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Found 15 results

  1. City Gym (OOC)

    I didn't see an OOC thread, so I made one. I'm assuming that Kingsnake took 10 on the Gather Info check with Well-Informed to hit DC25 on Miras's reputation table. Kingsnake takes 10 with Skill Mastery to get a DC25 Stealth check. If she doesn't meet that, then she's surprised when he starts talking. He takes 10 with Skill Mastery on Sense Motive checks, hitting DC30, and Miras's Bluff, Diplomacy, and Intimidate get cut down to +6, +5, and +2 (respectively) when used on him, so he's functionally immune to any of her interaction skills.
  2. City Gym

    One advantage to living in a former industrial zone was that Miras knew plenty of buildings that no one cared about. Her magic had made it child’s play to get inside, and she had spread around a few pillows and unfolded cardboard boxes; she couldn’t afford to buy any amount of gym mats, so this would have to suffice. The hardest part of everything had actually been getting word out to Kingsnake that she was ready for their session. The man had been infuriating when they were forced together by mercenaries and key witnesses and runaway trains. Kingsnake was skilled at fighting, but his methods had left a lot to be desired. Miras couldn’t just let him walk away, so she decided to give him a talk about how to handle a fight like that. In the meantime, though, she could probably stand to learn a thing or two from Kingsnake. Being able to move faster than an eyeblink handled a lot of problems but eventually she needed to know how to hit someone properly. Miras’s normal robes were hardly suited for a fistfight, so she had reconfigured her usual outfit into something more bare; a hooded green jacket that reached to her waist, loose white trousers and black boots and gloves. She paced around the room, bounding from one foot to the other as she waited for Kingsnake. Part of her was regretting setting this whole situation up. Who was she to lecture this other hero how to fight? Sure, he liked being scary, but so did Raven and Foreshadow and Arrowhawk -- and those were all heroes. On the other hand, she kept coming back to the memory of him letting the plane crash with the paralyzed soldier in it. He had been willing to let that vehicle go down with the mercenary in it, and only Miras’s quick thinking had saved the man. As she tried to use that memory to motivate her, a small voice kept reminding her that the soldier wouldn’t have been paralyzed if it hadn’t been for Miras’s magics...
  3. Brian Brubaker (AKA Mister Strix) owns a townhouse in one of the worse areas of Southside. From the outside, it looks "modest," bordering on "dilapidated." In this case, appearances are deceiving. The cheap, weathered facade conceals steel plate shear walls reinforced with insulated pre-cast concrete, with additional stone-wool insulation on the interior, which makes the structure both earthquake-proof and nearly sound-proof. The windows are all double-paned bullet-resistant glass. The thick walls and windows greatly reduce incoming noise from the outside world, which would otherwise overwhelm Brian's enhanced senses. Both the front and back entrances are covered by inch-thick steel security doors. Every room is covered by a foam/water sprinkler system, and high-quality smoke, heat, and carbon monoxide detectors. The whole house is wired with the best alarm systems available for purchase by the general public. Motion sensors (both ultrasonic and passive-infrared) cover every room, and acoustic glass-break detectors are mounted adjacent to all windows. If any of the alarms are tripped, an automated alert will be sent to Brian's smartphone, and the alarm service provider will attempt to call him. If they are unable to obtain verification of a false alarm from him, they will assume an emergency is in progress, and they will contact the local police. Bypassing the alarms requires a DC25 Disable Device check. A DC25 Search check will reveal the bunker hidden under the basement. The hidden entrance is also wired with an alarm, and can be locked from the inside to prevent entry from the house above. The interior of the bunker shares climate control, ventilation, fire prevention, and power systems with the house. The bunker contains Brian's crime lab, a two-way radio, a computer (with a separate phone line from the main house), a generator set to activate if power flow from the local grid is interrupted, and spare living quarters, including several collapsible cots, cold food storage, and a bathroom with a shower and a flush toilet. Townhouse with Secret Bunker (PL13 HQ) [13EP] Size: Tiny [-1EP] Toughness: +10 [1EP] (Earthquake-Proofing, Bulletproof Windows, Steel Plate Shear Walls Reinforced With Pre-Cast Concrete) Features: Communications, Computer 2 (Masterwork [modified for blind users]), Concealed (+15DC), Fire Prevention System, Gym, Laboratory, Library, Living Space, Power System, Security System 2 (DC25), Workshop [13EP]
  4. Dirty Blvd. OOC

    Alright so we'll start with gather information checks all around. If anyone wants to try a more specific approach lemme know and we'll figure out how to handle it.
  5. Dirty Blvd.

    There was no shortage of reasons to leave the Fens, the crime, the fearful desperation, the smell, to name but a few. But the Fens was not a place people with other options chose to live in. People in the Fens were those who hadn't or more likely couldn't get out. This made for a kind of community all it's own however, you may not trust your neighbors as far as you could throw their heroin addled husk but you knew the faces, this was even more true in the shifting camps of the homeless. There was a cruel natural order to the FCPD sweeps disruptions and arrests, the hospitalizations and deaths, whether from overdose, exposure, or malnutrition. But no one just left, if someone got a ticket out, it was known, if someone got picked up for spooking the tourists too close to the theatre district, it was known, when a body turned up, it was known. So when people left the camps and it was not known, it was talked about. Robin first heard word later than when she lived among them but she still heard things on her weekly soujourns, Charlies drunken ramblings about 'snatchers' were a little too visceral to be the alcohol and smack addled visions of police or public health pick ups. And he wasn't the only one, there was a fear on the streets, people were vanishing, not to their own vices or the dangers of the streets, something was taking them and there wasn't a trace. The vigilante known as Kingsnake heard things as well, whispers in dark corners, Fearful cries in the dark, the city was awash in the noise of daily life but certain words and phrases stuck out, bore investigating. There was something happening in the Fens, the usual scum driven from their hidey holes by men with more training and better armed than the average criminal, the kind of muscle that cost serious money and secured serious privacy. Those with less privileged connections might never have heard the term, Labyrinth, but that hidden disease within the city was well known to the Kingsnake, they had after all in their own fashion made him what he was today. Only mentioned in fearful whispers like a criminal boogeyman or maybe more accurately a wrathful pantheon. Smugglers suspected they may be working for hte labyrinth though smart ones knew not to ask those sorts of questions, muscle would use the name ot strike fear until the mysteriously were disappeared. But Kingsnake heard everything in his city, and now he heard the labyrinth was working the Fens.
  6. Kingsnake

    Contents 20Q
  7. Downtown Train

    GM Post Monday November 9th, Midmorning partially cloudy Centennial Station, Monorail By midmorning the usual crush of commuters on the Freedom City Monorail had thinned to mostly tourists and a grab bag of students, shoppers, and others less bound to the rigors of a timeclock. The doors slid open and a handful of people departed onto the platform at Centennial Station while several more slipped into seats in the sleek passenger car. Just before the doors slid closed a young woman dark haired and well dressed in a style that read wealth without ostentation slipped on board. The astute would note a frustrated pounding by a man in a non-descript dark suit as the door slid shut in front of him before the train launched into motion once more. The women quickly made her way to an empty seat away form other passengers and seemed focused on her cell phone as many commuters were. As the monorail came up to speed a conductor made his way down the car checking passes as he went with an easy smile and polite nod to the passengers.
  8. Legacy of Hatred (OOC)

    OOC for this thread
  9. Legacy of Hatred

    November 2nd, 2015 11:04pm For whatever else Freedom City is, it is the epicenter of meta-human activity in the world. And that means that the world's largest collection of death rays, possessed talismans, magic rings and all other man of super weapons are collected in close proximity. When the city's criminals are caught, these items are confiscated, logged as evidence, and stored in different locations throughout the city so as to not paint too large of a target on any one location. One such facility is in Lonely Point, the closest geographically to Blackstone prison. This facility however only houses items that are damaged or broken so this facility is theoretically the safest as anyone breaking into the area won't acquire any new firepower once inside. As FCPD learned today however, that did not mean that it wasn't a target. The facility had been the target of a coordinated assault of meta-humans, who made a clean getaway, with the police unsure of what was stolen. Police forces were being assembled, Blackstone was locked down in case this was a precursor to a jail break and the story was played on all the late night new channels and radio stations. And now, the heroes began to arrive on the scene to lend a hand in apprehend these dangerous criminals.
  10. In Brief: Huntress learns kung fu in K'un-L'un after getting Daredevil's powers from Captain America's super-soldier serum. Player: ShaenTheBrain Character: Kingsnake Power Level: 13 (10) Tradeoffs: None (+2 Attack / -2 Damage, +2 Defense / -2 Toughness) Power Points: 192/193 Unspent Power Points: 1 Bronze Status Reward: 4PP of Equipment for Kingsnake, 11PP of Equipment/Minions/Sidekick unspent Silver Status Reward: Increased PL7/105PP character to PL12/180PP (Kingsnake) Residence: A modest townhouse in the Southside neighborhood of Freedom City. Base of Operations: The hidden basement of his townhouse. Alternate Identity: Brian Markus Brubaker Identity: Secret Birthplace: Freedom City, New Jersey, USA Occupation: Freelance Transcription Translator Affiliations: Shambala Temple (former student), Freedom City University (former student) Family: Franklin "Frank" Brubaker (Father, Estranged), Ann Miller-Brubaker (Mother, Deceased), Wade Brubaker (Younger Brother, Deceased), Geraldine "Dina" Nocenti (Ex-Girlfriend) Catchphrase: "..." (or the crack of his whip) Description Age: 30 (DoB: 1985) Apparent Age: 30 Gender: Male Ethnicity: Caucasian (Anglo/Celtic/Germanic mutt) Height: 6ft 2in Weight: 225 lbs. Eyes: None (Grey prosthetics) Hair: Blonde with Grey streaks The skin on the top half of his face is still heavily scarred from being lacerated and burned by jagged shards of superheated shrapnel. He wears a set of acrylic prosthetic eyes which mimic his original grey eye color. When out in public in his civilian identity, he wears the dark sunglasses and wields the white cane which universally mark him as a blind man. Aside from his blindness, he is in perfect health. He intentionally wears ill-fitting clothing in an attempt to hide his physique. Power Description Thanks to the DNAscent process, all of Brian's physical abilities are just outside the normal human range. His strength, speed, endurance, and agility are all slightly higher than what any normal person could achieve. All of Brian's non-visual senses absorb information with far greater detail and sensitivity than a normal human. He can hear a person's heartbeat from across the room, hear a tear sliding down their cheek, and feel the vibration through the floor when they take a step. He can rest a pretzel on his tongue and count exactly how many grains of salt are embedded into it. He can hold a pistol in his hand and know exactly how many bullets are in it by how heavy it feels. He can run his fingers along a page of text and "read" it by feeling the difference between the ink and the paper, or "view" a picture by feeling the differences between the colors of ink or paint. He can carress an object gently enough to feel any fingerprints left on it without disturbing them, and he can perceive enough detail to compare them to other prints. His nose acts as a gas chromatograph mass spectrometer, able to distinguish the chemical makeup of a substance by the smell of its molecular components. In essence, his hyperkeen senses turn him into a walking crime laboratory. His enhanced senses of hearing and touch also give him superhuman balance and physical coordination. Brian no longer has eyes, but his brain processes and interprets most of his enhanced sensory input visually. He can hear sound and feel vibration just as a normal human would, but he can also momentarily "see" it, with the waves of different frequencies and different decibel levels of sonic energy appearing to him as differently-colored and sized lines, coating and illuminating the space and/or objects around them. Scents appear in his mind's eye as translucent clouds of mist or smoke, in various colors and sizes, leaving trails he can follow. His sense of smell is acute enough to judge the distance between himself and its source, as a normal human would with sound. As he moves closer to the source of the scent, it becomes measurably "louder" to him. The DNAscent process not only enhanced Brian's original senses, but provided new ones as well. His brain has been altered to include a disk similar to a whale or dolphin's melon, which emits waves of ultrasound in all directions, receives the reflected waves after they bounce off of surrounding objects, and interprets the results. This allows him to "see" in all directions at once, though he focuses on one roughly 180-degree field of "view" at a time, with the rest appearing as translucent overlays. This allows him to "see" just as a normal human would see in the visual light spectrum, only in black, white, and various shades of grey, with the "color" dependent upon the physical surfaces and contours of the objects around him, and their relative distance from him and from each other. For example, he would perceive the bricks and grout of a wall as different shades of grey, with no correlation to their actual color in the visual light spectrum, and he would not perceive chalk drawings or spraypaint at all, unless the paint was thick enough to form a layer visible to the naked eye. The echolocation is far more advanced than that of any existing animals or technological devices, granting him acuity roughly on par with human vision in the visible light spectrum. He can turn his echolocation "off," in a manner similar to how a human closes their eyes. While it is active, anyone capable of perceiving ultra-sound can detect the waves emanating from his brain and the echoes returning to it. History Brian Brubaker never saw things clearly until the day he lost his eyes. "You can have anything you want, but you have to want it enough. With hard work, anything is possible. People get what they deserve." Frank Brubaker made sure his sons lived by those words. He was a self-described "city college kid" who "pulled myself up from nothing." Ann Miller was a minimum-wage kid who hitched a ride out of the trailer park as soon as she could pass for 18. They were young and hungry, willing to do whatever it took to get ahead. By the time their first child was born, Brubaker Imports was one of Freedom City's most prominent shipping empires, moving just about anything that needed moving to just about anywhere in the world. Their kids grew up in a penthouse and went to private schools. But Frank always stressed the importance of hard work. His kids weren't going to have a free ride. They were going to work for everything they had, just like he had. Brian idolized his father, and spent every waking moment striving to earn his pride. He got near perfect grades, tried out for every sport, auditioned for every play, took after-school jobs and summer internships. Brian was 20, home from his sophomore year of university, the day he saw his family for the last time. His mother and little brother were already waiting in the limo. Brian was running down the driveway when the driver turned the key. They were going to pick up Brian's father on the way. They didn't make it. The ignition switch set off the car bomb. Ann and David were blown to pieces. Shrapnel shredded Brian's eyes and left deep cuts in his face. Brian woke up in the hospital to his father's voice, telling him that he was going to fix everything. He'd only been there a couple of days when his father told him he was being moved to a "private clinic." Brian didn't know why the new nurse sedated him. He was kept in an induced coma for months, but he could still hear the people around him. As the "treatments" progressed, he could hear them louder, more clearly, from further away. He heard things he was never meant to hear. Frank Brubaker's life was a lie. If he had told his sons the truth, then their words to live by would have been "In devastation, there is opportunity. When there is blood in the streets, buy property." The car bomb was meant for Frank, a "gift" from one of his "business rivals." The Brubaker fortune didn't come from moving freight. It came from human trafficking, on an industrial scale. Frank and Ann's operation was built during the tail end of the Franklin Moore era and the aftermath of the Terminus Invasion. With a period of low superhero presence in town, and the sudden death and destruction of so many Freedom City citizens and their properties (legitimate businesses and mob fronts alike), they were able to quietly build up and then quickly fill a niche. These days, Brubaker Imports is a subsidiary of Delphic Industries, which is in turn owned and operated by Constantine Urallos, part of the inner circle of Taurus. Most of the trafficked victims are sold to sweatshops or into domestic slavery. Some are given to The Labyrinth to become test subjects for the DNAscent process. When Brian lost his eyes, Frank called in a favor. He didn't want Brian to become a brainwashed super-thug. He just wanted to give his only surviving son his eyes back. He didn't bother to get Brian's consent before submitting him to the DNAscent process. As far as the Labyrinth scientists were aware, the treatment failed. Brian's body was enhanced just past the peak physical condition for a non-powered human, but his eyes failed to regenerate. Brian had heard enough to know he should keep the unintended side-effects to himself. He didn't tell anyone about how all his other senses had been enhanced, or how he now possessed a natural sonar that would be the envy of every navy on Earth. The DNAscent process didn't restore what he'd lost, but it enhanced everything he had left. He knew that he would need to keep his cards close to his chest if he were ever going to be able to use his new gifts to dismantle the horrific empire his father had built on a foundation of blood and human misery. He was quiet and distant after his "recovery." His father didn't press the issue. Frank was consumed with guilt, a foreign sensation to him. When Brian decided to "study abroad," Frank didn't try to stop him. The school in Spain returned Brian's tuition cheque. He had never shown up. Brian eluded the bodyguards Frank had secretly sent after him before they made it out of the airport. His trust fund sat untouched. Brian Brubaker vanished off the face of the Earth. He wandered through Europe and Asia for a time, before he found himself chasing the legend of Shambala Vale, scaling the mountain peaks, and finding refuge among the ancient order of monks. They taught him how to focus his new senses. They instructed him in the original martial art from which all others descended. They helped to temper his rage. Seven years after he left, Brian Brubaker quietly returned to Freedom City. His father employed coyotes and snakeheads, who preyed upon the innocent and the desperate, as vipers prey upon the smaller, weaker animals in their path. But there is a snake who hunts the vipers...the Kingsnake. Personality Brian grew up as a happy son who idolized his father. Now that idol has fallen farther than he ever thought possible. The revelation of his father's true nature forced Brian to re-examine everything he ever thought he knew about himself and the world around him. Good things didn't always come to those who worked hard for them like he was always taught. In fact, more often than not, the worst things happened to the best people, while the worst people took advantage of them and laughed all the way to the bank. Even if you never give up, you can still lose. Those revelations, and the trauma of his injuries, lost family members, and subsequent transformation, left him bitter, cynical, and full of rage. Gaining the ability to know when most people are lying showed him just how often people lie, which eroded his faith in human nature even further. His time with the Shambala monks helped to soften that edge, but he still believes that justice only happens in the world when you force it to. The monks showed him that the world can be a better place than it is, without vipers like his father poisoning it. But they will, unless a kingsnake comes along to eat them first. So much of the world he thought he knew is a dirty lie, that he's not even sure it's worth saving. But he'll die before he stops trying. These days, Brian enjoys solitude, partially as a result of his disillusionment and partially as a practical matter of his enhanced senses amplifying every outside stimulus. Just as everyone a speedster meets is the annoyingly slow customer in front of them in the ATM or checkout line, every person Brian meets is the neighbor who blasts his TV or stereo at all hours of the night or the guy sitting next to him on the bus who hasn't showered in a week. He rarely engages in conversation at all, and even when he does engage, he remains laconic, withholding, almost sullen. He does have a sense of humor, but it leans toward the dry, the morbid, and the self-depricating. He is reluctant to volunteer information, and his reaction to those he meets defaults to suspicion (though his powers make clearing that suspicion and earning some measure of trust a faster process than it would be otherwise). Everyone is guilty (of something) until proven innocent. Powers & Tactics Brian is an expert martial artist, and a world-class detective, athlete, and inflitrator. The DNAscent process left him at peak physical condition, just barely superhuman. His enhanced senses make it almost impossible to lie to him or to catch him off-guard. He prefers to strike from stealth, ending a fight in one decisive blow before it begins. When facing a foe directly, his fighting style is primarily defensive, focused on avoiding or parrying incoming attacks until the enemy leaves an opening for one finishing blow or series of rapid strikes, or until he can lure the enemy into overextending themselves and creating that opening. He will remain in constant but relaxed motion, saving his strength, circling back and forth around his target while moving closer and/or farther from them. When he finally does lash out, he does so almost faster than the eye can follow. Above all, his fighting style is rooted remaining unpredictable. He often moves or strikes in unexpected directions, such as 45-degree angles relative to his opponent. His favored weapon, a whip, allows him to strike foes at a distance from a variety of angles and directions, either by swinging the lash in an arc toward them, or by launching the end directly at them. He can confuse and intimidate opponents by spinning and cracking the whip back and forth. Shifting his grip allows him to vary the length, making his strikes unpredictable. It can wrap around an opponent's limb or weapon, allowing him to pull the weapon free from their grasp or pull them down to the ground for a follow-up strike with his other fist, elbow, knees or feet. Complications Addiction (Caffeine, Painkillers): Brian's enhanced senses cause him headaches and make it difficult for him to get restful sleep. The meditation techniques he learned in Shambala Vale mitigate this problem, but they do not eliminate it entirely. The GM can force Brian to save against effects like Nauseate, or automatically inflict conditions like Sickened, to represent the pain caused either by his powers or by withdrawal. The GM can also inflict conditions like Fatigued upon Brian to represent lost sleep. Disability (Blindness): Brian's enhanced touch can feel the difference between ink and paper, and even between different pigments, which allows him to perceive color by touch. His echolocation, on the other hand, can perceive distance, size, and shape, but not color. It can perceive texture, but not with the same level of detail as normal human vision. This means he can only read text or view pictures if they are within arms reach. The screens of television sets, computer monitors, tablets, and smartphones may as well be blank to him, even to his touch, unless they are versions of those devices specifically made for blind users. He cannot perceive the level of light in the local area directly. At best, he can guess if he is in close enough proximity to a light source to feel the heat from it, if it emits significant heat at all. (He can feel the heat from incandescent bulbs, but LED bulbs are difficult to impossible.) Anything in his surroundings which depends on light, text, or color is invisible to him once it is physically out of reach. His enhanced smell can identify people by their individual scent, and his echolocation and tremorsense together provide enough detail to differentiate between people based on size, shape, and mass, but not enough to let him tell their faces apart from one another. He is physically capable of operating a vehicle or heavy machinery, but he cannot obtain a license to do so while maintaining his secret identity. Enemies (Frank Brubaker, The Labyrinth, Katanarchists): Neither Brian nor his father understand the full scope of The Labyrinth. Brian's father is a very small piece in a vast game. On the last leg of his trek home, Brian also ran afoul of a splinter sect of Katanarchists who have been corrupted by the Schattenwelt, and they now count him among their targets. Lost Love: Brian had a girlfriend in college, Geraldine "Dina" Nocenti. When he vanished from her life without warning, she came looking for him. When she asked too many questions, Frank Brubaker panicked and overreacted. He had her kidnapped and subjected to the DNAscent process, turning her into his brainwashed bodyguard and enforcer. The woman Brian loved now stands at his hated father's side. Noticeable (Echolocation): Anyone with Ultra-Hearing, or any other applicable Super-Senses, can hear the waves of ultrasound being broadcast and received by Brian's brain when he uses his echolocation. This includes animals such as dogs, bats, dolphins, and whales. Obligation (Shambala Temple): The monks of the Shambala Vale took Brian in and trained him. One or more of their number may call upon him for aid in the future. Secret (Identity): Brian may be superhuman, but he's not invincible. One sniper's bullet could end him. And if Brian's father finds out who's targeting him, then he'll make Brian wish for a bullet to the head. Vulnerability (Sensory Overload): A GM can inflict a penalty, or a degree of automatic failure, upon Brian's ability to save against any power effect which overwhelms non-Visual type senses, such as an Auditory Dazzle effect from a loud noise, or a Nauseate effect from noxious gas. Brian may also suffer Damage (or some other attack effect), either automatically or with a failed Concentrate check, just by being in close proximity to the source, target, or area of any power with a relevant sensory descriptor, such as "Sonic." A GM may also require Brian to make a Concentrate check in order to take actions or avoid penalties while in the vicinity of a strong senory stimulus. Abilities 16 + 16 + 16 + 6 + 6 + 2 = 62PP Strength: 26 (+8) (Heavy Load: 920 lbs.) Dexterity: 26 (+8) Constitution: 26 (+8) Intelligence: 16 (+3) Wisdom: 16 (+3) Charisma: 12 (+1) Combat 8 + 8 = 16PP Initiative: +8 (+8 Dex) Attack: +4 Ranged (+4 Base), +12 Melee (+4 Base, +8 Attack Focus [Melee]) Grapple: +20 (+8 Str, +12 Melee Attack) Defense: +12 (+4 Base, +8 Dodge Focus), +2 Flat-Footed Knockback Resistance: 4 Saving Throws 0 + 4 + 7 = 11PP Toughness: +8 (+8 Con) Fortitude: +8 (+8 Con, +0PP) Reflex: +12Evasion (+8 Dex, +4PP) Will: +10Ultimate Save (+3 Wis, +7PP) Skills 144R = 36PP Acrobat 7 (+15)Skill Mastery Climb 7 (+15)Skill Mastery Concentrate 7 (+10) Disable Device 7 (+10)Ultimate Skill Escape 2 (+10)Ultimate Skill Gather Info 14 (+15) Intimidate 14 (+15)Skill Mastery Investigate 12 (+15)Skill Mastery Knowledge (Streetwise) 7 (+10) Languages 7 (Braille, Cantonese, English [Native], Italian, Japanese, Mandarin, Russian, Spanish) Notice 17 (+20)Skill Mastery Search 17 (+20)Skill Mastery Sense Motive 17 (+20)Skill Mastery Stealth 7 (+15)Skill Mastery Swim 2 (+10)Swimming Feats 37PP Acrobatic Bluff Attack Focus (Melee) 8 Dodge Focus 8 Equipment 4 (20EP)Veteran Reward Evasion Fast Task 2 (Acrobatic Feint, Demoralize) Grapple Finesse Hide In Plain Sight Improved Disarm Improved Trip Luck 2 Quick Change (Costume) Quick Draw Skill Mastery 2 (Acrobat, Climb, Intimidate, Investigate, Notice, Search, Sense Motive, Stealth) Stunning Attack Takedown Attack Trance Ultimate Save (Will) Ultimate Skill 2 (Disable Device, Escape Artist) Well-Informed Equipment 1 + 5 + 14 = 20EP Smoke Pellets [3EP]: Obscure 2 (10ft radius, Visual-Type Senses, Extras: Independent, Total Fade, Flaws: Limited [Single Sense: Normal Vision], Unreliable [5 Uses], Feats: Slow Fade [1 minute], Drawbacks: Reduced Range 2 [2 20ft Range Increments = 40ft Max Range]) [1EP] Whip [5EP]: Damage 0 (Feats: Extended Reach 2 [+10ft], Features 2 [+2 Disarm, +2 Trip], Mighty) [5EP] Townhouse with Secret Basement (PL13 HQ) [14EP] Size: Tiny [-1EP] Toughness: +10 [1EP] (Earthquake-Proofing, Bulletproof Windows) Features: Communications, Computer, Concealed (+15DC), Fire Prevention System, Gym, Laboratory 2 (Masterwork), Library 2 (Masterwork), Living Space, Power System, Security System 2 (DC25) [14EP] Powers 3 + 1 + 1 + 2 + 6 + 3 + 4 + 5 + 1 + 3 + 1 = 30PP Immunity 6 (Fear, Interaction Skills, Flaws: Limited [1/2 Effect]) [3PP] (Intentional Mutation, Super-Science, Super-Senses) Leaping 1 (x2 [Running Long Jump: 36ft]) [1PP] (Intentional Mutation, Martial Arts, Parkour, Super-Science, Training) Speed 1 (10MPH / 100ft per Move Action) [1PP] (Intentional Mutation, Martial Arts, Parkour, Super-Science, Training) Super-Movement 1 (Swinging) [2PP] (Intentional Mutation, Martial Arts, Parkour, Super-Science, Training) Super-Senses 6 (Danger Sense 3 [Sense Types: Auditory, Olfactory, Tactile], Uncanny Dodge 3 [Sense Types: Auditory, Olfactory, Tactile]) [6PP] (Intentional Mutation, Super-Science, Super-Senses) Super-Senses 4 (Normal Hearing [Sense Type: Auditory, Default Extras: Acute, Radius, Ranged], Extras: Accurate, Extended [100ft Notice Increments]) [3PP] (Intentional Mutation, Super-Science, Super-Senses) Super-Senses 5 (Echolocation / Ultra-Hearing [Sense Type: Auditory, Default Extras: Acute, Radius, Ranged], Extras: Accurate, Extended [100ft Notice Increments]) [4PP] (Intentional Mutation, Super-Science, Super-Senses) Super-Senses 5 (Normal Smell/Taste [Sense Type: Olfactory, Default Extras: Radius, Ranged], Extras: Acute, Analytical, Extended [100ft Notice Increments], Tracking 2 [Normal Speed]) [5PP] (Intentional Mutation, Super-Science, Super-Senses) Super-Senses 1 (Normal Touch [Sense Type: Tactile, Default Extras: Accurate, Acute, Radius], Extras: Analytical) [1PP] (Intentional Mutation, Super-Science, Super-Senses) Super-Senses 3 (Tremorsense [Sense Type: Tactile, Default Extras: Accurate, Acute, Radius], Extras: Extended [100ft Notice Increments], Ranged) [3PP] (Intentional Mutation, Super-Science, Super-Senses) Swimming 1 (2.5MPH / 25ft per Move Action, Can Take 10 on Swimming checks) [1PP] (Intentional Mutation, Super-Science, Training) Drawbacks -0PP [None] Totals: Abilities (62) + Combat (16) + Saving Throws (11) + Skills (36) + Feats (32) + Powers (30) - Drawbacks (0) = 192/193 Power Points Combat Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC23 Toughness (Staged) Damage (Physical) Whip Touch +10ft DC23 Toughness (Staged) Damage (Physical)
  11. Man That You Fear

    The "Giza" is the Bagdad with the serial numbers filed off. A Google image search will give you a good idea of the general look and layout. "Dead Moon Rising" is basically a Freedomverse Night of The Living Dead.
  12. Man That You Fear

    The Giza Brewpub & Theatre's online crowdfunding campaign had been a massive success, and the subsequent renovations had managed to upgrade the picture quality and kitchen facilities without sacrificing the old-school charm of the interior facades. There was only one screen, but it was massive, and between the floor seating and the balcony level, there were over a thousand seats, all sold out days ago. Tonight's grand re-opening was a student-organized fundraiser for Joseph Clark High. Locals from Lincoln and Southside rubbed elbows with the hipsters commuting across the South River, all eager for the double feature: A newly-restored print of the genre-redefining horror classic Dead Moon Rising, followed the premiere of the recent remake. Ten percent of every ticket sold for tonight was going to the school. Of all the teachers at Joseph clark, Mister LaMarr had been the obvious choice to be "volunteered" to attend and keep an eye on things. If nothing else, his presence would help to placate the busybodies on the PTA worried about the possibility of underage drinking.
  13. Namazu The Savior

    Take me out to the DEATH GAME
  14. Namazu The Savior.

    April 3, 2015  9PM    It's springtime in Sapporo and the tourists have departed. The winter season that brings so much snow to this city of nearly two million has ended, bringing an end to the snow sculptures and snow festivals, and the cool moist spring has settled in comfortably here on the shores of Ishikari Bay. The big news in the city today is the recent beginning of baseball season - the famous Hokkaido Nippon-Ham Fighters are playing a special exhibition game with the visiting Freedom City Comets, who themselves are on their way back to Freedom City tomorrow to begin their North American season with a game against Detroit. The 40,000 seats in the Sapporo Dome are packed with local fans and American "super-fans" from Freedom City who have flown in for the special game, many of them following the usual Freedom City pattern of wearing exaggerated superhero costumes alongside the usual Comets merch. It's a big day, and much to the delight of the home crowd, the Fighters are pulling ahead of their American antagonists. (The team's rivalry is old and arcane, as the best sports rivalries are, dating back to the early days of the Comets franchise in the 1950s when they clashed with the visiting Nippon-Ham Fighters in the West Coast of the US)    Outside the rest of the city is bustling along quietly, though the cool, wet fog that's settled over most of the town tonight has kept many of the usual late-Friday-night crowd home or at least inside their favored establishments. Fishing is big here and you can walk into a local restaurant to find freshly-caught sea urchin, salmon, or crab on the menu, or perhaps the famous local jingisukan lamb barbecue. From the taller buildings in town you can see the mountains rising off to the east. Hokkaido has been 'tamed' since the late 19th century when American experts helped the Japanese government exterminate much of the local wildlife during the Meiji period, but at night when the Moon rises over the distant mountains of the island, glimpses of the old Hokkaido can be seen in the forest beyond.    Inside the stadium, it's the seventh-inning stretch; a good time to wander up to the concession stand and get a beer or some soup curry, or maybe just sit in the stands and curse that bastard Kataoka and his murderous right arm. Errors by his own team have meant that the Nippon-Ham Fighters pitcher hasn't quite thrown a perfect game - but he's come close! The Comets have kept the Fighters dancing too, but the score is 18-9, and the Comets are going to have to pull off a miracle to win this one! 
  15. Player Name: ShaenTheBrain Character Name: Kingsnake Power Level: 12(10) (180/184PP) Tradeoffs: None (+2 Attack / -2 Damage, +2 Defense / -2 Toughness) Power Points Unspent: 4 Progress To Gold Status: 4/90 (Silver Status earned with >The Scarab) Bronze Reward: 7PP of Equipment for >The Scarab, 2PP of Equipment for Kingsnake, 6PP of Equipment/Minions/Sidekick unclaimed Silver Reward: Bump PL7/105PP PC to PL12/180PP (Kingsnake) In Brief: Huntress gets Daredevil's powers from Captain America's super-soldier serum. Residence: A modest townhouse in the Southside neighborhood of Freedom City. Base of Operations: The hidden basement of his townhouse. Alternate Identity: Brian Markus Brubaker Identity: Secret Birthplace: Freedom City, New Jersey, USA Occupation: Freelance Transcription Translator Affiliations: Shambala Temple (former student), Freedom City University (former student) Family: Frank Brubaker (Father), Ann Miller-Brubaker (Mother, Deceased), Wade Brubaker (Younger Brother, Deceased), Simona Nocenti (Ex-Girlfriend) Description: Age: 26 (DoB: 1989) Apparent Age: 26 Gender: Male Ethnicity: Caucasian (Anglo/Celtic/Germanic mutt) Height: 6ft 2in Weight: 200 lbs. Eyes: None (Grey prosthetics) Hair: Black streaked with Grey His face still bears some scars from being penetrated and lacerated by several pieces of superheated shrapnel. He wears a set of acrylic prosthetic eyes which mimic his original grey eye color. When out in public in his civilian identity, he wears the dark sunglasses and wields the white cane which universally mark him as a blind man. Power Description: All of Brian's non-visual senses absorb information with far greater detail and sensitivity than a normal human. He can hear a person's heartbeat from across the room, or hear a tear sliding down their cheek. He can rest a pretzel on his tongue and count exactly how many grains of salt are embedded into it. He can hold a pistol in his hand and know exactly how many bullets are in it by how heavy it feels. He can run his fingers along a page of text and "read" it by feeling the difference between the ink and the paper, or "view" a picture by feeling the differences between the colors of ink or paint. He can gently carress an object and feel any fingerprints left on it without disturbing them, and he can perceive enough detail to compare them to other prints. His nose mimics the function of a gass chromatograph mass spectrometer, able to distinguish the chemical makeup of a substance by the smell of its molecular components. In essence, his hyperkeen senses turn him into a walking crime laboratory. His enhanced senses of hearing and touch also give him superhuman balance and physical coordination. Brian no longer has eyes, but his brain processes and interprets most of his enhanced sensory input visually. He can hear sound just as a normal human would, but he can also momentarily "see" it, with the waves of different frequencies and different decibel levels of sonic energy appearing to him as differently-colored lines coating and illuminating the space and/or objects around them. Scents appear in his mind's eye as whisps of mist or smoke, some translucent and some opaque, in various colors, leaving trails he can follow. His sense of smell is acute enough to judge the distance between himself and its source, as a normal human would with sound. As he moves closer to the source of the scent, it becomes measurably "louder" to him. The one sense he possesses which is entirely new and not an enhancement of one of his existing senses is his echolocation. His brain has been altered to include a disk similar to a whale or dolphin's melon, which emits waves of ultrasound in all directions, receives the reflected waves after they bounce off of surrounding objects, and interprets the results. This allows him to "see" in all directions at once, though he focuses on one roughly 180-degree field of "view" at a time, with the rest appearing as translucent overlays. He "sees" just as a normal human would see in the visual light spectrum, only in various shades of grey, with the "color" dependent upon the physical surfaces and contours of the objects around him, and their relative distance from him and from each other. For example, he would perceive the bricks and grout of a wall as different shades of grey, with no correlation to their actual color in the visual light spectrum, and he would not perceive chalk drawings or spraypaint at all, unless the paint was thick enough to form a layer visible to the naked eye. The echolocation is far more advanced than that of any existing animals or technological devices, granting him acuity roughly on par with human vision in the visible light spectrum. He can turn his echolocation "off," in a manner similar to how a human closes their eyes. While it is active, anyone capable of perceiving ultra-sound can detect the waves emanating from his brain and the echoes returning to it. Brian's weapon of choice is a custom double kusari-gama called "The Fangs of The Serpent." A length of fine chain links two batons, similar to escrima sticks. The batons each house two retractable folding scythe blades. Switches on both batons allow one or both blades on either baton to be deployed or retracted by radio signal. The blades can also be pulled out or pushed back in manually if the remote controls fail. When deployed, a single blade folds out at a 90-degree angle, turning the baton into a kama. When both blades on a baton are deployed, it resembles a pick-axe, which Brian uses as a grappling hook. One blade can also fold out at a 180-degree angle, turning the baton into a knife or short spear. History: Brian Brubaker didn't see things clearly until he lost his eyes. "You can have anything you want, but you have to want it enough. With hard work, anything is possible. People get what they deserve." Frank Brubaker made sure his sons lived by those words. He was a self-described "city college kid" who "pulled myself up from nothing." Ann Miller was a minimum-wage kid who hitched a ride out of the trailer park as soon as she could pass for 18. They were young and hungry, willing to do whatever it took to get ahead. By the time their first child was born, Brubaker Imports was one of Freedom City's most prominent shipping empires, moving just about anything that needed moving to just about anywhere in the world. Their kids grew up in a penthouse and went to private schools. But Frank always stressed the importance of hard work. His kids weren't going to have a free ride. They were going to work for everything they had, just like he had. Brian idolized his father, and spent every waking moment striving to earn his pride. He got near perfect grades, tried out for every sport, auditioned for every play, took after-school jobs and summer internships. Brian was 20, home from his sophomore year of university, the day he saw his family for the last time. His mother and little brother were already waiting in the limo. Brian was running down the driveway when the driver turned the key. They were going to pick up Brian's father on the way. They didn't make it. The ignition switch set off the car bomb. Ann and David were blown to pieces. Shrapnel shredded Brian's eyes and left deep cuts in his face. Brian woke up in the hospital to his father's voice, telling him that he was going to fix everything. He'd only been there a couple of days when his father told him he was being moved to a "private clinic." Brian didn't know why the new nurse sedated him. He was kept in an induced coma for months, but he could still hear the people around him. As the "treatments" progressed, he could hear them louder, more clearly, from further away. He heard things he was never meant to hear. Frank Brubaker's life was a lie. If he had told his sons the truth, then their words to live by would have been "In devastation, there is opportunity. When there is blood in the streets, buy property." The car bomb was meant for Frank, a "gift" from one of his "business rivals." The Brubaker fortune didn't come from moving freight. It came from human trafficking, on an industrial scale. Frank and Ann's operation was built during the tail end of the Franklin Moore era and the aftermath of the Terminus Invasion. With a period of low superhero presence in town, and the sudden death and destruction of so many Freedom City citizens and their properties (legitimate businesses and mob fronts alike), they were able to quietly build up and then quickly fill a niche. These days, Brubaker Imports is a subsidiary of Delphic Industries, which is in turn owned and operated by Constantine Urallos, part of the inner circle of Taurus. Most of the trafficked victims are sold to sweatshops or into domestic slavery. Some are given to The Labyrinth to become test subjects for the DNAscent process. When Brian lost his eyes, Frank called in a favor. He didn't want Brian to become a brainwashed super-thug. He just wanted to give his only surviving son his eyes back. He didn't bother to get Brian's consent before submitting him to the DNAscent process. As far as the Labyrinth scientists were aware, the treatment failed. Brian's body was enhanced to near peak physical condition for a non-powered human, but his eyes failed to regenerate. Brian had heard enough to know he should keep the unintended side-effects to himself. He didn't tell anyone about how all his other senses had been enhanced, or how he now possessed a natural sonar that would be the envy of every navy on Earth. He knew that he would need to keep his cards close to his chest if he were ever going to be able to use his new gifts to dismantle the horrific empire his father had built on a foundation of blood and human misery. He was quiet and distant after his "recovery." His father didn't press the issue. Frank was consumed with guilt, a foreign sensation to him. When Brian decided to "study abroad," Frank didn't try to stop him. The school in Spain returned Brian's tuition cheque. He had never shown up. Brian eluded the bodyguards Frank had secretly sent after him before they made it out of the airport. His trust fund sat untouched. Brian Brubaker vanished off the face of the Earth. He wandered through Europe and Asia for a time, before he found himself chasing the legend of Shambala Vale, scaling the mountain peaks, and finding refuge among the ancient order of monks. They taught him how to focus his new senses. They instructed him in the original martial art from which all others descended. They helped to temper his rage. Five years later, Brian Brubaker quietly returned to Freedom City. His father employed coyotes and snakeheads, who preyed upon the innocent and the desperate, as vipers prey upon the smaller, weaker animals in their path. But there is a snake who hunts the vipers...the Kingsnake. Personality: Brian grew up idolizing his father, and now that idol has fallen farther than he ever thought possible. The revelation of his father's true nature forced Brian to re-examine everything he ever thought he knew about himself and the world around him. Good things didn't always come to those who worked hard for them like he was always taught. In fact, more often than not, the worst things happened to the best people, while the worst people took advantage of them and laughed all the way to the bank. Even if you never give up, you can still lose. Those revelations, and the trauma of his injuries, lost family members, and subsequent transformation, left him bitter, cynical, and full of rage. Gaining the ability to know when most people are lying showed him just how often people lie, which eroded his faith in human nature even further. His time with the Shambala monks helped to soften that edge, but he still believes that justice only happens in the world when you force it to. The monks showed him that the world can be a better place than it is, without vipers like his father poisoning it. But they will, unless a kingsnake comes along to eat them first. So much of the world he thought he knew is a dirty lie, he's not even sure it's worth saving. But he'll die before he stops trying. These days, Brian enjoys solitude, partially as a result of his disillusionment and partially as a practical matter of his enhanced senses amplifying every outside stimulus. Just as everyone a speedster meets is the annoyingly slow customer in front of them in the ATM or checkout line, every person Brian meets is the neighbor who blasts his TV or stereo at all hours of the night. He rarely engages in conversation at all, and even when he does engage, he remains laconic and withholding. He does have a sense of humor, but it leans toward the dry, the morbid, and the self-depricating. He is reluctant to volunteer information, and his reaction to those he meets defaults to suspicion (though his powers make clearing that suspicion and earning some measure of trust a faster process than it would be otherwise). Everyone is guilty (of something) until proven innocent. Powers & Tactics: Brian is an expert martial artist, and a world-class detective, and inflitrator. The DNAscent process left him at peak physical condition, just shy of superhuman. His enhanced senses make it almost impossible to lie to him or to catch him off-guard. He prefers to strike from stealth, ending a fight in one decisive blow before it begins. When facing a foe directly, his fighting style is primarily defensive, focused on avoiding or parrying incoming attacks until the enemy leaves an opening for one finishing blow or series of rapid strikes, or until he can lure the enemy into overextending themselves and creating that opening. He will remain in constant but relaxed motion, saving his strength, circling back and forth around his target while moving closer and/or farther from them. When he finally does lash out, he does so almost faster than the eye can follow. Above all, his fighting style is rooted remaining unpredictable. He often moves or strikes in unexpected directions, such as 45-degree angles relative to his opponent. His favored weapon, a custom kusari-gama called "The Fangs of The Serpent," allows him to strike foes at a distance from a variety of angles and directions, either by swinging one of the batons in an arc toward them or by launching it directly at them. He can confuse and intimidate opponents by spinning the chain or whipping it back and forth. Shifting his grip on the chain allows him to vary the length, making his strikes unpredictable. The chain can wrap around an opponent's limb or weapon, allowing him to pull the weapon free from their grasp or pull them down to the ground. He can strike with the hard surface of the batons, or he can slash or stab with the retractable blades, which can be deployed in an instant, even mid-swing. While keeping the foe at a distance, he will have one hand on a baton and the other on the chain. While in close quarters, he will most likely have one hand on each baton, with the chain either coiled up in one or both hands, wrapped around his opponent, or left to dangle on the ground below, to be jerked up at an opportune moment. Complications: Disability (Blindness): Brian's enhanced touch can feel the difference between ink and paper, and even between different pigments, which allows him to perceive color by touch. His echolocation, on the other hand, can perceive distance, size, shape, and texture, but not color. This limits his ability to read text or view pictures to touch-range. The screens of television sets, computer monitors, tablets, and smartphones may as well be blank to him, even to his touch, unless they are versions of those devices specifically made for blind users. He cannot perceive the level of light in the local area directly. At best, he can guess if he is in close enough proximity to a light source to feel the heat from it, if it emits heat at all. Anything in his surroundings which depends on light, text, or color is invisible to him once it is physically out of reach. His echolocation allows him to "see" a person's face, but their eyes just look like ping-pong balls. And legally, it would be impossible for him to obtain a license to operate any vehicle or heavy machinery. Enemies (Frank Brubaker, The Labyrinth, Katanarchists): Neither Brian nor his father understand the full scope of The Labyrinth. Brian's father is a very small piece in a vast game. On the last leg of his trek home, Brian also ran afoul of a splinter sect of Katanarchists who have been corrupted by the Schattenwelt, and they now count him among their targets. Lost Love: Brian had a girlfriend in college, Simona Nocenti. When he vanished from her life without warning, she came looking for him. When she asked too many questions, Frank Brubaker panicked and overreacted. He had her kidnapped and subjected to the DNAscent process, turning her into his brainwashed bodyguard and enforcer. The woman Brian loved now stands at his hated father's side. Noticeable (Echolocation): Anyone with Super-Senses (Ultra-Hearing), or any other applicable Super-Senses, can hear the waves of ultrasound being broadcast and received by Brian's brain when he uses his echolocation. This includes animals such as dogs, bats, dolphins and whales. Obligation (Shambala Temple): The monks of the Shambala Vale took Brian in and trained him. One or more of their number may call upon him for aid in the future. Power Loss (Echolocation): Sensory power effects, such as Dazzle or Obscure, which interfere with auditory senses, or specifically with Ultra-Hearing, may also interfere with Brian's Echolocation, if they absorb, obscure, misdirect, or otherwise interfere with the travel of the ultrasound waves, or his ability to receive them. Sonar countermeasures can similarly ruin his day. "Sound-proof" objects may reduce the effective range of the echolocation, or block it entirely. Secret (Identity): Brian may be superhuman, but he's not invincible. One sniper bullet could be the end for him. And if Brian's father finds out who's targeting him, then he'll make Brian wish for a bullet to the head. Vulnerability (Sensory Overload): A GM can inflict a penalty, or a degree of automatic failure, upon Brian's ability to save against any power effect which overwhelms non-Visual type senses, such as an Auditory Dazzle due to loud noise, or a Nauseate due to a noxious gas. Brian may also suffer Damage or another attack effect just by being in close proximity to the source, target, or area of any power with a relevant sensory descriptor, such as "Sonic" Abilities: [8 + 12 + 12 + 6 + 6 + 4 = 48PP] Strength: 18 (+4) (Heavy Load: 300 lbs.) Dexterity: 30/22 (+10/+6) Constitution: 22 (+6) Intelligence: 16 (+3) Wisdom: 16 (+3) Charisma: 14 (+2) Combat: [8 + 8 = 16PP] Initiative: +10/+6 (+10/+6 Dex) Attack: +4 Base, +10 Melee, +12 Kusari-Gama Grapple: +20/+16 (+10 Attack, +10/+6 Dex) Defense: +12 (+4 Base, +8 Dodge Focus), +2 Flat-FootedUncanny Dodge Knockback: 4, 3 Flat-Footed Saving Throws: [0 + 0 + 7 = 7PP] Toughness: +8 (+6 Con, +2 Defensive Roll), +6 Flat-Footed Fortitude: +6 (+6 Con, +0PP) Reflex: +12/+6 (+10/+6 Dex, +0PP, +2 Enhanced Reflex)Evasion Will: +10 (+3 Wis, +7PP)Ultimate Save Skills: 108R [27PP] Acrobatics 5 (+15/+11)Skill Mastery Climb 5 (+15/+11)Skill Mastery Disable Device 8 (+15/+11) Escape 0 (+10/+6)Ultimate Skill Gather Information 13 (+15) Intimidation 13 (+15) Investigation 12 (+15) Knowledge (Streetwise) 7 (+10) Languages 7 (Braille, English [Native], Italian, Japanese, Mandarin, Morse Code, Russian, Spanish) Notice 9 (+20/+12)Skill Mastery Search 9 (+20/+12) Sense Motive 9 (+20/+12)Skill Mastery Stealth 5 (+15/+11) Swim 6 (+10) Feats: [26PP] Acrobatic Bluff Agile Climber Attack Focus (Melee) 6 Attack Specialization (Kusari-Gama) Defensive Roll (+2 Toughness) Dodge Focus 8 Equipment 2 (10EP) (Veteran Reward) Evasion Grapple Finesse Hide In Plain Sight Quick Change (Costume) Skill Mastery (Acrobatics, Climb, Notice, Sense Motive) Sneak Attack Takedown Attack Ultimate Effort 2 (Escape Skill, Will Save) Well-Informed Equipment: 1 + 1 + 7 = 9/10EP = 2PP Digital Audio Recorder [1EP] Smoke Pellets [1EP] Obscure 2 (Visual-Type Senses, 10ft radius, Extras: Independent, Total Fade, Flaws: Limited [Normal Vision], Unreliable [5 Uses], Feats: Subtle, Slow Fade [1 minute], Drawbacks: Full Power, Reduced Range 2 [2 20ft Range Increments / 40ft Max Range]) [1EP] Townhouse with Secret Basement (PL12 HQ) [7EP] Size: Tiny [-1EP] Toughness: +10 [1EP] (Bulletproof Windows, Earthquake-Proofing) Features: Concealed (+10DC), Fire Prevention System, Gym, Laboratory, Living Space, Power System, Security System (DC20) [7EP] Powers: [6 + 50 = 56PP] Device 2 (10PP Container [Passive, Permanent], Flaws: Easy-To-Lose) [6PP] (The Fangs of The Serpent) Kusarigamajutsu 4 (8PP Array, Feats: Alternate Power 2) [10PP] Base Power: [8PP]Damage 2 (Feats: Extended Reach 2 [+10ft], Improved Disarm, Improved Trip, Mighty, Variable Descriptor [bludgeoning, Piercing, or Slashing Damage]) [8PP] Alternate Power: [0PP] Snare 6 (Flaws: Range [Touch], Feats: Extended Reach [+5ft], Tether) [8PP] Alternate Power: [2 + 6 = 8PP] Speed 2 (25MPH / 250ft per Move Action, Extras: Linked [super-Movement]) [2PP] Super-Movement 3 (Slow Fall, Swinging, Wall-Crawling [1/2 Speed], Extras: Linked [speed]) [6PP] Enhanced Senses 10 (50PP Container [Passive, Permanent]) [50PP] [8 + 2 + 2 + 7 + 3 + 6 + 5 + 5 + 4 + 1 + 7 = 50PP] Enhanced Dexterity 8 [8PP] Enhanced Feats 2 (Evasion, Skill Mastery [Acrobatics, Climb, Notice, Sense Motive) [2PP] Enhanced Reflex 2 [2PP] Enhanced Skills 28 (Disable Device 4, Notice 8, Search 8, Sense Motive 8) [7PP] Immunity 6 (Fear, Interaction Skills, Flaws: Limited [1/2 Effect]) [3PP] Super-Senses 6 (Danger Sense 3 [Types: Auditory, Olfactory, Tactile], Uncanny Dodge 3 [Types: Auditory, Olfactory, Tactile) [6PP] Super-Senses 5 (Normal Hearing [Type: Auditory, Default Extras: Acute, Radius, Ranged], Extras: Accurate, Analytical, Extended 2 [1,000ft Notice Increments]) [5PP] Super-Senses 5 (Ultra-Hearing [Type: Auditory, Default Extras: Acute, Radius, Ranged], Extras: Accurate, Analytical, Extended [100ft Notice Increments]) [5PP] Super-Senses 4 (Normal Smell/Taste [Type: Olfactory, Default Extras: Radius, Ranged], Extras: Acute, Analytical, Extended [100ft Notice Increments], Tracking [1/2 Speed]) [4PP] Super-Senses 1 (Normal Touch [Type: Tactile, Default Extras: Accurate, Acute, Radius], Extras: Analytical) [1PP] Super-Senses 7 (Sonar [Type: Tactile, Default Extras: Accurate, Acute, Radius], Extras: Extended [100ft Notice Increments], Penetrates Concealment, Ranged) [7PP] (Echolocation) Totals: Abilities (48) + Combat (16) + Saving Throws (7) + Skills (27) + Feats (26) + Powers (56) - Drawbacks (0) = 180/184 Power Points Combat Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC19(21*) Toughness (Staged) Damage (Physical) Fangs of The Serpent Damage Touch+10ft DC21(23*) Toughness (Staged) Damage (Physical)** Snare Touch+05ft DC16(18*) Reflex (Staged) Entangled/Bound *Sneak Attack **Variable Descriptor (Bludgeoning, Piercing, or Slashing)
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