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Freedom City Guidebook
Freedom City PBP: A How-To Guide
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Everything posted by RocketLord
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Spaceman Parker isn't really sure what to make of Neko's statement about all of them being the same, but he decides to let it go. As for Lawrence, however, and downplaying his powers, again? Parker can't help but wonder why Lawrence does that. Does he really not realize what he can do, or does he not want to deal with the responsibility of knowing? While Parker's own powers are so very different, they are, as far as Parker is concerned, connected too, just on a different axis. Time and space. Both could do terrible things if applied on a grand enough scale, and working together? Would there be any limits, if they grew powerful? Lawrence's powers would frankly be scary if it wasn't Lawrence. "Lawrence is being modest," Parker says, looking at Michael at first, but also at Lawrence. "You can control time Lawrence. That's... Honestly, that's incredible. How many people with powers can do something like that? And I'm pretty sure you know that, so why do you keep on downplaying it?" Parker knows that he might be coming on too strong, but on the other hand, maybe a push is what Lawrence needs?
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GM Getting closer to the warehouse, Leon (and the others, if they follow) only feel the sense of unease increasing. Like whatever they are walking into, whatever is going on in there, it is just inherently wrong. Something that just should not be. There is something at the back of their mind, something pulling on something primal inside them. Reaching the door, which is just slightly ajar, they hear a sound. A man is lying on the ground, struggling against some kind of metal mesh which has wrapped tightly around his body, including his mouth, but not his nose, so he can still breathe. He does not say anything. A ragged hoodie is barely visible sticking out of the mesh, and there are holes in his shoes. His eyes seem vacant, even as he sees the group, and he does not seem to register them. A green-ish light shines from the slightly ajar door, and they can hear loud voices from inside, though it is difficult to make out what they say.
- 99 replies
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- young guardians
- stormcrow
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Spaceman "Please stop giving people your body parts, Baz," Parker says, shaking his head while he watches the whole deal with the antenna with the look of someone that's just done with that bit. "I'm local, actually. Grew up right here in Bayview, but we traveled a lot." He shrugs. "Mostly vacations and such, I guess." He forgot about his privilege from his parents' wealth again. He really shouldn't bring that up, if he could help himself. "I'm with Lawrence on the science clubs. It's interesting, but wouldn't say it's easy. I saw a board game club too, might join that. Used to play all kinds of games like that with my sister." He would ask about Michael's own plans, but Lawrence already did. No need to crowd him.
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Spaceman "Hi Michael, it's good to meet you," Parker accepts the handshake once it's his turn. "I'm Parker." He seemed friendly enough, and he reacted well to Baz, at least. "Neko's showing you around?"
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Archer II: 2 GM posts = 1 PP Ghost: 3 Posts + 7 GM posts = 10 Posts = 2 PP Holiday Cheer (3) Space Ranger III: 2 GM posts = 1 PP Spaceman: 27 Posts + 0 GM posts = 27 Posts = 3 PP Deviations (1) Golden Student (4) Holiday Cheer (4) This Side of the Pond (4) Through the Paces (8) Quirkombat (6) Stormcrow: 12 Posts + 13 GM posts = 25 Posts = 3 PP + 1 PP [Guide Point] = 4 PP Dream Chasing (3) Holiday Cheer (5) The Young Guardians Returns! (4) GM: 12 GM posts = 24 posts Deviations (1) The Young Guardians Returns! (11) GM posts: 13 GM post to Stormcrow 0 GM posts to Spaceman 2 GM post to Archer II 7 GM post to Ghost 2 GM post to Space Ranger III Guide point: 1PP to Stormcrow
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Just to point it out, I got String bound and helpless, so she's got very low defense, and somebody could do a coup de grace on her.
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Bound and helpless! And then I'd like to use the Chokehold feat to begin Suffocating her, to knock her out: DC10 Fort save to stay conscious, DC increasing per one each turn while suffocating.
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Spaceman "Don't worry. I can keep my distance while being close," Parker replies to Consuelo before the headmistress appears and introduces the trial. Fight opponents, solve the maze... push the buttons. Simple enough. Not holding back, though? Parker looks towards the buttons. He could push them from here, give them an advantage, but wouldn't it ruin the exercise? He decides against it, at least for now, as Lawrence runs off and hits the first button, and then everything goes crazy around him. Baz with eye lasers, yelling about teamwork. And Consuelo? She... if that had been a real person... "Isn't that a bit of overkill? I don't think we're supposed to actually kill them." They might just be holograms, but they should act like they would normally, right? Still, teamwork seems to be the idea. He focuses and moves, flying straight towards Torpedo Lass. Then, he raises his hand, throwing a punch and... it comes in from the side at Strand, the woman with the long hair, quickly hitting her. Then, he clenches his hand, holding on. "Buzz! I got the hair lady, hit her!"
- 63 replies
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- timeout
- torpedo lass ii
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Setting Personal Space Control Array to Super-Strength and Space Control Array to Elongation + Enhanced Strength. Move Action: Move close enough that Parker can intercept any attacks coming at Torpedo Lass using Interpose. Standard Action: Attacking Strand with Infinite Reach. Subtle 2 and Indirect 3, so the attack comes from the side and might catch her flat-footed? Anyway, attack roll: 18 With Thev confirming that hits, that's a DC 23 TOU save, and then I'm gonna use Improved Grab to establish a Grapple: 49 And that's it.
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Changes: - Lowered Base Attack from 6 to 4, to use Attack Focus [Melee] instead, since most of your attacks are melee anyway. You can buy this up later if you want. - Lowered Base Defense from 6 to 3, using Dodge Focus to bring it up. You can buy this up later if you want. - Increased Dodge Focus to rank 5 - Increased Protection by 2 ranks to Protection 9 - Increased Drain Toughness by 2 ranks to Drain Toughness 12 - Increased Strength by 4 to 22 - Added Attack Focus [Melee] 4 Name: Shift Power Level: PL10/12 Tradeoffs: -2 Attack / +2 Damage, -2 Defense / +2 Toughness Power Points: 191/192 Unspent PP: 1 ABILITIES: 22PP (12 + 4 + (-10) + 12 + 4 + 0) Strength: 22 / w. Density: 34 (+12), 54 Lifting (Heavy Load: 22.4 tons) Dexterity: 14 (+2) Constitution: - Intelligence: 22 (+6) Wisdom: 14 (+2) Charisma: 10 (+0) COMBAT: 14PP (8 + 6) Initiative: +6 (+6 Int) Attack: +4 Grapple: +24 (+4 Base Attack, +4 Attack Focus [Melee], +12 Strength, +4 Super-Strength), +29 with Elongation Defense: +8 (+3 Base, +5 Dodge Focus), +1 Flat-Footed Knockback Resistance: 10 (1/2 of Non-Impervious Toughness 4 = 2, + Impervious Toughness 8), 12 at normal speed or slower (Immovable 2) SAVING THROWS: 10PP (0 + 4 + 6) Toughness: +12 (+12 Protection; Impervious 8 ) Fortitude: - Reflex: +6 (+2 Dex, +4PP) Will: +8 (+2 Wis, +6PP) SKILLS: 10PP (40R) Acrobatics 8 (+10) Climb 0 (+4) (No Strength bonus from Density) Computers 4 (+10) Craft (Electronic) 4 (+10) Craft (Mechanical) 4 (+10) Disable Device 4 (+10) Disguise 0 (+0, +20 Morph) Knowledge (Technology) 4 (+10) Notice 8 (+10) Search 4 (+10) Swim - (Density) FEATS: 19PP Attack Focus [Melee] 4 Beginners Luck Dodge Focus 5 Improvised Tools Interpose Jack of All Trades Luck 2 Move-By Action Speed of Thought Takedown Attack 2 Enhanced Feats Improved Grapple if using Additional Limbs POWERS: 124PP Communication 5 (Radio, Range: 5 miles) [5PP] Density 6 (Mass x5; Cannot Swim; Extras: Duration [Continuous]; Flaws: Permanent; Feats: Innate) [19PP] Drain Toughness 12 (Extras: Affects Objects; Flaws: Limited [Objects], Requires Grapple) [6PP] Immunity 40 (Fortitude effects; Psionic effects) [40PP] Impervious Toughness 5 (8 ranks total) [5PP] Morph 4 (Any form; Disguise +20; Extras: Duration [Continuous]) [16PP] Movement Array 2.5 (5PP Array; Feats: Alternate Power 1) [6PP] BP: Speed 5 (250MPH, 2,500ft [1/2 mile] per Move Action) {5/5} AP: Leaping 5 (x50, Running Long Jump: 1100ft long x 275ft high) {5/5} Protection 9 (12 ranks total) [9PP] Super-Senses 4 (Darkvision; Infra-Vision; Radio) [4PP] Super-Strength 2 (4 ranks total; Lifting Strength: 54, Heavy Load: 22.4 tons; Grapple +4) [4PP] Variable Power 1 (5PP pool; Multiple Powers of Any Type or Descriptor At Once; Extras: Action 2 [Free], Duration [Continuous]) [10PP] DRAWBACKS: -8PP Disability (Anosmia; Frequency: Uncommon; Intensity: Minor) [-1PP] Vulnerability (Electricity; Frequency: Common; Intensity: Major [x2 Effect Rank]) [-4PP] Vulnerability (Magnetism; Frequency: Uncommon; Intensity: Major [x2 Effect Rank]) [-3PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 25 Toughness Damage Drain Touch DC 20 Reflex Damage TOTALS: Abilities (22) + Combat (14) + Saving Throws (10) + Skills (10) + Feats (19) + Powers (124) - Drawbacks (8) = 191/192 Power Points
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Nothing to see for any of you, then. Let me see some ICs!
- 147 replies
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- young guardians
- nightscale
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Good catch, seems like that was a mistake from the old Nevermore II sheet that was never caught. I've fixed it!
- 5 replies
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- raven family
- freedom city
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GM The abandoned warehouse is easy enough to find, given the coordinates that were on the pieces of paper that the three heroes believe that their friend Charlie has left for them. It is easy enough to find each other, given their group chat. The streets around the building seems empty at this time of night, save for a group of what seems to be homeless people that are camping by a nearby bus stop. From the outside, the building looks like any abandoned warehouse. There's a few loading docks with closed gates. Windows with dirty glass at the top of the side of the building, near the roof. A few of them are broken. The building seems to be in a state of disrepair and neglect. It seems like it has been years since anyone has done any repairs or maintenance. But appearances are not everything. The moment each of you reach the area, you feel a strange sensation of foreboding. It feels like things are simply not right. You can see a flickering light from inside the building, which manages to shine through the broken windows, though only barely visible through the intact and dirty glass.
- 99 replies
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- young guardians
- stormcrow
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@Nerdzul @Thevshi @Spacefurry Give me a Notice check each.
- 147 replies
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- young guardians
- nightscale
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The ones with the highest bonus go first, so since you'll go first between the two of us, since your Initiative bonus is +4 and mine is +3.
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btw, in case anyone tried to look into Charles Gordon Pym to find out where Charlie went during the last 1½ years, the identity just vanished without a trace.
- 147 replies
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- young guardians
- nightscale
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OOC for this. @Thevshi @Nerdzul @Spacefurry @Kaede Kimura @Lone_Star Gonna start with Multi-Girl, Paper and Nightscale and bring the rest in when we get to them.
- 147 replies
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- young guardians
- nightscale
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GM Freedom City December 1st 2023, Evening The first day of December is a cold and dark Friday evening in Freedom City. Snow is slowly falling, giving the city an almost ethereal sense of beauty, calm and peace. A good and peaceful start to the time of christmas. But this is Freedom City, and that obviously won't last. As Bernadette O'Connell returns to her dorm, she finds a folded piece of paper in the shape of an rectangle on her bed. Once it is unfolded, the paper shows machine written text that reads "Want to do some good? Come find me." and a set of coordinates. When Leon Moore comes home, he finds a piece of paper likewise folded as a rectangle on his table. The machine written text on his paper reads "Wonder what Casanova and his goons are up to? Come find out." and a set of coordinates. Luke Landers likewise finds a folded piece of paper, with a message for him. "Do you know where you girlfriend is? Come save her." and a set of coordinates. The coordinates on each piece of paper point to the same abandoned warehouse in Bayview.
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- young guardians
- stormcrow
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An update to Nevermore II, spending his PP, upgrading his Power Level, backstory and identity. Using the 4PP leftover from one of my Veteran Rewards to buy the HQ. Everything is pretty much the same as the old sheet, just upgraded to PL12.
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- raven family
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The STORMCROW Power Level: 12 Effective Power Level: 12 Power Points: 244/250PP Unspent Power Points: 6PP 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 + 14 + 8 + 14 + 6 + 10 = 60PP Strength: 18 (+4) Dexterity: 24 (+7) 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 6 + 7 + 7 = 20PP Toughness: +9 (+4 Con, +5 Protection) Fortitude: +10 (+4 Con, +6) Reflex: +14 (+7 Dex, +7)Evasion 2 Will: +10 (+3 Wis, +7) SKILLS 176R = 44PP Acrobatics 13 (+20)Acrobatic Bluff, Skill Mastery Bluff 10 (+15) Computers 13 (+20)Online Research, Skill Mastery Diplomacy 10 (+15) Disable Device 8 (+15) Drive 3 (+10) Escape Artist 8 (+15) Gather Information 10 (+15)Well-Informed, Skill Mastery Investigate 13 (+20)Skill Mastery Knowledge [Tactics] 8 (+15) Language 4 (American Sign Language, Chinese [Mandarin], English [native], Japanese, Russian) Medicine 3 (+6) Notice 17 (+20)Skill Mastery Pilot 3 (+10) Search 8 (+15)Skill Mastery Sense Motive 17 (+20)Skill Mastery Sleight of Hand 8 (+15) Stealth 13 (+20)Hide in Plain Sight, Skill Mastery Survival 7 (+10) 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 (60) + Combat (22) + Saving Throws (20) + Skills (44) + Feats (49) + Powers (49) - Drawbacks (0) = 244/250 Power Points
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Oh hey, alternate reality stuff! Parker's powered by Z-Space, the dimension between all the alternate realities!
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Spaceman Parker raises his hand up in a quick greeting to Consuelo. "I can be invulnerable. Kind of." All depends on what he needs to be, but it should fit the bill. He takes the few steps over and extends his hand to Consuelo, with a friendly smile. "Like Lawrence said, I'm Parker. What do you need me to do?" He's heard rumors about the Consuelo, sure, but Parker's mom taught him that he should greet people properly. It'll be Misuki's turn next.
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Spaceman: 4 total = 1PP Moving In - Boys (1) Through the Paces (3) GM The Young Guardians Returns! (2) GM posts: 2x2 = 4 1 GM post to Stormcrow 1 GM post to Archer II 1 GM post to Ghost 1 GM post to Space Ranger III Guide point: 1PP to Stormcrow
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Spaceman "I'm not late, am I?" Parker asks, as he enters the room. And... no, he doesn't think that he is, now that he spots Lawrence and Baz. He is dressed in the standard blue and yellow Claremont uniform, rather than his own uniform. For some reason, it felt off to use it just yet, especially in here, even if Parker can't help but think that it feels a bit weird to not have a cape. "Baz, Lawrence," he greets as he walks up to the other two, nodding at each in turn. "You guys been in here before?"
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