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Gabriel winced at the volume of the cry, along with the garbling wail that went up after it. His sides still hurt from the minor wounds he'd already taken. He tried to steady his breathing as he lined up a shot at the Drone that seemed most injured. "Hang tight, GK, trying to thin the herd for you!" And of course between a sudden, brief burst of blurriness in his vision, and the strangely-tangled nature of the group of drones, his shot went wild, blowing away a few chips of stone from the roof of the room, leaving a trio of smooth, thin lines for several inches along its surface. "Oh bloody hell."
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Okay, I'm going to try taking them down 1 by 1, to try and force the issue. Standard Action: Ranged Attack at Mutant 1. 15. WELP.
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"Just doing the right thing, Captain, and trying to help minimize loss of life." He raised an eyebrow at the mention of AEGIS; he'd not dealt with them much, and was generally more familiar with how UNISON operated. He gave the Captain a nod as he walked off. "Thanks for the heads-up." He quickly walked into the Federal Building, bypassing the press and Mayor and such. He arrived in time to hear the bit about "hearing him out". "Who are we hearing out exactly?"
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"Right on! Let's.....huh, that's odd." Cobalt Templar frowned as the smoke rolled in; just before he was obscured by the fog, Bee-Keeper may have notices his eyes glowing a deep blue color. The younger armored hero might catch muttering about "cheaters" and "thick as pea soup". When the Wasp Ninjas struck, there were a couple of grunts from Templar, along with what sounded like a Ninja getting hit with his mace (and then hitting a wall or ceiling or floor). One flew out of the smoke to zoom by Baxter and skid along the floor! "Gah! I don't know who sent you but I swear they're gonna regret this! Freaking ninjas! Your outfits are terrible and-OUCH!" There was the sound of his fiery hand-cannon firing, before another *smack* sounded. Except this one sounded odd... Then Cobalt Templar himself stumbled backwards out of the smoke. His cape was gone, and several shallow cuts showed across his armor on his back, with on deeper one on his left arm. But the front of his not-quite-real armor had actually crumpled inward a bit, as out of the fog strode three figures who were different from the rest of the Wasp Ninjas. One was a large muscular man who looked a match for Cobalt Templar; another was a more average-sized woman wielding twin electrified swords. The last member of the trio was a shirtless sumo-like "Ninja", who made even Cobalt Templar look small; he was smacking one hand into the other palm, a grin showing through his mask. The way Corbin looked at him, it was clear he'd been the one to bend his armor. "Okay, we can do this, man. There's three of them, sure, but we're both awesome. It's not like they have....back....up...." As the smoke cleared, it became clear CT was slightly wrong in his estimates. While something like a score of ninja were scattered about them, groaning or unconscious, there were another two dozen "regular" ninjas arrayed around them in a circle. Cobalt Templar slowly, carefully moved until he was standing shoulder-to-shoulder (comparatively) with Bee-Keeper. His chest armor somewhat "repaired" itself, and his pistol and mace disappeared, being replaced with a fiery naginata, gripping it firmly in both hands. He spoke with renewed confidence, his tone somewhere between "cautious" and "cocky". "So. Uh. Split the little guys, I take sumo, you take muscle-neck, and winner takes on sword-lady?"
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I'm not even going to roll that check, since Gabriel teaches Fuzzy Studies, not Science. :P
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Fenris (PL 12) - KnightDisciple (Gold)
KnightDisciple replied to KnightDisciple's topic in Archived Characters
I touched up his Description and his Personality, but otherwise sheet remains the same. -
Gabriel had taken a step back when Penny had flung herself at him. But not because he feared her or, as much as he cursed himself for it, because he feared taking the Android Captain down in front of her. No, he feared the girl getting caught in the crossfire, or being attacked by the Captain, something none of them would be able to live with. He breathed a sigh of relief as the children were swallowed by a plant. "Thanks for clearing the field, Fleur." With that, he willed himself backward through the air, trying to at least make the Captain work for getting in close with him. When he'd gotten what distance he could out of the deal, he raise his arm to fire another sonic barrage. Just before he released it, he frowned and used his other hand to steady the shot, which flew out and struck true, but only just. 'Ugh. The attacks from the others must be shaking me up more than I thought they would...'
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Right then. Move Action: Try to put some distance between myself and the Captain. I probably can't put 30ft between us (I have Flight 1, so I could of course go further than that in 1 action), but I'll do what I can. Standard Action: Ranged Attack, ker-blasting! 14. Argh. I was going to Surge, but I might as well just ReRoll. 15, which becomes a whopping 25. So, it hits. Barely. DC 27 Toughness Save. And I have 0 HP now. :?
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Fenris (PL 12) - KnightDisciple (Gold)
KnightDisciple replied to KnightDisciple's topic in Archived Characters
Wolf-Boy is back in town! This is using my Gold slot (woohoo!). This iteration can be moved to the Archives. Since it's a.)old, and b.)he's not an NPC anymore! :D -
Player Name: KnightDisciple Character Name: Fenris Power Level: 12 (196/207PP) [Gold Reward Slot] Effective Power Level: 10 (All Caps put at PL10) Trade-Offs: -0 Attack / +0 Damage, -3 Defense / +3 Toughness Unspent PP: 11 Progress to Platinum Status: 32/120 (Gold Status earned with " href="]">Gabriel) (15PP earned pre-bump [5PP for PL12 slot]) In Brief: As Fenris, Magnus Katastrof uses the incredible abilities of his armored suit to defend those who cannot defend themselves, and to howl his defiance at gods, monsters, and mortals alike who would oppress the helpless! Alternate Identities: Baron Magnus Vilhelm Katastrof Identity: Secret Birthplace: Gothenburg, Sweden Occupation: Swedish Baron, Primary Shareholder for Katastrof & Sorenson Technologies Affiliations: Katasrof & Sorenson Technologies, Katastrof Family Family: Gostav Jarle Katastrof (father); Sonja Malena Katastrof (mother); Eira Katastroff (Younger Cousin, "Niece"); Bernard Katastroff (Cousin) and Magda Katastroff (Cousin-in-law) Age: 26 (DoB: April 23, 1986) Gender: Male Ethnicity: Swedish Height: 5'10", 6'6" Armored Weight: 150 lbs., 270 lbs. Armored Eyes: Blue Hair: Blonde Description: At first glance, Magnus Katastrof doesn't live up to his name very well. He's of only average height, and he's certainly not particularly large and muscular. His blonde hair is kept in a short, simple cut. He tends to wear subdued business casual (slacks and polo/collared shirts), going for darker blues, greens, and grays. When he dresses in one of his finely-tailored suits, he cuts a somewhat more noticeable figure. That said, the way he carries himself is a strong indicator of his noble birth and upbringing; there's a grace in his motions, and a sense of confidence in any motion he makes. As Fenris, he cuts a radically different figure. Standing at six and a half feet tall and cutting a very broad figure, Fenris would be imposing just by sheer stature. That his head is modeled after a robotic wolf just makes it worse. His overall color scheme is a dark gray, almost black in spots. His eyes shine an unearthly blue, and his teeth are shining white fangs in a mouth that moves almost like an normal human's. The ears on his head actually move around, sometimes pointing in different directions, sometimes seemingly focusing on a particular spot. There are dark blue lines visible in intricate patterns on his hands and forearms, as well as his feet; these patterns fade somewhat as they head up his limbs and onto his torso and head. The patterns converge on his back, culminating in a blue glowing circle near the top of his shoulder blades; said circle seems flush with the rest of his armor, meaning it's not a true weak point or anything similar. When firing his energy weapons, the lines on his forearms and hands light up very brightly; when in close-combat mode, the blue lines glow a bright blue all over his body. When using the Vacuum Flux Capacitor, his legs shine brightly, while the torso and arms display a duller glow. Power Descriptions: (Full details found ) Fenris combines innate nanite technology with a cutting-edge personalized suit of armor to make himself a powerhouse the equal of any meta-human patrolling the streets. An electrifying foe to fact in a fight, his armor equips him to quickly and thoroughly deal with criminals mundane and super alike. History: (Full history found ) Though coming from a past that would drive others away from heroics, Magnus has found himself a man forged for destiny, and determined to meet it head-on. He will create his own unique path through life, with a determination to leave a positive mark on the world! Personality & Motivation: Magnus Katastrof is an intense, driven young man. He strives to make up for the blemish on his family's name due to his father's actions, and the large amount of charitable work his company does is a testament to that. He has few friends, mostly due to his general policy of keeping people at an arm's length. Those friends he does have, however, he displays a fierce loyalty towards. While not a man of great anger, he does have a few things that tend to task him more greatly than others. For one, those who speak too strongly against the very concept of nobility (he and his peers are positive, contributing members of society, thank you very much); connected to that, those who rail against any accumulation of wealth or status. Those who speak down to him as a Swedish man (a rare occurrence in America, but somewhat common in his earlier studies abroad Europe) earn even more ire. He has a strong distrust for those who delve deeply into magic, willing as he may be to judge them on a case-by-case basis; those whose traditions call upon the Norse pantheon have an even stronger uphill battle. Finally, those who speak too harshly of his father face a cold anger that nonetheless runs the risk of burning them (metaphorically speaking). As Fenris, he tends to project a sense of bravado and calm in the face of danger. He doesn't resort to calling for single combat, however; he's more than willing to dash from hiding spot to hiding spot, sniping his enemies with impunity. He tends to drift towards attempting to take charge of any group he's in, but is generally willing to follow the lead of others if there's a clear chain of command with a competent head. Powers & Tactics: Ideally, Fenris would be mobility-focused, using mainly his Teleport and Blast to harry his foe, perhaps while fellow heroes work to finish them. He only switches to his close-combat mode when absolutely necessary. The name of the game is "run and gun," really, especially with his extended range. Complications: AHHH! Robot Wolf!: Heroic or no, Fenris's appearance is more than a bit intimidating. A big, metallic wolf-man who talks tends to set people on edge. People who hear his name and are familiar with Norse legend might almost distrust him more until he really explains himself. Who Needs That Stuff: Magnus distrusts magic and/or divine power as overall concepts. He doesn't reject their existence, or try to explain them away with pseudo-science. He simply doesn't like how "easy" they seem to be. He views it as humanity taking a shortcut, and relying too strongly on something beyond themselves. He is often a bit distrustful or disrespectful of individuals who make heavy use of such abilities. Tarnished Name: Even putting aside the rather unfortunate implications of "Katastrof", Magnus now has to deal with the cloud of suspicion his father's activities have caused. Not only is he viewed with caution, his company has experienced a drop in sales as people sometimes distance themselves from the company once owned by a "Viking-obsessed madman". Responsibility: Magnus owns a controlling share of a large, multi-national technology company, and is often personally involved in both the business side, and the R&D side. As well, he takes his duties as "patriarch" of his family seriously, keeping in touch with the comparatively small but still tight-knit group. He feels a special kinship with his neice, Eira, and feels fiercely protective of her (sometimes dangerously so). Abilities: 2 + 2 + 2 + 12 + 4 + 4 = 26PP Strength: 24/12 (+7/+1) Dexterity: 18/12 (+4/+1) Constitution: 18/12 (+4/+1) Intelligence: 30/22 (+10/+6) Wisdom: 14 (+2) Charisma: 14 (+2) Combat: 10 + 8 = 18PP Initiative: +4/+1 Attack: +10/+5 Grapple: +22/+17/+6 Defense: +7 (+4 Base, +3 Dodge Focus), +2 Flat-Footed Knockback: -5/-0 Saving Throws: 5 + 5 + 7 = 17PP Toughness: +13/+4/+1 (+4/+1 Con, +9 Protection [Armor]) Fortitude: +9/+6 (+4/+1 Con, +5) Reflex: +9/+6 (+4/+1 Dex, +5) Will: +9 (+2 Wis, +7) Skills: 116R = 29PP Computers 10 (+20/+16) Craft (Electronic) 12 (+22/+18) Craft (Mechanical) 12 (+22/+18) Diplomacy 6 (+8, +11 Wealth) Disable Device 8 (+18/+14) Knowledge (Arcane Lore) 2 (+12/+8) Knowledge (Business) 10 (+20/+16) Knowledge (Civics) 4 (+14/+10) Knowledge (Current Events) 4 (+14/+10) Knowledge (History) 4 (+14/+10) Knowledge (Life Sciences) 8 (+18/+14) Knowledge (Physical Sciences) 8 (+18/+14) Knowledge (Technology) 12 (+22/+18) Languages 4 (English, German, French, Russian, Swedish [Native]) Notice 6 (+8) Sense Motive 6 (+8) Feats: 11PP Benefit 4 (Status [swedish Nobility: Baron], Wealth 3 [Rich]) Connected Dodge Focus 3 Eidetic Memory Inventor Move-by Action Powers: 10 (8+2) + 10(1+3+6) + 75 = 95PP Computronium-Laced Brain 2 (10PP Container [Passive, Permanent]) [10PP] (Technology) Enhanced Intelligence 8 [8PP] -Quickness 4 (Flaws: Mental Only; 10 times faster) [2pp] Nanite Infusion 2 (10PP Container [Passive, Permanent]) [10PP] (Technology) Datalink 1 (Radio, 10ft) (Technology) [1PP] (Transmitter Nanites) Regeneration 3 (Recovery Rate 3: Bruised [No Action]) [3PP] (Medical Nanites) Enhanced Constitution 6 [6PP] (Physiology Reinforcement) Fenris Armor (Mark 2.1.1) 18 (90PP Device/Container, Flaws: Hard-To-Lose, Feats: Restricted 2 (Only Magnus), Subtle) (Technological) [75PP] Enhanced Attack 5 (Targeting Computers and CQB Targeting Protocols) [10PP] Enhanced Dexterity 6 (Enhanced Reflexive Motive Systems) [6PP] Enhanced Feat 1 (Quick Change) [1PP] (Flux Tunneling Beacon) Enhanced Strength 12 (Electroactive Polymer Muscle) [12PP] Immunity 9 (Life Support [Disease, Poison, Suffocation, All Environmental Conditions]) (Life Support Systems) [9PP] Protection 9 (Composite Armor Plating) [9PP] Super-Senses 4 (Darkvision, Direction Sense, Ultrasonic Hearing) (Sensory Enhancement Package) [4PP] Teleport 6 (600ft per Move Action, 20 miles per Full Action, Feats: Change Direction, Change Velocity, Easy, Turnabout) (Vacuum Flux Capacitor) [16PP] Arsenal (21PP Array, Feats: Alternate Power 2) [23PP] Base Power: Blast 10 (Feats: Improved Range [4 250ft Increments, 1000ft Max Range]) (Electricity/Lightning) [21PP] (Particle Projection Cannons) Alternate Power: Strike 3 (Extras: Penetrating [10], Feats: Mighty) (Electricity/Lightning, Slashing Damage (Lethal + Nonlethal)) [14PP] (Electro-Claws and Teeth) Alternate Power: Super-Strength 5 (Effective Strength: 49 [Light Load 4 tons, Medium 8 tons, Heavy 12 tons, Maximum 24 tons, Push/Drag 60 tons] +5 Grapple Bonus) [10PP] (Electroactive Polymer Muscle, Stage Two) Drawbacks: 0PP DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC22/16 Toughness (Staged) Damage (Physical) Blast Ranged DC25 Toughness (Staged) Damage (Energy) Strike Touch DC25 Toughness (Staged) Damage (Energy + Physical) Abilities (26) + Combat (18) + Saving Throws (17) + Skills (29) + Feats (11) + Powers (95) - Drawbacks (0) = 196/207 Power Points
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Focusing this in a little more, I'd request recommendations for the following 4 systems: -Eclipse Phase -Shadowrun (preferably 4th Edition, since it's newer and all, but edition-neutral ones are good) -Mechwarrior/Battletech (the game for individual pilots/infantry, not the group-combat level of the game) -Mutants&Masterminds 2nd Edition (Because 3E is shameful. Also, looking for something that's either more science fiction oriented directly, or that's a hero scenario that could be adapted to such an orientation) Again, this is focusing on pre-made, pre-written adventures/modules/scenarios, with as many "help a newb GM" bits as possible.
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Had to revise him to PL10/150PP when it was made clear to me that Silver slot only goes that high. As Fenris is going to need more PP, and (being older) should be a bit better at his job anyways, Thoughtspeed has been revised to be at 150PP, set for shifted PL8 caps (+3/-3 on both sets, which means I didn't have to adjust Toughness or Damage at all). Thankfully due to some earlier math errors and judicious chopping down of his Attack and Defense, he came out essentially unscathed, without having to drop large swathes of feats, skills, or powers. That's one of the good things about building "wide" instead of "tall", as well as being only 30PP over the real target.
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Gabriel listens patiently, not interrupting Bee-Keeper as he speaks. He nods once or twice, but isn't looking at the young man; instead, his gaze roams over the city. When it's clear the armored hero is done, he waits a moment, before turning to face Baxter. A smile lights up his face. "Excellent. That's what I'd been hoping to hear, and somewhat what I'd been expecting to hear. I'm sorry if I unsettled you, but...well, considering the legacy you've chosen to take up, part of me had to be sure." He clapped the young man on the shoulder. "And now I am. Your dreams from years ago weren't just of glory or fights, but of helping people. And what was your decision when you stumbled on that armor? Help people. When no one was looking, you chose the heroic path. You chose sacrifice, and even a bit of redemption, at least for the legacy you're working to uphold. That you didn't quit the first time you took some bruises tells me you'll be in this for a while, young man." He grinned at the boy's mention of "electrocution". "Cut, stabbed, punched, kicked, blasted with hellfire, electricity, anti-sound, regular fire, ice, nearly disemboweled by super-ghouls...I've gone through a lot." He grew more serious. "I can't tell you what you must do. That's for you to decide, ultimately. But I think you're doing well so far. You're already turning the name "Bee-Keeper" around. Keep at it. If someone gives you trouble because of your legacy, don't let it get you down. If they try to get you in trouble, you let the Freedom League know. I'll have a chat with them, or Fleur de Joie will. Either way. And if you ever need help, you ask. If there's one hero-lesson I can pass on tonight, it's that you should never, ever be afraid to ask for help. This is a good thing we do, but it's dangerous to go it alone sometimes. Take help where you can get it. Network. Who knows? Maybe in a year or two you could look at joining the Freedom League, if you haven't already founded your own superhero team."
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Gabriel didn't look over his shoulder, but the criminals could almost feel his gaze, and they heard his...amusement. "The officers of the law will be here soon, and these young men won't be able to move before then. And even if they could...I might be listening for a bit yet." With that, he slowly took off in the air, trying to make sure not to out-pace Bee-Keeper as the young battle-suited hero took flight. He gently guided their course (though with greater speed once they'd gotten airborne) until they ended up rather high, above the peak of the highest sky-scraper. Gabriel had been silent the whole flight, and when he stopped and hovered in the air, gently-humming sonic force keeping him aloft, he was silent for a few moments as he gazed down at the city. With no warning, he broke the silence. "Why are you a hero?" His tone was calm, though not openly friendly, not yet. Gabriel turned to face Baxter, and his face was openly curious. "I know you told Fleur, but I'd like to hear it with my own ears. What about the hard, difficult life that is "super-hero-ing" made you decide it was something you wanted to do? What inspired you to be a hero in general?"
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I'm definitely liking this! :D
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I'm definitely still up for this. Did anyone want to do a team-up with "Archangel"?
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Gabriel struggled not to grimace at the damage he was doing to the Android Captain. Part of him knew it was necessary, there was little time to try a more esoteric method, and Gaian Knight was too busy trying not to die. Still, he hoped the damage wasn't permanent, and one of their more tech-savvy allies could repair him. 'At least the children can't see us.' It was a small mercy, but he'd take what he could get. "I promise we'll get you back to as good as new when this is done, Captain." With that, he took several steps back, and with an offhand wave of his right arm, send a couple of bolts of sonic energy slamming into the still-skewered Captain.
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Move Action: Back up about 10 feet from the Android. Standard Action: 22 DC 27 at base, with Autofire applying as needed. EDIT: That actually misses. So. Hero point reroll: 14, +10 becomes 24. Just hits.
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Player Name: KnightDisciple Character Name: Thoughtspeed Power Level: 11 160/160PP Effective Power Level: 8 (Shifted) Trade-Offs: +3 Attack / -3 Damage, +3 Defense / -3 Toughness Unspent Power Points: 0 Progress To Platinum Status: 10/120 (Gold Status earned with Gabriel) In Brief: Son of a time controller and a psychic, Thoughtspeed uses his strength of will to harness kinetic energy to move faster and fight harder, all for the cause of good (and impressing the ladies)! Alternate Identity: William Cline Identity: Secret Birthplace: Occupation: Claremont Student, Superhero-in-Training Affiliations: Claremont Family: Richard Cline "Fast-Forward" (Father); Paige Cline "Hologram" (Mother); Anne Cline "Clock Queen" (Paternal Grandmother); Holly Cline (Younger Sister) Description: Age: 16 (DoB: October 1997) Gender: Male Ethnicity: Caucasion/Jewish mix Height: 5'10" Weight: 160 lbs Eyes: Dark Brown (Normal), Dark Green (Powers Active) Hair: Black William's built lean; between his super-metabolism and his natural inclinations to work on endurance and flexibility, he doesn't cut a large figure. That said, he's clearly in excellent condition and well-toned, showing a natural, organic athleticism. His dark hair is kept fairly short, but just long enough it can get a bit tousled in the wind when he runs (just as planned!). His skin has a healthy tan, born from a lot of outdoor runs. His eyes often dance with barely restrained mischief, when they aren't glowing green with the use of his powers. William tends to dress fashionably but comfortably, in clothes that one could comfortably run in. Thoughtspeed's outfit is made up of morphic molecules engineered to resist high-speed frictions, though not enough to help in an actual fight. Still, it comes out as a decently thick suit of flexible, breathable material that is nonetheless decently more substantial than, say, spandex. The primary color of the suit is a slightly glossy black. Starting at the shoulders (front and back) and running down the right and left sides of his suit are lines of dark green (about 2 inches wide) that trace their way down his legs (the lines thin to about 1 inch past his waist) all the way to his ankles, where it makes a circle around the ankle, thus joining the front and rear lines. Another set of similar lines go down the middle of the outside arm section, ending in circles at his wrists; his elbows and knees have slightly thicker circles, while a large loop circles his waist like a belt. When he's using his powers more actively (OOC: Faster than Speed 2 or Quickness 1, using any of the Super-Movement powers, or using his Kinetic Blades Array), bleed-off psycho-kinetic energy goes into the costume, causing the lines to glow a somewhat brighter green. His feet are clad in hybrid shoes, with a tread somewhere between "hiking boots" and "track shoes", giving him flexibility, traction, and comfort. Finally, a thin "metallic" helmet unfolds over his head when the costume is active (though he can will it to retract independently); this helmet encapsulates his head, including a one-way visor that obscures his face but lets him see clearly. The helmet has several subtle air vents to allow comfortable breathing and preventing heat buildup, and has thin lines curving around the sides to connect to the lines on his suit's shoulders (the helmet's lines also glow when his powers ramp up). A simple domino mask is underneath the helmet, as a nod to his secret identity without being too complicated. Power Descriptions: While Fast-Forward's powers allow him to harness chronal energy to warp space-time (mainly time), and his mother can project powerful illusions, Thoughtspeed's powers are more internally focused. His body is able to generate and harness notably more kinetic energy than usual, all controlled by his formidable will (or sheer teenage stubbornness, according to his mother). Thus, he can charge his body with kinetic energy to move many times the speed of sound, even across water or up buildings. However, his precision control is much lower, meaning he cannot accomplish fine tasks with the same level of speed (though he can still accomplish things faster than humanly possible). This same usage of kinetic energy means that, within a certain distance, he has an innate spatial sense that allows him to navigate in complete darkness, using his mind to interpret the "bounce-back" his whole body is picking up. That this makes him difficult to catch unawares is an added benefit. Finally, he can mold the kinetic energy he generates into semi-tangible constructs, which he shapes into various hand-held melee weapons. He can alter the properties of the blades somewhat, though he cannot do everything at once with them, forcing him to decide on his mode of attack. William's inheritance from his mother is still developing; while he can set up a team-wide telepathic link, the range is poor enough he runs the risk of casually zipping out of range in the blink of an eye, leaving everyone suddenly isolated again. Thoughtspeed is also able to use his mental and kinetic powers to warp and blur the light around his body, as well as generating some basic, low-level holographs, that he becomes invisible to the naked or assisted eye. Of course, he still needs to rely on his own caution and skill to move undetected to the ear or other, more exotic senses. The same field can be turned outward, generating a massive burst of blinding green light; the downside is that it's an indiscriminate burst (risking blinding fellow heroes if he's not careful), and it takes him several seconds to build up to it. History: William didn't come into the world until his parents had left behind villainy for several years. They were older and at least somewhat wiser. And those early years had been great; just him, Mom, and Dad, nothing but good times. Several early years were spent living in an RV, and how cool is that? Totally cool. He saw a lot of pretty neat in those traveling years. They came back to Freedom City for a bit, he learned he was getting a new baby sister, and his Mom got really weird for a while. She was a LOT snappier than usual with him, and he just couldn't figure out what he'd done wrong. But then Holly was born, and they were moving again! California was kind of nicer than Freedom City. It wasn't really any shinier, but it was warm a lot more, which meant William got to wear shorts a lot! He liked shorts. And things were pretty awesome for years! His mom and dad ended up TV stars, he got to be on television (even if he had to wear a mask, but hey, he got to help build it!), and his Grandma Anne was fun to visit, even if she tended to talk about "back in my day". A lot. Even more than his dad! He started getting superpowers, and that was totally awesome! His dad helped him figure most of it out, with his mom giving him pointers. Eventually he figured out he could make swords. With his mind! That's when Grandma Anne start giving him lessons when he visited! Though she didn't do much to encourage his creativity, always trying to make him stick to one long blade and one short. He only just managed to avoid "having" to make them look like clock hands; that would have been so last century, and thus lame. And then Holly mind-controlled an entire school, and in less than a week California was left behind and Will found himself in Freedom City again. But now he had to go to a fancy-dancy little private school for heroes. It's not that being a hero was bad, but now he felt obligated to end up being one, instead of having the option to, he didn't know, maybe run his own TV show or something! And to make matters worse, he'd left all his friends and lots of cute girls behind in California, and now his sister was getting all of the attention instead of only some of it, and both the women in the house were totally psychic and it sucked! Psychic women were the worst when you were a 16-year-old boy. But hey, the classes were kind of neat, gym was mostly a breeze, and the girls here were kind of pretty. Even if some of them could turn you into a pretzel with one hand. Personality & Motivation: Bill has always been an...energetic...young man. While his mother's worked hard to instill a sense of discipline into him, he's inherited a full dose of the mischief of his parents, albeit in a somewhat more law-abiding way. His parents both made sure he wasn't one for petty crime, not that he felt he needed it. He has an intellectual admiration for some of the more "refined" and "principled" super-villains (mostly of yester-year like his parents), but his real role models (besides his father and mother) are still heroes. Just the ones with senses of humor and/or some sort of super-speed. William is by nature impatient, but while he can sometimes be an excitable handful in class, his mother has instilled enough of a work-ethic in him that he's willing to work on his studies; he just often has trouble sitting through classes, despite being able to somewhat "ramp down" his speed (body and mind) to something closer to normal for humans. While he doesn't automatically distrust and disrespect his teachers (and other authority figures), Bill will sometimes push boundaries as much as he can, though it's more due to being used to his mother's firm rules for what he can and can't get away with. When meeting people (especially peers) for the first time, Bill is friendly and outgoing, enthusiastically so. Despite this, he actually has few close friends, as he finds himself only comfortable with people he trusts; trust is one of those things he gives sparingly. When he does make a friend, he's fiercely loyal and even protective of them. He's been known to (at least try to) play pranks on those who upset or hurt his friends. William is a bit of a flirt, though he's well-mannered enough to not continue if the girl is already taken, or if she just asks him to stop. He generally doesn't "tease" his friends, as he's conscious of how some might not take to it as naturally and humorously as others. He tries to present himself as something of a "rakish ladies man" (a trait he insists he inherited from his father). His family is important to him, but he admits he's often "so frustrated" by them; his father can be too goofy even for Bill's sense of humor, his mother is often "too strict", and his sister is precocious enough to inspire frustration at nearly every turn. Anyone else who is negative about them finds themselves in a heap of trouble, though. Thoughtspeed is always eager to taunt opponents, or at least appear to not take them seriously when at all possible. While to some allies he seems unfocused and undisciplined, he's actually always focused on helping out his team; he simply can't keep his somewhat rambunctious nature from leaking through. Powers & Tactics: If fighting alone, Thoughtspeed will typically keep his visual stealth up as long as feasible while closing in on an enemy, then perform several quick strikes. After that, his preferred method is to use the full measure of his speed to keep out of an enemy's range while running by at high speed and hitting them; few enemies can reliably hit someone who's a mile or more away. However, if he's working in a group, Thoughtspeed's tactics shift rather noticeably. If he's the only telepath around, he will work to stay within about 100ft of everyone in the group, so that no one drops off the link he has with them. This means he has to rely on tactics and a bit of stealth to keep from being shot at in the first place, or just rely on his incredible reflexes to not get hit. He only uses his Visual Overload if he feels there's no other choice, as it risks disabling teammates as well. He usually opens a fight with his Twin Blades, only using the Duelist Blade if he finds a particularly tough opponent. He will sub in forming the Halberd if there's a group, or he's fighting a particularly tough and wily opponent. Complications: Secret Identity: William Cline intends to keep his hero life separate from his "normal" life, outside of the unusual "blending" that happens at Claremont. Thus, a GM may award Thoughtspeed a Hero Point when maintaining his dual identity is put at undue risk by the current situation. Shady Family Background: While his father's mother is (mostly) peacefully retired, and his parents are reformed, William's family background is extremely checkered. Anyone researching his family very much may make unwanted connections, and some parts of his extended family might object to his heroic efforts. A GM may feel free to award him a Hero Point if he faces hardships due to his family connections to villains past and present. Mind Over Matter: Typically Thoughtspeed's powers are a unified whole that gives him internally-focused kinetic energy control. However, a precisely-targeted power nullification that was also powerful enough might cause his psionic powers to shut down, but not his kinetic powers. This would leave him bereft of much of his ability, as well as rendering him a potential danger to others, thanks to out-of-control kinetic energy buildup he'd have to either drain off by large amounts of movement, or see erupt out in random damage. A GM might award a Hero Point if some Nullification were to take out his Psionic descriptors, but leave him enough power beyond his Speed and Quickness to cause some sort of Aura damage, or something similar, to cause risk to civilians and fellow heroes. Big Eater: Thoughtspeed needs a lot of fuel to keep his super-metabolism going, to the point of typically carrying a couple of high-energy bars with him on a patrol or the like, just to keep the edge off of his hunger. A GM might award a Hero Point if, due to limited food supplies, Thoughtspeed's hunger reaches the point where his powers are reduced in effectiveness. Born to Be Wild: William Cline is his father's son. He is also a teenager. This means he's got a pretty solid rebellious streak, and just enough disregard for authority to get him into trouble. A good bit of trouble, even. Big Shadows: Fast-Forward and Hologram were larger-than-life villains and are larger-than-life heroes/television stars. Combined with their somewhat eccentric personalities, this means there's a lot of pressure (more imagined than real) on William to live up to that larger-than-life life. Combined with the rather esoteric upbringing he had, and the rather sudden move to Freedom City, it's left the eldest child of the family feeling more than a bit disaffected and frustrated with his parents, who are simultaneously "pretty cool" and "totally lame", as only a teenager can think of his parents. Little Shadow: Holly is a precocious super-psychic little sister. She totally harshs his vibe sometimes. Or gets in trouble and he has to help bail her out. Abilities: 4 + 10 + 10 + 2 + 4 + 4 = 34PP Strength: 14 (+2) Dexterity: 20 (+5) Constitution: 20 (+5) Intelligence: 12 (+1) Wisdom: 14 (+2) Charisma: 14 (+2) Combat: 8 + 8 = 16PP Initiative: +13 Attack: +11 Kinetic Blades, +7 Melee, +4 Ranged Grapple: +9 Defense: +11 (+4 Base, +7 Dodge Focus), +2 Flat-Footed Knockback: -2 Saving Throws: 6 + 3 + 5 = 14PP Toughness: +5 (+5 Con) Fortitude: +6 (+5 Con, +1) Reflex: +8 (+5 Dex, +3) Will: +7 (+2 Wis, +5) Skills: 68R = 17PP Acrobatics 8 (+13) Disable Device 8 (+9) Escape Artist 8 (+13) Knowledge: Pop Culture 2 (+3) Language 2 (English [Native], German, Hebrew) Notice 8 (+10) Search 8 (+9) Sense Motive 8 (+10) Sleight of Hand 8 (+13) Stealth 8 (+13) Feats: 22PP Accurate Attack Acrobatic Bluff All-Out Attack Attack Focus: Melee 3 Attack Specialization: Kinetic Blades 2 Challenge (Fast Task) 1 (Acrobatic Feint) Defensive Attack Dodge Focus 7 Improved Initiative 2 Move-By Action Power Attack Takedown Attack 1 *(becomes 2 when "Polearm" setting of Kinetic Blades Array is active)* Powers: 7(1+6) + 14(4+7+3) + 23(14+9) + 13 = 57PP Psycho-Kinetic Awareness 1.4 (7PP Container [Passive, Permanent]) [7pp] (Mutant, Kinetic Energy, Psionic) Enhanced Feat 1(Uncanny Dodge: Mental) [1PP] Super-Senses 6(Accurate, Acute, Radius, Ranged, Mental Sense) [6pp] Kinetic Speed 2.8 (14PP Container [Passive, Permanent]) [14PP] (Mutant, Kinetic Energy) Quickness 4 (x25) [4PP] Speed 7 (1,000 MPH/10,000ft per Move Action) [7PP] Super-Movement 3 (Water-Walking, Wall-Crawling 2, Flaw: Only While Moving) [3PP] Mental Powers 4.6 (23PP Container) [23PP] (Mutant, Psionic) Communication 4 (Mental, 1 mile, Extras: Affects Others, Area; Power Feats: Selective, Subtle) [14PP] ("Telepathic Linkup") Psionic Light 1.6 (8PP Array Feats: Alternate Power 1) [9PP] Base Power: Concealment 4 (All Visual) [8pp] ("Personal Holographic Shroud") Alternate Power: Dazzle 8 (Visual, Extras: Area [General, Burst, 25ft radius], Flaws: Action [Full], Range [Touch]) [8PP] ("Visual Overload") Kinetic Blades 2.2 (11PP Array, Feats: Alternate Power 2) [13PP] (Mutant, Kinetic Energy) Base Power: Strike 3 (Extras: Autofire (Applies to Strength Bonus), Power Feats: Mighty [+2 Damage], Split Attack, Variable Descriptor 1 [slashing, Piercing, or Bludgeoning]) [11PP] ("Twin Blades") Alternate Power: Strike 3 (Extras: Penetrating 5, Power Feats: Improved Critical 2 [18-20], Mighty [+2 Damage]) [11PP] ("Duelist Blade"; Piercing) Alternate Power: Strike 3 (Power Feats: Extended Reach 2 [15ft reach], Mighty [+2 Damage], Variable Descriptor 1 [slashing, Piercing, or Bludgeoning]) [7PP] linked Enhanced Feats 3 (Improved Disarm, Improved Trip, Takedown Attack 1) [3PP] ("Polearm") Drawbacks: (-0) + (-0) = -0PP Combat DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC17 Toughness (Staged) Damage (Physical) Strike Touch DC20 Toughness (+ Autofire) (Staged) Damage (Physical) Dazzle Area DC18 Reflex 1/2 Effect DC18 Reflex Blinded DC18 Fortitude Recover Totals: Abilities (34) + Combat (16) + Saving Throws (14) + Skills (17) + Feats (22) + Powers (57) - Drawbacks (0) = 160/160 Power Points
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Player Name: KnightDisciple Character Name: Fenris Power Level: 12 (196/196PP) [Gold Reward Slot] Effective Power Level: 10 (All Caps put at PL10) Trade-Offs: -0 Attack / +0 Damage, -3 Defense / +3 Toughness Unspent PP: 0 Progress to Platinum Status: 26/120 (Gold Status earned with http://www.freedomplaybypost.com/topic/3827-gabriel-pl-15-knightdisciple-gold/'>Gabriel) (15PP earned pre-bump [5PP for PL12 slot]) In Brief: As Fenris, Magnus Katastrof uses the incredible abilities of his armored suit to defend those who cannot defend themselves, and to howl his defiance at gods, monsters, and mortals alike who would oppress the helpless! Alternate Identities: Baron Magnus Vilhelm Katastrof Identity: Secret Birthplace: Gothenburg, Sweden Occupation: Swedish Baron, Primary Shareholder for Katastrof & Sorenson Technologies Affiliations: Katasrof & Sorenson Technologies, Katastrof Family Family: Gostav Jarle Katastrof (father); Sonja Malena Katastrof (mother); Eira Katastroff (Younger Cousin, "Niece"); Bernard Katastroff (Cousin) and Magda Katastroff (Cousin-in-law) Age: 26 (DoB: April 23, 1986) Gender: Male Ethnicity: Swedish Height: 5'10", 6'6" Armored Weight: 150 lbs., 270 lbs. Armored Eyes: Blue Hair: Blonde Description: At first glance, Magnus Katastrof doesn't live up to his name very well. He's of only average height, and he's certainly not particularly large and muscular. His blonde hair is kept in a short, simple cut. He tends to wear subdued business casual (slacks and polo/collared shirts), going for darker blues, greens, and grays. When he dresses in one of his finely-tailored suits, he cuts a somewhat more noticeable figure. That said, the way he carries himself is a strong indicator of his noble birth and upbringing; there's a grace in his motions, and a sense of confidence in any motion he makes. As Fenris, he cuts a radically different figure. Standing at six and a half feet tall and cutting a very broad figure, Fenris would be imposing just by sheer stature. That his head is modeled after a robotic wolf just makes it worse. His overall color scheme is a dark gray, almost black in spots. His eyes shine an unearthly blue, and his teeth are shining white fangs in a mouth that moves almost like an normal human's. The ears on his head actually move around, sometimes pointing in different directions, sometimes seemingly focusing on a particular spot. There are dark blue lines visible in intricate patterns on his hands and forearms, as well as his feet; these patterns fade somewhat as they head up his limbs and onto his torso and head. The patterns converge on his back, culminating in a blue glowing circle near the top of his shoulder blades; said circle seems flush with the rest of his armor, meaning it's not a true weak point or anything similar. When firing his energy weapons, the lines on his forearms and hands light up very brightly; when in close-combat mode, the blue lines glow a bright blue all over his body. When using the Vacuum Flux Capacitor, his legs shine brightly, while the torso and arms display a duller glow. Power Descriptions: (Full details found ) Fenris combines innate nanite technology with a cutting-edge personalized suit of armor to make himself a powerhouse the equal of any meta-human patrolling the streets. An electrifying foe to fact in a fight, his armor equips him to quickly and thoroughly deal with criminals mundane and super alike. History: (Full history found ) Though coming from a past that would drive others away from heroics, Magnus has found himself a man forged for destiny, and determined to meet it head-on. He will create his own unique path through life, with a determination to leave a positive mark on the world! Personality & Motivation: Magnus Katastrof is an intense, driven young man. He strives to make up for the blemish on his family's name due to his father's actions, and the large amount of charitable work his company does is a testament to that. He has few friends, mostly due to his general policy of keeping people at an arm's length. Those friends he does have, however, he displays a fierce loyalty towards. While not a man of great anger, he does have a few things that tend to task him more greatly than others. For one, those who speak too strongly against the very concept of nobility (he and his peers are positive, contributing members of society, thank you very much); connected to that, those who rail against any accumulation of wealth or status. Those who speak down to him as a Swedish man (a rare occurrence in America, but somewhat common in his earlier studies abroad Europe) earn even more ire. He has a strong distrust for those who delve deeply into magic, willing as he may be to judge them on a case-by-case basis; those whose traditions call upon the Norse pantheon have an even stronger uphill battle. Finally, those who speak too harshly of his father face a cold anger that nonetheless runs the risk of burning them (metaphorically speaking). As Fenris, he tends to project a sense of bravado and calm in the face of danger. He doesn't resort to calling for single combat, however; he's more than willing to dash from hiding spot to hiding spot, sniping his enemies with impunity. He tends to drift towards attempting to take charge of any group he's in, but is generally willing to follow the lead of others if there's a clear chain of command with a competent head. Powers & Tactics: Ideally, Fenris would be mobility-focused, using mainly his Teleport and Blast to harry his foe, perhaps while fellow heroes work to finish them. He only switches to his close-combat mode when absolutely necessary. The name of the game is "run and gun," really, especially with his extended range. Complications: AHHH! Robot Wolf!: Heroic or no, Fenris's appearance is more than a bit intimidating. A big, metallic wolf-man who talks tends to set people on edge. People who hear his name and are familiar with Norse legend might almost distrust him more until he really explains himself. Who Needs That Stuff: Magnus distrusts magic and/or divine power as overall concepts. He doesn't reject their existence, or try to explain them away with pseudo-science. He simply doesn't like how "easy" they seem to be. He views it as humanity taking a shortcut, and relying too strongly on something beyond themselves. He is often a bit distrustful or disrespectful of individuals who make heavy use of such abilities. Tarnished Name: Even putting aside the rather unfortunate implications of "Katastrof", Magnus now has to deal with the cloud of suspicion his father's activities have caused. Not only is he viewed with caution, his company has experienced a drop in sales as people sometimes distance themselves from the company once owned by a "Viking-obsessed madman". Responsibility: Magnus owns a controlling share of a large, multi-national technology company, and is often personally involved in both the business side, and the R&D side. As well, he takes his duties as "patriarch" of his family seriously, keeping in touch with the comparatively small but still tight-knit group. He feels a special kinship with his neice, Eira, and feels fiercely protective of her (sometimes dangerously so). Abilities: 2 + 2 + 2 + 12 + 4 + 4 = 26PP Strength: 24/12 (+7/+1) Dexterity: 18/12 (+4/+1) Constitution: 18/12 (+4/+1) Intelligence: 30/22 (+10/+6) Wisdom: 14 (+2) Charisma: 14 (+2) Combat: 10 + 8 = 18PP Initiative: +4/+1 Attack: +10/+5 Grapple: +22/+17/+6 Defense: +7 (+4 Base, +3 Dodge Focus), +2 Flat-Footed Knockback: -5/-0 Saving Throws: 5 + 5 + 7 = 17PP Toughness: +13/+4/+1 (+4/+1 Con, +9 Protection [Armor]) Fortitude: +9/+6 (+4/+1 Con, +5) Reflex: +9/+6 (+4/+1 Dex, +5) Will: +9 (+2 Wis, +7) Skills: 116R = 29PP Computers 10 (+20/+16) Craft (Electronic) 12 (+22/+18) Craft (Mechanical) 12 (+22/+18) Diplomacy 6 (+8, +11 Wealth) Disable Device 8 (+18/+14) Knowledge (Arcane Lore) 2 (+12/+8) Knowledge (Business) 10 (+20/+16) Knowledge (Civics) 4 (+14/+10) Knowledge (Current Events) 4 (+14/+10) Knowledge (History) 4 (+14/+10) Knowledge (Life Sciences) 8 (+18/+14) Knowledge (Physical Sciences) 8 (+18/+14) Knowledge (Technology) 12 (+22/+18) Languages 4 (English, German, French, Russian, Swedish [Native]) Notice 6 (+8) Sense Motive 6 (+8) Feats: 11PP Benefit 4 (Status [swedish Nobility: Baron], Wealth 3 [Rich]) Connected Dodge Focus 3 Eidetic Memory Inventor Move-by Action Powers: 10 (8+2) + 10(1+3+6) + 75 = 95PP Computronium-Laced Brain 2 (10PP Container [Passive, Permanent]) [10PP] (Technology) Enhanced Intelligence 8 [8PP] -Quickness 4 (Flaws: Mental Only; 10 times faster) [2pp] Nanite Infusion 2 (10PP Container [Passive, Permanent]) [10PP] (Technology) Datalink 1 (Radio, 10ft) (Technology) [1PP] (Transmitter Nanites) Regeneration 3 (Recovery Rate 3: Bruised [No Action]) [3PP] (Medical Nanites) Enhanced Constitution 6 [6PP] (Physiology Reinforcement) Fenris Armor (Mark 2.1.1) 18 (90PP Device/Container, Flaws: Hard-To-Lose, Feats: Restricted 2 (Only Magnus), Subtle) (Technological) [75PP] Enhanced Attack 5 (Targeting Computers and CQB Targeting Protocols) [10PP] Enhanced Dexterity 6 (Enhanced Reflexive Motive Systems) [6PP] Enhanced Feat 1 (Quick Change) [1PP] (Flux Tunneling Beacon) Enhanced Strength 12 (Electroactive Polymer Muscle) [12PP] Immunity 9 (Life Support [Disease, Poison, Suffocation, All Environmental Conditions]) (Life Support Systems) [9PP] Protection 9 (Composite Armor Plating) [9PP] Super-Senses 4 (Darkvision, Direction Sense, Ultrasonic Hearing) (Sensory Enhancement Package) [4PP] Teleport 6 (600ft per Move Action, 20 miles per Full Action, Feats: Change Direction, Change Velocity, Easy, Turnabout) (Vacuum Flux Capacitor) [16PP] Arsenal (21PP Array, Feats: Alternate Power 2) [23PP] Base Power: Blast 10 (Feats: Improved Range [4 250ft Increments, 1000ft Max Range]) (Electricity/Lightning) [21PP] (Particle Projection Cannons) Alternate Power: Strike 3 (Extras: Penetrating [10], Feats: Mighty) (Electricity/Lightning, Slashing Damage (Lethal + Nonlethal)) [14PP] (Electro-Claws and Teeth) Alternate Power: Super-Strength 5 (Effective Strength: 49 [Light Load 4 tons, Medium 8 tons, Heavy 12 tons, Maximum 24 tons, Push/Drag 60 tons] +5 Grapple Bonus) [10PP] (Electroactive Polymer Muscle, Stage Two) Drawbacks: 0PP DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC22/16 Toughness (Staged) Damage (Physical) Blast Ranged DC25 Toughness (Staged) Damage (Energy) Strike Touch DC25 Toughness (Staged) Damage (Energy + Physical) Abilities (26) + Combat (18) + Saving Throws (17) + Skills (29) + Feats (11) + Powers (95) - Drawbacks (0) = 196/196 Power Points
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Player Name: KnightDisciple Character Name: Gabriel Power Level: 15 (250/250PP) (PL 12 Caps) Trade-Offs: None Unspent PP: 0 Progress To Platinum Status: 100/120 Alternate Identity: Carson Finbar Keefe Identity: Secret Birthplace: Limerick, Ireland (Chalk it up to the Almighty's sense of humor) Occupation: Drama Teacher Affiliations: Freedom College, Freedom League (Reserve Member) Family: Angus Keefe (Father), Bevin Keefe (Mother), Brody Keefe (Older Brother), Doyle Keefe (Younger Brother), Riona Keefe ("Baby Sister"), Brogan Keefe (Paternal Grandfather), Bridget Keefe (Paternal Grandmother), Colin Doherty (Maternal Grandfather), Moreen Doherty (Maternal Grandmother) Age: 29 (DoB: March 21, 1984) Apparent Age: N/A Gender: Male Ethnicity: Irish Caucasian Height: 6' Weight: 170 lbs. Eyes: Blue Hair: Red Speech Color: Maroon Description: Tall and fairly thin, Carson is nonetheless a comparatively unremarkable figure in his civilian guise. Often electing to wear jeans and a plain polo shirt, Carson manages to strike a balance between "comfortable" and "professional" that many people find baffling. He almost always has an easy smile on his face. Gabriel is a bit sterner figure, but still one that tends to put innocents at ease when they meet him. His outfit, once reminding others of a heroic priest-figure, now seems more like a warrior-priest. Loose white pants, rugged gray leather boots, a gray cloth belt, and a baggy white shirt form the base of his outfit. Covering everything but his mouth and lower nose is a white mask pulled over his head. Over his chest is a sculpted breastplate; at a glance it looks almost like silver, but its obvious strength and lack of corrosion bely that. His hands have fingerless gloves that seem to have an inner layer of cloth or leather, but an outer layer of fine chainmail (of a material similar to his breastplate); over his forearms are smooth vambraces of the same otherworldly material. His lower legs bear smooth greaves of the same holy metal as the rest of him. And over his head is an open-faced helmet of that polished silver-steel. Most amazingly, the metal seems to actually flex with him when he moves, which seems to make it extraordinarily comfortable to wear. Finally, a predominately white leather duster sits on top of everything else, with a black trim bearing intricate gold patterns consisting of Celtic knots and crosses. The most amazing part of this outfit is its ability to, in a flash of light, exchange itself for his normal outfit (though leaving the, ah, bottom-most layer intact) from its hiding place as an elegantly simply silvered wristwatch. Power Descriptions: At its most basic, all of Gabriel's abilities loop back to his innate mastery of Sound. His Charisma, his more explicit powers, everything. It all goes back to those little vibrations moving through various sorts of matter. (Further descriptions here. Just as noticeable as his armor is Gabriel's new weapon. Where before he relied solely on his sonic powers, he now has a shining spear to help surprise unsuspecting opponents, or those who display unusual resistance to his favored powers. The spear itself is exactly as long as Gabriel is tall (6'), with 10 inches being the the leaf-shaped blade; said blade has a smooth curve, and flares out to 4 inches wide before narrowing down again. The whole weapon seems made of silver, yet notably stronger than said metal has any right to be. The spear has incredible power within itself, shining out when Gabriel wishes it. Just as incredible is its ability to turn into into a great shining silver trumpet, or its ability to turn into a simple silver ring on his right hand (so that it's available when he wants it without being obvious). All in all, Gabriel looks the part of the guardian angel so many already think of him as. History: (Full history found here.) Gabriel has proven himself a fearless hero of Freedom City, rightfully earning his place in the Freedom League. His soft skills, especially diplomacy, have marked him as something of a diplomat among heroes, as well as an unofficial "go-between" for the Catholic Church to the hero community in Freedom City (though it's not a role that's needed often). Though he is by no means an "elder statesman", Gabriel strives to build bridges, both between himself and others, and between other people in general. As one of the semi-official "protectors of Sanctuary", he can find himself stretched thin, but it's simply an occasion to rise to another challenge. He will continue to stand as a barrier between the innocents of Freedom City (and the world itself) and any evils that might prey upon them. Personality & Motivation: Carson is, at heart, an optimistic people-person. He loves talking to and helping people, be they a close friend or stranger. He believes that most people can, and will, do good things if given the chance and a little encouragement. He believes that if enough people honestly stand up and try their best, the world can be made a better place. He's realistic enough to acknowledge it would be a long, slow, painful process; that people would still disagree and argue and fight and mess up. But the goal, the ideal, is something Carson believes is worth fighting for. This belief in the potential for good in people is what drives him to be a teacher at Freedom College. Seeing that more kids from poor and broken homes ended up there, he sought to be a beacon to the students. Not only does he teach drama/theater classes, Carson volunteers to mentor a couple of kids each year. He views these mentorships as one of his best opportunities. Carson always strives to provide the best positive role model to the students he helps; his words are backed up by sincere actions. He acknowledges that sometimes, students will still make bad choices, and that he cannot blame himself. Once he has done his best, the rest is up to the students. As Gabriel, his focus has often been on helping "the little guy," such that he still stops non-powered petty criminals, instead of focusing solely (or even mostly) on super-crime. Some of these people he tries to help start down the road to redemption; some, he realizes, won't be swayed by his words alone. It makes him sad when he has to use force on a teenager who's robbing a convenience store to feed a destructive habit, or even to try scraping together money to feed themselves and/or their family. But Gabriel believes in the law, and in right and wrong, strongly enough to not let that sadness stop him from doing the right thing. That said, he's not afraid to mix it up with more powerful foes, since they can often offer an even greater immediate danger to civilians. Even as his focus has broadened over the last couple of years, Gabriel's approach hasn't really changed; his heart still goes out to some criminals who he sees as victims of their own sickness (such as Bee-Keeper II). He will show a touch of wrath for the more hardened elements of the super-criminal world, though, especially the ones who deal in the more despicable trades. And his righteous anger in the presence of the Powers of Darkness can shake a building (if not quite the world). Powers & Tactics: Most of Gabriel's powers revolve around disabling foes, rather than directly beating them unconscious. Often times, he will batter a foe or group of foes with a hit from each of his varied tricks, keeping them severely off-balance, leaving them vulnerable to a final knockout blow from his sonic blast. Gabriel's supernatural charisma is, in his mind, his most powerful tool. With it, he can often convince petty criminals to lay down their weapons, and cooperate with the police. In turn, he will speak with the police afterwards to ensure the criminals (often fairly young) receive good treatment, and get as much of their prison time converted to things like community service. It also helps convince civilians to clear the area, and can occasionally allow him to put a more threatening opponent off-guard long enough to get a better hit in. Complications: Demons, Why Did It Have To Be Demons?: Gabriel has had a large number of encounters with demons, with the worst outcome being a withdrawal by his opponent. These encounters have left him with a natural caution for the demonic, and a reputation among their kind that makes them particularly hostile to him (not to mention their dislike of his faith and the One whom he works for). A GM may give Gabriel a Hero Point if he finds himself a specific target of one or more demons, whether as part of a longer-term plot, or the focus of their ire in a fight. I Hate Faeries!: Due to a trip to ancient Ireland, as well as several poor meetings at other times, Gabriel has a bit of intense dislike reserved for faeries, or most anything having to do with them. The only real exception so far is the heroine Grimalkin, whom he has had several friendly meetings with in the course of his hero work. As well, he has now repeatedly thwarted plans made by various factions among the Seelie and Unseelie Courts. A GM may feel free to give him a Hero Point if this dislike drives him to sour an initial meeting with another hero who derives his power from the Faerie Realm, if it causes him to recklessly attack faeries (as opposed to watching out for himself and his comrades), or if it brings down unwanted attention or diplomatic difficulties from various Fae factions upon him. Old Wounds: Gabriel has acquired a fair number of scars during his comparatively short time as a hero; the worst set by far are the large ones across his chest, dealt to him by a "super-ghoul" in October of 2010. Any and/or all of these wounds can occasionally give him trouble, be it due to cold weather, wet weather, or even being around too much necromantic energy (which resonates with the cause of his chest scars). A GM should feel free to give him a Hero Point if the flare-up of these scars is induced, giving him a small to moderate penalty of the GM's choosing, while making sure said flare-ups don't work as a sort of "evil indicator" or the like. Responsibility: Carson is employed as a Drama/Theater teacher at Freedom College. He has to balance his time spent as Gabriel with his job, especially since he views his work as equally important. At the same time, he is also a Reserve Member of the Freedom League. A GM should feel free to give Gabriel a hero point when his hero work and teaching work come into notable conflict. Secret (Identity): Gabriel has several people he wishes to protect, most notably his family. A GM should feel free to give him a Hero Point when trying to keep his heroic identity secret becomes notably difficult. Shepherd of The Flock: Gabriel feels intensively protective of others, especially those without powers to fight back against powerful villains. Thus, he may be borderline reckless attempting to protect those he feels need it. A GM should feel free to give Gabriel a hero point when his protective instinct drives him to reckless decisions. Abilities: 4 + 4 + 6 + 4 + 8 + 10 = 36PP Strength: 14 (+2) Dexterity: 14 (+2) Constitution: 16 (+3) Intelligence: 14 (+2) Wisdom: 18 (+4) Charisma: 50/30/20 (+20/+10/+5) Combat: 16 + 16 = 32PP Initiative: +6 Attack: +8, +12 Spear, +12 Sonic Control Grapple: +11 Defense: +12 (+8 Base, +4 Dodge Focus), +4 Flat-Footed Knockback: -6/-4, -3/-1 Flat-Footed Saving Throws: 8 + 9 + 10 = 27PP Toughness: +12 (+3 Con, +4 Defensive Roll, +5 Holy Armor), +8 Flat-Footed Fortitude: +11 (+3 Con, +8) Reflex: +11 (+2 Dex, +9) Will: +14 (+4 Wis, +10) Skills: 140R = 35PP Acrobatics 8 (+10) Bluff 10 (+40/+20/+15)SMUE Diplomacy 10 (+40/+20/+15)SMUE Gather Information 10 (+40/+20/+15)SMUE Intimidate 10 (+40/+20/+15)SMUE Knowledge (Arcane Lore) 8 (+10) Knowledge (Art) 8 (+10) Knowledge (Streetwise) 8 (+10) Knowledge (Theology & Philosophy) 8 (+10) Notice 12 (+16) Perform (Acting) 10 (+30/+20/+15) Perform (Oratory) 8 (+28/+18/+13) Perform (Singing) 8 (+28/+18/+13) Perform (Wind Instruments) 10 (+30/+20/+15) Sense Motive 12 (+16) Feats: 39PP All-Out Attack Attack Specialization (Sonic Control) 2 Beginners Luck Defensive Roll 2 (+4 Toughness) Distract (Intimidate) Dodge Focus 4 Equipment 6 (30EP) Fascinate (Bluff) Improved Initiative Inspire 5 Leadership Luck 5 Power Attack Rallying Cry Skill Mastery (Bluff, Diplomacy, Gather Information, Intimidate) Ultimate Bluff Ultimate Diplomacy Ultimate Intimidate Ultimate Gather Information Uncanny Dodge (Auditory) Well-Informed Equipment 6PP = 30EP Headquarters (>Monastery) Size: Colossal (5EP) Toughness: +10 (1EP) Features: Animal Pens, Chapel, Communications, Computer, Gym, Isolated, Masterwork Laboratory (+2 to checks to study/analyze and perform research), Living Space, Masterwork Library (+2 to Knowledge checks), Masterwork Infirmary (+2 to Medicine checks), Personnel (Monks), Power System, Masterwork Workshop (+2 to Craft checks) (17 EP) Powers: Super-Movement 1 (Dimensional Movement (Sanctuary<->Earth Prime), Extras: Portal, Duration (Continuous) Flaws: Limited (Others); Action (Standard)) (Dimensional Portal inside the Monastery) (1EP) Freedom League Communicator Communications 5 (Radio, 5 miles; Extra: Area; Flaw: Limited [Other FL Communicators]) [5EP] Communications Link 1 (Freedom League HQ) [1EP] Powers: 8 + 14 + 10 + 2 + 1 + 43 + 3 = 81PP Device 2 (10PP Container, Flaws: Hard-To-Lose) [8PP] (Holy Armor) Features 1 (Quick Change) [1PP] Immunity 2 (Critical Hits) [2PP] Protection 5 [5PP] Super-Senses 2 (Darkvision) [2PP] Device 4 (20PP Container, Flaws: Easy-To-Lose, Feats: Feature [Transforms into Masterwork Trumpet], Subtle [Transforms into a Ring]) [14PP] (Heavenly Spear) Light Control 5 (25ft radius, Flaws: Range [Touch]) [5PP] Strike 10 (Feats: Accurate 2, Mighty) [13PP] (Blessed/Holy, Piercing, Silver) Super-Movement 1 (Dimensional Movement 1 [Earth-Prime and Sanctuary] ) [2PP] Enhanced Charisma 10 (to 30/+10) [10PP] Flight 1 (10mph / 100ft per Move Action) [2PP] Immunity 1 (Own Powers) [1PP] Sonic Control 12 (34PP Array, Feats: Alternate Power 9) [43PP] (Mutation) Base Power: Dazzle 12 (Auditory Senses, Extras: Area [General, Burst, 60ft radius], Selective) [34PP] Alternate Power: Blast 12 (Extras: Autofire ) [34PP] Alternate Power: Communication 6 (Auditory, 20 miles ["Anywhere In Freedom City"], Extras: Area, Linked [Comprehend, Super-Senses], Feats: Selective, Subtle) [14PP] + Comprehend 3 (Languages 3 [speak Any, All At Once, Understand All], Extras: Linked [Communication, Super-Senses]) [6PP] + Super-Senses 3 (Extended Hearing 4 [100,000ft / 20-mile Notice Increments], Extras: Linked [Communication, Comprehend], Flaws: Limited [speech], Feats: Selective) [4PP] (Far-Hearing, The Tongues of Men & Angels, Ventriliquism) [14 + 6 + 4 = 24PP] Alternate Power: Confuse 12 (Extras: Area [General, Burst, 60ft radius], Selective) [34PP] Alternate Power: Drain Toughness 12 (Extras: Affects Objects, Range [Ranged]) [34PP] Alternate Power: Enhanced Charisma 20 (Extras: Linked [Enhanced Skills]) [20PP] + Enhanced Skills 10 (40 Ranks: Bluff 10, Diplomacy 10, Intimidate 10, Gather Information 10 ) [10PP] [20 + 10 = 30PP] Alternate Power: Emotion Control 12(Extras: Area [General, Shapeable, 12 5ft cubes]) [34PP] Alternate Power: Flight 9 (Rank 10, 10,000mph / 100,000ft per Move Action, Feats: Moving Feint, Subtle) [20PP] Alternate Power: Nauseate 12 (Extras: Range [Ranged]) [34PP] Alternate Power: Paralyze 12 (Extras: Range [Ranged]) [34PP] Super-Senses 3 (Ultrasonic Hearing, Extras: Accurate) [3PP] (Echolocation) DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC17 Toughness (Staged) Damage (Physical) Blast Ranged DC27 Toughness (Staged) Damage (Energy) Confuse Ranged DC22 Will Confused Dazzle Ranged+Area DC22 Reflex 1/2 Effect DC22 Reflex Deafened DC22 Fortitude Recover Drain Ranged DC22 Fortitude Drain Toughness Emotion Control Perception DC22 Will (Staged) Special Nauseate Ranged DC22 Fortitude (Staged) Sickened/Nauseated/Helpless Paralyze Ranged DC23 Will (Staged) Slowed/Paralyzed Spear Touch DC27 Toughness (Staged) Damage (Physical) Abilities (36) + Combat (32) + Saving Throws (27) + Skills (35) + Feats (39) + Powers (81) - Drawbacks (0) = 250/250 Power Points
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Gabriel would be interested in checking in on Mr. Steelgrave. Cobalt Templar could use a chance to stretch his legs, maybe work with some old friends. If I can get him rolled out, investigating odd technology happenings seems an excellent task for Fenris, and perhaps a good way to re-introduce him. If Thoughtspee'ds in play soon, he could get involved in happenings around Claremont or with other teenagers.
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Gabriel gave a sage nod as the criminals relented. He walked over, patting each of them on the shoulder. The fact that their bodies locked up to keep them from changing their mind might not be immediately obvious to Bee-Keeper. That odd humming seemed to rise and fall a couple of times before the older hero turned to face the battlesuit-user, his arms crossed over his chest, his expression thoughtful. "The police will be here soon enough; I sent in a tip to the nearest precinct. They've got someone on the way." He glanced back at the frozen criminals, shaking his head a bit. "Always sad to see folks turning to things like that. There's always a better way..." He sighed and refocused. His expression was...not quite "stern", but perhaps "evaluating". "So. Fleur de Joie told me about the encounter the two of you had. First time I've heard of money golems....Could we perhaps fly and talk? Or walk and talk? Or at least hit a roof?" He gave a slight smile. "I don't think this is quite the place for a heart-to-heart talk."
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Cobalt Templar turned at the warning, dropping the groaning ninjas from his giant hands. In a brief flash of fire, he was suddenly normal-sized again. He raised an eyebrow at the...unusual...manner of garb of the guy who'd warned him, though he couldn't help but smirk at the very thematic way he took out the 2 ninjas who had tried to ninja-sneak behind him! He took a few steps closer, his red cape fluttering in a non-existent breeze, his face calm. Another ninja dropped from the ceiling suddenly, but was slapped aside with a gleaming cylindrical mace in his left hand that sent him flying several feet to land bonelessly on the ground. He seemed determined to silently stare down the Apian Avenger! He stopped a few feet away from BK, tilting his head to the right a bit. Without a word, he lifted a large handgun in his right hand. For several long moments, the barrel seemingly pointed straight at Bee-Keeper's head, the flames of the energy-construct projectile flickering in the over-sized barrel. The sound when it fired was strange, an almost electrical whine as the half-formed bolt of blue fire roared through the air... And smacked into the face of the wasp ninja who'd been sneaking up on Bee-Keeper with a sound like Mike Tyson's boxing glove hitting home. The Ninja cried out in surprise, flipped in a 360 degree arc, stumbled, and fell down in a groaning heap. Only then did CT smile as he twirled the gun construct in one hand, resting the mace in his other hand on his shoulder. "Nice to meet you, Bee-Keeper. I'm Cobalt Templar the First. You're sporting a different look, and you watched my back; that's proof enough you're legit. Now, there are ninjas afoot. Let's say we show them how we rumble in Freedom City, huh?" His grin showed he was hyped up and looking for trouble.
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In answer to that, I have a few links. -The most direct example is Equinox, who has a Magic Array that is augmented (but not replaced) by her Device. -This build for Blue Moon just adds a couple of APs onto an existing Array with a Device. -The Armored Sorceror buys off flaws with his armor. -This Vampiric Necromancer has 2 stacking arrays, though neither is in a Device. So it's very possible to stack things like you're asking. The big thing is just to clearly mark what's happening, and in the Device, perhaps note the rank that it adds up to (aka if the Device brings the total rank to, say, 15, note both the ranks that the device has, like say 7, and then the new total, 15). Another more generally helpful resource because it has links to many things: Character Building Hub.