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Freedom City Guidebook
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Spaceman Parker tries a few more punches. Just normal punches. It is harder than it seems. It has become almost reflexive to change his molecular structure when he punches, and not doing that? It takes more effort than he would like to admit. Once he has started to get the hang of it, he stops for a break himself and moves over by Consuelo. "You could always target something other than them?" he offers, taking a drink from his water bottle before continuing. "Like their weapons or armor, the ground they're standing on or something like that?"
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That's 20 with Inspire, actually, which is a hit. Give me a grapple roll @Heritage
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GM Ms. Scorpion shrieks and yelps as the paper surrounds her. She is too slow to react, her head still ringing from the blows she has taken, when Paper holds her against the wall, then slams his hand into the wall next to her. She stares at him and listens to his threat, and then, she laughs. Though the blood still flows from her broken nose, her airways have cleared enough that her words are no longer muddled. "Ha, what Shields promised me? Who do you think made the Conqueror Worm latch onto him in the first place!? Shields wasn't a saint, but this? Do you think he would have done this! I did my mission! I found someone strong enough to bring the Conqueror Worm back, but weak enough to be manipulated! And you can't stop it!" Chump, for his part, has stopped struggling against Shift. He tries another tactic instead. Pleading, as he starts to cry. "Please... Let me go. I want to help. I can't let this happen to Seb. He's my best friend. He's my only friend." The Conqueror Worm lowers his hands to his sides, opens them, and spreads his arm. "Come, my children. Cleanse them." All around, the Puppets rush in, trampling, punching, kicking and biting anyone caught in its path. Nightscale, Shadowborne, Toxin, Multi-Girl and Ghule are all caught in the mass of bodies, the extensions of the Conqueror Worm's will.
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The STORMCROW This is bad. This is really bad. The others can see it, Charlie is sure of it. They're not idiots. He has to take the lead, even if they don't all like it. So, he does the one thing other thing he can think of, to try and get everything going. They had discussed a name before, what to call themselves. Some jokes, some good ideas, some bad ones, but they had settled on something, at least, not that they ever got to use it before Charlie had to leave. He had considered how to use it. It might work, it might not. He hopes it will. "C'mon, we can do this! Work together, watch each other's back! We're the Guardians, right? So... Guardians, go!"
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Stormcrow activates Inspire 5 by using a HP and a full found action. Ms. Scorpion struggles against the snare but won't break it, so she talks. Chump struggles against Shift, asking to be let go. And the Conqueror Worm sends his puppets swarming. Everyone except for Paper, Ms. Scorpion, Stormcrow, Shift, Casanova and Chump make a DC 20 Reflex Save vs. Area, followed by DC25 TOU save (or DC20 if you pass the first one). Remember that Inspire 5 boosts saves. Toxin saves 17 and 29, no damage @Heritage is up next MASTER PLAN 3 ACTIVE: Round 1/6: Everyone gets +3 bonus to attack rolls and skill checks. INSPIRE 5 ACTIVE FOR Shift, Ghule, Multi-Girl, Nightscale and Shadowborne: +5 bonus to attack rolls, saves and checks until Stormcrow's next turn. 24 - Paper - 3HP - Unharmed 22 - Stormcrow - 5HP - Unharmed 22 - Ms. Scorpion - Bruise (x1), Staggered, Bound and Helpless (Rank 15 Snare) 22 - Chump - Unharmed, Grappled by Shift (Pinned: No Dodge bonus, Def -4) 20 - The Conqueror Worm - 19 - Shift - 1HP - Unharmed, Grappling Chump 18 - Ghule - 0HP - Bruise (x2), Dazed 18 - Toxin - Unharmed 16 - Casanova - Staggered, Immune to damage at the moment 14 - The Conqueror Worm - 12 - Multi-Girl - 1HP - Unharmed 11 - Nightscale - 4HP - Injury (x1), Bruise (x1) 10 - Shadowborne - 4HP - Unharmed
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Total 33 to hit, actually. Which is very much a hit. Reflex Save: 19 That means she's bound and helpless. Give me an IC @Spacefurry, then I'll go next. 24 - Paper - 4HP - Unharmed 22 - Stormcrow - 6HP - Unharmed 22 - Ms. Scorpion - Bruise (x1), Staggered, Bound and Helpless (Rank 15 Snare) 22 - Chump - Unharmed, Grappled by Shift (Pinned: No Dodge bonus, Def -4) 20 - The Conqueror Worm - 19 - Shift - 1HP - Unharmed, Grappling Chump 18 - Ghule - 0HP - Bruise (x2), Dazed 18 - Toxin - Unharmed 16 - Casanova - Staggered, Immune to damage at the moment 14 - The Conqueror Worm - 12 - Multi-Girl - 1HP - Unharmed 11 - Nightscale - 4HP - Injury (x1), Bruise (x1) 10 - Shadowborne - 4HP - Unharmed
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Spaceman "Hey, you should..." Parker tries, before stopping, while Consuelo goes to work on the punching bag. He hadn't used his strength, he followed the rules and tried out Crimson Tiger said and Consuelo... well, he couldn't say it wouldn't be effective. She had certainly been in fights before. Parker stares at the spot where the bag was a moment ago. He knows what Consuelo can do, and yet, it is always impressive whenever she does something like this. What should he do? What should he say? He doesn't want to get on her bad side again, but on the other hand... Finally, he decides to just laugh at it. "Alright," he finally says to Consuelo. "I gotta agree, that would be way more effective than trying to punch someone. Or bite their ear off." Raising his hand, he tries to get Crimson Tiger's attention. "Crimson Tiger? I think we need another bag over here. Can I grab one?"
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GM Thesaurus Rex looks up at the wave of temporal energy. For once, he has nothing to say, as the waves washes over him. He freezes mid-sentence in a "What the bl-" and then, he just stands there, frozen in time. The kid looks up at Parker and pushes against him to little effect. "Lemme go!" The struggles causes the hood to fall away, revealing a girl with glasses. One of the lenses are cracked. Her hair is cut short, like it had been shaved recently and is slowly growing back. She is maybe 12 years old at most. "Lemme go, I'm not going back!" In her fight to get away, she drops the a small piece of technology, what appears to be a small tablet, barely larger than a cell phone.
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Poor Thesaurus Rex rolls a 1, for total 6, so you knock him out. And we're out of combat. Quicker than I expected, but oh well, we're not done 24 - Timeout - 2HP - Unharmed 20 - Gamma Buzz - 1HP - Unharmed 17 - Spaceman - 3HP - Unharmed 5 - Thesaurus Rex - Unconscious
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GHOST Ghost shakes his head lightly, before whispering back to Grim, as she stands so close to him. "Yanno, I thought my life could get ridiculous..." He leaves it at that. He should focus on the meeting. Maybe give his opinion, now that Geckoman has? Finally, Ghost raises his hand. "So, uh, hey, I'm Ghost. We haven't really met, Dok, but I got caught up on the fringes of some of the trouble you caused in the past. Before, y'know... all that redemption and such. Anyway, before I start rambling, I'm with Geckoman. Let's give it a shot, see how it goes?"
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Spaceman Parker nods as a greeting to Rot, before turning back to Vueriz. "What kind of materials do you need for your board?" he asks. It's not something he likes to flaunt or has really mentioned, but his family is wealthy, and they own a large international company with all kinds of sub companies and materials. He has access to materials that could be difficult to get hold of, even by the staff at Claremont.
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The STORMCROW Charlie continues to draw, making lines that connect the people that Michael says are friends, and drawing squiggly lines between Rot and everyone else. "Friends are good, but honestly, Rot sounds like she might be trouble, if her just being around makes people irritated." He nods, seems to think about it for a while, before he smirks. "But yeah. Work around that. A power like that can turn someone bitter, so better to have her on your side and help her out." Charlie turns the drawing around so that Michael can see it. It has the notes of what they can do, some potential roles as muscle, blasters, support and so on. "Alright, so here's what you want to do: Try and set up some sitautions where you can hang out with some or all of them. It doesn't have to be something big. Go to the movies, do homework. Build some relations. Maybe float the idea that you should go out and try to fight some crime or something like that. Sneak out and look for trouble. Be up front about what you want to do. If you got a power trio like that, then see if you can build on that. It's good to have a core to the team, and then build out from that. You with me?"
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GM "Bah, ew! You are disgusting, vile, horrible! Thesaurus Rex yells, as he pulls away from Gamma Buz, only just managing to dodge the hit. "Stay away, keep your distance, go in that other direction!" He roars, as he charges at Timeout. Now that they are up close like this, both Gamma Buzz and Timeout can see that Thesaurus Rex is wearing a small monocle over his left eye, not that it seems to say much. "Stand still, stop moving moving, you infernal, annoying, stupid speedster!" he roars, as he moves in to clamp his jaws around Timeout.
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Spaceman The others are already moving. Still feels weird to have others listen to him, even if its Lawrence and Baz. A moment of focus, and Parker disappears, reappearing near the kid and grabbing the kid. He has already moved his own molecules around to be dense enough to withstand most hits. "Don't worry, I'll get you out of here."
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That is a miss, but the Nauseate Aura hits, so rolling: 26, he keeps his lunch down. Spaceman Switching Personal Space Control Array to Impervious Toughness and Immovable. Teleports down to grab the kid and get ready to Interpose Thesaurus Rex Attacks Timeout: 23 With a Total Defense Action, Timeout gets a total Defense at 23 (19+4), so that's just a hit. Give me a DC30 TOU save, or spend a HP to increase your defense, then you're up @Thevshi 24 - Timeout - 3HP - Unharmed 20 - Gamma Buzz - 1HP - Unharmed 17 - Spaceman - 3HP - Unharmed 5 - Thesaurus Rex - Unharmed
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That will be a HP, yes, but then Dazed is done. The Conqueor Worm gets 2 Initiative slots: 14 and 20 (rerolled from an 11, so he doesn't act almost one turn after another. Fighting the Conqueror Worm is not simply a question of attacking him: There's also all of his Puppets, who will attack on his turn, with a variety of effects. Attacking the Puppets or otherwise trying to stop them will limit what he can do, and will potentially weaken him, but be aware that these are normal people that he is controlling, and what kind of actions you might want to take to stop them. He is high PL and not something easily stopped. New Young Freedom Status: - Both Chump and Toxin seem to very much oppose the Conqueror Worm, though who knows how long that will last? - Casanova is awake but staggered, and currently seems to be immune to damage, sitting right next to the Conqueror Worm. - Both Ms. Scorpion and Casanova might know more about what is going on, in case anyone want to try to interrogate them. - Bluebird is part of the Puppets. The Conqueror Worm Status: Unharmed The Conqueror Worm Puppets: Unharmed MASTER PLAN 3 ACTIVE: Round 1/6: Everyone gets +3 bonus to attack rolls and skill checks. And @Spacefurry is up! 24 - Paper - 4HP - Unharmed 22 - Stormcrow - 6HP - Unharmed 22 - Ms. Scorpion - Bruise (x1), Staggered 22 - Chump - Unharmed, Grappled by Shift (Pinned: No Dodge bonus, Def -4) 20 - The Conqueror Worm - 19 - Shift - 1HP - Unharmed, Grappling Chump 18 - Ghule - 0HP - Bruise (x2), Dazed 18 - Toxin - Unharmed 16 - Casanova - Staggered, Immune to damage at the moment 14 - The Conqueror Worm - 12 - Multi-Girl - 1HP - Unharmed 11 - Nightscale - 4HP - Injury (x1), Bruise (x1) 10 - Shadowborne - 4HP - Unharmed
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The STORMCROW Charlie freezes as he watches Muirne stab Luke, and then... This was not how he had expected this to go. He knew that Shields and his crew was doing something bad with magic or something, trying to get something to come here, but... not this. Not the Conqueror Worm. Not a legion of puppets. His initial thought? He has to call Alek. Get backup, as soon as possible. Get the Freedom League, get Claremont, get everyone... But they will be too late, won't they? He didn't know it would be the Conqueror Worm, but he can't be stable. Not yet. It can't work like that. There has to be some way to stop them, some... And besides... This is the Guardians' fight. They have to handle this. Ms. Scorpion and Casanova. They know what's going on. Charlie has to... no, Stormcrow has to take charge. Snap everyone out of this. A big dragon and a robot vs. the Conqueror Worm? Cold metal and dragon fire should work. Muirne has already been controlled, he has to keep her away from the Conqueror Worm, unless she gets taken over again, and they'd be royally screwed if he takes over Bernie... Leon already has the grudge against Ms. Scorpion, he should be able to make her talk. "Paper! Grab Ms. Scorpion, find out what she knows! Shift, Nightscale, hit the Conqueror Worm with all you go! Shadowborne, we'll deal with everything later, right now we need you! Help Multi-Girl with the crowds! Don't let them pin us down! Chump and Toxin, if you want to stop this, then help Nightscale and Shift keep that monster busy! And..." He pauses. The zombie girl that had been there before seems as horrified as everyone else. "Zombie-Girl? I got no idea what you can do, but if you're with us, then I need you to help Shadowborne and Multi-Girl with the crowds."
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GM The Conqueror Worm speaks. "When I speak, I do so with the voice of the legion." As the Conqueror Worm's rotting lips form the words, so does the voices of everyone that surrounds them. He speaks with the voice of his puppets. All those under his sway that surround them. They all speak in perfect synch, their voices and his words speaking all around the would-be heroes. "When I make a fist to crush your world, you will feel the weight of millions of fists." The Conqueror Worm forms a fist in front of his chest, then thrusts it into the air. The puppets all around them once again speaks the words and follows his movement. Casanova slowly sits up, looking around at the scene around him. His lips twist into a smile when he looks up at the Conqueror Worm, though it quickly disappears, replaced with pure horror at the sight before him. "When my gaze falls on you, and I shatter your soul, your heart, your dreams and your self, the gaze of the world falls upon you." The sickly green glow in the Conqueror Worm's eyes light up in the eyes of all that surround them. "I am the Voice and the Way, I am the hero of the tragedy that is man! Nothing like me has come among you, and nothing ever will. I will hollow you out and make you mine. And the corruption and evil of the world will die, as I make it mine!" The swarms begin to move, closing in on the heroes.
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@Nerdzul
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@Heritage
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SOARING by Thev There's a full sheet with all updates below (please keep the indentation intact), but summing it up: Equipment from Veteran Rewards I'd like to spend 8PP from a free Veteran Reward on Equipment, for 40 additional EP, bringing Stormcrow up to total Equipment 16 [80EP] from Veteran Rewards. Guardians HQ: +1EP, adding Hangar feature Adding Guardians Jet: 32EP (see below) Guardians Jet (Vehicle; Jet) [32EP] Adding Communicator Equipment: 7EP Communicator [7EP] Communication Array 3 (6DP Array; Feats: Alternate Power 1) [7EP] BP: Communication 5 (Radio; 5 miles; Feats: Subtle) [6EP] AP: Datalink 3 (Radio; 1000 feet; Feats: Rapid 2 (x100), Subtle) [6EP] That should be all 40EP spent. Updating Stormcrow Costume Device Remove the Communication Array from the device, and the lower the Device's rank to rank 5, which should leave it as Device 5 (25DP Container, Flaws: Hard-To-Lose) [20PP] (Descriptors: Stormcrow Costume, Costume, Technology) and save me 4PP to use for other things, bringing my total unspent PP up to 10. which leaves me with 2DP to spend, which I use to add the below Concealment power to the suit Concealment 2 (All auditory senses; Flaws: Blending) [2DP] (Descriptors: Noise Dampening Materials) Spending 10 PP 3PP: Increase Luck Control to rank 2, add option "Spend HP for others" 6PP: Buying 24 ranks of Skills: Acrobatics +5, Bluff +3, Computers +3, Knowledge [Tactics] +3, Pilot +5, Stealth +5 1PP: Add Feat: Benefit 1 [Use Knowledge [Tactics] For Initiative Rolls], and update Initiative bonus to "Initiative: +15 (+15 Knowledge [Tactics])" Finally... Please add this picture next to the pic of Stormcrow in costume: UPDATE IDEAS Redo the Ultility belt array? The STORMCROW Power Level: 12 Effective Power Level: 12 Power Points: 228/228PP Unspent Power Points: 0PP Trade-Offs: -3 TOU/ +3 DEF, +2 ATK/-2 DC In Brief: The Nightwing to the Raven's Batman. Theme: Shine - Matt Beilis / Spotlight - Saliva Alternate Identity: Charles 'Charlie' Arthur Pratten (Secret) Birthplace: Freedom City, United States of America Residence: Guardians HQ, Bayview, Freedom City Base of Operations: Guardians HQ, Bayview, Freedom City; The Rookery Occupation: Adventurer, Crime Fighter Affiliations: Claremont Academy, Raven III, Raven Family, Young Guardians Family: Martin Pratten (Father, Born 1980, Accountant), Lily Pratten (Mother, Born 1979, Lawyer), Thomas Pratten (Paternal Grandfather, Born 1940, Retired Software Developer) DESCRIPTION Age: DoB: 2004 [January 19th] Gender: Male Ethnicity: Caucasian Height: 5’10’’ Weight: 150 lbs. Eyes: Blue Hair: Dark red Charlie is an athletic young man, standing at 5'10'''. He has short red hair and blue eyes. He prefers to dress in darker colors, most often wearing black dress pants and dress shirts. He often wears loose ties in lighter colors, contrasting the dark colors he usually wear. Since his time at Claremont, Charlie has also to taken to dressing more casually with jeans, t-shirts and sneakers of varying colors and designs. As the Stormcrow, Charlie's costume is as finely engineered as his mentor's, with a multitude of hidden features that one would not suspect from first glance. While the costume has multiple layers underneath, the outer layer appears a seamless dark grey full-body suit. Over the suit, he wears a black cowl connected directly to a black cape. The edges of the cape is very light, somewhat shiny blue, and connects to a logo with a bird with outstretched wings on Charlie's chest. The inside of the cape is a slightly lighter grey than the full-body suit. The cowl is outfitted with light blue one way lenses in a vaguely bird beak shape, which covers and hides his eyes. The lens acts as a heads-up display for Charlie. The dark grey full-body suit is broken up with a pair of shiny light blue bracers with shiny black edges that end in triangles at each end, and boots in similar design and color scheme, which ends in triangles pointing to his knees. He wears a silvery and light blue utility belt with another light blue bird logo on a black background as the buckle. HISTORY Charles Arthur Pratten had a normal childhood. Loving parents, friends, school life. Sure, Charlie was a bright kid. Maybe a bit too interested in the super hero known as the Raven, but aside from that, his childhood really was what one would consider normal. He went on vacations. He spent time playing games with his friends. He went to the movies. Something of a prodigy, Charlie was a popular kid at school. He was athletic and a gymnast, he got good grades, his grandfather instilled a keen interest in computers. His room tended to be filled by posters of the Raven and her predecessor. He had databases full of observations and notes on the Ravens. When Nevermore debuted, Charlie was overjoyed. If the Raven had a sidekick, then maybe he could become the Raven's sidekick too? It was a possibility, at least! He would have to find out how to contact her, how to reach the Raven and present himself, but until then, he continued his training, honing his acrobatics and athletism, continuing to compile all the information that he could. Any notes, anything he could find. Charlie kept the project a secret. After all, how could anyone understand the drive that he felt? He could become the Raven's partner, too. He just knew it. Still, life happened. Charlie's interest slowly waned as other things, like friends, sports and girls became more important to him. Shortly after the third Raven's debut, Charlie saw him in action. The way he moved, the way he acted. It all came rushing back, all that he had dreamed of just a few years before. Everything he saw, all the articles, everything, Charlie just knew that the new Raven was Nevermore. There was no question. And if he had become the Raven, then that meant no one was Nevermore. It took a long time. Compiling all of Charlie's old data, discovering new information, comparing it all. Socially, he began to distance himself from his friends again. He was obsessed. It took hard work, it took time, it took luck, but bit by bit, Charlie began to see a pattern, he began to see the truth. Finally, he was sure. The Raven was Aleksander Garen Nakani, a college student from Georgia, who lived with his adoptive parents at the Summers Estate. The 15 years old Charlie went to the estate by himself. He managed to get inside and confronted Aleksander with the truth. To Aleksander, history repeated itself. Much like how he had figured out the previous Raven's identity, Charlie now stood before him. Unlike Aleksander's plans when he had confronted Duncan Summers, Charlie was not looking to replace Aleksander as the Raven. Charlie had plans of succession, sure, but he wanted to succeed Aleksander as the Raven's partner, not as the Raven. Aleksander did not quite agree with the plan, but he agreed that making it this far meant Charlie had at least some skill. For a time, Charlie helped out at the Summers Estate and the Rookery, eventually graduating into becoming the Raven's main in the chair. Not that it helped for long. With or without Aleksander's blessing, Charlie got into trouble. With a makeshift costume and whatever equipment he could "borrow" from the Rookery, Charlie went out to fight crime on his own, to mixed result. Aleksander finally relented and agreed to take him in as his sidekick, but it would be his his terms. If nothing else, it meant that he could make sure Charlie didn't do anything stupid. Charlie spent 9 months training with Aleksander before he was first allowed out on patrol, during the Spring of 2020. Now 16, the new Nevermore followed much of the same pattern as Aleksander had. A few patrols per month to get used to actual crime fighting, primarily watching the Raven's back, slowly being allowed to do more and more, eventually culminating in being allowed to patrol on his own. And, as Aleksander insisted, Charlie would follow his path in another way, starting at Claremont in the fall of 2020 as Charles Gordon Pym, an orphan from the streets of Freedom City, recently taken in by the Summers Estate. Alek and Charlie worked extensively on creating a false electronic trail, creating a cover to keep Nevermore II's actual identity secret. While at Claremont, Charlie quickly struck up friendships with several other students, and when Sebastian Shields, otherwise known as Casanova, assembled a team of students with less than heroic intentions as New Young Freedom, Charlie started organizing his friends into their own team in response. Charlie led a shifting roster of Young Guardians to thwart not just Casanova's New Young Freedom, but through a few other adventures as well. Casanova would, in particular, grow to hate Charlie for his effort. At the same time, he worked with the Raven to combat the rising crime brought on by the Doomforge, with the House of Usher having returned and set up shop in it's shadow, spreading their influence throughout Freedom City. Charlie would eventually leave Claremont near the end of his second year, disappearing rather suddenly from the school when he and the Raven focused their efforts on fighting the House of Usher, eventually dismantling their operations in Freedom City and driving them away from the city. Not content to let the Usher family escape justice, the Raven and Nevermore gave chase, hunting them across the world. The duo had a number of adventures along the way. Charlie grew from these experiences, and began to realize that he wanted to be more than just the Raven's sidekick. He had plans and ideas for what he wanted to do on his own. Alek agreed that it was time for Charlie to go out on his own. Returning to Freedom City, Charlie began to prepare. He wanted to do it right, so he took his time, and, with funding from the Summers family, he designed a new headquarters that he could use with his friends, as well as a new identity. And soon, the Stormcrow would soar, and, with some luck, he would be joined by the Young Guardians once again. PERSONALITY & MOTIVATION Charlie is intelligent and a natural detective, and he knows it. He is good at what he does, with plenty of experience both alone and working together with others, particularly the Raven, though he has not grown out of his cockiness yet. He's a joker, which can at times belittle his intelligence and skills, not that he minds. If someone underestimates him, then all the better. During his time in Claremont and abroad, Charlie has grown into an accomplished detective, hero and leader. His ego and bravado remain as strong as ever, but they are now rooted in genuine experience and knowledge of his own capabilities and skills. Charlie remains as driven as ever, and still tends to fixate on finding solutions to any mystery or problem that catches his interest, almost to the point of obsession. POWERS & TACTICS The majority of Charlie's tactics relies on analysis, distraction and misdirectio. Observe an enemy, figure out how to best stop them, and then execute his plan. His personal fighting style emphasizes the use of his various gadgets, both for scouting and disabling his enemies. Generally speaking, he prefers to stay outside close combat, but will pull out his collapsible staff if forced into a close quarters situation. Stay out of trouble, stick to the shadows and put his brains to good use. Charlie tends to take on a leadership, or at least planning, role when working with others, whether they like it or not. He has studied and worked towards this, and he generally dislikes being ordered around by people that he doesn't think what it takes to lead. He will, for instance, not have any issues with the Raven giving him commands, or other more experienced heroes, while someone that had just joined Claremont would be a stretch. His tactics tends to involve teamwork, and he will try to weaken enemies or set them up for attacks from his more powerful teammates if possible. POWER DESCRIPTIONS Charlie posses no powers of any kind, instead relying on the training he has received from the Raven III and at Claremont Academy, as well as suit and gadgets he has developed together with Raven III. Charlie's Stormcrow costume is an ultra modern piece of crime fighting technology. Nano-weaved from a number of high resistance materials, it effectively protects him from any type sharp objects, while the armor plating handles most general types of damage a foe could wish to inflict. The thermal underlayer helps support him in heat or cold, while the night vision lenses lets him see in the dark. A heads up display aids Charlie with information such as the time and GPS, while his built in headset allows him to communicate at a distance of 5 miles. For traversal, the suit boast a grappling gun built into the gauntlets and grapple claws, as well as an electro-reactive glider cape, which lets Charlie soar across the sky. Charlie's utility belt contain a large number of tools, useful for both combat and infiltration. While he tends to keep his distance from most foes, the belt contains a collapsible staff for use in melee combat, which also contain a charged shock charge. He uses a modified version of the Raven's ravenrangs, smaller and lighter, which he call's Crow's Claws. He utilizes a great number of different types of tools to snare or trip his opponent, as well as multiple types of gadgets to blind his foes, whether it is with flashbangs, darkness, gunk in the eyes, light shows, concentrated zones of darkness or something else, all to allow him to effectively immobilize and distract his foes. The playback device, one of his favorite tools, let's him play any recorded sounded through remote control, be it movement or voices, letting him draw attention away from himself. Charlie has even figured out how to use the playback devices offensively, by throwing them at a target and playing extremely loud noises. These noisemakers are even powerful enough to deafen a target. The last piece of Charlie's standard equipment are small remote controlled drones, which transmits images of their recordings directly to Charlie's HUD, aiding him in infiltration and information gathering. The drones are shaped like small dark crows, small enough to fit in the palm of a hand. COMPLICATIONS A Legacy of Ravens: Charlie is secure in himself, he knows what he can and cannot do, and that he is only just getting started. As the Stormcrow, he is the newest part of the Raven legacy, and while he had good times as Nevermore II, it was high time that he stepped into his own role. Still, he is not without issues, and a mix of this legacy and working with his hero means that Charlie can seem arrogant and flippant to some, and not without reason. While he is a team player, he naturally falls into the leadership roll and can have issues stepping out of it. If Charlie's seeming arrogance or inability to let others take the lead makes a situation worse, the GM can award him a Hero Point. Gadgets: While an enemy would need to somehow get rid of Charlie's utility belt to get rid of all his gadgets, he could be deprived of individual gadgets, either by having them taken away or by simply running out of them. If the GM determines that Charlie somehow loses access to a gadget, they can award him a Hero Point, in turn making one of the powers in his Utility Belt array unusable. Secret Identity: One of the Raven's conditions for training Charlie was that he keep his identity secret, even from his family. Whenever Charlie ends up in a situation where his secret identity causes issues, such as not being able to act outside of costume without revealing himself, the GM can award him a Hero Point. Tell-Tale Heart: Charlie tends to grow obsessed. Mysteries, enemies, anything that give him trouble, anything that is a challenge that can't be solved. This can lead to him becoming narrowminded, focusing on the subject of his obsession over other important things at hand. Whether it be by Charlie focusing on a particular enemy to the detriment of any tactics in combat to taking unnecessary risks by trying to solve a particular mystery, the GM can award Charlie a Hero Point when his obsession makes a situation worse. Ushers, Masques and Conqueror Worms: The legacy of 3 generations of Ravens have led to a great number of enemies that might target one of the newer members of the extended Raven family, just for the sake of taking revenge. Aside from legacy villains, Charlie has made a few enemies of his own, including several former Claremont students with less than heroic intentions, such as Sebastian Shields, otherwise known as Casanova, and he has personally interfered with the House of Usher who has thrived in the shadow of the Doomforge, aiding the Raven in driving them from Freedom City and chasing them across the world. Traveling across the world with the Raven only earned Charlie more enemies as they continued their heroics abroad. If any of Charlie's enemies interfere in a situation to attack Stormcrow and make the situation worse, the GM can award Charlie a Hero Point. ABILITIES 8 + 10 + 8 + 14 + 6 + 10 = 56PP Strength: 18 (+4) Dexterity: 20 (+5) Constitution: 18 (+4) Intelligence: 24 (+7) Wisdom: 16 (+3) Charisma: 20 (+5) COMBAT 12 + 10 = 22PP Initiative: +15 (+15 Knowledge [Tactics]) Attack: +6 Base, +6 Melee, +14 Ranged, see Power attack bonuses in DC Block Defense: +15 (+5 Base, +10 Dodge Focus), +3 Flat-Footed Grapple: +10 (+6 Base Attack, +4 Strength) Knockback: -2 / -4 (w. Costume) SAVING THROWS 5 + 9 + 7 = 21PP Toughness: +9 (+4 Con, +5 Protection) Fortitude: +9 (+4 Con, +5) Reflex: +14 (+5 Dex, +9)Evasion 2 Will: +10 (+3 Wis, +7) SKILLS 124R = 31PP Acrobatics 15 (+20)Acrobatic Bluff, Skill Mastery Bluff 7 (+12) Computers 13 (+20)Online Research, Skill Mastery Diplomacy 2 (+7) Drive 5 (+10) Escape Artist 5 (+10) Gather Information 7 (+12)Well-Informed Investigate 9 (+16) Knowledge [Tactics] 8 (+15) Language 4 (American Sign Language, Chinese [Mandarin], English [native], Japanese, Russian) Notice 8 (+11) Pilot 5 (+10) Search 5 (+12) Sense Motive 8 (+11) Sleight of Hand 5 (+10)Skill Mastery Stealth 15 (+20)Hide in Plain Sight, Skill Mastery FEATS 49PP Acrobatic Bluff Attack Focus [Ranged] 8 Beginner's Luck Benefit 1 (Raven Family) Benefit 1 [Use Knowledge [Tactics] For Initiative Rolls] Challenge (Fast Acrobatic Bluff) Dodge Focus 10 Evasion 2 Hide In Plain Sight Inspire 5 Jack of All Trades Leadership Luck 4 Master Plan 2 [Use Knowledge [Tactics] for rolls] Online Research Set Up Skill Mastery 2 (Acrobatics, Computers, Gather Information, Investigate, Notice, Search, Sense Motive, Stealth) Teamwork 3 Track Well-Informed Uncanny Dodge [Auditory] Enhanced Feats Luck 4 -> Luck 6 Second Chance 2 [Toughness Save vs. Ballistics and Conventional Blades] Takedown Attack 2 Veteran Awards Equipment 16 (80 EP) Equipment Communicator [7EP] Communication Array 3 (6DP Array; Feats: Alternate Power 1) [7EP] BP: Communication 5 (Radio; 5 miles; Feats: Subtle) [6EP] AP: Datalink 3 (Radio; 1000 feet; Feats: Rapid 2 (x100), Subtle) [6EP] Guardians HQ (Headquarters; Mansion in Bayview) [21EP] The Stormchaser (Vehicle; Motorcycle) [20EP] Guardians Jet (Vehicle; Jet) [32EP] POWERS 20 + 20 + 9 = 49 Device 5 (25DP Container, Flaws: Hard-To-Lose) [20PP] (Descriptors: Stormcrow Costume, Costume, Technology) City Movement Array 4 (8DP Array; Feats: Alternate Power 1) [9DP] BP: {2 + 4 + 2 = 8/8DP} (Descriptors: Gauntlet Mounted Grappling Gun) Super-Movement 1 (Swinging; Extras: Linked to Speed (+0)) [2DP] Super-Movement 2 (Wall-Crawling 2) [4DP] (Descriptors: Grapple Claws) Speed 2 (Extras: Linked to Super-Movement (+0)) (25 mph, 250 ft. per round) [2DP] AP: Flight 3 (Flaws: Gliding; Feats: Subtle) (50 mph, 500 ft. per round) {4/8DP} (Descriptors: Electro-reactive Glider Cape) Concealment 2 (All auditory senses; Flaws: Blending) [2DP] (Descriptors: Noise Dampening Materials) Enhanced Feats 2 (Second Chance 2 [Toughness Save vs. Ballistics and Conventional Blades) [2DP] (Descriptors: Nano-weaved Material) Immunity 1 (Environmental Cold and Heat; Flaws: Limited [Half Effect]) [1DP] (Descriptors: Protective Thermal Under-Layer) Protection 5 [5DP] (Descriptors: Armor Plating) Super-Senses 3 (Infravision; Vision Counters Obscure (Darkness) [Darkvision]) [3DP] (Descriptors: Night Vision Lenses) Super Senses 3 (Direction Sense; Distance Sense; Time Sense) [3DP] (Descriptors: Head-Up Display) Device 5 (25DP Container, Flaws: Hard-To-Lose) [20PP] (Descriptors: Utility Belt, Belt, Technology) Gadgets Array 8.5 (17DP Array; Feats: Alternate Power 8 ) [25DP] (Descriptors: Gadgets) BP: Damage 6 (Extras: Ranged; Feats: Improved Range, Mighty 4) {17/17DP} (Descriptors: Crow's Claws, Piercing Damage Type, Thrown Weapon) AP: Damage 6 (Feats: Accurate 4, Extended Reach 1 [5 ft.], Improved Critical 2, Mighty, Subtle, Takedown Attack 2) {17/17DP} (Descriptors: Collapsible Staff, Bludgeoning Damage Type) AP: Dazzle 10 (Visual Dazzle; Flaws: Action [Full]; Feats: Improved Critical 2, Subtle, Triggered 2, Variable Descriptor 2 [Any Technological]) {17/17DP} (Descriptors: See No Evil, Flash, Darkness, Optic Disruption, Etc.) AP: ESP 5 (Auditory and Visual ESP; Extras: Duration [Sustained]; Flaws: Medium [Small Flying Drone]; Feats: Subtle 2) (Range: 1 mile) {17/17DP} (Descriptors: Crow Drone, Remote Control, Spy Device) AP: Illusion 12 (Auditory; Extras: Independent (+0); Feats: Progression [Area] 3, Triggered 2) (600 ft. area) {17/17DP} (Descriptors: Noisemaker, Playback Device, Sound, Remote Activated) AP: Obscure 6 (Visual Obscure; Extras: Independent (+0); Feats: Progression [Area] 1, Triggered 2, Variable Descriptor 2 [Any Technological]) (Range: 60 ft., Area: 250-500 ft. radius) {17/17DP} (Descriptors: Visual Distortion, Grenade, Smoke, Darkness, Flashbang, Illusionary Confusion, etc.) AP: Snare 10 (Flaws: Action [Full]; Feats: Improved Critical 1, Reversible, Tether, Triggered 2, Variable Descriptor 2 [Any Technological]) {17/17DP} (Descriptors: Crow's Traps, Nets, Cuffs, Rapidly Expanding Foam, Shock Field, etc.) AP: Stun 10 (Flaws: Action [Full]; Feats: Accurate 4, Extended Reach 1 [5 ft.], Improved Critical 2) {17/17DP} (Descriptors: Stun Staff, Electricity) AP: Trip 10 (Feats: Improved Critical 1, Improved Trip, Subtle 1, Triggered 2, Variable Descriptor 2 [Any Technological]) {17/17DP} (Descriptors: Crow's Prey, Various Tripwires, Bolas, Lines, etc.) Luck Control 2 (Force Rerolls, Spend HP For Others; Feats: Innate, Luck 2) [9PP] (Descriptors: Master Tactician, Training) DRAWBACKS -0PP DC BLOCK NAME ACTION RANGE SAVE EFFECT ATTACK BONUS Unarmed Standard Touch DC19 Tou (staged) Damage +6 Crow’s Claws Standard 150 feet DC25 Tou (staged) Damage +14 Collapsible Staff Standard Touch: 5 ft. DC25 Tou (staged) Damage +14, Crit 18-20, Subtle, Takedown Attack 2 Crow’s Prey Standard 225 ft. DC20 Trip Resist (Worse bonus) Tripped +14, Crit 19-20, Improved Trip, Subtle 1, Triggered 2, Variable Descriptor 2 [Any Technological] Crow’s Traps Full 100 ft. DC20 Ref (staged) Fail: Entangled >5: Bound and Helpless +14, Crit 19-20, Reversible, Tether, Triggered 2, Variable Descriptor 2 [Any Technological] Noisemaker Standard Perception, 600 ft. area DC22 Will Fail: Believe audio illusion Independent, Triggered 2 See No Evil Standard 90 ft. DC20 Ref DC20 Fort to recover Blinded +14, Crit 18-20, Subtle, Triggered 2, Variable Descriptor 2 [Any Technological] Stun Staff Full Touch: 5 ft. DC20 Fort (staged Fail: Dazed >5: Stunned >10: Unconscious +14, Crit 18-20 Totals: Abilities (56) + Combat (22) + Saving Throws (21) + Skills (31) + Feats (49) + Powers (49) - Drawbacks (0) = 228/228 Power Points
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The STORMCROW Charlie writes the names and a few notes about each down on the paper as Michael rattles them all off. Yeah. He can figure out who they are if he wants to. Claremont is, if anything, one of the easiest places for the Raven family to get information about students, if the principal deems it is for a good cause. He doesn't feel the need to do that, though. "So, seems you've got it all thought out. Got your power houses, a speedster, blasters, some that can do it all." He draws a circle around each name. "How do they feel about each other, then? Any personality conflicts?"
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Spaceman Parker might not always be the best on picking up on when Baz is genuinely joking or playing the sad clown, but here? It is only too clear, even if Vueriz obviously didn't mean to offend. "There's lots of very different people in this world with powers," he tries. "I don't really know how it works, but some people end up looking different, even if they're still wonderful people." He looks at Baz at the last line, before turning back to Vueriz. "I can control space."
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Spaceman Right. Practice punches. Rotate hips. Parker is honestly not sure if he wants to learn to put more power into his punches, but Michael did go through the trouble of setting all of this up, and Crimson Tiger did show up to try and teach them... So he should at least try "Anyone want to pair up with me?" he asks, to one in particular, before he steps up to a bag and does his best to copy what Crimson Tiger was doing. It's not easy, but he didn't really expect it to be either, and Parker has to admit that she is right. He has just been relying on his powers.
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27 - Bluebird - KO 24 - Paper - 4HP - Unharmed 22 - Stormcrow - 6HP - Unharmed - Master Plan 3 (not yet active) 22 - Ms. Scorpion - Bruise (x1), Staggered 22 - Chump - Unharmed, Grappled by Shift (Pinned: No Dodge bonus, Def -4) 19 - Shift - 1HP - Unharmed, Grappling Chump 18 - Ghule - 0HP - Bruise (x2), Dazed 18 - Toxin - Unharmed 16 - Casanova - KO - Grappled by Nightscale (Bound & Helpless), Caught in Muirne's rank 10 Snare (Bound & Helpless) 12 - Multi-Girl - 1HP - Unharmed 11 - Nightscale - 5HP - Injury (x1), Bruise (x1), Dazed 10 - Shadowborne - 4HP - Unharmed 5 - Minions - x10 - KO
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