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  1. In Brief: Thor's daughter got her mom's hair and her dad's everything else Character: Thrude Power Level: 12 (Built as PL11) Tradeoffs: At PL11: -5 Attack / +5 Damage, -5 Defense / +5 Toughness Power Points: 175/178 Unspent Points: 3 Catchphrase: "I SHALL SMITE THEE!" Nicknames: Trudy Alternate Identity: Princess Thrude Thorsdottir of Asgard Identity: Public, although the general public is not in universal agreement that Thrude is an actual deity Legal Status: Undocumented immigrant with no criminal record Birthplace: Thrudvangr, Asgard Residence: Nomadic Base of Operations: Intergalactic Occupation: Goddess, Princess, Psychopomp (former), Superhero, Warrior Affiliations: Lily Sorensen (mortal host, deceased), Aesir (family), Dvergar (allies), Interceptors (former member), Jotnar (enemies, family), Valkyries (former member), Vanir (allies) Family: Thor (father), Sif (mother), Odin (paternal grandfather), Frigga (paternal step-grandmother), Jord (biological paternal grandmother), Magni (paternal half-brother), Modi (paternal half-brother), Ullr (maternal half-brother), Baldr (paternal uncle, deceased), Nanna (paternal aunt), Bragi (paternal uncle), Idunn (paternal aunt), Heimdall (paternal uncle), Hermodr (paternal uncle), Hodr (paternal uncle), Tyr (paternal uncle), Vali (paternal uncle), Vidarr (paternal uncle), Forseti (paternal cousin), Vili (paternal grand-uncle), Ve (paternal grand-uncle), Loki (adoptive paternal grand-uncle), Sigyn (adoptive paternal grand-aunt), Fenrir (adoptive paternal second cousin), Hel (adoptive paternal second cousin), Jormungandr (adoptive paternal second cousin), Narfi (adoptive paternal second cousin, deceased), Sleipnir (adoptive paternal second cousin), Alviss (fiance, deceased) DESCRIPTION Age: ~2,500 (Date of Birth: ~500 BCE) Apparent Age: 22 Gender: Female Ethnicity: White Scandinavian Height: 6' Weight: 185 lbs. Hair: Gold Eyes: Blue A deity in the image of her followers, Thrude has eyes like lightning, set into flesh as pale as fresh snow. She lost her left eye in battle with The Fenris Wulf, wearing a leather patch over the scarred remains. The long, flowing golden locks she inherited from her mother shine like honey in the light of the Sun. She usually wears them in long braids, to keep them out of the way during combat. During battle, she wears furs, leathers, and linens, dyed in bright azure and amber hues, similar to the brightly-colored jumpsuits worn by modern superheroes. Magical runes have been sewn into these clothes, allowing them to change shape into a simple dress when she is not in battle. She stands tall with the regal, almost haughty bearing one would expect of a princess, and she moves with the sure, practiced gait of a trained warrior in peak condition. Her words are always clear and crisp, from a combination of perfect enunciation and sheer window-rattling volume. HISTORY Odin All-Father was king of the gods of the North, the Aesir, they who had eaten of the golden apples from the Tree of Idunn and gained eternal youth and vitality beyond the reach of mortal men. Odin One-Eye, who had helped to make the world from the fallen giant Ymir, gave gifts of knowledge to the northern tribes of Midgard: hunting, swordplay, literacy, even brewing, all of it knowledge he gained with great personal sacrifice. With Jord, the giantess whose body was the very Earth itself, he begat Thor. Thor, lord of the storm, married Sif, she of the golden hair in whose fertile womb the fields bore fruit. Together, they in turn begat Thrude, Daughter of Storms, Princess of Asgard. Her name means "Power", "Strength", in one of the oldest tongues ever spoken upon Europa. The Aesir sought to form a lasting alliance with the Dvergar. The dwarves were unparalleled smiths and masons, masters of rune magic and creators of wondrous devices. To that end, Thrude was promised to wed Alviss the All-Wise, master of the forge. He was small of stature and humble in bearing, but well learned, of great skill and kind heart, which endeared him to the young goddess. Alviss rivaled even Odin in his understanding of runic lore, and to woo her, he forged for her Hridleif ("The Storm's Legacy"), a weapon fit for the Daughter of Storms, a weapon to rival the magnificence of her father's great warhammer Mjolnir. But her father, Thor, did not approve of the union. His pride could not bear the insult of a troll as a son-in-law and heir. So Thor tricked Alviss, demanding from him a "test of wisdom." All night did Thor ask questions of Alviss, questions about everything under the Sun. And it was the Sun that was the dwarf's undoing, for he was so distracted by Thor's tests that he did not notice its morning arrival until its rays turned him to stone, the fate of all Dvergar touched by Sol. Consumed with rage and grief, Thrude turned away from her father, joining the Valkyries. Alongside her sister shieldmaidens, she descended unto the battlefields of Midgard, choosing the bravest and the strongest of fallen mortal warriors to train and fight and revel in Valhalla, or to sate Freyja's appetites in the fields of Folkvangr. She helped build the army which would defend the realms from the ravages of the Jotnar on the day of reckoning, Ragnarok. She fought many battles in the name of the Aesir, and she slew many foes, men and monsters alike. It was in a battle with such a beast that young Thrude's fate was (literally) sealed. Fenrir, the great winter wolf, Loki's foul get, had slipped his bonds once again, and Thrude had hunted him to the ends of the Earth. Goddess and monster were locked in ferocious battle, with no quarter being asked nor given, when Loki, the trickster and schemer without equal, trapped them both with his sorcery. None know to what end he sealed them away; he has ever kept his own counsel on the matter, and his purpose may well have slipped through the cracks of his countless machinations and been lost to time even for himself. To the outside world, their prison appeared as simple pottery, a jar or bottle like any other. But inside the pocket dimension contained within, their battle raged on throughout the centuries. There was no sense of the passage of time for them, no frame of reference, only a void, empty save for their foe. In the year 2011 of the Common Era, a clumsy and ignorant human accidentally destroyed a simple clay jar from a collection of ancient Viking relics, and unleashed both Thrude and the Fenris Wolf upon the streets of Freedom City. Their battle continued, and despite the intervention of several of the city's superheroes, including Doktor Archeville, the wolf's iron-clad mortal namesake, and a Messenger of Yahweh, the winter wolf escaped, taking Thrude's eye in the process. The breaking of Thrude's prison by a mortal fulfilled the requirement of The Pact that a god not set foot upon Earth without a human summons. Thrude was not party to the horrors of Nazi Germany in which the Aesir were complicit, nor to the subsequent agreement they made to exile themselves from the human world. With the Messenger's blessing, Master Mage Adrian Eldritch allowed her to stay in Midgard. She remained on Earth for a few months, protecting the innocent as best she could and briefly serving as a member of the Interceptors, before returning to Asgard, wishing to honor the spirit of The Pact. However, she still believed that it was her inherited responsibility to redeem her family's honor and to protect the people of Midgard. She did not have to wait long for an opportunity to return to the mortal realm. When a soldier named Lily Sorensen was mortally wounded, Thrude appeared to her, and offered her a choice: Thrude could guide her to the afterlife she had earned, or she could act as Thrude's host, allowing the goddess to manifest on the Earthly plane. This would delay her final reward, but allow her to partake of Thrude's experiences in the meantime. Lily decided that she wanted to keep fighting the good fight for a while longer, so she agreed to be Thrude's vessel. PERSONALITY & MOTIVATION Like any young adult, mortal or divine, Thrude isn't half as worldly or sophisticated as she thinks she is. Of all her faults, it is her naivete to which she is most blind. Sometimes to her chagrin, Thrude takes after her parents, and indeed, her entire family. She is brave and confident to a fault, acts and speaks before thinking (often violently), and lets her boundless passions rule her. She is a linear thinker with a straightforward personality, who prefers any action at all to inaction, and like her father, this makes her gullible and easy to manipulate. A straight line is not only the quickest way between two points, it is the only way. If something doesn't fit, bend it, and if it doesn't bend, break it. But Thrude is also generous and self-sacrificing, seeking to alleviate the suffering of others by any means necessary, taking their burdens upon herself without hesitation. She will always be the first to charge in and the last to withdraw, seeking out the most powerful foes or the most dangerous hazards for herself, holding herself to a higher standard than anyone else. In her mind, there is nothing that can't be done, no foe who can't be overcome. POWERS & TACTICS As a goddess, Thrude is stronger, tougher, and hardier than any mortal ever could be. She is equally at home on dry land, on the highest mountain, in the deepest ocean, or floating in the void of outer space. Although hunger and thirst cause her discomfort, they will not be her undoing. Like any god of the Aesir, but especially befitting the daughter of Thor and sister of Magni, Thrude's divine strength can toss automobiles into the air with the same ease as a child tosses a ball. Blades and bullets bounce harmlessly off of her skin. As a member of a pantheon where every god is a "god of war," Thrude has received substantial training in both marksmanship and hand-to-hand combat. As a member of a pre-industrial civilization, she is a skilled hunter. She would fit in alongside any elite special forces unit in the world. That training is obvious to anyone with comparable instruction, even despite her fighting style being aggressive to the point of recklessness and straightforward to a fault. As a wedding present, Alviss the dwarf runesmith forged for her Hridleif, The Storm's Legacy. While not in use, it takes the form of a simple but ornate drinking horn. However, when its power is needed, it transforms into a massive shapeshifting polearm. The ebony haft runs anywhere from one to three meters long, expanding and contracting at Thrude's mental command. The gleaming mithril head, over a meter wide, morphs at her whim between the shape of a double-headed battle axe or warhammer. Both head and haft are etched with magical Norse runes, killing words which summon lightning and frost to crackle and gleam along the weapon's edges. Hridleif appears to be completely impractical, and indeed, to anyone relying solely on the laws of physics, it is worse than useless, refusing even to move from its resting place. But in the hands of those with courage and honor enough to be deemed "worthy," it is light as a feather, even as it crushes mountains into dust or cleaves a dragon in twain. Hridleif is much more than a weapon. As with the mighty hammer Mjolnir wielded by her father, it is also a sceptre for the Princess of Storms. At the wielder's command (conscious or otherwise), mist shrouds the sky, rain and sleet pour down, and thunder and lightning crash. The air freezes into great blocks of ice in any shape they desire. Electricity arcs up and down the wielder's body. They can conjure up a horse with a body of mist and lightning for eyes which can bear them across the sky at many times the speed of sound, creating thunder with every hoofbeat and leaving a blazing streak of rainbow light in its passing. COMPLICATIONS Accidents: With Hridleif in her possession, Thrude has an intimate connection with the power of the storm, and it is not always under her control. When she feels particularly excited, distressed, or depressed, the weather around her often changes to reflect her mood, without conscious effort on her part. As a young and reckless warrior, she often takes action without full regard to the potential consequences. A GM should feel free to give her or her comrades a Hero Point in exchange for either temporarily forcing the "Uncontrolled" flaw upon one or more of her powers, or creating a new hazard as a result of their use. Anachronism: Thrude spent the last thousand years imprisoned in a pocket dimension. A GM should feel free to give her or her comrades a Hero Point when her lack of context and familiarity with the modern world creates an inconvenient misunderstanding. Brash: Thrude is young and inexperienced. She inherited her father's boundless passion and courage, but also his reckless short-sightedness and lack of tactical or scholarly acumen. She is prone to "jumping the gun," and a GM should feel free to dictate a less-than-optimal course of action for her, in exchange for a Hero Point (either for her, or for an ally inconvenienced by her actions). Enemies: Thrude has inherited the enemies of the Aesir, who are legion. Their ranks include many of the Jotnar, especially Loki and the monsters he has birthed, as well as denizens of Midgard who suffered at the hands of Donar during his enslavement by the Thule Society. She has also locked swords with fellow weather manipulator Doctor Stratos. The GM can choose to have any of these foes show up at an inopportune time, making a bad situation worse. Fear Itself: Mechanically speaking, Thrude's Fearless feat makes her immune to fear effects. However, the GM can give her a Hero Point to override that immunity and force her to roll a saving throw or contested check against a fear effect normally. Lost Love: Thrude still grieves for Alviss, the dwarf runesmith to whom she was betrothed before her father murdered him. A GM should feel free to give Thrude a Hero Point in exchange for inflicting penalties upon her when she is distracted by his memory, or when an enemy uses that memory to manipulate her. Obligations: Thrude is a scion of a large royal family, party to many treaties and alliances. The GM can choose to have familial or political obligations or debts of honor make her life inconvenient. Reputation: The Thule Society's binding of Thor into the service of the Nazis during World War 2 did incalculable damage to the global perception of the Nordic pantheon. Both superheroes and the general public will be skeptical, at best, of Thrude's intentions. A GM should feel free to give Thrude a Hero Point in exchange for making NPCs less inclined, if at all, to trust or aid her. One way to represent this mechanically would be to force a penalty (or an automatic failure) on Bluff, Diplomacy, and/or Gather Information checks. ABILITIES 48PP (16 + 0 + 16 + 0 + 0 + 16) Strength: 35/26 (+12/+8), 50/26 Lifting (Heavy Load: 12 tons / 920 lbs.) Dexterity: 10 (+0) Constitution: 30/26 (+10/+8) Intelligence: 10 (+0) Wisdom: 10 (+0) Charisma: 26 (+8) COMBAT 22PP (12 + 10) Initiative: +0 (+0 Dex) Attack: +6, +2 Ranged (+6 Base, -4 Disability) Grapple: +21/+14 (+6 Melee Attack, +12/+8 Strength, +3 Super-Strength) Defense: +6 (+5 Base, +1 Dodge Focus), +3 Flat-Footed Knockback Resistance: 13/4 (1/2 Non-Impervious Toughness 5 = 2, + Impervious Toughness 11 = 13) SAVING THROWS 16PP (0 + 6 + 10) Toughness: +16/+8 (+10/+8 Con, +6 Protection)Impervious 11 Fortitude: +10/+8 (+10/+8 Con, +0PP) Reflex: +6 (+0 Dex, +6PP) Will: +10 (+0 Wis, +10PP)Ultimate Save SKILLS 11PP (44R) Intimidate 12 (+20) Knowledge (Arcane Lore) 5 (+5) Knowledge (History) 5 (+5) Knowledge (Theology/Philosophy) 5 (+5) Languages 7 (Danish, English, German, Icelandic, Norwegian, Old English, Old Norse [Native], Swedish) Ride 5 (+5) Survival 5 (+5)Track FEATS 11PP Benefit (Status [Goddess, Princess]) Dodge Focus Fearless Interpose Luck 3 Quick Draw Takedown Attack Track Ultimate Save (Will) POWERS 78PP Device 8 (40PP Container [Passive: No Action, Permanent Duration]; Flaws: Easy-To-Lose; Feats: Restricted 2 [Will only allow "the worthy" to lift or wield it], Subtle [Transforms into a drinking horn]) [27PP] (Descriptors: Blessed Weapon, Empathic Weapon, Hridleif, Magic Weapon, Shapeshifting Weapon) Environment Control 1 (Light [Reduces darkness-based concealment by one step, from total to partial, or from partial to none]; Area: 5ft radius; Extras: Action 2 [Free]; Flaws: Range [Touch]) [2PP] (Descriptors: Lightning Aura) Flight 1 (10MPH, 100ft per Move Action) [2PP] (Descriptors: Divine Wind) Storm Mastery 16 (32PP Array; Feats: Alternate Power 4) [36PP] Base Power: [12 + 20 = 32PP] Damage 4 (Feats: Affects Insubstantial 2 [Full effect], Extended Reach [10ft], Improved Critical 2 [18-20], Incurable, Mighty, Variable Descriptor [Bludgeoning, Cold, Electricity, Slashing, and/or Wind]) [12PP] (Additional Descriptors: Weapon Strike) Flight 10 (11 ranks total; 25,000MPH, 50 miles per Move Action) [20PP] (Additional Descriptors: Divine Wind) Alternate Power: [32PP] (Additional Descriptors: Ice Constructs) Create Object 11 (Volume: 11 cubes; Toughness: 11; Lifting Strength: 55, Heavy Load: 24 tons; Extras: Duration [Continuous], Range [Perception]; Flaws: Distracting, Permanent; Feats: Precise, Progression [Object Size] 9 [5,000ft / 1 mile cubes]) [32PP] Alternate Power: [21 + 11 = 32PP] (Additional Descriptors: Lightning Bolt) Drain Toughness 11 (Extras: Affects Objects, Linked, Range 2 [Perception]; Flaws: Additional Save [Reflex], Distracting; Drawbacks: Full Power) [21PP] Damage 11 (Extras: Linked, Range 2 [Perception]; Flaws: Additional Save [Reflex], Distracting) [11PP] Alternate Power: [32PP] (Additional Descriptors: Storm Summoning) Environment Control 8 (5PP/rank = 40PP of Mix-&-Match effects; Area: 1,000ft [2 city blocks] radius; Extras: Independent, Selective, Total Fade; Flaws: Action [Full], Distracting, Range [Touch]; Feats: Slow Fade [1 minute / rank = 8 minutes]; Drawbacks: Full Power) [32PP] Alternate Power: [20 + 6 + 6 = 32PP] (Additional Descriptors: Divine Wind, Rainbow Bridge) Flight 10 (11 ranks total; 25,000MPH, 50 miles per Move Action) [20PP] Super-Movement 2 (Dimensional Travel 2 [9 Worlds of Norse Mythology]; Feats: Progression [Cargo] 2 [500 lbs.]) [6PP] Super-Movement 3 (Space Travel 3 [Intergalactic]) [6PP] Enhanced Constitution 4 [4PP] (Descriptors: Divine Might) Features 1 (Quick Change) [1PP] (Descriptors: Magic Clothes) Enhanced Strength 9 [9PP] (Descriptors: Divine Might) Features 3 (Environmental Adaptation 3 [High Gravity; Low Gravity; Zero Gravity]) [3PP] (Descriptors: Divine Might) Immunity 11 (Aging; Life Support; Starvation/Thirst) [11PP] (Descriptors: Divine Might) Impervious Toughness 11 [11PP] (Descriptors: Divine Might) Protection 6 [6PP] (Descriptors: Divine Might) Super-Strength 3 (Lifting Strength: 50, Heavy Load: 12 tons) [6PP] (Descriptors: Divine Might) DRAWBACKS -11PP Disability (One Eye; Frequency: Common; Intensity: Moderate [-4 Attack with Ranged attacks]) [-3PP] Vulnerability (Deception [Bluff, Illusion, etc.]; Frequency: Very Common; Intensity: Moderate [+50% effect rank]) [-4PP] Vulnerability (Emotion effects; Frequency: Common; Intensity: Major [x2 effect rank]) [-4PP] ATTACK RANGE SAVE EFFECT Unarmed Touch DC27/23 Toughness (Staged) Damage (Physical) Ice Construct Perception DC21 Reflex Trapped Dropped Ice Construct Perception/Area DC21 Reflex Avoided DC26 Toughness (Staged) Damage (Physical) Lightning Bolt Perception DC21 Reflex Avoided DC21 Fortitude (Staged) Drain Toughness DC26 Toughness (Staged) Damage (Energy) Weapon Strike Touch +5ft DC31 Toughness (Staged) Damage (Energy and/or Physical)* *Variable Descriptor Abilities (48) + Combat (22) + Saving Throws (16) + Skills (11) + Feats (11) + Powers (78) - Drawbacks (11) = 175/178 Power Points
  2. Player Name: KnightDisciple Character Name: Gabriel Power Level: 15 (250/250PP) (PL 12 Caps) [282] Trade-Offs: None Unspent PP: 0 Progress To Impervium Status: 126/150 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
  3. Several of Freedom City's heroic types received a large invitation slid under their door around the middle of June; the cards appeared to be handmade either by someone in their late teens or perhaps merely addicted to clip art, glitter and caffeinated soft drinks. Some people did not get hard copies at all, due to Lynn's unfamiliarity with their current living arrangements, but she still made sure the word got around.
  4. It had been a wild night. Moira spent her New Year's Eve with Ace Danger at the Pyramid Plaza penthouse. By the time she woke up he was already gone. She looked over at the clock. No wonder he was gone, it was noon already! She only hoped she gave him what he and she wanted. Speaking of wants, it was New Year's Day... time for New Years resolutions! Yeah, those silly little things that were either dirt easy to keep or that she never followed through on. Still it was fun to have goals, no matter how easy or hard they were. She thought for a bit; was there anything she wanted to do this year? Might a well start off with the easy ones first... 1) I will follow my deams. That was simple enough! Now to expound. What were her dreams at the moment? Did she have any aspirations? What would she accomplish in 2010? 2) I will do something creative. She had really got the idea to sing or write or something within the past month or so. If it were writing it'd have to be fiction. based off her life. Her real life was already fantastic as it was. Why would anyone want to read about a boring ivincible heroine? Starting sometime within the next month or so she would sit down and think about it. 3) I will be a better superhero. Her meeting with Captain Knievel and The Emissary last year taught her a few things. Anyone couldfall off the wagon. She didn't want to believe what Captain Knievel did was real. He was just a fun guy... then to fall so far? She went to The Emissary for some counselling. It helped some, but she learned you can only count on yourself. The hero inside. Her hero inside needed a jumpstart. 4) I will get more friends. Another no-brainer. Her phone list was still growing. It was almost at the point where she thought she was going to have to cross-index. 5) I will be a better friend to my current friends Last year she did a few rotten things in the name of friendship and love. While it was good for some, it hurt others. She only hoped that she would make the right decisions this time around. If she followed her heart, she knew she would make the right choices. Then again... 6) I will try to be a better person HA! Now she was just musing. She wasn't going to be a worse person, but she was grasping at straws now. She got up and walked towards the bathroom. She had things to do today. Things to do this year.
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