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GranspearZX

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Everything posted by GranspearZX

  1. Vanguard works for me. As far as a lair, I don't think I'd be entirely opposed to having one. Crusader can't contribute right away, but I certainly wouldn't mind doing so. As far as what sort of lair... that's an excellent question. With as many tech-oriented heroes (even Crusader has a bit of Craft [mechanical]), I do like the idea of co-opting some former threat's facilities.
  2. Player Name: GranspearZX Character Name: Crusader Power Level: 11 (173/174PP) Trade-Offs: None Unspent PP: 1 Progress to Gold Status: 24/90 (Silver Status earned with >Arcturus) In Brief: A high school teacher trying to follow in the footsteps of his father. Alternate Identities: Clark Allen Noble Identity: Secret Birthplace: Freedom City Occupation: High School Teacher Affiliations: FDR High School, The Vanguard Family: Carla Noble (mother), Benjamin Noble (brother), Regina Noble (sister) Age: 32 (DoB: May 1979) Apparent Age: 32 Gender: Male Ethnicity: Irish Height: 6'2" Weight: 231 lbs. Eyes: Blue Hair: Blonde Description: Clark Noble could easily be mistaken as a professional athlete; tall and muscular, Clark is a wide-shouldered and often imposing figure to most. His short, blonde hair is often hidden underneath a featureless black cap, and sunglasses usually shade his dark blue eyes. As the Crusader, his costume is white and red, with red boots and gloves. He also wears a white mask that covers his entire face. His round shield is white, as well, with a red cross dominating its center. Power Descriptions: Clark doesn't appear to have much in the way of superpowers, but he manages to hold his own with the help of extensive physical training and the help of his shield. The shield itself seems to have unusual properties of its own, virtually indestructible. History: Clark lead a fairly simple life. He was the first in a set of triplets, and for years it was speculated that being the first-born afforded him a unique advantage. He was an especially charismatic and focused young man, and while he was a fairly perceptive child, he never really noticed that his father wasn't around all that often. As a 5-year old, he was a bit too young to understand what exactly his father was doing. Eventually, Clark did find out, after finding his father sneaking into the house late one night--in costume as the Crusader. In exchange for keeping his father's secret, Brian Noble promised to teach Clark everything that he knew; with the climate as it was for superheroes in the early 80s, Brian could only hope the city would relinquish its ban on their activities. Tragedy struck in 1993; the Terminus Invasion caused widespread chaos across the city, and Brian Noble went missing during the evacuation of their neighborhood, and when it was all over, many heroes were gone--including the Crusader. Only Clark knew his father's secret, and only he knew that his father was more than just 'missing'. It forced him to grow up a bit faster, taking on the responsibilities of his family even as his twin brother and sister put an increasing strain on his grief-stricken mother. In 1998, he graduated from high school; he nearly joined the military until he started having odd, unsettling dreams of his father. Keeping the part-time job he'd found, he started recreating his father's costume from memory--memories that, he soon discovered, weren't entirely his own. Visiting his father's grave in Memorial Grove, he was suddenly flooded mentally by a vision of his father's spirit--and every Crusader before him, stretching back to the 13th century. When he awoke, nearly a week had passed, and his father's shield lay along side his gravestone. Using his newly acquired powers, he began building on the legacy his father and his ancestors left behind. Operating largely out of Hanover, Clark put himself through college and earned a B.S. in Athletic Training with a minor in biomechanics, later earning a Master's in education. By then, his sister had moved on, working for the World Health Organization; Robert, however, had developed a gambling addiction. More than once, Clark tried to bail his brother out of situations involving drugs and owing mobsters money, only to later have to take him down along with the other criminals he encountered as the Crusader. Personality & Motivation: Most people who get to know Clark find him to be very easy going, although his naturally competitive nature often manifests itself from the sidelines when he's coaching. As the Crusader, he tries to curb that instinct and is exceptionally well-suited to working with others. As a leader, he can be an insufferable optimist, stubborn and unrelenting when it comes to achieving his goals. Driven by the desire to honor the Crusader legacy, he presses forward, no matter what, though never at the expense of sacrificing anyone but himself. He isn't at all the single-minded simpleton that his moral code and lax attitude would lead one to believe, however; while strives to be the quintessential hero, he recognizes that he's human. If nothing else, he tries to conduct himself as a role model, but even he has moments of weakness where righteous indignation overtakes any pretense of taking the moral high road. Powers & Tactics: Crusader's martial ability with the shield stems from an ancestral knowledge passed down through several generations of heroes who have taken up the Crusader mantle. Though still well within the range of his physical capabilities, Crusader's core abilities come not from any one object, but lifetimes of memories and instinct. Clark has never been one to shy away from a fight, but he's surprisingly adept at team tactics, able to analyze both his allies' strengths as well as his enemies' strengths and weaknesses. He often prefers to use the Crusader Shield's ricochet effect to dispatch weaker enemies before focusing on the greatest threat, charging shield-first into foes too tough to be taken out from a distance. Complications: Hatred: Clark's dislike for organized crime borders on the irrational; he's often a little bit rougher with gangsters and mobsters than he probably should be. Mistaken Identity: Clark's twin brother, Ben, is a notorious gambler and owes a lot of people money, superpowered and not. Despite Clark's best efforts to keep his brother out of trouble, he often gets caught in the crossfire of his brother's immoral behavior. People's Champ: Clark is guided--and often bound--by his moral code, and he finds it difficult to do anything that might be perceived as 'unheroic'. He'll never willingly strike a downed opponent, and is extremely reluctant to put women or kids in jeopardy. Secret Identity: No one else knows that Clark Noble is the Crusader--a separation that Clark will go to great lengths to keep a secret. Warrior's Pride: Clark has difficulty backing down from a fight, especially a one-on-one challenge. Why Did It Have To Be Snakes?: Clark finds most reptiles to be repulsive, but snakes are the absolute worst. Working Stiff: Clark Noble is a high school football coach and history teacher at FDR High School. He takes his job pretty seriously, and has been known to lose sleep over trying to keep up with his double life. Abilities: 8 + 6 + 10 + 2 + 2 + 4 = 32PP Strength: 18 (+4) Dexterity: 16 (+3) Constitution: 20 (+5) Intelligence: 12 (+1) Wisdom: 12 (+1) Charisma: 14 (+2) Combat: 16 + 8 = 24PP Initiative: +7 Attack: +8 (+10 Shield Fighting Mastery) Grapple: +12 Defense: +10 (+4 Base, +0 Dodge Focus, +6 Shield), +2 Flat-Footed Knockback: -10 (-16 w/ Impervium Shield) Saving Throws: 4 + 5 + 7 = 16PP Toughness: +10 (+5 Con, +5 Costume); Imp 10 w/ Impervium Shield Fortitude: +9 (+5 Con, +4) Reflex: +8 (+3 Dex, +5) Will: +8 (+1 Wis, +7) Skills: 60R = 15PP Acrobatics 9 (+12) Climb 2 (+6) Craft (Mechanical) 5 (+6) Disguise 2 (+4) Diplomacy 2 (+4) Intimidate 4 (+6) Knowledge (History) 4 (+5) Knowledge (Tactics) 7 (+8) Language (Native: English; Russian) Notice 4 (+5) Search 4 (+5) Sense Motive 6 (+7) Stealth 6 (+9) Swim 4 (+8) Feats: 34PP Acrobatic Bluff All-Out Attack Assessment Attack Specialization (Shield Fighting Mastery) Blind-Fight Cunning Fighter [uses attack bonus instead of Bluff skill for feints; Warriors & Warlocks] Defensive Attack Defensive Throw [if an opponent attacks and misses, can immediately make a trip attempt at full attack bonus as a free action; Warriors & Warlocks] Elusive Target Improved Critical 2 (Shield) Improved Defense Improved Initiative Improved Throw Inspire 3 Interpose Leadership Luck 2 Move-By Action Power Attack Precise Shot Quick Change Quick Draw Reversal [When escaping from being grappled, can immediately make a grapple check vs. attacker; Warriors & Warlocks] Takedown Attack 2 Teamwork 2 Ultimate Effort (Intimidate) Unbalancing Strike [May throw an opponent off balance instead of dealing damage (Reflex save vs 10 + damage bonus); Warriors & Warlocks] Up The Wall Powers: 15 + 2 + 5 + 21 + 3 + 3 + 3 = 52PP Device 4 (20PP Container, Extra Effort applies to user, Flaws: Easy To Lose, Feats: Indestructible, Restricted 2 [Crusader]) (Crusader Shield, Impervium) [15PP] Immovable 6 (Resist Movement +24, Resist Knockback -6; Flaws: Action [free]) [3PP] Impervious Toughness 10 [10PP] Strike 5 (Feats: Mighty, Thrown [5 10ft range increments]) [7PP] Leaping 1 (Feat: Innate; x2 [28ft Running Long Jump, 14ft Standing Long Jump, 7ft Vertical Jump]) (Training) [2PP] Protection 5 (Costume) [5PP] Shield Fighting Mastery (20PP Container, Feats: Innate) [21PP] Shield 6 (+6 dodge bonus; Flaws: Limited [Requires shield]) [3PP] Blast 6 (Feats: Mighty 5, Ricochet 1; Extras: Area [burst, Targeted, 30ft. Radius], Selective Attack; Flaws: Limited [Requires shield], Side Effect [Disarmed on missed attack roll], Drawback: Minimum Range [1/4 max range]) (Shield Throw) [17PP] Speed 2 (Feat: Innate; 25mph / 250ft per Move Action) (Training) [3PP] Super Movement 1 (Slow Fall; PFs: Innate) (training) [3PP] Super Senses 2 (Accurate Hearing; PFs: Innate) (training) [3PP] DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC19 Toughness (Staged) Damage (Physical) Shield Strike Touch DC25 Toughness (Staged) Damage (Physical) Shield Throw Ranged* DC24 Toughness (Staged) Damage (Physical) *(60 ft, 30 ft. Targeted Burst Radius; 15 ft. minimum range) Abilities (32) + Combat (24) + Saving Throws (16) + Skills (15) + Feats (34) + Powers (52) - Drawbacks (0) = 173/174 Power Points
  3. Okay, now that THAT'S fixed... Gonna have to think about that reflective bit for future edits. :)
  4. What's wrong with Deflect? *blink*
  5. Player Name: GranspearZX Character Name: Crusader Power Level: 10 (152/156PP) Trade-Offs: None Unspent PP: 4 Progress to Silver Status: 6/60 (Bronze Status earned with Arcturus) In Brief: A high school teacher trying to follow in the footsteps of his father. Alternate Identities: Clark Allen Noble Identity: Secret Birthplace: Freedom City Occupation: High School Teacher Affiliations: FDR High School, The Vanguard Family: Carla Noble (mother), Benjamin Noble (brother), Regina Noble (sister) Age: 32 (DoB: May 1979) Apparent Age: 32 Gender: Male Ethnicity: Irish Height: 6'2" Weight: 231 lbs. Eyes: Blue Hair: Blonde Description: Clark Noble could easily be mistaken as a professional athlete; tall and muscular, Clark is a wide-shouldered and often imposing figure to most. His short, blonde hair is often hidden underneath a featureless black cap, and sunglasses usually shade his dark blue eyes. As the Crusader, his costume is white and red, with red boots and gloves. He also wears a white mask that covers his entire face. His round shield is white, as well, with a red cross dominating its center. Power Descriptions: Clark doesn't appear to have much in the way of superpowers, but he manages to hold his own with the help of extensive physical training and the help of his shield. The shield itself seems to have unusual properties of its own, virtually indestructible. History: Clark lead a fairly simple life. He was the first in a set of triplets, and for years it was speculated that being the first-born afforded him a unique advantage. He was an especially charismatic and focused young man, and while he was a fairly perceptive child, he never really noticed that his father wasn't around all that often. As a 5-year old, he was a bit too young to understand what exactly his father was doing. Eventually, Clark did find out, after finding his father sneaking into the house late one night--in costume as the Crusader. In exchange for keeping his father's secret, Brian Noble promised to teach Clark everything that he knew; with the climate as it was for superheroes in the early 80s, Brian could only hope the city would relinquish its ban on their activities. Tragedy struck in 1993; the Terminus Invasion caused widespread chaos across the city, and Brian Noble went missing during the evacuation of their neighborhood, and when it was all over, many heroes were gone--including the Crusader. Only Clark knew his father's secret, and only he knew that his father was more than just 'missing'. It forced him to grow up a bit faster, taking on the responsibilities of his family even as his twin brother and sister put an increasing strain on his grief-stricken mother. In 1998, he graduated from high school; he nearly joined the military until he started having odd, unsettling dreams of his father. Keeping the part-time job he'd found, he started recreating his father's costume from memory--memories that, he soon discovered, weren't entirely his own. Visiting his father's grave in Memorial Grove, he was suddenly flooded mentally by a vision of his father's spirit--and every Crusader before him, stretching back to the 13th century. When he awoke, nearly a week had passed, and his father's shield lay along side his gravestone. Using his newly acquired powers, he began building on the legacy his father and his ancestors left behind. Operating largely out of Hanover, Clark put himself through college and earned a B.S. in Athletic Training with a minor in biomechanics, later earning a Master's in education. By then, his sister had moved on, working for the World Health Organization; Robert, however, had developed a gambling addiction. More than once, Clark tried to bail his brother out of situations involving drugs and owing mobsters money, only to later have to take him down along with the other criminals he encountered as the Crusader. Personality & Motivation: Most people who get to know Clark find him to be very easy going, although his naturally competitive nature often manifests itself from the sidelines when he's coaching. As the Crusader, he tries to curb that instinct and is exceptionally well-suited to working with others. As a leader, he can be an insufferable optimist, stubborn and unrelenting when it comes to achieving his goals. Driven by the desire to honor the Crusader legacy, he presses forward, no matter what, though never at the expense of sacrificing anyone but himself. He isn't at all the single-minded simpleton that his moral code and lax attitude would lead one to believe, however; while strives to be the quintessential hero, he recognizes that he's human. If nothing else, he tries to conduct himself as a role model, but even he has moments of weakness where righteous indignation overtakes any pretense of taking the moral high road. Powers & Tactics: Crusader's martial ability with the shield stems from an ancestral knowledge passed down through several generations of heroes who have taken up the Crusader mantle. Though still well within the range of his physical capabilities, Crusader's core abilities come not from any one object, but lifetimes of memories and instinct. Clark has never been one to shy away from a fight, but he's surprisingly adept at team tactics, able to analyze both his allies' strengths as well as his enemies' strengths and weaknesses. He often prefers to use the Crusader Shield's ricochet effect to dispatch weaker enemies before focusing on the greatest threat, charging shield-first into foes too tough to be taken out from a distance. Complications: Hatred: Clark's dislike for organized crime borders on the irrational; he's often a little bit rougher with gangsters and mobsters than he probably should be. Mistaken Identity: Clark's twin brother, Ben, is a notorious gambler and owes a lot of people money, superpowered and not. Despite Clark's best efforts to keep his brother out of trouble, he often gets caught in the crossfire of his brother's immoral behavior. People's Champ: Clark is guided--and often bound--by his moral code, and he finds it difficult to do anything that might be perceived as 'unheroic'. He'll never willingly strike a downed opponent, and is extremely reluctant to put women or kids in jeopardy. Secret Identity: No one else knows that Clark Noble is the Crusader--a separation that Clark will go to great lengths to keep a secret. Warrior's Pride: Clark has difficulty backing down from a fight, especially a one-on-one challenge. Why Did It Have To Be Snakes?: Clark finds most reptiles to be repulsive, but snakes are the absolute worst. Working Stiff: Clark Noble is a high school football coach and history teacher at FDR High School. He takes his job pretty seriously, and has been known to lose sleep over trying to keep up with his double life. Abilities: 8 + 6 + 10 + 2 + 2 + 4 = 32PP Strength: 18 (+4) Dexterity: 16 (+3) Constitution: 20 (+5) Intelligence: 12 (+1) Wisdom: 12 (+1) Charisma: 14 (+2) Combat: 16 + 8 = 24PP Initiative: +7 Attack: +8 (+10 Shield Fighting Mastery) Grapple: +12 Defense: +10 (+4 Base, +0 Dodge Focus, +6 Shield), +2 Flat-Footed Knockback: -10 (-16 w/ Impervium Shield) Saving Throws: 4 + 5 + 7 = 16PP Toughness: +10 (+5 Con, +5 Costume); Imp 10 w/ Impervium Shield Fortitude: +9 (+5 Con, +4) Reflex: +8 (+3 Dex, +5) Will: +8 (+1 Wis, +7) Skills: 60R = 15PP Acrobatics 9 (+12) Climb 2 (+6) Craft (Mechanical) 5 (+6) Diplomacy 2 (+4) Intimidate 4 (+6) Knowledge (History) 4 (+5) Knowledge (Tactics) 7 (+8) Language (Native: English; Russian) Notice 5 (+6) Search 5 (+6) Sense Motive 6 (+7) Stealth 6 (+9) Swim 4 (+8) Feats: 21PP Acrobatic Bluff Assessment Attack Specialization (Shield Fighting Mastery) Blind-Fight Defensive Attack Improved Critical 2 (Shield) Improved Defense Improved Initiative Inspire 3 Interpose Leadership Luck 2 Move-By Action Power Attack Precise Shot Quick Change Quick Draw Powers: 15 + 1 + 5 + 21 + 2 = 44PP Device 4 (20PP Container, Extra Effort applies to user, Flaws: Easy To Lose, Feats: Indestructible, Restricted 2 [Crusader]) (Crusader Shield, Impervium) [15PP] Immovable 6 (Resist Movement +24, Resist Knockback -6; Flaws: Action [free]) [3PP] Impervious Toughness 10 [10PP] Strike 5 (Feats: Mighty, Thrown [5 10ft range increments]) [7PP] Leaping 1 (x2 [28ft Running Long Jump, 14ft Standing Long Jump, 7ft Vertical Jump]) (Training) [1PP] Protection 5 (Costume) [5PP] Shield Fighting Mastery (20PP Container, Feats: Innate) [21PP] Shield 5 (+5 dodge bonus; Flaws: Limited [Requires shield]) [10PP] Blast 6 (Feats: Mighty 5, Ricochet 1; Extras: Area [burst, Targeted, 30ft. Radius], Selective Attack; Flaws: Limited [Requires shield], Side Effect [Disarmed on missed attack roll], Drawback: Minimum Range [1/4 max range]) (Shield Throw) [15PP] Speed 2 (25mph / 250' per Move Action) (Training) [2PP] DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC19 Toughness (Staged) Damage (Physical) Shield Strike Touch DC25 Toughness (Staged) Damage (Physical) Shield Throw Ranged* DC24 Toughness (Staged) Damage (Physical) *(60 ft, 30 ft. Targeted Burst Radius; 15 ft. minimum range) Abilities (32) + Combat (24) + Saving Throws (16) + Skills (15) + Feats (21) + Powers (44) - Drawbacks (0) = 152/156 Power Points
  6. GM The first person Supercape ran across was a young man with unkempt short black hair, barely in his mid-20s. He gave the disguised hero a skeptical look, glanced behind him at his similarly dressed companion, then gave a slight shrug. "Receptionist's in the other building," he said, pointing a gloved finger off towards the western end of the garage. Before he could say anything else, a loud voice echoed across the garage. "Lucky! If you're out there runnin' your mouth again, I know you had time to finish the body work on that Carter job!" "Aw, crap..." "And I thought I said no visitors in the garage!" It was easy to tell at that point who was in charge--NO one was looking at the man who came walking out of the office, every booted step made with purpose and conviction. Well over six feet tall and built like an 18-wheeled truck, his intimidating size was only augmented by the biker vest he was wearing, the Motor City Maulers logo clear as day on it. It was covered in patches and looked well worn--probably over a decade old. He strode up to the three of them and clapped a huge hand onto Lucky's shoulder, making the significantly shorter man stagger a little bit. "Can I help you boys?" His discerning eye went over them both--first Harper, then Supercape. His gaze lingered a bit longer on Supercape, but if he had noticed anything amiss with either of them, he didn't say anything immediately.
  7. I'd love to volunteer Crusader for this; he's currently PL7, but I'm revising him to PL10 with my Bronze reward.
  8. Arcturus's brow furrowed. It wasn't exactly the first time he'd heard of necromancy being used for benign purposes--he did, after all, know Nick. Still, the idea made his fur crawl a little bit, and the only thing he disliked more than the undead were psychics. Still, the artifact didn't sound too difficult to make given enough time. It seemed a little wrong, the idea of actually making a forgery, but given the cause... "What if I told you that I could create a replica of this Circle of Salt thing? I don't mean some cheap imitation either." Arcturus smiled faintly; there was another idea coming together as well. "...and what exactly would you need to make a claim to the throne, anyway?"
  9. Arcturus: Three's a Crowd, Four's a Party Crusader: None! (Would like to apply GM posts to Crusader, however) GM: A Fool's Errand (GM)
  10. Arcturus: A Fool's Errand (GM) Bull Session Three's a Crowd, Four's a Party
  11. GM "..." Agent Harper sighed, unsure of if he should laugh or not. Nevertheless, he hopped onto his bike and sped out ahead of Supercape. In moments it was clear that Jonas had plenty of riding experience, but he didn't go so fast that he left the disguised hero behind. The Silver Hammer Garage was a surprisingly large building that dominated the block. It looked like a well-renovated warehouse, three bay doors dominated the front, with the garage's sign hanging overhead. Though all three doors were open, there didn't seem to be very many people inside for a late afternoon. From the street, one could see a few figures moving back and forth within the garage itself, between a number of cars, trucks, and bikes being worked on. There was a distinct smell in the air as well; there was definitely some metalwork being done on the premises somewhere. Harper quietly waited, away from direct view into the garage, for Supercape to arrive. "...well, you're the hero. How do you want to handle this?"
  12. GM "Normally, I'm not much for 'group' field work," Agent Harper began, shrugging lightly. "But if you need back up, I've got time. Safehouse checked in about 45 minutes ago, and there's no changes to report, so I'll tag along. Just let me get changed and I'll meet you at the impound." After giving Supercape directions, he gathered up the files and left; shortly after, he arrived at the impound yard. The impound yard was a pretty large, fenced in area with several dozen cars all over, parked there for various reasons--the most likely being unpaid parking tickets or other traffic violations. Towards the western end of the lot, closer to the DMV building, was the garage where Harper had indicated that they meet. It housed the less traditional vehicles that were seized during police investigations, and most of the motorcycles taken from the Maulers were inside. Harper was already there, dressed far more casually than he'd been back at the station; the back of his biker vest displayed a white skull and a skeletal hand holding a king and ace of diamonds. It was hard to tell if that was just some elaborate undercover disguise or if he'd really had that lying around somewhere. Even his bike was different from the Motor City Maulers' rides; his looked custom built from the ground up. "Ah, there you are. Take your pick. ...you do know how to ride, right?"
  13. "You can intimidate without resorting to murdering people," Arcturus quipped. He remained standing--mostly because he was afraid that the chairs would give out under him. He quietly processed what was going on, trying to figure out how to help Waker out and get the prince freed without causing anyone any actual, physical harm. In the back of his mind, he cursed Archer for making him do this; in the future, he'd probably thank him for forcing him to think with his brain rather than his fists, but right now, he was just mentally exhausted. Still, he had a job to do, and he was going to see it through, one way or another. "You must've taught him some serious stuff. No wonder you're trying to keep him happy. If he decides to break out, you've got a serious problem." He nodded, scratching at his chin in thought. An idea popped into his head, and he wasn't exactly sure how he felt about it when it drifted into the forefront of his thoughts. It wasn't exactly the most moral thing in the world, either. He wasn't the most stealthy being in the world--not in his bear form--and if he could somehow take the artifact himself, that would solve at least half of his problem. "Let's start with the artifact... why do you even want this particular one?"
  14. GM Agent Harper watched Supercape with a significant degree of skepticism, a single eyebrow rising over the rim of his shades as the caped hero changed before his very eyes. "...now THAT is a nice trick. How d-... never mind. Not important." "The Silver Hammer's at 1533 56th Street. Looks like any old run down garage really, but it actually sees a lot of business, so the place is always busy. As far as a bike goes... I'm sure we can arrange something out of the impound. The guys you took out a few months ago won't need 'em where they're going, and they haven't tried auctioning them off just yet. In the mean time, I'm gonna see what I can find out about this apartment building. My cell number's on that card if you need a hand."
  15. Noted! And Agent Harper is duly impressed. :)
  16. GM "Safe? Yes. I've got a van watching the safehouse, plenty of plain-clothes officers inside and outside the apartment... He's pretty well covered. Umbridge isn't saying much, though. I think he's THAT scared of Caliber and whoever actually hired him. Still, I did manage to get this address." The agent hands a business card to Supercape. It has his name and such on the front, but there's also an address written on the back. "It's an apartment building on the corner of Greely and 46th. Recently renovated, recently bought about two months ago. Umbridge won't talk about who bought it, but it wasn't the man he works for. Must've been whoever he was digging up dirt on. Been watching the place for a while. Doesn't seem to be anything suspect going on there. Plenty of new tenants, but they all seem pretty normal for a place in the Fens, according to the local police. Figured I'd take their word for it." "As for our biker friends? Totally different group. Not even local. The Motor City Maulers are a pretty recent thing. Outlaw biker club out of Detroit. Moved here about a year ago, but didn't start making major waves until this kidnapping thing. It's not their usual M.O., either... according to what I got from the arresting officers, all these guys were just small-time wannabes. None of the heavy hitters were even on the scene, far as I can tell. One of 'em owns a garage here in the Fens, too, called the Silver Hammer. He's not much of a talker either."
  17. Inwardly, Arcturus was incredibly frustrated. He wasn't certain whether the frustration was his or the Beast rune's though; the entire situation was so confusing that he really felt like punching something. Clearly the prince wasn't a traditional hostage... so what was he then? And why did it seem more like Waker was the captive than the prince? None of it made any sense. Archer was trying to get him to think critically. All it was doing was giving him a migraine. Arc was still quite comfortable in his bear form; there was no reason to change back, and he didn't feel the overwhelming, debilitating rage that he had during the last exercise. "...okay," Arc finally replied, keeping his voice low. "What exactly is going on? And why exactly can't the prince leave here?" He paused, trying to consider how to phrase his questions properly. Even though the Beast rune was nagging at him to just snatch the prince and haul tail out of the tower, there had to be more to the story than what he'd heard and seen so far.
  18. GM Even months after the incident, Supercape found it possible to dig up information on Caliber. It certainly wasn't easy, as most people had never even laid eyes on the man. It helped, though, that the FBI had more information than Freedom City's police department. Agent Jonas Harper wasn't exactly what you'd call a normal agent. He fit the profile of the 'man in black' sort rather than a desk jockey. A few inches under six feet, he carried himself as if he were twice that height, and he seemed especially interested in the card Caliber left behind. Meeting in an unused interrogation room, Harper agreed to share what he knew about both Caliber and the organization he worked for. Still, he couldn't help but flash a few skeptical looks at Supercape behind his Ray-bans. "Ah, so you've met Caliber... also known as Carlo Azevedo. Brazilian DNAscent with radioactive powers..." He turned the card over in his gloved hand before handing it back to Supercape. "Among the Saikashuu, they call him the Hermit. So if he's here for a job... I don't think he's leaving until it's done. We've got a safehouse set up for Umbridge, so he'll be alright, for now. Never did find that briefcase of his, either. As for the Saikashuu..." He spread out a number of files--a dossier on Caliber, as well as several other figures, most of them with blurry photos or approximate sketches. "Saikashuu literally means 'the worst humans'. And trust me, they try to live up to that name. Their members change, and no one really knows how many there are, but they've all got codenames based on the major arcana of the tarot. The Hermit, The Devil... even Death. From what we can tell, they're mostly mercenaries, not based in any city or country. Just sewing anarchy wherever they go and wherever they can get paid. Or at least that's what they want us to think."
  19. Absolutely. :)
  20. GM Months had passed since Supercape's run in with Caliber and the Motor City Maulers. It certainly wasn't an uneventful few months either; since that time, Alexander Umbridge had recovered, but had almost immediately gone into hiding, still deathly afraid of what might happen to him. His briefcase had gone completely missing, and it seemed that the only real lead to its whereabouts were the motorcycle outlaws that had been arrested trying to kidnap Umbridge. So far, though, none of them were saying a word--even before their lawyer showed up. The fact that they even had a lawyer was astounding, let alone one as seemingly well-connected and competent as she was. Despite the length of time that had passed, it left Supercape with a number of clues: the tarot card, the jailed bikers, or even Umbridge himself if he could be located.
  21. OOC thread for this thread. Starring Supercape! :golfclap:
  22. Arcturus looked incredibly annoyed for a second. He knew exactly what a homunculus was, and to be called one was hardly flattering. Still... Waker seemed genuinely afraid of the prince; this definitely seemed like an exceptionally complex situation. There was even more to this than he thought, and now he figured he had sufficient leverage to make Waker explain even further. He didn't make another sound; instead, he stepped to his side, further into the room--as much as the field would allow, at least. If Waker didn't cooperate... he could always start breaking things until he did.
  23. Arcturus frowned as Waker moved to stand right in his way. This... was going to be an issue. He didn't want to fight, but at this point, he didn't think the field Waker had conjured would allow him past. Sound, however, still carried... and Arc was definitely going to use that to his advantage. "Hello?" His tone was polite--saccharine, even, considering he was still in his bear form. Arcturus grinned broadly; clearly, the prince's direct involvement was a bad thing for Waker, and who was he not to investigate why?
  24. Intimidate Check: (1d20+17+2=29)
  25. Arcturus was fairly certain that Waker was fully ready to defend himself, despite being obviously shaken. It wasn't the first time he'd used his bear form purely to scare someone into submission, and there were usually only two results: fight or flight. Most of the time, Arc was aiming for the latter, but occasionally, the former needed to be addressed. He grabbed one of the stone bars with one massive paw and shoved his palm forward, snapping right through with little effort. "Your gift doesn't make you better. Look at you. Willing to wipe people out... for what? Just to prove a point? Hmph." Arcturus snorted derisively, stepping the entire way through the cage. "This is what's going to happen. I'm going to take the prince and bring him back where he belongs. And you're going to live the rest of your existence peacefully and without destroying that armada or anyone else. If not..." The intensity in Arcturus's eyes rose several crimson shades... "...you will live to regret it if you do otherwise."
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