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RocketLord

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  1. btw, in case anyone tried to look into Charles Gordon Pym to find out where Charlie went during the last 1½ years, the identity just vanished without a trace.
  2. OOC for this. @Thevshi @Nerdzul @Spacefurry @Kaede Kimura @Lone_Star Gonna start with Multi-Girl, Paper and Nightscale and bring the rest in when we get to them.
  3. GM Freedom City December 1st 2023, Evening The first day of December is a cold and dark Friday evening in Freedom City. Snow is slowly falling, giving the city an almost ethereal sense of beauty, calm and peace. A good and peaceful start to the time of christmas. But this is Freedom City, and that obviously won't last. As Bernadette O'Connell returns to her dorm, she finds a folded piece of paper in the shape of an rectangle on her bed. Once it is unfolded, the paper shows machine written text that reads "Want to do some good? Come find me." and a set of coordinates. When Leon Moore comes home, he finds a piece of paper likewise folded as a rectangle on his table. The machine written text on his paper reads "Wonder what Casanova and his goons are up to? Come find out." and a set of coordinates. Luke Landers likewise finds a folded piece of paper, with a message for him. "Do you know where you girlfriend is? Come save her." and a set of coordinates. The coordinates on each piece of paper point to the same abandoned warehouse in Bayview.
  4. An update to Nevermore II, spending his PP, upgrading his Power Level, backstory and identity. Using the 4PP leftover from one of my Veteran Rewards to buy the HQ. Everything is pretty much the same as the old sheet, just upgraded to PL12.
  5. The STORMCROW Power Level: 12 Effective Power Level: 12 Power Points: 235/239PP Unspent Power Points: 4PP 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 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 148R = 37PP Acrobatics 15 (+20)Acrobatic Bluff, Skill Mastery Bluff 10 (+15) Computers 13 (+20)Online Research, Skill Mastery Diplomacy 2 (+7) Drive 5 (+10) Escape Artist 5 (+10) Gather Information 7 (+12)Well-Informed, Skill Mastery Investigate 13 (+20)Skill Mastery Knowledge [Tactics] 8 (+15) Language 4 (American Sign Language, Chinese [Mandarin], English [native], Japanese, Russian) Notice 17 (+20)Skill Mastery Pilot 5 (+10) Search 8 (+15)Skill Mastery Sense Motive 16 (+19)Skill Mastery Sleight of Hand 5 (+10) 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 (22) + Skills (37) + Feats (49) + Powers (49) - Drawbacks (0) = 235/239 Power Points
  6. Oh hey, alternate reality stuff! Parker's powered by Z-Space, the dimension between all the alternate realities!
  7. Spaceman Parker raises his hand up in a quick greeting to Consuelo. "I can be invulnerable. Kind of." All depends on what he needs to be, but it should fit the bill. He takes the few steps over and extends his hand to Consuelo, with a friendly smile. "Like Lawrence said, I'm Parker. What do you need me to do?" He's heard rumors about the Consuelo, sure, but Parker's mom taught him that he should greet people properly. It'll be Misuki's turn next.
  8. Spaceman: 4 total = 1PP Moving In - Boys (1) Through the Paces (3) GM The Young Guardians Returns! (2) GM posts: 2x2 = 4 1 GM post to Stormcrow 1 GM post to Archer II 1 GM post to Ghost 1 GM post to Space Ranger III Guide point: 1PP to Stormcrow
  9. Spaceman "I'm not late, am I?" Parker asks, as he enters the room. And... no, he doesn't think that he is, now that he spots Lawrence and Baz. He is dressed in the standard blue and yellow Claremont uniform, rather than his own uniform. For some reason, it felt off to use it just yet, especially in here, even if Parker can't help but think that it feels a bit weird to not have a cape. "Baz, Lawrence," he greets as he walks up to the other two, nodding at each in turn. "You guys been in here before?"
  10. Spaceman "It is kind of hard to explain, but..." Parker pauses and holds up his hand. Pitch black bubbles begin to appear around his hand. There is a can lying on the ground a 10 or so feet away that someone had dropped. Parker closes his hand around the can and holds it up to show Lawrence. Then he opens his hand again, and the can drops into the nearest trash can. "Much easier to show, right?"
  11. Spaceman "What kind of radiation do you do, then?" Unlike Baz, Parker did know a bit about physics, even if radiation wasn't really his specialty. "That's... some kind of mutation that makes you able to do all that? I'm guessing you didn't use to look like this?" He was about to respond to Baz' question about his own powers when what Lawrence had said sunk in. "Wait, you can control time? That's amazing." He turned briefly to Baz. "Sorry, it's not that what you can do isn't, it's just... kind of blowing my mind a bit. How far can you go if you move in time?" And then, he remembered that he hadn't actually told them what he can do. "I guess I got the other side of the axis to your powers," he looked at Lawrence as he spoke. "You can control time, I can control space. It is a bit difficult to explain, to be honest, but I can basically reduce or extend the distance between things. A lot of different things."
  12. Spaceman Parker stares at Baz for just a moment, before responding. "I'm Parker... you... just called out for me?" Alright. This was probably just part of being at Claremont, right? "Sure, just gotta find my room," he replies to Lawrence, before pulling up his luggage again, small black orbs starting to flow from his hands as he does so. "I had no idea you had powers too." He can't help himself, he's curious. "So, uh... what can you guys do?"
  13. Spaceman Parker is, if he is being completely honest, feeling a bit overwhelmed here. Students are moving all around him, some noticing him, some just passing by, all with their own powers and everything, and while it does feel good to be a place where he doesn't have to hide what he can do, it is just a lot all at once. With his view blocked by his luggage, he has to physically turn his body to see Lawrence and Baz as they call out to him. Oh thank god, a semi-familiar face and... a large human cockroach. It would be a lie to say that Baz doesn't cause Parker to pause for a short moment, but he gets over it quickly, at least. Just part of Claremont, right? "Hey, Lawrence. Been a while." He puts his heavy luggage down without much effort, a few pitch black orbs of energy floating off his hands as he does so, quickly disappearing as he reaches a hand out towards Baz. "Gamma Buzz, huh? Guess you should call me Spaceman, then."
  14. Spaceman "C'mon, Tracy. I got this, don't worry." Parker, dressed in a white t-shirt and dark jeans, is doing his best to get around his sister and get to his luggage, but no, she's insisting on taking it all out of the car. "Chill, Parker. I got this. Big sister privilege!" "Don't you have some shareholder meeting to get to?" Despite his protests, Parker is happy that Tracy is there. It will be weird to not have her around while attending here, but his mom and dad are right. It will be a good thing to attend here, be around some other people with powers, get better control. Finally done with the luggage, Tracy places it in front of Parker and smiles. "Don't be a stranger, alright? Call, text, discord, whatever." "I love you too, sis," Parker finishes. He waits for a moment, looking after the car, before turning back to his luggage with a sigh. He reaches out for the luggage, three big heavy suitcases and a large duffelbag, picking it all up over his shoulders and begin to walk towards the dorms.
  15. NEW STUDENTS Name: Parker Powers Codename: Spaceman Year: Sophomore Pronouns: He/Him Prospective Roommate: None! Goal: Parker's goal is simple: He wants to become better at using his powers, and he wants to become a hero. He wants to save people, he wants to turn bad people good, and he really wants to be like his big hero, the Centurion. Favorite Music: Parker prefers rock, but rarely listen to current music, prefering bands like Queen. He blames his dad for his taste in music.
  16. Using a PL12 veteran reward slot for a new version of Spaceman.
  17. Spaceman Power Level: 13 Effective Power Level: 8 Powers Points: 180/193PP Unspent Power Points: 13PP Trade-Offs: -3 Defense / +3 Toughness In Brief: Young paragon with space manipulation powers, heavily Superman inspired. Theme: Million -- Divide Music Alternate Identity: Parker Powers (Secret) Birthplace: Freedom City Residence: Bayview, Freedom City Base of Operations: Freedom City Occupation: Student at Claremont Acadeny Affiliations: Claremont Academy, Powers Holdings Inc. Family: Peter Powers (Born 1975, father), Penny Powers (Born 1972, mother, CEO of Powers Holdings Inc.), Tracy Powers (Born 2003, sister, CEO of Powers Holdings) Description: Age: 16 (DoB: 2007 [May 27] Gender: Male Ethnicity: Caucasian Height: 6'1'' Weight: 200 lbs. Eyes: Light blue Hair: Blonde Parker has short blonde hair, and light blue eyes that seem almost inhuman in color. He has an athletic build, somewhat powerful build. He tends to stand up straight, and will usually have a friendly smile on his lips. While in normal clothes, Parker tends to wear dress shirts and ties, ranging from solid colors to more abstract shapes and colors and to cartoon characters. He will usually wear dark pants or jeans, often in contrast to his shirt and tie. He has a habit of using his hands much when talking, gesturing to get his point across. As Spaceman, Parker wears a primarily white costume, with a black triangle shape at the top of his chest, starting from his solar plexus. He wears a black cape directly attached to the black area of his costume, near his shoulders. In the center of the black area on his chest, he displays his logo, a stylized golden "S". He wears a golden belt and golden armbands. He wears no mask. When he uses his powers, black bubble-like krackle tend to appear around him, growing in size and intensity the greater the feat. History: Peter and Penny Powers: What had started as a business partnership had evolved into romance and eventually marriage. Philanthropists, adventurers, explorers, they travelled across the world, spending their wealth and time to try and make the world a better place. Penny came from old money from the Freedom City Powers family, but she was all too happy to take Peter up on his offer to actually start using that money for good. Not even the birth of their daughter Tracy seemed to slow them down. During late August 2006, when their daughter Tracy was 3, the Powers family visited one of the many laboratories that Penny had set up, one that was researching alternative sources of power. One particular research group led by one Doctor Joseph Siegel was working on a device that would siphon energy from a theoretical buffer zone that laid between universes. While Doctor Siegel explained the machine and its potential uses to the Powers couple, young Tracy grew restless and bored, and started toying with the machine, unnoticed by all. One fateful click of a button, and Penny was bombarded with a cascade of rainbow energy from the machine. She screamed in shock, but the shock soon turned to confusion, as it seemed to be nothing more than colors. While Doctor Siegel scrambled to shut off the machine and was quick to apologize and subject Penny to a number of tests, all but one came up as negative: Penny was unharmed by the burst of energy, but she was pregnant with the Powers couple's second child. The experiment into the theoretical buffer zone continued, before eventually being shelved a few years later. On May 27nd the following year, Parker Powers was born into a loving family. A doting older sister, parents that loved both siblings and did their best to teach them wrong from right, to threat everyone with respect and offer what help they could. In short, the Powers children were taught to believe in truth and justice, and to always apply those lessons to the best of their abilities. They attended the very best private schools in Freedom City, both Parker and Tracy loving the old Freedom Friends cartoon. Parker in particular idolized the Centurion, while his sister was always more fond of the Daedelus. The siblings were inseperable, spending virtually all their time together. In 2007, on his tenth birthday, Parker first displayed super human abilities, as he found himself floating above the ground. Tracy was of course the first to discover it, even when Parker tried to keep it hidden. Still, after some experimentation where they discovered that flight was simply the first of Parker's abilities, the siblings came clean to their parents, revealing Parker's ability to seemingly manipulate space itself. While worried for their child's safety, Penny and Peter showed nothing but love for their children as they did their best to help Parker understand his strange new abilities and what he could do. Still, despite his parents' help, it was Parker's sister that helped him understand how he could use his abilities on not just the world around him, but himself as well, allowing him to emulate several abilities of his heroes. Parker spent the following years struggling with his powers and keeping them to himself, but with everything he had been taught and how he had been raised by his parents, it felt wrong to not use his powers to help others. Eventually, he enrolled at Claremont Academy in an effort to master both his powers and learn to become a true hero. Personality & Motivation: Parker is a confident young man, who is nonetheless struggling with the complexity of his power and what he might end up doing if he is unable to control them. While acting in his secret identity, he hides some of his confidence and changes his posture, hunching over somewhat and doing his best to appear different from his Spaceman identity. He has a strong sense of justice and has trouble accepting being unable to help others, even if he has to keep his identity secret. While acting as Spaceman, Parker tries to act much like he saw Centurion do in the old Freedom Friends cartoon: He is a champion, a defender, standing up for everyone in danger. He focuses on keeping people safe and tries to avoid violence whenever possible. If he finds himself believing that a villain can be redeemed, he will try to help them to the best of his ability, whether behind the scenes or with their knowledge, depending on their individual needs. Powers & Tactics: Parker tends to present himself as a typical paragon. Strong, fast, tough and can fly. While the more advanced uses of his powers are not exactly a secret, its not something he will boast about using. Spaceman's first priority is keeping people safe and out of harms way, and he prefers to solve conflicts through words. If the situation allows him to talk down a foe instead of fighting them, he will attempt to do so. Power Descriptions: Parker's powers come from a peculiar connection to Z-Space, the realm between universes in the multiverse. On top of a general physical enhancement, giving him greater reflexes and making him physically tougher, the connection allows him to manipulate space, the distance between two objects. He has a total spatial awareness and a constant sense of the exact distance between everything around him. He is also granted a peculiar ability to seem unassuming and have a forgettable apperance when he is out of his costume, an unconscious effect of his connection to Z-Space, a sort of dimensional ripple effect that makes him harder to recognize By manipulating the distance between himself and other things, Parker can fly, or, by moving himself instantly, achieve a teleportation effect. Turning his powers on himself, he can make himself harder to hurt and move or stronger by increasing his molecular density and space, or become incorporal by decreasing his molecular space. Turning his powers outward, Parker can decrease the distance between himself and his targets, allowing him to hit someone far away, even from different angles, or alternatively to hit everyone in an area at once, applying the full force of his strength at once. He can change the physical distance between two objects, effectively moving them through space, slam space itself into a target, create a sense of vertigo by manipulating the distance that a target's senses inform them about, or even effectively locking a target in place by increasing the distance between them and everything around them. As Parker uses his powers, black bubble-like krackle tend to appear around him, growing in size and intensity the greater the feat. Complications: Chronic Hero Syndrome: Parker has always had some serious issues with not helping those in need. Walking ladies over the street, getting beat up fending off muggers, you name it. This makes it very difficult for him to ignore someone in need, a fact that can, and has been, used against him numerous times. Deviant Doctor: Spaceman has earned the attention of a villain known that he knows only as Doctor Deviation, though he so far knows little about her, aside from that fact that she is a villain and primarily acts through various minions. While Doctor Deviation will never do anything to target Spaceman's family and friends, she is prone to aiding other villains when fighting Spaceman, either by sending minions, directly interfering or simply finding ways to make the situation more difficult, earning Parker a Hero Point from the GM in the process. Son, Brother, Hero: Parker has a lot of responsibilities to his family. While his family might be understanding, that doesn't mean Parker won't feel responsible if he lets them down. The GM can award Parker with a Hero Point if he ends up in a situation where having to choose between his responsibilites somehow hinders Parker, including putting them in harms way, or even just having to answer a call from his mother who wants to chat while he is fighting Gargaton the Unspeakable. Redemption Sponsor: Even if he is by no means naive, Parker would much rather redeem any villains or criminals into using their abilities for the good of society and others, rather than just beat them up. Of course, they have to be judged as the law dictates, but before, during and after serving their sentence, he is more than willing to help them. This also means that, if it is possible in the situation, Spaceman will often try to diffuse a situation without violence, and at least offer a villain a chance to surrender and turn their skills to good before a fight. A GM can award Spaceman a Hero Point if this stalls him during a battle or gives the villain a chance. Secret Identity: Parker's parents and sister knows of his secret identity, though as the son of the owners of Parker Holdings Inc., getting found out might put his somewhat well known family in trouble. Z-Spaceman: While he is aware that his powers are tied to somewhere or something else, Parker doesn't know how deep this connection runs, or just how the connection works, but it gives Parker a certain feel and background radiation that interdimensional travellers tend to be able to sense, attracting him a lot of the wrong kind of attention. The GM can award Parker a Hero Point if someone being able to sense or detect him due to being interdimensional travellers or having the right equipment causes trouble. Abilities: 0 + 2 + 2 + 6 + 6 + 8 = 24PP Strength: 10 (+0) / 26 (+8) w. Spatial Strength Dexterity: 12 (+1) / 16 (+3) Constitution: 12 (+1) / 32 (+11) w. Enhanced Constitution Intelligence: 16 (+3) Wisdom: 16 (+3) Charisma: 18 (+4) Combat: 16 + 4 = 20PP Initiative: +3 (+3 Dex) Attack: +8 Base Defense: +5 (+2 Base, +3 Dodge Focus), +1 Flat-Footed Grapple: See table below Knockback: -5 (TOU 11/2) / -18 (TOU 3/2, -8 Imp. TOU, -10 Spatial Constant) Grapple Table Total Score Base Attack (BA) Increase Molecular Space (IMS) Infinite Reach + Spatial Strength (IR) Change Physical Distance (CPD) Values +8 +10 +15 +28 BA +8 +8 CPD +24 +28 IMS +18 +8 +10 IR +23 +8 +15 IR+IMS +33 +8 +10 +15 Saving Throws: 0 + 3 + 7 = 10PP Toughness: +11 (+1 Con, +10 Enhanced Con) Fortitude: +11 (+1 Con, +10 Enhanced Con) Reflex: +6 (+3 Dex, +3) Will: +10 (+3 Wis, +7) Skills: 56R = 14PP Bluff 6 (+10) Diplomacy 11 (+15) Gather Information 6 (+10) Knowledge [Behavioral Sciences] 2 (+5) Knowledge [Physical Sciences] 7 (+10) Language 3 (Native: English; French, German, Spanish) Medicine 2 (+5) Notice 7 (+10) Search 3 (+6) Sense Motive 7 (+10) Survival 2 (+5) Feats: 11PP Benefit 2 (Wealth) Chokehold Dodge Focus 3 Improved Grab Improved Grapple Interpose Luck 2 Powers: 27 + 22 + 35 + 11 + 6 = 101PP Enhanced Physiology 5.4 (27PP Container) [27PP] (Descriptors: Physical Mutation, Z-Space) Enhanced Constitution 20 [20PP] Enhanced Dexterity 4 [4PP] Feature 1 (Forgettable appearance out of costume) [1PP] Flight 1 (Flight Speed: 10 mph, 100 ft./rnd) (Stacks with Spatial Flight from Space Movement Array) [2PP] (Descriptors: Spatial Flight, Space/Spatial, Personal Spatial Placement Manipulation) Stacked Power: Flight 5 (Feats: Subtle 2) (Flight Speed: 250 mph, 2500 ft./rnd) (Descriptors: Spatial Flight) Personal Space Control Array 10 (20PP Array; Feats: Alternate Power 2) [22PP] (Descriptors: Mutation, Space/Spatial, Z-Space, Personal Density Manipulation) BP: {8 + 10 = 18/20} Impervious Toughness 8 [8PP] (Descriptors: Increase Molecular Density) Immovable 10 [10PP] (Descriptors: Spatial Constant) AP: Insubstantial 4 (Incorporeal) {20/20} (Descriptors: Decrease Molecular Space) AP: Super-Strength 10 (+50 Strength to checks; Carrying capacity: Heavy load 51.2 tons (base), 417 tons (Spatial Strength)) {20/20} (Descriptors: Increase Molecular Space) Space Control Array 16 (32PP Array; Feats: Alternate Power 3) [35PP] (Descriptors: Mutation, Space/Spatial, Z-Space) BP: {12 + 16 = 28/32} (Descriptors: Personal Space Manipulation) Elongation 7 (Feats: Indirect 3, Subtle 2) (Reach: 500 ft., range incr 70 ft.) [12PP] (Descriptors: Infinite Reach, Distance and Position Manipulation) Enhanced Strength 16 [16PP] (Descriptors: Spatial Strength) AP: Move Object 14 (Extras: Range [Perception]; Flaws: Distracting; Feats: Insidious, Precise, Subtle 2) {32/32} (Descriptors: Change Physical Distance, Distance and Position Manipulation) AP: Nauseate 8 (Extras: Range [Ranged]; Feats: Subtle 2) {26/32} (Descriptors: Vertigo, Sensory Distance Manipulation) AP: Paralyze 8 (Extras: Alternate Save [Reflex] (+0), Ranged; Feats: Subtle 2) {26/32} (Descriptors: Unending Prison, Distance Manipulation) Space Movement Array 5 (10PP Array; Feats: Alternate Power 1) [11PP] (Descriptors: Mutation, Space/Spatial, Z-Space) BP: Flight 4 (Feats: Subtle 2) (Flight Speed: 100 mph, 1000 ft./rnd) {10/10} (Descriptors: Spatial Flight, Personal Spatial Position Manipulation) Stacked Power: Flight 5 (Feats: Subtle 2) (Flight Speed: 250 mph, 2500 ft./rnd) (Descriptors: Spatial Flight) AP: Teleport 4 (Feats: Change Direction, Change Velocity) (Range: 400 ft. as move action, 1 mile as full action) {10/10} (Descriptors: Change Personal Position, Instant Personal Spatial Position Manipulation) Super-Senses 6 (Distance Sense, Spatial Awareness [Sense Type: Mental, Extras: Accurate, Acute, Radius, Ranged]) [6PP] (Descriptors: Spatial Senses, Enhanced Senses, Mutation, Space/Spatial, Z-Space) Drawbacks: (-0) + (-0) = -0PP DC Block Name Range Save Effect Attack bonus Unarmed Touch DC15 Tou (staged) Damage +8 Unarmed – Infinite Reach + Spatial Strength Touch at 500 ft. Range incr: 70 ft. DC23 Tou (staged) Damage +8, Elongation 7, Indirect 3, Subtle 2 Change Physical Distance - Thrown Objects 140 ft. DC23 Tou (staged) Damage Perception Range, Insidious, Precise, Subtle 2 Vertigo 100 ft. DC18 Fort (staged) Fail: Sickened 2nd Fail or Fail >5: Nauseated 3rd Fail or Fail >10: Helpless +8, Subtle 2 Unending Prison 100 ft. DC18 Ref (staged) Fail: Slowed 2nd Fail or Fail >5: Paralyzed +8, Subtle 2 Totals: Abilities (24) + Combat (20) + Saving Throws (10) + Skills (14) + Feats (11) + Powers (101) - Drawbacks (0) = 180/193 Power Points
  18. Nevermore will lay down some cover to give everyone else a chance of getting out of there. Let's say a Darkness descriptor Obscure, and move in to protect the crowds, looking for anyone in danger of being grabbed by the wolves. His suit allows him to see in darkness.
  19. Pan stares at the man with the oh so many eyes, a playful smile playing over his lips, as he moves around him, flying with a flitter of golden glitter, trying to keep Argus' eyes on him. "Oh, yes, I am, after all, but forever a boy," Pan responds to the thing with so many eyes, "but you? You seem the type to see everything, yes? So, please, indulge me: Do you know anything about the occassion? Why is Hades hosting something as grand as this, now of all times? There must be some reason." And after all, why would he not tell Pan what he knew? Pan is, after all, such a friendly fellow, one that Argus can probably do nothing but like, especially when someone is subtly shifting his emotions around.
  20. GM The man in red and green smiles, and with a flourish, he takes Grimalkin's hand and kisses the back of it. <"Ah, you must be Grimalkin. I am an international agent, my lady. I go where I am told to go, and I fight the villains I am told to fight. All part of the job."> His response is in equally perfect Parisian French, then he stands up. "You may call me The Hood, my friend," he continues, directing his words at Ghost. "And you must be Ghost, no? And..." he pauses as he stops to look at the other two, shrugging with an apologetic expression. "I am afraid I do not know who you are."
  21. GHOST Ghost looks between the man, Grim, and the two kids... and the villains they've taken down. A.E.G.I.S. showing up makes sense, he guesses, but this seems a bit too small for them? "Huh. You speak French?" he asks Grim, sounding genuinely surprised, before turning to the man. "Look, buddy, I got absolutely no idea what she just said, so: Who the hell are you? Haven't ever heard of you before."
  22. "... Huh. Not Freedom anymore..." Charlie murmurs, as he pulls a small silver grenade from his belt, tossing it up and catching it again. "We gotta get people clear, and probably try to stop the bear and wolves, then, y'know, figure out what's going on." Quick moment, figure out what's going on. "MG, you want the bear or the civilians?"
  23. Sorry for the long wait. Alright, Initiative: 19, and Casey should go first with her higher bonus. Charlie is gonna jump into the thick of it, either going for the big bear or for the civilians, depending on who Casey goes for... but first, barking orders!
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