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Freedom City Guidebook
Freedom City PBP: A How-To Guide
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"Could...sort of camp out," Mara pondered. Rather than crowd Ellie at the door she was staring off into space, eyes unfocused and darting around a bit as she played her memory of the room back. She bit her lip, pondering the layout of the space they had to work with. "Just finished a new project. Would need full...jewelry...or some private space, though, to monitor from. But wouldn't have to be here to be here, if that..." She trailed off, apparently dissatisfied with the double-talk. "Remote surveillance. Can provide remote surveillance. Still a bunch of waiting and watching, though."
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- dragonfly
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"Girl...?" Matt clearly wasn't sure what to do with that, but his surprise and minor consternation were thankfully interrupted when his dog had a short coughing fit. "....yeah. Okay, so, 'roomie', ground rules: there's some stuff that I probably don't need to know, 'cos it's not my business and I don't care. Okay? And maintenance isn't really the point," he added, glad for something else to talk about. "This isn't The Walking Dead or whatever. I dunno where the hell you're from but in this city 'taking down someone bulletproof' with....ugh. No, y'know what, never mind. I don't care." He shoved his hand back into his pocket, trying - and failing - to not look at the attention the pair was getting. "Don't care. Fine, roommates, whatever. The dog-kicker already packed his stuff up, so I'm guessing we get my room. C'mon, I'll show you the way."
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"You live in a school," Matt pointed out, rather dubiously, looking at Riley like he wasn't sure the boy was entirely sane. "Not a lot even in the city that you need an axe for. ....or a crossbow, I guess," he added, frowning at it. "Little bit dangerous, don't you think? Might as well run around with a gun - it'd do you better and you'd blend in with the gangs." He rolled his eyes - at the gun or later comments, it wasn't clear. "Two dogs isn't a 'pack'. The old guy can shove it. So can anyone else who doesn't like 'em - including the idiot who gave me this. And yeah, I'm fine. Better'n him." He reached up to touch it, frowning. "He kicked my dog. Taught him not to, but I'm down a roommate --" He froze as the puzzle piece clicked into place, and deflated a bit. "....which is where you come in, I'm betting, after the stink bomb. Great."
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Matt didn't reply for a moment, taking deliberate time to look from Riley, to his dog, back to Riley, and finally over to Riley's things before returning to the conversation. "....sure," he replied, apparently not quite certain what to make of what he was seeing. The dog sat down, and if it wasn't just a dog one would swear that it looked amused. "Yeah, sure. I'm from the dog dimension. Why not, right? But hey, way I figure it...." He pulled his free arm's hand out of his pocket, pointing pointedly at the hatchet. "....gotta be better'n Oz. You keep the oil can in that bag, Tin Man, or what?"
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Matthew looked like he'd seen better days - but then, he usually did. He had the disinterested glower of a teenager who really just didn't want to deal with people right now, and wanted to make sure they knew it, too. His shoulders were hunched, hands in his jean pockets, and with the flannel shirt slung under one arm (torn, maybe?) he was left with a worn tank-top and some old shoes to advertise the thinness of his wallet. The attitude was enough to give him some space, anyway. Or maybe that was the dog: a hip-height pile of fur and muscle, muzzle a little too square to be a wolf but too large and scruffy to be a proper domestic breed, pitch black and showing more interest in the other students than its owner was. No leash, no collar (though who'd know under all that fur), but it seemed content enough to tag along at its minder's heel. It noticed John and Riley first, cocking its head at them, and some unseen signal prompted Matt to turn his head their way too. His raven hair had fallen to frame his face, but at that angle it couldn't quite hide the bags under his eyes...or the still-healing bruise gracing one cheekbone. He looked at them, looking at him, before screwing up his face into something like a frown. "....what."
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Wraith had fought wolves before - both Earth versions and her own planet's nearest equivalent. She had fought hostile plants, too - the ones that hunted back home, and that thing with the horrible tree back in Claremont. She could not recall having ever fought plant wolves, but she was game, and it was the sanest thing she'd had to go up against in a while. She'd launched herself off the tower as soon as they'd shown up, hitting the ground with her usual disregard for heights and making a beeline toward the nearest group; she was a silver blur across the snow as she made her way over, and when she finally descended on them it was violent poetry in motion. Her assault was, really, like a dance: she was always moving, momentum carrying her scythe-tipped tendril-like arms into one wolf only to have that motion spin her off into the next. They were as careful as she'd expect pack hunters to be, though, and when she stopped to take stock she didn't like what she saw. "We have large plant wolves," she announced over Eve's link, glancing over at the ongoing skeleton fight. "The ones that are left may split, east and west. I will take east and hope the others follow, but you may have more trouble soon if they do not."
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- papercut
- temperance
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Move Action: Elongate - +5' to her reach. Standard Action: Chaaaaarge! Wraith's attack bonus is +12; with charge, that's +14, so she'll go ahead and power attack to +4/-4 and take 10 against the nearest group of wolves - if she can she'll try to charge into the pack a bit, but if she can only hit the edge of the group closest to her she'll live with that. Should just hit (effective roll of 20), for a DC31 Toughness save. She'll follow through on that to takedown attack anything she can. Wraith's at -2 defense until her next turn.
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- ghost girl
- wraith
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Mara's eyebrows shot up as she mulled that one over, one finger on her free hand tapping against her leg while her other gave Ellie's a grateful squeeze. She hadn't expected anyone to notice her reaction - that her girlfriend has was...gratifying? Comforting? "Would explain the interest," she murmured, frowning. "Or might, anyway. Disappearing uniform is weird, though. Too many possibilities. Uniform has powers? Someone covering for him? Theft?" It took her a moment to snap out of it, glancing up at the nurse like she'd only just realized other people might be able to hear her. In a public space. While trying to be a normal person. "....mmh. Sorry. Engineer," she provided as if that would explain everything, offering what she hoped was an apologetic smile. "I am one, I mean. Brain gets away from me sometimes. Did you ever hear what the outfit looked like? Kind of curious."
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- dragonfly
- jill o cure
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Gaian Knight / Tiamat none Dragonfly The Ashes of This World (2) Wraith A Picture of Sophisticated Grace (11) How to Build a Better Scythe (5) Eclipse none Ref point to Dragonfly, please.
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"Would have preferred to run him down," Mara muttered, straightening her blouse again. She made half a movement to step forward and help with the cart before spying the pill bottles, and the motion played back in reverse, one hand twisting uncomfortably behind her leg where the others wouldn't see it. nope "Owe him punches for interruptions. Many punches." "It's a weird thing, though," she commented, loud enough to be heard, leaning her head over to glance into the room. An expert eye took stock, memorizing the area in case it would come in useful later...though she sorely wished she had her suit's mapping suite on hand. "Have to assume this doesn't happen often. Can't imagine coma patients make many enemies, wouldn't exactly pose much threat. Why here, why this person? What's special about - mmh. Not special, I mean, obviously, but-"
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A few minor spelling things: "suites" instead of "suits" in one spot, and "steal capabilities" instead of "stealth capabilities". As his suit's a device, don't expect to get a hero point out of "It's a Technological Thing-A-Ma-Jig"; your device not working right when damaged is just part of the reason you get the device cost savings, I'm sad to say. (And having a character with a battlesuit myself, believe me: I am sad to say it!) General Formatting in the sheet is kinda all over the place - extra white space, powers all spread out, etc. Probably just an artifact of cutting & pasting into our forum's post editor, but if you can clean it up any future GMs you have will thank you for it. Abilities Enhanced Intelligence is noted as 22 (+6), but with base int 14 and only 4 ranks of the Enhanced Intelligence power, this should be 18 (+4). Note that this also changes the skills section and all int-related bonuses. Combat The initiative section has been left blank, as has Knockback. The attack bonus line should probably note what his attack bonus is with various powers, as I note you have Accurate on the Shurikens and some attack specialization with the bo staff. With a melee attack bonus of +4 and a +1/+2 strength, I calculate a +6/+5 grapple bonus, unless I'm missing something somewhere. Saves The pp-bought bonuses on saves aren't base, they're just bare - "+2 Con, +6" rather than "+2 Con, +6 base", for instance. The base bonus is from your ability score! With +2/+5 Dex and +5 from pp, Reflex should probably be +7/+10 rather than +8/+10. Skills Gryphon has bought 48pp of skills, not 47. 12pp is correct, though, which is the important bit. Notice 5 + 0 Wis + 4 from Enhanced Skills would be +9 Notice, not +10. Powers Unfortunately, the power armor costs more than currently noted: 18 ranks * 4pp/rank + 2 (restricted feats) = 74pp, not 72pp. I've taken the liberty of updating the Skill Mastery notation to be a little more clear, as well as noted the skills in the Skills section that receive benefit from it. DC Block Cleaned this up to make it a little more readable.
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pc Woodsman (PL 10) - AvengerAssembled
Fox replied to Avenger Assembled's topic in Archived Characters
APPROVED!- 2 replies
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- pl 10
- claremont character
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APPROVED!
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- torpedo lass
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I'll just roll the fluff of the action into her next IC post, but Wraith'll jump (fall) off her tower and move between the bluff and the wolves.
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- ghost girl
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Combat As all your attack powers carry a +4 accuracy bonus, you may find it useful to note that in the combat section - "+6 Melee, +6 Ranged, +10 Powers" or the like. It'll be helpful to both you and anyone who GMs for you. With a melee attack bonus of +6 and +0 Strength, Torpedo Lass would have a base grapple bonus of +6, not +7. The enhanced bonus should be correct as-is (6+11=17). Saving Throws Looks like the notation on your Fort, Reflex, and Will saves is still empty - the pp costs look okay, though. Feats Environmental Adaptation is not a ranked feat - you only need one rank of it to be free from penalties while underwater. What's the second rank here for? Note that this may be putting you over-budget - as-written you have 21pp of feats (including equipment), rather than the 20 noted in the sheet.
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- torpedo lass
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APPROVED!
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- alkahest
- claremont character
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Dragonfly went still for a moment, and clad in her armor and silence she could have just as easily been another robot. Until, at least, she started talking again - at which point her voice had a rather human level of barely-controlled condescension and distaste to it. "Not...entirely sure you know what 'save' means," she questioned, somehow rendering a raised eyebrow audible. "Not here to only help you. Here to save everyone. Humans, robots, cyborgs, whatever. People. Not really interested in saving people so that you can destroy them later, or...mmh. Shoring up your slave force. We were really hoping for a peaceful solution. Your...war against flesh, closing hands, that's not it. No."
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- fleur de joie
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Dogs Power Level: 10 (165/165pp) Trade-Offs: none Description: [Excerpt from the Index Monstrorum; annotations included. Original copy currently in the possession of Earth's Master Mage.] Black Dogs [alt: Grim (sing. & plur.), Smoke Hounds] Black Dogs are easily identified by their appearance - though somewhat malleable they always resemble large hounds, and are typically described as being made of smoke or shadow (though still having touchable substance) with bright red or yellow eyes said to glow like fires or coals. When provoked or harmed their smoke-like 'fur' may show or appear to hide dog skeletons; while no such skeletons have ever been found on death, whether this is illusion or deliberate intimidation remains uncertain as they do not generally appear fully on the mortal plane - by nature they seem to occupy some manner of space between our plane and somewhere else, and given an anchor are capable of projecting a piece of themselves to our world...rendering their true being difficult to study. Black Dogs are intelligent pack-hunting psychopomps and are in no way to be underestimated, but show few signs of aggression or predatory inclination - in fact, they are only rarely known to have any desire to form any complex long-term plans or conspiracies on their own behalf. Rather, they seem to either work independently, collecting wayward souls and ushering them to the afterlife, or actively attach themselves to other groups as respected but subservient parties. [cf. Wild Hunt ("Known Minor Members"), Xolotl ("Other Associates"), Hekate ("Other Associates")] [This and the planar notes, above, lead to speculation that the Grim are the abandoned minions of a long-dead power or god. They seem reluctant to discuss the matter. - V. Pen.] These alliances tend to last for as long as they are beneficial, until there is reason to break such a pact, or in some reports until the dogs' own unknown agenda is completed. Their reproductive and social habits are unclear, outside the obvious pack behavior - they are known to breed, and can be killed (see below), but each dog appears to inherit some or all of its progenitor(s) memories. [Attempts to gather more information in this area are stymied by the dogs themselves, which appear to have a keen and unfortunate sense of humor. - V. Pen.] On Summoning and Dealing: Caution is advised. The Grim's proclivity toward attaching themselves to the leadership of others should not be mistaken for a weak will or an eagerness to serve anyone who calls, and they seem more than happy to repair an injury to their pride with less metaphoric retaliation. There are documented cases, however, of mages successfully entering into a pact with a single dog or two as loyal guards or servants. They can generally be trusted to hold to their end of a bargain, but abuse may lead them to make liberal or literal interpretation of that bargain's wording if it suits them. On Combat: As (primarily) projections, an individual dog is not difficult to defeat by a prepared and wary combatant. Unfortunately, there is rarely only one, so great caution is advised when facing them, and any vulnerable to a psychopomp's talents are advised to stay away. [Needless to say, be aware that destroying their projection into our world is a setback, not a mortal blow, and the Grim appear to have long memories. One could presumably kill them outright by drawing them fully into our world or visiting theirs, but they would be much fiercer opponents. - V. Pen.] If possible, disrupt or destroy the person or object they are using as an anchor - this may void their pact entirely, at which time they may scatter or retreat. Complications: Dogs: Dogs. Look Ma, No Thumbs!: Needless to say, they lack humanoid hands. They're clever, but manipulating objects may require more than one of them...if it can be done at all. Abilities: 8 + 4 + 8 - 2 + 6 + 4 = 28PP Strength: 18 (+4) Dexterity: 14 (+2) Constitution: 18 (+4) Intelligence: 8 (-1) Wisdom: 16 (+3) Charisma: 14 (+2) Combat: 8 + 8 = 16PP Initiative: +10 Attack: +10 Melee, +4 Ranged Grapple: +14 (+18 Trip) Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed Knockback: -5 Saving Throws: 3 + 5 + 6 = 14PP Toughness: +10 (+4 Con, +6 Protection) Fortitude: +7 (+4 Con, +3) Reflex: +7 (+2 Dex, +5) Will: +8 (+2 Wis, +6) Skills: 64R = 16PP Intimidate 15 (+17) Knowledge (Arcane Lore) 7 (+6) Knowledge (History) 12 (+11) Notice 7 (+10) Sense Motive 3 (+6) Stealth 8 (+10) Survival 12 (+14) Feats: 26PP Attack Focus [Melee] 6 Dodge Focus 6 Elusive Target Evasion 2 Fast Task [Startle] Hide in Plain Sight Improved Initiative 2 Improved Trip Interpose Move-By Action Power Attack Set-Up Startle Uncanny Dodge [Audio] Powers: 2 + 16 + 1 + 5 + 2 + 4 + 6 + 2 + 6 + 10 + 7 + 4 = 65PP Comprehend 1 (Spirits) [2PP] Drain Toughness 10 (Feats: Affects Insubstantial 2; Flaws: Limited [Undead]) + Strike 6 (Feats: Affects Insubstantial 2, Mighty) [16PP] Feature (Able to escort the willing or helpless undead to their afterlife.) [1PP] Immunity 5 (Critical Hits, Disease, Poison, Starvation/Thirst) [5PP] Leaping 2 (x5) [2PP] Morph 4 (Disguise +20; Single Form: mundane dog) [4PP] Protection 6 [6PP] Speed 2 (25mph, 250' / move) [2PP] Super-Movement 3 (Permeate 1, Trackless, Water-Walking) [6PP] Super-Senses 10 (Extended Audio 2 [2], Extended Olfactory 1 [1], Acute Olfactory [2], Tracking Olfactory [1], Ultra-Hearing [1], Darkvision [2], Vision [Counters Concealment, Limited: Undead] [1]) [10PP] Super-Senses 1 (Death Awareness, Mental [1]; Acute [1], Extended 3 (-1 per ~2 miles) [3], Radius [1], Ranged [1]) [7PP] Teleport 4 (400'; Feats: Change Velocity, Turnabout; Flaws: Short-Range) [4PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 19 Toughness Damage (Physical) Strike Touch DC 20 Fortitude Drain Toughness (Undead Only) + DC 25 Toughness Damage (Physical) Totals: Abilities (28) + Combat (16) + Saving Throws (14) + Skills (16) + Feats (26) + Powers (65) - Drawbacks (0) = 165/165 Power Points
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- grim
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Grim Power Level: 10 [15] (205/243PP) Trade-Offs: +2 Attack / -2 Damage Unspent PP: 38PP In Brief: Teenage rebel psychopomp. Alternate Identity: Matthew Rivera Identity: Secret Birthplace: Freedom City, USA Residence: Claremont Academy Occupation: Student Affiliations: Claremont Family: None living. Description: Age: 17 (DoB: 1999) Gender: male Ethnicity: Hispanic Height: 5'10" Weight: 130lb Eyes: dark brown Hair: black Matthew Rivera has spent most of his young life physically active: he's built long and lean by nature, but time at school with a better diet and more attention to his health has started to put some good meat on his bones, rather than just the whipcord he enrolled with, the quiet muscle definition promising great things for his future. A thin budget and lack of access to fine shopping informs his personal fashion: his hair is black, straight, and eternally scruffy, hanging down to frame a handsome face or pulled back into a couple inches of rough ponytail. Most of his clothes are clean and intact, but distinctly second-hand - faded jeans, old t-shirts, and sneakers past their prime seem to be favored over anything school-provided, often with a flannel shirt or jacket thrown over top. Even the outfit he puts on to fight crime is only slightly better-kept: a mask made out of an old bandanna, black pants tucked into durable black boots, and matching vest & gloves (black with gold highlights) over a clean grey shirt. Power Descriptions: Grim's powers are largely subtle or internal, changes wrought by his connection to his dogs, but when he strikes with their power his hands become enveloped in black smoke or fire - and when he teleports, he seems to briefly become more of the same, dissolving into a rolling, insubstantial mess of dark energy. History: Matthew Rivera may have been born and raised in Freedom City, but when his life got turned upside-down it wasn't due to crime or the antics of the super-powered: he and his parents were on the way back from a camping trip when their car, well overdue for too-expensive repairs, sent them careening off the road and down a steep hill. It was, in every possible way, an ordinary, mundane accident befitting of an ordinary, mundane family...and as is so often the case for the mundane and ordinary, Mr. and Mrs. Rivera would never wake up. Their young son fared better, but only just, and he likely would have followed after them if not for some very un-ordinary visitors: a pack of psychopomps, great black dogs of smoke and shadows, had been attracted by the deaths and arrived to escort their souls to where all good souls go to rest. They looked down on the injured child with eyes like burning coals and decided to keep him. By the time help arrived they found only the wreck, two bodies, and a miraculously unhurt ward of the state whose life was no longer mundane. The sum total of his parents' assets barely covered their funeral and burial. The orphanage was kind and wanted only the best for him (or, at least, the best they could afford in that part of town), but young Matt was sleepless, restless; he was quiet, distant, and his increasing age and worsening attitude made it difficult to find him a permanent home. The dogs certainly didn't help - he always seemed to have at least one, often more, great dark things of indistinct breed that always showed up no matter how many times they were thrown out or shut away. Still, his teachers had to grudgingly admit that for all his attitude and truancy, the boy was bright and often well-intentioned - abrasive to authority, yes, but hard-working and protective of the younger children...and with the dogs around, the orphanage had few problems from those gangs heartless enough to cause trouble. And then one day, one would-be graffiti artist got chased off the grounds and swore up and down that one of the dogs had talked and walked through walls. That young man talked to his friend, who told her friend, who was overheard by a hero breaking up a fight - and the right words in the right ear put an invitation to Claremont in an envelope in the mailbox by a charity building down in the Fens. Personality & Motivation: Matthew is taciturn, withdrawn, and frequently dismissive of authority, but he has a strong sense of right and wrong and as much as he might claim to not want to be involved, he has a very hard time sitting on the sidelines when there's action to be taken. He is, in all things, always driven to stand up for the little guy - the innocent, the impoverished, the down-trodden. He's been there, he knows what it's like, and he hates seeing life made worse for those who have already fallen on hard times. He also, unsurprisingly, has a noteworthy soft spot for animals. As a nascent psychopomp and from experience dealing with the dead he has great sympathy for lost souls and the recently deceased. He has precious, precious little for those who try to use their new un-life for personal gain or to manipulate or hurt others. His experience with the dead gives him an almost nihilistic approach to life: so many people die with so many regrets every day, and death holds few answers. But that doesn't mean we just give up trying. Powers & Tactics: Why fight fair when you can fight dirty? Matthew's experience fighting is largely from dealing with street thugs and the occasional unruly specter, and he has absolutely no desire to pull punches with either. Despite his general patience he doesn't like sitting still or peacefully putting up with people he'd much rather be punching in the face, making his tactics straight-forward and unorthodox...albeit not entirely unpredictable. Complications: Death-Aware: Matthew's death awareness does not turn off, ever - his is passively aware of every death in a fairly significant area around him, which wears at his psyche a bit and may cause significant discomfort or distraction if the event being sensed is bad enough in scope or nature. Delinquent: Matthew has a long history of truancy, fights, and a general disrespect for authority in general and the police in particular. He doesn't have a criminal record, yet, but the police who know him assume it's only a matter of time. Don't Touch My Dog: Matthew is very fond of his dogs. Even though they are extremely hard to kill long-term, they're essentially his family and he doesn't take kindly to people being mean to them. Orphaned: Matthew has no family, and few real friends (of the two-legged variety). Raised By Wolves: Having literal dogs for family and a generally withdrawn nature, Matthew tends to lack social grace and patience. Abilities: 6 + 6 + 8 + 2 + 6 + 8 = 36PP Strength: 16 (+3) Dexterity: 16 (+3) Constitution: 18 (+4) Intelligence: 12 (+1) Wisdom: 16 (+3) Charisma: 18 (+4) Combat: 8 + 8 = 16PP Initiative: +7 Attack: +12 Melee, +4 Ranged Grapple: +15 Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed Knockback: -5 Saving Throws: 4 + 5 + 4 = 13PP Toughness: +10 (+4 Con, +6 Protection) Fortitude: +8 (+4 Con, +4) Reflex: +8 (+3 Dex, +5) Will: +7 (+3 Wis, +4) Skills: 80R = 20PP Bluff 3 (+7 / +11) Attractive Craft (Mechanical) 8 (+9) Diplomacy 0 (+4 / +8) Attractive Drive 3 (+6) Intimidate 8 (+12) Notice 10 (+13) Perform (Singing) 12 (+16) Perform (Stringed Instruments) 12 (+16) Sense Motive 5 (+8) Stealth 12 (+15) Survival 7 (+10) Feats: 25PP Attack Focus [Melee] 8 Attractive Dodge Focus 6 Equipment 2 Evasion Fast Task [Startle] Improved Initiative Luck Move-By Action Power Attack Startle Uncanny Dodge [Audio] Equipment: 2PP = 10EP Mid-Size Car (1969 Chevrolet El Camino) [10EP] A gift from a departed ghost who had it under a tarp in a barn - definitely a fixer-upper. Strength: 30 Speed: 5 Defense: 8 Toughness: 10 Size: Huge Features: Alarm, Police Scanner Powers: 12 + 2 + 1 + 1 + 6 + 4 + 2 + 48 + 2 + 7 + 7 + 4 = 96PP Drain Toughness 8 (Feats: Affects Insubstantial 2; Flaws: Limited [Undead]) + Strike 5 (Feats: Mighty) [12PP] Enhanced Feats 2 (Affects Insubstantial 2 [on Strength]) [2PP] Feature (Able to escort the willing dead to their afterlife) [1PP] Leaping 1 (x2) [1PP] Protection 6 [6PP] Regeneration 4 (Recovery Bonus +2; Resurrection 2 [1 day]) [4PP] Speed 2 (25mph, 250' / move) [2PP] Summon Minion 11 (165pp dogs; Feats: Mental Link, Progression 2 (5 dogs), Subtle; Extras: Fanatical, Horde) [48PP] Super-Movement 1 (Trackless) [2PP] Super-Senses 6 (Extended Audio 1 [1], Acute Olfactory [2], Ultra-Hearing [1], Darkvision [2], Vision [Counters Concealment, Limited: Undead] [1]) [7PP] Super-Senses 7 (Death Awareness, Mental [1]; Acute [1], Extended 3 (-1 per ~2 miles) [3], Radius [1], Ranged [1]) [7PP] Teleport 4 (400'; Feats: Change Velocity, Turnabout; Flaws: Short-Range) [4PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 18 Toughness Damage (Physical) Strike Touch DC 18 Fortitude Drain Toughness (Undead Only) + DC 23 Toughness Damage (Physical) Drawbacks: (-1) = -1PP Impoverished [-1PP] Totals: Abilities (36) + Combat (16) + Saving Throws (13) + Skills (20) + Feats (25) + Powers (96) - Drawbacks (1) = 205/243 Power Points
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- grim
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Re-Appropriated by HGM Gaian Knight Just a simple edit here, for now - I'm paying off one of the Vet Awards to use it elsewhere. Please subtract 15pp from GK's unspent pp pool, and modify the Sidekick feat to this: Sidekick 9 + 15 (Veteran Award) = 24 As this is purely a vet award change, no pp totals (other than pp spent/free) should change.
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Indira smiled, broadly - a happy smile, brought to the surface by genuine good feelings. "I am not alone anymore. I have at least some family in the city, though we have...disagreements on how I should be spending my time," she said, the smile dimming a little as she was reminded of that. "They are perhaps more strict than I'd like, while having less control than they'd like. But it is a very mundane concern." "I do have a 'family' of good friends, however," she assured Aquaria, giving her a deep nod as the smile returned. "We live upstairs, and I trust them with my life. More, too, that are not close but are always available to me if I am in need, and I to them. I am sure your life will be no different - both of you - once you have spent more time here and met more people. Do not fear for me."
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- wander
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Wraith considered herself twice-cursed - once for being too distracted by the ritual and Tarva's handling of the disgraced relic, Papercut and Citizen having noticed the threat before her; once again, for her hesitation in joining their fight. She skittered back and forth a bit on top of her tower, her fore 'legs' stretching into long, scythe-tipped arms, but she didn't climb down. "....I shall remain up here," she finally announced over Eve's mental link, the dissatisfaction in the choice evident even over such a non-verbal communication. "I will intercept any that make their way near, but I cannot believe that this place would have only those skeletons to send at us."
- 129 replies
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- papercut
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Wraith shapeshifts to a more fighty setting (below), but otherwise holds her action. Elongation 1 (+5ft) [1pp]Speed 1 (10mph / 100 feet per Move Action) [1pp]Strike 5 (Feats: Improved Critical [19-20], Mighty, Power Attack) [7pp]
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- ghost girl
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"Strange?" Indira seemed to find the question funny, but she didn't seem to think the joke worth sharing - still, it made her pause and think. She blinked again, twice, eyes shifting from pleasant brown to featureless black voids and back as she pondered. "I...see a great deal that is strange," the young woman admitted, laughing a little despite the gravity behind the inquiry and Aquaria's more somber take. "Even my own best friend is...unusual, so I am afraid that my measure for 'strange' may be slightly 'off'. I do not think that I have seen anything strange that could be related to you or these two, however," she said, nodding politely in their direction. "So perhaps nothing you would find interesting."
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pc Nighthawk (PL 10/12) - Alderwitch ( Silver )
Fox replied to alderwitch's topic in Archived Characters
APPROVED!