Green Mountain Avengers Power Grids-Personnel File 15
Name: Sawyer Judkins (Prism Knight)
Species: Mutant (Human template)
Intelligence: 3
Strength: 3-4*
Speed:2-3*
Durability: 3-5*
Energy Projection: 6
Fighting Ability: 4

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Green Mountain Avengers Power Grids-Personnel File 15
Name: Sawyer Judkins (Prism Knight)
Species: Mutant (Human template)
Intelligence: 3
Strength: 3-4*
Speed:2-3*
Durability: 3-5*
Energy Projection: 6
Fighting Ability: 4
Green Mountain Avengers Origins-Personnel File 15
Born and raised in New Hampshire, Sawyer Judkins mutant abilities wouldn't surface until a terrible incident in high school, when he was working as a camp counselor for younger kids in the wilderness of the White Mountains.
As a teenager, Sawyer had a strong love of fantasy, and was an avid collector of comic books, looking up to the recently reawakened Captain America as a role model, to the point where he joined the Avengers East Youth League, an all-inclusive youth group that taught survival and life skills to humans, children with Inhuman ancestry, and mutants.
It was here that Sawyer became a youth counselor, after spending a few years in his early teens praying that he had mutant abilities, which did not come to fruition. Rather, he ended up working summers at the camp, leading small groups of youth campers to learn all about camping out in the woods.
It was during the summer of his fifteenth year that the campers received a young man, a Delta class mutant who was shunned by his peers for his demonic appearance, on the streets his home town in Connecticut. This boy felt constantly bullied, and lashed out at any perceived attempt to humiliate him. This young mutate bore the moniker of Alu, for his frightening appearance and sub mutations which made him adept at the arcane arts.
Sawyer tried to build rapport with the young man, but his efforts were rebuffed. Finally, one fateful night in July, the young man overheard a group of other campers insulting him, and he finally snapped. Rather than attack the group head on, he vanished into the night woods, where he built a massive summoning circle, and there poured all of his rage and hatred into a summoning ritual which brought forth a cadre of Spite demons, their cruel pitchforks and faces lit up with flames of rage, and beating bedraggled wings. Alu adopted his nickname as his super villian name right then and there, and decided to bind the demons to his will: to terrorize the other campers.
Fortunately, Sawyer had heard the commotion, and had stealthily followed the blundering Alu into the woods. Now, creeping back to the camp site, he consulted his manual, and elected to hide the campers in the main log cabin, surrounding the structure with a long, unbroken line of every form of salt that he could find, whether it was preserving, table, or sidewalk salt, and keeping the children safe inside. He himself strapped his survival knife to the end of a broom handle, and took up a vigil for the night.
Thrice the demons would attack, and thrice Sawyer, exhausted, repelled them, until the screams of Alu and his rage resounded throughout the forest. As the sun rose, Sawyer saw the first rays of light, and felt at once well rested, secure, and above all, powerful.
The demons were marshaling their forces for a last, overwhelming attack, when Sawyer surprised them by stepping over the line of salt, even dropping his makeshift spear. Giving a great howl, the demons charged as one at him. Sawyer, hardly believing what he was doing, simply held up his hands, watching in wonder as a twin pair of swords, constructed from humming, iridescent light came into existence.
When the demons crashed into him, they had no idea what had hit them. Certainly the knife earlier had hurt, but it hadn't injured them to the point of death. The man weaving among them and slicing right and left seemed to be a different creature than the cold and tired defender of a few minutes before. This one was more than they could handle, as his swords of light cut through their demonic armor like a blade through cardboard.
When Doctor Strange finally arrived, he discovered Sawyer standing over an unconscious Alu, who offered him breakfast in the camps mess hall. Surveying the carnage of destroyed demons, it did not take the Sorcerer Supreme long to deduce what had happened. Thanking Sawyer for his service, Strange absconded with the would be super villain, and Sawyer went back to his daily routine.
That coming school year was anything but routine, as the newly discovered mutant was enrolled in Xaviers School for the Gifted. In a few years, driven by his sense of duty, Sawyer would enroll himself in the 50 State Initiative, before graduating and heading off to college in a small town in the wilderness of Northern Vermont, where he would meet future team mates from the Green Mountain Avengers, and future team mates of his own group, the Green Mountain Guardians, including his fiancee, Siobhan.
Today, Sawyer balances being a member of the larger GMA, being a team leader for the Guardians, college classes, adventuring, and working for the GMA as its liason for the Avengers East Youth League. In his off time, he can be found playing card games against fellow team members, teaching wilderness survival skills to members of the Avengers Academy, and at LARP events throughout Vermont, New Hampshire, and Massachusetts.
Green Mountains Avengers Personnel File 15
Real Name: Sawyer Judkins
Code Name: Prism Knight
Aliases: Bowman, LARP Master General
Affiliates: Green Mountain Avengers, X-Men
Alignment: Good
Identity: Public Identity
Citizenship: American
Occupation: College Student,Outdoor Education Instructor, Adventurer
Species: Mutant (human template)
Classification: Superhero
Powers And Abilities
Energy Constructs: Prism Knight can create and manipulate energy constructs which resemble hard light, in a spectrum of colors, each with their own associated weaponry or utilitarian power. As follows:
Purple: Crown and scepter: Provides protection from energy weapons, and the scepter can be used to raise up to twenty hard light facsimiles of the Knight, which thus do his bidding, armed with shields and spears.
Blue: Shield and buckler: Shield provides protection against conventional weaponry, while the buckler can be used to create standing platforms out of force fields.
Green: Survival Knife and fire starter: Knife can be thrown and wielded like a regular weapon, fire starter can create a small swath of flames.
Yellow: Ax and lantern: Axes seems to have the greatest cutting power, while the lantern reveals even invisible enemies in the immediate area.
Orange: Dual swords and armor: Armor provides protection against conventional firearms, while the swords do what swords usually do.
Red: Bow of Light: Final weapon, arrows explode when fired, pierces through armor regardless of thickness. A real fight ender, no observed tool.
Light Absorption: Absorbs light into his skin, apparently drawing energy from it, granting him enhanced strength, stamina, and a minor healing factor.
Survival Skills: In a forested environment, Prism Knight is quite at home, able to light a fire, scavenge for food, hunt, and discern which vegetables are poisonous or medicinal.
Martial Proficiency: Skilled with all the weapons that he can summon.
Skilled Role Player: Veteran of multiple live action roleplays, he's quite popular in the LARPing circles of Vermont.
Weaknesses: An excess of white light seems to weaken or make his energy constructs crumble altogether. Red spectrum weapon can only be used once every 24 hours.
Paraphernalia and Equipment
Field Kit: Contains a variety of useful items for surviving the wilderness, from epi-pens, to bandaids, waterproof matches, and a compass, to anti-venom vials.
Lethal Equipment, Class II: Fragmentation grenades, EMP grenades, tripwire mines, cold iron throwing knives, rock salt grenades, and a paintball gun firing holy water paintballs.
Class II Tactical Equipment: Various pouches containing stun grenades, smoke grenades, rock salt mines, and a holy water micro-mister.
Armor: Sonic, flame, and explosive resistant armor, based around Cold War era S.H.I.E.L.D. and X-Men Joint Armor Venture prototypes. Modified to hold extra tactical equipment, and to remove all lower body armor with the use of a button in the inside collar.