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Crow (PL 11/12) - Quinn (Bronze)


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Player's Name: Quinn
Character's Name: Crow
Power Level: 11/12 (180/184 PP)
Trade-Offs: Defense +2 / Toughness -2; Melee: Attack -2 / Damage +2; Ranged: Attack +2 / Damage -2; Talon Barrage and Talon Wire: Attack +4 / Damage -4
Unspent PP: 4


In Brief: A son of the Morrigan, child of the Irish gods, of the same blood borne by Cuchulainn. Without any superpowers. Heaven help him.

Alternate Identities: Morgan Crowe
Identity: Secret
Birthplace: Boston, USA.
Occupation: College student, magical security specialist (Crowe Security Consulting)
Affiliations: Irish Pantheon (technically demigod), various insundri minor gods and spirits (troubleshooter), Claremont Institute (student), The Irregulars (founding member), Parkhurst Denizens (member).
Family: Patrick Crowe - Red Hand (father), The Morrigan (mother).

Age: 22 (DoB: Oct. 31, 1994)
Gender: Male
Ethnicity: Caucasian
Height: 5'10"
Weight: 180 lbs (approx.)
Eyes: Gold
Hair: Black

Description: Morgan Crowe is, in a word, imposing. Not in the physical height or weight sense, but there always seems to be a gravity around him, an intimidating mean that he almost unconsciously projects. He's every inch Black Irish, raven haired, with angular features that look almost avian on first glance (fine-boned, thin, slightly fragile; vaguely reminiscent of a raptor); his looks aren't what you'd call handsome, but they are striking. And while he is young, his muscles are considerably well-developed for a young man, hard-packed slabs that don't have the same "pretty" look a bodybuilder would have, but honed by years of physical labour. His clothing is generally fairly comfortable, tracksuits and the like when he's exercising, when out and about he tends to wear jeans and one of his favorite hoodies. As for accessories, he actually has a pair of (as he puts it, extremely manly) jewelry that he wears now and again - a shark-tooth necklace that was probably (keyword, probably) purchased at some cheap souvenir store, and a silver ring with Celtic engravings.

When "on the job" as Crow, he takes to wearing a costume he's cobbled together from clothes he's made himself, and with his father: a pair of black jeans with Celtic emblems up the legs in white, a black hoodie with the same across the collar of the hood and the emblem of a crow in flight on the chest (very observant individuals may spot a slight bulge underneath that, where he has taken to wearing a bulletproof shirt), a new pair of black gloves with steel plates across the back of the hand (the plates having a trio of runes on them apiece), black steel-soled boots that thud ominously on the ground...and the coat. A great black coat, the collar usually turned up, reaching down to his ankles; gifted to him grudgingly by his mother. Covering the back, up the arms, and on the shoulders are numerous ancient and arcane runes, that smoke and burn whenever he calls upon them; as well as burn marks in the odd location, and a spot on the hem that looks slightly ragged - as if clawed. Combined with the darkened face once he pulls up his hood, and the eyeless, solid black-iron mask that now covers the top half of his face; he looks every inch a dangerous bird of prey.

History: Several years ago, during the time when Centurion was running around and tussling against the likes of Roman and OverShadow's machinations, there was a young man in Boston, name of Patrick Crowe. He was a teacher of history, a kind and gentle man, given to a quiet demeanor. But yet, he found in himself a certain fire that he could never quench. Every time he saw the heroes on television or the news, he thirsted to help, to see the battle in person, to fight. This thirst scared him, and he suppressed it as best he can...until the day destiny came knocking.

He was in a history class when all hell broke loose, teaching his students (ironically) about the legend of Cuchulainn of the Red Hand, the great Irish hero. The man who slew a thousand men in a single battle, who rejected the Morrigan when she sought to seduce him, who died standing, lashed to a rock so that his enemies would not see him fall - a true warrior hero of the ages. A spear and shield, said to have been wielded by the hero, lay on his desk. And a villain chose then, when Patrick held those two pieces of history, to strike at the university, attacking the son of a hero said to have attended there. He burst through the door in a blaze of fire and fury, saying that he would pay unto this child tenfold everything his father had done unto him! And then, out of nowhere, recieved a ringing blow across the head. Turning to face his assailant, there stood Patrick Crowe, his shirt stretched by new-grown muscles, grinning like a madman, eyes flashing, the spear and shield in his hands as if they belonged there; and the teacher bore down upon him bellowing an ancient war cry. Caught off-guard, the villain put up a valiant defense, and the two fought through the university – neither side giving nor asking quarter, until finally the villain lay defeated, battered, and broken on the steps of the school. As the haze lifted from Patrick, he stared at the weapons, looking at the applauding students. He was given a commendation by the city, treated like a hero, and granted a visitation from the gods of the ancient Celtic pantheon themselves, who informed him of a long-lost connection between his family and the legendary Cuchulainn; for the teacher, it was a dream come true. Keeping the weapons with the museum's blessing, he took on the moniker Red Hand, and made an armored costume to mask his identity (not really), and live up to the ideal he'd built in his head. After many years fighting in Boston, earning a reputation as a savage, yet noble hero, he eventually traveled to Freedom City to meet one of his idols, the great Centurion. It was a wonderful experience for the man, and he decided to settle down in the great metropolis for a while. It was at the behest of the Irish pantheon (specifically the Morrigan) and his own initiative that he fought beside Raven and the Freedom League on many an occasion, even earning an honorary membership (to his great surprise and honor). And it was about a year or two before Centurion's death that Red Hand began to feel the age of his years; he chose to hang up his spear and shield shortly thereafter, returning to Boston.

It was about a day after his return to his old brownstone house that he received a message - a powerful individual wished to speak with him. He repeated an incantation he'd learned years ago, and promptly appeared in a dark forest clearing; standing before him was a young woman, clad in a black cloak and dressed from head to toe in black, with a raven on her shoulder. Crowe immediately knelt in respect, for he recognized her as one of the most dangerous women he'd ever known; the Celtic goddess of battle, strife, and fertility. Mor Rioghain, the Morrigan. She paced around him like a shark as he knelt, the (increasingly nervous) retired hero asking to what honor she had requested his presence, and she smiled. A chill went down his spine. She informed him that he had...pleased her, with his exploits. His legend might have not transcended the great stories of Cuchulainn, but he was a truly legendary figure in his own right. He demurred, acting humbly, and hoped to all his might she wasn't about to ask him what he thought she was. She did. She gave him an offer similar to what she'd given Cuchulainn; lie with her, and let her bear a child that would become an even greater hero than he, one whose name would ring throughout history. Patrick Crowe shuddered at the offer. Red Hand smiled wolvishly. Unlike his idol, Crowe did not deny her. Something that lingers in the back of his mind to this day.

It was about a year later when a knock came on the door, and Crowe opened it to see a basket on the doorstep. A baby was there, and it looked up at him with big eyes. He stared at it briefly, then smiled goofily at it. The baby laughed, and his fate was sealed. For fifteen years, he raised Morgan Crowe as his only son, weaned him on stories of the ancient Irish heroes and his own days as Red Hand, raising him to remember what he'd learned during his long career. To fight your battles with joy, to protect those who couldn't protect themselves, and (he'd always grin at this one) never be afraid to fight dirty. It was on Crowe's sixteenth birthday that both Patrick and his son were summoned again, and they appeared in the same clearing Morgan's father had met the Morrigan in years ago. She approached the two, looking at her child in anticipation. Then stopped. And stared. Her face appeared puzzled. Then confused. Then astonished. Then angry. Very, very angry. She swore in a tongue no longer used by man, the two men stepping back as she raged. The boy had no legendary powers. Nothing in his blood that would match that of Cuchulainn's! He could not even wield Red Hand's ancient shield and spear! This boy could never be a hero like his ancestors before him!

She cast them away, and the two returned to their home, very much shaken. Patrick silently gave thanks that his son, while knowing what was Right, wouldn't be following in his footsteps. Morgan, on the other hand...Morgan was angry. He was angry at his mother, angry at life in general (he was sixteen, after all). He'd grown up hearing stories of his dad as Red Hand, he'd seen those old weapons on the mantlepiece and prayed for years that he'd get to wield them one day. And now, for some unearthly reason he couldn't fathom? He'd never get to wield them. Never become a hero. He raged. He fumed. He showed for a time that he and his mother had a very similar temper. Eventually, he settled, but his resentment smouldered. Then, one day, he met somebody.

It was a demonstration that Crowe had been interested in at his high school, the art of the "sweet science". Besides the legends of the heroes, he'd always had a great interest in old-school Irish boxing, Dornálaíocht, Coraíocht, and Speachóireacht . He watched the competitors go at it hammer and tongs, cheering with his classmates as they watched the show - when it got disrupted. In an act of sweet irony, a villain from Red Hand's heroing days invaded the school, breaking into the gym and roaring that if Red Hand didn't show himself immediately, he'd find his son and punish him for his father's "crimes". Crowe's resentment, still smouldering, exploded, and he stepped up and roared that if the villain wanted a fight, then he was right here! Crowe...got the stuffing beat out of him. The villain, grinning evilly, proceeded to slam his foot into the ground, kicking up a wall of earth to separate him from the other students and teachers who tried to run forward to aid him. Laughing, he punched Morgan with blows far beyond anything the young man could match, kicked him with kicks that made Morgan go sailing, savagely beat him while insulting Red Hand with every other breath. Morgan endured this punishment silently, desperately trying everything he'd managed to learn from the classes he'd taken, the old moves his dad had shown him, and nothing worked. Lying bleeding on the ground, he watched the villain turn and laugh, demanding that Red Hand show himself and not leave his son so broken and battered. Then, he remembered something; fight your battles with joy, protect those who couldn't protect themselves...and never be afraid to fight dirty. Silently clambering to his feet, he reached out and grabbed a nearby fire extinguisher - then cracked the assailant over the head with it with a mighty CLANG. The villain staggered briefly, spinning angrily to return the favor, then received a faceful of foam, blinding him, followed by another savage crack across the head. A solid kick to the shins hurt Crowe's foot horribly, but the villain tumbled down, clutching it and wheezing as another blast filled his vision. Crowe rained down blows with the fire extinguisher, finally stopping once the villain had stopped moving (but still breathing), and dropped the fire extinguisher on the man's groin.

Crowe realized something. While mighty powers were the purview of a lot of different heroes, they weren't all like that. Didn't his father tell him about Raven, and wasn't there this new hero in Freedom City his dad had mentioned, Arrowhawk? They weren't superpowered, but they knew how to fight smart rather than stupid. From there, Crowe was a changed teen. He took his resentment and turned it around, becoming determined to prove his mother wrong. He took jobs on the docks to build up his muscles, followed a strict training regime that had even his dad sweating, practiced his skills endlessly. His father tried his best to dissuade him from his path (after the attack he'd undergone a serious bout of overprotectiveness) but eventually he gave up, essentially becoming Morgan's coach. He introduced him to a few old hero friends, even took him to meet the old Raven, now running the Claremont Institute, and Crowe's skills increased further. Finally, a knock came at the door while Crowe's dad was away. A spirit of the woods, having run from her ancestral home, was looking for the legendary Red Hand, begging for help with a Formorian hunter who sought to capture her. Morgan, now sixteen and full of bantam courage, told her he'd handle it. And, rather unbelievably, actually did. He remembered the lessons of the past, ambushing the hunter in an alleyway and giving him several solid sucker-punches that sent the beast reeling. After finishing the job with a heavy iron bat, he looked up at the sky, picturing his mother looking down...and gave a very rude gesture, grinning. He told the spirit his name was Crow, and if she ever had a problem, he'd be happy to help. Unfortunately (for him), she took him up on his offer. And so did her friends. And several other friends. Armed with nothing but ingenuity, his fists, and the muscle he was rapidly accumulating, he gained a reputation amongst the lower parts of the Tuatha de Dannan and their ilk as a troubleshooter and guardian. He actually managed to keep this a secret from his dad for a while, until he came back home covered in blood and bruises, just as his dad pulled up in the driveway from grocery shopping. This was followed by a very, very long explanation. Red Hand, Patrick Crowe, sighed. And then made a call. Morgan stood there, dripping and bandaged heavily, as his dad said a few things into the phone, something about Claremont, Freedom City, and an old favor. Then he nodded. And looked at Morgan. And told him to pack his bags.

As Crowe went upstairs to pack, he opened his closet. And found something rather odd. A big black coat, hanging there, covered in old runes he'd never even seen before. He took it down off the hangar to admire it, and a note fell out. He gave it a cursory look-over, then a far more serious stare. Then simply burst out laughing.

"Consider this a wager. On the future. Good luck, Crow. -M."

He crumpled the note in his hand, and threw his stuff together. For better or worse, the eyes of the gods were on him now. And come hell or high water, one day his legend'd be just as big as his dad's!

Personality & Motivation: Morgan Crowe's always been fairly easy to read, if you've known him long enough. It's pretty easy to tell that he wears his heart on his sleeve. He's quick to anger, quick to forgive, and can go from laughing to nail-spitting mad pretty fast if you push the right buttons. Granted, at times he can be a bit rough around the edges, but he's the sweetest guy in the world if you're his friend, and he'll back anyone he calls that to the bitter end. To call him stubborn would be a misnomer, he's a very determined individual, and when he sets his mind on a goal, it's very tough to dissuade him. Still, he has learned from experience that while determination is a good thing, taking time to plan and "fight smart" is always a far better idea than "fighting stupid". Don't get him wrong - his main motivation is to become a great hero, to forge his own legend like his dad and great ancestor, and to be a great hero that people would tell stories about; but some time and experience have caused him to do some re-evaluation on whether focusing on his own legend is truly what’s best for him as a hero. Still, for now, he's a young man with a great legacy to live up to, close friends that he'd do next to anything for, several secrets that need hiding, and a girlfriend who never fails to make his head spin.

This is what he shows to the world.

 

Spoiler

Looking at Morgan and Crow, on the other hand...some say that if you're a hero long enough, you can eventually separate the identities in your mind. This could be said to have been happening to Morgan Crowe and his alter ego. He's built this personality into his mind now - a personality that comes out every time he puts on the mask and cowl. The idealized hero-in-black that his personal heroes and examples exemplify. Crow? He's watched and taken lessons from some of the best. The persona that is Morgan's alter ego is determined to be an almighty terror to those who'd dare do evil deeds in the night; to stand up, never back down, and never surrender, even when you're fighting things so far beyond your comprehension that it's almost a joke. Oh aye - he's seen a lot of harsh things, and dealt with a lot of troubles that, frankly, should be way beyond someone of his age, or even his mortality. Things that have lingered. Yet he keeps calm and carries on - because that's what his mentors and examples would do. So he's cold. Hard. Intimidating. To an extent that his other half is starting to question. Maybe even dislike.

There's a gulf there, now. And neither Morgan or Crow know what to do about it.


Power Descriptions: Generally, when Crow taps into one of his runes, it flares to life in whatever location it is on his coat. Depending on the strength of the rune, it might either smoke briefly, or burn with a near-blinding light as the power flows from the coat (or glove) into him. The Talon Gloves are generally a lot less noticeable than the coat, however; the throwing knives there simply appear in his hand or sleeve when required, and disappear when their use is concluded.

Powers & Tactics: Crowe's motto has always been "Fighting smart hurts a hell of a lot less than fighting stupid", and it shows. He's an expert pugilist (for his age), being wicked fast and possessing an absolutely thunderous right hook. He's never afraid to just dive right into a fight, despite his obvious shortcomings compared to the vast majority of Freedom City, but he always tries to take the time to set the stage beforehand, ensuring the environment is favorable to him, preparing some dirty tricks that'll give him an edge, or at least keeping the villains off-kilter enough for him to nail that one lucky shot that deflates them fast. He never goes anywhere anymore without his duffel bag and girlfriend's ring, to boot.

Post-training trip, Crowe has re-examined the use of his runes in combat, as well as done some tweaking of his own to the coat (with the aid of Logan Angusson, a dwarf mechanic and artificer of his acquaintance); he still uses the Rune of Wind Walking like it's going out of style, attacking from all angles with a variety of strikes, but there's a far more tactical element to his work (courtesy of old late-night planning sessions with Myrmidon, as well as cross-training in multiple types of martial arts with the others). Repeated long-range strikes using the Talons; followed up by the use of either a lightning-charged wire trap of his own devising, or several hard shots from different wind-walked angles using a new Lightning Rune-infused 'taser-punch' to slow them down further for his compatriots (he's learned the hard way that he just hasn't got the stamina for the kinds of close-range hand-to-hand slugfests they can handle, and it does rankle). Although, should he be flying solo, the same tactic is still useful; just saving the lightning shots until they're firmly trussed up with the wires, and operating from concealment whenever possible. In short, he's swiftly becoming an expert at hit-and-run tactics, as befitting his namesake.
 



Complications:
An Irregular Situation - Let it never be said that Morgan doesn't care deeply for those he considers close to him; in this case, the (former) Irregulars. Each former member of small group is a good friend (one moreso in particular) to him, and it's not an exaggeration to say that he would take a bullet for any of them (though he'd ream them up and down afterwards for getting into that situation in the first place). A canny villain could likely exploit that - one already has.
An Eye For An Eye - Crow's reputation has grown somewhat in the world of the supernatural, as both a hero and as a troublemaker; however, one fact stands above quite a few others. Crow took by force the eldritch artefact known as the Eye of Balor from Bres the Beautiful himself - a powerful tool of chaos magic that several villains and monsters would literally commit murder to own. Any villains knowledgeable of this fact may focus their attentions on him, hoping to pry the location of the Eye from the young hero; by any means necessary.
Eyes Of The Gods - The eyes of the Celtic pantheon, the Tuatha de Dannan, are upon Crow, now that he's taken a route in direct defiance to his mother. On the one hand, some of them are proud and fascinated by this young and resourceful mortal...but others consider him an upstart and a rogue who does not know his place in the way of things. Combine that with the fact that his mother has considerably mixed feelings about him (a great deal of rage that he isn't a superpowered warrior of lore, but a tiny inkling of pride that her son is making his way like this), and you see just how complicated things can get for the young man.
Lovebird - Morgan is currently in a comfortable mutual relationship with Victoria Knight, also known as the heroine Wisp. Two young folks in their early twenties, dating, with considerable complications in their respective family histories. What could possibly go wrong?
Not Subtle, Yet Quick To Anger - If it's one thing Crow's inherited from his mother, it's her fearsome temper. It's quite easy to make him angry if you know what buttons to push, and he'll never tolerate mocking of his family or especially his father. Although some re-evaluation as to his mother has reduced his antipathy towards her - not much, but still.
Reputation - A few years of monster-busting and troubleshooting for minor spirits and demigods of the Tuatha have given Crow a bit of a rep as an expert problem-solver for those in need. This can lead to slight complications, as most spirits don't seem to realize that even though he's clever and resourceful, he is only mortal, and not all of their problems are suitable for a mortal to solve. This has only been exacerbated by going into the 'magic security' business, too...
Seventh Deadly Sin - Crow, although he is loath to admit it, is a very prideful person. He knows he's of a great lineage, his dad was a great hero, his mother's a goddess (though he doesn't like to talk about her), and his own exploits have gained him a small bit of renown in the Tuatha. He's begun to learn humility (a thoroughly painful training trip, and years working with the formerr Irregulars, who didn't hesitate to whack him on the head when he got too overconfident, has done wonders for that), but he still has his moments.
Home Is Where The Heart Is - Parkhurst Hotel is one of Crow's prides and joys, a sanctum he actually had a hand in creating, and a place he knows he has a home in once his years at Claremont are finished. He doesn't have quite the same level of trust for the inhabitants as he does with his friends, but he still cares for the place and the people who helped build it - enough that he'd drop whatever he has on hand to rush to the place's assistance if they needed it.
Sins Of The Father - Crow's dad was a great hero back in the day, the legendary Red Hand, and Crow knows it. He's full of pride of that fact, but while he inherited a lot of his dad's resources and old contacts...he's also inherited a lot of his dad's enemies, as well as a great deal of expectation.
Struggling - He's a young entrepreneur running an extremely oddball business. What is this thing you call cash flow?



Abilities: 8 + 8 + 10 + 4 + 4 + 2 = 36PP
Strength: 18 (+4)
Dexterity: 18 (+4)
Constitution: 20 (+5)
Intelligence: 14 (+2)
Wisdom: 14 (+2)
Charisma: 12 (+1)


Combat: 14 + 10 = 24PP
Initiative: +8
Attack: +7 Base, +9 Melee, +13 Ranged, +15 Talon Barrage/Talon Wire
Grapple: +10
Defense: +14, (+5 Base, +9 Dodge Focus) +2 Flat-Footed
Knockback: -3, -1 Flat-Footed


Saving Throws: 3 + 6 + 6 = 15PP
Toughness: +10 (+5 Con, +1 Tough, +2 Undercover Shirt, +2 Defensive Roll), +7 Flat-Footed
Fortitude: +8 (+5 Con, +3)
Reflex: +10 (+4 Dex, +6)
Will: +8 (+2 Wis, +6)


Skills: 88R = 22PP
Acrobatics 1 (+5)
Bluff 9 (+10)
Craft (Artistic) 8 (+10)
Concentration 8 (+10)
Gather Info 9 (+10) Skill Mastery
Intimidate 9 (+10) Skill Mastery
Languages 1 (English [Native], Gaelic)
Knowledge (History) 8 (+10)
Knowledge (Arcane Lore) 8 (+10)
Notice 8 (+10) Skill Mastery
Sense Motive 8 (+10)
Stealth 11 (+15) Skill Mastery


Feats: 33PP
All-Out Attack
Attack Focus (Melee) 2
Artificer
Beginners Luck
Defensive Attack
Defensive Roll (+2 Toughness)
Dodge Focus 9
Equipment 3 (15EP)
Evasion 2
Fearless
Hide In Plain Sight (Engraved Ring)
Improved Initiative
Luck
Master Plan
Move-By Action
Power Attack
Quick Change 2 (Engraved Ring)
Skill Mastery (Gather Information, Intimidate, Notice, Stealth)
Startle
Takedown Attack 2
Tough
Uncanny Dodge (Auditory)

Equipment: 3PP = 15EP

 

3 + 2 + 1 + 4 + 5 = 11EP

Undercover Shirt: Protection 2 (Feats: Subtle) [3EP]

Encrypted Commlink: (Feats: Subtle, Insidious) [2EP]

Gas Mask [1EP]

Smoke Bombs: Obscure 2 (visual, 10' radius; Feats: Independent) [4EP]

Parkhurst Hotel (Shared HQ) [5EP]

 


Powers: 12PP + 28PP + 6 PP + 4 PP = 50 PP

Descriptors: General Damage Types (Bludgeoning/Piercing), Magic, Iron, Lightning

Device 3 (15PP Container; Flaws: Hard-To-Lose) [12PP] (Runic Coat)

 

 

Runes (8PP Array, Feats: Alternate Power 1) [9PP]
Base Power: Healing 8 (Flaws: Empathic) [8PP] (Magic) (Rune of Revival)

Alternate Power: Concealment 4 (All Visual Senses) [8PP] (Magic) (Rune of The Veil)

Teleport 4 (400ft per Move Action, Flaws: Limited [short-Range], Feats: Subtle, Turnabout) [6PP] (Magic) (Rune of Wind Walk)


Device 7 (35PP Container; Flaws: Hard-To-Lose) [28PP] (Runic Gloves)

 

 

Rune Glove Array (30 PP Array, Feats: Accurate 2, Alternate Power 3) [35PP]
Base Power: Strike 9 (Feats: Mighty, Knockback 2) + Stun 8 (Extras: Contagious [+1]; Flaws: Daze [-1]; Feats: Slow Fade) [12 + 17 = 29PP] (Bludgeoning/Magic/Lightning) (Rune of Lightning Strike)

Alternate Power: Blast 9 (Feats: Precise 2, Ricochet 3, Indirect, Improved Range 2 [450'], Improved Critical 2 [18-20], Subtle) [29PP] (Iron/Piercing) (Summoned Crow's Talons)

Alternate Power: Blast 6 (Extras: Autofire; Feats: Accurate, Precise 2, Ricochet 3, Indirect, Improved Range 2 [300'], Improved Critical 2 [18-20]) [29PP] (Iron/Piercing) (Talon Barrage)

Alternate Power: Snare 6 (Feats: Accurate, Indirect, Improved Range 1 [150'], Subtle, Tether, Reversible) + Blast 6 [18 + 12 = 30PP] (Magic/Lightning) (Iron Wire and Rune of Lightning)


Device 2 (10PP Container; Flaws: Easy-To-Lose) (The Iron Mask) [6PP]

 

 

Super-Senses 10 (Analytical Vision [+2], X-Ray Vision (Cannot Pierce Lead) [+4], Darkvision [+2], Infravision, Tracking [infravision]) [10PP] (Magic) (Eyes of the Rook)


Device 1 (5PP Container; Feats: Hard-To-Lose) [4PP] (Engraved Ring)

 

 

Dimensional Pocket 1 (100 lbs) [2PP] (Magic) (Rune of The In-Between)
Enhanced Feat 2 (Quick Change 2) [2PP] (Rune of Swift Raiment)
Enhanced Feat (Hide In Plain Sight) [1PP] (Lesser Rune of The Veil)

 


Drawbacks: -0PP
None


DC Block:

 

 

ATTACK RANGE SAVE EFFECT

Unarmed Touch DC19 Toughness (Staged) Damage (Physical)

Lightning Strike Touch DC28 Toughness (Staged) Damage (Physical)

Touch DC18 Fortitude (Staged) Dazed

Crow's Talons Ranged DC24 Toughness Damage (Physical)

Talon Barrage Ranged DC21+ Toughness Damage (Physical)

Iron Wire Ranged DC16 Reflex Entangled/Bound

Ranged DC21 Toughness Damage (Physical)

 


Abilities (36) + Combat (24) + Saving Throws (15) + Skills (22) + Feats (33) + Powers (50) - Drawbacks (0) = 180/184 Power Points

 

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Abilities: 28 pp

STR 16 (+3) (6 pp)

DEX 18 (+4) (8 pp)

CON 16 (+3) (6 pp)

INT 10 (+0) (0 pp)

WIS 14 (+2) (4 pp)

CHA 14 (+2) (4 pp)

Can you please write this in the proper format?

Combat: 14 + 14 = 28PP

ATK: +7

DEF: +7 (+3 flat-footed)

Init: +7

Grapple: +10

You don't list a Knockback, and should probably note your Defence as +7 (+7 Base Defence, +0 Dodge Focus). Also, that Defence +7 does nothing for you, you could swap out the 7th rank for Dodge focus and have the exact same effect... except with one more pp.

Saves: 7 pp

TOU +7 (+3 Con, +4 Defensive Roll)

FORT +5 (+4 Con, +1)

REF +7 (+4 Dex, +3)

WILL +5 (+2 Wis, +3)

Please list it as 1 + 3 + 3 = 7pp

Skills: 16 pp=64 r

Acrobatics 1 (+5)

Bluff 8 (+10)

Gather Info 6 (+8)*

Intimidate 10 (+12)*

Languages 1 (Gaelic) (Base: English)

Knowledge: History 5 (+5)

Knowledge: Arcane Lore 6 (+6)

Notice 10 (+12)*

Sense Motive 10 (+12)*

Stealth 8 (+4)

Could you list it as (+x, Skill Mastery), not (+x)* please?

Feats: 18 pp

All-Out Attack,

Beginner’s Luck,

Defensive Attack,

Defensive Roll 2,

Evasion 2,

Fearless,

Improved Initiative,

Luck,

Move-By Action,

Power Attack,

Quick Change,

Skill Mastery (Gather Info, Intimidate, Notice, Stealth)

Startle,

Stunning Attack,

Takedown Attack,

Uncanny Dodge (auditory),

You don't need commas after every feat, but adds up.

Powers: [8 pp]

Adds up.

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Can you please write this in the proper format?

Fixed.

You don't list a Knockback, and should probably note your Defence as +7 (+7 Base Defence, +0 Dodge Focus).

Fixeded.

Please list it as 1 + 3 + 3 = 7pp

Fixededed.

Could you list it as (+x, Skill Mastery), not (+x)* please?

Fixedededed.

You don't need commas after every feat.

Fixed...you get the idea.

EDIT: I also tweaked some numbers around to give him 14 Intelligence, and Master Plan. Should've had that earlier, considering his motto of "fighting smart" rather than "fighting stupid", as well as his tendency to plan out his ambuscades very carefully.

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Abilities: 6 + 8 + 6 + 4 + 4 + 2 = 30 pp

STR 16 (+3)

DEX 18 (+4)

CON 16 (+3)

INT 14 (+2)

WIS 14 (+2)

CHA 12 (+1)

Adds up.

Combat: 14 + 12 = 26PP

ATK: +7

DEF: +7 (+6 Base Defense, +1 Dodge Focus) (+3 flat-footed)

Init: +7

Knockback: -3

Grapple: +10

Adds up.

Saves: 1 + 3 + 3 = 7 pp

TOU +7 (+3 Con, +4 Defensive Roll)

FORT +5 (+4 Con, +1)

REF +7 (+4 Dex, +3)

WILL +5 (+2 Wis, +3)

Adds up.

Skills: 14 pp=56 r

Acrobatics 1 (+5)

Bluff 6 (+7)

Gather Info 8 (+9, Skill Mastery)

Intimidate 9 (+10, Skill Mastery)

Languages 1 (Gaelic) (Base: English)

Knowledge: History 5 (+7)

Knowledge: Arcane Lore 5 (+7)

Notice 8 (+10, Skill Mastery)

Sense Motive 5 (+7)

Stealth 8 (+12, Skill Mastery)

Adds up. Technically, it'd be Irish Gaelic, but that's not going to come up often enough to matter, and you'd likely be able to comprehend a Scots Gaelic speaker anyway.

Feats: 20 pp

All-Out Attack

Beginner’s Luck

Defensive Attack

Defensive Roll 2

Dodge Focus

Evasion 2

Fearless

Improved Initiative

Luck

Move-By Action

Master Plan

Power Attack

Quick Change

Skill Mastery (Gather Information, Intimidate, Notice, Stealth)

Startle

Stunning Attack

Takedown Attack

Uncanny Dodge (auditory)

Adds up.

:approved:

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