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RocketLord

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  1. The STORMCROW Charlie freezes as he watches Muirne stab Luke, and then... This was not how he had expected this to go. He knew that Shields and his crew was doing something bad with magic or something, trying to get something to come here, but... not this. Not the Conqueror Worm. Not a legion of puppets. His initial thought? He has to call Alek. Get backup, as soon as possible. Get the Freedom League, get Claremont, get everyone... But they will be too late, won't they? He didn't know it would be the Conqueror Worm, but he can't be stable. Not yet. It can't work like that. There has to be some way to stop them, some... And besides... This is the Guardians' fight. They have to handle this. Ms. Scorpion and Casanova. They know what's going on. Charlie has to... no, Stormcrow has to take charge. Snap everyone out of this. A big dragon and a robot vs. the Conqueror Worm? Cold metal and dragon fire should work. Muirne has already been controlled, he has to keep her away from the Conqueror Worm, unless she gets taken over again, and they'd be royally screwed if he takes over Bernie... Leon already has the grudge against Ms. Scorpion, he should be able to make her talk. "Paper! Grab Ms. Scorpion, find out what she knows! Shift, Nightscale, hit the Conqueror Worm with all you go! Shadowborne, we'll deal with everything later, right now we need you! Help Multi-Girl with the crowds! Don't let them pin us down! Chump and Toxin, if you want to stop this, then help Nightscale and Shift keep that monster busy! And..." He pauses. The zombie girl that had been there before seems as horrified as everyone else. "Zombie-Girl? I got no idea what you can do, but if you're with us, then I need you to help Shadowborne and Multi-Girl with the crowds."
  2. GM The Conqueror Worm speaks. "When I speak, I do so with the voice of the legion." As the Conqueror Worm's rotting lips form the words, so does the voices of everyone that surrounds them. He speaks with the voice of his puppets. All those under his sway that surround them. They all speak in perfect synch, their voices and his words speaking all around the would-be heroes. "When I make a fist to crush your world, you will feel the weight of millions of fists." The Conqueror Worm forms a fist in front of his chest, then thrusts it into the air. The puppets all around them once again speaks the words and follows his movement. Casanova slowly sits up, looking around at the scene around him. His lips twist into a smile when he looks up at the Conqueror Worm, though it quickly disappears, replaced with pure horror at the sight before him. "When my gaze falls on you, and I shatter your soul, your heart, your dreams and your self, the gaze of the world falls upon you." The sickly green glow in the Conqueror Worm's eyes light up in the eyes of all that surround them. "I am the Voice and the Way, I am the hero of the tragedy that is man! Nothing like me has come among you, and nothing ever will. I will hollow you out and make you mine. And the corruption and evil of the world will die, as I make it mine!" The swarms begin to move, closing in on the heroes.
  3. SOARING by Thev There's a full sheet with all updates below (please keep the indentation intact), but summing it up: Equipment from Veteran Rewards I'd like to spend 8PP from a free Veteran Reward on Equipment, for 40 additional EP, bringing Stormcrow up to total Equipment 16 [80EP] from Veteran Rewards. Guardians HQ: +1EP, adding Hangar feature Adding Guardians Jet: 32EP (see below) Guardians Jet (Vehicle; Jet) [32EP] Adding Communicator Equipment: 7EP Communicator [7EP] Communication Array 3 (6DP Array; Feats: Alternate Power 1) [7EP] BP: Communication 5 (Radio; 5 miles; Feats: Subtle) [6EP] AP: Datalink 3 (Radio; 1000 feet; Feats: Rapid 2 (x100), Subtle) [6EP] That should be all 40EP spent. Updating Stormcrow Costume Device Remove the Communication Array from the device, and the lower the Device's rank to rank 5, which should leave it as Device 5 (25DP Container, Flaws: Hard-To-Lose) [20PP] (Descriptors: Stormcrow Costume, Costume, Technology) and save me 4PP to use for other things, bringing my total unspent PP up to 10. which leaves me with 2DP to spend, which I use to add the below Concealment power to the suit Concealment 2 (All auditory senses; Flaws: Blending) [2DP] (Descriptors: Noise Dampening Materials) Spending 10 PP 3PP: Increase Luck Control to rank 2, add option "Spend HP for others" 6PP: Buying 24 ranks of Skills: Acrobatics +5, Bluff +3, Computers +3, Knowledge [Tactics] +3, Pilot +5, Stealth +5 1PP: Add Feat: Benefit 1 [Use Knowledge [Tactics] For Initiative Rolls], and update Initiative bonus to "Initiative: +15 (+15 Knowledge [Tactics])" Finally... Please add this picture next to the pic of Stormcrow in costume: UPDATE IDEAS Redo the Ultility belt array? The STORMCROW Power Level: 12 Effective Power Level: 12 Power Points: 228/228PP Unspent Power Points: 0PP Trade-Offs: -3 TOU/ +3 DEF, +2 ATK/-2 DC In Brief: The Nightwing to the Raven's Batman. Theme: Shine - Matt Beilis / Spotlight - Saliva Alternate Identity: Charles 'Charlie' Arthur Pratten (Secret) Birthplace: Freedom City, United States of America Residence: Guardians HQ, Bayview, Freedom City Base of Operations: Guardians HQ, Bayview, Freedom City; The Rookery Occupation: Adventurer, Crime Fighter Affiliations: Claremont Academy, Raven III, Raven Family, Young Guardians 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. Since his time at Claremont, Charlie has also to taken to dressing more casually with jeans, t-shirts and sneakers of varying colors and designs. As the Stormcrow, 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 dark grey full-body suit. Over the suit, he wears a black cowl connected directly to a black cape. The edges of the cape is very light, somewhat shiny blue, and connects to a logo with a bird with outstretched wings on Charlie's chest. The inside of the cape is a slightly lighter grey than the full-body suit. The cowl is outfitted with light blue one way lenses in a vaguely bird beak shape, which covers and hides his eyes. The lens acts as a heads-up display for Charlie. The dark grey full-body suit is broken up with a pair of shiny light blue bracers with shiny black edges that end in triangles at each end, and boots in similar design and color scheme, which ends in triangles pointing to his knees. He wears a silvery and light blue utility belt with another light blue bird logo on a black background as the buckle. 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. While at Claremont, Charlie quickly struck up friendships with several other students, and when Sebastian Shields, otherwise known as Casanova, assembled a team of students with less than heroic intentions as New Young Freedom, Charlie started organizing his friends into their own team in response. Charlie led a shifting roster of Young Guardians to thwart not just Casanova's New Young Freedom, but through a few other adventures as well. Casanova would, in particular, grow to hate Charlie for his effort. At the same time, he worked with the Raven to combat the rising crime brought on by the Doomforge, with the House of Usher having returned and set up shop in it's shadow, spreading their influence throughout Freedom City. Charlie would eventually leave Claremont near the end of his second year, disappearing rather suddenly from the school when he and the Raven focused their efforts on fighting the House of Usher, eventually dismantling their operations in Freedom City and driving them away from the city. Not content to let the Usher family escape justice, the Raven and Nevermore gave chase, hunting them across the world. The duo had a number of adventures along the way. Charlie grew from these experiences, and began to realize that he wanted to be more than just the Raven's sidekick. He had plans and ideas for what he wanted to do on his own. Alek agreed that it was time for Charlie to go out on his own. Returning to Freedom City, Charlie began to prepare. He wanted to do it right, so he took his time, and, with funding from the Summers family, he designed a new headquarters that he could use with his friends, as well as a new identity. And soon, the Stormcrow would soar, and, with some luck, he would be joined by the Young Guardians once again. PERSONALITY & MOTIVATION Charlie is intelligent and a natural detective, and he knows it. He is good at what he does, with plenty of experience both alone and working together with others, particularly the Raven, though he has not grown out of his cockiness yet. 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. During his time in Claremont and abroad, Charlie has grown into an accomplished detective, hero and leader. His ego and bravado remain as strong as ever, but they are now rooted in genuine experience and knowledge of his own capabilities and skills. Charlie remains as driven as ever, and still tends to fixate on finding solutions to any mystery or problem that catches his interest, almost to the point of obsession. POWERS & TACTICS The majority of Charlie's tactics relies on analysis, distraction and misdirectio. Observe an enemy, figure out how to best stop them, and then execute his plan. His personal fighting style emphasizes the use of his various gadgets, both for scouting and disabling his enemies. Generally speaking, he prefers to stay outside close combat, but will pull out his collapsible staff if forced into a close quarters situation. Stay out of trouble, stick to the shadows and put his brains to good use. Charlie tends to take on a leadership, or at least planning, role when working with others, whether they like it or not. He has studied and worked towards this, and he generally dislikes being ordered around by people that he doesn't think what it takes to lead. He will, for instance, not have any issues with the Raven giving him commands, or other more experienced heroes, while someone that had just joined Claremont would be a stretch. His tactics tends to involve teamwork, and he will try to weaken enemies or set them up for attacks from his more powerful teammates if possible. 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 Stormcrow 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, which also contain a charged shock charge. He uses a modified version of the Raven's ravenrangs, smaller and lighter, which he call's Crow's Claws. He utilizes a great number of different types of tools to snare or trip his opponent, as well as multiple types of gadgets to blind his foes, whether it is with flashbangs, darkness, gunk in the eyes, light shows, concentrated zones of darkness or something else, all to allow him to effectively immobilize and distract his foes. 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 crows, small enough to fit in the palm of a hand. COMPLICATIONS A Legacy of Ravens: Charlie is secure in himself, he knows what he can and cannot do, and that he is only just getting started. As the Stormcrow, he is the newest part of the Raven legacy, and while he had good times as Nevermore II, it was high time that he stepped into his own role. Still, he is not without issues, and a mix of this legacy and working with his hero means that Charlie can seem arrogant and flippant to some, and not without reason. While he is a team player, he naturally falls into the leadership roll and can have issues stepping out of it. If Charlie's seeming arrogance or inability to let others take the lead 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 deprived 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. Secret Identity: One of the Raven's conditions for training Charlie was that he keep his identity secret, even from his family. 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. 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: The legacy of 3 generations of Ravens have led to a great number of enemies that might target one of the newer members of the extended Raven family, just for the sake of taking revenge. Aside from legacy villains, Charlie has made a few enemies of his own, including several former Claremont students with less than heroic intentions, such as Sebastian Shields, otherwise known as Casanova, and he has personally interfered with the House of Usher who has thrived in the shadow of the Doomforge, aiding the Raven in driving them from Freedom City and chasing them across the world. Traveling across the world with the Raven only earned Charlie more enemies as they continued their heroics abroad. If any of Charlie's enemies interfere in a situation to attack Stormcrow 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: +15 (+15 Knowledge [Tactics]) 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 / -4 (w. Costume) SAVING THROWS 5 + 9 + 7 = 21PP Toughness: +9 (+4 Con, +5 Protection) Fortitude: +9 (+4 Con, +5) Reflex: +14 (+5 Dex, +9)Evasion 2 Will: +10 (+3 Wis, +7) SKILLS 124R = 31PP Acrobatics 15 (+20)Acrobatic Bluff, Skill Mastery Bluff 7 (+12) Computers 13 (+20)Online Research, Skill Mastery Diplomacy 2 (+7) Drive 5 (+10) Escape Artist 5 (+10) Gather Information 7 (+12)Well-Informed Investigate 9 (+16) Knowledge [Tactics] 8 (+15) Language 4 (American Sign Language, Chinese [Mandarin], English [native], Japanese, Russian) Notice 8 (+11) Pilot 5 (+10) Search 5 (+12) Sense Motive 8 (+11) Sleight of Hand 5 (+10)Skill Mastery Stealth 15 (+20)Hide in Plain Sight, Skill Mastery FEATS 49PP Acrobatic Bluff Attack Focus [Ranged] 8 Beginner's Luck Benefit 1 (Raven Family) Benefit 1 [Use Knowledge [Tactics] For Initiative Rolls] Challenge (Fast Acrobatic Bluff) Dodge Focus 10 Evasion 2 Hide In Plain Sight Inspire 5 Jack of All Trades 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 16 (80 EP) Equipment Communicator [7EP] Communication Array 3 (6DP Array; Feats: Alternate Power 1) [7EP] BP: Communication 5 (Radio; 5 miles; Feats: Subtle) [6EP] AP: Datalink 3 (Radio; 1000 feet; Feats: Rapid 2 (x100), Subtle) [6EP] Guardians HQ (Headquarters; Mansion in Bayview) [21EP] The Stormchaser (Vehicle; Motorcycle) [20EP] Guardians Jet (Vehicle; Jet) [32EP] POWERS 20 + 20 + 9 = 49 Device 5 (25DP Container, Flaws: Hard-To-Lose) [20PP] (Descriptors: Stormcrow 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) Concealment 2 (All auditory senses; Flaws: Blending) [2DP] (Descriptors: Noise Dampening Materials) Enhanced Feats 2 (Second Chance 2 [Toughness Save vs. Ballistics and Conventional Blades) [2DP] (Descriptors: Nano-weaved Material) Immunity 1 (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: Crow's Claws, 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: Crow Drone, Remote Control, Spy Device) AP: Illusion 12 (Auditory; Extras: Independent (+0); Feats: Progression [Area] 3, Triggered 2) (600 ft. area) {17/17DP} (Descriptors: Noisemaker, Playback Device, Sound, Remote Activated) AP: Obscure 6 (Visual Obscure; Extras: Independent (+0); Feats: Progression [Area] 1, Triggered 2, Variable Descriptor 2 [Any Technological]) (Range: 60 ft., Area: 250-500 ft. radius) {17/17DP} (Descriptors: Visual Distortion, Grenade, Smoke, Darkness, Flashbang, Illusionary Confusion, etc.) AP: Snare 10 (Flaws: Action [Full]; Feats: Improved Critical 1, Reversible, Tether, Triggered 2, Variable Descriptor 2 [Any Technological]) {17/17DP} (Descriptors: Crow's Traps, 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: Crow's Prey, Various Tripwires, Bolas, Lines, etc.) Luck Control 2 (Force Rerolls, Spend HP For Others; Feats: Innate, Luck 2) [9PP] (Descriptors: Master Tactician, Training) DRAWBACKS -0PP DC BLOCK NAME ACTION RANGE SAVE EFFECT ATTACK BONUS Unarmed Standard Touch DC19 Tou (staged) Damage +6 Crow’s Claws Standard 150 feet DC25 Tou (staged) Damage +14 Collapsible Staff Standard Touch: 5 ft. DC25 Tou (staged) Damage +14, Crit 18-20, Subtle, Takedown Attack 2 Crow’s Prey Standard 225 ft. DC20 Trip Resist (Worse bonus) Tripped +14, Crit 19-20, Improved Trip, Subtle 1, Triggered 2, Variable Descriptor 2 [Any Technological] Crow’s Traps Full 100 ft. DC20 Ref (staged) Fail: Entangled >5: Bound and Helpless +14, Crit 19-20, Reversible, Tether, Triggered 2, Variable Descriptor 2 [Any Technological] Noisemaker Standard Perception, 600 ft. area DC22 Will Fail: Believe audio illusion Independent, Triggered 2 See No Evil Standard 90 ft. DC20 Ref DC20 Fort to recover Blinded +14, Crit 18-20, Subtle, Triggered 2, Variable Descriptor 2 [Any Technological] Stun Staff Full Touch: 5 ft. DC20 Fort (staged Fail: Dazed >5: Stunned >10: Unconscious +14, Crit 18-20 Totals: Abilities (56) + Combat (22) + Saving Throws (21) + Skills (31) + Feats (49) + Powers (49) - Drawbacks (0) = 228/228 Power Points
  4. The STORMCROW Charlie writes the names and a few notes about each down on the paper as Michael rattles them all off. Yeah. He can figure out who they are if he wants to. Claremont is, if anything, one of the easiest places for the Raven family to get information about students, if the principal deems it is for a good cause. He doesn't feel the need to do that, though. "So, seems you've got it all thought out. Got your power houses, a speedster, blasters, some that can do it all." He draws a circle around each name. "How do they feel about each other, then? Any personality conflicts?"
  5. Spaceman Parker might not always be the best on picking up on when Baz is genuinely joking or playing the sad clown, but here? It is only too clear, even if Vueriz obviously didn't mean to offend. "There's lots of very different people in this world with powers," he tries. "I don't really know how it works, but some people end up looking different, even if they're still wonderful people." He looks at Baz at the last line, before turning back to Vueriz. "I can control space."
  6. Spaceman Right. Practice punches. Rotate hips. Parker is honestly not sure if he wants to learn to put more power into his punches, but Michael did go through the trouble of setting all of this up, and Crimson Tiger did show up to try and teach them... So he should at least try "Anyone want to pair up with me?" he asks, to one in particular, before he steps up to a bag and does his best to copy what Crimson Tiger was doing. It's not easy, but he didn't really expect it to be either, and Parker has to admit that she is right. He has just been relying on his powers.
  7. 27 - Bluebird - KO 24 - Paper - 4HP - Unharmed 22 - Stormcrow - 6HP - Unharmed - Master Plan 3 (not yet active) 22 - Ms. Scorpion - Bruise (x1), Staggered 22 - Chump - Unharmed, Grappled by Shift (Pinned: No Dodge bonus, Def -4) 19 - Shift - 1HP - Unharmed, Grappling Chump 18 - Ghule - 0HP - Bruise (x2), Dazed 18 - Toxin - Unharmed 16 - Casanova - KO - Grappled by Nightscale (Bound & Helpless), Caught in Muirne's rank 10 Snare (Bound & Helpless) 12 - Multi-Girl - 1HP - Unharmed 11 - Nightscale - 5HP - Injury (x1), Bruise (x1), Dazed 10 - Shadowborne - 4HP - Unharmed 5 - Minions - x10 - KO
  8. GHOST Casper sits, holding Grim's invisible hand in his (which is pretty weird, but he tries to be casual about it, not that anyone in there is looking at him right now, anyway), and just stares at the not-so-good Doktor through his goggles, flipping back and forth between x-ray and normal, and, yeah... Nothing to see beyond what he'd expect. Fleur and Velocity might seem to take it at face value, and Patriocat seems like she is very unamused at Archeville's Space Santa story, but Ghost? God, he is trying so hard not to laugh. Oh, Casper believes it. He haven't been to space, but he's met aliens, and honestly? Why not? There's weirder things happening. And it still just great. "Hey, Grim?" he whispers, leaning closer to her. "Is that something that usually happens with Archeville?"
  9. +1HP for Muirne and Luke. And we are out of combat for a moment, but will resume after everyone has had a post. Everyone is free to make any Knowledge checks that might give you an idea about villains active in the 1960'es, including Popular Culture, Streetwise, Occult, the like, or whichever you can think of. 27 - Bluebird - KO 24 - Paper - 4HP - Unharmed 22 - Stormcrow - 6HP - Unharmed - Master Plan 3 (not yet active) 22 - Ms. Scorpion - Bruise (x1), Staggered 22 - Chump - Unharmed, Grappled by Shift (Pinned: No Dodge bonus, Def -4) 19 - Shift - 1HP - Unharmed, Grappling Chump 18 - Ghule - 0HP - Bruise (x1), Secondary Effect DC25 TOU save on Toxin's next turn 18 - Toxin - Unharmed 16 - Casanova - KO - Grappled by Nightscale (Bound & Helpless), Caught in Muirne's rank 10 Snare (Bound & Helpless) 12 - Multi-Girl - 1HP - Unharmed 11 - Nightscale - 5HP - Injury (x1), Bruise (x1), Dazed 10 - Shadowborne - 4HP - Unharmed 5 - Minions - x10 - KO
  10. GM Toxin stares wildly at Multi-Girl while she struggles with Ghule, trying to push the zombie girl away with her touch. "He took everything! He made me do horrible things! He's... he's..." She is struggling, like something is keeping her from saying what she is trying to say. "He is... the... they made us. Scorpion, she... they are using..." She stops again and screams in frustration. "He has to die! It's the only way to stop it!" The green flames flicker. There is a noise outside, like a low dull roar. The people on the ground around them begin to stir. And the angels, all pallid and wan, The moment that Shadowborne's spear pierces Nightscale's skin, the shadow tendril that connected Casanova and Shadowborne breaks. First, it breaks into smaller pieces, then they begin to fade, like smoke that disappears and fades away, caught on the wind. The dragon's blood drips to the ground. The green flames go out. Uprising, unveiling, affirm The Stormcrow looks around, his eyes go wide under his visor. He knew they were planning something, but not this. Everyone that had been unconscious on the ground rises, the men and women in rags, Bluejay. They all move as one, in complete sync, climbing to their feet. The ground is rumbling, cracks beginning to form That the play is the tragedy, "Man," The doors leading into the warehouse are pushed open. And moving as one, a mob begins to fill into the room. "'e's 'omin'..." Ms. Scorpion whispers, holding her hands over her mouth, blood still flowing from her broken nose. "'es 'ere..." She is positively giddy, even as she struggles to remain standing. Casanova opens his eyes. And its hero The ground breaks next to Casanova. A spindly arm stretches up. Tattered clothes. Rotting flesh. Nails black with dirt. The fingers slam down, digging into the ground. Another arm does the same. Paper, Stormcrow, Multi-Girl, Ghule, Nightscale and Shadowborne stand surrounded on all sides by the newcomers. Toxin and Chump has stopped struggling, simply staring at the spindy figure as it pulls itself out of the hole and climbs to its feet. Pale, rotting skin. Loose, jeans tied around its thin waist with a piece of string. No shoes. A hoodie filled with stains and holes. Maybe it was once grey? The hood is pulled up. The arms have been ripped off the hoodie, showing the long, thin arms, filled with cuts and bruises, the pale flesh never healed. Long dark hair falls out of the hood, and what was once a man smiles a smile with rotting teeth. the Conqueror Worm.
  11. The STORMCROW "Yeah, Shields and his crew were a bit beyond troublemakers," Charlie says, the grin gone from his lips. Especially with what the whole New Young Freedom team would eventually lead to. "Casanova mind controlled people to commit crimes they could stop, Stinger turned out to be a super villain spy and part of the reason that Casanova turned that bad, and, well... at some point, he started taking control of at least some of his teammates too." No reason to get into the exact details. Not yet, anyway. Charlie's grin reappears as Michael lays out his plans, and the reason that he asked him there. He wants to make a super team. Alright, that they can do. "Y'know, it wasn't exactly easy to get to work with the Raven, so don't worry about being jealous. Can't really share any of the details, but trust me on that. Anyway, got anything to write with? Any paper?" He gestures to a tabel and sits down, taking whatever Michael hands him and starts writing. "You wanna do the new new Young Freedom? You'll want to plan some stuff, if you want to make this work. Getting a bunch of friends together is good, but you gotta make sure you can all work together. So... who do you got? Who do you want for your team? What are they like? What can they do? How do they feel about each other?" As Michael starts talking, Charlie starts writing names and notes for each of them, eventually drawing a circle around each as Michael finishes talking about them.
  12. The STORMCROW Charlie stares at Bernadette, returning her teasing tone with a mischievous look in his eyes, while they slowly move, and then she leans in and whispers. Charlie stops for a second. Any pretense, any act, any mask, it all slips away for a moment of complete surprise, though clearly one that he is more than happy about. "Why, Miss O'Connell, it sounds like you have plans." With her close like this, his mouth is right next to her ear as well, and like Bernadette, Charlie whispers. "I like plans."
  13. The STORMCROW So that was what this was about? Charlie looks at Michael over the glasses for a moment, a grin playing over his lips. "I'm guessing you mean the Guardians?" Straight and to the point. No need to play coy here, as long as he keeps certain secrets about the headmistress to himself. Not that he has told any of his friends, anyway. "Through trial and error, mostly? It didn't really start out as anything intentional. There was this group of students that called themselves New Young Freedom, led by Sebastian Shields, or Casanova, and they went around causing trouble." It wouldn't surprise Charlie if Michael had heard other students talk about Casanova and his gang. They hadn't exactly been popular, once Charlie and his friends started messing with them and revealed how they caused the crimes they stopped. "I decided to make them myself their problem, grabbed some friends, and we went to stop them when they caused trouble." It is most of the truth, at least. Ms. Summers had asked him to continue keeping an eye on New Young Freedom after the first time, but that isn't something that he shares with Michael. Raven family business and all that. "Shifted a bit around who came along and who didn't, depended on who was around and who wanted to help. We kind of ended up with a set group a while before I left." It was way more intentinal than Charlie lets on. He wanted to work with friends, people that he could trust, but also some that filled certain powersets. He needed a diverse team, after all. "Why do you want to know?"
  14. Spaceman An alien? Parker looks up, having been lost in thoughts for the standard assembly, before Veuriz is introduced. He had been asked to go meet the new student alongside some of the others, but no one had told him that she was an alien. She looks small, dressed like a punk, on top of equipment that seems to help her breathe. She looks weird, to be honest, but then again, so does a lot of them... and it's not like his powers aren't weird. Dressed in a white winter jacket with fur trim and jeans, Parker follows Michael over to Veuriz, where he holds a hand up in a greeting. "Hi, I'm Parker. How are you?"
  15. GM "C'moooon! You don't need it!" the kid yells back at the dinosaur, as the mighty Thesaurus Rex continues his chase. "I own it, I made it, it is MINE!" he shouts. The ground shakes under his steps. He is close to the kid now. He can almost taste him. "A snack, a bite, a pick me up would do WONDERS right now!"
  16. Spaceman "I could get up high and have a look, at least?" Parker offers, looking up. Moving himself around in jumps probably wouldn't help much, would it? And then yells, and screams, and a dinosaur with a top hat that it yelling about wanting something back. "It might work anyway, go for it Baz." The dinosaur is busy, the kid is running... They have to save the kid, then figure out what is going on. That's what the Centurion would do, isn't it? "I'll grab the kid."
  17. Spaceman: 17 Thesaurus Rex: 5 So that means @Thevshi gets to start! 24 - Timeout - 3HP - Unharmed 20 - Gamma Buzz - 1HP - Unharmed 17 - Spaceman - 3HP - Unharmed 5 - Thesaurus Rex - Unharmed
  18. The STORMCROW "Some of them," Charlie says, still holding the small ball in his hand. The Ravens, past and present, had made plenty of gadgets themselves. No reason to reinvent anything they had made, after all, but that is a little tidbit that they would probably prefer he not share. Especially not this little gizmo, which Ms. Summers had made. Drinks placed in front of him, Charlie eyes them for a moment. Michael is clean, as far as he has been able to find out, so, why not? "Sure," he says, reaching for the Dragonfruit Honey and tasting it, before emptying the cup. "It's good," Charlie says with a grin, before placing the glass down. "But, as much as I enjoy free soda, I'm guessing that's not the reason you wanted to meet, right?"
  19. @Kaede Kimura you're up after Nerd's IC. @Lone_Star noted, remember you need to save again on Toxin's Initiative. 27 - Bluebird - KO 24 - Paper - 4HP - Unharmed 22 - Stormcrow - 6HP - Unharmed - Master Plan 3 (not yet active) 22 - Ms. Scorpion - Bruise (x1), Staggered 22 - Chump - Unharmed, Grappled by Shift (Pinned: No Dodge bonus, Def -4) 19 - Shift - 1HP - Unharmed, Grappling Chump 18 - Ghule - 0HP - Bruise (x1), Secondary Effect DC25 TOU save on Toxin's next turn 18 - Toxin - Unharmed 16 - Casanova - KO - Grappled by Nightscale (Bound & Helpless), Caught in Muirne's rank 10 Snare (Bound & Helpless) 12 - Multi-Girl - 1HP - Unharmed 11 - Nightscale - 4HP - Unharmed 10 - Shadowborne - 3HP - Unharmed 5 - Minions - x10 - KO
  20. The STORMCROW Charlie feigns a hurt look as Bernadette says that she shouldn't laugh, but it quickly turns to a wide smile, especially as her hands found their way around his neck. "I dunno... I mean, the Vest is really horrible..." His left hand moves to the small of her back, the right to the back of her head. "It would have to be a really enjoyable slow dance."
  21. Spaceman "Can't we please talk about it?" Parker asks, as he continues to hold his hands out to the side. "We don't have to fight." Of course they have to fight, that's the reality warper's game here. Play along, right? So, what would he normally do? Try to end this without fighting, without harming the blue person he is fighting. Focus, then. Catch them in a trap. Extend the distance all around them, make sure they can't move, make it impossible for them to go anywhere. Paralyze them with the infinite distance to everything around them.
  22. Alright. Personal Space Control array set to Impervious Toughness and Immovable. Space Movement Array set to Flight. And gonna use Paralyze from Space Control Array against the blue one that's facing him (I'm guessing Djinn?): 20. DC18 Reflex Save vs. being paralyzed if that hits, as Spaceman basically makes it impossible for her to go anywhere, keeping all distance around them infinite. The effect is Subtle, so might catch them flat-footed?
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