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KnightDisciple

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  1. Nevermore nodded at the words of the other two students, meeting each of them in the eye for a few moments before speaking. Unconsciously, his left hand drifted across his torso to a spot on his ribcage, as if feeling an old wound. Both of the others could tell it wasn't an actual wound, but more like a reflexive check of an old scar. "It would not be my first...surprise test. I am perturbed because I had fully cleared not only this training session, but the specific parameters of it, with the Headmistress. She felt the socialization would benefit me. Perhaps it is my perfectionism leaking through, though." He's got a determined set to his face, now. A slight forward nod, and white lenses snap back into place, before beginning to glow green. "I am with you. Partner." Instead of holding a hand out for some sort of group cheer, he simply gives both of them a nod before slipping away, jumping across a couple of rooftops, or zipping across with his grapnel, before being in position. His voice whispers across the radio. "In position and ready. I will start the attack when you both confirm you're ready." As soon as the "go" signal is given, Nevermore's grapnel line will rocket out and hit the lip of the rooftop of the warehouse. The men on the ground won't notice anything, but a couple of the rooftop guards turn at the slight sound...only to receive a quick barrage of feather-shaped throwing "knives" to the face and torso. Nothing lethal, but it stunned them long enough Nighthawk would be able to swing around and mop them up. Nevermore didn't stop moving, dashing from cover to cover on the roof as he lined up more throws. Unfortunately, the slightly reckless nature of his attack meant that it was noticed, and it wasn't long before radios were crackling with warnings, and the remaining guards on the roof were moving with predatory purpose.
  2. Edit was adding a touch of fluff (accents) to Description, and then correcting an extra capitalized letter.
  3. Character Name: Judex Power Level: 8 [11] (162/182PP) Trade-Offs: +3 Attack / -3 Damage, +3 Defense / -3 Toughness Unspent Power Points: 20 In Brief: Mild-mannered preacher by day, fear-inducing bringer of misfortune by night, Judex stands up for the poor and downtrodden of Bedlam City, no matter what. Birthplace: Springfield, MO, USA Residence: Small, "rustic" "parish" home near his church. Base of Operations: Bedlam First Assembly, near the corner of Blaed Ave and Ellmore Pl. Catchphrase: "Repent, or be judged." Theme Song: "He's Got The Whole World In His Hands" Alternate Identity: Theodore Galen Ward, aka "Pastor Theo" Identity: Secret Occupation: Pastor/Minister, Assemblies of God Church Affiliations: AOG; Bedlam First Assembly; Celestial Spirit Fellowship; Bedlam Interdenominational and Interfaith Charities Family: Benjamin Ward (Father); Cassidy Ward (Mother); Kathryn Ward (Older Sister); Mark Ward (Younger Brother); Abraham Ward (Paternal Grandfather) Description: Age: 28 (DoB: May 20, 1988) Apparent Age: Late 20s / Mid 30s Gender: Male Ethnicity: Caucasian (European mutt) Height: 5'8" / 6'3" Weight: 135lbs / 270lbs Eyes: Blue / Brown Hair: Brown / Black, with some Dirty Blond mixed in Theodore Galen Ward is a thin, reedy man, though one possessed of a deceivingly youthful look. He also tends to dress somewhere between "bland", "conservative", and "academic from a few decades ago". He tends to have an unassuming posture and air about himself, though when he's speaking with one of his congregation members, preaching from the pulpit, or doing charity work, he has a bit more confidence. If and when confronted by someone during said work, he tends to visibly shrink back a bit, and his voice goes up. His voice is an calm tenor (he is often complimented on his singing), and he almost always speaks with a gentle Midland American accent, only occasionally slipping into a more Southern/Ozark Midland. Judex is a bear of a man with a naturally intimidating air about him. He looks nothing like Theo, seeing as he has completely different body and facial structure. And a great big bushy beard! His hair has a wild, untamed look about it, his eyes carry a slightly crazed light, and his out-of-place brightly colored shirt is somehow all the more fearsome for it. The straw fedora upon his head never seems to come off, unless he wants it to. His arms bear strange, whorled designs that evoke ancient Christian symbology without belonging to any specific region or tradition. The cloth wraps and leather half-glove on his right hand and forearm add to his unsettling asymmetrical look. For all that he seems to bear a bit of extra weight on his frame, his muscles rounded out just a bit by "padding", his bearing and movements are nothing but graceful. He speaks with a rough Southern accent, with strong overtones of Lousiana/New Orleans. Power Descriptions: Theodore's powers were granted to him by the Archangel Uriel, and are a sort of "infusion" of a very tiny fragment of the Archangel's power. This infusion has given Theodore boosted (but not completely superhuman) general physical abilities, as well as slightly superhuman foot speed. To disguise himself, Theodore was given the ability to change into the radically different form of Judex (a name he picked himself); a side benefit of this transformation is his ability to nigh-instantly swap into Judex' typical outfit from whatever he's wearing at the time. However, physical prowess is not the only gift he's received. In addition to his bodily ability, Theo is able to cause misfortune to befall those he targets, making things worse than some thing they "ought" to be. Finally, he is able to cause his foes to perceive radical and frightening visions of their worst fears, combined with vague, impressionistic flashes of terrifying imagery, symbology, and more. History: Theodore Galen Ward was born to a family who valued Faith, Hope, and Love. His father is a career minister, while his grandfather is a retired Army veteran who fought in World War II, one who has some rather hair-raising stories of his pre-conversion wild and woolly youth. His mother, Cassidy, is a Registered Nurse, one who still pulls the occasional long hours at the hospital. He's learned the lessons of serving with love and discipline from his family, that's for sure. Theo himself had a happy childhood growing up in Missouri, attending school and then college; his decision to enter the seminary, albeit with some rather hefty added degrees ("just because he could" according to his siblings), was an easy choice. He felt the same "fire in his bones" his father had when it came to the Word, and he knew he could go out there and not just preach, but really reach out and help people. When he graduated, interned close to home, and then finally was up for a church assignment further about the nation, Theo himself chose to go to Bedlam First Assembly. Despite the tearful pleas of his mother, and the stern questions from his father, Theo stood firm. The city was hurting, and while there were good people doing good things, having another person there doing even more good could do nothing but help. It was Abraham Ward who spoke up, telling them that if Paul could go to Rome, then Theo could go to Bedlam. He reminded his grandson that he might need to stand up for himself there, more than any other time in his life, but that even then, he'd need to turn the other cheek. Theo was mugged his first week in the city, thankfully without any physical harm, and relatively little cash lost. And while he soon connected with Celestial Spirit Fellowship and the Bedlam Interdenominational and Interfaith Charities groups, it was abundantly clear that little was getting done in the city, at least in the immediate term. Gangs, crime, suffering, and hopelessness ran rampant. Theo's congregation was small, less than 40, but they were loyal and resilient. The fact that Bedlam First Assembly's location put it at the juncture of territories owned by rivaling gangs who preyed upon racial tensions did not help, though; the multi-ethnic makeup of his congregation generated brotherhood and scorn in equal measure, albeit mostly from within and without, respectively. After just four months in the City, Theo had had six separate efforts to go out and feed and distribute clothes to the homeless and underprivileged stopped or curtailed by police, gangs, or both. He was spiritually exhausted, and while his congregation (somehow) maintained their support of "Pastor Theo", there was only so much a reedy 20-something pastor with more smarts than sense could do. And then one night he woke up in his rickety bed in his slightly drafty house to see a vaguely glowing figure at the foot of his bed. When the being confirmed it, he, was the Archangel Uriel (a bit of Scripture quoting back and forth seemed to seal the deal for Theo), he was given an incredible offer: he could become a fearsome protector of the downtrodden and punisher of the wicked and corrupt. His powers would not be as grandiose and fearsome as some (Uriel muttered something about "showoffs in Freedom City"), but Theo would be able to finally be the force he needed to be to push back against the gangs, the corruption, the darkness that permeated Bedlam City. Theo agreed, and quickly figured out at least the basics of his powers. Now, during the days he continues his good works, preaching, teaching, and helping the widows, orphans, and poor. But during the nights, when the wind is chill and the streets are damp with rain (or worse), Judex makes himself known to strike the fear of the Lord into the hearts of the wicket. Personality & Motivation: Pastor Theo is a quiet, kind, fairly unassuming young man. He has strong convictions, and happily engages in discussion and debate over theology and philosophy at any opportunity. Mockers, be it of his faith, his looks, or his (seemingly futile) charity efforts all get a big grin and a shrug. He's capable of more somber moods, and the fact he's already helped bury two members of his congregation (one of whom was younger than he) means he's intimately acquainted with grief and mourning. Still, his heart cannot be dragged down, and he's always got an encouraging word for others. Judex is a charismatic force of nature, often terrifying, and never forgettable. He loves making dramatic entrances, often perched in unusual places (especially considering his not-so-tiny frame). He adores menacing speeches that draw heavily on concepts such as the Judgement Of The Lord, the Wages Of The Wicked, and so on. His ire focuses on criminals and the corrupt, though; he's made it clear that any sins that don't threaten another person are not his to judge. Those who would steal, kill, and destroy, though, they are his to stop. Because while many may be Sheep, and the Wicked are Wolves, he is the Wolfhound. Powers & Tactics: Judex tends to use his Emotion Control and Luck Control to mess with and "debuff" his opponents until he has a chance to get "up close and personal". His specialization in grappling arts means he tends to favor getting a solid grip on an opponent and then leaving them rather wrecked. If someone starts fleeing, he'll give chase, using parkour if need be. In a pinch, Theo can use any of his powers without transforming into Judex's form, but doing so brings a lot of risk of discovery upon him. Complications: Secret Identity: Theodore Ward and Judex are very different people. Clearly not the same person! Theo's job, safety, congregation's safety, and the safety of the "regular" charitable work he does are all at risk if his identity as Judex ever got out. Struggling: Pastor Theo runs a small church whose members, while faithful givers, are not exactly rich. He typically has to scrape to pay his bills, especially since he tends to be generous with giving to others if a need comes up. Righteous Anger: Judex is just a made-up character. Mostly. Theo has definitely noticed he can get worked up about injustices, and it's worse when he's physically transformed into Judex. And sometimes that means there's a bit of a risk of getting...carried away. The Face of Fear: Judex is a rather scary guy, and many civilians and hero-types (whether costumed-ish, or just honest-ish police) may find themselves unnerved or scared of Judex, mistaking him for a villain rather than a hero. On A Mission From God: Judex is on a mission, and he talks as such (it's almost, but not quite, a compulsion for Theo when in that form). It's the sort of thing that gets you noticed by folks that mission is against, and could prove wearying to some who he might ally with. On The Side Of Angels: Scary or no, Judex is directly empowered by an Archangel. Anyone who figures that out and is of a less savory nature might pass that on to powers and principalities that would take a great interest in Judex. Corruption or Destruction, either way it's a win for such beings, or so they figure. Abilities: 0 + 2 + 2 + 4 + 8 + 8 = 24PP Strength: 10/20 (+0/+5) Dexterity: 12/18 (+1/+4) Constitution: 12/20 (+1/+5) Intelligence: 14 (+2) Wisdom: 18 (+4) Charisma: 18 (+4) Combat: 12 + 12 = 24PP Initiative: +3 Attack: +11 Melee, +6 Ranged Grapple: +15 Defense: +11 (+6 Base, +5 Dodge Focus), +3 Flat-Footed Knockback: -2 Saving Throws: 2 + 3 + 3 = 8PP Toughness: +1/+5 (+1/+5 Con) Fortitude: +3/+7 (+1/+5 Con, +2) Reflex: +4/+7 (+1/+4 Dex, +3) Will: +7 (+4 Wis, +3) Skills: 128R = 32PP Acrobatics 10 (+14) Climb 8 (+13) Diplomacy 8 (+12) Disguise 6 (+10) Escape Artist 4 (+8) Gather Information 8 (+12) Intimidate 10 (+14) Knowledge (Behavorial Sciences) 6 (+8) Knowledge (Civics) 4 (+6) Knowledge (Current Events) 4 (+6) Knowledge (History) 10 (+12) Knowledge (Popular Culture) 6 (+8) Knowledge (Streetwise) 8 (+10) Knowledge (Theology and Philosophy) 10 (+12) Notice 8 (+12) Sense Motive 10 (+14) Stealth 8 (+12) Feats: 20PP Accurate Attack All-Out Attack Attack Focus (Melee) 5 Defensive Attack Dodge Focus 5 Evasion Improved Grab Improved Grapple Improved Pin Paralyzing Attack Power Attack Takedown Attack Powers: 6 + 1 + 8 + 6 + 10 + 2 + 12 + 9 = 54PP Shepherd's Body Morph 6 (1 Single Form, +30 Disguise Self) [6PP] (Holy) ("Fearsome Countenance") Enhanced Feat 1 (Quick Change) [1PP] (Holy) ("Watchman's Rainment") Enhanced Constitution 8 [8PP] (Holy) ("Endurance of Eleazar") Enhanced Dexterity 6 [6PP] (Holy) ("Deftness of David) Enhanced Strength 10 [10PP] (Holy) ("Strength of Ishbaal") Speed 2 (25mph/250ft per Move Action) [2PP] (Holy) ("Swiftness of Shammah") Crook and Staff Luck Control 1 (Force Reroll; Extras: Area, Selective; Power Feats: Luck 3) [12PP] (Holy) ("Misfortune Aplenty") The Fear Of The Lord 4 (8PP Array; Feats: Alternate Power 1) [9PP] Base Power: Emotion Control 8 (Flaws: Limited to Fear) [8PP] (Holy) ("Is The Beginning of Knowledge") Alternate Power: Emotion Control 8(Extras: Area [General, Shapeable, 7 5ft cubes]; Flaws: Limited to Fear, Action [Full]) [8PP] (Holy) ("Is Clean And Enduring Forever") Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15/20 Toughness (Staged) Damage (Physical) Emotion Control Perception DC 18 Will (Staged) Shaken/Frightened/Panicked Totals: Abilities (24) + Combat (24) + Saving Throws (8) + Skills (32) + Feats (20) + Powers (54) - Drawbacks (0) = 162/182 Power Points
  4. For reference, the languages used in his rant are, in order (each complete sentence is a single, separate language): Romanian, Georgian, Latin, German, French.
  5. Cobalt Templar gave a vague nod at the mention of exotic energies. "That's fair. I'll have the folks who helped me out contact AEGIS, and maybe give a once-over to the defenses. Never hurts to be prepared for eventualities, I've found." As for the question about scrutiny, he had to sit back and give it some thought. "Hm. For something like the Nightstone, my first inclination would be to go to one or two trusted experts with psychic powers, mind-reading, memory alternation, that sort of thing, that both of us would find trustworthy, and essentially have them 'check you over' to see if your intentions are true. Were this some other power source I might consider some more 'mundane' tests of one sort or another, but considering the potential damage to the minds of the helpless this Stone could wreak, I'm inclined to extra caution. We can discuss what these experts could and could not scan, if preferred."
  6. Out of town this weekend for a family reunion.
  7. Nevermore had been half-listening to Woodsman on the radio as he approached, taking his time and scouting the outer perimeter. Which was honestly a bit odd to him, as he'd been sure he hadn't made things quite this "military", but he'd been tweaking the settings enough it didn't really set off any alarms. Then he got to the same convenient corner and hunkered down with the others, faintly nodding at the rest of Woodsman's plan as he fiddled with a hidden set of controls under the front of his belt buckle, his eye-pieces shifting colors a couple of times before he glanced at the rooftop of the target building, then to the street, then back to his fellow teenage heroes.... Then he froze, and his head whipped back toward the warehouse, quickly scanning all about, taking in much more detail than before, his posture stiffening, before he hunched down completely out of site, a couple of odd taps to his cowl causing the lenses to completely retract, and his eyes showed more emotion than the entire time he'd been interacting with the other two. His voice was low in volume, and it started bouncing languages quickly. "Fiu al unui măgar, care se angajează în activități nocturne carnale cu o femeie de reputație proastă! უხეში სუნი ღორის, რომელიც ეწევა უწმინდური საქმიანობაში! Quid stultus, et qui non est de hoc testimonium odorem intelligentiam? Ich verstehe nicht, warum dies geschieht, aber ich hoffe, dass viele schmutzige, schmerzlich, unglücklicher Ereignisse auf die Person kommen, die dachten, das war eine gute Idee! Je suis très mécontent de la tournure des événements et je suis sûr que je peux exprimer de manière adéquate les profondeurs de ma colère, mécontentement, et le mécontentement!" He turned to the other 2 students, the parts of his face they could see showing genuine distress as he looked up from the high-tech smartphone/mini-tablet/PDA/micro-computer/thing in his hands, slowly, almost mechanically putting it away. "The difficulty has been ramped up by at least 3 degrees, and while I'm confident it's not impossible, I'm concerned, because this is outside the bounds of what I wanted. I wanted to get to know you two by way of working with you, albeit in a simulation. I didn't want to put us through something that would make the likes of Midnight have to exert effort." His tone made it clear he held the graduate from a few years ago in rather high regard.
  8. This would be fun to involve Nevermore in. Maybe he's with the "punishment detail", or maybe he's just wandering the grounds looking dapper in a suit, who knows. I feel like he *could* go anywhere, but the sneaky stuff is most natural, while the next best option is the Brawl (he uses no powers, so is not very slowed down by a lack there). Alternatively he could come back from a patrol, realize there are SHENANIGANS afoot, and start helping out, making him one of the very few folks in-costume.
  9. Of course, he didn't really have long to wait. It's not like Will could sleep through a psychic scream of agony like that, and while it had indeed stunned him for a moment, he was a bit less psychically sensitive than his mother, and the sheer rage he felt at knowing his friend was feeling that sort of pain proved ample motivation to quickly change. So it was that when Fast-Forward turned around in the hall to go to his son's room, Thoughtspeed was already standing there, practically vibrating, motes of green energy leaking from his body as his hands flexed and unflexed. Richard couldn't see Will's face; that blasted helmet was in the way. But Paige could feel the expression through his emotions, and it wasn't exactly pretty. "We're going after these guys now, right? Not wasting time with cops or Leagues or anything, just going in there and wrecking their ****?"
  10. Tagging, and saying that Will would have shared any and all crime-tracking-type information, but no personal details or the like, unless they were direct answers to questions, and not much about how "rough" Errant had been getting.
  11. Starting work on a potential Bedlam PC. Aiming for PL 7 caps with PL 10 points (150PP). Wider Is Better. Character Name: Judex Power Level: 7 [10] (150/150PP) Trade-Offs: +3 Attack / -3 Damage, +3 Defense / -3 Toughness Unspent Power Points: 0 In Brief: Mild-mannered preacher by day, fear-inducing bringer of misfortune by night, Judex stands up for the poor and downtrodden of Bedlam City, no matter what. Birthplace: Springfield, MO, USA Residence: Small, "rustic" "parish" home near his church. Base of Operations: Bedlam First Assembly, near the corner of Blaed Ave and Ellmore Pl. Catchphrase: "Repent, or be judged." Alternate Identity: Theodore Galen Ward, aka "Pastor Theo" Identity: Secret Occupation: Pastor/Minister, Assemblies of God Church Affiliations: AOG; Bedlam First Assembly; Celestial Spirit Fellowship; Bedlam Interdenominational and Interfaith Charities Family: Benjamin Ward (Father); Cassidy Ward (Mother); Kathryn Ward (Older Sister); Mark Ward (Younger Brother); Abraham Ward (Paternal Grandfather) Description: Age: 28 (DoB: May 20, 1988) Apparent Age: Late 20s / Mid 30s Gender: Male Ethnicity: Caucasian (European mutt) Height: 5'8" / 6'3" Weight: 135lbs / 270lbs Eyes: Blue / Brown Hair: Brown / Black, with some Dirty Blond mixed in Theodore Galen Ward is a thin, reedy man, though one possessed of a deceivingly youthful look. He also tends to dress somewhere between "bland", "conservative", and "academic from a few decades ago". He tends to have an unassuming posture and air about himself, though when he's speaking with one of his congregation members, preaching from the pulpit, or doing charity work, he has a bit more confidence. If and when confronted by someone during said work, he tends to visibly shrink back a bit, and his voice goes up. Judex is a bear of a man with a naturally intimidating air about him. He looks nothing like Theo, seeing as he has completely different body and facial structure. And a great big bushy beard! His hair has a wild, untamed look about it, his eyes carry a slightly crazed light, and his out-of-place brightly colored shirt is somehow all the more fearsome for it. The straw fedora upon his head never seems to come off, unless he wants it to. His arms bear strange, whorled designs that evoke ancient Christian symbology. The cloth wraps and leather half-glove on his right hand and forearm add to his unsettling asymmetrical look. For all that he seems to bear a bit of extra weight on his frame, his muscles rounded out just a bit by "padding", his bearing and movements are nothing but graceful. Power Descriptions: Theodore's powers were granted to him by the Archangel Uriel, and are a sort of "infusion" of a very tiny fragment of the Archangel's power. This infusion has given Theodore boosted (but not completely superhuman) general physical abilities, as well as slightly superhuman foot speed. To disguise himself, Theodore was given the ability to change into the radically different form of Judex (a name he picked himself); a side benefit of this transformation is his ability to nigh-instantly swap into Judex' typical outfit from whatever he's wearing at the time. However, physical prowess is not the only gift he's received. In addition to his bodily ability, Theo is able to cause misfortune to befall those he targets, making things worse than some thing they "ought" to be. Finally, he is able to cause his foes to perceive radical and frightening visions of their worst fears, combined with vague, impressionistic flashes of terrifying imagery, symbology, and more. History: Theodore Galen Ward was born to a family who valued Faith, Hope, and Love. His father is a career minister, while his grandfather is a retired Army veteran who fought in World War II, one who has some rather hair-raising stories of his pre-conversion wild and woolly youth. His mother, Cassidy, is a Registered Nurse, one who still pulls the occasional long hours at the hospital. He's learned the lessons of serving with love and discipline from his family, that's for sure. Theo himself had a happy childhood growing up in Missouri, attending school and then college; his decision to enter the seminary, albeit with some rather hefty added degrees ("just because he could" according to his siblings), was an easy choice. He felt the same "fire in his bones" his father had when it came to the Word, and he knew he could go out there and not just preach, but really reach out and help people. When he graduated, interned close to home, and then finally was up for a church assignment further about the nation, Theo himself chose to go to Bedlam First Assembly. Despite the tearful pleas of his mother, and the stern questions from his father, Theo stood firm. The city was hurting, and while there were good people doing good things, having another person there doing even more good could do nothing but help. It was Abraham Ward who spoke up, telling them that if Paul could go to Rome, then Theo could go to Bedlam. He reminded his grandson that he might need to stand up for himself there, more than any other time in his life, but that even then, he'd need to turn the other cheek. Theo was mugged his first week in the city, thankfully without any physical harm, and relatively little cash lost. And while he soon connected with Celestial Spirit Fellowship and the Bedlam Interdenominational and Interfaith Charities groups, it was abundantly clear that little was getting done in the city, at least in the immediate term. Gangs, crime, suffering, and hopelessness ran rampant. Theo's congregation was small, less than 40, but they were loyal and resilient. The fact that Bedlam First Assembly's location put it at the juncture of territories owned by rivaling gangs who preyed upon racial tensions did not help, though; the multi-ethnic makeup of his congregation generated brotherhood and scorn in equal measure, albeit mostly from within and without, respectively. After just four months in the City, Theo had had six separate efforts to go out and feed and distribute clothes to the homeless and underprivileged stopped or curtailed by police, gangs, or both. He was spiritually exhausted, and while his congregation (somehow) maintained their support of "Pastor Theo", there was only so much a reedy 20-something pastor with more smarts than sense could do. And then one night he woke up in his rickety bed in his slightly drafty house to see a vaguely glowing figure at the foot of his bed. When the being confirmed it, he, was the Archangel Uriel (a bit of Scripture quoting back and forth seemed to seal the deal for Theo), he was given an incredible offer: he could become a fearsome protector of the downtrodden and punisher of the wicked and corrupt. His powers would not be as grandiose and fearsome as some (Uriel muttered something about "showoffs in Freedom City"), but Theo would be able to finally be the force he needed to be to push back against the gangs, the corruption, the darkness that permeated Bedlam City. Theo agreed, and quickly figured out at least the basics of his powers. Now, during the days he continues his good works, preaching, teaching, and helping the widows, orphans, and poor. But during the nights, when the wind is chill and the streets are damp with rain (or worse), Judex makes himself known to strike the fear of the Lord into the hearts of the wicket. Personality & Motivation: Pastor Theo is a quiet, kind, fairly unassuming young man. He has strong convictions, and happily engages in discussion and debate over theology and philosophy at any opportunity. Mockers, be it of his faith, his looks, or his (seemingly futile) charity efforts all get a big grin and a shrug. He's capable of more somber moods, and the fact he's already helped bury two members of his congregation (one of whom was younger than he) means he's intimately acquainted with grief and mourning. Still, his heart cannot be dragged down, and he's always got an encouraging word for others. Judex is a charismatic force of nature, often terrifying, and never forgettable. He loves making dramatic entrances, often perched in unusual places (especially considering his not-so-tiny frame). He adores menacing speeches that draw heavily on concepts such as the Judgement Of The Lord, the Wages Of The Wicked, and so on. His ire focuses on criminals and the corrupt, though; he's made it clear that any sins that don't threaten another person are not his to judge. Those who would steal, kill, and destroy, though, they are his to stop. Because while many may be Sheep, and the Wicked are Wolves, he is the Wolfhound. Powers & Tactics: Judex tends to use his Emotion Control and Luck Control to mess with and "debuff" his opponents until he has a chance to get "up close and personal". His specialization in grappling arts means he tends to favor getting a solid grip on an opponent and then leaving them rather wrecked. If someone starts fleeing, he'll give chase, using parkour if need be. In a pinch, Theo can use any of his powers without transforming into Judex's form, but doing so brings a lot of risk of discovery upon him. Complications: Secret Identity: Theodore Ward and Judex are very different people. Clearly not the same person! Theo's job, safety, congregation's safety, and the safety of the "regular" charitable work he does are all at risk if his identity as Judex ever got out. Righteous Anger: Judex is just a made-up character. Mostly. Theo has definitely noticed he can get worked up about injustices, and it's worse when he's physically transformed into Judex. And sometimes that means there's a bit of a risk of getting...carried away. The Face of Fear: Judex is a rather scary guy, and many civilians and hero-types (whether costumed-ish, or just honest-ish police) may find themselves unnerved or scared of Judex, mistaking him for a villain rather than a hero. On A Mission From God: Judex is on a mission, and he talks as such (it's almost, but not quite, a compulsion for Theo when in that form). It's the sort of thing that gets you noticed by folks that mission is against, and could prove wearying to some who he might ally with. On The Side Of Angels: Scary or no, Judex is directly empowered by an Archangel. Anyone who figures that out and is of a less savory nature might pass that on to powers and principalities that would take a great interest in Judex. Corruption or Destruction, either way it's a win for such beings, or so they figure. Abilities: 0 + 0 + 2 + 4 + 8 + 8 = 22PP Strength: 10/18 (+0/+4) Dexterity: 10/16 (+0/+3) Constitution: 12/18 (+1/+4) Intelligence: 14 (+2) Wisdom: 18 (+4) Charisma: 18 (+4) Combat: 10 + 10 = 20PP Initiative: +3 Attack: +10 Melee, +5 Ranged Grapple: +14 Defense: +10 (+5 Base, +5 Dodge Focus), +2 Flat-Footed Knockback: -2 Saving Throws: 2 + 3 + 2 = 7PP Toughness: +1/+4 (+1/+4 Con) Fortitude: +3/+6 (+1/+4 Con, +2) Reflex: +3/+6 (+0/+3 Dex, +3) Will: +6 (+4 Wis, +2) Skills: 128R = 32PP Acrobatics 10 (+13) Climb 8 (+12) Diplomacy 8 (+12) Disguise 6 (+10) Escape Artist 4 (+7) Gather Information 8 (+12) Intimidate 10 (+14) Knowledge (Behavorial Sciences) 6 (+8) Knowledge (Civics) 4 (+6) Knowledge (Current Events) 4 (+6) Knowledge (History) 10 (+12) Knowledge (Popular Culture) 6 (+8) Knowledge (Streetwise) 8 (+10) Knowledge (Theology and Philosophy) 10 (+2) Notice 8 (+12) Sense Motive 10 (+14) Stealth 8 (+11) Feats: 20PP Accurate Attack All-Out Attack Attack Focus (Melee) 5 Defensive Attack Dodge Focus 5 Evasion Improved Grab Improved Grapple Improved Pin Paralyzing Attack Power Attack Takedown Attack Powers: 6 + 1 + 6 + 6 + 8 + 2 + 12 + 8 = 49PP Shepherd's Body Morph 6 (1 Single Form, +30 Disguise Self) [6PP] (Holy) ("Fearsome Countenance") Enhanced Feat 1 (Quick Change) [1PP] (Holy) ("Watchman's Rainment") Enhanced Constitution 6 [6PP] (HOly) ("Endurance of Eleazar") Enhanced Dexterity 6 [6PP] (Holy) ("Deftness of David) Enhanced Strength 8 [8PP] (Holy) ("Strength of Ishbaal") Speed 2 (25mph/250ft per Move Action) [2PP] (Holy) ("Swiftness of Shammah") Crook and Staff Luck Control 1 (Force Reroll; Extras: Area, Selective; Power Feats: Luck 3) [12PP] (Holy) ("Misfortune Aplenty") The Fear Of The Lord 3.5 (7PP Array; Feats: Alternate Power 1) [8PP] Base Power: Emotion Control 7 (Flaws: Limited to Fear) [7PP] (Holy) ("Is The Beginning of Knowledge") Alternate Power: Emotion Control 7(Extras: Area [General, Shapeable, 7 5ft cubes]; Flaws: Limited to Fear, Action [Full]) [7PP] (Holy) ("Is Clean And Enduring Forever") Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15/19 Toughness (Staged) Damage (Physical) Emotion Control Perception DC 17 Will (Staged) Shaken/Frightened/Panicked Totals: Abilities (22) + Combat (20) + Saving Throws (7) + Skills (32) + Feats (20) + Powers (49) - Drawbacks (0) = 150/150 Power Points
  12. So, again, don't have the books, so I'm bouncing things out here since I think they're worth bouncing around anyways... Obviously the city government is corrupt, the cops are corrupt, the corporations are corrupt, the city's corrupt, so much corruption. But it's not literally a city with no good people; it's just that the good people are probably a.) poor, and b.) beaten down by the oppression and corruption and general suckitude, yeah? With that in mind, what's the thoughts on a backstory that perhaps includes multiple instances of the city putting the boot down on honest charitable efforts to feed, cloth, and generally aid the homeless? Insert vapid bureaucratic excuses about affecting homeless patterns, negatively reinforcing bad behavior, whatever. But escalating to the point of good men and women from, say, a couple of small (poor) in-city churches who were driving around handing out hot meals to the homeless and poor, due to "violating city regulations" etc. etc.? I'm definitely not angling to make it all about religion, but it seems like a possible angle for an extra dose of "this place sucks", and it's the kind of petty, banal evil that maybe PCs could occasionally affect and reverse as time goes on.
  13. First, Kaige, you're putting out some amazing work, man. Mad Props. Second, I agree with the "near Green Bay" location decision (besides, now all the hard work has been done, we can't move it again!). Third, I have the very rough draft of an idea for a potential Bedlam character. Highlights: -Highly charismatic, something of a "leader of men". -Shabby appearance at a glance, long hair and beard, worn clothing. -Uses fiery rhetoric to preach against the corruption and decay of the city, especially the exploitation of the poor by the rich, and the deep racial divides in the city ("We're all brothers and sisters, all family, man"). -Probably a pseudo-preacher type; Southern Baptist or Pentecostal type, albeit some subtle twists and turns. Heavily apocalyptic, just on the city-scale instead of world-scale. -Fights hand-to-hand, but misfortune always seems to befall his foes at the worst times. --Possibly also has an unusually strong crucifix or similar item he uses against particularly "deserving" foes. -Crunch wise he'd probably have lots of unarmed combat, grapple feats, probably some iteration on Luck Control, and likely several of the leadership/inspiration style feats. -Might also have a device that lets him use a Suffocate power -He's a hero, but, you know, Bedlam, so yeah.
  14. I'm going to be out of town Wednesday the 13th through Wednesday the 20th, and don't anticipate making any posts during that time.
  15. 1.) Yeah, I think the "more restrictive hero laws" bit is a good "icing on the cake" sort of thing. 2.) Now, this is a cap for their combat caps, not total PP count, yes?
  16. Alright, so we'll say Woodsman probably gets there first (because he was roof-bound already, sharp eyes, etc.). He finds a nice little "nook" area on one corner of a roof. They're about 3 blocks out from the base. Their current position should be secure and unnoticeable so long as they stay stealthy in action, at least for a while. They have good sight-lines on 2 sides of the base building, it's roof, and the streets around it. Said rectangular building was, at one point, an industrial warehouse. Now, it's halfway to being a fortress. No visible windows. Walls are solid concrete, or steel plates. They can see a large loading bay (with at least a couple guards posted in areas with good sight-lines, probably others they can't see due to the angle), a couple of person-sized doors along the long side, and what looks like a couple of those access door-booths on the roof (that lead to cramped stairways into the building). And a fair number of patrolling guards, both at street level and on the roof. Probably 6 on the roof, 3 times that many spread out over the streets, likely more inside. No turrets or anything (yet), but it's very secure and the guards are very professional. And no windows or skylights to sneak in through; they'll have to most likely either take the stairs, a door, or blow a hole in the walls. The men on the roof are spread out and not clumped up. Woodsman would get all of this by the time Nevermore will show up, and can relay it to him. There is a visible route they could take, if they stayed low and quiet on the rooftops, to get to the base's roof without dealing with the men on the ground.
  17. "Acknowledged." Nevermore was unseen, probably going for the final patrol group. This one had no flamethrowers or more exotic gear, but they all were dressed in modern body armor, and carried military-grade weaponry. They moved as a unit, from cover to cover, steadily moving toward the position of the group Woodsman was taking down with so much cheery efficiency. Cover to cover, advancing in pairs, that sort of thing. It was irrelevant, in the end. The night itself stalked them. And the darkness was not so easily evaded. At first, it was a man at the rear of the formation simply not being there, with nary a sound to indicate his disappearance. Then two of them split off to go down a side alley to check a strange noise. There was the sound of a scuffle, but no gunfire, and those men stopped responding on the radio, and didn't come back to the group. Finally, the man in front, already starting to shake with fear, felt a small tug at his ankle, looked down to see a cable wrapped around it, and before he could do more than begin to yell in surprise, he was dragged screaming to the roof above the squad, his screams cutting off before his unconscious form dropped back down, now wrapped in high-strength cable. The broken pieces of his gun rained down shortly afterward. The 6 men remaining circled up, their backs to each other, trying to figure out where their assailant was striking from. Which meant that Nevermore had a good place to quietly and seamlessly drop right into the middle of, crouching for a moment before slowly rising up, his eyes seemingly glowing green in the dark. One of the mercenaries (for with this level of discipline there was little other option for their origin) half-turned and saw him, and started to raise an alarm... Before an arm snaked out and wrapped around his throat, cutting off air and blood flow enough his vision started to tunnel almost immediately. Another arm snaked out and jabbed a man in a pressure point on his neck, locking his muscles up for precious seconds. A kick hit the back of the knee of a third man, bringing him down with a shocked cry. Three men remained alert and fully mobile, though. The choke-ee was released, gasping for breath, hand reflexively going to his neck (and away from his gun), even as Nevermore reached out and grabbed two of the men by their helmets. With a heave of his own armor-clad arms, the helmets struck each other, and the men were left dazzled. The final mercenary was drawing a bead on Nevermore, but the young vigilante's arm snapped the barrel of the gun up and away from his body right before the trigger pull. Bullets dug uselessly into the brick walls. And then the man was subjected to the gun being dragged from his hands, struck across his face, broken on Nevermore's knee, and a flurry of blows leaving him an insensate mess. The first merc was almost back to normal, when a couple of blows to his neck put him under for good. The man who'd taken the knee blow had his gun hand mashed to the ground, and his helmeted head bounced off the street thanks to a hard punch. The one who'd taken the blow to the pressure point learned what several more felt like as he fell like a doll to the ground. And the last two men just had a few punches put them under. Within moments, guns were unloaded or broken, limbs were zip-tied, and radios were tossed to the ground and smashed, and Nevermore was a fluttering shadow taking to the roof once again. "Another patrol down. Rendezvous a block closer to target building, three blocks out from the warehouse base. We can plan our attack from there."
  18. Templar quirked an eyebrow and rolled one shoulder a bit as she explained the "payment plan". "Well, I don't really have plans to expand this little nook. It's got living quarters so I can crash here, but it's primarily safe storage meant to be secret. As for energy, I can have a couple experts come out, but part of the shielding and wards are supposed to keep, ah, 'leakage', from happening." He stepped to one side in the doorway and gestured to a simple but homey sitting room area. "Come inside. I can get you a drink or something while we go over some of the specifics." If no beverage was requested on her part, he'd go retrieve himself a glass of water and walk over to a pair of chairs with a coffee table in between, gesturing for Violet to sit. "I'm going to be blunt, artifact details will be bare minimum, for security's sake. But if there's something that gets outside the vault walls, I'll let you know. As for AEGIS, I'm always willing to lend a hand, so long as this isn't me being drafted. I'm not signing myself over to the government. As for saving the multiverse as payment, well, it was worth a shot." No one likes paying taxes, etc. etc. etc. He examined the embedded jewel fragments with increased interest, though keeping a respectful distance. He sat back when she turned to face him again. "Probably not the most pleasant power source, but making due with what you've got, well, that's admirable. Wanting to do right by your legacy, do better than your father, that's even more admirable. But that Stone is pretty potent. It's not the sort of thing I just hand out. I'm not saying I won't; I'd be a hypocrite, considering I let someone use another artifact I've been safekeeping, at least for a time. But we'll need to ensure you're not trying to pull the wool over my eyes. Not sure what level of scrutiny you're comfortable with, though."
  19. UNICRON IS. ...I mean, uh, hrm, maybe change whichever one we're using less?
  20. Is Bedlam City the sort of place Robocop could happen? Or that upcoming show, forgot the title, that's basically "But What If OCP Was A Hero, Honest?!?!?"?
  21. I'd say I tend to agree with what angrydurf said. I think the key is less in "don't have bad things happen" as it is "how much we describe and focus on them". We've had some pretty brutal stuff happen in this game. I mean, we killed a planet of billions a few months ago! That's pretty heavy stuff, and it's had a lot of repercussions and echoes. But we didn't, like, describe in detail the deaths one by one. With racism, you can get by with a lot of somewhat removed descriptions. "They gave him dirty looks" or "they threw a slew of disgusting slurs at her", that sort of thing. You can have someone spew language out and just ***** a lot of it. People will pick up what you mean but it shouldn't be too heavy. But with topics like rape and molestation, it's a lot more binary, and those are really,really tough and heavy thing. I'm fine, overall, if the Bedlam City stuff ends up being a sort of "Hard PG-13" rather than "Soft PG-13" sort of thing. I just think there probably ought to be a line. If we give ourselves wiggle room, maybe down the line there will be some slight room for movement, but I'm with a couple others here in that I'm not sure I'm comfortable with a "Rated R Subsection".
  22. Cobalt Templar In Form (1 IC Post) Nevermore Feathers In Their Caps (4 IC Posts)
  23. *Hums the tune of "Gary, Indiana" from Music Man* I voted Rust Belt, and my thought for the "successful big brother" would be either Philadelphia, or Minneapolis-St. Paul. The former has more appeal, just to contrast the "City Of Brotherly Love" with Bedlam.
  24. One thing to keep in mind is that there is at least one super-team on the West Coast; I can't remember their name off the top of my head, but Ultiwoman is a member. However, if Emerald City is in the Pacific NW, that might work well, as that team seems more "based in the big Cali cities" sort.
  25. "Roger that, have a target." Nevermore had finished with the other stragglers. By this point, most of the group was down, or so close to unconscious it wouldn't matter. Except for one isolated man, clutching a pained knee while rolling back and forth on the ground. That man looked around, and saw a shadow moving away on a rooftop, further down the road. He saw a young woman mercilessly turning an entire patrol group into so much driftwood, effectively. But...where was the one who threw the feather? And then a grapnel line shot from the darkened fire escape above him, and within moments he was hanging by his feet in front of a man-shaped shadow with glowing green eyes and no visible emotion. His voice, though, growled with anger and disgust. "Patrol information. You have it. We want it. Give me whatever you've got. Everything. Don't lie." He grabs the thug by his shirt and pulls his face close to his own, those glowing eyes reflecting the terrified criminal's face back at him. "I will know if you do." Moments after adding moisture to his undergarments, the petty criminal shared what he did know of patrol patterns, equipment of other patrols, and what was guarding their warehouse and the "big boss". Nevermore's voice was soon on the radio, whispering out like it had been. "This was an outer patrol. Chaff, to keep most threats busy while heavier troops, ones with training, body armor, and heavier guns could zero in. We have about two minutes. Woodsman's intercept should throw them off their game. I'll go in from the roof and dive down. Nighthawk, your approach is up to you. After we break this group, there's two more 'heavy patrols', and then we hit the warehouse. I vote we hit the other heavy patrols, or we get flanked. Divide and conquer." His tone was confident in his proposed course of action, but open to other suggestions.
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