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Freedom City Guidebook
Freedom City PBP: A How-To Guide
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Everything posted by Ecalsneerg
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"No, I can fight with my zappers. It's easy getting by when you can fire high voltage current from your wrists, but well..." She can't know you handed them to a supervillain then gave her a ride home! Cover story! GOGOGO. "That's not an option anymore, due to maintaining them. Yeah, battery costs are insane. So, last night, I realise I can fist-fight well enough to stop one guy, but not several."
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"Oooh, kitty!" Chris said, clapping his hands, and rushing to stroke it. "Who's a cute lil' furball. You are, yes you are, you are.... ahem. Anyway..." He backed off and looked more serious. "Actually, I was kinda looking for you. I was wondering if, well, if you're not busy... you could teach me to fight?"
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Chris woke up despondent. Fighting crime without his zappers was... hard. He could take one guy in a fist-fight, easy. Taking three or four? That was much harder. "Giving em back was stupid," he mused, pulling on a bright green t-shirt. "Considering I'm no Raven. I reckon I need to learn from someone who's good at fighting..." He was halfway down to the canteen to get breakfast when... "ERIN!" he shouted, to the shock of passers-by. Chris spun and ran up to the girl's dorms, knocking on Erin's door.
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GECKOEDITS Ok, poor guy lost his Device 3. This now gives me 12pp to play with. Add earned pp... 16pp 3pp in skills, so 12 ranks: 1 in Bluff for 16 (+22) 3 in Disable Device for 8 (+10) corrects wrong modifier 1 in Pilot for 10 (+13/+15) again, wrong modifier corrected 2 each in his Craft skills for 8 (+10) 2 in Search for 8 (+10) 1 in Stealth for 8 (+11/+13) Drop Attack Focus (Ranged) 2, add base Attack 2. [gain 2pp, spend 4, net spending: 2pp] Attack Specialisation 1 (Unarmed Strike) [1pp] Attack Specialisation 1 (Geckorang) [1pp] Increase Defence by 2 for 8 total, and flat-footed +4 [4pp] Equipment 1 [1pp]: total 16 ranks and 80ep OK, increase smokebombs into: Utility Belt Array 3 (6pp, Feats: 1 Alternate Power) [7ep] BE: Geckorangs [blast 2, Improved Ranged Disarm, Mighty) AP: Smokebombs [Obscure Visual 2, Independent] And add a grappling gun: Super-Movement 1 (swinging) [2ep] Now... powers: Strike 2 (unarmed strike, Power Feats: Mighty) [2pp] Add Dodge Focus 2 as power feats on Enhanced Dexterity [2pp] DONE BY SHAENTHEBRAIN
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He stopped halfway down. "Dammit," he said, as he saw the cops finally enter the building. Geckoman ran up the wall, pulling out the Pitchoo remote as he went. "Come to make fun of me again? Is that it?" Geckoman stopped with a puzzled look on his face. "Nope. I'm going to harbour a known criminal from the police," he said, snapping out a grin as the Pitchoo landed. Slinging his hand around the protesting villain, he dragged her inside and set her in a chair, swiftly taking off. "Well, way to go all Raven," sighed Giordano, as he watched Geckoman fly off leaving an unconscious supervillain lying for the cops to collect. "Ok, boys, tie him up and get rid of his loopy fear stuff." "Where do you want dropped?" asked Geckoman, glancing over his shoulder at the girl. "Other side of town?" She looked at him as if in a daze. "Yeah, that's fine." She glanced back at the picture stuck on the wall. It showed Liz and Chris pulling faces at a party they'd went to together. "Is that you and your girlfriend?" Geckoman froze for a second. Well, what's the matter in telling someone your identity? It's not like she knows who Chris Kenzie is. "Yeah, that's my Lizzie." Liz Lawlett in the Spellbound costume kept staring blankly at it. "You look happy."
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"Wow, fast-moving object. Good going, your awesome electric wand thing is clearly useless." Spellbound looked at him indignantly, then directed her broom to hit him at 1,000 MPH. Feeling a rib shatter, Geckoman flew backwards as the broomstick smashed into him, cracking in the process. Plummeting from the building, he impacted hard on the cement. "Owwww...." he whined, as magnetic forces snatched at his wrists, and dragged him up the building. He felt a hard kick smash into the side of his face. Enough. He sprung to his feet, ducking under Spellbound's punch and bringing a shock knuckle up into her stomach. She tumbled back and landed on the floor, clutching her stomach. "What happened to the forcefield?" "Shut up... isn't it enough to take my things, without humiliating me?" She struggled to edge away as he knelt beside her, tossing away her wand. "What are you doing, jackass?" "I'm concerned as to why a pretty girl takes up this crap." She didn't hide her blushing well. Well, Liz, you said I didn't need to tell you stuff... I'm just evil... "And I want to know how to get you to agree to stop." "Just... give it back. I worked on it. It... means something. I worked on it to deal with my parents divorcing." Geckoman put his head in his hands. "Ok. I cave." He began stripping off his zappers. "Take 'em. I apologise." He tossed them at her feet and walked away. "Hey! You don't get someone to bare their soul, then give them a token apology and walk off! GET BACK HERE!" Geckoman turned at the edge of the building, sliding his feet to cling on the brick. "You're a crook. No offence, but I think I gave you enough sympathy. And I called you pretty. I'd be happy if I called me pretty." He slid down out of sight as the girl who he'd severely annoyed glared at him.
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Round 6: (2 HP) Geckoman Taunts and goes on Full Defence. Spellbound is demoralised again, rolling a 9. He also peels off a bruise. OK, slam with the broom. We'll call it accelerated move despite vehicles not doing it normally, plus Flight 7. DC 26. Yet she only rolls 12 to hit Defence 23. Fiat. PAIN! Geckoman fails by 8, flying back 250'!!! He's also bruised and stunned again. Let's say he falls 75-80' from the roof, failing the damage +8 from that by 8, for another bruise! He has 3! And those last two were lethal, for a total of: 2 rounds of stunning, 3 bruises, 2 injuries. At least the broom fails by 10 and stops working. Round 7: Spellbound is nasty and pulls Geckoman up by the metal zappers. Round 8: Then kicks him in the face. Another bruise. Round 9: SPRING TO FEET! Feint as a move action, again succeeding, then sucker punch. Spends one of those 3 HP to reroll the 1. Spellbound fails by 11 and is staggered and stunned.
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"Solitude? You'd think one of the many faithful would feel honoured to go spend some time at night with a bona fide angel."Arrowhawk raised an eyebrow under his hood. "Ungodly hours or not. I'd've thought an angel would be a more daytime hero. Night's when all us scary monsters come out and play."
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An electrical blast made the controls explode as Geckoman's wrist twitched and the zapper fired. "NOOOOO!" roared Fear-Master, launching a soundburst from his gauntlet. Geckoman felt his stomach knot as a panic attack started, but ignored it, throwing himself aside to dodge the crackling lightning blast Spellbound hurled in his direction. Spinning, he retaliated, missing by inches even as he shrugged off a second dose of the fear weaponry assailing his brain. "C'mon, Fear-Loser, you gotta try harder!" Again, he hurled himself to the side to shield his eyes from a blinding flash of light from Spellbound's wand. "Spellbound, let's be honest. You're not really accurate." He blasted her in the chest, sending her flying onto her back. "THAT'S accuracy! Gaaaaah!" Fear-Master had hit him again, cold sweats running down his spine. Nonono. His vision swum slightly as the paralysing fear made his heart race. The screaming in his ears started again. "See? In the end, your cockiness is just a mask for your fear!" spat Fear-Master, mask appearing as a demonic leer. Geckoman stood up straight, face pale and drawn. "And you need to look behind you, asshole." As Fear-Master turned around, Spellbound shot to her feet. "So do you." Geckoman sidestepped the shot even as he ignored yet another blast of fear weaponry as Fear-Master turned back round... ... in a stance with no guard to it. The green-clad teen pounced forwards, crashing a shock knuckle onto Fear-Master's head. He dropped like a stone. "HAH! How do you like that!" Geckoman punched the air as he turned. The first blast set his nerves on fire, the second scorched his costume to the skin. He could see Spellbound's broom coming at them at high speed. This'll hurt.
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INITIATIVE! Geckoman's on 3 HP (Fatigue? In the final fight? Noooo) Again, I'll eschew the dice roller. Geckoman 23, Fear-Master 13, Spellbound 8 Round 1: Geckoman fries the immobile control panel. Fear-Master uses Nauseate, getting 26 to hit. Geckoman fails by 10. He spends another HP (sigh) to re-roll. Natural 20. Spellbound shoots Geckoman, but gets 10 to hit. Round 2: Geckoman spins and shoots at Spellbound. He misses by 2. Fear-Master tries to Nauseate again. 27 to hit!? Geckoman rolls 20, so again isn't hurt. Spellbound tries to dazzle Geckoman. 24 to hit, natural 20 to save. DAMMIT, GECKOMAN, TAKE THE PAIN. Round 3: Geckoman taunts Spellbound as a move action, 31 w/ Mastery. She gets 26 to resist. Then he shoots her. She's bruised and stunned. Fear-Master goes to Paralyse. Geckoman gets 11, failing by 4! He's slowed. Spellbound is stunned. Round 4: Geckoman uses his lonely Standard to feint Fear-Master. 14 does not resist. Geckoman breaks free from slowing! Then resists it again! Spellbound rains on his parade by getting up and shooting him. 14. Round 5: The Green Wonder runs up and punches Fear-Master. Well, tries to, spends his second-to-last HP and succeeds in doing so. DC 23 save... Fear-Master rolls 1, failing by 17. DINGDINGDING Spellbound summons her broom. It will arrive next round, so she goes for the standby of violence. Geckoman is bruised, so she Fiats to do it again, rolling a frakkin' 1. We'll count auto-hitting as part of the Fiat (*whistles*) so a second bruise level.
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"Ah, you're persistent," greeted Fear-Master, standing at the transmitter. "You're too late. All it will take is one pull of this lever, and my plan goes into effect." He cackled, caressing a big red lever at the base of the set-up. "Then why haven't you?" Geckoman stood, fists balled as he closed the door behind him with a slam. "Scared?" Fear-Master just laughed. "I wanted to make you feel how powerless you are to stop it. You came all this way, and yet... not enough." "Where's Spellbound? Doesn't she want in on humilating me?" Gravel crunched as she walked out behind him. "Ah. Irony." "It's too late, Gecko-Boy, like he says. You're useless as always." Geckoman rolled his eyes and didn't bother turning. "Well, you make a cute couple. Let's start this wedding with a bang." He lunged forwards.
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"Yeah, we are now," said the man speaking on the radio. "Thank you. But isn't Fear-Master still...?" "Working on that one. Listen, can you shut off the music and get everyone to turn off the radio. Seriously, it's not good if you don't." The man nodded, and turned to the controls as Geckoman went around the hostages, checking if they were okay. "Not good. He's locked out the controls." "What!?" Geckoman spun to look into a security camera behind him. "DAMMIT!" "You seriously thought that would work? There's a console at the transmitter on the roof. You've come this far, why not come up and say hi to your girlfriend here?" "Hey, less of-" It cut off. "Crud. Right, the doors are sealed and the lift's blown. Get hidden on this floor, since I know it's clear. The cops are trying to force entry, I think. You should be safe." With that, he turned and ran to the stairs.
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Geckoman crept through the shadows to one of the far-off cubicles. Luckily, he went unnoticed. I need a distraction enough to get rid of one, without alerting the others. Thus he knocked a coffee mug off a desk with a clatter, and scurried off into the shadows further back. It worked. One of the goons worked his way over, toppling over when Geckoman smacked him in the head. Four now. This calls for speed. He leapt into the main room, zappers clicking into place on each arm. With a flick, he shot from the left arm, downing one thug, pivoting and raising his right arm to down another. "Come on, guys, try harder," he quipped, twisting again to fire each arm at a separate target and down the last two hired goons. Panting, but knowing he'd succeeded, Geckoman leaned onto a nearby desk. "Are you guys OK?"
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Stealth is too high to resist, so is Skill Mastery Trick, and taking 10 to hit, he needs 20 to save. GOGOGO SPLIT ATTACK SURGE! Taking 10 to hit, he obviously hits all four flat-footed minions. Splitting his rank 6+2 shot into DC 19 blasts, all four thugs need to save! However, he also spends a HP to temporarily gain Power Attack. Going for 4 still hits, and ups the DCs to 21. DC 21 shocks (1d20+3=12) And 3 more (1d20+3=9) DAMMIT (1d20+3=5, 1d20+3=10) 4 HP, and Fatigued next round.
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"Hmmm... is there any way to get close without getting affected by it?" mused Geckoman. "I'm not especially familiar with your powers, any fancy tricks we could use to shield ourselves?"
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"Perhaps noone needs to watch the sparrows, if you can be confident the little buggers aren't stealing your bread," said Arrowhawk with a wry smile, tossing back his cape to expose the white hawk on his chest. "I'll assume you're that angel everyone keeps talking about. I must say, I was expecting something slightly more Old Testament. Telling someone to go home isn't exactly a powerful smite." He remained standing some distance away from the angel. "What brings you out this time of night, anyway?"
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"How can you tell he won't reoffend?" asked a low, gruff voice from behind the angel. Arrowhawk stood in nearby shadows, hood casting his face into shadow and red eyes glinting from underneath it. He walked forward, showing his long cape to be wrapped around himself, concealing the bow and arrows underneath. "Forgiveness only goes so far. I find most don't extend it to those with crowbars at this time of morning, and who am I to judge?"
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I decided to swap Geckoman for Hawky. He's not as jokey, but still snark aplenty :D
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If you need a fifth person, someone to compete with Jack in taunting, and a space-worthy craft, call Geckoman?
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Firstly, who screwed up? It's 172/184pp, not 186. You all suck So... increase Fort by 3, Ref by 2 and Will by 2, for +9, +12 and +9 respectively. [7pp] Altering Skills (on Shaen's advice!)! [1pp] Acrobatics +3 Bluff +2 Climb -1 Drive +2 Gather Information -1 Intimidate +3 Investigate -1 Knowledge [Physical Sciences] +3 Knowledge [streetwise] -1 Sense Motive +1 -5 ranks in Profession [scientist], removing it entirely Total: +4 ranks Feats [4pp]: Fearsome Presence 4 Equipment: added Speed 1 to grappling gun like everyone else seems to. No change, since I'd not spent all my ep yet. Also, fixed the weird errors which happened when the site switched, and altered his description slightly (he's lost the cowl, returned to the hood and domino mask) Fixed sheet: [b]Player's Name:[/b] Ecalsneerg [b]Power Level:[/b] 12 (184/184 pp) [b]Trade-Offs:[/b] -5 Damage for +5 Attack, -2 Toughness for +2 Defense [b]Unspent PP[/b]: 0 [b]Characters Name:[/b] Arrowhawk [b]Alternate Identity:[/b] John Fraser [b]Height:[/b] 6'0" [b]Weight:[/b] 185 lbs [b]Hair:[/b] Black [b]Eyes:[/b] Grey [b]Description:[/b] Arrowhawk is a tall, menacing figure, broad-shouldered and muscled. He is aclad in a solid-looking black armour, made of many interlocking plates for maximum flexibility. A cape flows down from the shoulders to about knee level, concealing a longbow and quiver clipped to the back of the armour. His face is shadowed by a black hood, shadowing much of his face. Under the hood he wears a domino mask with glowing red lenses. Across his chest is emblazoned the stylised logo of a white hawk in flight. As noticeable in his civilian identity, John Fraser is visibly aged, beginning to grey and heavily 'scarred from sports'. However, he takes great pains to be less of an imposing figure to conceal his identity. Due to an 'incident' in a supervillain's HQ, he walks with a visible limp. [b]History:[/b] Growing up in Aberdeen, Scotland, John Fraser had a promising career in biology ahead of him. Many admired the quiet, thoughtful young man and his quick grasp on science. But a bunch of mobsters trying both to take advantage of the student financial difficulties on campus and invest in endeavours they'd unlikely be traced to, started offering student loans. But the sky-high interest rates landed two or three of John's dorm mates in heavy debt until one fateful night when the enforcers came. Refusing to come quietly, the students were gunned down, setting the halls of residence into mass panic. As the enforcers tried to escape, accidental killings led to the deaths of three more students and seriously wounded John. Recovering, his thoughts turned to revenge. Many had come to know of the mob's involvement with the loans, and the killings left no doubt as to their involvement. Yet nobody tried to bring them to justice. They were scared. So John spent the remainder of his degree training to bring his friends’ killers down. Using guns would bring him down to their level, so he learned archery and basic martial arts. A mere mortal held no power over these ruthless men, but a symbol of revenge, a predator, could bring them down. Dubbing himself "Arrowhawk" as a tribute both to his methods and to the bird of prey, John did not attend his graduation party. He donned a cloak and attacked a mob safehouse he'd managed to root out, subduing every criminal inside. But his training had come at a price. He'd become a different person, quieter, more intense. While he still had friends, none were close. He wasn't romantically involved with anyone. In short, he was lonely. Yet somehow going out in his costume and fighting crime in the alleys and from the rooftops made him feel wanted. And thus Arrowhawk became a legend in the city of Aberdeen, removing the organised crime from a city mostly ignorant of it ("The mob? It's an American thing, right?"Â) and inspiring several copycats. Confident that the city was safe in the hands of those heroes who took the job seriously, he travelled Britain and fought organised crime over the next eighteen years. By day, he held down laboratory work and tried desperately to make close friends and find relationships. By night, he was Arrowhawk, more confident than his secret identity and a skilled crimefighter. Now, at the age of thirty-eight and still alone and looking for a challenge, Arrowhawk has come to Freedom City. While he had been here a few times in the past (establishing a friendly rivalry with Bowman in the process), now he plans to spend a few years here. He hopes to, as Arrowhawk, defeat the tenacious organised crime in a city full of superheroes, and as John, finally find someone to settle down with. [b]Complications:[/b] Hatred/Obsession (organised crime): The mob killing several students when he was at university led to John Fraser becoming the Arrowhawk. They've also consistently tried to kill him over his crime-fighting career. Thus, his hatred of them makes it difficult for him to trust someone who has been too heavily involved with the mob in the past, regardless of whether they still retain that connection. The obsession has also distracted him from other things like a love life, friends, family, work and in general anything beyond being Arrowhawk. Honour (won't use guns): Firearms sicken Arrowhawk. He refuses to sink to the level of criminals by using one, and condemns openly those who use them, even if they are his allies. This has become a larger problem since his move to America, where the police carry guns, a fact he is not used to and believes to be wrong. Arrowhawk is psychologically incapable of using a gun despite knowing how to, and would be unable to use one to defend himself even if he had no other choice. Rivalry (Bowman): In past trips to Freedom City, Arrowhawk established a friendly rivalry with the Bowman, and each frequently seek to out-do the other in archery and close combat skills. However, despite this deeply competitive attitude, both deeply respect and trust the other. Secret (identity): John Fraser is characterised differently from Arrowhawk by being a lot more quiet and submissive than the aggressive, forceful vigilante. To allow himself privacy and a measure of a social life (should he ever [i]use[/i] that option...), he keeps the two identities apart and doesn't wear any of his costume on his person besides a bullet-proof vest. Arrowhawk is also at risk at running out of arrows, but this should rarely happen except in protracted battles where he can expend large numbers of them, or in remote areas where he is unable to replenish his supplies. [b][u]Stats[/u][/b] 6+10+6+4+6+4 = 38pp Str: 16 (+3) Dex: 20 (+5) Con: 16 (+3) Int: 14 (+2) Wis: 16 (+3) Cha: 14 (+2) [b][u]Combat[/u][/b] 22+20 = 42pp Attack +11 base, +14 ranged, +16 bows Grapple +12 Defence +12 (+5 flat-footed) Knockback: -4 (-3 flat-footed, -2 w/o Arrowhawk Armour, -1 flat-footed w/o vest) Initiative +9 [b][u]Saves[/u][/b] 6+7+6=19pp Toughness +9 (+7 flat-footed, +5 w/o Arrowhawk Armour, +3 flat-footed w/o Armour) Fortitude +9 (+3 Con, +6) Reflex +12 (+5 Dex, +7) Will +9 (+3 Wis, +6) [b][u]Skills[/u][/b] 156r=39pp Acrobatics 5 (+10) Bluff 8 (+10) Climb 12 (+15, Skill Mastery) Craft [Mechanical] 13 (+15, Skill Mastery) Drive 10 (+15) Gather Information 13 (+15) Intimidate 16 (+18) Investigate 3 (+5) Knowledge [Life Sciences] 8 (+10) Knowledge [Physical Sciences] 8 (+10) Knowledge [Streetwise] 14 (+16) Notice 15 (+18, Skill Mastery) Search 8 (+10) Sense Motive 9 (+12) Stealth 16 (+21, Skill Mastery) [b][u]Feats[/u][/b] 32pp Accurate Attack Attack Focus (Ranged) 3 Attack Specialization (Bows) 1 Defensive Roll 2 Dodge Focus 2 Equipment 6 Evasion Fearsome Presence 4 Improved Aim Improved Critical (Bows) 1 Improved Initiative 1 Jack of All Trades Luck 1 Master Plan Power Attack Precise Shot Quick Draw Skill Mastery [Climb, Craft: Mechanical, Notice, Stealth] Startle Ultimate Aim [quote][b]Equipment[/b] (30/30 ep worth) Staff: [b]Strike 2[/b] ([i]PFs[/i]: Extended Reach, Mighty, Subtle [collapses]) (5 ep) Arrowhawk Armour: [b]Protection 4[/b] (4 ep) Arrowhawk Mask: [i]Commlink,[/i] flash goggles, night vision goggles (2 ep) Motorcycle: Features: Alarm, Hidden Compartment (11 ep) Grappling Gun ([b]Super-Movement 1[/b] [swinging] Linked to [b]Speed 1[/b] [10 MPH]) (2ep) [i]Binoculars, cell phone, [/i] handcuffs x2, lock release gun, mini-tracer, rebreather (5 ep)[/quote] [b][u]Powers[/u][/b]: 15pp [b]Device 5[/b] (Bow and trick arrows, 25 points, Easy to Lose) [15pp] [b][u]Devices[/u][/b]: [quote][b]Bow & Trick Arrows Array 9[/b] (18pp powers; [i]PFs[/i]: 7 alternate Powers) [u]BE[/u]: [b]Snare 6[/b] ([i]Extras[/i]: Constricting) [u]AP[/u]: [b]Blast 3[/b] ([i]PFs[/i]: Improved Critical, Improved Range [75' increment], Mighty 3, Progression [750' maximum range], Variable Descriptor [bludgeoning/piercing/slashing]) [u]AP[/u]: [b]Blast 3[/b] ([i]Extras[/i]: Autofire; [i]Flaws[/i]: Distracting; [i]PFs[/i]: Improved Critical, Improved Range [75' increment], Mighty 3, Progression [750' maximum range], Variable Descriptor [bludgeoning/piercing/slashing]) [u]AP[/u]: [b]Blast 3[/b] ([i]Extras[/i]: Penetrating 6; [i]PFs[/i]: Improved Critical, Improved Range [75' increment], Mighty 3, Progression [750' maximum range]) [u]AP[/u]: [b]Dazzle 6[/b] (visual, [i]Extras:[/i] Area - Burst) [u]AP[/u]: [b]Fatigue 6[/b] ([i]Extras[/i]: Ranged) [u]AP[/u]: [b]Nullify 6[/b] (technology descriptor, all at once) [u]AP[/u]: [b]Obscure 6[/b] (visual, 250' radius; [i]Extras[/i]: Independent)[/quote] [b][u]Drawbacks[/u][/b]: [-1] Disability (Bad leg, uncommon, minor, -1pp) [quote]Arrowhawk was hurt badly destroying the headquarters of the supervillain Malice. While it doesn’t hurt under most circumstances, if he moves all-out on foot, make a Fortitude Save (DC 15) each round. Failure means you loses his move action that round.[/quote] [b][u]DC Block[/u][/b]: Unarmed --- DC 18/Tough --- Bruise Blast, Explosive --- DC 21/Tough --- Injury; Penetrating 6, crit 18-20 Blast, Standard --- DC 21/Tough --- Bruise [bludgeoning], Injury [others], crit 18-20 Blast, Rapid--- DC 21/Tough --- Bruise [bludgeoning], Injury [others]; Autofire, crit 18-20 Fatigue --- DC 16/Fort --- Fatigue/exhaustion/unconscious Nullify --- DC 16/Will--- Nullifies tech powers Snare -- DC 16/Ref -- Snared Fearsome Presence - DC 14/Will -- Demoralised/Fleeing/Panicked [b]Costs:[/b] Abilities 38 + Combat 42 + Saves 19 + Skills 39 (156 ranks) + Feats 32 + Powers 15 - Drawbacks 1 = Total Cost 184/184 [b]Design Notes[/b] Arrowhawk is very similar to Bowman, with the differences being in the details. Arrowhawk has a wide choice of skills to use and the experience to use them at full effectiveness, while Bowman is a good leader, has great ability scores and is pretty much more talented than Arrowhawk. His trick arrows are also different. He is at the very pinnacle of street level, similar to Black Canary and Spiderman. He can hang with international standard teams due to sheer skill and planning, but excels out in the streets. I also imagine his motorcycle as one of those models stunt riders use which don't need you to keep one hand on them. I didn't think it was worth a Feature, but it wasn't worth going unmentioned. DONE BY SHAENTHEBRAIN
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... I forgot this? Approved
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DAMMIT, SHAEN! STOP TROPING!
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His archnemesis? HP! Hostages? HP Thus, Geckoman is now toting 5 shiny HP (I feel justified. It was two different posts, and will take several each to resolve)
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Geckoman walked into the elevator, quickly finding the camera and shooting it out. "Clever boy..." I know what you're going to do, Fear-Master. Don't think about getting one over. He pushed out a panel in the roof, crawling swiftly to the top of the elevator. "Giordano, what floor are the studios?" "The third." A quick grappling hook shot, and the elevator started moving up. "What idiot gets in an elevator?" Right on cue, it slammed to the floor, shattering and shredding beneath Geckoman as he dangled outside the third floor doors. "Now, hopefully, they think I'm dead" he murmured to himself as he slowly, quietly, prised open the doors and snuck in. The lights were on in the central area, revealing five toughs, each guarding a hostage. One of them was seemingly being made to continue broadcasting the news, gun rattled threateningly when his voice quivered with fear. Oh crap. I act once, the other four die.