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Ecalsneerg

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  1. There was suddenly a loud clang and a squeal of metal, and a solitary figure stood in front of the truck. Arrowhawk stood, looking at her work, then turning her head slightly to take in the men on the street. Her stance was confident and ready, tensed and prepared for a fight. She didn't say anything, merely taking a couple of steps backwards, casually, like she was letting someone past her in the aisle of the grocery store. In the pickup truck's hood was embedded a medieval style axe with a thick wooden handle, the blade barely visible from how deep it had been slammed into the vehicle. Arrowhawk waited for the men's eyes to be drawn towards it before breaking her silence, by loudly and pointedly cracking her knuckles.
  2. Osla is going to use her axe and the rules on breaking objects. Woopsie. So with her Strike, Strength, and the +1 Super-Strength throws into the breaking objects thing, that's a nice little DC24 hit. The pickup truck'll then have 5+Toughness bonus. Assuming it's not got +14-15 toughness, she can definitely do some damage to it. I'll also roll Initiative, just in case. Oslanitiative: 1d20+8 21
  3. Arrowhawk sighed, and strode out after the siblings. She liked the woman, but wasn't sure the man being obstructive was going to particularly further their cause. Especially if they planned to just drive off with the evidence. She wasn't entirely confident she'd be able to acquire the footage from the disc, unless it was set so she could just hit Play. She paused just outside the door, shrugging off the fact the man who'd stood guard by the store hadn't actually seen her go in. She roughly patted him on the shoulder. "It would be helpful if you would speak briefly to the authorities on our behalf. Thank you for standing guard for the owner, I am sure he will appreciate your act of kindness." Arrowhawk tugged on the brim of her hood, before following after the Lexingtons, not waiting for an invitation to do so, and pretty confident that the brother wouldn't give one.
  4. Osla's got time, she'll just take 20 on the Notice.
  5. Osla sighed and rolled out of the bunk she'd installed in one corner of the car. She knew that the churl would cash in one day, she just didn't expect it to happen so soon, and with something so brazenly wrong. From what she'd heard, the Hammer of Justice had protected this city for years! But... she idly picked one of her gauntlets up, sliding it on. The fact was, the magnitude of the wrongs in this city was too great to fight them unarmed, and worse, to fight them with the burden of having broken a pact with an irate deity. She walked over to the directions he'd scratched in the wall in runic script. Closing her eyes, she took a deep breath in, and then out. Maybe she could wriggle out of this. Get the Hammer to relocate his essentials, inform him a Norse god had some weird interest in his aims. Surely that would be something he'd want to be prepared to combat? That seemed like a just course of action. "Kamphundr!" Osla suddenly snarled, punching the patch of wall so hard that her hand burst through, sending the offending fragment of rust and aluminium clattering off into the darkness somewhere. Fuming, she turned, to begin her pre-patrol workout session... A few hours later... Arrowhawk stood atop a rooftop, scouting out the corner. So, this was the place. She wasn't so naive that she thought just walking into a man's base would go down well, so was examining the area first, ensuring that if he was nearby, or any sign of him was, she could just speak to the Hammer directly, instead of dropping in unannounced.
  6. Arrowhawk frowned, and cocked her head. She looked to the harried looking man in the store, then to the door, then back at him, with an expression which screamed 'did they just do that?'. She lightly raised her hand up, and rapped on the door with her gauntlets, with a light metallic chnking. "Hello in there," she said, slowly and patiently. "I understand the thief-takers in this city aren't thorough or particularly skilled, but I'm confident when they arrive here, which they will in a short, short while, they do possess the wherewithal to open a door." She took a deep breath. "If you will stop cowering like a child under a bed, I promise you, I will do everything in my power to aid you in not being falsely confined. But if you insist on what is frankly a foolish course of action!" Arrowhawk's voice had grown frustrated and a little heated. She audibly took a deep breath in, and a deep breath out. "If you insist, then what I can do is limited without directly assaulting these officers, and to be frank, that would be impolitic."
  7. Osla sighed, and pulled her hood back over her head as she began to briskly walk towards the store, breaking into a light jog. She didn't foresee this going well. Why did they immediately rush inside, knowing what the officers of the law here were like? She quickly caught up to the three, breathing not even quickening from the activity. She stepped into the store, elbowing the door rather than touching it with her fingers. Not that any database or registry on this plane would have them on record. Arrowhawk dropped her glamour, appearing as if she'd stepped out of thin air, a dark clad figure, piercing blue eyes staring out from under her hood, bow slung over her shoulder. Wrinkling her nose at the man immediately trying to disrupt the scene by battering down a door, she turned her words instead to the young woman who'd first stopped to help. "You have at best two minutes before they arrive. Whatever it is you plan on doing, I would do it, and quickly." The young woman's accent was strange, sounding a little Scandinavian, although not of any discernible country. Her tone was precise and formal.
  8. This is Osla's stomping grounds, and she's trying to come off a night of Batmanning. She's listening in to the conversation from a hundred yards away, using Extended Hearing 1 and Concealment (vision and scent) to stay a safe distance and invisible. She's also rolling Stealth to cover the auditory component of being sneaky. Batmanning in broad daylight is just a pain. Being very, very sneaky: 1d20+15 21, plus about 300' of Notice penalties.
  9. Osla had just wanted to go to sleep. She'd already been up all night, criss-crossing back and forth across Stark Hill, darting across rooftops and down alleyways, weaving and chasing. And, with daylight approaching, she'd returned to her quarters for a bite to eat, before bedding down for the morning. Unfortunately, she'd turned on the police scanner and thus, grumbling, had to head back out once more to investigate this robbery. She recognised the name, she'd seen an old man washing some distinctly unsavoury graffiti from that store. To Arrowhawk's eyes, the gems on her belt were glowing gently. To everyone else, they were not. Indeed, there was no one there at all. At best, a whisper of a footstep and a murmur of air. A harried looking young man was there, being approached by a young woman. Another man, trying and utterly failing at the basic precepts of stealth, looked on. Strange. They clearly were not thieves, for this store had already been robbed. So who were they? Osla pushed back her hood and tilted her head to listen in to the conversation, keeping a solid hundred yards between her and them, in case she was accidentally jostled or made a noise.
  10. Sure, Electra's done it a couple of times before, linking her lengthier backstory in her News thread to the sheet, so it's not unprecedented. You do indeed hit caps, so APPROVED
  11. I'd like to throw Arrowhawk in for All That Glitters once she's approved, since Stark Hill is her patch.
  12. Right, a couple of things! I like the history, classic, simple, no horrible tragedies, but maybe expand it a little. What his life was like before coming to human civilisation, why he wanted to leave sasquatch civilisation, that sort of thing. Also, he's pretty undercapped. At Attack +5, Damage +11, he's only PL8, and Defence +5, Toughness +10, he's PL7.5. You might want to buy up his Attack and Defence, maybe with Dodge Focus and Attack Focus (melee). Also, little thing, I get he has no Ranged Attack, but he just has flat Attack +5. It took me a while to figure out your maths there, so part of it is semantics, part of it is to avoid confusing Refs Other than that, I just wanted to say, I like the build and the concept, and especially the blend of natural and mysticism-based powers!
  13. Power Level: 9 (158/175 PP) Trade-Offs: +1 Attack / -1 Damage (melee), +2 Attack / -2 Damage (ranged); +1 Defense / -1 Toughness Unspent Power Points: 17 In Brief: Daughter of the first Arrowhawk using Norse artifacts to fight crime Residence: Abandoned subway station underneath Stark Hill Base of Operations: Bedlam, Wisconsin Alternate Identity: Osla Jónsdóttir, Osla Jonsson Identity: Secret Birthplace: Upon the Bifrost, outside the gates of Asgard Occupation: Superhero/honourary Valkyrie Affiliations: Aesir, Arrowhawk I, Loki (grudgingly), Valkyries Family: John Fraser (Arrowhawk, father), Vivian Kriger (Valkyrie, mother, deceased) Description: Apparent Age: Early 20s Gender: Female Ethnicity: Scandinavian/Scot (Caucasian) Height: 6'0" Weight: 175 lbs Eyes: Blue-grey Hair: Golden blonde Osla is an imposing young woman; tall, broad, and muscular. She takes very much after her mother, with pale skin, piercing blue eyes, and long blonde hair she keeps in a tight plaited braid. Her physique is very much one borne of practicality, muscular and strong without making sacrifices in speed or agility. Her movements are precise and graceful, her hands and forearms scarred and nicked from a childhood in a wild, often unforgiving environment. Her features also come across as a little harsh, the lines of her jaw and cheeks lacking softness, especially with her hair pulled back tightly. In her uniform, Osla dons armour of black leather, with strike plates of a carbide composite segmented over the more vulnerable areas. The Arrowhawk emblem is emblazoned across her chest in a white-silver hue. Her cape is a dark grey, with a hood kept up over her hair. Her features are obscured beneath the hood with a black domino mask, throwing her ice-blue eyes into sharp contrast. The more modern Arrowhawk costume is contrasted by the Norse artifacts she wields. She wears fingerless gloves of an intricately small chainmail, each with four carved metal claws on the back, stopping at the knuckles. Her boots are a soft dark leather, lacing up the side and with scale mail over their tongues and toes, with a faint engraved hoof design on each individual scale. A bronzed belt coils around her waist, made of a narrow chain that loops around three times, fastening at the front with a snake's head with ruby eyes. She also hangs her quiver from her belt, a battered, elderly looking construction of worn brown leather and fraying stitching. When not fighting crime, Osla favours simple, practical clothes; wearing thrift store work boots and worn blue jeans alongside flannel shirts and leather jackets. She often carries a shoulder satchel containing a couple of knifes or axes in case something happens and she isn't otherwise armed. Power Descriptions: Osla's heritage hasn't particularly given her many innate abilities. Her sight and vision is clear and sharp, and her health hale, resistant to the ravages of the time and the cold. If she inherited anything from either parent, it was a great physical prowess, being as strong, fast and tough as some of the greatest warriors with twice her experience, taking to combat and to woodmanship like a duck takes to water. Somewhat reluctantly, she has accepted gifts from the trickster god, Loki, to aid her in her efforts upon Midgard. Fenrir's Gauntlets imbue her with near-superhuman strength, allowing her to lift nearly half a ton without breaking a sweat, and hurl grown men around like ragdolls. Sleipnir's Shoes bolster her speed, allowing her to outpace the fastest steed, and keep pace with cars at a dead sprint. The enchantment on the Cincture of Jormungandr lets her obfuscate herself from view, obscuring the sight and scent of her from all but the most observant. All of these are also enchanted such that only a worthy warrior can wield them, someone willing to defend the weak and innocent, and also to battle those that would harm them both with violence and with terror. Her father also saw fit to give her her own suit to be Arrowhawk, based on modern fabrics and materials. The suit manages to be light-weight and easy to move in and don, while also being incredibly resilient. The hood can deflect a bullet of low enough calibre, and it's much less armoured than most of the suit. The most important part of her outfit is her bow. Named 'Arrowhawk' itself, it is enchanted to be able to strike even the intangible, and with the same restrictions upon its use as her raiment. It comes with a supply of enchanted arrows, able to burst into flames upon striking, cover a target in impenetrable icy bonds, or even explode like the lightning of Thor himself. The body and strings are also reinforced to allow Orheidr to not just be used as an improvised weapon, but as one in deadly earnest, able to deliver repeated blows with Osla's enhanced strength without taking damage. She also has a limited supply of arrows carved from fragments of the Bifrost, allowing her to punch temporary rifts in the fabric of the Nine Realms, stepping from one to another like walking through a door. History: Some years ago, Vivien Kriger, the Valkyrie, emissary to Midgard of the Allfather, was slain in battle with Doktor Archeville in a period where he was consumed by madness. Tragically, she was pregnant at the time. Having embarked on a brief relationship with John Fraser, the first Arrowhawk, neither of them knew this at the time. But despite their dismissal of Kriger, the Aesir were not utterly without merciless, and so they allowed Osla to be born despite her mother's technical death. Children were a rarity in Asgard, and so Osla grew up among Einherjar and valkyries, among gods and beasts. Despite her great talent for physical pursuits, she didn't have the physique of a literal deity. Even after training for hours and hours, her skill would never surpass the Einherjar's skill won of lifetimes and lifetimes. And technically residing in the afterlife, she never knew her father. Her mother was seen as something of an embarrassment and an outcast by the Aesir. Osla grew up very lonely, and without much in the way of friends. So she listened to the stories her mother told her of the Arrowhawk, a man fighting in the shadows against the worst of mankind, not stopping to bask in the glory or honour of it. Surrounded by people who found glory and honour in things not savoury enough to merit it, she found this intriguing, and sought to emulate it. As was the nature of time in the Nine Realms, Osla grew up within a few Midgard years, and was allowed to become a valkyrie. But their treatment of her mother chafed, and the condescension over her mortal nature hurt even more. But one day, a visiting member of another pantheon, the Heliopolitans, came to speak to her. Set informed her of the looming threat of Typhon, Father of Monsters, and his assault on the mortal realms. And of how he needed to recruit mortal warriors to do so, and of how one of them would be her father, if only he could get her across to Midgard... Without the resources and weapons her mother had been given, then stripped of; and without the backing of the gods to get across the Bifrost, Set took her to Loki. They made an open-ended deal. He would provide weapons and tools with which to fight, and a means to cross the Realms. She would in return do him a few favours, one day in the future... Reluctantly she accepted, and finally reunited with her father, and was shocked to find out the stories were true, but not quite so glorious. He was a sad, lonely old man, and didn't even know she'd been born. Making up for some lost time, they spent months together, before she broached the subject of doing what he did. After a few months more, he finally acceded, giving her the blessing to take up the Arrowhawk name and go to Bedlam City, in the hope of providing what aid she could to the denizens of this, one of the most blighted and dangerous places on Midgard. Personality & Motivation: Osla is a by and large a direct, motivated person. She favours economy of action, and of speech, often coming off as blunt and reserved because of it. The task in front of her is the most important thing to her. Osla's watchwords are stubbornness and directness; she's a doer even to the exclusion of tactics and in some cases even foresight. Her very isolated upbringing and the necessity of the arduous training and work needed to keep up with her near-superhuman companions has led her to place very little value on social interaction. As such, on those occasions where she does wish to be social and have companionship and friendship, she is less task-focused, but also quite awkward and inarticulate. Much of her motivation comes from her perception of never being quite good enough. Her parents' careers, the powers of the Aesir she grew up among, and the martial skill of the einherjar and valkyries have led her to have skewed perspectives on her in no way inconsequential martial prowess and combat effectiveness. But what primarily drives Osla is a sense of kinship with the underdog. She didn't enjoy being treated like the runt, like a mistake, and takes great umbrage with others being treated in the same way. This is why she chose to go to Bedlam, even if she doesn't quite consciously register it: she doesn't believe the city is beyond saving, or that it isn't worth the effort to do so. Complications: A More Civilised Weapon for a Bygone Age: The disadvantage of Arrowhawk using arrows as a primary means of attack is that this is 2016. Arrows are bulkier, and if they run out due to being much more limited in how much ammunition can be carried, restocking is only possible in a select few stores. And much of Osla's arsenal of magical, and thus can only be replenished if she spends time creating more in her downtime, not by simply walking into a sporting goods store. Deal With The Devil: In order to even be on Midgard, in order to be armed and equipped to deal with the worst it has to offer, to be the Arrowhawk, Osla was forced to make an open-ended deal with the Norse trickster deity Loki. In exchange for being able to cross worlds, and for being armed, Loki has the right to ask a number of favours of her. He's not foolish, though, and will tend to ask her for things she'd likely agree to anyway even if it didn't further his own ends. Double-Edged Arrowhead: As the second Arrowhawk, Osla inherits a fearsome reputation, but also the downsides of the legacy: organized crime the English speaking world over knows the Arrowhawk will come for them. As such, mafia families may have specific preparations for archers, or even come gunning for her personally. Has To Win The War, Not Just The Battle: Osla doesn't quite understand the sheer level of institutional rot and endemic corruption in Bedlam, and as such hasn't come to terms with the fact she may not be able to save the city. As such, she deeply struggles with the idea of a tactical withdrawal, and outright won't run away. This can lead to her being dragged out of hopeless fights, or only staggering away into the dark after enduring grievous and needless injury. Never Quite Good Enough: For all her skill, for all her power, Osla can't quite come to terms with the idea she's perfectly worthy of both her parents' mantles. She feels she isn't skilled or moral enough to take up either, and as such is driven to prove herself worthy of feats of great martial skill and derring-do, even if it would be smarter or less dangerous to those around her to stop and reconsider her actions. Stranger In A Strange Land: While Osla has been on Midgard a few months now, she still grew up on Asgard. As such, things we take for granted, she has no familiarity with, like how to drive or how to reset the wi-fi. She knows what these things do, but isn't practiced or particularly skilled in how to make them do it. As such, she cannot Drive at all, and any modern technology she uses a little slowly and haltingly for any task which is more complex than being able to read and press buttons. Additionally, her identification is fake and she doesn't have a legal birth certificate or Social Security number. ABILITIES: 8 + 8 + 10 + 2 + 2 + 4 = 34PP Strength: 22/18 (+6/+4) Dexterity: 18 (+4) Constitution: 20 (+5) Intelligence: 12 (+1) Wisdom: 12 (+1) Charisma: 14 (+2) COMBAT: 14 + 12 = 26PP Initiative: +8 Attack: +7 Base, +10 melee, +11 bow Grapple: +14/+17 Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed Knockback: -4/2 SAVING THROWS: 4 + 4 + 8 = 16PP Toughness: +8 (+4 Con, +4 Protection) Fortitude: +9 (+5 Con, +4) Reflex: +8 (+4 Dex, +4) Will: +9 (+1 Wis, +8) SKILLS: 68R = 17PP Acrobatics 2 (+6) Bluff 4 (+6/+10) Diplomacy 0 (+2/+6) Gather Information 8 (+10) Intimidate 12 (+14) Knowledge [Theology and Philosophy] 4 (+5) Knowledge (Arcane Lore) 4 (+5) Knowledge (Streetwise) 4 (+5) Language 1 (Old Norse [Native], English) Medicine 4 (+5) Notice 9 (+10) Perform [string instruments] 3 (+5) Sense Motive 9 (+10) Stealth 11 (+15) Survival 9 (+10) FEATS: 23PP Accurate Attack Attack Focus (melee) 3 Attack Specialization (bow) 2 Attractive 1 Beginner's Luck Benefit (Reputation: Arrowhawk) Dodge Focus 4 Equipment 0 + 4 [Veteran Reward] Evasion Fearless Luck 2 Move-By Action Quick Draw Startle Takedown Attack Track Uncanny Dodge [auditory] Equipment (20ep/20ep): Dane Axe: Strike 2 (Feats: Improved Critical, Mighty, Thrown) [5ep] Grappling Hook Pistol: Super-Movement 2 (slow fall, swinging) [4ep] Other equipment: Flashlight, Masterwork violin [2ep] HQ: Abandoned Subway Car and Station: 9ep Size: Small; Toughness: 10; Features: Communications, Concealed 2 [+10 DC to find], Gym, Living Space, Security System 2 [DC25], Workshop POWERS: 4 + 16 + 14 + 1 + 3 = 38PP Device 1 (5PP Container, Flaws: Hard to Lose [-1]) [4PP] (Arrowhawk Costume) Protection 3 (Feats: Second Chance [Toughness save vs bullet damage], Second Chance [Toughness save vs conventional blades]) [5PP] (armour) Device 5 (25PP Container, Flaws: Easy to Lose [-2], Feats: Restricted [only the worthy]) [16PP] (Orheidr) Bow & Magic Arrows Array 9 (18PP Array, Feats: Affects Insubstantial 2, Alternate Power 5) [25PP] Base Power: Blast 3 (standard arrows, Feats: Improved Critical, Improved Range [75' increment], Mighty 4, Progression [750' maximum range], Variable Descriptor [bludgeoning/piercing/slashing]) [14PP] (arrow, magic, variable) Alternate Power: Blast 3 (rapid arrows, Extras: Autofire [7]; Flaws: Action - Full; Feats: Improved Critical, Improved Range [75' increment], Mighty 4, Progression [750' maximum range], Variable Descriptor [bludgeoning/piercing/slashing]) [18PP] (arrow, magic, variable) Alternate Power: Blast 3 (flaming arrow, Extras: Secondary Effect [7], Feats: Mighty 4) [17PP] Alternate Power: Dazzle 6 (thunderbolt arrow; visual and auditory, Extras: Area - Burst [+1]) [18PP] Alternate Power: Snare 7 (ice arrow) [14PP] Alternate Power: Strike 2 (bow strike, Feats: Extended Reach, Improved Critical, Mighty) [4PP] Device 3 (15PP Container, Flaws: Hard to Lose [-1], Feats: Indestructible, Restricted [only the worthy]) [14PP] (Raiment of the Trickster) Fenrir's Gauntlets Enhanced Feats 2 (apply Affects Insubstantial 2 to unarmed strike) [2PP] Enhanced Strength 4 [4PP] (magic) Super-Strength 1 (Heavy load: 1/2 ton) [2PP] (magic) Cincture of Jormungandr Concealment 4 (normal visual and all olfactory; Flaws: Blending [-1], Passive [-1], Feats: Close Range) [3PP] (illusion, magic) Sleipnir's Shoes Leaping 2 (x5 distance, 80'/40'/20' jump) [2PP] (magic) Speed 2 (25MPH) [2PP] (magic) Immunity 2 (aging, cold, Flaws: Limited to half effect [-1]) [1PP] (divine, valkyrie) Super-Senses 3 (extended hearing [x10], extended vision [x10], low-light vision) [3PP] (divine, valkyrie) DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC19 Toughness (Staged) Damage (Physical) Gauntlets Touch DC21 Toughness (Staged) Damage (Physical) Arrows Ranged DC22 Toughness (Staged) Damage (Physical) Blast (fire) Ranged DC22 Toughness (Staged) Damage (Energy: Fire), Secondary Effect Dazzle Area [Burst] DC21 Reflex Blinded/Deafened Snare Ranged DC22 Reflex (Staged) Entangled Strike Touch DC23 Toughness (Staged) Damage (Physical) TOTALS Abilities (34) + Combat (26) + Saving Throws (16) + Skills (21) + Feats (23) + Powers (38) - Drawbacks (0) = 158/175 Power Points
  14. So, for Bedlam, Arrowhawk'll be retiring and Osla, his daughter from Asgard will be taking up the mantle. Here's her build. Arrowhawk II Power Level: 9 (150/150 PP)Trade-Offs: +1 Attack / -1 Damage (melee), +2 Attack / -2 Damage (ranged); +1 Defense / -1 ToughnessUnspent Power Points: 0 In Brief: Daughter of the first Arrowhawk using Norse artifacts to fight crime Residence: Abandoned subway station underneath Stark HillBase of Operations: Bedlam, Wisconsin Alternate Identity: Osla Jónsdóttir, Osla JonssonIdentity: SecretBirthplace: Upon the Bifrost, outside the gates of AsgardOccupation: Superhero/honourary ValkyrieAffiliations: Aesir, Arrowhawk I, Loki (grudgingly), ValkyriesFamily: John Fraser (Arrowhawk, father), Vivian Kriger (Valkyrie, mother, deceased) Description:Apparent Age: Early 20sGender: FemaleEthnicity: Scandinavian/Scot (Caucasian)Height: 6'0"Weight: 175 lbsEyes: Blue-greyHair: Golden blonde Osla is an imposing young woman; tall, broad, and muscular. She takes very much after her mother, with pale skin, piercing blue eyes, and long blonde hair she keeps in a tight plaited braid. Her physique is very much one borne of practicality, muscular and strong without making sacrifices in speed or agility. Her movements are precise and graceful, her hands and forearms scarred and nicked from a childhood in a wild, often unforgiving environment. Her features also come across as a little harsh, the lines of her jaw and cheeks lacking softness, especially with her hair pulled back tightly. In her uniform, Osla dons armour of black leather, with strike plates of a carbide composite segmented over the more vulnerable areas. The Arrowhawk emblem is emblazoned across her chest in a white-silver hue. Her cape is a dark grey, with a hood kept up over her hair. Her features are obscured beneath the hood with a black domino mask, throwing her ice-blue eyes into sharp contrast. The more modern Arrowhawk costume is contrasted by the Norse artifacts she wields. She wears fingerless gloves of an intricately small chainmail, each with four carved metal claws on the back, stopping at the knuckles. Her boots are a soft dark leather, lacing up the side and with scale mail over their tongues and toes, with a faint engraved hoof design on each individual scale. A bronzed belt coils around her waist, made of a narrow chain that loops around three times, fastening at the front with a snake's head with ruby eyes. She also hangs her quiver from her belt, a battered, elderly looking construction of worn brown leather and fraying stitching. When not fighting crime, Osla favours simple, practical clothes; wearing thrift store work boots and worn blue jeans alongside flannel shirts and leather jackets. She often carries a shoulder satchel containing a couple of knifes or axes in case something happens and she isn't otherwise armed. Power Descriptions: Osla's heritage hasn't particularly given her many innate abilities. Her sight and vision is clear and sharp, and her health hale, resistant to the ravages of the time and the cold. If she inherited anything from either parent, it was a great physical prowess, being as strong, fast and tough as some of the greatest warriors with twice her experience, taking to combat and to woodmanship like a duck takes to water. Somewhat reluctantly, she has accepted gifts from the trickster god, Loki, to aid her in her efforts upon Midgard. Fenrir's Gauntlets imbue her with near-superhuman strength, allowing her to lift nearly half a ton without breaking a sweat, and hurl grown men around like ragdolls. Sleipnir's Shoes bolster her speed, allowing her to outpace the fastest steed, and keep pace with cars at a dead sprint. The enchantment on the Cincture of Jormungandr lets her obfuscate herself from view, obscuring the sight and scent of her from all but the most observant. All of these are also enchanted such that only a worthy warrior can wield them, someone willing to defend the weak and innocent, and also to battle those that would harm them both with violence and with terror. Her father also saw fit to give her her own suit to be Arrowhawk, based on modern fabrics and materials. The suit manages to be light-weight and easy to move in and don, while also being incredibly resilient. The hood can deflect a bullet of low enough calibre, and it's much less armoured than most of the suit. The most important part of her outfit is her bow. Named 'Arrowhawk' itself, it is enchanted to be able to strike even the intangible, and with the same restrictions upon its use as her raiment. It comes with a supply of enchanted arrows, able to burst into flames upon striking, cover a target in impenetrable icy bonds, or even explode like the lightning of Thor himself. The body and strings are also reinforced to allow Orheidr to not just be used as an improvised weapon, but as one in deadly earnest, able to deliver repeated blows with Osla's enhanced strength without taking damage. She also has a limited supply of arrows carved from fragments of the Bifrost, allowing her to punch temporary rifts in the fabric of the Nine Realms, stepping from one to another like walking through a door. History: Some years ago, Vivien Kriger, the Valkyrie, emissary to Midgard of the Allfather, was slain in battle with Doktor Archeville in a period where he was consumed by madness. Tragically, she was pregnant at the time. Having embarked on a brief relationship with John Fraser, the first Arrowhawk, neither of them knew this at the time. But despite their dismissal of Kriger, the Aesir were not utterly without merciless, and so they allowed Osla to be born despite her mother's technical death. Children were a rarity in Asgard, and so Osla grew up among Einherjar and valkyries, among gods and beasts. Despite her great talent for physical pursuits, she didn't have the physique of a literal deity. Even after training for hours and hours, her skill would never surpass the Einherjar's skill won of lifetimes and lifetimes. And technically residing in the afterlife, she never knew her father. Her mother was seen as something of an embarrassment and an outcast by the Aesir. Osla grew up very lonely, and without much in the way of friends. So she listened to the stories her mother told her of the Arrowhawk, a man fighting in the shadows against the worst of mankind, not stopping to bask in the glory or honour of it. Surrounded by people who found glory and honour in things not savoury enough to merit it, she found this intriguing, and sought to emulate it. As was the nature of time in the Nine Realms, Osla grew up within a few Midgard years, and was allowed to become a valkyrie. But their treatment of her mother chafed, and the condescension over her mortal nature hurt even more. But one day, a visiting member of another pantheon, the Heliopolitans, came to speak to her. Set informed her of the looming threat of Typhon, Father of Monsters, and his assault on the mortal realms. And of how he needed to recruit mortal warriors to do so, and of how one of them would be her father, if only he could get her across to Midgard... Without the resources and weapons her mother had been given, then stripped of; and without the backing of the gods to get across the Bifrost, Set took her to Loki. They made an open-ended deal. He would provide weapons and tools with which to fight, and a means to cross the Realms. She would in return do him a few favours, one day in the future... Reluctantly she accepted, and finally reunited with her father, and was shocked to find out the stories were true, but not quite so glorious. He was a sad, lonely old man, and didn't even know she'd been born. Making up for some lost time, they spent months together, before she broached the subject of doing what he did. After a few months more, he finally acceded, giving her the blessing to take up the Arrowhawk name and go to Bedlam City, in the hope of providing what aid she could to the denizens of this, one of the most blighted and dangerous places on Midgard. Personality & Motivation: Osla is a by and large a direct, motivated person. She favours economy of action, and of speech, often coming off as blunt and reserved because of it. The task in front of her is the most important thing to her. Osla's watchwords are stubbornness and directness; she's a doer even to the exclusion of tactics and in some cases even foresight. Her very isolated upbringing and the necessity of the arduous training and work needed to keep up with her near-superhuman companions has led her to place very little value on social interaction. As such, on those occasions where she does wish to be social and have companionship and friendship, she is less task-focused, but also quite awkward and inarticulate. Much of her motivation comes from her perception of never being quite good enough. Her parents' careers, the powers of the Aesir she grew up among, and the martial skill of the einherjar and valkyries have led her to have skewed perspectives on her in no way inconsequential martial prowess and combat effectiveness. But what primarily drives Osla is a sense of kinship with the underdog. She didn't enjoy being treated like the runt, like a mistake, and takes great umbrage with others being treated in the same way. This is why she chose to go to Bedlam, even if she doesn't quite consciously register it: she doesn't believe the city is beyond saving, or that it isn't worth the effort to do so. Complications: A More Civilised Weapon for a Bygone Age: The disadvantage of Arrowhawk using arrows as a primary means of attack is that this is 2016. Arrows are bulkier, and if they run out due to being much more limited in how much ammunition can be carried, restocking is only possible in a select few stores. And much of Osla's arsenal of magical, and thus can only be replenished if she spends time creating more in her downtime, not by simply walking into a sporting goods store. Deal With The Devil: In order to even be on Midgard, in order to be armed and equipped to deal with the worst it has to offer, to be the Arrowhawk, Osla was forced to make an open-ended deal with the Norse trickster deity Loki. In exchange for being able to cross worlds, and for being armed, Loki has the right to ask a number of favours of her. He's not foolish, though, and will tend to ask her for things she'd likely agree to anyway even if it didn't further his own ends. Double-Edged Arrowhead: As the second Arrowhawk, Osla inherits a fearsome reputation, but also the downsides of the legacy: organized crime the English speaking world over knows the Arrowhawk will come for them. As such, mafia families may have specific preparations for archers, or even come gunning for her personally. Has To Win The War, Not Just The Battle: Osla doesn't quite understand the sheer level of institutional rot and endemic corruption in Bedlam, and as such hasn't come to terms with the fact she may not be able to save the city. As such, she deeply struggles with the idea of a tactical withdrawal, and outright won't run away. This can lead to her being dragged out of hopeless fights, or only staggering away into the dark after enduring grievous and needless injury. Never Quite Good Enough: For all her skill, for all her power, Osla can't quite come to terms with the idea she's perfectly worthy of both her parents' mantles. She feels she isn't skilled or moral enough to take up either, and as such is driven to prove herself worthy of feats of great martial skill and derring-do, even if it would be smarter or less dangerous to those around her to stop and reconsider her actions. Abilities: 8 + 8 + 8 + 2 + 2 + 4 = 32PP Strength: 22/18 (+6/+4) Dexterity: 18 (+4) Constitution: 18 (+4) Intelligence: 12 (+1) Wisdom: 12 (+1) Charisma: 14 (+2) Combat: 14 + 12 = 26PP Initiative: +8 Attack: +7 Base, +10 melee, +11 bow Grapple: +14/+17 Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed Knockback: -4/2 Saving Throws: 3 + 4 + 8 = 15PP Toughness: +8 (+4 Con, +4 Protection) Fortitude: +7 (+4 Con, +3) Reflex: +8 (+4 Dex, +4) Will: +9 (+1 Wis, +8) Skills: 56R = 14PP Bluff 4 (+6/+10) Diplomacy 0 (+2/+6) Gather Information 8 (+10) Intimidate 9 (+11) Knowledge [Theology and Philosophy] 4 (+5) Language 1 (Old Norse [Native], English) Medicine 4 (+5) Notice 9 (+10) Perform [string instruments] 3 (+5) Sense Motive 4 (+5) Stealth 11 (+15) Survival 9 (+10) Feats: 25PP Accurate Attack Attack Focus (melee) 3 Attack Specialization (bow) 2 Attractive 1 Beginner's Luck Benefit (Reputation: Arrowhawk) Dodge Focus 4 Equipment 0 + 4 [Veteran Reward] Evasion Fearless Improved Initiative Luck 2 Move-By Action Quick Draw Startle Takedown Attack Track Uncanny Dodge [auditory] Equipment (20ep/20ep): Dane Axe: Strike 2 (Feats: Improved Critical, Mighty, Thrown) [5ep] Grappling Hook Pistol: Super-Movement 2 (slow fall, swinging) [4ep] Other equipment: Flashlight, Masterwork violin [2ep] HQ: Abandoned Subway Car and Station: 9ep Size: Small; Toughness: 10; Features: Communications, Concealed 2 [+10 DC to find], Gym, Living Space, Security System 2 [DC25], Workshop Powers: 4 + 16 + 14 + 1 + 3 = 38PP Device 1 (5PP Container, Flaws: Hard to Lose [-1]) [4PP] (Arrowhawk Costume) Protection 4 (Feats: Second Chance [toughness save vs bullets]) [5PP] (armour) Device 5 (25PP Container, Flaws: Easy to Lose [-2], Feats: Restricted [only the worthy]) [16PP] (Orheidr) Bow & Magic Arrows Array 9 (18PP Array, Feats: Affects Insubstantial 2, Alternate Power 5) [25PP] Base Power: Blast 3 (standard arrows, Feats: Improved Critical, Improved Range [75' increment], Mighty 4, Progression [750' maximum range], Variable Descriptor [bludgeoning/piercing/slashing]) [14PP] (arrow, magic, variable) Alternate Power: Blast 3 (rapid arrows, Extras: Autofire [7]; Flaws: Action - Full; Feats: Improved Critical, Improved Range [75' increment], Mighty 4, Progression [750' maximum range], Variable Descriptor [bludgeoning/piercing/slashing]) [18PP] (arrow, magic, variable) Alternate Power: Blast 3 (flaming arrow, Extras: Secondary Effect [7], Feats: Mighty 4) [17PP] Alternate Power: Dazzle 6 (thunderbolt arrow; visual and auditory, Extras: Area - Burst [+1]) [18PP] Alternate Power: Snare 7 (ice arrow) [14PP] Alternate Power: Strike 2 (bow strike, Feats: Extended Reach, Improved Critical, Mighty) [4PP] Device 3 (15PP Container, Flaws: Hard to Lose [-1], Feats: Indestructible, Restricted [only the worthy]) [14PP] (Raiment of the Trickster) Fenrir's Gauntlets Enhanced Feats 2 (apply Affects Insubstantial 2 to unarmed strike) [2PP] Enhanced Strength 4 [4PP] (magic) Super-Strength 1 (Heavy load: 1/2 ton) [2PP] (magic) Cincture of Jormungandr Concealment 4 (normal visual and all olfactory; Flaws: Blending [-1], Passive [-1], Feats: Close Range) [3PP] (illusion, magic) Sleipnir's Shoes Leaping 2 (x5 distance) [2PP] (magic) Speed 2 (25MPH) [2PP] (magic) Immunity 2 (aging, cold, Flaws: Limited to half effect [-1]) [1PP] (divine, valkyrie) Super-Senses 3 (extended hearing [x10], extended vision [x10], low-light vision) [3PP] (divine, valkyrie) DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC19 Toughness (Staged) Damage (Physical) Gauntlets Touch DC21 Toughness (Staged) Damage (Physical) Arrows Ranged DC22 Toughness (Staged) Damage (Physical) Blast (fire) Ranged DC22 Toughness (Staged) Damage (Energy: Fire), Secondary Effect Dazzle Area [Burst] DC21 Reflex Blinded/Deafened Snare Ranged DC22 Reflex (Staged) Entangled Strike Touch DC23 Toughness (Staged) Damage (Physical) Totals: Abilities (32) + Combat (26) + Saving Throws (15) + Skills (14) + Feats (25) + Powers (38) - Drawbacks (0) = 150/150 Power Points A few design notes: Osla can hit PL7 caps unarmed, and goes up to PL9 in her armour and with her bow. She's pretty much a Badass Normal build with some magic items from Loki to up her into slightly super-human levels. I also made the Arrowhawk suit a Device so I could have Second Chance, like in the scene in BvS where Batman's suit is deflecting bullets, even if it visibly hurts like hell. She's a worse archer than her dad, but very much follows the CW model of her being just as good a hand to hand combatant, able to mix it up in a melee. She's also, thanks to her magic items, much more in the mould of Captain America/The Winter Soldier than Batman/Daredevil. However, she's not quite as sneaky or intimidating yet, and doesn't have the same tactical acumen, lacking Master Plan. She doesn't have Skill Mastery, and only has one skill at the +15 level. Also, she isn't good enough yet to have Archery Supremacy. So she's not quite on the same level speaking generally, but is still quite a threat in the lower PL Bedlam environment.
  15. Taking a well-earned holiday for the next week, be back on Sunday.
  16. alderwitch Bombshell = 1 PP Nightwatch = 1PP Phantom = 1PP Psyche = 1PP Volcanic = 1PP angrydurf Ace Danger = 1PP Ouroboros = 1PP Phalanx = 1PP Ari Red Moon = 2PP The Speaker = 1PP Azuth65 Silver Spider = 1PP Blarghy Adept = 1PP Leviathan = 3PP Darksider42 Ruby Voxx = 1PP Ecalsneerg Arrowhawk = 1PP Equinox = 1PP Galvanic = 2PP Exaccus Doctor Deoxy = 5PP Moon-Moth = 1PP Fox Eclipse = 1PP Gaian Knight = 1PP Grim = 1PP Wraith = 1PP geniusostrich Eternal Dragon = 2PP Gizmo Reagent / Alkahest = 5PP Heritage Miracle Girl = 3PP HG Morrison Roulette = 1PP KnightDisciple Thoughtspeed = 1PP MisterShoebox Phantasmo The Unliving = 1PP Nick Ardent = 2PP Blue Fox = 1PP olopi Barrier = 2PP Bonfire = 5PP R. Bluefish Echo = 2PP Starlight = 1PP TheRedGuy El Huracan = 1PP Sailor Endeavor = 1PP Torpedo Lass = 4PP Sophistemon Presto = 1PP Upgrade = 1PP Raveled Blue Jay = 1PP Corona = 1PP Supercape Doctor Warp = 7PP Flintlock = 4PP Lord Steam = 1PP Red Rat = 2PP Starshot = 4PP TheAbsurdist Asad = 3PP Bliss = 1PP Errant = 1PP Thevshi Tsunami = 6PP Synapse = 4PP Paradigm = 5PP Tiffany Korta Blodeuwedd = 1PP Frostbyte = 3PP Miss Grue = 1PP Ms Britannia = 1PP The Traveller = 2PP Triakosia = 1PP Voin Zhenschina = 1PP Vahnyu Hronos= 1PP Mater Vyrdna = 5PP Meatheral = 3PP Net Fly = 3PP
  17. OK, let's roll to try and find a trail Search: Searching for clues, Velma: 1d20+10 29
  18. Geckoman staggered out of a nearby supply closet and towards Jill, looking discomfited at the weird animal attacks. "Well, aren't we having just the most brilliant day?" He sighed and shook his head, tutting. "Oh well. Let's find the culprit. Y'know, kick his ass up between his ears, yadda yadda yadda." He tapped his fingers to the side of his mask, where his earpiece was just underneath it. And also his ear. "I'll go look for clues, Velma." Sticking out his tongue and making a mock saluting gesture at Jill, he quickly darted off further into the hospital, looking to and fro sharply, sniffing and looking for some sort of trail or sign as to the culprit behind all this. There was always something.
  19. Arrowhawk shook his head, and let out an exasperated sigh. Really? Playing the tough guy act on him? He didn't break stride, but simply turned sharply. A professional would have just shot him, not called the two obvious capes 'assholes'. He nodded to Errant to follow him, and nocked an arrow, holding it loosely, pointed just towards the ground, so he could pull and fire in a split second. "Yes," he hissed in a low tone. "Yes, we mind, boy." He slowly tilted his head up, letting the red light of his lenses come into view. "Drop any weapons and merchandise. That'll be the easy way." Arrowhawk cocked his head to one side, waiting for them inevitably not to take it, and for them to come out shooting.
  20. Galvanic smiled sunnily at Corona. It was good to be working with these people again, even if it was under somewhat suspicious circumstances. Making herself comfortable, she floated up off the floor a couple of feet, crossing her legs underneath her, the tail of her coat dangling beneath. "Soooo... the ambassador. Bringing own retinue?" The Tempestian looked questioningly at Paradigm. "'Imperiatrix?'" Chlo'zel grinned even broader, finding the rank amusingly elaborate. In truth, she wasn't overly concerned about how many the Khanate Ambassadaor was sending. Bar Star Khan himself showing up, surely they could handle any problem sent their way. Although... "And will Praetorians watchguard the shuttle? No wish to be blindsided." Galvanic's smile faded a little bit at the thought of this.
  21. Chris thumped his chest under his big sweater. His knuckles made a solid rapping noise against the muscle. "Always do. When I stop, talc shares will plummet. Seriously, it gets pretty warm in here." Surreptitiously, he walked back over to where Ellie was hunkered down, glancing at what she was doing. He met her gaze as she stood up, shaking her head. "Welp, that would have been easy. Could have just filled you with Red Bull and run around fixing it." Chris threw his arms up in exasperation. "Fine, meet you back here in a couple. Going to go strip down in a cupboard." He stomped away grumpily, moving into a side room and moving to pull his sweater off over his head.
  22. Chris broke out into a grin and pointed up at the nearest speaker. "Well, you're right! Someone is actively breaking the rules!" He jumped a little and punched the air. Then suddenly the smile faded off his face and he frowned. "Wait, we're locked down in a hospital with infected people rapidly turning violent. I think I've seen this movie. This is not a good one." He abruptly spun one way, then the other, knocking out both of the rabid men with solid blows to the temple. "We're going to need to get everyone into some sort of safe area. And we need to find out who that is." He inclined his head towards the PA system. "And get this thing stopped, and do it fast." Chris stopped, putting a hand to his head wearily. "And there's only two of us in a locked down quarantine. Great."
  23. Galvanic folded her arms and nodded, five times in rapid succession. "Course, course." The Tempestian looked thoughtful for a second. "Don't liketrust this. Would like to be there." She acknowledged Mater Vyrdna with a nod, noticing her discomfort. She understood that she was nervous of the possibility of her shorting out her cybernetics, so tried not to take it too personally. "Will meetjoin you soon." Galvanic cut the feed. And soon was an understatement, as a scant handful of seconds, everyone in the room felt a brief tingling sensation and a quick burst of ozone. For a moment, a sparking neon blue figure stood in the middle of the room, before coalescing into Galvanic's slim form, kneeling on the floor. She stood up, greeting everyone with a perfunctory handwave. "Have strategyplan?" she asked.
  24. CHARGED BY HGM Okie dokie, Galvanic's got 19pp, let's make her PL12! And make her a proper one, none of this using Strikes and Force Fields nonsense. Fluff: - Change her age by one year. Feats: 2PP 2PP: Dodge Focus 2 Powers: 17PP 9PP: +9 Enhanced Strength, to a total of 31, or 14/45 Strength 2PP: Protection 2 2PP: Super-Movement 1 (space travel 1) 4PP: Increase Blast to rank 12 The arrays have also been changed commensurately, and all formatted as Array structures. - The Blast array removes the Strike from the aura slot, and drops Space Travel to 1 in the Flight/Insubstantial slot. All powers are increased in rank due to increased array size. - The Force Field array loses the Force Field power, becoming Sustained Immunities AP Sustained Impervious Toughness - The Paragon array is unchanged bar formatting. Sheet is also generally cleaned up a little bit.
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