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RocketLord

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  1. Remember to tell me what you use, I guess its Disable Device. You get the door unlocked with no issues.
  2. @Fox fixed both issues, thanks for catching them!
  3. Nevermore II Charlie froze and stared at the woman. She was clearly not just some business woman that had been all pissed off at him for being in her way, she was telling him that much, at least. Those guys were moving around, and he needed to do something about them, but he couldn't really do much without blowing his cover. His utility belt was in his suitcase, but she would catch on to something being up if he brought htat out and... "I'm just an intern?" Technically not a lie? He did his best to sound like he couldn't believe what he was hearing, at least. "Come on, what do you expect me to do? I'm just here to take notes during the boss' meetings."
  4. Justice "This is weird, right?" Robin asked Salvo, as the other two moved on, while she looked up at the statues. Don't trust anything, time moves weird, prophecy? Really? So the statues could be because of lots of things, right? Great. Reaching the next chamber, she was happy that her armor included a helmet so the others couldn't see her grimace. Bodies everywhere, and they had died recently, and that big stone maw... had they smashed themselves against the stone teeth or what had happened here? "I know I'm new in the whole magic game, but, is that some kind of sacrifice? Did they do this to themselves?" Full armor, still. She wanted to be ready for whatever was down in that hole.
  5. I have left the ability scores as they were. If you want to be cost effective, you can always drop your Strength to 10, since there's nothing that really uses it, but its good enough to have for flavor Abilities: 2 + 6 + 2 + 0 + 6 + 0 = 16PP Strength: 12 (+1) Dexterity: 16 (+3) Constitution: 14 (+2) Intelligence: 10 (+0) Wisdom: 14 (+2) Charisma: 10 (+0) I have made him primarily a melee fighter with these stats. I have given you a +3 Defense / -3 Toughness shift and raised his total Reflex Save to +12, to symbolize clones taking the hits for him Combat: 20 + 14 = 34PP Initiative: +7 (+3 Dex, 4 Improved Initiative) Attack: +10 Melee (+4 Base, +6 Attack Focus), +4 Ranged Defense: +13 (+5 Base, +8 Dodge Focus), +3 Flat-Footed Grapple: +11 (+4 Base Attack, +6 Attack Focus [Melee], +1 Str) Knockback: -5 Saving Throws: 6 + 6 + 6 = 18PP Toughness: +7 (+2 Con, +5 Protection) Fortitude: +8 (+2 Con, +6) Reflex: +12 (+3 Dex, +6, +3 Enhanced Reflex Save) Will: +8 (+2 Wis, +6) I have set 16PP aside for using on skills. I'd recommend buying ranks of Stealth and Gather Information, at least, to work with your Well-Informed and Concealment powers. Notice and Sense Motive are generally good skills to take, too. Skills: 64R = 16PP (1PP = 4 Skill ranks) Skill Rank (+Total Bonus) I have trimmed down the feats a bit and put in Attack Focus [Melee] instead of the Attack Specializations. I have removed the Equipment, Quickdraw and Sneak Attack feats Feats: 17PP All-Out Attack Attack Focus [Melee] 6 Evasion 2 Hide in Plain Sight Improved Initiative 1 Instant Up Move-by Action Power Attack Uncanny Dodge 1 (Hearing) Well-Informed I have moved some of your utility powers outside of the array, so you can use them even while you're making attacks! Powers: 10 + 5 + 27 + 8 + 3 + 2 + 10 = 72 Concealment 10 (All Senses) (Lonely Crowd; Extras: ; Flaws: Limited [Miss chance only]) [10PP] (Dimension, Quantum Force, Clone, Teleportation) Device 1 (Armored Suit; 5DP Container; Flaws: Hard-to-lose; Feats: Subtle) [5PP] (Technology) An armored suit with subtle, so it looks like nothing else! Change the name and description however you want, but its basically a beefed up Undercover Vest Protection 5 [5DP] Duplication Array 12.5 (25PP Array; Feats: Alternate Power 2) [27PP] (Dimension, Quantum Force, Clone, Teleportation) Base Power: Strike 10 (Gang Up; Extras: Autofire 1; Feats: Indirect 3, Extended Reach 2 [10 ft.]) {25/25} This is your single target attack. You create a bunch of clones that all attack someone within 10 ft. of you, being able to attack from any position with Indirect 3 Alternate Power: Strike 10 (One For All; Extras: General Shapeable Area, Selective Attack; Flaws: Action [Full] Feats: Indirect 3, Progression [Area Size] 2) {25/25} A bigger attack for hitting a bunch of targets at once. You gotta spend a Full Action, but then you do a General Area attack in the shapeable area around you. I haven't calculated the size of the area, but should be pretty bigg Alternate Power: Blast 8 (Far Reach; Feats: Accurate 4, Indirect 3, Subtle 2) {25/25} Finally, to give you a ranged option, the idea here is basically that you create a clone that teleports to someone within range and attacks them. Its less powerful than the other attacks, but more accurate. Its got subtle, since the clone suddenly appears Enhanced Feat 8 (Dodge Focus 8 ) [8PP] (Dimension, Quantum Force, Clone, Teleportation) Increase to your defense to symbolize one of your clones being hit or teleporting away to replace with a clone Enhanced Trait 3 (Reflex Save 3) [3PP] (Dimension, Quantum Force, Clone, Teleportation) Same as above, increasing your Reflex Save Quickness 4 (All Hands on Deck; Flaws: One Type [Physical]) [2PP] (Dimension, Quantum Force, Clone, Teleportation) Teleport 2 (Blink; Flaws: Short-Range; Feats: Change Direction, Change Velocity, Turnabout, Subtle 2) [10PP] (Dimensions, Quantum Force) Drawbacks: (-0) + (-0) = -0PP DC Block Name Range Save Effect Attack bonus/Other Unarmed Touch DC16 Damage +10 Gang Up Touch, 10 ft. DC25 TOU (staged) Damage +10, Indirect 3, Autofire 1 One For All Shaeable Area DC25 TOU (staged) Damage General Area, Indirect 3 Far Reach 80 ft. DC23 TOU (staged) Damage +12, Indirect 3, Subtle 2 Totals: Abilities (16) + Combat (18) + Saving Throws (18) + Skills (16) + Feats (17) + Powers (62) - Drawbacks (0) = 147/150 Power Points Aside from the 16PP reserved for skills, that leaves 3PP left to spend however you want. Maybe some more feats or skill points, or more alternate powers in your duplication array? Depending on how the clones work, you could maybe add an Alternate Power in the array that lets you use their senses using the ESP power? Maybe some effect that does something other than damage? All up to you
  6. Alright, I'd like to see the entire sheet, or at least have more of a description of the concept than "Basically this guy", but we'll start off with the build, though I'm missing the context here. I'm guessing that you're building a PL10 character, based on the 150PP spent. I'll comment based on that assumption. In general, you break PL caps, both defensively and offensive. If you haven't already, read this guide on PL caps. You will need to explain the Quantum Force descriptor. What does it do? Going through things from the top: Abilities Nothing to say here. Combat You should list how you calculate your Initiative, so it should be Initiative: +7 (+3 Dex, +4 Improved Initiative) While you can do your attack as +10 base, it is rather expensive, and with your Attack Specialization feats, you break your offensive PL caps. Your total attack bonus for an attack cannot be higher than PL+5, so you cannot have a higher bonus than +15 at PL10. Your current bonus with Shuriken and Unarmed Attacks are +16. Since most of your attacks, aside from Shuriken (which are honestly not something that'll hurt anyone), seem to be melee, I'd recommend buying 1/3rd of the attack bonus you want as Base Attack and the rest as the Attack Focus [Melee] feat. For Defense, you need to buy the Dodge Focus feat with PP under feats to have Dodge Focus. Aside from that, your flat-footed defense is your [Base Defense/2], so it would be 4 in this case. Saving Throws If your Defense is 10 and your Toughness is 5, you're undercapped defensively. As described in the guide above, you want the average of your Defense and Toughness to be your PL, so your Defense and Toughness bonuses should add up to a total of 20. Otherwise, you're gonna have a bad time in combat. While getting Toughness from Equipment is allowed, at least as something as small as a +3 bonus, it is prefered that you get it from a Device, at least in the long run. In general, saves at +10 is fine for PL10, but if you want to save some PP, it is fine to have the exotic saves (Fortitude, Reflex, Will) average out at PL-2, so 8 in this case. Skills I'm honestly not quite sure what you've done here. Skills should be listed like this: Skill [Rank] (+[Total Bonus with Ability Modifier] So, in order to get a total bonus of +7 for Notice with a Wisdom modifier at +2, it should be Wisdom 5 (+7) You can't assign half skill ranks to skills, it need to be a full rank. As a rule of thumb, most skill check DCs happen in multiple of 5, so while its not required, it can be useful to have your skill bonuses in multiples of 5, too. Feats As I mentioned under Combat, your Attack Specialization feats break your offensive PL caps. Keep in mind that Attack Specialization in Unarmed Attacks are only for punches and kicks, in many cases Attack Focus [Melee] can be more useful. You should list Equipment in alphabetical orders, along the rest. The EP spent on the Equipment are somewhat off. With no feats, the Brass Knuckles would be just 1EP. For the Shuriken, Autofire is an Extra, not a feat, so it applies to each rank, and there's nothing called Piercing, but there is an Extra called Penetrating. That would make the Shuriken cost 7EP. Adding Thrown to a damage effect makes it borderline useless, since you need to pick it up again to use it, spending an action on that. At any rate, I'd recommend against using Brass Knuckles and Shuriken like this, and instead just use your powers. If you really want them, make sure they're high enough ranks to reach PL caps damage wise, otherwise they will be useless in combat. Sneak Attack can be an interesting feat to choose, but since you cannot break PL caps, having it means that unless you use it, all your other attacks has to be undercapped. At sneak attack 3, that means all your attack has to be at PL-4, which is a lot. If you use it, only pick a single rank, though I'd recommend against using it at all with this build. Powers Teleport: You should not your max teleport distance, which is 200 feet at rank 2. Dodge Focus is not an extra for any powers, but a feat, so it should not be listed for Teleport. If the dodge focus is because of your powers, you can pick up the Enhanced Feat power and use it to buy the Dodge Focus feat as a power. Duplication Array: The array is missing a rank. If you want 29PP to use for each power, it should be rank 14.5. You also need to list the number of Alternate Powers, which would be 4 as it is now, for a total cost of 33PP, not 25. Looking at the powers one by one, you have a lot more PP to spend for everything but the Strike. Use it. There's no reason not to. - Strike: You need to list if it is a General or Targeted Area effect. With General Area effect the target has to make a Reflex Save to reduce the save needed for the effect, with Targeted you roll an attack roll to try to hit. If you pick General Area, the Autofire extra won't do anything, since you're not making an attack roll. With a Strength modifier at +1 you're not getting much out of the Mighty feat, since you will have to buy the extras for that +1 bonus anyway, if you want it to apply past the 4 ranks of Strike, so it will be the same cost. Its easier to just make it Strike 5. Also note that Autofire can, at most, give half the power's damage bonus or +5, whichever is less, so you can at most get +2 from Autofire. Mathwise, the power only costs 25PP as it is now, not 29. You will need to put the size of the area here, see some other sheets for examples. - Strength Bonus Strike: What do you want this to do? Add Autofire to your Strength bonus? Then Just call it Autofire Strength Bonus, which would be way under caps too. Aside from that, as per the House Rules, you cannot have more than Autofire 1. - Concealment: I guess this means by you creating a crowd and hiding in it, so they can see you but might miss you, since they hit a clone instead? Its a good idea, but I would personally move it outside of the array, so you can use it while fighting. Otherwise you gotta choose whether you use it or not each round. - Quickness: Same with Concealment, I'd recommend putting it outside the array. You need to put how much faster you can do things with the power, something like (x25 normal speed) - Deflect: Deflect is a bad power. I'd really recommend not taking it at all. I'll try to build you a sheet based off yours, but with some of the things above fixed when I get the time, but might be a bit.
  7. Ignore this post, it has been added to the above edit, since it involved the same character.
  8. Doktor'd! Justice Base form This is for Justice's base form, found here. The metamorphed H.E.R.O. Mode armor will be updated below. Justice got a new theme! Please change Justice's theme to: Hell No! - Mel Senese Please change Justice's effective power level in the base form to 10, as it should be. She is only PL12 when in her secondary Metamorph form. Editing existing powers Please remove the power Enhanced Trait 4 (Reflex Save+4) from the R.I.D.E.R. System Container, reducing the container to rank 3.6 and a cost of 18DP, freeing up 4DP to use. I use those 4DP to increase the rank of the M.O.D. System power to 7 Please change the Armor's M.O.D. System power to this, which frees up 1DP for the armor. M.O.D. System 7 (14DP Array; Feats: Alternate Power 2) [16DP] BP: {5 + 4 + 5 = 14/14} (Descriptors: Base Armor) Enhanced Feat 5 (Dodge Focus 5; Total Defense +10) {5DP} Enhanced Trait 4 (Reflex Save +4) {4DP} Protection 5 (Total Toughness +10) {5DP} AP: {10 + 4 = 14/14} (Descriptors: Extra Armor) Impervious Toughness 4 {4DP} Protection 10 (Total Toughness +15) {10DP} AP: {10 + 4 = 14/14} (Descriptors: Less Armor) Enhanced Feat 10 (Dodge Focus 10; Total Defense +15) {10DP} Enhanced Trait 4 (Reflex Save +4) {4DP} And please change the M.O.V.E. System power to this, to avoid being able to break PL caps with Impervious Toughness M.O.V.E. System 4 (8DP Array; Feats: Alternate Power 2) [10DP] BP: {4 + 4 = 8/8DP} Leaping 4 (Leap distance x25: Running 350 ft.) [4DP] (Descriptors: Jump Jets, Rocket Boots) Super-Strength 2 (+10 Effective Strength, heavy load: 700 lbs./1200 lbs.) [4DP] (Descriptors: Enhanced Musculature) AP: {4 + 4 = 8/8DP} Speed 4 (100 MPH, 1000 ft./rnd) [4DP] (Descriptors: Boost Jets, Rocket Boots) Super-Strength 2 (+10 Effective Strength, heavy load: 700 lbs./1200 lbs.) [4DP] (Descriptors: Enhanced Musculature) AP: {6 + 2 = 8/8DP} Impervious Toughness 6 {6DP} (Descriptors: Armor Plating) Leaping 2 (Leap distance x5: Running 70 ft.) [2DP] (Descriptors: Jump Jets, Rocket Boots) This in turn affects some of the other blocks on Justice's sheet. Update Trade-offs to: Trade-Offs: Justice Buster: +4ATK/-4DC; Defensive Trade-offs vary between TOU+5/DEF-5, None and TOU-5/DEF+5, see M.O.D. System power Update Defense under Combat to: Defense: +4 Base, +2 Flat-Footed, [Justice Armor] +10 (+4 Base Defense, +1 Enhanced Defense, +5 M.O.D. System set to Base Armor), +5 (+4 Base Defense, +1 Enhanced Defense, +0 M.O.D. System set to Extra Armor), +15 (+4 Base Defense, +1 Enhanced Defense, +10 M.O.D. System set to Less Armor), +3 Flat-Footed Update Toughness and Reflex under Saving Throws to: Toughness: +4 (+4 Con), [Justice Armor] +10 (+4 Con, +1 Protection, +5 M.O.D. System set to Base Armor), +15 (+4 Con, +1 Protection, +10 M.O.D. System set to Extra Armor), +5 (+4 Con, +1 Protection, +0 M.O.D. System set to Less Armor) Reflex: +7 (+2 Dex, +5) / [Justice Armor] +8 (+2 Dex, +1 Enh. Dex, +5), +12 (+2 Dex, +1 Enh. Dex, +5, +4 M.O.D. System set to Base Armor or Less Armor) That should leave me with 1DP to spend for the armor and 13 unspent PP. Abilities Increase Charisma from 14 to 16, costing 2P Skills Spending 4PP on skills, and rearranging Skills a bit Reduce Bluff by 1, to 2 Increase - Concentration by 1, to 7 - Diplomacy by 4, to 12 - Drive by 5, to 7 - Gather Information by 4, to 7 Add Knowledge [Arcane Lore] 3 (+10) Feats Add the feats Artificer and Challenge [Fast Acrobatic Bluff], costing 2PP Powers Spending 4PP on increasing the rank of the Justice Armor Device by 1, to rank 20, giving me a total of 6DP to spend. I spend 3DP on increasing the rank of the Z-Space Arsenal Array to 12.5, which solves the issue where I have somehow spent too much DP on almost every power in the array. Increase the Penetrating rank on the Blast power in the Z-Space Arsenal from 1 to 4, since I had only spent 21DP on the Blast power. I use the last 3DP to increase the rank of the I.D.E.A. Systems container to from rank 4.8 to rank 5.4. Please add this power to the container: Datalink 2 (Radio; 100 feet; Feats: Machine Control) [3DP] (Descriptors: Remote Hacking) That should be 12PP spent. Sheet with all the updates are in the spoiler. If the sheet looks odd in the spoiler, it can also be found here Please mind the power indents. H.E.R.O. Mode Armor This post is for Justice's metamorph form, H.E.R.O. Mode Armor, found here, bringing it in line with the normal form in the above edits and spending PP on the device. H.E.R.O. Mode got a new theme too! Please change it to: Hell Yeah - Rev Theory Editing existing powers Please change the Armor's M.O.D. System power to this, which frees up 1DP for the armor. M.O.D. System 5 (10DP Array; Feats: Alternate Power 2) [13DP] BP: {5 + 5 = 10/10} (Descriptors: Balanced Shields) Enhanced Feat 5 (Dodge Focus 5; Total Defense +10) {5DP} Protection 5 (Extras: Force Field (+0); Total Toughness +10) {5DP} (Descriptors: Magic) AP: Protection 10 (Extras: Force Field (+0); Total Toughness +15) {10/10} (Descriptors: Full Power to Shields, Magic) AP: Enhanced Feat 10 (Dodge Focus 10; Total Defense +15) {10/10} (Descriptors: Drop Shields) This in turn affects some of the other blocks on Justice's H.E.R.O. Mode sheet. Update Trade-offs to: Trade-Offs: Defensive Trade-offs vary between TOU+5/DEF-5, None and TOU-5/DEF+5, see M.O.D. System power Update Defense under Combat to: Defense: +4 Base, +2 Flat-footed, [H.E.R.O. Mode Armor] +12 (+4 Base, +3 Enhanced Defense, +5 from M.O.D. System set to Balanced Shields), +7 (+4 Base, +3 Enhanced Defense, +0 from M.O.D. System set to Full Power to Shields),+17 (+4 Base, +3 Enhanced Defense, +10 from M.O.D. System set to Drop Shields), +4 Flat-Footed Update Toughness under Saving Throws to: Toughness: +4 (+4 Con), [H.E.R.O. Mode Armor] +12 (+4 Base, +3 Enhanced Defense, +5 from M.O.D. System set to Balanced Shields), +7 (+4 Base, +3 Enhanced Defense, +0 from M.O.D. System set to Drop Shields),+17 (+4 Base, +3 Enhanced Defense, +10 from M.O.D. System set to Full Power to Shields), +4 Flat-Footed That should leave me with 1DP to spend for the armor and 13 unspent PP. Please add the Magic descriptor to the following powers A.T.T.A.C.K. System H.E.R.O. Mode container -> Protection M.O.D. System -> Both Protection powers First, I'll be spending PP to bring the non-armor stuff up to speed with the Justice without the armor for the regular form Abilities Increase Charisma from 14 to 16, costing 2P Skills Spending 4PP on skills, and rearranging Skills a bit Reduce Bluff by 1, to 2 Increase Concentration by 1, to 7 Diplomacy by 4, to 12 Drive by 5, to 7 Gather Information by 4, to 7 Add Knowledge [Arcane Lore] 3 (+10) Feats Add the feats Artificer and Challenge [Fast Acrobatic Bluff], costing 2PP Powers Spending 4PP on increasing the rank of the H.E.R.O. System Justice Armor Device by 1, to rank 20, giving me a total of 6DP to spend. Spending 2DP on increasing the H.E.R.O. Mode container to rank 7, and buying this power for the container: Immunity 2 (Critical Hits) [2DP] (Descriptors: Perfect Defense) Increase the A.T.T.A.C.K. System to rank 16.5 and add another rank of Alternate Power. I'll add in a Create Object power and spend some more PP on each of the powers in the array. Updated array: A.T.T.A.C.K. System 16.5 (33DP Array; Feats: Alternate Power 5) [38DP] (Descriptors: Dimensional, Magic, Z-Space Energy) BP: Damage 10 (Extras: Autofire [1] 12, Penetrating 3; Feats: Accurate 3, Affects Insubstantial 2, Improved Critical 2, Mighty) {33/33DP} (Descriptors: Hero Strikes, Bludgeoning Damage Type, Super Speed) AP: Create Object 10 (Extras: Impervious, Movable; Flaws: Range [Touch]; Feats: Extended Reach 2 [10 ft.], Progression [Base Size] 1) {33/33DP} (Up to 10x10 ft. cube objects) (Descriptors: Endless Possibilities) AP: Damage 10 (Extras: Area [Targeted Burst] 12, Selective 12; Flaws: Action [Full Round] 12; Feats: Accurate 3, Affects Insubstantial 2, Indirect 3, Mighty, Progression [Area] 4) (Area: 50-100 ft. radius) {32/33DP} (Descriptors: Tactical Teleport Strike, Bludgeoning Damage Type, Teleportation, Z-Space) AP: Drain Toughness 12 (Extras: Affects Objects; Feats: Accurate 3, Affects Insubstantial 2, Improved Critical 2, Slow Fade 1 [1 pt./10 rnds,]) {32/33DP} (Descriptors: Armor Breaker Blow, Bludgeoning Damage Type, Powerful Strikes) AP: Stun 12 (Feats: Accurate 3, Affects Insubstantial 2, Extended Reach 1 [5 ft.], Indirect 3) {33/33DP} (Descriptors: Lightning Speed Stun Strikes, Bludgeoning Damage Type, Rapid Strikes, Super Speed, Teleportation, Z-Space) AP: Trip 12 (Extras: Area [Targeted Burst], Knockback, Selective; Flaws: Action [Full Round], Range [Touch]; Feats: Accurate 3, Affects Insubstantial 2, Improved Trip, Knockback 1, Progression [Area] 2) (Area: 60-300 ft. radius) {33/33DP} (Descriptors: Rainbow Spiral Shockwave, Impact Damage Type, Controlled Shockwave) And updated DC block Name Range Save Effect Attack Bonus Unarmed Touch DC17 TOU (staged) Damage +4 Unarmed – H.E.R.O. Mode Touch DC17 TOU (staged) Damage +6 Hero Strikes Touch DC27 TOU (staged) Damage +12, Autofire 1, Crit 18-20, Penetrating 3, Affects Insubstantial 2 Tactical Teleport Strikes Touch Targeted Burst Area 50-100 ft. radius DC27 TOU (staged) Damage +12, Targeted Burst Area, Selective, Indirect 3, Affects Insubstantial 2 Armor Breaker Blow Touch DC22 FORT (staged) Toughness Drain +12, Affects Objects, Crit 18-20, Slow Fade 1 [1pt./10rnds.], Affects Insubstantial 2 Lightning Speed Stun Strikes Touch, 10 ft. DC22 FORT (staged) Fail: Dazed >5: Stunned >10: Unconscious +12, Indirect 3, Affects Insubstantial 2 Rainbow Spiral Shockwave Touch Targeted Burst Area 60-300 ft. radius Worse of Str/Dex vs. Power Check Trip + Knockback +12, Selective Attack, Affects Insubstantial 2, Knockback +1 That should be 12PP spent. And finally, the drawback uses my WIP name for the armor, so please update it to the correct name: Normal Identity (Major, Uncommon; Free action to activate, Normal ID has no access to Justice H.E.R.O. Mode Armor; Requires Justice Driver Belt to activate) [-3PP] Sheet with all the updates are in the spoiler. If the sheet looks odd in the spoiler, it can also be found here Please mind the power indents.
  9. Alright, give me an IC of you moving inside. No one seems to notice you.
  10. @Heritage is up then @Exaccus I'd appreciate it if you could post a link to the post with your build when you do an OOC from now on, so I don't have to try to hunt it down.
  11. Stormcrow Power Level: 15 Effective Power Level: 12 Power Points: 250/250PP Unspent Power Points: 0PP Trade-Offs: -3 TOU/ +3 DEF In Brief: The NIghtwing to Raven's Batman. Theme: Shine - Matt Beilis Alternate Identity: Charles 'Charlie' Arthur Pratten (Secret), Charles 'Charlie' Gordon Pym (Alternate Identity used at Claremont) Birthplace: Freedom City, United States of America Residence: Claremont Academy Base of Operations: Claremont Academy, Bayview, Freedom City; The Rookery Occupation: Student, Sidekick Affiliations: Claremont Academy, Raven III, Raven Family Family: Martin Pratten (Father, Born 1980, Accountant), Lily Pratten (Mother, Born 1979, Lawyer), Thomas Pratten (Paternal Grandfather, Born 1940, Retired Software Developer) DESCRIPTION Age: DoB: 2004 [January 19th] Gender: Male Ethnicity: Caucasian Height: 5’10’’ Weight: 150 lbs. Eyes: Blue Hair: Dark red Charlie is an athletic young man, standing at 5'10'''. He has short red hair and blue eyes. He prefers to dress in darker colors, most often wearing black dress pants and dress shirts. He often wears loose ties in lighter colors, contrasting the dark colors he usually wear. In his Charles Gordon Pym persona, Charlie tends to dress more casually, with jeans, t-shirts and sneakers of varying colors and designs. As Nevermore II, Charlie's costume is as finely engineered as his mentor's, with a multitude of hidden features that one would not suspect from first glance. While the costume has multiple layers underneath, the outer layer appears a seamless black full-body suit, with only a few colors breaking the black. He wears heavy silver gauntlets over his arms for protection, and a silver utility belt with a stylized N on his belt buckle. Two lines in a shiny teal runs from under his arm to under his chest, then down to his belt. The soles of his boots, which are seamlessly connected to the rest of the body suit, is in the same shiny teal. He wears a logo of a raven with spread out wings in the same shiny teal on his chest, as a logo. Charlie wears a full, smooth cowl that only leaves his mouth free. His eyes are covered by what is normally white lenses, which shift to faint green when he activates the built-in night vision. A black cape with dark blue inner side connects directly to the shoulders of the costume. HISTORY Charles Arthur Pratten had a normal childhood. Loving parents, friends, school life. Sure, Charlie was a bright kid. Maybe a bit too interested in the super hero known as the Raven, but aside from that, his childhood really was what one would consider normal. He went on vacations. He spent time playing games with his friends. He went to the movies. Something of a prodigy, Charlie was a popular kid at school. He was athletic and a gymnast, he got good grades, his grandfather instilled a keen interest in computers. His room tended to be filled by posters of the Raven and her predecessor. He had databases full of observations and notes on the Ravens. When Nevermore debuted, Charlie was overjoyed. If the Raven had a sidekick, then maybe he could become the Raven's sidekick too? It was a possibility, at least! He would have to find out how to contact her, how to reach the Raven and present himself, but until then, he continued his training, honing his acrobatics and athletism, continuing to compile all the information that he could. Any notes, anything he could find. Charlie kept the project a secret. After all, how could anyone understand the drive that he felt? He could become the Raven's partner, too. He just knew it. Still, life happened. Charlie's interest slowly waned as other things, like friends, sports and girls became more important to him. Shortly after the third Raven's debut, Charlie saw him in action. The way he moved, the way he acted. It all came rushing back, all that he had dreamed of just a few years before. Everything he saw, all the articles, everything, Charlie just knew that the new Raven was Nevermore. There was no question. And if he had become the Raven, then that meant no one was Nevermore. It took a long time. Compiling all of Charlie's old data, discovering new information, comparing it all. Socially, he began to distance himself from his friends again. He was obsessed. It took hard work, it took time, it took luck, but bit by bit, Charlie began to see a pattern, he began to see the truth. Finally, he was sure. The Raven was Aleksander Garen Nakani, a college student from Georgia, who lived with his adoptive parents at the Summers Estate. The 15 years old Charlie went to the estate by himself. He managed to get inside and confronted Aleksander with the truth. To Aleksander, history repeated itself. Much like how he had figured out the previous Raven's identity, Charlie now stood before him. Unlike Aleksander's plans when he had confronted Duncan Summers, Charlie was not looking to replace Aleksander as the Raven. Charlie had plans of succession, sure, but he wanted to succeed Aleksander as the Raven's partner, not as the Raven. Aleksander did not quite agree with the plan, but he agreed that making it this far meant Charlie had at least some skill. For a time, Charlie helped out at the Summers Estate and the Rookery, eventually graduating into becoming the Raven's main in the chair. Not that it helped for long. With or without Aleksander's blessing, Charlie got into trouble. With a makeshift costume and whatever equipment he could "borrow" from the Rookery, Charlie went out to fight crime on his own, to mixed result. Aleksander finally relented and agreed to take him in as his sidekick, but it would be his his terms. If nothing else, it meant that he could make sure Charlie didn't do anything stupid. Charlie spent 9 months training with Aleksander before he was first allowed out on patrol, during the Spring of 2020. Now 16, the new Nevermore followed much of the same pattern as Aleksander had. A few patrols per month to get used to actual crime fighting, primarily watching the Raven's back, slowly being allowed to do more and more, eventually culminating in being allowed to patrol on his own. And, as Aleksander insisted, Charlie would follow his path in another way, starting at Claremont in the fall of 2020 as Charles Gordon Pym, an orphan from the streets of Freedom City, recently taken in by the Summers Estate. Alek and Charlie worked extensively on creating a false electronic trail, creating a cover to keep Nevermore II's actual identity secret. PERSONALITY & MOTIVATION Charlie is intelligent and a natural detective, and he knows it. He is good at what he does, he's received plenty of training before coming to Claremont, and while he doesn't think that makes him better than his peers, he can still be cocky. He's a joker, which can at times belittle his intelligence and skills, not that he minds. If someone underestimates him, then all the better. While Charlie has the makings of becoming a great hero and a leader one day, he still has much to learn, a fact that he is painfully aware of. Much of his ego and bravado serves to hide this insecurity. If he finds a mystery or problem that he cannot solve, Charlie tends to fixate on it, growing almost obsessive. POWERS & TACTICS The majority of Charlie's tactics relies on distractions and misdirection. Observe an enemy, figure out how to best stop them, and then execute his plan. His fighting style emphasizes the use of his various gadgets, both for scouting and disabling his enemies. Aside from that, Charlie's tactics tend to differ whether he's working together with Raven III, or not. Generally speaking, he prefers to stay outside close combat, but will pull out his collapsible staff if forced into a close quarters situation. When he works with Raven III, Nevermore acts as decoy, drawing the attention away from his mentor and, in turn, letting Raven III attack. If he can stay safe like that, then his mentor can work at his most effective. He lets Raven III take the lead, while he follows. In other cases, Nevermore tends to take up more of a leadership role. He tries to make plans and becomes more likely to go for targets on his own, even when working with groups of other heroes. When he isn't working with Nevermore, he tends to be more cocky, putting up a brave front. POWER DESCRIPTIONS Charlie posses no powers of any kind, instead relying on the training he has received from the Raven III and at Claremont Academy, as well as suit and gadgets he has developed together with Raven III. Charlie's Nevermore II costume is an ultra modern piece of crime fighting technology. Nano-weaved from a number of high resistance materials, it effectively protects him from any type sharp objects, while the armor plating handles most general types of damage a foe could wish to inflict. The thermal underlayer helps support him in heat or cold, while the night vision lenses lets him see in the dark. A heads up display aids Charlie with information such as the time and GPS, while his built in headset allows him to communicate at a distance of 5 miles. For traversal, the suit boast a grappling gun built into the gauntlets and grapple claws, as well as an electro-reactive glider cape, which lets Charlie soar across the sky. Charlie's utility belt contain a large number of tools, useful for both combat and infiltration. While he tends to keep his distance from most foes, the belt contains a collapsible staff for use in melee combat. While Charlie is not nearly as skilled in the use of the staff as he is with his other equipment, it can hit harder than his ravenrangs, weapons that have been used by three generations of Ravens. In addition to the standard ravenrangs, Charlie also has access to a number of stun ravenrangs, which emit an electrical shock upon contact with their target. Due to a combination of higher costs and having used the stun ravenrangs for pranks, Charlie is only allowed to bring five at a time. Further offensive tools in Charlie's utility belt includes tripwires and snare lines, which can be used to entangle his foes, or be set up as traps. The high quality of the tools make them difficult to break, allowing Charlie to effectively immobilize a foe, in theory at least. To distract his foes, Charlie utilizes darkness bombs, small grenades that create localized areas of extreme darkness. The playback device, one of his favorite tools, let's him play any recorded sounded through remote control, be it movement or voices, letting him draw attention away from himself. Charlie has even figured out how to use the playback devices offensively, by throwing them at a target and playing extremely loud noises. These noisemakers are even powerful enough to deafen a target. The last piece of Charlie's standard equipment are small remote controlled drones, which transmits images of their recordings directly to Charlie's HUD, aiding him in infiltration and information gathering. The drones are shaped like small dark ravens, small enough to fit in the palm of a hand. COMPLICATIONS A Legacy of Ravens: Sure, Charlie can be a bit arrogant. He is smart, he is hardworking, he's the Raven's sidekick and protege, so he feels he has worked had to get where he is. Still, the arrogance is mostly a facade, hiding his insecurity. He's trying to fill the shoes of his hero, being a sidekick to the Raven, the former Nevermore. Here he is at Claremont, hanging out with people that can fly and shoot fire from their eyes, and all he got is a suit, a belt full of gadgets and training. So, he overcompensates, tries to take the lead, acting more arrogant and immature than he otherwise would. If Charlie's overcompensation or insecurities makes a situation worse, the GM can award him a Hero Point. Gadgets: While an enemy would need to somehow get rid of Charlie's utility belt to get rid of all his gadgets, he could be deprieved of individual gadgets, either by having them taken away or by simply running out of them. If the GM determines that Charlie somehow loses access to a gadget, they can award him a Hero Point, in turn making one of the powers in his Utility Belt array unusable. Quoth the Raven: Charlie has been given some ground rules for when he can put on his full costume and go into action, which can lead to some conflict. Unlike the other teenage heroes at Claremont, he can't just go into full costume out of nowhere, since he is supposed to be operating in secret. So far, Charlie is allowed to act as Nevermore during training sessions at Claremont and while out on patrol with the Raven, or when otherwise given permission. Of course, it is always a question of whether Charlie will respect those rules or not, which is further complicated by the presence of Claremont Headmistress Callie Summers. If following the rules set out by the Raven complicates things for Charlie or he gets caught breaking the rules by any member of the extended Raven family that might tell the current Raven about it, the GM can award him a Hero Point. Rules to be added and refined Secret Identity: One of the Raven's conditions for training Charlie was that he keep his identity secret, even from his family. He even has to keep his actual identity a secret from his fellow students at Claremont, being known to them as Charles Gordon Pym. Whenever Charlie ends up in a situation where his secret identity causes issues, such as not being able to act outside of costume without revealing himself, the GM can award him a Hero Point. Sidekick: Nevermore is a sidekick to the Raven, and while he is growing into more of an individual hero at Claremont, others might not take a sidekick as seriously as a full fledged hero, be it heroes, villains, law enforcement or someone else. Is a situation is made worse by people's lack of respect due to Nevermore's status as a sidekick, the GM can award Charlie a Hero Point. Tell-Tale Heart: Charlie tends to grow obsessed. Mysteries, enemies, anything that give him trouble, anything that is a challenge that can't be solved. This can lead to him becoming narrowminded, focusing on the subject of his obsession over other important things at hand. Whether it be by Charlie focusing on a particular enemy to the detriment of any tactics in combat to taking unnecessary risks by trying to solve a particular mystery, the GM can award Charlie a Hero Point when his obsession makes a situation worse. Ushers, Masques and Conqueror Worms: Even if Charlie has yet to find any individual enemies, the legacy of 3 generations of Ravens have led to a great number of enemies that might target one of the newest members of the extended Raven family, just for the sake of taking revenge. If they interfere in a situation to attack Nevermore and make the situation worse, the GM can award Charlie a Hero Point. ABILITIES 8 + 10 + 8 + 14 + 6 + 10 = 56PP Strength: 18 (+4) Dexterity: 20 (+5) Constitution: 18 (+4) Intelligence: 24 (+7) Wisdom: 16 (+3) Charisma: 20 (+5) COMBAT 12 + 10 = 22PP Initiative: +5 (+5 Dex) Attack: +6 Base, +6 Melee, +14 Ranged, see Power attack bonuses in DC Block Defense: +15 (+5 Base, +10 Dodge Focus), +3 Flat-Footed Grapple: +10 (+6 Base Attack, +4 Strength) Knockback: -2 / -5 (w. Costume) SAVING THROWS 6 + 9 + 7 = 22PP Toughness: +9 (+4 Con, +5 Protection) Fortitude: +10 (+4 Con, +6) Reflex: +14 (+5 Dex, +9)Evasion 2 Will: +10 (+3 Wis, +7) SKILLS 188R = 47PP Acrobatics 15 (+20)Acrobatic Bluff, Skill Mastery Bluff 10 (+15) Computers 13 (+20)Online Research, Skill Mastery, Well-Informed Diplomacy 10 (+15) Disable Device 8 (+15) Drive 5 (+10) Escape Artist 10 (+15) Gather Information 10 (+15)Skill Mastery, Well-Informed Investigate 13 (+20)Skill Mastery Knowledge [Tactics] 8 (+15) Language 5 (Native: English; Learned: American Sign Language, Chinese [Mandarin], Japanese, Russian, Spanish) Medicine 2 (+5) Notice 17(+20)Skill Mastery Pilot 5 (+10) Search 8 (+15)Skill Mastery Sense Motive 17 (+20)Skill Mastery Sleight of Hand 10 (+15) Stealth 15 (+20)Hide in Plain Sight, Skill Mastery Survival 7 (+10) FEATS 50PP Acrobatic Bluff Attack Focus [Ranged] 8 Beginner's Luck Benefit 1 [Raven Family] Benefit 1 [Wealth] Get rid of this, make it a thing about being backed by the Summers family instead? Challenge [Fast Acrobatic Bluff] Dodge Focus 10 Eidetic Memory Evasion 2 Hide In Plain Sight Inspire 5 Leadership Luck 4 Master Plan 2 [Use Knowledge [Tactics] for rolls] Online Research Set Up Skill Mastery 2 (Acrobatics, Computers, Gather Information, Investigate, Notice, Search, Sense Motive, Stealth) Teamwork 3 Track Well-Informed Uncanny Dodge [Auditory] Enhanced Feats Luck 4 -> Luck 6 Second Chance 2 [Toughness Save vs. Ballistics and Conventional Blades] Takedown Attack 2 Veteran Awards Equipment 4 (20 EP) The Feather (Vehicle; Motorcycle) [20EP] POWERS 24 + 20 + 9 = 53 Device 6 (30DP Container, Flaws: Hard-To-Lose) [24PP] (Descriptors: Nevermore II Costume, Costume, Technology) City Movement Array 4 (8DP Array; Feats: Alternate Power 1) [9DP] BP: {2 + 4 + 2 = 8/8DP} (Descriptors: Gauntlet Mounted Grappling Gun) Super-Movement 1 (Swinging; Extras: Linked to Speed (+0)) [2DP] Super-Movement 2 (Wall-Crawling 2) [4DP] (Descriptors: Grapple Claws) Speed 2 (Extras: Linked to Super-Movement (+0)) (25 mph, 250 ft. per round) [2DP] AP: Flight 3 (Flaws: Gliding; Feats: Subtle) (50 mph, 500 ft. per round) {4/8DP} (Descriptors: Electro-reactive Glider Cape) Communication Array 3 (6DP Array; Feats: Alternate Power 1) [7DP] (Descriptors: Built-In Communication) BP: Communication 5 (Radio; 5 miles; Feats: Subtle) [6DP] AP: Datalink 3 (Radio; 1000 feet; Feats: Rapid 2 (x100), Subtle) [6DP] Enhanced Feats 2 (Second Chance 2 [Toughness Save vs. Ballistics and Conventional Blades]) [2DP] (Descriptors: Nano-weaved Material) Immunity 2 (Environmental Cold and Heat; Flaws: Limited [Half Effect]) [1DP] (Descriptors: Protective Thermal Under-Layer) Protection 5 [5DP] (Descriptors: Armor Plating) Super-Senses 3 (Infravision; Vision Counters Obscure (Darkness) [Darkvision]) [3DP] (Descriptors: Night Vision Lenses) Super Senses 3 (Direction Sense; Distance Sense; Time Sense) [3DP] (Descriptors: Head-Up Display) Device 5 (25DP Container, Flaws: Hard-To-Lose) [20PP] (Descriptors: Utility Belt, Belt, Technology) Gadgets Array 8.5 (17DP Array; Feats: Alternate Power 8 ) [25DP] (Descriptors: Gadgets) BP: Damage 6 (Extras: Ranged; Feats: Improved Range, Mighty 4) {17/17DP} (Descriptors: Ravenrang, Piercing Damage Type, Thrown Weapon) AP: Damage 6 (Feats: Accurate 4, Extended Reach 1 [5 ft.], Improved Critical 2, Mighty, Subtle, Takedown Attack 2) {17/17DP} (Descriptors: Collapsible Staff, Bludgeoning Damage Type) AP: Dazzle 10 (Visual Dazzle; Flaws: Action [Full]; Feats: Improved Critical 2, Subtle, Triggered 2, Variable Descriptor 2 [Any Technological]) {17/17DP} (Descriptors: See No Evil, Flash, Darkness, Optic Disruption, Etc.) AP: ESP 5 (Auditory and Visual ESP; Extras: Duration [Sustained]; Flaws: Medium [Small Flying Drone]; Feats: Subtle 2) (Range: 1 mile) {17/17DP} (Descriptors: Remote Viewing Drone, Remote Control, Spy Device) AP: Illusion 12 (Auditory; Extras: Independent (+0); Feats: Progression [Area] 3, Triggered 2) (10 ft. area) {17/17DP} (Descriptors: Noisemaker, Playback Device, Sound, Remote Activated) Update area AP: Obscure 6 (Visual Obscure; Extras: Independent (+0); Feats: Progression [Area] 1, Triggered 2, Variable Descriptor 2 [Any Technological]) (Range: 60 ft., Area: 100-200 ft. radius) {17/17DP} (Descriptors: Cover Grenade, Grenade, Darkness/Flashbang/Other) Update area and range AP: Snare 10 (Flaws: Action [Full]; Feats: Improved Critical 1, Reversible, Tether, Triggered 2, Variable Descriptor 2 [Any Technological]) {17/17DP} (Descriptors: High Tech Snares, Nets, Cuffs, Rapidly Expanding Foam, Shock Field, etc.) AP: Stun 10 (Flaws: Action [Full]; Feats: Accurate 4, Extended Reach 1 [5 ft.], Improved Critical 2) {17/17DP} (Descriptors: Stun Staff, Electricity) AP: Trip 10 (Feats: Improved Critical 1, Improved Trip, Subtle 1, Triggered 2, Variable Descriptor 2 [Any Technological]) {17/17DP} (Descriptors: Tripwire, Various Tripwires, Bolas, Lines, etc.) Luck Control 2 (Spend HP for others, Force Rerolls; Feats: Innate, Luck 2) [9PP] (Descriptors: Master Tactician, Training) DRAWBACKS -0PP DC BLOCK UPDATE BLOCK Name Range Save Effect Attack bonus Unarmed Touch DC19 Tou (staged) Damage +6 Ravenrang 100 feet DC23 Tou (staged) Damage +8 Collapsible Staff Touch: 5 ft. DC23 Tou (staged) Damage +8, Crit 18-20, Takedown Attack 2 Collapsible Staff - Stunning Attack Touch: 5 ft. DC20 Fort (staged) Fail: Dazed 1 rnd. >5: Stunned 1 rnd. >10: Unconscious +6, Crit 18-20 Noisemaker 80 ft., 50 ft. area DC18 Will Fail: Belive audio illusion Independent Snare Line 200 ft. DC18 Ref (staged) Fail: Entangled >5: Bound and Helpless +8, Subtle Stun Ravenrang 200 ft. DC18 Fort (staged) Fail: Dazed 1 rnd. >5: Stunned 1 rnd. >10: Unconscious +8, Crit 18-20, Subtle Tripwire 200 ft. DC18 Trip Resist (Worse bonus) Tripped +8, Subtle Totals: Abilities (56) + Combat (22) + Saving Throws (22) + Skills (47) + Feats (50) + Powers (53) - Drawbacks (0) = 250/250 Power Points
  12. Justice Robin couldn't keep a small laugh down. "Not that easy, sorry. Feeling bad about thing's outside my control is kinda my super power. But I'll try, alright?" The laugh turned into a stern smile, one that was very unlike Robin. "Don't worry. I'm working on figuring things out, and once I got enough proof, I'll kick Mars' ass. I'm working on a little something that should give me an edge." The stern smile quickly faded, before she stood up straight again, back to her usual self. "So, uh, when do you wanna go? I got my bike ready outside."
  13. "Yes! That is a great idea! That is just what you should do! Hover and flex, in just that order. It works wonders, my friend!" Moving up ahead of Micah and pulling Eira along, Pan shook his head, grinning widely from ear to ear. "You have nothing to be ashamed of, my friend! You look good! Does Micah not look good, Eira?" He gestured to Micah with his free hand while he spoke. "What is the worst that can happen? Aside from Ashley shooting you? If it is a shirt you need, then I can fix that!" A quick snap of his fingers, and Micah seemed to be wearing a bright green t-shirt, with a white lightning motif all over it.
  14. GM "Oh, yes, yes! We can have fun together! We can all do it together! What a splendid idea!" Quirk was practically clapping his hands now, as he started to float off the ground, the image on his shirt shifting and turning all the while, never staying still for long. His expression quickly turned sour, as he looked at the teachers. "Kids and fun people only! That means no teachers!" And then there were gone, reappearing in different locations across the city. "I think its time for a game! How about a race?"
  15. Spaceman "Quirk, you say?" Mr. Powers seemed hesitant, now. He took a slight step forward, his eyes fixed directly at Quirk. "What class did you come from, son? I'm pretty sure you're not supposed to be here." He motioned with his head towards the other teacher. "How about we go outside to talk and then we'll find your teacher?"
  16. GM The group would gather in time to see the New Young Freedom gathered by the gate. They were in full costumes. Casanova was in a crystal blue. White piping accentuated a slightly darker blue breastplate and armor on his arms and legs. His face was, of course, not hidden by anything. He wanted to be seen. He wanted to be recognized. Chump was in a dark blue suit. It was almost black, his muscular arms left bare, the suit ending just under his neck otherwise. He wore fingerless gloves in the same color, with heavy black boots and a black domino mask. His dad's old police badge was affixed to the front of the suit. Toxin wore her usual yellow hazmat suit. Her arms was crossed, she seemed impatient. Bluebird's costume had a blue hood pulled up over her head, with long blue sleeves on her arms. She seemed to be wearing some kind of white armored suit that the sleeves and hood were directly attached to. She floated a foot or so above the ground, moving around near Casanova. Her lower face was masked with a white mask, leaving her eyes free. Finally, Stinger made up the rear. Her costume was white with light brown stripes on the arms and legs, with cowboy boots and a cowboy hat. She wore a dark red bandana currently pulled under her mouth. She had a whip in her hand, slowly pulling at it while she waited. Casanova was speaking to the guard at the gate, while Bluebird motioned towards the cameras with her right hand. Eventually, the guard stepped aside and the group moved off campus.
  17. Nevermore II Charlie readily accepted the manilla folder, a slight smirk playing over his lips as he leafed through its contents. Yeah, alright. It pretty much fit with everything he had dug out himself, which was good. Everyone was in, then? Great. Going up against New Young Freedom on his own didn't sound like the best plan, but Charlie could work with this. He glanced over at Pol, shaking his head briefly. "I'm pretty sure that he haven't gotten to Headmistress Summers. At least not yet." Other teachers? Maybe. But the rest here didn't know who Summers really was, after all. "But alright. We got a plan, at least for now. Grab whatever you need, and we meet by the South wall. I've seen them heading in that direction, and if I'm right, Casanova and his crew are gonna go there today too."
  18. That's a hit. TOU: 15, Fort: 20 Dazed and Bruised, but not Stunned. Since he's not a minion, he doesn't go down, and Takedown Attack doesn't trigger. Give me an IC, then @Cubismo is up. 20 - Raven III - 3HP - Unharmed 19 - Arrow IV - 2HP - Unharmed, Discovered 16 - Criminals - 3 visible on walkways, 3x KO - 4 visible among crates and containers, 4x KO (NE, NW, SE, SW) - 3 visible under skylight -- First Guy - Bruise (x1), Dazed -- Second Guy - Unharmed -- Spooky Guy - Unharmed - 1 Big Guy near elevator - Unharmed - 1 Guy to East of elevator - Unharmed - 1 Guy to West of elevator - Unharmed 6 - Nevermore II - 3HP - Unharmed - Darkness obscure effect: 9/10 rounds remaining
  19. Pan looks around to see if they're the only ones that's time travelled or not. Gotta be someone he can recognize from the ride nearby, or at least someone with out of place clothes. Do you want a roll for that?
  20. "Time travel again?" Pan looked back to the machine they had just ridden. "Last time I travelled much further back." His eyes quickly returned to Eira and the others, and he could hardly stiffle a slight giggle. "Do you suppose that it was a spinning time machine? Spun us all around fast enough to send us through time?" But were they the only ones there? Others had been on the ride with them, and Pan was sure he could recognize a few others with clothes out of place, if there were any, at least.
  21. Nevermore II "You really gotta ask?" Charlie asked. Alek was gonna be pissed. He really wasn't supposed to go out on his own like this at all. Only on patrols with Alek, but, technically, he was doing the hero thing with a Raven, right? Even if she wasn't a Raven yet? Anyway, there was no way he wasn't going to show off here. "Here, watch this." Reaching into his belt, he pulled out a little device. It looked like a little dark raven that fit into the palm of his hand. It quickly hovered, then zipped down below towards the group, quickly starting to transmit everything it saw and heard directly to Charlie's H.U.D., while staying out of sight.
  22. "He seems familiar. Squiggly and with clothes like that? Of course he is in charge, yes? I take it he is somewhat well known?" He smiled, moving a hand up to rub his chin, pausing when Judy brought up the voice. "I have heard nothing, but maybe you should let the voice shake something up. And then let us find this Kraken, yes?"
  23. GM Four werewolves broke free from the buildings that surround the fleeing civilians. They howled and growled at their prey, rushing across pavement and road. They moved fast. They would reach them soon, unless stopped. Blinded and deaf, Captain Thunderwolf threw his clawed hands in front of his eyes, howling to the sky in frustration. For a moment, he seemed like he didn't know what to do, and then, as lightning crackled across him, he seemed to pick up a familiar scent. The super powered werewolf flew straight for its wayward protege, slashing at Sureshock, only to miss. No matter how strong his nose was, it didn't seem to be enough to find his prey.
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