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Gizmo

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  1. "Oof. Hey, Eve. Thanks for having us," Trevor greeted with a small smile, patting the gymnast briefly on the head as their hostess made her rounds. It was good to see her so upbeat after a rough few months. The blonde motorcyclist he didn't recognize from around the school, though he'd met the other girl briefly. Of course, fighting off extradimensional demons in Claremont's library had been fairly memorable regardless. Following Eve's advice and stepping in from the cold, the dark haired young man found his preternaturally lucky friend in a characteristically compromising position. "Mark," he nodded with stoic dryness.
  2. Abruptly bouncing his foil off of his shoulder to parry the sudden lunge, Erik nodded. "More or less. The half-pint is a sorta strawberry vibe, and the boyscout is more of a rhubarb and apples deal." Ducking under a quick horizontal attack with considerably more showmanship than was strictly necessary, he continued. "Ran into a speedster about the right age once who 'smelled' like raspberries past their prime. Mo', though..." With a wince, he sent a probing strike Archeville's way. "Let's just say, first time I saw her cut loose without any power dampers? I thew up. Like, a lot. Not cool."
  3. "Smooth," Ellie drawled, her dry expression giving way to a pleased smile despite her efforts. "Flattery will get you everywhere, you know." Straightening her neck momentarily, she kissed Mara's forehead before moving down further to the other girl's mouth, trying not to think too much about being alone together in the expansive warehouse. She pulled away slowly for air so that her upper lip broke contact before the lower half, the latter of which she bit lightly to contain a broad grin.
  4. Taking off her borrowed helmet, Ellie - Or in this case, Jill, she reminded herself - was glad for once to have shortened her hair considerably before dyeing it. She was similarly glad to have hitched a ride on Mara's motorcycle, finally unwrapping her arms after holding on tight for the entire trip. The cream coloured sleeves of the oversized shirt he'd chosen to wear billowed slightly around the layered bangle bracelets on her wrists thanks to the much more fitted maroon vest she wore over top. The black pants flared out a bit at her ankles and matched her unbuttoned pea coat. Dismounting the the bike carefully, she grinned to Mara. "Alright, that was pretty fantastic." Jill recognized the couple in the truck that pulled in behind them as Erin and her laconic boyfriend and gave them a small wave before looking at the massive house and whistling quietly to herself.
  5. "And I'm just saying most people don't want a tiny Hitler on their wall period," Erik told Acheville, spreading his hands with a bemused look. At the abrupt change in topic, he blinked and arched a brow. "Hmm? Oh, well, I don't know the technical names for all that stuff, but yeah, I guess so." He scratched the stubble on his chin absently. "Kinda reminds me of the Terminus kids in an 'ick' way, but they're definitely more radiation-y. Your deal smells less overripe and feels more... slick? Like a slimy, brain magic taste. I guess. Sort of." Even with ample hand gestures, the swordsman had trouble articulating his metamagi impressions into words. "Either way, there's less of it these days, I think. Or I just got used to it."
  6. "Heh, I hardly think I'm the smarty pants in the room," Ellie countered, moving her hands up over Mara's shoulders and around her neck. She kept her forehead resting against the engineer's, closing her eyes for a long moment and swaying back and forth slightly as though dancing, enjoying the closeness. "Besides, these pants might be great for acrobatics," she pointed out wryly, reopening her eyes, "but they don't leave a whole lot to mystery."
  7. With vetoing the Night Cycle as a means of transportation in her newly acquired skirt, Trevor drove his girlfriend's newly washed, blue pickup up the curving driveway leading up to the Martel estate. What with one thing or another, they'd had to postpone taking Eve up on her open brunch invitation more than once, and the young man was glad to finally have a chance to pay his diminutive friend a visit. For his part, he'd dressed in a black sport coat undone over a light blue dress shirt and equally dark pants. Fortunately, he managed to carry his ever present fedora and oval sunglasses in a manner that made them seem appropriate as well. Pulling up behind the other vehicles, his eyebrow's raised slightly above the tinted lenses, though it didn't take much to realize that he was more interested in the newly arrived motorcycle than its riders. "Shall we?" he asked, turning to Erin.
  8. Resisting the urge to give the gaping hole in reality a wary glare, Trevor took a cookie from the plate almost hesitantly. "Bit of both," he answered her question, taking a small, thoughtful bite. "Hedge my bets some, though. Most of my equipment is designed to be modular." Warming up with a sip of coffee, the young man gradually became more animated as he started in on the topic. "On Mr. Lumin's class trip, I rigged what was basically a gas leak detector to a miniaturized computer running a rosetta stone program to translate the Mai'yoa language. It's partly olfactory," he explained matter-of-factly.
  9. With the crash landing causing a commotion right in their proverbial backyard, it was no surprise when Jack of all Blades and his younger sibling Jill O'Cure arrived on the scene shortly, tumbling acrobatically down into the street from a nearby rooftop. Regarding the strange, smoldering object for a moment, Jack produced his lighter from his royal blue great coat, summoning a blade of flickering flame into his hand. "Crowd control, hermaita," he instructed, walking cautiously toward the pyramid. "Uh, what are you doing?" Jill inquired with a flatly apprehensive tone as she gently encouraged nearby gawkers to back away with her shimmering force fields. "Gonna cut into it, see what's what," her older brother responded, circling the hunk of metal and looking for a convenient place to make his incision. The metamagi medic's eyes went wide behind her crimson bandanna mask. "What? That is the literal opposite of a good plan!" Looking up to see a familiarly patriotic figure descending, she breathed a sigh of relief. "Oh, thank pink and fluffy goodness."
  10. Ellie scoffed at the suggestion. "Please, a robot harem would just cramp my style. No bedside manner." Sliding off on the counter almost as soon as she'd perched herself atop it, the young woman stepped forward to link her hands loosely around Mara's waist. "And 'athletic' is really just your way of alluding to my butt again, isn't it?" she teased, leaning in for a lingering kiss to make sure a mechanized replacement wasn't too tempting a notion.
  11. Midnight II Add a new Complication: Mental Familiarity (Trevor and Eve Martel have developed their telepathic rapport to the point where she is unaffected by his otherwise difficult to read mind.) 1PP - +1 to his Reflex Save. Reflex: +8 (+3 Dex, +5) 2PP - Remove the Displacement Flaw from his Concealment. Concealment 2 ("Shadowy Presence" [Mental, Mutant]; All Mental Senses) [4PP] 5PP - Add a new power! Immunity 10 (Telepathic Resistance [Mental, Mutant]; All Mental Effects, Flaws: Limited [Half]) [5PP] 1PP - Add an AP to his Obscure, representing the new trick he learned in Routine Maintenance. Obscure 3 (Midnight Mist [Gaseous Cloud, Mutant]; Visual Senses, 25ft radius, Extras: Action 2 [Free], Independent, Flaws: Range [Touch], Power Feats: Alternate Power) [10PP] AP: Protection 7 (Supersaturated Muscle Tissue [Mutant]; Extras: Duration [sustained]) [7PP] Enhanced Strength 2 [2PP] 1PP - Add to Super-Sense to turn Darkvision and Visual Counters Obscure [fog/mist] into: Super-Senses 6 (Infravision, Visual Counters Obscure [All]) [6PP] [b]Players Name[/b]: Gizmo [b]Power Level[/b]: 14 (205/205PP) [b]Trade-Offs[/b]: +2 Attack, -2 Damage [b]Unspent PP[/b]: 10 [b][u]Progress to Gold:[/u][/b] 55/90 (Silver status earned with [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=2517]Jack of all Blades[/url]) [floatr][img=http://www.freedomplaybypost.com/wiki/images/3/3d/MidnightIIHF.png][/floatr][b]Characters Name[/b]: Midnight II [b]Alternate Identity[/b]: Trevor Hunter [b]Age[/b]: 17 [b]Gender[/b]: Male [b]Height[/b]: 6'2" [b]Weight[/b]: 165 lbs [b]Hair[/b]: Black [b]Eyes[/b]: Black Sclera With Red Irises [b]Description[/b]: 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, giving him a thinness 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 one concession is a battered black fedora which he wears whenever convenience allows. 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]History[/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 enrol 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. [b]Personality & Motivation[/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]Powers & Tactics[/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. Using his specially designed goggles, Trevor takes advantage of the cover to terrify his foes and strike undetected, leaving no trace of himself save unconscious criminals. A secondary power clouds his presence from telepathy and other mental senses, making him a shadowy figure even on the mental plane. Supplementing these powers are an array of compact gadgets secreted about the pockets of his coat and belt. [b]Complications[/b]: [i]Camera Shy[/i] (Trevor prefers to remain unseen by the public; the shadows are where he does his best work.) [i]Disarmed[/i] (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 normal.) [i]Don’t Touch the Hat[/i] (Don’t. Touch. The [i]Hat[/i].) [i]Erin White[/i] (Dating. It's complicated.) [i]Frightening[/i] (The Midnight costume is great for scaring bad guys, not so great for reassuring civilians, especially kids.) [i]Honest[/i] (Trevor’s a lousy liar, to the point of bluntness) [i]Legacy[/i] (Living up to his inherited code name means the world to Trevor.) [i]Loyalty[/i] (Trevor insists he's only a part-time member of Young Freedom, but his teammates know better and deep down, so does he.) [i]Mental Familiarity[/i] (Trevor and Eve Martel have developed their telepathic rapport to the point where she is unaffected by his otherwise difficult to read mind.) [b]Abilities[/b]: 8 + 6 + 6 + 4 + 4 + 8 = 36PP STR: 18/20 (+4/+5) DEX: 16 (+3) CON: 16 (+3) INT: 14 (+2) WIS: 14 (+2) CHA: 18 (+4) [b]Combat[/b]: 18 + 12 = 30PP Initiative: +3 Attack: +9 Base, +15 Melee Grapple: +19 Defense: +13 (+6 Base, +7 Dodge Focus), +3 Flat-Footed Knockback: -4, -2 Flat-Footed [b]Saving Throws[/b]: 4 + 5 + 8 = 17PP Toughness: +10/+14 (+3 Con, +4 Defensive Roll, +3 Midnight Costume/+7 Protection) Fortitude: +7 (+3 Con, +4) Reflex: +8 (+3 Dex, +5) Will: +10 (+2 Wis, +8) [b]Skills[/b]: 116r = 29PP Acrobatics 7 (+10) Craft (mechanical) 13 (+15) Drive 12 (+15) Gather Information 6 (+10) Intimidate 16 (+20) Knowledge (Streetwise) 3 (+5) Knowledge (Tactics) 13 (+15) Knowledge (Technology) 3 (+5) Language 2 (ASL, French, English [Native]) Medicine 3 (+5) Notice 8 (+10) Perform (Dance) 1 (+5) Sense Motive 13 (+15) Stealth 16 (+19) [b]Feats[/b]: 39PP Attack Focus (Melee) 6 Benefit 2 (Wealth 2) Blind Fight Defensive Roll 2 (+4 Toughness) Distract (Intimidate) Dodge Focus 7 Equipment 6 (30EP) Hide in Plain Sight Jack of All Trades Luck 3 Master Plan 2 Power Attack Second Chance (Intimidate) Skill Mastery 2 (Acrobatics, Drive, Gather Information, Intimidate, Medicine, Notice, Sense Motive, Stealth) Sneak Attack Startle Well-Informed [quote name="Equipment"]3 + 1 + 3 + 4 + 14 = 25ep [b][u]Collapsible Escrima Sticks:[/u] Strike 3[/b] ([i]Power Feat:[/i] Mighty, Subtle); [i]Cost:[/i] 5ep [b][u]Gas Mask[/u]: Immunity 1[/b] (eye and lung irritants); [i]Cost:[/i] 1ep [b][u]Grappling Hook[/u]: Super-Movement 1[/b] (Swinging), [b]Speed 1[/b] (10 MPH); [i]Cost:[/i] 3ep [b][u]Midnight Costume[/u]: Protection 3[/b] ([i]Power Feat:[/i] Subtle); [i]Cost:[/i] 4ep [b][u]Night Cycle:[/u] Speed 5[/b] (250 mph) [list][u]Stats[/u]: [i]Size:[/i] Medium; [i]Strength:[/i] 20; [i]Defense:[/i] 10; [i]Toughness:[/i] 10; [i]Features:[/i] Disguise, Hidden Compartments, Nitro Injectors, Remote Control, Subtle; Cost: 17ep[/list][/quote] [b]Powers[/b]: 4 + 27 + 5 + 10 + 2 + 6 = 54PP [b]Concealment 2[/b] ("Shadowy Presence" [Mental, Mutant]; All Mental Senses) [4PP] [b]Gadgets 3[/b] (Utility Coat & Belt; 15pp Variable Power, Any Power, Multiple Powers At Once, [i]Extras:[/i] Action 2 [Free], Duration [Continuous], [i]Flaws:[/i] Hard-To-Lose) [27PP] [b]Immunity 10[/b] (Telepathic Resistance [Mental, Mutant]; All Mental Effects, [i]Flaws:[/i] Limited [Half]) [5PP] [b]Obscure 3[/b] (Midnight Mist [Gaseous Cloud, Mutant]; Visual Senses, 25ft radius, [i]Extras:[/i] Action 2 [Free], Independent, [i]Flaws:[/i] Range [Touch], [i]Power Feats:[/i] Alternate Power) [10PP] [list][b][u]AP[/u]: Protection 7[/b] (Supersaturated Muscle Tissue [Mutant]; [i]Extras:[/i] Duration [Sustained]) [7PP] [b]Enhanced Strength 2[/b] [2PP][/list] [b]Sensory Shield 2[/b] (Vision) [2PP] [b]Super-Senses 6[/b] (Infravision, Visual Counters Obscure [All]) [6PP] [b]DC Block:[/b] [code]ATTACK RANGE SAVE EFFECT Unarmed Touch DC19(21*) Toughness (Staged) Damage (Physical) Escrima Sticks Touch DC22(24*) Toughness (Staged) Damage (Physical) *Sneak Attack Abilities 36 + Combat 30 + Saves 17 + Skills 29 + Feats 39 + Powers 54 = 205/205 Power Points Sneergified
  12. With an amused smirk, Ellie conceded the point. "Well, maybe you should just feel my forehead," she drawled, feigning a sudden faintness and fanning herself with one hand. Hopping up onto the edge of the counter so that her feet swung back and forth freely, the teenager held up a single finger in warning, moving her head in an exaggerated serpentine motion. "Just remember, macking on Robo-Me is still cheating, and I am so the jealous type."
  13. Ellie looked from the device Mara had pointed at back the inventor with a small frown. She opened her mouth as if to speak but instead closed in again and turned back to the alleged ray. Finally, she let out a breath she'd been holding unintentionally and shrugged in resignation. "I got nothin'," she admitted, leaning back against the kitchen counter and offering Mara a bemused smile. "That is some pretty crazy stuff."
  14. Trevor gave the tray of cookies Stesha retrieved a look that suggested he was waiting for them to come alive and attack him, but the young man said nothing beyond a murmured thanks as he sat down. He'd gotten a lot better at socializing with his peers and classmate over the last year or so, but he realized he still had a ways to go. "Ah... some advanced physics, mathematics. Theory, mostly. Get a chance for practical application in the field."
  15. "I'm not going anywhere if you're not, Marbar," Ellie promised with a genuine smile, evidently cheering up. The sense of responsibility that came with her powers still weighed on her, but it felt much lighter for the moment. "We can be hilariously codependent together. Deal?" At Mara's offhand comment, however, the taller girl paused with nonplussed look. "...okay, I still can't tell when you're joking about that kind of stuff."
  16. 'Dunno, depends on what doohickey it is," Erik answered the inquisitive scientist, working a small shrug into his swordsmanship. "Your flying belt deal is kinda like a mini Dark Star, for one thing." The fencer slowed his own attack as Archeville clearly became distracted with his own explanations, eventually stopping altogether to listen. "Huh, can see why you gloss over the master race vibe when you can." The younger man snorted wryly, balancing his foil on his shoulder. "Hitler Clock may have been a little much." Seeing how uncomfortable the German hero was, however, he softened his expression. "Hey, Dok, c'mon. So you've got freaky magic brains. I see faerie glamour as three dimensional paisley. There's a pretty high standard for bizarre around here."
  17. With a serious nod, Trevor turned his attention to the generator. Ultimately, he had to replace the bulk of the wiring leading out to the underground cables connected to the remote enclosure, but most of the device was salvageable. Rerouting then replacements through a series of breakers would hopefully make any future overloads quick fixes until an additional generator could be installed. Bolting the metal paneling back in place, he restarted the shed-sized contraption and sauntered back to cottage, carrying his toolboxes with him. "Running again," he informed Stesha when he found her. "Take a while to get going."
  18. "Heh," Midnight chuckled shortly as Sage slapped the spare Edge. It was good that Wander quickly stepped in to resolve the situation, but that didn't make the diminutive telepath's reaction to the unexpected transportation any less amusing. Retrieving a palm sized digital tablet from his jacket, Midnight largely ignored the conflict. "Have to excuse. Get used to it," he calmly assured the duplicate team as he scanned the area for chroniton and thanatosian radiation. He had to dial down the device's sensitivity before he was able to make much sense of the readings, so awash in dangerous energies was the surrounding area. "...that said, do not leave the bridge." Pointing at the massive white doors, he tucked the computer away. "That's the heart of it. That's where we're headed."
  19. Extricating her spare hand from between them, Ellie returned the hug with a fierce squeeze, butting her head into the crook of Mara's neck briefly before straightening. "Ah... that means a lot, muñequita. Estoy agradecida." Pulling the hand from the inventor's back, she wiped the back of a long, black sleeve over eyes threatening to tear up. "Kinda came outta nowhere," she attempted to play it off with a forced chuckle. "Hem. But, uh... thanks for being here. When I need you."
  20. Gadgets! Super-Senses 15 (Detect Chroniton and Thanatosian Radiation [Radio, Extras: Accurate, Acute, Analytical, Counters Concealment, Extended [100’], Penetrates Concealment, Radius, Ranged, Tracking]) (15PP)
  21. Mirroring Mara's moment of conflicted hesitation, Ellie froze briefly before practically collapsing into the smaller girl's shoulder as months of bottled frustration and self reproach crashed over her. "M'sorry..." she mumbled apologetically into the engineer's t-shirt as she struggled to steady her halting breath. The hot sting of embarrassment over looking foolish gradually gave way to the comforting immediacy of Mara's quiet presence.
  22. So much of Erik's time was spent fighting large groups or ranged attackers that it was a welcome change to return to the contained vigor of a true, sword-on-sword duel. Archeville's style confused him briefly as he put enough skill and effort into matching the scientists' pace that he didn't regret missing his regular workout. What's he... Spurred by a hunch, he abruptly turned a thrust into a feint and changed his angle of attack. There was the briefest of pauses, almost imperceptible, before his opponent swiftly compensated with mechanical efficiency. No reflex, he's actually thinking it all through. The swashbuckler mode of combat relied on his highly trained body responding to threats even before his conscious mind could identify them; by rights, Archeville's approach should have slowed him down considerably. "So, Dok, lemme know if - open on you left - this is a personal deal, but you're not just crazy smart, huh? I always got a little funky juju - whup, nice try - off you, but I kinda though maybe that was just all the gear you carry."
  23. With a troubled sigh, Ellie let her shoulders slump slightly. "Yeah. I'm still trying to work out a system." The medic fidgeted, tipping her empty bottle back and forth on the counter idly. "Even if I didn't have to be sneaky about it, I couldn't help everyone. There's so many, I- I..." With a shaky sniff, her expression turned pained for a moment, although she attempted to wave off the sudden show of emotion, clearly flustered. "Hunh... Sorry, sorry...!"
  24. Ellie shrugged, clearly chagrined as she elaborated. "Not so much interesting as sloppy. When I volunteer at the hospital they mostly have be taking care of paperwork type stuff in the ER, signing people in, that kinda thing," the medic explained. Despite her knowledge and talents, there was only so much trust a traditional medical facility was willing to put in an eighteen year old, early 90s television dramedies not withstanding. "Sometime I manage to fix some broken bones on the sly while people are waiting or whatever, but since its flu season, there's been a lot of people suddenly feeling much better all of the sudden, go figure!" With a rueful sigh, the taller of the pair reached the embarrassing part of the story. "Only it turns out this one guy who stops coughing all magic like had already been diagnosed with chronic bronchitis, and they kinda notice when that disappears without warning."
  25. Stabpunched by Ecalsneerg Jack of all Blades 8PP to spend, and all pretty straight forward stuff. 2PP - +2 Constitution for 18 (+4) total, giving him: Toughness: +10 (+4 Con, +4 Defensive Roll, +2 Greatcoat), +6 flat-footed Fortitude: +8 (+4 Con, +4) 3PP - Drop 1 rank of Dodge Focus and increase Base Defense by 2, giving him Defense +20 (+12 Base, +8 Dodge Focus), +6 Flat-Footed 1PP - +1 Rank of Luck for a total of 5. 1PP - Ultimate Will Leaving 1PP saved for later! [b]Players Name[/b]: Gizmo [b]Power Level[/b]: 15 (232/233PP) [b]Trade-Offs[/b]: +5 Attack, -5 Damage, +5 Defense, -5 Toughness [b]Unspent PP[/b]: 1 [b]Progress to Gold:[/b] 83/90 [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]Age[/b]: 23 [b]Gender[/b]: Male [b]Height[/b]: 5'11'' [b]Weight[/b]: 145 lb [b]Hair[/b]: Dusty Brown/Black as Jack of all Blades [b]Eyes[/b]: Dark Blue [b]Sidekick[/b]: [goto=Jill]Jill O’Cure[/goto] [b]Description[/b]: 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. Radiation, sonics, lasers, even shadows and magical 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. The specific source of his powers is unclear. Mystic heroes have determined that there is nothing extraordinary about the playing card he found, at least not any more. It's possible that it merely provided a mental template for a latent mutant ability, while another theory supposes that it held a conceptual incarnation, vaguely akin to but far lesser than Dr. Metropolis, which has since merged with Erik. Although he initially didn't worry much about the specifics, the recent appearance of three new opponents has spurned Erik to search for answers. Jack of Cups, who add the force of any attack to his own strength, Jack of Coins, a probability manipulator and Jack of Staves, a skilled magic user have all attacked Erik on sight, making cryptic references to a Tournament of Suits. All three have proven to be dangerous and capable foes, forcing Erik to play upon their animosity towards each other to escape. [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 any kind of energy 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, and 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, a magic user's mystical attacks or even the shadows controlled by a darkness manipulator, none of which he would be able to access 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 more subtle energies present in all living things. 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] (The Jack of Cups, of Coins and of Staves, who are apparently involved in some sort of deadly tournament, and believe Erik is as well.) [i]Grandstanding[/i] (Erik's style revolves around showing off, in and out of combat, even when discretion might be wiser.) [i]Responsibility[/i] (Man of the House) [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]Abilities[/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]Combat[/b]: 14 + 24 = 38PP Initiative: +9 Attack +7 Base, +14 Melee, +20 Swords Grapple +17 Defense +20 (+12 Base, +8 Dodge Focus), +6 Flat-Footed Knockback -4/-1 [b]Saves[/b]: 4 + 10 + 8 = 22PP Toughness: +10 (+4 Con, +4 Defensive Roll, +2 Greatcoat), +6 flat-footed Fortitude: +8 (+4 Con, +4) Reflex: +15 (+5 Dex, +10) Will: +10 (+2 Wis, +8) [b]Skills[/b]: 56R = 14PP Acrobatics 10 (+15) Bluff 20 (+26) Climb 5 (+10) Knowledge (Streetwise) 2 (+2) Language 1 (English [Native], Spanish) Notice 8 (+10) Stealth 10 (+15) [b]Feats[/b]: 75PP Agile Climber Attack Focus (Melee) 7 Attack Specialization (Swords) 3 Beginner's Luck Challenge (Fast Task [Feint]) Defensive Attack Defensive Roll 2 (+4 Toughness) Distract (Bluff) Dodge Focus 8 Elusive Target Equipment 3 Evasion 2 Fascinate (Bluff) Fearless Grapple Finesse Improved Critical (Swords, 18-20) Improved Initiative Inspire 5 Jack-of-all-Trades Luck 5 Move-By Action Power Attack Set Up Sidekick 33 (18 + 15 Veteran Reward) Skill Mastery 1 (Acrobatics, Bluff, Notice, Stealth) Takedown Attack 2 Taunt Ultimate Will Uncanny Dodge 2 (Mental [Energy Awareness], Visual) [quote name="Equipment"][b][u]Greatcoat[/u][/b]: [b]Protection 2[/b] [[i]Power Feat:[/i] Subtle]; [i]Cost:[/i] 3EP [b][u]Grappling Hook[/u][/b]: [b]Super-Movement 1[/b] (swinging), [b]Speed 1[/b]; [i]Cost:[/i] 3EP[/quote] [quote name="Shared Equipment"][b][u]Personal Contribution[/u][/b]: [9EP] [b][u]Interceptors HQ[/u][/b]: [21EP] [i]Size:[/i] Large; [i]Toughness:[/i] 10; [i]Features:[/i] Combat Simulator, Communications, Computer, Concealed 2, Defense System, Fire Prevention, Garage, Gym, Living Space, Holding Cells, Infirmiry, Power 2, Power System, Security System 2, Workshop [b][u]Defense System 1[/u][/b]: [b]Snare 11[/b] [b][u]Power 1[/u][/b]: [b]Healing 10[/b] ([i]PFs:[/i] Persistent, Regrowth) [22pp] [b][u]Power 2[/u][/b]: [b]ESP 6[/b] ([i]Visual, 20 mile range [all of Freedom City][/i]; [i]Extra:[/i] No Conduit; [i]Flaw:[/i] Medium – Surveillance equipment; PFs: Subtle, Rapid [x10]) [14PP] AND [b]Quickness 12[/b] ([i]Flaws:[/i] Limited to Search) [4PP] AND [b]Quickness 12[/b] ([i]Flaws:[/i] Limited to Notice) [4PP] [b][u]MAVERIC[/u][/b] (Mobile Armored Vehicle for Emergency Response and Intercepting Criminals): [13EP] [b]Size[/b]: Huge [2EP] [b]Strength[/b]: 35 [1EP] [b]Speed[/b]: 5 [5EP] [b]Toughness[/b]: 10 [1EP] [b]Defense[/b]: 8 [0EP] [b]Features[/b]: Alarm, Caltrops, Remote Control, Smokescreen [4EP][/quote] [b]Powers[/b]: 32 + 2 + 7 + 2 = 43PP [b]Energy Sword 7[/b] (Corrosion, [i]Power Feats:[/i] Alternate Power, Improved Critical (18-20), Mighty, Variable Descriptor 2 [Any Energy], [i]Drawbacks:[/i] Limited [Available, Concentrated Energy Types], [i]Extras:[/i] Penetrating) [32PP] [list][b][u]AP[/u] Energy Sword Flurry 7[/b] (Damage, [i]Power Feats:[/i] Improved Critical (18-20), Mighty, Variable Descriptor 2 [Any Energy], [i]Drawbacks:[/i] Limited [Available, Concentrated Energy Types], [i]Extras:[/i] Autofire 3) [31PP][/list] [b]Super-Senses 2[/b] (Energy Awareness [Mental], Magic Awareness [Mental])[2PP] [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] [b]Super-Senses 6[/b] (Detect Energy [Mental, [i]Extras:[/i] Accurate 2, Acute, Radius, Ranged], [i]Feats:[/i] Alternate Power) [7PP] [list][b][u]AP[/u] Super-Senses 6[/b] (Detect Magic [Mental, [i]Extras:[/i] Accurate 2, Acute, Radius, Ranged]) [6PP][/list] [b]Swordsmanship Supremacy 1[/b] (Probability Control, [i]Flaws:[/i] Limited 2 [Swordsmanship]) [2pp] [b]DC Block[/b]: [code]ATTACK RANGE SAVE EFFECT Unarmed Touch DC18 Toughness (Staged) Damage Energy Sword Touch DC17 Fortitude (Staged) Drain Toughness Energy Sword Touch DC25 Toughness (Staged) Damage Abilities 40 + Combat 38 + Saves 22 + Skills 14 + Feats 75 + Powers 43 = 232/233 Power Points Note: Jack of all Blades has a single rank of Improved Critical as part of his Strike 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. 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 Energy Sword Array, which means he will no longer benefit from his Attack Specialization or Improved Critical feats. Effects that nullify mutant powers shut off said Array entirely, as well as his Super-Senses. [anchor]Jill[/anchor] Power Level: 10 (164/165 PP) (Sidekick 30) Trade-Offs: +5 Defense, -5 Toughness Unspent PP: 1 [floatr][/floatr]Characters Name: Jill O'Cure Alternate Identity: Ellie Espadas, Jill Pique Age: 18 Gender: Female Height: 5'8'' Weight: 125 lb Hair: Dusty Brown, Dyed Black Eyes: Dark Blue Description: 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 oversized dress shirts under fitted vests and similar combinations, accessorising 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 paralysed from the waist down, Ellie actually arrived on the scene before her brother, in time to see the paramedics who arrived to stabilise her mother. While the tragedy signalled 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 artefact 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 has enrolled at Claremont Academy for her senior year under the pseudonym Jill Pique, in order to learn more about her powers. 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 devestating attack on a body's natural defenses with a mere touch. These applications are signalled 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, sheilding 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 essense. 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: 0 + 8 + 4 + 10 + 4 + 6 = 32PP Str: 10 (+0) Dex: 18 (+4) Con: 14 (+2) Int: 20 (+5) Wis: 14 (+2) Cha: 16 (+3) Combat: 8 + 16 = 24PP Attack: +4 Base, +7 Melee, +11 Disease Touch Grapple: +8 Defense: +16 (+8 Base, +8 Dodge Focus), +4 Flat-Footed Knockback: -2/-0 Initiative: +4 Saves: 5 + 6 + 8 = 19PP Toughness: +6 (+2 Con, +2 Defensive Roll, +2 Costume) Fortitude: +7 (+2 Con, +5) Reflex: +10 (+4 Dex, +6) Will: +10 (+2 Wis, +8) Skills: 56R = 14PP Acrobatics 6 (+10) Bluff 15 (+18) Knowledge (Life Sciences) 5 (+10) Language 2 (Latin, Spanish) Medicine 12 (+15) Notice 10 (+12) Stealth 6 (+10) Feats: 23PP Attack Focus (Melee) 3 Defensive Roll 1 Distract (Bluff) Dodge Focus 8 Eidetic Memory Equipment 1 Evasion 2 Fearless Improvised Tools Power Attack Quick Change Set-Up Taunt Powers: 2 + 50 = 52pp Immunity 2 (disease, poison) [2PP] Biological Manipulation Array 24 (48PP, Power Feats: Alternate Power 2) [50PP] Healing 11 (Power Feats: Dynamic, Stabilize, Persistent, Regrowth, Extra: Restorative, Total) [48PP] AP Disease Touch 11 (Drain Fortitude 11, Power Feats: Accurate 2, Incurable, Slow Fade, Extra: Linked [Damage]) + (Damage 11, Extras: Alternate Save [Fortitude], Linked [Drain], Secondary Effect) [48PP] AP Create Object 10 (Power Feats: Dynamic, Progression 2 [25-foot cube/rank], Selective, Stationary, Tether, Extras: Impervious, Movable) [46PP]DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC15 Toughness (Staged) Damage Disease Touch Touch DC21 Fortitude (Staged) Drain Fortitude Touch DC26 Fortitude (Staged) Damage Abilities 32 + Combat 24 + Saves 19 + Skills 14 + Feats 23 + Powers 52 = 164/165 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.
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