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Gizmo

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  1. "Well hey, camping can be fun, right?" Ellie noted offhandedly, most of her attention on the interior of the would-be school as she paced about. It had taken some time for her to sort out her feelings regarding Willow considering the situation, but her brother seemed happy and actually motivated to attend to aspects of his life not directly involved with his rooftop patrols. If nothing else, she was grateful to the dryad for that. "Hopefully it won't come to that," the elder Espadas sighed with a rueful smirk, watching Willow from behind for a beat before addressing the group as a whole. "We've got use of the upstairs apartments, too. There's a big one at the front, with enough room to be pretty comfortable, and a few smaller ones towards the back. Might be able to rent them out, but at the very least, no more crashing on Mamá's couch for our many vagrant friends." That had been one of the things he'd missed most about the brownstone apartment building: it had been a place they could offer to heroes in need of a fresh start or a place to stay while they put the pieces back together. This wasn't quite the same, but it was something. "I think you're going to be more interested in the basement, though."
  2. (02:27:34) Quinn: Hey Gizmo, a question...why Escrima? (02:27:46) Cube: Night! (02:27:50) Cube: And why not Escrima? (02:28:02) Sorus: because nightwing (02:28:39) Gizmo: Pretty much. I wanted something that showed he was a competent melee fighter but still preferred to use 'tools' when he could. (02:28:46) Electra: It's a nice balance with Wander's bat, too. (02:28:57) Gizmo: There is that, yeah! (02:29:21) Quinn: Aah, I see. Did you consider any other options when you made the char, or was the sticks your first choice? (02:29:24) Electra: (On Earth XX, Midnight uses a long baton and Wander uses a pair of tonfas.) (02:29:25) Gizmo: On Earth-XX, Aaron uses a pair of tonfas and Tricia uses a bo staff. (02:29:31) Electra: Ha! (02:29:37) Quinn: (02:29:40) Gizmo: !! (02:30:03) Gizmo: On Earth-XX, you speak before ninja! (02:30:35) Sorus: I thought it was: On Earth-XX, :-* (02:30:42) Quinn: Gadgets are fun, no questions about it. (02:30:42) Sorus: Or is that just Mark? (02:30:44) Gizmo: Also true. (02:31:03) Gizmo: I considered several options, yeah, but settled on escrima sticks pretty quickly. (02:31:09) Electra: There is less :-* on Earth XX, unless Tricia and Aaron hooked up after the Prime Team's visit. (02:31:15) Quinn: Bests? (02:31:17) Quinn: *Bets? (02:31:46) Electra: Odds are good, if they're going to stay in congruity with Prime. (02:32:03) Cube: ...What would Pyre-XX be like? (02:32:08) Quinn muses on Earth-XX Crow. (02:32:13) Gizmo: Escrima also focuses on improvised weapons and disarming your opponent, both of which felt appropriate. (02:32:42) Quinn: For one thing, she'd probably be on better terms with her mother...unless the Earth-XX gods are also gender-swapped, in which case the is still there. (02:32:42) Gizmo: Well, Tricia at least worked up the nerve to make her feelings known. (02:33:21) Gizmo: They'd have to be, Quinn, because Crow's father is certainly a woman there. (02:33:25) Electra: And Aaron's had another year to respond to therapy, so hey. (02:33:52) Gizmo: Well, does Pyre-Prime have two sets of pectoral muscles to go with his arms, Cube? (02:33:56) Cube: Pyre is kind of like a stereotypical male demon in appearance, except not. So Pyre-XX would either be Brunhilda or a Succubus. And a huge nerd either way. (02:34:01) Cube: ... (02:34:14) Cube: (02:34:17) Cube: :facepalm:
  3. Positively beaming at the telekinetically assisted show of affection, Kimber consciously brought her feet back down to a more vertical position and floated closer to the ground in the presence of her shorter schoolmates. She'd gathered it took a bit of effort for Eve to affect her insubstantial form in that manner - utilizing telepathy on what was in a sense a disembodied mind as much as the more physical side of the European's powerset - which only made the gregarious phantom appreciate the gesture more. She sometimes suspected she'd been a fairly physical person in life, and it meant a lot of occasionally experience that again. "Hee, thanks, Eve! Actually, Kristin and I have a couple classes together," she explained. The two sophomores were in the same year and as such shared much of the same workload, although they hadn't had occasion to interact much outside of the classroom. "I guess we don't know that much about each other, though! Let's see, well, I'm from Thunder Bay, that's in Ontario. Oh, which is in Canada, if you didn't already know, ha!" Laying one finger along the side of her chin, Kimber considered. "Hm. I really like listening to music, although my taste is kinda out of date now, apparently. I froze to death in the woods when I was about sixteen and my favourite colour is blue, which works out really well, haha!" The chipper poltergeist looked to the other girls expectantly, grinning enthusiastically.
  4. "Thank you, Chris, your level-headed reassurances are a rock in these stressful times, truly," Erik muttered at the mention of the baby's potential metahuman nature as he unlocked the door and opened with a slight hitch. Well, not much 'potential' about it, but maybe she won't develop any power right away... Ahhh inwardly screaming ahhh. Stepping inside, he flipped on the light switch, revealing a largely open space with a small half-wall forming a vague sitting area before the lager section of the room. The floor was already covered in thick, durable mats, but beyond that there was little in the way of furnishings or decor. The fluorescent lights overhead hummed softly but all lit up without fail, while a door to the left led to a narrow staircase upward and another at the back of the building led downward. "So...?"
  5. Ellie sat up as well, looking fairly horrified by the development herself. "I... I don't know?" she attempted lamely, casting about for her bag and reflexively rummaging about for her bandana mask before doing anything else. She didn't know who in the arctic might actually recognize her without it, but then she didn't know who would be in the arctic in the first place. "Or what, I might miss some piece of vital snow-related intelligence?" the voice identified as Gross continued to shout, its owner having stopped just on the other side of the outcropping and turning back to answer by the sound of it. "We've been here for eleven months, Hahn. Eleven months cooped up in a pointless little outpost and the closest thing to a woman in all this godless ice is Ackerman over there." "H-hey!" a third, higher pitched voice protested from further away while Ellie put the rest of her costume back on and motioned to Mara for silence until they knew what they were dealing with. Hahn spoke up again, the strain of being the voice of reason evident in his tone, "What about Drescher?" There was a pause before Gross spoke up again. "Like I said, the closest thing to--" "Oh, go to hell, Gross!" an angry, feminine voice interrupted, bringing the total to at least four. "At least it would be WARM!" Gross shouted back. "Investigating possible signs of Eldritch my ass, this is punishment detail and you all know it! I had a little more in mind when I joined Overthrow then trying to find out if every snowflake is actually unique by checking them all by hand!"
  6. "Yee!" Kimber exclaimed herself, more surprised by Kirstin's exclamation than the other girl's inadvertent proximity. Whatever else could be said about the Canadian's post-mortem condition, it certainly hadn't done anything to reinforce her evidently flexible concept of personal space. While the redhead drew back, her cerulean hued classmate floated slightly higher, her feet raising more than her head so that she was practically horizontal as though swimming through the air. "Oh my goodness, I didn't mean to scare you!" she apologized simultaneously with Kirstin, laughing briefly when the petite girl did as well. "This is about as solid as I can look in the sunlight," she explained with a broad shrug.
  7. Done by the beautiful Ecalsneerg Ghost Girl 1PP - Adding Startle to Feats. 1PP - Adding Subtle to her Flight, and making it Permanent, since she's only ever pretending to walk. 4PP - +1 rank of Telekinesis Also did a little tidying up to make her notation clearer in some places, and rearranged points in her 'terrible beauty' AP to remove the Limited [Fear] flaw from her Emotion Control. [b][u]Players Name[/u][/b]: Gizmo [b][u]Power Level[/u][/b]: 11 (173/174PP) [b][u]Trade-Offs[/u][/b]: None [b][u]Unspent PP[/u][/b]: 1 [b][u]Progress to Impervium Status[/u][/b]: 24/150 (Platinum status earned by [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=2517]Jack of all Blades[/url]) [b][u]In Brief[/u][/b]: Teenage poltergeist with an upbeat personality and chilling powers. [floatr][img=http://www.freedomplaybypost.com/wiki/images/f/fd/KimberHFHuman.png[/img][img]http://www.freedomplaybypost.com/wiki/images/c/cd/KimberHF.png[/img][img]http://www.freedomplaybypost.com/wiki/images/0/0a/KimberHFGhostGirl.png][/floatr][b][u]Characters Name[/u][/b]: Ghost Girl [b][u]Alternate Identities[/u][/b]: Kimber Storm [b][u]Identity[/u][/b]: Public [b][u]Birthplace[/u][/b]: Thunder Bay [b][u]Occupation[/u][/b]: Student [b][u]Affiliations[/u][/b]: Claremont Academy [b][u]Family[/u][/b]: None [b][u]Age[/u][/b]: 16 (DoB: August, 1979; DoD: January, 1996) [b][u]Gender[/u][/b]: Female [b][u]Ethnicity[/u][/b]: Deceased-Canadian (Caucasian) [b][u]Height[/u][/b]: 5’7†[b][u]Weight[/u][/b]: None [b][u]Eyes[/u][/b]: Ice-Blue (Sea Green) [b][u]Hair[/u][/b]: Ice-Blue (Chestnut Brown) [b][u]Description[/u]:[/b] In her natural state, Kimber appears as the image of teenage girl rendered in frosty, luminous blues, slightly translucent and floating a few feet off of the ground as though she were swimming through the air. Long hair drifts about her face, carried by an absent wind, while the faint chill of fresh snow surrounds her. The disturbing sight is considerably softened by her perpetually chipper expression and broad, friendly smile - even if she still had bones, none of them would be mean. Expressive and given to animated gestures, she tends to flit about a room, chattering excitedly. Her phantasmal abilities allow her to take on a more lifelike appearance, returning colour to her flesh and bright green eyes while dropping dark drown hair back to fall between her shoulder blades. Although she can appear as almost anyone she likes, direct sunlight reveals her true form, making it impossible for her to maintain the day-to-day illusion of a normal life. In her heroic identity as Ghost Girl, she shrouds herself in a long, tattered reaper's cloak of the same pale blue, its hood and a simple domino mask concealing her face. [b][u]Powers Description[/u]:[/b] Kimber's ghostly nature renders her both completely incorporeal and translucent to a degree. Keeping the aura of cold that perpetually surrounds her to a barely perceptible minimum takes considerable concentration on her part; if she is distracted the temperature about her rapidly drops to well below freezing. She is also able to render herself completely invisible, though telepaths may sense her as a mental echo and electronics equipment will hiss with static at her passing. Not being restrained by any actual physiology, Kimber has a considerable ability to alter her appearance, from her clothing and apparent age to disguising herself as other individuals. The most extreme application of this sees her taking on an aspect that combines heartbreaking beauty and the sheer, existential horror of piercing, for a moment, the veil between life and death. The more paranoid might wonder if this is, in fact, her [i]true[/i] nature revealing itself. [b][u]History[/u]:[/b] Kimber's life before her passing is largely a mystery. Her own memories are few and indistinct - she could tell you who the Prime Minister was when she was alive or what her favourite brand of cereal was, but she has little actual context for any of that information. Even after her death, she lost several years, punctuated by infrequent but steady reports of strange, terrifying activity surrounding a particular log cabin in the camping grounds near Thunder Bay. Trespassing teenagers related tales of horrible faces in windows, dishware smashing itself against the walls and an unearthly chill that defied campfires and generator-powered space heaters alike. Eventually the stories caught the attention of Daniel Storm, an outdoorsman with no small amount of experience with the sorts of supernatural hazards that become more frequent the further north and away from large settlements one travel. A terse, unsociable sort, Storm wasn't typically one to get involved, but for whatever reason, his interest was piqued. Despite the poltergeist's repeated attempts to drive him away, he eventually found the long dead remains of a young woman in the woods. What little cooperation the admittedly suspicious Storm was able to get from the local authorities pointed to the winter of 1996, one of the coldest on record, as the time of death. Taking it upon himself to give the Jane Doe a proper cremation should have put the ghostly apparition to rest. Instead, Storm found himself face to face with the floating but quite distinct image of an alarmed girl. Although understandably distressed as she came to understand her situation, the phantom adapted with surprising speed, taking the name Kimber because, "I just [i]feel[/i] like a 'Kimber', right?" Storm did his best to fill in as many blanks for her as he could over several weeks, and contacted various occult peers when it became clear that the situation fell well outside his personal experience, not just in terms of supernatural phenomena, but also dealing with a teenage girl! Eventually, through friends of friends, he was put in touch with Duncan Summers, a gentleman with no small expertise in helping teenagers of unusual natures. Nonchalantly suggesting that she might as well use his last name for the resulting paperwork, he sent the heroine-in-training out into the world for a second shot at life! [spoiler]In life, Kimber was Rebecca Stone, a Thunder Bay native born in 1979. Observant and astute, she was otherwise mainly notable for her energetic disposition, growing into a happy if largely unremarkable teen. Becca had little connection with superheroics; the Mulroney administration saw government funding of super teams heavily reduced then cut altogether, and North American opinion remained for the most part negative towards costume vigilantes until the Terminus Invasion in 1993. The newly elected Liberal government under Chrétien rode the rocketing popularity of superheroes that resulted, and the band posters in Becca's room were replaced with images of national heroes. In 1996, Becca and several friends went on a winter camping trip, despite the weather that was frigid even by Northern Ontario's standards. The group camped out in a log cabin, but while out hiking through the wooded trails, Becca became separated from the others and lost her way among the twisting paths. Heavy snow hampered any search efforts, eventually forcing the police to note her as missing and presumed dead. The details of her case were unfortunately among those lost in the move to a digital database.[/spoiler] [b][u]Personality & Motivation[/u]:[/b] Despite her regrettable situation, Kimber retains a surprisingly upbeat attitude. She tends to react to any new situation with curiosity and enthusiasm, asking lots of questions and rapidly jumping from thought to thought. Looking oddly doesn't seem to particularly bother her, but a surprising talent for reading people makes her acutely aware of how disturbing her undead nature can be for some. As a result, she may compensate with an even cheerier manner or make reassuring attempts at humour. Death has done nothing to dull Kimber's sense of empathy - if anything, it's given her a greater perspective on the preciousness of life. Despite her positive mindset, she considers herself to have very little to lose, or at least to be in very little danger of true harm, and so is quick to lend whatever aid she can. The adventure and romance of the superheroic lifestyle certainly appeals to her as well, though her notion of it is more than a little idealized. After all, people might be scared of a ghost, but who could be scared of the marvelous Ghost Girl! [b][u]Powers & Tactics[/u]:[/b] Kimber's main offensive ability is a bone-chilling ethereal touch that drains the strength from her target's limbs, eventually leaving them helpless and shivering. Although reluctant to engage in violence in the first place, particularly given how little threat convention weapons pose to her, when her teammates are put at risk she moves to disable their opponents as quickly as possible. She takes advantage of her unhindered mobility, but is [i]not[/i] entirely beyond being hurt, and her sense of invulnerability can get her into trouble. Her incorporeal nature, along with her powers of invisibility and disguise, make Kimber an ideal scout and infiltrator. A side-effect of her concealment scrambles radio signals in a small radius, a handy trick for disabling nearby communications even as it serves as an unfortunate tell for those who are familiar with spirits and their ways. Although she cannot truly touch physical objects, she is able to manipulate them with a minor amount of telekinesis. [b][u]Complications[/u]:[/b] [b]Amnesia:[/b] Kimber's memories before her untimely demise are foggy at best. [b]Naive:[/b] Kimber's a naturally trusting sort inclined to give everyone the benefit of the doubt. [b]Pyrophobia:[/b] Intense heat and fire are one of the few things that can actively harm Kimber, and she's understandably hesitant around either. [b]She's Dead, Jim:[/b] It's a living man's world, Kimber's just haunting in it. [b]Truly, Truly Outrageous:[/b] Kimber missed out on a lot of pop culture and world history after her death, though she's been quickly catching up. [b]Untouchable:[/b] Kimber has no physical form. [b]Young Freedom 2.0:[/b] Kimber's friends are pretty rad. [b][u]Abilities[/u]:[/b] -10 + 6 - 10 + 0 + 6 + 2 = -4PP STR: - (-) DEX: 16 (+3) CON: - (-) INT: 10 (+0) WIS: 16 (+3) CHA: 14 (+2) [b][u]Combat[/u]:[/b] 26PP Attack: +7 (+11 Ghost Array) Defense: +11 (+3 flat-footed) Grapple: +6 Init: +3 [b][u]Saves[/u]:[/b] 9PP Toughness: +11 (+11 Protection) Fortitude: - Reflex: +5 (+3 Ref, +2) Will: +10 (+3 Wis, +7) [b][u]Skills[/u]:[/b] 15PP = 60R Bluff 4 (+6/+10 Attractive) Diplomacy 11 (+13/+17 Attractive) Intimidate 8 (+10) Knowledge [Arcane Lore] 4 (+4) Languages 1 (French) (Base: English) Notice 8 (+11) Sense Motive 12 (+15) Stealth 12 (+15) [b][u]Feats[/u]:[/b] 11PP Dodge Focus 5 Luck 2 Power Attack Second Chance (Diplomacy) Startle Uncanny Dodge (Auditory) [b][u]Powers[/u]:[/b] 28 + 2 + 1 + 3 + 3 + 30 + 21 + 11 +7 + 3 + 10 = 119PP [b]Ghost Array 12[/b] (24PP, [i]Power Feats:[/i] Alternate Power 4) [28PP] [array][b][u]Base[/u]: Concealment 8[/b] (all visual, auditory and olfactory, [i]Extra:[/i] Linked, [i]Power Feats:[/i] Close Range, Selective, [i]Drawback:[/i] Power Loss [Detect Ghosts/Undead, Necromantic Awareness]) [17PP] (invisibility) [device]+ [b]Concealment 2[/b] (all mental, [i]Extra:[/i] Linked, [i]Flaw:[/i] Displacement) [2PP] (mental echo) + [b]Obscure 4[/b] (radio, 50' radius, [i]Extras:[/i] Action [Free, +2], Linked, [i]Flaws:[/i] Partial, Range [Touch], [i]Power Feats:[/i] Reverse Progression 1 [Area, min 25']) [3PP] (radio static)[/device] [b][u]AP[/u]: Damage 11[/b] ([i]Extras:[/i] Affects Corporeal, Autofire, Linked [Drain], [i]Flaws:[/i] Limited [Objects], Limited [Electronics], [i]Power Feats:[/i] Accurate 2) [13PP] (disrupt electronics) [device]+ [b]Drain Toughness 11[/b] ([i]Extras:[/i] Affects Corporeal, Affects Objects, Linked [Damage], [i]Flaws:[/i] Limited [Objects], Limited [Electronics]) [11PP][/device] [b][u]AP[/u]: Drain Strength 11[/b] ([i]Extra[/i]: Affects Corporeal, [i]Power Feats:[/i] Accurate 2) [24PP] (chill of the grave) [b][u]AP[/u]: Emotion Control 10[/b] ([i]Extras:[/i] Area [Perception, +2], [i]Flaws:[/i] Range [Touch, -2], Sense Dependent [Vision], [i]Drawback:[/i] Power Loss [In Sunlight, -3]) [7PP] (beautiful terror) [equip][b]Morph 6[/b] (Any Humanoid, +30 Disguise, [i]Power Feats:[/i] Attractive, Fascinate [Diplomacy], [i]Drawback:[/i] Power Loss [In Sunlight, -3]) [11PP] (terrible beauty) [b]Super-Senses 6[/b] (Detect Fear 2 [Mental, [i]Extras:[/i] Acute, Analytical, Radius, Tracking]) [6PP][/equip] [b][u]AP[/u]: Snare 11[/b] ([i]Extras:[/i] Affects Corporeal, Area [General, Cone], [i]Flaws:[/i] Action [Full Action]), Range [Touch], [i]Power Feats:[/i] Progression 1 [Area, max 275'], Reverse Progression 1 [Area, min 100']) [24PP] (ice breath)[/array] [b]Comprehend 1[/b] (Spirits) [2PP] [b]Enhanced Feats 1[/b] (Quick Change) [1PP] [b]Environmental Control 3[/b] (Extreme Cold, 25' radius, [i]Extra:[/i] Duration [Special], [i]Flaw:[/i] Range [Touch]) [3PP] [i]This power is always active by default, but can be 'turned off' with a free action and a sustained duration. If Kimber is unable to take the free action required, it automatically reactivates.[/i] [b]Flight 1[/b] (10 MPH, [i]Extra:[/i] Duration [Continuous], [i]Flaw:[/i] Permanent, [i]Power Feat:[/i] Subtle) [3PP] [b]Immunity 30[/b] (Fortitude effects) [30PP] [b]Insubstantial 4[/b] (Incorporeal, Affected by Fire/Heat, [i]Extra:[/i] Permanent, [i]Power Feat:[/i] Innate) [21PP] [b]Protection 11[/b] [11PP] [b]Regeneration 7[/b] (+0 recovery bonus, Resurrection 2/one day) [7PP] [b]Super-Senses 4[/b] (Counters Concealment [Visual, [i]Flaws:[/i] Limited (Undead)], Darkvision) [3PP] [b]Telekinesis 2[/b] ([i]Extras[/i]: Affects Corporeal, Range [Perception]) (Heavy Load: 100 lbs) ([i]PFs[/i]: Precise, Subtle) [10PP] [b][u]Drawbacks[/u]:[/b] -3PP [b]Vulnerability ([/b]Fire/Heat, [i]Frequency:[/i] Common, [i]Intensity:[/i] Moderate [x1.5 DMG][b])[/b] [-3PP] [code]DC Block ATTACK RANGE SAVE EFFECT Disrupt Electronics Touch DC21 Fortitude Drained Toughness Touch DC26 Toughness [Autofire] Damage Drain Strength Touch DC21 Fortitude Drained Strength Emotion Control Perception DC21 Will Shaken Snare 100' Cone DC21 Reflex Entangled Abilities (-4) + Combat (26) + Saving Throws (9) + Skills (15) + Feats (11) + Powers (119) - Drawbacks (-3) = 173/174PP
  8. "Oh baby baby," Ellie chuckled throatily as she tucked her chin downward a bit to accommodate Mara's repositioned embrace, "you know it drives me wild when you talk fiscally responsibly to me." Letting her eyes close for a few moments, she enjoyed the simple quiet, the softness of the snowbank and the subtle warmth provided by the armband and her partner. "This is... just amazing," she breathed quietly, almost afraid to break the spell as she opened her eye to stare across the stark landscape. "Thinking about how far we are from anyone else, how totally--" "NO, HAHN, YOUR FACE!" a voice abruptly bellowed from somewhere far to their left, behind a sizable outcropping of ice that obscured their view. The first voice was followed quickly by a more modulated but no less irate answer, "That doesn't even make sense and you know it! Dammit, Gross, get back to your post!"
  9. What kind of arrangement are the soldiers and Tackle in, relative to Wail's position? Also, if Ironclad in the way of any of them?
  10. Midnight will contribute his customary Intimidate check to the proceedings, just to keep the Peoples' Heroes honest. Look, it's a Cowl thing, the cloaked guy would be offended if he didn't. It's a 35 with Skill Mastery, if needed. He's also using Redbird as a translator, since she has Comprehend 4 (Read, Speak and Understand All Languages Simultaneously) [8PP]
  11. Midnight berated himself for but a moment for not finding a chance to brush up on his Russian the moment they'd identified the corpse's tattoo, but there was little point in dwelling on it. Stepping forward in front of his team, the black clad detective let a roiling, stygian cloud of his own roll out from the imperceptible gaps in his costume's layers, letting the fog pour across the floor. The message in his contained body language was clear: Do not for a moment think you are the most frightening thing in this room. Simultaneously, he drew from behind his coat a egg of polished metal slightly larger than his fist, the way he cradled it in the crook of one arm dispelling any fears that it might be an explosive. "Redbird. Assume you were listening?" "Naturally," came a smooth, female alto from the egg with just the slightest hint of artifice. The voice was no louder than Midnight's and carried with it the deliberateness of calculating appraisal. "He wishes an explanation for your presence, unsurprisingly. "Don't instigate," the human carrying her demanded flatly, his voice rumbling like gravel against gravel through his featureless mask. "In my experience, such meetings inevitably descend into violence born of misunderstanding," Redbird explained, a touch of boisterous eagerness colouring her deliberate cadence. "Better to establish dominance quickly and move on to more productive topics, yes?"
  12. Amongst all the drama, be it world-threatening or simply teenage growing pangs, it was often easy to forget that Claremont was first and foremost a place of education, albeit one with a truly unique curriculum. Given the broad spectrum of powers and abilities the students were there to hone, it simply wasn't feasible to have an expert in each and every area on staff. Instead, part of the senior students' own development involved aiding their underclassman peers where they were able. So it was that Eve Martel, the supremely talented telepath and telekinetic better known in some circles as Sage, had organized something of a study group with two of the school's junior students who both hailed from outside the United States and were versed in the application of mind over matter. While Kristin Jones, the redheaded Australian who sometimes went by Glow, had by far more raw telekinetic ability than the spectral Deceased-Canadian Kimber Storm, the gregarious Ghost Girl, the object of the exercise was in fact fine control. Eve had instructed them to meet her after afternoon classes in the campus' zen garden, a secluded and rarely visited spot free from distractions. Unfortunately, tranquility was not one of the words most commonly associated with Kimber, who bobbed up and down excitedly in the air as she arrived, the light of the waning sun washing through her translucent blue form, obscuring her outline from the right angle. Although it was a perfectly calm day, the poltergeist's hair rose and fell as though caught in an unseen wind or current. "Am I early?" she chirped eagerly.
  13. Ecalsneerg'd Wail 1PP - +4 ranks of Gather Information 1PP - Contacts 1PP - Improved Grab 1PP - Interpose 2PP - Takedown Attack 2 [b][u]Player Name[/u]:[/b] Gizmo [b][u]Character Name[/u]:[/b] Wail [b][u]Power Level[/u]:[/b] 14 (213/213PP) [b][u]Trade-Offs[/u]:[/b] -5 Attack / +5 Damage [b][u]Unspent PP[/u]:[/b] 0 [b][u]Progress to Impervium Status[/u]:[/b] 33/150 (Platinum status earned by [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=2517]Jack of all Blades[/url]) [b][u]In Brief[/u]:[/b] Veteran hero from the late 1970s and 80s with super-dense muscle tissue granting strength, durability and a powerful sonic wail, come out of retirement to continue the good fight. [url=http://www.youtube.com/watch?v=4TAZhayNXao][floatr][img=http://www.freedomplaybypost.com/wiki/images/0/01/WailHF.png][/floatr][/url] [b][u]Alternate Identities[/u]:[/b] Keith LaMarr [b][u]Identity[/u]:[/b] Public [b][u]Birthplace[/u]:[/b] Freedom City [b][u]Occupation[/u]:[/b] High School Civics Teacher [b][u]Affiliations[/u]:[/b] 1-800-JUSTICE [b][u]Family[/u]:[/b] None [b][u]Age[/u]:[/b] 56 (DoB: December, 1954) [b][u]Gender[/u]:[/b] Male [b][u]Ethnicity[/u]:[/b] African-American [b][u]Height[/u]:[/b] 6’6†[b][u]Weight[/u]:[/b] 1175 lbs (235 x 5) [b][u]Eyes[/u]:[/b] Brown [b][u]Hair[/u]:[/b] Black, Streaks of Grey [b][u]Description[/u]:[/b] Keith LaMarr is an imposing mountain of muscle, the weathering of the decades only enhancing the effect. His clean-shaven head is contrasted by a a beard of dense, curly hair on his square jaw, marked by two streaks of grey. He tends to favour darker, utilitarian clothing, typically with a slightly dated cut. As Wail, his outfit reflects a respect for tradition far more than any attempt to conceal his identity. Dark jeans are fasted with a broad, metal belt over a black sleeveless top adorned with a long, yellow ‘W’. Each wrist is covered by a matching black and yellow bracer, while round sunglasses add to an already impassive visage. [b][u]History[/u]:[/b] Born in Freedom City’s Lincoln neighbourhood in the mid-1950’s, Keith LaMarr was not afforded many advantages in life. The son of a factory worker, LaMarr was taught from an early age that anything in life worth having was worth working and fighting for. Run-ins with local gangs as a youth sharpened his wits and fighting skills, but he refused to join up, convinced that the promise of easy money and power was a sucker’s bet. That sense of integrity would cost him dearly when, in 1972, a jilted gang carried out a drive-by shooting of LaMarr’s home. His mother was killed immediately, while his father survived long enough to be rushed to hospital where, thanks to a shoddy investigation, LaMarr was arrested at his bedside on suspicion of belonging to a rival gang. Vincent LaMarr succumbed to his injuries while his son was sentenced to prison time on fabricated drug charges. LaMarr was involved in an increasing number of altercations with other inmates and guards during his imprisonment at South River State Penitentiary, developing a reputation for a short temper and willingness to attack opponents more than twice the stringy young man’s size. Several months into his sentence, he joined an experiment conducted by Dr. Burton Noah, an AEGIS scientist, in exchange for early parole. An attempt to induce muscle growth through a combination of chemical treatments and precise sonic frequencies, sabotage by a vengeful guard resulted in LaMarr’s skeletal and muscle structure becoming super-dense. Besides increased strength, durability and endurance, the most notable effect was phenomenally enhanced lung muscles enabling a devastating sonic wail! Escaping from South River, LaMarr almost immediately ran into an altercation between the villain Bronze and the police. The convict’s timely intervention not only subdued the superpowered criminal but also save a school bus full of elementary school students. Combined with his willing surrender to the authorities, this was enough to have LaMarr’s case reopened, revealing a number of irregularities which were enough to have him permanently released. [url=http://www.youtube.com/watch?v=aHWcN5YxuYc][floatl][img=http://www.freedomplaybypost.com/wiki/images/d/d1/1-800-JUSTICE.png][/floatl][/url]Taking the moniker Wail based on a comment made by a grateful grade schooler, LaMarr initially set up shop as a metahuman bodyguard after encountering difficulty finding work despite his cleared record. It was through this that he met Yelena Vostok, a Ukrainian mercenary who had received a cybernetic arm after an early mishap with her teleportation powers, and Javed Randeep, a Indian-American polyglot who’s amazing skills extended to translating human body language, making him a formidable martial artist. The trio eventually joined together to form an agency that solved unusual problems while serving any worthy cause as 1-800-JUSTICE. Upon hearing Yelena refer to her teleporting ability as ‘jumping’, Javed, in a fit of the playful wit that would make him the team’s heart, adopted the code name Jive. The hired heroes handled everything from gang violence to mystic robots to international incidents throughout the 1970s and into the 1980s, skirting the anti-cape laws introduced by Mayor Franklin Moore. Over the years, LaMarr developed romantic feelings for Javed, though he was reluctant to admit to them. By the 1990s, 1-800-JUSTICE had all but faded into obscurity, but were among the heroes who reappeared to combat the Terminus Invasion. In the heat of battle, Yelena managed to teleport her friends out of harm’s way a split second before being vaporised by a massive laser weapon. Devastated, LaMarr and Javed officially retired their heroic identities and settled down to start a new life together. Javed’s talents allowed him to support the couple as a high profile translator while LaMarr earned his degree and a position teaching civics at Joseph Clark High School. They lived happily for several years, with infrequent bouts of excitement as Javed foiled an assassination attempt or one of LaMarr’s rouges gallery reappeared for a final confrontation. Unfortunately, exposure to Terminus radiation had riddled Javed’s body with cancer, and after a long battle he passed away at the age of 55 in 2009. Having buried the love of his life, LaMarr grappled with what to do next. Ultimately the decision was made for him when the Grue invaded Freedom City en masse. Defending his students from a massive creature released by the aliens, he found that his powers had only grown stronger over time. Freedom City still called out for justice, and weary though he was, Keith LaMarr was still the man on the other end of the line. With a new costume and a renewed commitment, Wail is back in action! [b][u]Personality & Motivation[/u]:[/b] LaMarr has suffered a great many hardships in his life. These trials have forged an ironclad will stronger even then his superhuman skin, and while a lesser man may have become embittered, he has developed a keen empathy. His sense of integrity demands that he use his experience and abilities to defend those who cannot defend themselves. That isn’t to say he is without his rough edges; Javed once commented that there was very little of Keith that was [i]not[/i] rough edge. His age and profession have given him a didactic tone and his expectations for both his students and the latest generation of heroes are high indeed. The years have helped to mollify his temper but have not removed it. Dramatically aware of his own mortality, he is determined to continue to make a difference for as long as he is able. [b][u]Powers & Tactics[/u]:[/b] With superhuman strength and durability, LaMarr is a powerhouse to be reckoned with, standing shoulder to shoulder with many of the modern day bruisers. His true might, however, comes from his namesake sonic wail, an extraordinary torrent of concussive force that can deafen foes as easily as it sends them flying. This is thanks to the tremendous lung strength and capacity which resulted from his enhanced physiology. Against mundane foes, Wail typically restrains himself to hand to hand combat, but is not afraid to let loose with his full fury should the situation call for it. His super-dense biology also prevents him from floating in water, and gives him a mass several times that of an average person of his already impressive stature. [hr][/hr] [b][u]Complications[/u]:[/b] [b]Age:[/b] LaMarr is well into his fifties, although he’s aged remarkably well. [b]Destructive:[/b] LaMarr’s sonic wail has the potential for massive collateral damage. [b]Enemies:[/b] Over the decades LaMarr built up a substantial rogues gallery, some of whom now have younger successors. [b]Lost Love:[/b] Javed’s death remains a fresh wound for LaMarr. [b]Prejudice:[/b] A gay black man born to a low income family, LaMarr is no stranger to unfair treatment. [b]Public Identity:[/b] Although he goes by Wail in the field, LaMarr has never maintained a true secret identity. [b]Responsibility:[/b] Joseph Clark High School. [b]Temper:[/b] The wisdom of age aside, LaMarr does not react well when backed into a corner. [b][u]Abilities[/u]:[/b] 12 + 4 + 10 + 2 + 4 + 4 = 36PP Strength: 36/22 (+13/+6) Dexterity: 14 (+2) Constitution: 20 (+5) Intelligence: 12 (+1) Wisdom: 14 (+2) Charisma: 14 (+2) [b][u]Combat[/u]:[/b] 16 + 16 = 32PP Initiative: +2 Attack: +8 Grapple: +22/+13 Defense: +13 (+8 Base, +5 Dodge Focus), +4 Flat-Footed Knockback: -9/-2 [b][u]Saving Throws[/u]:[/b] 7 + 3 + 8 = 18PP Toughness: +13/+5 (+5 Con, +5 Protection, +3 Density) (Impervious 6/0) Fortitude: +12 (+5 Con, +7) Reflex: +5 (+2 Dex, +3) Will: +10 (+2 Wis, +8) [b][u]Skills[/u]:[/b] 88R = 22PP Gather Information 12 (+14) Intimidate 8 (+18/+10) Investigate 9 (+10) Knowledge (Civics) 14 (+15) Knowledge (History) 14 (+15) Knowledge (Streetwise) 14 (+15) Languages 1 (English [Native], Hindi) Notice 8 (+10) Sense Motive 8 (+10) Swim -/+6 [b][u]Feats[/u]:[/b] 17PP Accurate Attack All-Out Attack Contacts Dodge Focus 5 Fearless Improved Grab Interpose Luck 2 Power Attack Startle Takedown Attack 2 [b][u]Powers[/u]:[/b] 18 + 1 + 2 + 3 + 8 + 56 = 88PP [b]Density 6 ([/b]x5 Mass, [i]Extras:[/i] Duration [Continuous], [i]Flaws:[/i] Permanent[b])[/b] [18PP] [device][b]Enhanced Strength 12[/b] [b]Immovable 2[/b] [b]Protection 3 ([/b][i]Extras:[/i] Impervious[b])[/b] [b]Super-Strength 2[/b][/device] [b]Enhanced Feats 1 ([/b]Endurance[b])[/b] [1PP] [b]Enhanced Strength 2 ([/b]Total +14 with Density[b])[/b] [2PP] [b]Leaping 3 ([/b]x10, Running Long Jump: 230', Standing Long Jump: 115', High Jump: 57'[b])[/b] [3PP] [b]Protection 5 ([/b][i]Extras:[/i] Impervious 3[b])[/b] [8PP] [b]Sonic Control 27 ([/b]54PP Array, [i]Feats:[/i] Alternate Power 2[b])[/b] (Genetic, Sonic) [56PP] [array][u]Base Power[/u]: [b]Damage 18 ([/b][i]Extras:[/i] Area [Targeted, Line, 5ft x 170ft], [i]Feats:[/i] Knockback 18[b])[/b] (Sonic Wail) [54PP] [u]Alternate Power[/u]: [b]Damage 13 ([/b][i]Extras:[/i] Area [General, Cone, 120ft], Linked [Stun][b])[/b] [24PP] [b]+ Stun 9 ([/b][i]Extras:[/i] Area [General, Cone], Linked [Damage][b])[/b] [27PP] (Sonic Scream) [53PP] [u]Alternate Power[/u]: [12 + 13 + 21 + 2 = 48/54PP] [device][b]Communication 6 ([/b]Auditory, 20 miles, [i]Extras:[/i] Area[b])[/b] (Sonic Shout) [12PP] [b]Dazzle 13 ([/b]Auditory Senses, [i]Extras:[/i] Area [General, Cone, 120ft], [i]Flaws:[/i] Range [Touch][b])[/b] (Sonic Bellow) [13PP] [b]Emotion Control 13 ([/b][i]Extras:[/i] Area [General, Burst, 60ft radius], Linked [Trip], [i]Flaws:[/i] Limited [Fear], Range 2 [Touch][b])[/b] [7PP] [b]+ Trip 13 ([/b][i]Extras:[/i] Area [General, Burst], Linked [Emotion Control], [i]Flaws:[/i] Range [Touch], [i]Feats:[/i] Improved Trip[b])[/b] [14PP] (Fearsome Roar) [21PP] [b]Enhanced Skills 8 ([/b]Intimidate 8[b])[/b] [2PP][/device][/array] [b][u]DC Block[/u]:[/b] [code]ATTACK RANGE SAVE EFFECT Unarmed Touch DC28 Toughness (Staged) Damage (Physical) Sonic Wail 170’ Line DC33 Toughness (Staged) Damage (Energy) Sonic Scream 120' Cone DC28 Toughness (Staged) Damage (Energy) DC19 Fortitude (Staged) Dazed/Stunned/Unconscious Sonic Bellow 120' Cone DC23 Reflex Deafened Fearsome Roar 60' radius Burst DC23 Will (Staged) Shaken/Frightened/Panicked Contested +13 vs worst of STR/DEX Prone Abilities (36) + Combat (32) + Saving Throws (18) + Skills (22) + Feats (17) + Powers (88) = 213/213PP
  14. Doktor'd 2/3/2012 Jack of all Blades Using the remainder of the Veteran Reward spent above to add 4 ranks of Sidekick to Jill O'Cure, giving her 20PP to play with. I'm also removing Features 1 (Teleport Beacon [The Brownstone]) (since it's all exploded) and giving him Quick Change, finally. Jill O'Cure Essentially bringing her up to PL11 caps and rounding out a few thing. 2PP - +2 Strength 2PP - +2 Charisma 3PP - +2 Base Defense, -1 Dodge Focus 1PP - +1 Fortitude 3PP - +12 skill ranks 1PP - add Move-By Action to Feats 0PP - remove Move-By Action fro grappling hook, add +1 Protection to costume 8PP - +4 ranks of Biological Manipulation Array (Just increasing the ranks of each power in the array to 12, nothing new.) [b]Players Name[/b]: Gizmo [b]Power Level[/b]: 15 (250/250PP) [283] [b]Trade-Offs[/b]: +5 Attack, -5 Damage, +5 Defense, -5 Toughness [b]Unspent PP[/b]: 0 [b]Progress to Impervium:[/b] 133/150 For Old Jack, click [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=2517]here[/url]. [floatr][img=http://www.freedomplaybypost.com/wiki/images/e/ed/Erik.png[/img][img]http://www.freedomplaybypost.com/wiki/images/7/7c/JackofallBladesHF.png][/floatr][b]Characters Name[/b]: Jack of all Blades [b]Alternate Identity[/b]: Erik Espadas [b]Identity[/b]: Secret [b]Birthplace[/b]: Freedom City, West End [b]Occupation[/b]: Self-Defense Instructor [b]Affiliations[/b]: The Interceptors [b]Family[/b]: Gina Espadas (mother), Ellie Espadas (sister), Jean Pique (father) [b]Sidekick[/b]: [goto=Jill]Jill O’Cure[/goto] [b]Description[/b]: [b]Age[/b]: 23 [b]Gender[/b]: Male [b]Ethnicity[/b]: Latino/French [b]Height[/b]: 5'11'' [b]Weight[/b]: 155 lb [b]Hair[/b]: Dusty Brown/Black as Jack of all Blades [b]Eyes[/b]: Dark Blue Erik Espadas is a lithe, athletic young man with attractively angular features and a boyish grin. He keeps his dusty brown hair shorn short, but regularly sports a day or two of stubble. Preferring to dress is a mixture of blues and blacks, Erik is typically seen in a fitted t-shirt and well-worn jeans topped with an undone button-down shirt with the sleeves rolled up. As Jack of all Blades, his current costume consists of a knee-length, royal blue greatcoat cut in a jaunty, high-collared style and worn open over a black body suit. A matching blue bandana serves as a mask, attached to a black wig of wavy hair which helps to conceal Erik's true identity. Dark grey boots with a slightly metallic sheen and broad, buckled belts help to break up the outfit’s dark colour scheme. [b]History[/b]: Erik was born in 1988 to Gina Espadas, a Freedom City beat cop. His father left months before Erik's sister, Ellie, was born in 1992. Erik never considered this any great loss: growing up in the West End, his mother was all the parent he ever needed, always making time for her children despite her demanding career. She returned to the force from maternity leave just in time for the Terminus Invasion. Her stories of working alongside heroes during both the Invasion and its aftermath instilled in Erik a fascination with superheroes. While this interest persisted as he grew, it was never the modern powerhouses that truly captured Erik's attention. It was the witty Golden Age tricksters like Spitfire Jones and [i]la Renard Rogue[/i] of whom he couldn't get enough. No matter how outmatched they were, they had always made it look so [i]easy[/i]. He consumed history books, restored news reels and pulp novels at a frantic rate, regardless of their actual accuracy. Naturally agile, Erik joined his school's gymnastic and fencing teams, as well as the drama club, becoming a popular athletic star. It was Erik's senior year which would radically alter his life. An armed robbery at a local convenience store went horribly wrong, and Gina was shot and paralysed from the waist down, forcing her into a wheelchair and early retirement. Although she remained strong in the face of adversity, Erik was galvanised. The Espadas family had never been very well off, and Erik dropped out of extracurriculars to work at as a projectionist at a movie theatre to help make ends meet. He turned down a number of modest athletic scholarships when he graduated so that he could take more hours there, working other odd jobs around the community as well. His sister Ellie had proven to be brightly intelligent, and Erik was determined that she would be able to attend the university of her choice. One such odd job involved cleaning out the storage area of an antique store. Amidst the ornate lamps and jewellery boxes, Erik discovered what appeared to be a positively ancient playing card: the Jack of Swords, depicting a slyly winking prince. When he asked the store's owner about it, the old man bid him keep it as a souvenir, as the rest of the deck had long since been lost or destroyed. Pocketing the weathered card, Erik made his way home. Along the way, he encountered a group of toughs menacing a young woman. As the leader of the gang pulled out a cigarette and arrogantly flicked open his lighter, an incensed Erik leapt forward. The lighter's tiny flame flared brilliantly, flowing unnaturally through the air to the young man's instinctively outstretched hand, where it solidified into a blazing rapier. A moment later half of the thug's cigarette had been seared away, the other half smouldering in his trembling lips. The toughs beast a hasty retreat, with a shocked Erik quickly following suit, leaving behind a grateful but confused young woman. Experimenting in secret, Erik found he could create swords not only of flame, but of sparking electricity, crackling cold and a multitude of other energies, provided that there was a source to draw upon. Redoubling his abandoned training, he donned the garb of Jack of all Blades, and became the wise-cracking, street-level protector of his community. Early encounters with other powered individuals taught him that the bioenergies they produced were particularly suited for his purposes, perhaps because they already had a manipulatable, organic aspect to them. The full range of the electromagnetic spectrum and even mystical energy could all be turned back upon their users, if Erik could avoid their initial attacks. Erik keeps his civilian identity a closely guarded secret, encouraging the misconception that 'Jack' is his actual name, with his heroic moniker the result of his being too cute for his own good. The only person aware of his double life is his sister Ellie, who discovered Erik collapsed in their backyard after a particularly brutal fight. Fortunately the teen had begun preparing to study medicine after high school, and her first aid skill likely saved her brother's life. Since then she had become Erik's confidant and greatest supporter. Early in his career, Jaci O’Cups, who absorbs the force of any attack to grow to gigantic stature, Coinpurse Jack, a probability manipulator and Jakken Staff, a skilled magic user all attacked Erik on sight, making cryptic references to a Tournament of Suits. Eventually this tournament came to a head with the reappearance of Erik’s father, revealed to be the previous Jack of Swords, and a massive assault orchestrated by Jakken Staff and the House of Staves. In the aftermath, Coinpurse Jack lay dead, the mages of the House of Staves were defeated and Ellie’s own latent metamagi powers had been awakened. As Jack of all Blades, Erik was a founding member of the experimental team, the Interceptors. Personality conflicts and a constantly shifting roster plagued the team from its inception, but eventually Erik found a group he was able to trust with his secrets, growing into a leadership and mentor role, much to his own surprise. [b]Personality & Motivation[/b]: Erik is a man who's words and actions are at odds. Outwardly, he seems easy-going and carefree, with a clever tongue and a love of the spotlight. Most conversations become friendly verbal sparing matches as Erik actively avoids serious topics, and he is widely regarded as an incorrigible flirt; a fun guy to have around, but hardly one to rely upon. What isn't immediately obvious is that Erik works a string of part-time jobs to support his mother and younger sister. Considering his word to be his bond, Erik will always be there for a friend in need, and truly wishes to leave the world a better place than he found it. He possesses an unbreakable spirit coupled with stubborn pride, resulting in a complete inability to admit defeat. Jack of all Blades has become an outlet for Erik, allowing the free-spirited, ever-glib part of his nature to emerge, while satisfying his deep sense of responsibility. Although attracted to the high adventure of larger threats, he considers himself first and foremost a defender of the little guy, stopping crimes that might seem trivial to Freedom City's better established heroes. Remembering what happened to his mother, Erik feels that a simple hold-up can be just as devastating as a supervillian's rampage. Much of the boy enthralled by the superhero community remains in Erik, and he is always thrilled to team up with other heroes. Although he bears some scorn for Claremont Academy alumni, whom he views as having had it too easy, this is easily outweighed by his desire to meet superhumans his own age. His boisterous competition with his male peers and flirting with female heroes and villains alike tends to either annoy or endear him to potential allies, but Jack of all Blades never fails to leave an impression. [b]Powers & Tactics[/b]: Erik can manipulate electromagnetic and mystical energies to form an effectively-solid construct in the shape of a sword. While he has a bit of leeway with regards to the weapon's specific appearance, he almost always uses a fencing rapier. Functioning in most respects as a normal sword, the tight concentration of power allows the blade to pierce most defences, while it retains the basic nature of its source energy. In order for Erik to form a sword, there must be a power source for him to draw from. A sword of flame might be drawn from a bonfire, or an electrical blade from a power generator. More exotic energies require a more exotic source; Erik may draw from a blaster's light beam or a magic user's mystical attacks, neither of which would be accessible in their ambient forms. Although an accomplished fighter in his own right, Erik's fantastic accuracy comes from an unconscious awareness of the energy surrounding him. This allows him to sense the precise position of his blades, as well as the energies present in most metahumans and unnatural creatures. This also aids him in avoiding attacks, fortunate as he is comparatively fragile next to most superhumans. Against generic thugs, Erik rushes in dramatically, forming a sword and quickly disarming them before taunting them into surrender or retreat. When fighting superhumans, he prefers a more reactionary approach, keeping them off balance with acrobatics and jibes until he can assess their specific abilities, often taking the opportunity to form a sword using the energy from their attacks. Given that many superhumans are immune to their own powers, Erik prefers to use such blades against an opponent's team-mates or underlings. In the absence of an exploitable weakness, he will usually default to making a fire sword using the lighter he always carries. [b]Complications[/b]: [i]Enemies[/i] (Crimson Katana; she [i]stabbed[/i] him! [i]Nobody[/i] stabs him!) [i]Grandstanding[/i] (Erik's style revolves around showing off, in and out of combat, even when discretion might be wiser.) [i]Relationship[/i] (Guardian [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=4844]Willow[/url]; so he’s got a thing for older women.) [i]Responsibility[/i] (Man of the House, Team Leader) [i]Secret[/i] (Superhero Identity) [i]Sidekick[/i] (Erik’s no less protective of his sister now that she’s a superhero too.) [i]Struggling[/i] (Erik's supporting his family and saving for his sister's tuition; it's tough to find work sometimes) [i]Sucker for a Pretty Face[/i] (Erik's easily distracted by attractive women, be they bystanders, fellow heroes or even villains.) [i]Teammates[/i] (The Interceptors are family to Erik, whether or not he openly admits it.) [i]West Ender[/i] (The West End is Erik's 'turf'; he's extremely protective of his neighbourhood, and knows it much better than the rest of the city. [b][u]Abilities[/u]:[/b] 6 + 10 + 8 + 0 + 4 + 12 = 40PP STR: 16 (+3) DEX: 20 (+5) CON: 18 (+4) INT: 10 (+0) WIS: 14 (+2) CHA: 22 (+6) [b][u]Combat[/u]:[/b] 14 + 36 = 40PP Initiative: +9 Attack +7 Base, +14 Melee, +20 Swords Grapple +18 Defense +18 (+18 Base), +9 Flat-Footed Knockback -4/-2 [b][u]Saves[/u]:[/b] 6 + 10 + 8 = 24PP Toughness: +8 (+4 Con, +4 Defensive Roll), +4 flat-footed Fortitude: +10 (+4 Con, +6) Reflex: +15 (+5 Dex, +10) Will: +10 (+2 Wis, +8) [b][u]Skills[/u]:[/b] 80R = 20PP Acrobatics 10 (+15) Bluff 18 (+24) Climb 5 (+10) Gather Information 11 (+15) Knowledge (Streetwise) 15 (+15) Language 3 (Cantonese, English [Native], Persian, Spanish) Notice 8 (+10) Stealth 10 (+15) [b][u]Feats[/u]:[/b] 79PP Agile Climber Attack Focus (Melee) 7 Attack Specialization (Swords) 3 Beginner's Luck Defensive Roll 2 (+4 Toughness) Elusive Target Equipment 2 (10EP) Evasion 2 Fascinate (Bluff) Fearless Grapple Finesse Improved Critical (Swords, 18-20) Improved Initiative Inspire 5 Jack-of-all-Trades Luck 4 Move-By Action Power Attack Quick Change Set Up Sidekick 33 + 4 (Veteran Reward) = 37 Skill Mastery 1 (Acrobatics, Bluff, Notice, Stealth) Takedown Attack 2 Taunt Ultimate Will Uncanny Dodge 3 (Mental [Electromagnetic Spectrum Awareness, Magic Awareness], Visual) [b][u]Equipment[/u]:[/b] 2PP = 10EP [b][u]Grappling Hook[/u][/b]; [b]Leaping 1[/b], [b]Super-Movement 2[/b] [slow fall, swinging], [b]Speed 1[/b]; [i]Cost:[/i] 6EP 4EP contributed to [url=http://www.freedomplaybypost.com/viewtopic.php?f=41&t=5188]Interceptors Shared Equipment[/url][/equip] [b][u]Powers[/u]:[/b] 29 + 16 + 2 = 47PP [b]Drain Toughness 6 ([/b][i]Extras[/i]: Affects Objects, Linked, [i]Power Feats[/i]: Improved Critical [18-20], Variable Descriptor 2 [Any Available, Concentrated Energy or Magic][b]) + Damage 3 ([/b][i]Extras[/i]: Autofire 6, Penetrating 4, [i]Power Feats[/i]: Mighty[b])[/b] [29PP] (Energy Sword) [i]Jack has a single rank of Improved Critical as part of this power, which brings his energy swords in line with regular swords, i.e. a 19-20 range. The additional rank as part of his normal feats places this at 18-20 for both regular and energy swords.[/i] [b]Metamagi Senses 8[/b] (16PP Container [Passive, Permanent]) [16PP] [i]Erik is sensitive to both the electromagnetic spectrum and magical power. This awareness is filtered through to his regular senses in a mishmash of synesthesia, giving him a general impression of the energy's particulars and allowing him to recognize signatures he's sensed before.[/i] [device][b]Super-Senses 2[/b] (Electromagnetic Spectrum Awareness [Mental], Magic Awareness [Mental], [i]Extras:[/i] Acute 2 [All Mental])[8PP] [b]Super-Senses 6[/b] (Detect Electromagnetic Spectrum [Mental, [i]Extras:[/i] Accurate, Radius, Ranged], [i]Feats:[/i] Alternate Power) [8PP] [array][b][u]AP[/u] Super-Senses 6[/b] (Detect Magic [Mental, [i]Extras:[/i] Accurate, Radius, Ranged]) [7PP][/array][/device] [b]Swordsmanship Supremacy 1[/b] (Probability Control, [i]Flaws:[/i] Limited 2 [Swordsmanship]) [2PP] [b][u]DC Block[/u]:[/b] [code]ATTACK RANGE SAVE EFFECT Unarmed Touch DC18 Toughness (Staged) Damage Energy Sword Touch DC16 Fortitude (Staged) Drain Toughness Energy Sword Touch DC21 Toughness (Staged) Damage Abilities 40 + Combat 40 + Saves 24 + Skills 20 + Feats 79 + Powers 47 = 250/250 Power Points Note: Jack is technically PL15 with a full, five point Attack and Defense trade-off. His Defense and Toughness are capped to place him at PL13 defensively, while his Damage is intentionally undercapped so that his Attack and damage bonuses average out to PL13 as well, even though +20 attack in only achievable by PL15 characters. Note: As a metamagi, Erik's powers are the result of a mystically enhanced mutation, blurring the line between genetics and sorcery. This enhancement specifically allows him to form his borrowed energy into swords. Magic nullification removes the 'sword' descriptor from his Corrosion power, which means he will no longer benefit from his Attack Specialization or Improved Critical feats. Effects that nullify mutant powers shut off said power entirely, as well as his Super-Senses. [anchor]Jill[/anchor] Power Level: 11 (185/185 PP) (Sidekick 37) Trade-Offs: -1 Attack, +1 Damage, +5 Defense, -5 Toughness Unspent PP: 0 [floatr][/floatr]Characters Name: Jill O'Cure Alternate Identity: Ellie Espadas, Jill Pique Identity: Secret Birthplace: Freedom City, West End Occupation: University Student Affiliations: The Interceptors, Claremont Academy (alumni) Family: Gina Espadas (mother), Erik Espadas (brother), Jean Pique (father) Description: Age: 18 Gender: Female Ethnicity: Latino/French Height: 5'8'' Weight: 125 lb Hair: Dusty Brown, Dyed Black Eyes: Dark Blue Ellie Espadas is a coltish young woman with short dusty brown hair dyed black and a perpetually sardonic expression on her angular features. She prefers to dress in layers, favouring over-sized dress shirts under fitted vests and similar combinations, accessorizing with bangles and broad rings. Recently she has taken to carrying a canvas messenger bag storing first aid supplies and her costume. Said costume mirrors her brother's, swapping a deep crimson for his royal blue. Black tights feature prominent red piping up the sides while a cropped top and jacket provide an airier look. Jill O'Cure has also adopted an identity concealing bandana mask and a hair colour to match Jack’s customary wig, although the family resemblance remains obvious. History: Born in 1992, Ellie Espadas was born to Freedom City policewoman Gina Espadas and immigrant John Pique, who disappeared shortly before her birth. Growing up in the West End verbally sparing with her older brother Erik, she demonstrated a keen mind from an early age, reading voraciously and studying a variety of subjects without prompting. When a stray bullet in a convenience store robbery gone wrong left Gina paralyzed from the waist down, Ellie actually arrived on the scene before her brother, in time to see the paramedics who arrived to stabilize her mother. While the tragedy signaled the end of her brother's childhood, it came at a time when Ellie was only just beginning to discover who she was. Simultaneously developing a devoted interest in medicine and acquiring a flint hard, cynical edge, she found her early high school years difficult and isolating. Compounding matters, her brother and closest confidant was forced to spend most of his time making ends meet. Though trying, these years honed Ellie's forceful personality. When Erik revealed to her the super powers he had gained, she helped his create the persona of Jack of all Blades. Her medical knowledge were instrumental in those early months, during which he would often return home in the middle of the night with a variety of wounds and fractures. Escaping social tribulations at school stemming from boredom, Ellie was delighted to spend time with the friends Erik made in the superhero community. Nevertheless, she remained on the periphery of that world until the night John Pique reappeared at the Espadases’ door step, carrying the unconscious form of Rose Copas, better known as Jaci o' Cups. Amidst the revelations and frantic melee which followed as the so-called Tournament of Jacks reached a head, Ellie came into possession of the Jack of Coins playing card dropped by the slain Denari Jones. The complex magics woven into the artifact awoke the latent metamagi abilities which were as much her heritage as her brother's. Over Erik's objections, she donned a costume of her own and took the name Jill O’Cure. Conceding that she was determined to follow in his footsteps regardless, Erik decided that he'd rather keep his sister nearby where he could keep her out of the worst danger. Ellie, naturally, has other ideas. Thanks to a few pulled strings, she enrolled at Claremont Academy for her senior year under the pseudonym Jill Pique, in order to learn more about her powers. Since graduating, she is now majoring in pre-med at Freedom City University. Personality & Motivation: Ellie developed a biting wit alongside her brother, and if she lacks a measure of his self-assured bravado, she makes up for it with a razor sharp acumen. She is, however, more likely to use this as a defence mechanism, making clever quips to downplay a strong sense of empathy and what is easily a genius level intellect. Although somewhat more pragmatic than many heroes, Ellie has a strong sense of personal responsibility and has dedicated herself to saving lives. She struggles to balance the need to do what it takes to get the job done and a keen awareness of potential collateral damage. The Jill O'Cure persona allows her to indulge in her more impulsive side, while still playing the voice of reason to her brother's reckless abandon. Powers & Tactics: Ellie is able to manipulate biological material on the cellular level. Thanks to her extensive knowledge of medicine, her default use of this ability is to heal, miraculously repairing wounds, curing illness and even regrowing limbs. The flip side of that power is a devastating attack on a body's natural defenses with a mere touch. These applications are signaled by a pale blue and virulent green glow, respectively. Ellie also possesses the apparently unrelated ability to create translucent force fields around herself and others. Conceptualizing herself as a super paramedic, Ellie makes protecting civilians her priority, shielding them with her force fields and delivering medical attention to any injured. Given a choice, she prefers traditional medical techniques to using her powers, not entirely trusting their 'something for nothing' nature, but does not hesitate when time is of the essence. In actual combat, Ellie leverages her not inconsiderable self defense training. Against non-powered foes, a single application of her offensive abilities is often enough to discourage further conflict, while she wisely follows a more cautious strategy when dealing with super villains. Ultimately, she lacks her brother's inclination toward fighting, and seeks to end such confrontations quickly. Complications: Civilians (Ellie prioritizes the protection of innocent bystanders over fighting villains, even more so than most heroes.) Family (It's not easy being Jack of all Blades' sister.) Relationship (Mara Hallomen AKA Dragonfly) Secret (Superhero Identity, 'Jill Pique' Identity) Sidekick (As Jill, Ellie has to deal with an over protective brother and may have trouble getting other heroes to take her seriously.) West Ender (Ellie is proud of her neighbourhood and particularly protective of its residents.) Abilities: 2 + 8 + 4 + 10 + 4 + 8 = 36PP Str: 12 (+1) Dex: 18 (+4) Con: 14 (+2) Int: 20 (+5) Wis: 14 (+2) Cha: 18 (+4) Combat: 8 + 24 = 32PP Attack: +4 Base, +8 Melee, +10 Autoimmunity Touch Grapple: +8 Defense: +16 (+12 Base, +4 Dodge Focus), +6 Flat-Footed Knockback: -2/-1 Initiative: +4 Saves: 4 + 6 + 8 = 18PP Toughness: +6 (+2 Con, +2 Defensive Roll, +2 Costume) Fortitude: +6 (+2 Con, +4) Reflex: +10 (+4 Dex, +6) Will: +10 (+2 Wis, +8) Skills: 72R = 18PP Acrobatics 6 (+10) Bluff 15 (+19) Knowledge (Life Sciences) 10 (+15) Knowledge (Physical Sciences) 5 (+10) Language 4 (English [Native], French, Latin, Persian, Spanish) Medicine 16 (+18) Notice 8 (+10) Stealth 6 (+10) Feats: 23PP Attack Focus (Melee) 4 Defensive Roll 1 Dodge Focus 4 Eidetic Memory Equipment 2 Evasion 2 Fearless Improvised Tools Move-By Action Power Attack Quick Change Set-Up Skill Mastery 1 (Acrobatics, Bluff, Medicine, Notice) Taunt Uncanny Dodge (visual) Equipment: 2PP = 10EP Costume; Protection 2 [Power Feat: Subtle]; Cost: 3EP Grappling Hook; Leaping 1, Super-Movement 2 [slow fall, swinging], Speed 1; Cost: 6EP Masterwork Medical Tools; Cost: 1EP Powers: 2 + 56 = 58PP Immunity 2 (disease, poison) [2PP] Biological Manipulation Array 26 (52PP, Power Feats: Alternate Power 2, Dynamic Power 2) [56PP] DBP Healing 12 (Power Feats: Stabilize, Persistent, Regrowth, Extra: Restorative, Total) [51PP] AP Drain Fortitude 12 (Power Feats: Accurate, Incurable, Reversible, Slow Fade, Extra: Linked) [16PP] + Damage 12 (Extras: Alternate Save [Fortitude], Linked) [24PP] + Nauseate 12 (Extras: Linked, Flaws: Sicken) [12PP] [52PP] (Autoimmunity Touch) DAP Create Object 12 (Power Feats: Progression [10-foot cube/rank], Selective, Stationary, Tether, Extras: Impervious, Movable) [52PP] DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC15 Toughness (Staged) Damage Autoimmunity Touch Touch DC22 Fortitude (Staged) Drain Fortitude Touch DC27 Fortitude (Staged) Damage Touch DC22 Fortitude (Staged) Sicken Abilities 36 + Combat 32 + Saves 18 + Skills 18 + Feats 23 + Powers 58 = 185/185 Power Points Note: Like her brother, Ellie is a metamagi, the result of mystically enhanced mutation, blurring the line between genetics and sorcery. In her case, magic nullification prevents her from using her Disease Touch or Create Object Alternate Powers. Effects that nullify mutant abilities shut off her powers entirely. Doktor'd 2/3/2012
  15. Midnight II AA did this edit First, I'm going to use my free Veteran Reward to give him Minion 11 (I'll be using the other 4 ranks on Jack's edits later) to buy Redbird. 2PP - +2 Dexterity 2PP - +2 Wisdom 2PP - +8 skill ranks 1PP - Benefit [Nice Hat] [b]Player Name[/b]: Gizmo [b]Character Name:[/b] Midnight II [b]Power Level:[/b] 15 (250/250PP) [b]Trade-Offs:[/b] +2 Attack, -2 Damage [b]Unspent PP:[/b] 0 [b]Progress to Impervium Status:[/b] 101/150 (Platinum Status earned with [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=2517]Jack of all Blades[/url]) Earlier Midnight II build [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=3064]here[/url]. [floatr][url=http://grooveshark.com/#/s/Creatures+Of+The+Night/3BtwCk?src=5][img=http://www.freedomplaybypost.com/wiki/images/3/3d/MidnightIIHF.png][/url][/floatr][b]Alternate Identity:[/b] Trevor Hunter [b]Identity:[/b] Secret [b]Birthplace:[/b] Freedom City, North Bay [b]Occupation:[/b] University Student (Engineering Major) [b]Affiliations:[/b] Young Freedom/Claremont Academy (alumni), Liberty League (legacy hero) [b]Family:[/b] Travis Hunter (Midnight I, grandfather), Ted Hunter (father), Janet Pryce-Hunter (mother) [b][u]Description[/u]:[/b] [b]Age:[/b] 18 [b]Gender:[/b] Male [b]Ethnicity:[/b] Caucasian [b]Height:[/b] 6'2" [b]Weight:[/b] 165 lbs. [b]Hair:[/b] Black [b]Eyes:[/b] Black Sclera With Red Irises Trevor Hunter is a tall, lanky teenager with dark hair just a little too long to be kept tidy and a relaxed demeanour. Although over six feet he's still growing into his full height, layers of lean muscle accentuated by angular features. Dressing largely in subdued browns and blacks, he eschews logos and accessories, preferring plain long-sleeved shirts and jackets with a generally uncluttered appearance. His only concessions iare a battered black fedora which he wears whenever convenience allows and a pair of heavily tinted sunglasses which conceal his clearly metahuman eyes. As the second Midnight, he wears a costume only slightly altered from the one used by his grandfather, starting with a lightly armoured jump-suit. Trevor has shortened the trench coat to a jacket to make it more practical for riding the Night Cycle, and added a matte black utility belt containing an array of gadgets. His featureless mask and fedora are in fact the very same ones used by Travis Hunter, although the mask’s functional elements had to be replaced. The entire costume is pitch black save for glowing red eyes. [b][u]History[/u]:[/b] Shortly after the Liberty League disbanded in the late 1950s, the mysterious vigilante known as Midnight disappeared, never to be seen again. Remaining active but underground for several years, chemist Travis Hunter eventually settled down and raised a family. Though the occasional crisis would bring him out of retirement, it was never for long and always without public knowledge. The years of exposure to his ‘midnight mist’ had left a greater mark of Hunter than he realised, however. With his son forced to move often due to his job, Hunter’s grandson Trevor came to live with the now elderly, though still remarkably vigourous, chemist in his sizeable estate. This turned out to be fortuitous, for when Trevor’s metahuman abilities manifested at puberty, his grandfather instantly recognised the familiar light blocking gas he produced. Calming the confused youth, Hunter revealed to him the long abandoned ‘Midnight Manor’ hidden below their home and explained his history as a masked crime fighter. The moment the old, flickering lights illuminated the glass case containing the Midnight costume, Trevor’s fate was sealed. He knew his destiny was to follow in his grandfather’s footsteps and, seeing the boy’s determination, Hunter had to agree. Trevor’s training began immediately, with the condition that he was not to venture out into the city until he earned his license and refurbished one of the Manor’s decrepit vehicles to drive himself there. To Hunter’s chagrin the mechanically inclined Trevor not only met both conditions with surprising ease, but insisted on claiming the Night Cycle as his transportation of choice. The new Midnight’s first forays into the world of super heroism caught the attention of Duncan Summers, who recognised the modus operandi of the hero who was in many ways the spiritual predecessor of the Raven. Sending his daughter out to make contact with the teen, Summers invited Trevor to enroll at Claremont Academy. With his grandfather’s blessing he accepted, eager to give a new generation of villains a very good reason to be afraid of the dark. Trevor’s time at Claremont proved to be eventful, although his most fantastic adventures as a part of Young Freedom took place in a number of alternate dimensions and timelines, affording him a continued low profile on Earth-Prime. Harsh battles developed both his superhuman abilities and considerable skills while forging friendships and ultimately romance. There can be no doubt that Midnight has come to Freedom City once more. [b][u]Personality & Motivation[/u]:[/b] Trevor is outwardly reserved without being cold. He’ll smile slightly rather than laugh, and he’ll narrow his eyes rather than shout belligerently. What sense of humour he does display is bone dry, often leaving those he interacts with uncertain if he made a joke or not. Slow to anger, he has little interest in social drama and is unfailing genuine in his sentiments. Content to let others have the spotlight, when he does speak his words carry a weight that belies his years. Fighting crime is a point of family pride for Trevor, one he takes very seriously. The exploitation of the innocent is one of the few things sure to draw a reaction from the typically demure teen, and he takes a good deal of satisfaction from utilising fear against the villains who make it their stock and trade. [b][u]Powers & Tactics[/u]:[/b] Trevor is able to produce clouds of “midnight mistâ€, the gas invented by his grandfather, at will. The mist blocks out light, plunging those caught in its wake into darkness. Initially using his specially designed goggles to see through this miasma, Trevor eventually found his metahuman physiology adapting to make them unnecessary, at the price of a disconcerting appearance. The presence of the mist saturating his muscle tissue grants Trevor a surprising durability. A quirk of his metahuman nature, arguably a secondary mutation, makes him resistant to mental intrusion and all but undetectable by telepathic means. Supplementing these powers are an array of compact gadgets secreted about the pockets of his coat and belt. [hr][/hr] [b][u]Complications[/u]:[/b] [b]Camera-Shy:[/b] Trevor prefers to remain unseen by the public; the shadows are where he does his best work. [b]Disarmed:[/b] Trevor's coat and belt need to be removed to completely deprive him of his gadgets, but many of the individual items are hand-held, and can be disarmed as such. [b]Don’t Touch The Hat:[/b] Don’t. Touch. The [i]Hat[/i]. [b]Frightening:[/b] The Midnight costume is great for scaring bad guys, not so great for reassuring civilians, especially kids. [b]Legacy:[/b] Living up to his inherited code name means the world to Trevor. [b]Loyalty:[/b] Trevor made some good friends at Claremont Academy. [b]Relationship:[/b] Erin White AKA [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=5775]Wander[/url]. [b][u]Abilities[/u]:[/b] 10 + 10 + 6 + 8 + 6 + 10 = 50PP Strength: 20 (+5) Dexterity: 20 (+5) Constitution: 16 (+3) Intelligence: 18 (+4) Wisdom: 16 (+3) Charisma: 20 (+5) [b][u]Combat[/u]:[/b] 20 + 12 = 32PP Initiative: +5 Attack: +10/+14 Melee Grapple: +19 Defense: +12 (+6 Base, +6 Dodge Focus), +3 Flat-Footed Knockback: -4/-2 Flat-Footed [b][u]Saving Throws[/u]:[/b] 4 + 5 + 8 = 17PP Toughness: +12 (+3 Con, +4 Defensive Roll, +5 Protection) Fortitude: +7 (+3 Con, +4) Reflex: +10 (+5 Dex, +5) Will: +11 (+3 Wis, +8) [b][u]Skills[/u]:[/b] 148R = 37PP Acrobatics 5 (+10) [sup]Skill Mastery[/sup] Craft (Mechanical) 11 (+15) Disable Device 8 (+12) Drive 10 (+15) [sup]Skill Mastery[/sup] Gather Information 5 (+10) [sup]Skill Mastery[/sup] Intimidate 20 (+25) [sup]Second Chance, Skill Mastery[/sup] Investigate 11 (+15) Knowledge (History) 6 (+10) Knowledge (Streetwise) 6 (+10) Knowledge (Tactics) 11 (+15) Knowledge (Technology) 6 (+10) Language 3 (ASL, French, English [Native], Mandarin) Medicine 2 (+5) [sup]Skill Mastery[/sup] Notice 12 (+15) [sup]Skill Mastery[/sup] Perform (Dance) 5 (+10) Sense Motive 12 (+15) [sup]Skill Mastery[/sup] Stealth 15 (+20) [sup]Skill Mastery[/sup] [b][u]Feats[/u]:[/b] 44PP Attack Focus 4 (Melee) Benefit 3 (Nice Hat, Wealth 2 [Rich]) Blind-Fight Defensive Roll 2 (+4 Toughness) Dodge Focus 6 Evasion 2 Equipment 10 (50EP) Hide in Plain Sight Jack of All Trades Luck 3 Master Plan 2 Minion 11 (Veteran Reward) Power Attack Second Chance (Intimidate) Skill Mastery 2 (Acrobatics, Drive, Gather Information, Intimidate, Medicine, Notice, Sense Motive, Stealth) Sneak Attack Startle Takedown Attack 2 Well-Informed [b][u]Equipment[/u]:[/b] 10PP = 50EP [equip]5 + 1 + 3 + 21 + 20 = 50EP [u]Collapsible Escrima Sticks:[/u] [b]Strike 3 ([/b][i]Feats:[/i] Mighty, Subtle[b])[/b] [5EP] [u]Gas Mask[/u]: [b]Immunity 1 ([/b]Eye & Lung Irritants[b])[/b] [1EP] [u]Grappling Hook Gun[/u]: [b]Speed 1 ([/b]10mph / 100ft per Move Action[b])[/b] [1EP] [b]+ Super-Movement 1 ([/b]Swinging[b])[/b] [2EP] [hr][/hr] [b][u]Night Cycle (Vehicle)[/u][/b] [21EP] [b]Size:[/b] Medium [0EP] [b]Strength:[/b] 20 ([i]Medium Load:[/i] 266 lbs.) [2EP] [b]Defense:[/b] 10 [0EP] [b]Toughness:[/b] +10 [5EP] [b]Features:[/b] [8EP] Alarm 2 (DC 25) Computer Communications Disguise Hidden Compartments Nitro Injectors Remote Control [b][u]Powers[/u]:[/b] [6EP] [b]Speed 5 ([/b]250mph / 2,500ft per Move Action, [i]Feats:[/i] Subtle[b])[/b] [6EP] [hr][/hr] [url=http://www.freedomplaybypost.com/viewtopic.php?f=39&t=5370]The Midnight Manor[/url] (HQ) [20EP][/equip] [b]Powers[/b]: 36 + 12 + 5 + 1 + 6 + 10 = 70PP [b]Gadgets 4 ([/b]20PP Variable Power, Any Power, Multiple Powers At Once, [i]Extras:[/i] Action 2 [Free], Duration [Continuous], [i]Flaws:[/i] Hard-To-Lose[b])[/b] [36PP] (Utility Belt & Coat) [list][i]Example Gadgets[/i] [spoiler][b][u]Blessed Silver Knuckles[/u][/b] [b]Corrosion 7 ([/b][i]Flaws:[/i] Limited [Drain Toughness only vs. targets with Vulnerability or Weakness to Silver], [i]Power aFeats:[/i] Affects Insubstantial 2, Improved Critical 2 [18-20], Incurable, Mighty[b])[/b] [20PP] [b][u]EMP Grenade[/u][/b] [15 + 5 = 20PP] [b]Drain Toughness 15 ([/b][i]Extras:[/i] Affects Objects, Area [General, Burst, 50ft radius], Linked [Damage], [i]Flaws:[/i] Limited [Objects], Limited [Electronics][b])[/b] [15PP] [b]Damage 10 ([/b][i]Extras:[/i] Area [General, Burst], Linked [Drain], [i]Flaws:[/i] Limited [Objects], Limited [Electronics][b])[/b] [5PP] [b][u]Teleportation Signal Hijack[/u][/b] [1 + 19 = 20PP] [b]Super-Senses 1 ([/b]Trace Teleport[b])[/b] [1PP] [b]Teleport 4 ([/b][i]Extras:[/i] Accurate, Affects Others, [i]Power Feats:[/i] Change Velocity, Easy, Progression [Cargo] 1 [200 lbs.][b])[/b] [19PP] [b][u]Original Night Gun[/u][/b] [3 + 17 = 20PP] [b]Obscure 3 ([/b]Visual Senses, 25ft radius; [i]Extras:[/i] Independent, Linked [Stun], [i]Flaws:[/i] Action [Full][b])[/b] [3PP] [b]Stun 5 ([/b][i]Extras:[/i] Area [General, Cloud, 25ft radius], Linked [Obscure], Range [Ranged], [i]Flaws:[/i] Action [Full], [i]Power Feats:[/i] Progression [Area], Sedation) [17PP] [b][u]Tight-Beam Sonic Emitter[/u][/b] [17 + 3 = 20PP] [b]Dazzle 15 ([/b]Auditory Senses, [i]Power Feats:[/i] Accurate 2[b])[/b] [17PP] [b]Communication 3 ([/b]Auditory (Ultrasonic); 1000ft[b])[/b] [3PP] [b][u]Universal Translator[/u][/b] [5 + 15 = 20PP] [b]Super-Senses 5 ([/b]Acute Analytical Smell, Analytical Hearing, Analytical Vision, Ultrasonic Hearing[b])[/b] [5PP] [b]Comprehend 5 ([/b]Codes, Languages 4 [Read/Write/Speak/Understand Any/All Simultaneously], [i]Extras:[/i] Affects Others[b])[/b] [15PP][/spoiler] [/list] [b]Obscure 3 ([/b]Olfactory & Visual Senses, 25ft radius, [i]Extras:[/i] Action 2 [Free], Independent, [i]Flaws:[/i] Range [Touch][b])[/b] [12PP] (Gaseous Cloud) [b]Protection 5[/b] [5PP] (Saturated Muscle Tissue) [b]Super-Senses 1 ([/b]Communication Link [Mental, [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=5815]Eve Martel/Sage[/url]][b])[/b] [1PP] [b]Super-Senses 6 ([/b]Counters Obscure [Visual Senses, All Descriptors], Infravision[b])[/b] [6PP] [b]Telepathic Resistance 2 ([/b]10PP Container, [Passive, Permanent][b])[/b] [10PP] (Mutant Neurology) [device][b]Concealment 2 ([/b]All Mental Senses, [i]Extras:[/i] Duration [Continuous], [i]Flaws:[/i] Permanent[b])[/b] [4PP] [b]+ Concealment 1 ([/b]ESP Effects, [i]Extras:[/i] Duration [Continuous], [i]Flaws:[/i] Limited [Mental/Psychic Effects], Permanent[b])[/b] [1PP] [b]Immunity 10 ([/b]Mental Effects, [i]Flaws:[/i] Limited [1/2 Effect][b])[/b] [5PP][/device] [b][u]DC Block[/u]:[/b] [code]ATTACK RANGE SAVE EFFECT Unarmed Touch DC20(22*) Toughness (Staged) Damage (Physical) Escrima Sticks Touch DC23(25*) Toughness (Staged) Damage (Physical) *Sneak Attack Abilities 50 + Combat 32 + Saves 17 + Skills 37 + Feats 44 + Powers 70 = 250/250 Power Points Redbird
  16. "Hi, I'm Kimber, it's totally rad to meet you!" the bright blue haired girl exclaimed enthusiastically, taking Sieva's hand and pumping with unexpected strength and vigor. "Hee, check it out, I'm totally shaking your hand, that's so... outrageous! So great! Is everyone in your family really tall? Oh, wait, duh! Haha, my feet are actually on the floor, right!" Finally releasing Sharl's sister's hand, the uncharacteristically solid teen practically skipped over to the brightly coloured installation Sieva had been working on when she entered. "I've never seen anything like this! Sharl said you're an artist, that's truly awesome! I really like it!" Evidently keeping quiet on the way over had only built up cheerfulness to levels that demanded release all at once. Looking about the apartment, sending her improbable hairstyle bobbing back and forth, she moved to examine something else that had caught her eye and came up short when her forehead connected with one of the load-bearing vestigial walls in her way. Taking a step back, she blinked a few times before smacking one palm into her the same place between her electric blue eyes. "Riiight. Walls!"
  17. "OFF," Wail demanded in a booming bass that sent the spindly, elfin creatures attacking him rolling off him to the ground, knocked off of their feat by the save of sonic force and sufficiently cowed by the imperious tone. Even as they managed to clamour back to their feet, sharp fingers and toes scraping the street below them, they hurried away as quickly as they could, with little rhyme or reason in the route they took. "You're next, joker," the only hero left with a Santa suit intact enough to be recognizable promised the towering beast attacking Pyre. Even as he did so, however, more than two dozen more of the nasty little dark elves were crawling over the lip of the uncovered wicker basket, skittering down the back and legs of monster carrying it like insects across a picnic blanket. "Somebody get the lid back on that thing!" LaMarr shouted to the others and a new horde began to rush outward with renewed viciousness.
  18. The svartálfar clammouring over Pyre let out inhuman screeches as the flames erupted all about them, within moments reducing them all to steaming puddles of what looked like melted ice about the hero with the demonic appearance. Though none of the embattled metahumans knew enough of mystic arcana to put a name to the nasty little beasts, it was clear they anything but natural. The distraction they provided, however, turned out to be enough time for Giant Krampus to rouse itself, drawing back up to its full, massive height and bringing its empty hand swinging down in an attempt to grab the comparatively diminutive Ross. Fortunately, the four-armed artist was able to avoid the talons, at least for the moment.
  19. Svartálfar Group 2 Reflex Save vs. DC 20. (1d20+5=24, 1d20+5=15, 1d20+5=8, 1d20+5=21, 1d20+5=25, 1d20+5=22, 1d20+5=24, 1d20+5=22, 1d20+5=11, 1d20+5=9) 6 Success, 4 Failues. Toughness Save vs. DC 20. (1d20+3=13, 1d20+3=4, 1d20+3=8, 1d20+3=12, 1d20+3=16, 1d20+3=6) Toughness Save vs. DC 25. (1d20+3=11, 1d20+3=13, 1d20+3=5, 1d20+3=7) All 10 are knocked out! 19 - Asad - Staggered, 2HP 16 - Pyre - Bruised x1, 1HP 9 - Giant Krampus - Bruised x2, Dazed, Staggered 4 - Wail - Uninjured, 4HP 3 - Svartálfar (x10) - Uninjured Pyre gets that HP back, however, because I'm clearing Giant Krampus' daze! Oh ho! Giant Krampus Standard Action: Initiate Grapple vs. Pyre. (1d20+4=12) A miss! 19 - Asad - Staggered, 2HP 16 - Pyre - Bruised x1, 1HP 9 - Giant Krampus - Bruised x2, Staggered 4 - Wail - Uninjured, 4HP 3 - Svartálfar (x10) - Uninjured Wail Standard Action: Fearsome Roar Opposed Trip Check. (1d20+13=25) Svartálfar Group 3 Will Save vs. DC 23. (1d20+5=21, 1d20+5=21, 1d20+5=18, 1d20+5=24, 1d20+5=16, 1d20+5=7, 1d20+5=7, 1d20+5=9, 1d20+5=24, 1d20+5=14) 9 Failures, 1 Success. As minions, those nine attempt to flee, but: Opposed Dex Check vs. 25. (1d20+1=21, 1d20+1=5, 1d20+1=3, 1d20+1=8, 1d20+1=21, 1d20+1=7, 1d20+1=5, 1d20+1=11, 1d20+1=18, 1d20+1=2) All prone! Wail Move Action: Demoralize vs. Giant Krampus. (1d20+13=14) ... Hero Point: Demoralize vs. Giant Krampus, HP reroll. (1d20+13=29) Giant Krampus Intimidate Check vs. DC 29. (1d20+12=25) 19 - Asad - Staggered, 2HP 16 - Pyre - Bruised x1, 1HP 9 - Giant Krampus - Bruised x2, Staggered, Demoralized 4 - Wail - Uninjured, 3HP 3 - Svartálfar (x10) - Panicked, Prone Svartálfar Group 3 Move Action: Stand up from prone position. Move Action: Run awaaaaay! Including the one who saved, because @#$%, he's not taking on this guy by himself. Svartálfar Groups 4, 5, 6 Full Round Action: Skitter out of Basket of Ancient Winters 19 - Asad - Staggered, 2HP 16 - Pyre - Bruised x1, 1HP 9 - Giant Krampus - Bruised x2, Staggered, Demoralized 4 - Wail - Uninjured, 3HP 3 - Svartálfar (x10) - Panicked 3 - Svartálfar (x30) - Uninjured
  20. "I really don't, little sister," LaMarr told Ironclad with a deep rumble underwritten with amusement. There wasn't time to elaborate before the armored heroine crashed into the warehouse from above, leaving her broad-shouldered elder to tear open the front door and follow her inside just in time to see one of the two presumably super-powered enforces go flying. Hearing Block's angry threat, Wail boomed, "Big man," before letting out a sonic shout that distorted the air with its force, slamming into his target like a pillar of concrete. The villain went flying backward in the same direction as his wife, but unlike her he didn't get up again afterward, simply lying in a groaning pile while the earsplitting educator continued to walk forward, unabated.
  21. Woof. Okay, did not realize he was PL10...! In my defense, Wail is only at PL13 caps?
  22. "Oh, I know you could, corazoncito," Ellie responded to the offer without hesitation, tightening her embrace slightly and nuzzling her nose into the crook of Mara's neck. "You can do anything." It was casually said, and the medically trained young woman didn't give it much thought even afterward. It wasn't an opinion so much as reminding her girlfriend of a simple fact. "I can see having back-up workshops being useful, but I'm betting you've got more important things on your plate than building a lake house in the arctic we'd barely get to use anyway."
  23. "Lasers are your answer to everything," Erik chided with a smirk that seemed to draw some of the strain away from the corners of his eyes, though he turned his head subtly toward Willow as he felt her shiver against his side. He hoped the pregnancy wasn't doing anything to interfere with her usual indifference to the elements. "It's more an expression, florecita," he elaborated. "I'm talking, like... diapers and, y'know, other... Look, kids are expensive, is the point." Realizing just how out of his depth he was part way through the sentence had been unsettling, but the swordsman powered through. "Long term, it would be nice to have some stability and yes, I'm an old man, get off my lawn, et cetera, et cetera." Reaching into his pocket with his free hand he produced a set up keys. "Now, do you lot want to see inside, or not?"
  24. The local Gabriel-equivalent's irate tirade had certainly had the desired effect of halting the tongues of both bandana mask wearing siblings, though perhaps not for the reasons their host had intended. Jill's expression shifted from one of chagrin at her brother's questionable manners to clouded anger the moment a word was said against Jack's character; much of it she might have said herself, but a stranger had no right, particularly while asking for their help. Jack himself, thick skinned as he was, looked fairly amused by the biting reaction right up until the point where Willow was obliquely mentioned. Immediately any pretense of lazy indifference and exaggerated ease melted from his face and body language, clearly revealing the previously concealed readiness for violence to the experienced combatants in the room. While the younger of the pair looked ready to continue the argument, the question of whether the taciturn cyborg could claim the excuse of unconsciousness with regards to spying on their personal lives as well poised on her lips, things might well have come to blows where the elder was concerned had Ironclad and Arrowhawk not spoken up first. It was the grizzled archer's use of 'foppish' in particular that appeared to restore a measure of the fencer's humour, or at least the pretense of such. Jack remained silent during the long explanation of the situation's detail, perhaps marshaling his self-control and patience. He did let out a grunt when the name of Mastermind's enforcers was revealed, but didn't comment until their membership was listed. "I can take All-Star out, no question." Rather than the theatrical boasting of his earlier behaviour, this was a statement of unshakeable confidence. "Archeville or Razorwing, too, if it comes to it." "Just get me whatever medical supplies you've got," Jill added, still glaring daggers but evidently deciding it wasn't worth arguing with someone who obviously wasn't concerned with their feelings or well-being in the slightest.
  25. Midnight was beginning to see a pattern in cases handed to Cannonade by AEGIS in so much as he continued to find himself performing autopsies. The multitalented young man supposed that wasn't so surprising considering the reactionary slowness of the agency, but that may have been his own distaste speaking. What he found inside their former commando made him once again wish they had a more dedicated medical specialist around to deal with such things. "Practically turned to dust from massive radiation overdose," he reported to the others after using the Manor's equipment to compensate for his more general training. "Used corpse like a battery operated meat-puppet."
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