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Ecalsneerg

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  1. I'd like to volunteer Arrowhawk, as he's escaped the explosion so we could probably assume he's active now. Plus, his modus operandi is shooting mobsters.
  2. "Yeah, come in dude. Pull up a seat." Chris leaned against the wall and stripped off his gloves and belt, rubbing his brow. "I'm not annoyed at you really, dude. I just wanted to smash your head against the wall, because I can't let you carry on with this train wreck of teen angst. Can you see where I'm coming from?"
  3. Name one superhero who carries a hang-glider. Go ahead. :P
  4. I think Mythbusters showed it was possible to have a man-portable grapple gun. It just wouldn't be a grapple pistol, and more like a mortar.
  5. I've no objections to not allowing Flight in equipment, as it's a valid point. However, the Shield and Deflect are how the core book builds shields, and I have issue with that not being allowed in a cape. If I'd described it as a shield, i.e. as a piece of wood or plastic covering his forearm, I doubt I'd be taken up on it. But you seem to have qualms about the same mechanical effect from a kevlar cape covering the entire back of his body, and likely much of the side. I don't see how that'd be hard to acquire as Equipment rather than a Device. Not to mention Shield 1 is lower than the higher Shield values you get from an actual shield. Weighted capes and taser gloves I'd allow for similar reasoning. Weighted capes are low tech (stitch something into the bottom of the cape), and taser gloves, well... the sample utility belt includes Power Knuckles, a similar concept only as Strike 4, not Stun x.
  6. There are no original ideas.
  7. Ding.
  8. I can understand your objection to the Flight, but not whether you're objecting to the Shield construct or not. However, I don't think wingsuits can be represented with Slow Fall, which doesn't allow you to steer, whereas wing suits are designed to let you do so.
  9. I love the backstory, but what descriptor do his powers have? Magic? Mutant? Psionic? Adds up. Adds up, but a couple of errors: His Grapple modifier should be +16. His flat-footed defence should be +5. His knockback should be -5. Adds up. Why is his Reflex so high, but all his other Dex-based stuff so low? Please format like all other sheets, with the skills listed down the page. Why is his Diplomacy and Sense Motive so high? Some reason for him being so good at it in the backstory to justify it maybe? Adds up, but again, list in the correct format. Uncanny Dodge also needs a sense type chosen for it. See above. Please list Immunity as Immunity 9 (life support), and ditto with Super-Senses. What does Detect Alignment detect? If it's D&D Alignments, that's not useful, as no listed PCs have listed alignments and assigning them just opens alignment debates. Why does he lose his powers without his mask? Please list it as DC 25/Tough
  10. Well, the Shield and Deflect are simply how shields are built in the core book. The Flying I discussed with Avenger, and he indicated he thought it'd be fine, but if you're against it, perhaps I could substitute it for Slow Fall instead?
  11. DO NOT EDIT, SEE PAGE 20 Sheet updated for fast edit: [b]Player’s Name:[/b] Ecalsneerg [b]Power Level:[/b] 11 (172/172 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 hidden by a sleek cowl, leaving only his mouth exposed. The eye-slits are covered by red flare-resistant lenses, which can glow in the night if Arrowhawk so chooses. 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€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 = 44pp Attack +11 base, +14 ranged, +16 bows Grapple +14 Defence +13 (+12 w/o cape, +5 flat-footed) Knockback: -4 (-3 flat-footed, -2 w/o undercover vest, -1 flat-footed w/o vest) Initiative +9 [b][u]Saves[/u][/b] 3+5+3=12pp Toughness +9 (+7 flat-footed, +5 w/o armour, +3 flat-footed w/o armour) Fortitude +6 (+3 Con, +3) Reflex +10 (+5 Dex, +5) Will +7 (+3 Wis, +4) [b][u]Skills[/u][/b] 152r=38pp Acrobatics 2 (+7) Bluff 6 (+8) Climb 13 (+16, Skill Mastery) Craft [Mechanical] 13 (+15, Skill Mastery) Drive 8 (+13) Gather Information 14 (+16) Intimidate 13 (+15) Investigate 4 (+6) Knowledge [Life Sciences] 8 (+10) Knowledge [Physical Sciences] 5 (+7) Knowledge [Streetwise] 14 (+16) Notice 15 (+18, Skill Mastery) Profession [Scientist] 5 (+8) Search 8 (+10) Sense Motive 8 (+11) Stealth 16 (+21, Skill Mastery) [b][u]Feats[/u][/b] 26pp Accurate Attack Attack Focus (Ranged) 3 Attack Specialization (Bows) 1 Defensive Roll 2 Dodge Focus 2 Equipment 7 Evasion 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] Ultimate Aim [quote][b]Equipment[/b] (33/35 ep worth) Staff: Strike 2 (PFs: Extended Reach, Mighty, Subtle [collapses]) (5 ep) Arrowhawk armour: Protection 4 (4 ep) Arrowhawk cowl: [i]Commlink,[/i] flash goggles, night vision goggles (2 ep) Cape array (4 ep): Flight 2 (Flaws: Gliding) [u]AP:[/u] Shield 1 [u]AP:[/u] Deflect Slow Projectiles 2 Motorcycle – Features: Alarm, Hidden Compartment (11 ep) Grappling Gun (Super-Movement 1 [swinging]) (2ep) [i]Binoculars, cell phone, [/i] handcuffs x2, lock release gun, mini-tracer, rebreather (5 ep)[/quote] [b][u]Powers[/u][/b]: 18pp [b]Device 5[/b] (Bow and trick arrows, 25 points, Easy to Lose) [15pp] [b][u]Devices[/u][/b]: [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) [b][u]Drawbacks:[/u][/b] 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 Staff --- DC 20/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 Dazzle--- DC 16/Ref,Fort ---- Blinding Fatigue --- DC 16/Fort --- Fatigue/exhaustion/unconscious Nullify --- DC 16/Will--- Nullifies tech powers Snare -- DC 16/Ref -- Snared [b]Costs:[/b] Abilities 38 + Combat 44 + Saves 12 + Skills 38 (152 ranks) + Feats 28 + Powers 15 - Drawbacks 1 = Total Cost 172/172 [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.
  12. DO NOT EDIT, SEE PAGE 20 I am going to make Geez3r cry now. Arrowhawk has big edits, as the trade-off rules finally let him actually have an archery attack bonus which reflects being more active and for longer than the current Bowman! That, and he got blown up. It sucked. Add the following drawback: Disability (Bad leg, uncommon, minor, -1pp) Also, reallocate his skills as follows. No change in cost: Acrobatics -2 ranks, Intimidate +2 ranks, Knowledge [streetwise] +1 rank: Acrobatics 2 (+7) Intimidate 13 (+15) Knowledge [streetwise] 14 (+16) Ok, next bit. Change his trade-off for -5 DC for +5 Attack. Increase his Attack by 2, for Attack +11 base, +14 ranged, +16 bows Then drop his Device from rank 6 to rank 5, with the following change to the array: Add the Jack of all Trades feat. Increase his Will by 1 pp, for Will +7 (+3 Wis, +4) Add one rank in Equipment, and add the following: Increase Protection 3 [subtle] -> Protection 4 Add cape array (4 ep): Flight 2 (Flaws: Gliding) AP: Shield 1 AP: Deflect Slow Projectiles 2 Add night vision goggles (1 ep) Also, to reflect his updated armour, his description needs tweaked. Description: 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 hidden by a sleek cowl, leaving only his mouth exposed. The eye-slits are covered by red flare-resistant lenses, which can glow in the night if Arrowhawk so chooses. 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.
  13. Chris had been out the night before. Some pursesnatchers had been running a racket on Riverside, and he'd followed them back to their base of operations. It had got messy, and he'd crawled out of there in a good deal of pain. Rolling out of bed, still in costume, he answered the door bleary-eyed and stiff from lying in an odd position. "Hey, Mike. What can I do for you?"
  14. Reflex followed by Toughness (1d20+10=18, 1d20+8=24) Bruised and Injured!
  15. "Yeah, go for it," said Chris, tossing the magazine over. "What kind of music do you normally listen to, anyway?"
  16. I AM THE NIGHT Move 30' back and shoot him. Good plan. It's simple in its execution. Power attack for 3, DC 24 toughness save (1d20+11=28)
  17. "Nice gun," smirked Arrowhawk, rolling backwards to avoid any retaliation. By the time he arrived back on his feet, he already had his bow in hand and a blunt-tipped arrow nocked. "Wanna see a weapon that actually needs some skill?" he jeered, letting fly at their attacker's chest.
  18. "..." "Dude, what the hell? You can fly, you're strong, you're fast and you're really pretty damn tough. My hand still hurts. And yet, despite having all those awesome powers... I've got more self-esteem than you and I'm some screw-up who can climb up walls and who everyone thinks is incompetent. You have it so much better than me, and yet... you can't let yourself be happy. You can bounce bullets off you, but when it comes down to it you don't need to. You've besten yourself to death already." Chris turned and went to walk out the door. "Trouble is, you won't stop moving." He turned as he opened the door. "You want my help, you know where I am. But, right now? I can't be in the same room as you. It's just depressing."
  19. Chrsi just stared blankly at Mike. "Oh god. I mean, oh god. You're so in denial it's not funny." He turned and put his head in his hands. "Dude, I know we're not close. But, of all people, you can't lie to me. Barely anyone can, and some emotionally stunted emo kid isn't on that list. I mean, really..." He turned and looked Mike dead in the eye. "I need an answer man, so you don't screw your life up. Why don't you tell her you love her?"
  20. "What the hell, Chris!? More like, what the hell, Mike? You're an idiot, that's what the hell!" He slammed the door behind him. "Mark told you he'd asked Alex out and you didn't say anything? Dammit, man, you're in denial." He went up in Mike's face. "And don't even deny it. We all know you're in love with Alex. I'd bet she knows it, but noooo. You have to be all emo and in denial." He put a hand on each of Mike's cheeks and pulled. "SMILE SOMETIME!" He backed off before the super-strong teen could go to retaliate. "It's man time. Ditch the razor blades and shut off My Chemical Romance, we're taking you to big boy town!"
  21. Chris ran after he'd left the cafeteria, ignoring anybody who talked to him until he got to Mike's dorm room. Putting his hand into his pocket, he burst into the room with his electrically charged power knuckle buzzing. Take that invulnerable man! As Mike turned his head, Chris's fist smashed across his face... and the knuckles broke against it. "Oh... $*^%!"
  22. "Fair enough, fair enough." Stupid twat, stupid twat! He ate some more pie and mused. "Eh, well good luck, man." Eh, fail miserably, man. He finished his pie quickly and got up. "I gotta go, but you have a great time." I'm going to help your best friend steal your girl.
  23. "Awesome, dude," said Chris, faking a smile. What about Mike? What? Dude, you're his best friend! "Have fun with that. But, y'know man... didn't Mike have a bit of a thing for her? What happened there?" Dammit, I need to go slap some sense into Emoboy. Phalanx my ass, if he wasn't so damn tough he'd have razors in his wrists. Man up!
  24. Chris grinned at James. "Dude, this is awesome. I thought we were meant to give you presents?"
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