.

Recently Jack felt drawn to Millennium City by a subtle but unsettling mystical unease. After speaking to the Master about his premonitions and receiving his mentor's wise counsel, he followed his instincts to Grosse Pointe where he came upon a police cordon around the body of the latest victim in a string of mystically-flavored murders that had the MCPD completely stumped, and had a fateful meeting with a young mystic named Alliage that was also investigating the crimes.

Jack felt an immediate attraction to the willowy French superheroine, but ever uncomfortable with emotional entanglements he internalized it. The two ended up working the murder case together along with two other superheroes that Alliage was associated with, the redoubtable Rook and the stalwart War-Man. Jack's compendius knowledge of the occult and Eyes of Perfect Clarity immediately proved their worth as he was able to make short work of the available evidence that had so thoroughly stumped every one else.

Putting their heads together the four heroes quickly arrived at a plan and wasted no time putting it into action. They were soon joined in their pursuit for the perpetrators of the dark killings by three other heroes, the irascible John Wrath, the jaded Blackjack, and the enthusiastic Turbofist. Together the seven heroes became embroiled in a dark cross-dimensional jaunt that ultimately resulted in them facing down the deeply evil witch Chantal and her guardian the fell Black Paladin in Chantal's own pocket dimension where reality itself was hers to command, as detailed here: Legend's exploits with the Millennial Men.

In the aftermath of the epic adventure Legend was offered membership in the Mill Men, but turned it down as he was already a member of the New Circle. However he did take it upon himself, with the Master's blessing, to become Alliage's mentor in mysticism and as such participated in several other adventures that involved members of the Mill Men and can be considered to be an Auxillary member at the least.

But regardless of where he finds it, or who he hunts it with, Legend is always a welcome bulwark against arcane evils.
Character created with Hero Designer (version 2006053109)