Jump to content

Quinn

Members
  • Posts

    2,341
  • Joined

  • Last visited

Posts posted by Quinn

  1. "...yeah." He'd clamped his jaw shut tight when Bombshell walked in - she could feel red eyes tracking her across the floor. Talk about veteran support - the urge to ask for her autograph went through his head just as quickly as supposing precisely how much she'd laugh if he did. A deep breath, and his cool baritone filled the air. Practiced, cold, and professional. Didn't quite hit walking-across-your-grave level, of course, that was reserved for real bad guys.

     

    He tapped the slate in his hand, in turn, and the runes lit up - webs of light coming up in a whorl, coalescing into a 3D wire-frame of the building, with strange arcane sigils marked all over the place. Mostly the upper floors, thankfully.

     

    "...four points. First, paralysis is a bit of a misnomer. It's more a rabbit snare. If you're lacking an ID stone, you'll find your feet stuck to the ceiling. Cheapest iteration of the trap - good news is it has a major flaw. Crack the ceiling tile, kill the power to that room or hallway. Assuming the central nexus linked to the ley-line passing through the basement isn't killed, then it's just a matter of doing a little property damage. Would rather avoid it, but there's your contingency."

     

    Tap-tap. "Second, there's a failsafe in place in the event that network goes down - a magical faraday cage. Rune plates will light up on the corners of the top three floors - housing the main computer nexus, CEO's office, and R&D vault. Anything powered by aetheric energies, supernatural, whatever - banished, deactivated, or simply doesn't come up. It's like a static field that disrupt-and you don't care. Moving on." Cough. Tappity-tap. "Only way to circumvent it would be to pry out the plates from the insulation, so don't bother. Talismans won't work, but neither will their recognition system - it'll be back to basics at that point. Stick to mundane technology up there."

     

    Tappity-tap. Two rooms got lit up, and two wire-frame heads that slowly got covered by skin and...wait - he whacked the slate on the side, THEN they got covered by skin. First was a bald, scarred man, who looked like he had no neck - just muscle.  "Third. Chief of security - one Victor Baldwin, alias Viktor Laszlo, alias 'The Piemaker of Kiev'. Ex-Spetsnaz, former Russian mafiya, wanted in three European countries for assault, murder, corporate espionage, corporate sabotage, and tax evasion. Don't be fooled by his charming looks - he's got about fourteen unsolved cases to his name working for Daystrom, mostly corporate rivals and lawsuit plaintiffs. Also three successful mid-card title bouts in the Circus Maximus. He's mean, he's easily ticked off, and he knows how to fight dirty. Prefers fists to firearms, but he'll use the latter if given a chance."


    Tappity-tap-tap. A distinguished older gentleman, with steel-grey hair, and a silver beard. Very respectable-looking, even striking, if you went for older guys. Only problem is that sneer almost permanently grafted onto his face. Very nasty. "Richard Daystrom. CEO of Daystrom Industries, patron of the Circus Maximus, frequent world traveler, and all around horrible human being. Successfully made his way to the top of his class in Harvard using a combination of bribery, blackmail, and - you don't care." Cough. "Suffice it to say he's got a rap sheet as long as Pseudo's arm. Unfortunately, a corps of lawyers willing to sue anything in sight has left him fairly untouched. At least until now."

     

    Tap. The wire-frame rotated, leaving it up for anyone who wanted to examine it. "Daystrom should be absent for a weekly golf game during our projected time, but any emergency will bring him running. Baldwin will be on station, however - we can either take him out or attempt to avoid him." He left Terrifica to answer Bonfire's questions.

  2. Player's Name: Quinn
    Character's Name: Outlaw

    Power Level: 10 (150/153PP)

    Trade-Offs: -2 Attack / +2 Damage, -2 Defense / +2 Toughness

    Unspent PP: 3PP

     

    Description:

    Alternate Identities: Jacob Cross

    Identity: Public

    Birthplace: Hempstead, TX, USA.

    Occupation: Student

    Affiliations: Claremont Academy

    Family: James Cross (Father), Harriet Cross-nee-Prophet (mother).

     

    Age: 16

    Gender: Male

    Ethnicity: Caucasian

    Height: 6’4”

    Weight: 164 lbs.

    Eyes: Red

    Hair: Auburn, occasionally on fire.

    Jake’s looks match the drek he’s had to deal with over the years – which is fairly sad, because if he managed to untwist his look from the near-permanent scowl on his face, he’d actually look pretty darned handsome. He’s tanned, well-muscled – plenty of work to be done around the farm, keep him from thinking too much. Clean-shaven, oddly, even with that strong chin; try as he might, he can’t seem to grow a beard.

    He dresses pretty plainly, for the most part – his day wear’s a pair of sneakers, blue jeans, and sleeveless shirts (since his fire spreads up from the hands when he’s really agitated, means he can usually catch it at the elbow before it lights his shirt on fire – more difficult with long-sleeves). On the job, he dresses in a costume made himself; a blue poncho with gold stylized flame embroidery, and Claremont Academy uniform pants and boots (also in blue and gold). A belt lined with energy drink cans and a brass plate vest with odd technological gewgaws lie below the poncho, as well (the closest metal he could get to the uniform color). A domino mask and bandanna (blue) hide his identity in turn, under a broad-brimmed leather hat. He’s taken to the school colors fairly well, actually.

     

    History:

    It’s hard to deny, and Jake really won’t even try, that the young hero’s upbringing was fairly cliché. The Cross family owned a plot of land a few miles outside of Hempstead, Texas; not very large, but good earth. A good retirement for a pair of broken-down old heroes; James Cross, alias The Silver Rider, and Harriet Cross-nee-Prophet, alias Ace High. They used to work the streets of Houston for decades, until the Terminus Invasion – as with many across America, they’d flooded with fist and courage into Freedom City, and watched the Centurion fall. In turn, they’d had their own spirits for the life of justice and freedom broken in turn; years of fighting having wore them down. They found themselves working together during the deconstruction, and eventually struck up an acquaintance – ultimately falling in love and choosing to retire together.

    They actually found it funny they’d never really fallen in together back home – maybe it was just the closeness of death that finally kickstarted it? Or maybe just good luck. Either way, they hung up the mask and cowl and settled down to a simpler life. For a while, at least. To a degree, they honestly didn’t expect the world would last as long as it did, after having seen what Entropy wrought. They even prepared a shelter for the inevitable next invasion…but it never came. It took almost five years for it to truly sink in to them that the world had been saved, in truth.

    Their neighbours picked up on the change overnight – James found in himself a new zest for improving their home, and began really turning that old house into something special; in turn, Harriet dove headfirst into the mechanics of the machines they used; using her old gadget know-how to turn their old tractor into a force to be reckoned with! The Fieldminator 7000!

    And, as in all things heroic, they began to notice each other more and more in…er…different ways; beyond the loving company they simply reveled in over the past five years. Took them another two before Jenny finally had a young boy – on March 16th, 2000, Jacob Cross hit the atmosphere. And on March 20th, 2000, lit it on fire.

    The genes were probably from Harriet’s side, they agreed. Her family had had a legacy of heroism stretching back to the founding of the ‘States, and while James had got his power from an incident with a radioactive horse, it wasn’t something likely to pass down in the family line. Still, he was their kid, even if he had a tendency to burp out a flame now and again. And hey, it meant he’d never want for protection when he grew up, right? In hindsight, the fact that the flames were black and red should have been an indication, but they were so happy with having a child to raise that they ignored it.

    They did ignore it, too – ignored it as he grew up a happy young boy who would run around chasing the chickens and spooking the horses, ignored it as he went to elementary school in a town a half-hour drive from the farm and showed off the fun smoke signals he could cough out after chugging down a can of Red Bull (and proceed to be hyper as heck the rest of the day), and ignored it right up until the year before he went to high school, and the wrong person heard about the color and shape of those flames.

    Honestly, it was nobody’s fault that it wasn’t caught sooner. They lived in a pretty rural area, and it wasn’t like the young man was going about burning down houses or causing mayhem. In fact, outside of some shows for his little friends now and again and the occasional declaration to his parents he’d grow up to be a Big Hero like them, or the famous Pale Ranger, or Adam Prophet (his mom raised him on bedtime stories about her great-great-great-great-great-etc. grandpappy), or Emily Swift (Harriet’s personal hero), or whoever had captured his young imagination at the time – he hadn’t really done much to draw big attention to himself.

    Which meant when a group of The Fellowship kicked in the door one August night, wanting to see if the kid was what they thought it was, it came as one hell of a nasty shock.

    It was an ugly fight. James and Harriet may have been retired, but they’d been prepared for a Second Terminus Invasion for years – even if they’d fallen off the wagon a few years back. They’d taught their son how to fight, too – how to throw a punch, and how to pack enough firepower into that punch to knock out a thug clean. In turn, this batch of Fellowship agents were damned determined, and they outnumbered the family five to one; sometimes T-babies didn’t want to come quietly, or accept the inevitability of their superiority over the common man. By the end of the mess, the farmhouse was in flames, both Crosses were laid out flat – thankfully alive – and Jake was thrown into the back of an old van, with a slightly singed wild-eyed zealot explaining how he was the new face of the world, how he was blessed by entropy. How they’d seen in that fight that he really was a Terminus-blessed demigod!

    Jake…didn’t take it well. In fact, he spat in the man’s face, swearing up and down it wasn’t true. Right up until the man lit up his eyes with the fires of Entropy, grinning.

    He really didn’t take that well.

    We’ll gloss over the finer details of the situation – the fleatrap motel they hunkered down in, the endless natter about how pleased their superior would be, how awesome it was to find a T-baby this potent, how those two idiots had looked when the door was kicked in; sure, they’d lost half their number to traps, tricks, and good one-two punches, but it was totally worth it. As soon as the teenage T-baby woke up from that catatonic trance, he’d thank them!

    See, Jake had also grown up knowing what made his parents quit. He knew full well what Omega was, and what he’d done to the hero of heroes. And that thought just kept going through his head, over and over – that what powered him up, that fun little flame, that he’d played with his friends with, that he’d said he was going to be a hero with, had broke his parents and killed so many people and it was in him it was in him it was in him he couldn’t control that he couldn’t use that to help people it had killed people he would kill people he was a monster.

    He didn’t roast them alive when he woke up, but it was a near thing. Something in him cracked when he finally came to that conclusion. His whole self, restraints and all, lit up in a pyroclasm that set the whole motel ablaze with black fire. He managed to seize some control when he heard the screaming, saw the fleeing figures, and tore the fire back into himself – but the damage was done. And when the firefighters arrived and saw him, and the cops arrived and saw him, and the press arrived and saw him, it was all over but the crying.

    They returned him home, eventually. After about a day of questioning, suspicion, threats, even a government agent who narrowly ended up having him assigned to some kind of project and a whole lot of supervision – but when his mom came in and hugged him and told him everything was going to be alright, and his dad nearly threw that suited clown out, well…he didn’t quite push them away, but he mutely went with them. Even started to think it wasn’t all bad.

    First year high school was all that bad – started to feel like he was on a roller coaster, actually. Huge up, then the plummet, and man did it go downhill fast. The press had had a field day with the ‘Dangerous Terminus Child’ living on the ‘Death Ranch’, how he’d only narrowly escaped arrest and censure because of his ‘age’ and how his parents had ‘refused comment’ on how he was going to be kept safe and away from ‘normal’ people. He didn’t get pushed around, mind – when you have to wear a limiter vest (supplied by his mother, who still had the gift), and can still light things on fire with your mind, that’s something nobody’s likely willing to risk – but a guy can feel pretty lonely when nobody’s wanting to even say word one to you. And teachers, well, they have to help you – that’s in their job description – but them throwing shifty eyes to any doorway or window when you start to back-talk and shuffling sideways like they’re about to run; that can wear a teen down pretty fast too.

    Ultimately? He started skipping more often than going. Then he started running with a rougher crowd that liked what he could do. Laughed when he breathed some sparks, or blew smoke outta his nose, making people jump or run. Didn’t last long, though, when they started to flinch when his temper got up and his arms started to light up. And he wasn’t bad enough to go looking for a gang – even with all that’d happened, his parents still raised him right, damnit. He just finally sort of gave up the whole idea of being anything more than a delinquent. Not quite a bad guy, he couldn’t make that leap; but smoking behind the school, sneering when people flinched, slouching in the back of the classroom – he just gave them what he expected to see.

    Broke his parents’ hearts to see it, though – least until they got a call from a very concerned citizen in a city they’d been to once or twice…

    They packed him up with a costume, a letter, a corned beef sandwich for the trip, and a long explanation – one he didn’t quite buy. A new school. Several states away. They weren’t getting rid of him, but he couldn’t learn and grow here, not as things were. There – things would be better. He could be his own person, instead of what they saw or thought. He had family there, old family, who would help him out – the Prophets still had relatives there who knew and loved him, even without meeting him. He could still be a hero, if he tried. It scared them, more than anything else, what might happen to him; but they knew he needed it. Even if he didn’t think he did.

    So Jake, sixteen, gruff, surly, fearful of himself, and entirely too stuffed to the gills with teenage angst, was sent off to Claremont Academy, Freedom City. He kept the costume – even if he chucked the sandwich halfway through the bus trip and bought a burger instead. Didn’t quite take the original name he’d planned for himself, though. If Claremont wanted him to try to be a hero; and he was still hesitant, a T-baby would never make a good Marshal.

    But an Outlaw

     

    Personality & Motivation: Outlaw/Jake’s a teenager at odds with himself. Granted, that’s not exactly news to any high school guidance counselor or psychologist, but in his case it’s a bit more literal. Moreso if there are any flammable objects around. To the average eye, he’s a surly teenager. He talks back, he slouches, he acts grumpy, and his whole demeanor screams “I am a porcupine. Come close and I will poke you.” He acts this way.

    If you managed to crack his shell, though, you’d find Jake to be a passionate, even hot-tempered young man. He wants to do, to be, to act – very much like the fire in his belly. He doesn’t want to sit back there and growl at people – he wants to be the life of the party, to pull off little party tricks and make people laugh, to see someone smile at him, and be able to smile back. Make people happy, more than happy. He grew up with parents and stories of men and women who made the world a better place, and he wants to live up to that, more than anything. He is this way.

    Power Descriptions: Jake’s not a subtle teen when it comes to slinging his power. When he lets rip, it’s with gouts and jets of black and red entropic fire – used to be he thought that was special and fancy, now he almost hates to see it. Came to terms with that, at least, a while ago.

    Still, there can be some variation in it – for his basic blasts he generally indulges in the old Western standby of a finger gun from the hip (he takes what fun he can get) – those blasts being thin and precise, along with fast and rapid-fire. In close-range, not near as elegant, just an open palm, fist, or foot covered in fire to the tender bits; his mom taught him how to fight close-up. For the bigger blasts, his gestures get larger and more elaborate; hence the poncho (he needs the arm room) – his biggest being just one great big fireball hucked with both hands. He vastly prefers to avoid doing that, though.

    In a pinch he can light his whole self up – but he didn’t make a habit of that until he got the morphic molecule costume. As it stands, he’s managed to develop a defensive blaze that intercepts shots or simply discourages them through heat. Same color, but in twisting loops around him. Even worked out a neat trick of using fire blasts through the feet to fly. He actually cracked a smile when he learned how to do that.

    Powers And Tactics: If it’s one thing Outlaw’s tactical doctrine espouses – it’s caution. Which comes as a fairly difficult thing when the angrier you get, the more likely you are to burst into flame.

    In truth, if he had his druthers, he’d only ever fight close-in with bare-knuckles, and save the fire for non-living targets. He generally opens with that, in turn; punching with point-blank low-power blasts in each fist. Escalation of force is a principle he’s drilled into himself over and over again since he was told he could learn to be a hero at Claremont, and he’s one he’s determined to stick to – possibly to an unsafe degree.

    Still, he’s not a complete pacifist. If the enemy isn’t going to go down with a few punches, and he knows he’ll get turned upside-down getting in close, he’s got no problems with taking to the air and letting rip with precision long-range shots. Even then, though, he’s sometimes a bit too careful about lining up that shot to make sure it won’t really hurt…

     

    Complications:

    Burn It To The Ground: Problem with being a fire controller with control issues is it’s real easy to accidentally spook and/or cook your neighbours if you aren’t careful – that’s why he wears the vest. It’s like a big warm heavy metal snuggie that protects him and everyone around him, except when it doesn’t. A GM may offer a Hero Point when the actual nullifier effect of the vest is damaged – under those circumstances, all of Outlaw’s powers immediately gain the Uncontrollable Flaw, and may backlash on him (Immunity does NOT apply in this situation).

    Figured You Out: Let’s face it. T-Babies do not have the best press in the world – and when your reveal as a T-baby was in a paroxym of terror and self-hatred that nearly burned down a motel (no fatalities, thank God) and throwing around one of man’s most primal fears (FIRE BAD), that doesn’t do wonders for your image when the newshounds start working you over. GMs may offer a Hero Point when the bad press from Outlaw’s kidnapping influences someone’s actions or decisions toward him.

    Saturday Night’s Alright For Fighting: Which leads to the third part of Outlaw’s problems. He’s got…temper issues, sometimes. He’s handling it, at least, and it helps that he knows the consequences of letting off the leash – but sometimes if he gets real mad, it’s hard to think straight; and then the fire starts creeping up his arms before he knows what’s going on. Even the Nullifier Vest can’t keep it down when he’s that hot under the collar. A GM can offer a Hero Point when Outlaw’s anger issues cause him to do something that makes the situation worse – or force him to try and cool himself off when he really should be getting angrier.

    Rockstar: Besides being a bit of a caffeine addict, there is a reason Jake keeps multiple cans of sports and energy drink close to hand. See, the trouble with slinging a lot of power is you can get exhausted quickly - and when your power is fire and heat, sometimes you need to refuel. He's found different substances help, energy drinks to provide a jolt and a bit of extra flame when he's feeling low, and sports drink when the sheer heat began to dehydrate him. A GM may offer a Hero Point to force him to take a turn refueling or rest up - or even stop one of his powers cold - or have him actually run out/forgot his supplies.

    Gotta Be Somebody: And then there's the unfamiliarity problem - let's face it, despite his gruffness and attempts at worldliness, Jake's not exactly a big city kid. He grew up surrounded by cornfields, barnyard animals, and assorted back roads - not the gleaming silver spires that make Freedom City the city of the future! More often than not it's easy for him to get surprised or even overwhelmed by the sheer scope and mass of daily life in Freedom City; thank heaven Claremont's campus is, for the most part, fairly sedate and quiet. Right? A GM may offer a Hero Point when his unfamiliarity with the big city can cause trouble - whether not knowing roads or directions, or being distracted at an inopportune moment by something completely out of his experience.

    Edge Of A Revolution: Jake once saw a play in-city, and a line from it’s stuck with him for years since. “And therefore, since I cannot prove the lover / to entertain these fair well-spoken days / I am determined to prove a villain / and hate the idle pleasures of these days.” If the world thinks he’s a loose cannon waiting to go off? A delinquent and thug? A nascent monster who can’t be trusted? Well, he’s tried long enough to change minds, and got sand kicked in his face for it. A GM can offer a Hero Point when Outlaw’s bitterness causes him to act gruff and mean instead of trying to reach out.

     

    Abilities: 0 + 0 + 4 + 0 + 0 + 6 = 10PP

    Strength 10 (+0)

    Dexterity 10 (+0)

    Constitution 14 (+2)

    Intelligence 10 (+0)

    Wisdom 10 (+0)

    Charisma 16 (+3)

     

     

    Combat: 8 + 8 = 16PP

    Initiative: +4

    Attack: +4, +8 energy attacks

    Grapple: +4

    Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed

    Knockback: -1, -6 w/ Force Field

     

     

    Saving Throws: 6 + 8 + 7 = 21PP

    Toughness: +2/+12 (+2 Con, +5 Force Field [Impervious 5], +5 Protection [Impervious 5])

    Fortitude: +8 (+2 Con, +6)

    Reflex: +8 (+0 Dex, +8)

    Will: +7 (+0 Wis, +7)

     

    Skills: 40R = 10PP

    Concentration 10 (+10)

    Handle Animal 3 (+6)

    Intimidate 12 (+15)

    Notice 10 (+10)

    Sense Motive 5 (+5)

     

    Feats: 11PP

    Accurate Attack

    Dodge Focus 4

    Fast Task (Startle)

    Improved Initiative

    Precise Shot

    Luck 2

    Startle

     

    Powers: 42 + 12 + 8 + 10 + 10 = 82PP

    Heartburn Array 18.5 (37pp array; Power Feats: 3 Alternate Powers, Accurate 2) [42PP]

    • Base Power: Blast 12 (Feats: Variable Descriptor, Extras: Autofire) [37PP] (Fire/Entropy) (Fire Bolts/Punches)
      Alternate Power: Blast 10 (Feats: Variable Descriptor, Penetrating 3, Knockback 3, Extras: Area - Burst) [37PP] (Fire/Entropy) (Fireball)
      Alternate Power: Fatigue 12 (Feats: Variable Descriptor, Extras: Ranged) [37PP] (Heat/Entropy) (Heat Blast)
      Alternate Power: Strike 9 (Feats: Variable Descriptor, Extras: Aura, Duration 2 - Sustained) [37PP] (Fire/Entropy) (Fire Aura)

     

    Flight 6 (500 MPH) [12PP] (Foot Jets!)

     

    Armored Nullifier Vest (10 pp Container; Flaws: Hard-To-Lose) [8 pp]

    • Protection 5 (Extras: Impervious) [10 PP]

     

    Force Field 5 (Extras: Impervious) [10PP] (Entropic Aura)

     

    Immunity 10 (all fire effects) [10PP]

     

    DC Block:

     

    ATTACK            RANGE     SAVE                                       EFFECT

     

    Unarmed           Touch     DC 15 Toughness (Staged)                   Damage

     

    Aura              Touch     DC 24 Toughness (Staged)                   Damage

     

    Blast [Autofire]  Ranged    DC 27 Toughness (Autofire, Staged)         Damage

     

    Blast [Burst]     Ranged    DC 22/27 Reflex (Area)/Toughness (Staged)  Damage

     

    Fatigue           Ranged    DC 22 Fort (staged)                        Fatigued/Exhausted/Unconscious

     

     

     

    Abilities (10) + Combat (16) + Saving Throws (21) + Skills (10) + Feats (11) + Powers (82) - Drawbacks (00) = 150/153 Power Points

  3. Working Backstory for Outlaw - pre-edits!

     

    History:

                It’s hard to deny, and Jake really won’t even try, that the young hero’s upbringing was fairly cliché. The Cross family owned a plot of land a few miles outside of Hempstead, Texas; not very large, but good earth. A good retirement for a pair of broken-down old heroes; James Cross, alias The Silver Rider, and Harriet Cross-nee-Prophet, alias Ace High. They used to work the streets of Houston for decades, until the Terminus Invasion – as with many across America, they’d flooded with fist and courage into Freedom City, and watched the Centurion fall. In turn, they’d had their own spirits for the life of justice and freedom broken in turn; years of fighting having wore them down. They found themselves working together during the deconstruction, and eventually struck up an acquaintance – ultimately falling in love and choosing to retire together.

    They actually found it funny they’d never really fallen in together back home – maybe it was just the closeness of death that finally kickstarted it? Or maybe just good luck. Either way, they hung up the mask and cowl and settled down to a simpler life. For a while, at least. To a degree, they honestly didn’t expect the world would last as long as it did, after having seen what Entropy wrought. They even prepared a shelter for the inevitable next invasion…but it never came. It took almost five years for it to truly sink in to them that the world had been saved, in truth.

    Their neighbours picked up on the change overnight – James found in himself a new zest for improving their home, and began really turning that old house into something special; in turn, Harriet dove headfirst into the mechanics of the machines they used; using her old gadget know-how to turn their old tractor into a force to be reckoned with! The Fieldminator 7000!

    And, as in all things heroic, they began to notice each other more and more in…er…different ways; beyond the loving company they simply reveled in over the past five years. Took them another two before Jenny finally had a young boy – on March 16th, 2000, Jacob Cross hit the atmosphere. And on March 20th, 2000, lit it on fire.

    The genes were probably from Harriet’s side, they agreed. Her family had had a legacy of heroism stretching back to the founding of the ‘States, and while James had got his power from an incident with a radioactive horse, it wasn’t something likely to pass down in the family line. Still, he was their kid, even if he had a tendency to burp out a flame now and again. And hey, it meant he’d never want for protection when he grew up, right? In hindsight, the fact that the flames were black and red should have been an indication, but they were so happy with having a child to raise that they ignored it.

    They did ignore it, too – ignored it as he grew up a happy young boy who would run around chasing the chickens and spooking the horses, ignored it as he went to elementary school in a town a half-hour drive from the farm and showed off the fun smoke signals he could cough out after chugging down a can of Red Bull (and proceed to be hyper as heck the rest of the day), and ignored it right up until the year before he went to high school, and the wrong person heard about the color and shape of those flames.

    Honestly, it was nobody’s fault that it wasn’t caught sooner. They lived in a pretty rural area, and it wasn’t like the young man was going about burning down houses or causing mayhem. In fact, outside of some shows for his little friends now and again and the occasional declaration to his parents he’d grow up to be a Big Hero like them, or the famous Pale Ranger, or Adam Prophet (his mom raised him on bedtime stories about her great-great-great-great-great-etc. grandpappy), or Emily Swift (Harriet’s personal hero), or whoever had captured his young imagination at the time – he hadn’t really done much to draw big attention to himself.

    Which meant when a group of The Fellowship kicked in the door one August night, wanting to see if the kid was what they thought it was, it came as one hell of a nasty shock.

    It was an ugly fight. James and Harriet may have been retired, but they’d been prepared for a Second Terminus Invasion for years – even if they’d fallen off the wagon a few years back. They’d taught their son how to fight, too – how to throw a punch, and how to pack enough firepower into that punch to knock out a thug clean. In turn, this batch of Fellowship agents were damned determined, and they outnumbered the family five to one; sometimes T-babies didn’t want to come quietly, or accept the inevitability of their superiority over the common man. By the end of the mess, the farmhouse was in flames, both Crosses were laid out flat – thankfully alive – and Jake was thrown into the back of an old van, with a slightly singed wild-eyed zealot explaining how he was the new face of the world, how he was blessed by entropy. How they’d seen in that fight that he really was a Terminus-blessed demigod!

    Jake…didn’t take it well. In fact, he spat in the man’s face, swearing up and down it wasn’t true. Right up until the man lit up his eyes with the fires of Entropy, grinning.

    He really didn’t take that well.

    We’ll gloss over the finer details of the situation – the fleatrap motel they hunkered down in, the endless natter about how pleased their superior would be, how awesome it was to find a T-baby this potent, how those two idiots had looked when the door was kicked in; sure, they’d lost half their number to traps, tricks, and good one-two punches, but it was totally worth it. As soon as the teenage T-baby woke up from that catatonic trance, he’d thank them!

    See, Jake had also grown up knowing what made his parents quit. He knew full well what Omega was, and what he’d done to the hero of heroes. And that thought just kept going through his head, over and over – that what powered him up, that fun little flame, that he’d played with his friends with, that he’d said he was going to be a hero with, had broke his parents and killed so many people and it was in him it was in him it was in him he couldn’t control that he couldn’t use that to help people it had killed people he would kill people he was a monster.

    He didn’t roast them alive when he woke up, but it was a near thing. Something in him cracked when he finally came to that conclusion. His whole self, restraints and all, lit up in a pyroclasm that set the whole motel ablaze with black fire. He managed to seize some control when he heard the screaming, saw the fleeing figures, and tore the fire back into himself – but the damage was done. And when the firefighters arrived and saw him, and the cops arrived and saw him, and the press arrived and saw him, it was all over but the crying.

    They returned him home, eventually. After about a day of questioning, suspicion, threats, even a government agent who narrowly ended up having him assigned to some kind of project and a whole lot of supervision – but when his mom came in and hugged him and told him everything was going to be alright, and his dad nearly threw that suited clown out, well…he didn’t quite push them away, but he mutely went with them. Even started to think it wasn’t all bad.

    First year high school was all that bad – started to feel like he was on a roller coaster, actually. Huge up, then the plummet, and man did it go downhill fast. The press had had a field day with the ‘Dangerous Terminus Child’ living on the ‘Death Ranch’, how he’d only narrowly escaped arrest and censure because of his ‘age’ and how his parents had ‘refused comment’ on how he was going to be kept safe and away from ‘normal’ people. He didn’t get pushed around, mind – when you have to wear a limiter vest (supplied by his mother, who still had the gift with tech), and can still light things on fire with your mind, that’s something nobody’s likely willing to risk – but a guy can feel pretty lonely when nobody’s wanting to even say word one to you. And teachers, well, they have to help you – that’s in their job description – but them throwing shifty eyes to any doorway or window when you start to back-talk and shuffling sideways like they’re about to run; that can wear a teen down pretty fast too.

    Ultimately? He started skipping more often than going. Then he started running with a rougher crowd that liked what he could do. Laughed when he breathed some sparks, or blew smoke outta his nose, making people jump or run. Didn’t last long, though, when they started to flinch when his temper got up and his arms started to light up. And he wasn’t bad enough to go looking for a gang – even with all that’d happened, his parents still raised him right, damnit. He just finally sort of gave up the whole idea of being anything more than a delinquent. Not quite a bad guy, he couldn’t make that leap; but smoking behind the school, sneering when people flinched, slouching in the back of the classroom – he just gave them what he expected to see.

    Broke his parents’ hearts to see it, though – least until they got a call from a very concerned citizen in a city they’d been to once or twice…

    They packed him up with a costume, a letter, a corned beef sandwich for the trip, and a long explanation – one he didn’t quite buy. A new school. Several states away. They weren’t getting rid of him, but he couldn’t learn and grow here, not as things were. There – things would be better. He could be his own person, instead of what they saw or thought. He had family there, old family, who would help him out – the Prophets still had relatives there who knew and loved him, even without meeting him. He could still be a hero, if he tried. It scared them, more than anything else, what might happen to him; but they knew he needed it. Even if he didn’t think he did.

    So Jake, sixteen, gruff, surly, fearful of himself, and entirely too stuffed to the gills with teenage angst, was sent off to Claremont Academy, Freedom City. He kept the costume – even if he chucked the sandwich halfway through the bus trip and bought a burger instead. Didn’t quite take the original name he’d planned for himself, though. If Claremont wanted him to try to be a hero; and he was still hesitant, a T-baby would never make a good Marshal.

    But an Outlaw

  4. Perhaps it was a bit politic of Crow not to mention the primary reason he'd come was to make sure this really wasn't a band of criminals out to rob a legitimate enterprise. After all - when you got paid healthy sums by Daystrom Inc. several years ago to establish a magical security grid on top of their active security, then it would rankle like hell to find out that the company was in fact run by evil bad men who'd broken the law.

     

    In this millionaire's case - repeatedly.

     

    Oh, Vickie would never let him live it down.

     

    As it stood, while she was going through the details, Crow slid down from the ceiling; setting up some small stones, engraved with odd designs, in the background. When she finished, he put the finishing touches on the odd arrangement; took out a slate tablet covered in runes (oddly reminiscent of an iPad, strangely enough) - stepped aside, and nodded.

     

    "Good to go."

  5. Edited By Da Durf

     

    Okay, made a few tweaks to Crow's Sheet with the return!

     

    Spoiler

     

    Player's Name: Quinn
    Character's Name: Crow
    Power Level: 11/12 (180/180 PP)
    Trade-Offs: Defense +2 / Toughness -2; Melee: Attack -2 / Damage +2; Ranged: Attack +2 / Damage -2; Talon Barrage and Talon Wire: Attack +4 / Damage -4
    Unspent PP: 11
    Progress towards Gold: 60/90


    In Brief: A son of the Morrigan, child of the Irish gods, of the same blood borne by Cuchulainn. Without any superpowers. Heaven help him.

    Alternate Identities: Morgan Crowe
    Identity: Secret
    Birthplace: Boston, USA.
    Occupation: College student, magical security specialist (Crowe Security Consulting)
    Affiliations: Irish Pantheon (technically demigod), various insundri minor gods and spirits (troubleshooter), Claremont Institute (student), The Irregulars (founding member), Parkhurst Denizens (member).
    Family: Patrick Crowe - Red Hand (father), The Morrigan (mother).

    Age: 22 (DoB: Oct. 31, 1994)
    Gender: Male
    Ethnicity: Caucasian
    Height: 5'10"
    Weight: 180 lbs (approx.)
    Eyes: Gold
    Hair: Black

    Description: Morgan Crowe is, in a word, imposing. Not in the physical height or weight sense, but there always seems to be a gravity around him, an intimidating mean that he almost unconsciously projects. He's every inch Black Irish, raven haired, with angular features that look almost avian on first glance (fine-boned, thin, slightly fragile; vaguely reminiscent of a raptor); his looks aren't what you'd call handsome, but they are striking. And while he is young, his muscles are considerably well-developed for a young man, hard-packed slabs that don't have the same "pretty" look a bodybuilder would have, but honed by years of physical labour. His clothing is generally fairly comfortable, tracksuits and the like when he's exercising, when out and about he tends to wear jeans and one of his favorite hoodies. As for accessories, he actually has a pair of (as he puts it, extremely manly) jewelry that he wears now and again - a shark-tooth necklace that was probably (keyword, probably) purchased at some cheap souvenir store, and a silver ring with Celtic engravings.

    When "on the job" as Crow, he takes to wearing a costume he's cobbled together from clothes he's made himself, and with his father: a pair of black jeans with Celtic emblems up the legs in white, a black hoodie with the same across the collar of the hood and the emblem of a crow in flight on the chest (very observant individuals may spot a slight bulge underneath that, where he has taken to wearing a bulletproof shirt), a new pair of black gloves with steel plates across the back of the hand (the plates having a trio of runes on them apiece), black steel-soled boots that thud ominously on the ground...and the coat. A great black coat, the collar usually turned up, reaching down to his ankles; gifted to him grudgingly by his mother. Covering the back, up the arms, and on the shoulders are numerous ancient and arcane runes, that smoke and burn whenever he calls upon them; as well as burn marks in the odd location, and a spot on the hem that looks slightly ragged - as if clawed. Combined with the darkened face once he pulls up his hood, and the eyeless, solid black-iron mask that now covers the top half of his face; he looks every inch a dangerous bird of prey.

    History: Several years ago, during the time when Centurion was running around and tussling against the likes of Roman and OverShadow's machinations, there was a young man in Boston, name of Patrick Crowe. He was a teacher of history, a kind and gentle man, given to a quiet demeanor. But yet, he found in himself a certain fire that he could never quench. Every time he saw the heroes on television or the news, he thirsted to help, to see the battle in person, to fight. This thirst scared him, and he suppressed it as best he can...until the day destiny came knocking.

    He was in a history class when all hell broke loose, teaching his students (ironically) about the legend of Cuchulainn of the Red Hand, the great Irish hero. The man who slew a thousand men in a single battle, who rejected the Morrigan when she sought to seduce him, who died standing, lashed to a rock so that his enemies would not see him fall - a true warrior hero of the ages. A spear and shield, said to have been wielded by the hero, lay on his desk. And a villain chose then, when Patrick held those two pieces of history, to strike at the university, attacking the son of a hero said to have attended there. He burst through the door in a blaze of fire and fury, saying that he would pay unto this child tenfold everything his father had done unto him! And then, out of nowhere, recieved a ringing blow across the head. Turning to face his assailant, there stood Patrick Crowe, his shirt stretched by new-grown muscles, grinning like a madman, eyes flashing, the spear and shield in his hands as if they belonged there; and the teacher bore down upon him bellowing an ancient war cry. Caught off-guard, the villain put up a valiant defense, and the two fought through the university – neither side giving nor asking quarter, until finally the villain lay defeated, battered, and broken on the steps of the school. As the haze lifted from Patrick, he stared at the weapons, looking at the applauding students. He was given a commendation by the city, treated like a hero, and granted a visitation from the gods of the ancient Celtic pantheon themselves, who informed him of a long-lost connection between his family and the legendary Cuchulainn; for the teacher, it was a dream come true. Keeping the weapons with the museum's blessing, he took on the moniker Red Hand, and made an armored costume to mask his identity (not really), and live up to the ideal he'd built in his head. After many years fighting in Boston, earning a reputation as a savage, yet noble hero, he eventually traveled to Freedom City to meet one of his idols, the great Centurion. It was a wonderful experience for the man, and he decided to settle down in the great metropolis for a while. It was at the behest of the Irish pantheon (specifically the Morrigan) and his own initiative that he fought beside Raven and the Freedom League on many an occasion, even earning an honorary membership (to his great surprise and honor). And it was about a year or two before Centurion's death that Red Hand began to feel the age of his years; he chose to hang up his spear and shield shortly thereafter, returning to Boston.

    It was about a day after his return to his old brownstone house that he received a message - a powerful individual wished to speak with him. He repeated an incantation he'd learned years ago, and promptly appeared in a dark forest clearing; standing before him was a young woman, clad in a black cloak and dressed from head to toe in black, with a raven on her shoulder. Crowe immediately knelt in respect, for he recognized her as one of the most dangerous women he'd ever known; the Celtic goddess of battle, strife, and fertility. Mor Rioghain, the Morrigan. She paced around him like a shark as he knelt, the (increasingly nervous) retired hero asking to what honor she had requested his presence, and she smiled. A chill went down his spine. She informed him that he had...pleased her, with his exploits. His legend might have not transcended the great stories of Cuchulainn, but he was a truly legendary figure in his own right. He demurred, acting humbly, and hoped to all his might she wasn't about to ask him what he thought she was. She did. She gave him an offer similar to what she'd given Cuchulainn; lie with her, and let her bear a child that would become an even greater hero than he, one whose name would ring throughout history. Patrick Crowe shuddered at the offer. Red Hand smiled wolvishly. Unlike his idol, Crowe did not deny her. Something that lingers in the back of his mind to this day.

    It was about a year later when a knock came on the door, and Crowe opened it to see a basket on the doorstep. A baby was there, and it looked up at him with big eyes. He stared at it briefly, then smiled goofily at it. The baby laughed, and his fate was sealed. For fifteen years, he raised Morgan Crowe as his only son, weaned him on stories of the ancient Irish heroes and his own days as Red Hand, raising him to remember what he'd learned during his long career. To fight your battles with joy, to protect those who couldn't protect themselves, and (he'd always grin at this one) never be afraid to fight dirty. It was on Crowe's sixteenth birthday that both Patrick and his son were summoned again, and they appeared in the same clearing Morgan's father had met the Morrigan in years ago. She approached the two, looking at her child in anticipation. Then stopped. And stared. Her face appeared puzzled. Then confused. Then astonished. Then angry. Very, very angry. She swore in a tongue no longer used by man, the two men stepping back as she raged. The boy had no legendary powers. Nothing in his blood that would match that of Cuchulainn's! He could not even wield Red Hand's ancient shield and spear! This boy could never be a hero like his ancestors before him!

    She cast them away, and the two returned to their home, very much shaken. Patrick silently gave thanks that his son, while knowing what was Right, wouldn't be following in his footsteps. Morgan, on the other hand...Morgan was angry. He was angry at his mother, angry at life in general (he was sixteen, after all). He'd grown up hearing stories of his dad as Red Hand, he'd seen those old weapons on the mantlepiece and prayed for years that he'd get to wield them one day. And now, for some unearthly reason he couldn't fathom? He'd never get to wield them. Never become a hero. He raged. He fumed. He showed for a time that he and his mother had a very similar temper. Eventually, he settled, but his resentment smouldered. Then, one day, he met somebody.

    It was a demonstration that Crowe had been interested in at his high school, the art of the "sweet science". Besides the legends of the heroes, he'd always had a great interest in old-school Irish boxing, Dornálaíocht, Coraíocht, and Speachóireacht . He watched the competitors go at it hammer and tongs, cheering with his classmates as they watched the show - when it got disrupted. In an act of sweet irony, a villain from Red Hand's heroing days invaded the school, breaking into the gym and roaring that if Red Hand didn't show himself immediately, he'd find his son and punish him for his father's "crimes". Crowe's resentment, still smouldering, exploded, and he stepped up and roared that if the villain wanted a fight, then he was right here! Crowe...got the stuffing beat out of him. The villain, grinning evilly, proceeded to slam his foot into the ground, kicking up a wall of earth to separate him from the other students and teachers who tried to run forward to aid him. Laughing, he punched Morgan with blows far beyond anything the young man could match, kicked him with kicks that made Morgan go sailing, savagely beat him while insulting Red Hand with every other breath. Morgan endured this punishment silently, desperately trying everything he'd managed to learn from the classes he'd taken, the old moves his dad had shown him, and nothing worked. Lying bleeding on the ground, he watched the villain turn and laugh, demanding that Red Hand show himself and not leave his son so broken and battered. Then, he remembered something; fight your battles with joy, protect those who couldn't protect themselves...and never be afraid to fight dirty. Silently clambering to his feet, he reached out and grabbed a nearby fire extinguisher - then cracked the assailant over the head with it with a mighty CLANG. The villain staggered briefly, spinning angrily to return the favor, then received a faceful of foam, blinding him, followed by another savage crack across the head. A solid kick to the shins hurt Crowe's foot horribly, but the villain tumbled down, clutching it and wheezing as another blast filled his vision. Crowe rained down blows with the fire extinguisher, finally stopping once the villain had stopped moving (but still breathing), and dropped the fire extinguisher on the man's groin.

    Crowe realized something. While mighty powers were the purview of a lot of different heroes, they weren't all like that. Didn't his father tell him about Raven, and wasn't there this new hero in Freedom City his dad had mentioned, Arrowhawk? They weren't superpowered, but they knew how to fight smart rather than stupid. From there, Crowe was a changed teen. He took his resentment and turned it around, becoming determined to prove his mother wrong. He took jobs on the docks to build up his muscles, followed a strict training regime that had even his dad sweating, practiced his skills endlessly. His father tried his best to dissuade him from his path (after the attack he'd undergone a serious bout of overprotectiveness) but eventually he gave up, essentially becoming Morgan's coach. He introduced him to a few old hero friends, even took him to meet the old Raven, now running the Claremont Institute, and Crowe's skills increased further. Finally, a knock came at the door while Crowe's dad was away. A spirit of the woods, having run from her ancestral home, was looking for the legendary Red Hand, begging for help with a Formorian hunter who sought to capture her. Morgan, now sixteen and full of bantam courage, told her he'd handle it. And, rather unbelievably, actually did. He remembered the lessons of the past, ambushing the hunter in an alleyway and giving him several solid sucker-punches that sent the beast reeling. After finishing the job with a heavy iron bat, he looked up at the sky, picturing his mother looking down...and gave a very rude gesture, grinning. He told the spirit his name was Crow, and if she ever had a problem, he'd be happy to help. Unfortunately (for him), she took him up on his offer. And so did her friends. And several other friends. Armed with nothing but ingenuity, his fists, and the muscle he was rapidly accumulating, he gained a reputation amongst the lower parts of the Tuatha de Dannan and their ilk as a troubleshooter and guardian. He actually managed to keep this a secret from his dad for a while, until he came back home covered in blood and bruises, just as his dad pulled up in the driveway from grocery shopping. This was followed by a very, very long explanation. Red Hand, Patrick Crowe, sighed. And then made a call. Morgan stood there, dripping and bandaged heavily, as his dad said a few things into the phone, something about Claremont, Freedom City, and an old favor. Then he nodded. And looked at Morgan. And told him to pack his bags.

    As Crowe went upstairs to pack, he opened his closet. And found something rather odd. A big black coat, hanging there, covered in old runes he'd never even seen before. He took it down off the hangar to admire it, and a note fell out. He gave it a cursory look-over, then a far more serious stare. Then simply burst out laughing.

    "Consider this a wager. On the future. Good luck, Crow. -M."

    He crumpled the note in his hand, and threw his stuff together. For better or worse, the eyes of the gods were on him now. And come hell or high water, one day his legend'd be just as big as his dad's!

    Personality & Motivation: Morgan Crowe's always been fairly easy to read, if you've known him long enough. It's pretty easy to tell that he wears his heart on his sleeve. He's quick to anger, quick to forgive, and can go from laughing to nail-spitting mad pretty fast if you push the right buttons. Granted, at times he can be a bit rough around the edges, but he's the sweetest guy in the world if you're his friend, and he'll back anyone he calls that to the bitter end. To call him stubborn would be a misnomer, he's a very determined individual, and when he sets his mind on a goal, it's very tough to dissuade him. Still, he has learned from experience that while determination is a good thing, taking time to plan and "fight smart" is always a far better idea than "fighting stupid". Don't get him wrong - his main motivation is to become a great hero, to forge his own legend like his dad and great ancestor, and to be a great hero that people would tell stories about; but some time and experience have caused him to do some re-evaluation on whether focusing on his own legend is truly what’s best for him as a hero. Still, for now, he's a young man with a great legacy to live up to, close friends that he'd do next to anything for, several secrets that need hiding, and a girlfriend who never fails to make his head spin.

    This is what he shows to the world.

     

    Spoiler

    Looking at Morgan and Crow, on the other hand...some say that if you're a hero long enough, you can eventually separate the identities in your mind. This could be said to have been happening to Morgan Crowe and his alter ego. He's built this personality into his mind now - a personality that comes out every time he puts on the mask and cowl. The idealized hero-in-black that his personal heroes and examples exemplify. Crow? He's watched and taken lessons from some of the best. The persona that is Morgan's alter ego is determined to be an almighty terror to those who'd dare do evil deeds in the night; to stand up, never back down, and never surrender, even when you're fighting things so far beyond your comprehension that it's almost a joke. Oh aye - he's seen a lot of harsh things, and dealt with a lot of troubles that, frankly, should be way beyond someone of his age, or even his mortality. Things that have lingered. Yet he keeps calm and carries on - because that's what his mentors and examples would do. So he's cold. Hard. Intimidating. To an extent that his other half is starting to question. Maybe even dislike.

    There's a gulf there, now. And neither Morgan or Crow know what to do about it.


    Power Descriptions: Generally, when Crow taps into one of his runes, it flares to life in whatever location it is on his coat. Depending on the strength of the rune, it might either smoke briefly, or burn with a near-blinding light as the power flows from the coat (or glove) into him. The Talon Gloves are generally a lot less noticeable than the coat, however; the throwing knives there simply appear in his hand or sleeve when required, and disappear when their use is concluded.

    Powers & Tactics: Crowe's motto has always been "Fighting smart hurts a hell of a lot less than fighting stupid", and it shows. He's an expert pugilist (for his age), being wicked fast and possessing an absolutely thunderous right hook. He's never afraid to just dive right into a fight, despite his obvious shortcomings compared to the vast majority of Freedom City, but he always tries to take the time to set the stage beforehand, ensuring the environment is favorable to him, preparing some dirty tricks that'll give him an edge, or at least keeping the villains off-kilter enough for him to nail that one lucky shot that deflates them fast. He never goes anywhere anymore without his duffel bag and girlfriend's ring, to boot.

    Post-training trip, Crowe has re-examined the use of his runes in combat, as well as done some tweaking of his own to the coat (with the aid of Logan Angusson, a dwarf mechanic and artificer of his acquaintance); he still uses the Rune of Wind Walking like it's going out of style, attacking from all angles with a variety of strikes, but there's a far more tactical element to his work (courtesy of old late-night planning sessions with Myrmidon, as well as cross-training in multiple types of martial arts with the others). Repeated long-range strikes using the Talons; followed up by the use of either a lightning-charged wire trap of his own devising, or several hard shots from different wind-walked angles using a new Lightning Rune-infused 'taser-punch' to slow them down further for his compatriots (he's learned the hard way that he just hasn't got the stamina for the kinds of close-range hand-to-hand slugfests they can handle, and it does rankle). Although, should he be flying solo, the same tactic is still useful; just saving the lightning shots until they're firmly trussed up with the wires, and operating from concealment whenever possible. In short, he's swiftly becoming an expert at hit-and-run tactics, as befitting his namesake.
     



    Complications:
    An Irregular Situation - Let it never be said that Morgan doesn't care deeply for those he considers close to him; in this case, the (former) Irregulars. Each former member of small group is a good friend (one moreso in particular) to him, and it's not an exaggeration to say that he would take a bullet for any of them (though he'd ream them up and down afterwards for getting into that situation in the first place). A canny villain could likely exploit that - one already has.
    An Eye For An Eye - Crow's reputation has grown somewhat in the world of the supernatural, as both a hero and as a troublemaker; however, one fact stands above quite a few others. Crow took by force the eldritch artefact known as the Eye of Balor from Bres the Beautiful himself - a powerful tool of chaos magic that several villains and monsters would literally commit murder to own. Any villains knowledgeable of this fact may focus their attentions on him, hoping to pry the location of the Eye from the young hero; by any means necessary.
    Eyes Of The Gods - The eyes of the Celtic pantheon, the Tuatha de Dannan, are upon Crow, now that he's taken a route in direct defiance to his mother. On the one hand, some of them are proud and fascinated by this young and resourceful mortal...but others consider him an upstart and a rogue who does not know his place in the way of things. Combine that with the fact that his mother has considerably mixed feelings about him (a great deal of rage that he isn't a superpowered warrior of lore, but a tiny inkling of pride that her son is making his way like this), and you see just how complicated things can get for the young man.
    Lovebird - Morgan is currently in a comfortable mutual relationship with Victoria Knight, also known as the heroine Wisp. Two young folks in their early twenties, dating, with considerable complications in their respective family histories. What could possibly go wrong?
    Not Subtle, Yet Quick To Anger - If it's one thing Crow's inherited from his mother, it's her fearsome temper. It's quite easy to make him angry if you know what buttons to push, and he'll never tolerate mocking of his family or especially his father. Although some re-evaluation as to his mother has reduced his antipathy towards her - not much, but still.
    Reputation - A few years of monster-busting and troubleshooting for minor spirits and demigods of the Tuatha have given Crow a bit of a rep as an expert problem-solver for those in need. This can lead to slight complications, as most spirits don't seem to realize that even though he's clever and resourceful, he is only mortal, and not all of their problems are suitable for a mortal to solve. This has only been exacerbated by going into the 'magic security' business, too...
    Seventh Deadly Sin - Crow, although he is loath to admit it, is a very prideful person. He knows he's of a great lineage, his dad was a great hero, his mother's a goddess (though he doesn't like to talk about her), and his own exploits have gained him a small bit of renown in the Tuatha. He's begun to learn humility (a thoroughly painful training trip, and years working with the formerr Irregulars, who didn't hesitate to whack him on the head when he got too overconfident, has done wonders for that), but he still has his moments.
    Home Is Where The Heart Is - Parkhurst Hotel is one of Crow's prides and joys, a sanctum he actually had a hand in creating, and a place he knows he has a home in once his years at Claremont are finished. He doesn't have quite the same level of trust for the inhabitants as he does with his friends, but he still cares for the place and the people who helped build it - enough that he'd drop whatever he has on hand to rush to the place's assistance if they needed it.
    Sins Of The Father - Crow's dad was a great hero back in the day, the legendary Red Hand, and Crow knows it. He's full of pride of that fact, but while he inherited a lot of his dad's resources and old contacts...he's also inherited a lot of his dad's enemies, as well as a great deal of expectation.
    Struggling - He's a young entrepreneur running an extremely oddball business. What is this thing you call cash flow?


    Abilities: 8 + 8 + 10 + 4 + 4 + 2 = 36PP
    Strength: 18 (+4)
    Dexterity: 18 (+4)
    Constitution: 20 (+5)
    Intelligence: 14 (+2)
    Wisdom: 14 (+2)
    Charisma: 12 (+1)


    Combat: 14 + 10 = 24PP
    Initiative: +8
    Attack: +7 Base, +9 Melee, +13 Ranged, +15 Talon Barrage/Talon Wire
    Grapple: +10
    Defense: +14 (+5 Base, +9 Dodge Focus), +2 Flat-Footed
    Knockback: -3, -1 Flat-Footed


    Saving Throws: 3 + 6 + 6 = 15PP
    Toughness: +10 (+5 Con, +1 Tough, +2 Undercover Shirt, +2 Defensive Roll), +8 Flat-Footed
    Fortitude: +8 (+5 Con, +3)
    Reflex: +10 (+4 Dex, +6)
    Will: +8 (+2 Wis, +6)


    Skills: 88R = 22PP
    Acrobatics 1 (+5)
    Bluff 9 (+10)
    Craft (Artistic) 8 (+10)
    Concentration 8 (+10)
    Gather Info 9 (+10) Skill Mastery
    Intimidate 9 (+10) Skill Mastery
    Languages 1 (English [Native], Gaelic)
    Knowledge (History) 8 (+10)
    Knowledge (Arcane Lore) 8 (+10)
    Notice 8 (+10) Skill Mastery
    Sense Motive 8 (+10)
    Stealth 11 (+15) Skill Mastery


    Feats: 33PP
    All-Out Attack
    Attack Focus (Melee) 2
    Artificer
    Beginners Luck
    Defensive Attack
    Defensive Roll (+2 Toughness)
    Dodge Focus 9
    Equipment 3 (15EP)
    Evasion 2
    Fearless
    Hide In Plain Sight (Engraved Ring)
    Improved Initiative
    Luck
    Master Plan
    Move-By Action
    Power Attack
    Quick Change 2 (Engraved Ring)
    Skill Mastery (Gather Information, Intimidate, Notice, Stealth)
    Startle
    Takedown Attack 2
    Tough
    Uncanny Dodge (Auditory)

    Equipment: 3PP = 15EP

     

    3 + 2 + 1 + 4 + 5 = 11EP

    Undercover Shirt: Protection 2 (Feats: Subtle) [3EP]

    Encrypted Commlink: (Feats: Subtle, Insidious) [2EP]

    Gas Mask [1EP]

    Smoke Bombs: Obscure 2 (visual, 10' radius; Feats: Independent) [4EP]

    Parkhurst Hotel (Shared HQ) [5EP]

     


    Powers: 12PP + 28PP + 6 PP + 4 PP = 50 PP

    Descriptors: General Damage Types (Bludgeoning/Piercing), Magic, Iron, Lightning

    Device 3 (15PP Container; Flaws: Hard-To-Lose) [12PP] (Runic Coat)

    Runes (8PP Array, Feats: Alternate Power 1) [9PP]
    Base Power: Healing 8 (Flaws: Empathic) [8PP] (Magic) (Rune of Revival)

    Alternate Power: Concealment 4 (All Visual Senses) [8PP] (Magic) (Rune of The Veil)

    Teleport 4 (400ft per Move Action, Flaws: Limited [short-Range], Feats: Subtle, Turnabout) [6PP] (Magic) (Rune of Wind Walk)


    Device 7 (35PP Container; Flaws: Hard-To-Lose) [28PP] (Runic Gloves)

    Rune Glove Array (30 PP Array, Feats: Accurate 2, Alternate Power 3) [35PP]
    Base Power: Strike 9 (Feats: Mighty, Knockback 2) + Stun 8 (Extras: Contagious [+1]; Flaws: Daze [-1]; Feats: Slow Fade) [12 + 17 = 29PP] (Bludgeoning/Magic/Lightning) (Rune of Lightning Strike)

    Alternate Power: Blast 9 (Feats: Precise 2, Ricochet 3, Indirect, Improved Range 2 [450'], Improved Critical 2 [18-20], Subtle) [29PP] (Iron/Piercing) (Summoned Crow's Talons)

    Alternate Power: Blast 6 (Extras: Autofire; Feats: Accurate, Precise 2, Ricochet 3, Indirect, Improved Range 2 [300'], Improved Critical 2 [18-20]) [29PP] (Iron/Piercing) (Talon Barrage)

    Alternate Power: Snare 6 (Feats: Accurate, Indirect, Improved Range 1 [150'], Subtle, Tether, Reversible) + Blast 6 [18 + 12 = 30PP] (Magic/Lightning) (Iron Wire and Rune of Lightning)


    Device 2 (10PP Container; Flaws: Easy-To-Lose) (The Iron Mask) [6PP]

    Super-Senses 10 (Analytical Vision [+2], X-Ray Vision (Cannot Pierce Lead) [+4], Darkvision [+2], Infravision, Tracking [infravision]) [10PP] (Magic) (Eyes of the Rook)


    Device 1 (5PP Container; Feats: Hard-To-Lose) [4PP] (Engraved Ring)

    Dimensional Pocket 1 (100 lbs) [2PP] (Magic) (Rune of The In-Between)
    Enhanced Feat 2 (Quick Change 2) [2PP] (Rune of Swift Raiment)
    Enhanced Feat (Hide In Plain Sight) [1PP] (Lesser Rune of The Veil)

     


    Drawbacks: -0PP
    None

    DC Block:

    
    ATTACK - RANGE - SAVE - EFFECT
    Unarmed - Touch - DC19 Toughness (Staged) - Damage (Physical)
    Lightning Strike - Touch - DC28 Toughness (Staged) - Damage (Physical) / Touch - DC18 Fortitude (Staged) - Dazed
    Crow's Talons - Ranged - DC24 Toughness Damage (Physical)
    Talon Barrage - Ranged - DC21+ Toughness Damage (Physical)
    Iron Wire - Ranged - DC16 Reflex - Entangled/Bound / Ranged DC21 Toughness Damage (Physical)
    


    Abilities (36) + Combat (24) + Saving Throws (15) + Skills (22) + Feats (33) + Powers (50) - Drawbacks (0) = 180/180 Power Points

     

     

    Three changes - one, letter edits to backstory; there are a LOT of funny artifacts left there from the previous forum which I never fixed! And tweaking the Spoiler so it actually HIDES things.

     

    Two, updating some Caps. 11 PP to spend, and I did so thusly!

     

    2 PP - Constitution 20 (+5) (Fortitude +1, Toughness +1)

    1 PP - Dodge Focus 9 

    2 PP - Fortitude +8

    3 PP - Reflex +10

    3 PP - Will +8

     

    I've got some ideas for a Drawback to represent his reason for disappearing, but I'll deal with that once the basics are handled. Thanks, to whatever Ref does this! ^_^

  6. A rasping voice from above, in the rafters.

     

    "Extremely valuable, extremely dangerous, and extremely annoying. Pick two."

     

    Any eyes looking up would have seen a black silhouette, perched high - smoke slowly curling from spots on his coat, shot-through with silver thread. Strange runes, odd designs - they mesmerized if you stared at them too long. The same designs were carved into a matte-grey mask covering the top half of a tanned face, the mask in a vaguely avian shape, glowing a very low red as they fixed on each person present at the table. The acrid scent of brimstone began to waft through the room.

     

    Those present could likely guarantee - he hadn't been in there when they arrived. And the door was still shut.

     

    ...and when did the Doritos bags appear on the table?

     

    "I brought snacks."

  7. Working Crunch - Mark Five
     

    Power Level: 10 (150 PP)

     

    Trade-Offs: None

     

     

    Abilities: 8 + 4 - 10 + 8 + 4 + 0 = 14 PP

     

    Strength 30/18 (+10/+4)

     

    Dexterity 14 (+2)

     

    Constitution - (-)

     

    Intelligence 30/18 (+10/+4)

     

    Wisdom 14 (+2)

     

    Charisma 10 (+0)

     

     

    Combat: 12 + 12 = 24 PP

     

    Attack: +6 (+10 Adaptive Systems)

     

    Defense: +10 (+6 Base, +4 Dodge Focus)

     

    Initiative: +2

     

    Grapple: +23/+10

     

    Knockback: -10/-5/-2

     

     

    Saving Throws: 0 + 5 + 6 = 11 PP

     

    Toughness: +10/+4 (+4 CON, +6 Protection)

     

    Fortitude: -

     

    Reflex: +7 (+2 DEX, +5)

     

    Will: +8 (+2 WIS, +6)

     

     

    Skills: 52r = 13 PP

     

    Computers 8 (+12/+18)

     

    Gather Information 5 (+5)

     

    Intimidate 5 (+5)

     

    Knowledge (behavioral sciences) 4 (+8/+14)

     

    Knowledge (physical sciences) 4 (+8/+14)

     

    Knowledge (technology) 4 (+8/+14)

     

    Knowledge (life sciences) 4 (+8/+14)

     

    Medicine 2 (+6/+12)

     

    Notice 8 (+10)

     

    Sense Motive 8 (+10)

     

     

    Feats: 15 PP

     

    Dodge Focus 4

     

    Equipment 4 (Need to make a Spaceship!)

     

    Improved Grab

     

    Luc k

     

    Master Plan

     

    Online Research

     

    Speed Of Thought

     

    Uncanny Dodge (auditory)

     

    Well-Informed

     

     

    Powers: 36 + 30 + 1 + 1 + 6 = 73 PP

     

     

    Adaptive Systems, 30 PP Array (Power Feats: Accurate 2, Alternate Power 4) [36 PP]

     

    Base: Enhanced Intelligence 12 [12 PP] + Quickness 4 (x25, Flaws: Mental Only) [2 PP] + Comprehend (Electronics) 2 [4 PP] + Datalink 9 (anywhere on planet, Power Feats: Machine Control) [10 PP] + Enhanced Feats 2 (Improvised Tools, Jack-of-All-Trades) [2 PP] (Core Interface System) (Lower the INT, toss the Feats, what to do with the rest?)

     

    Alternate Power: Enhanced Strength 12 [12 PP] + Impervious Toughness 10 [10 PP] + Super-Strength 3 (Effective Lifting Strength 45, Power Feats: Shockwave, Thunderclap) [30 PP] (Physical Augmentation System)

     

    Alternate Power: Blast 10 (Extras: Autofire 1) [30 PP] (Particle Projector System)

     

    Alternate Power: Immunity 30 (Will effects, Extras: Duration [sustained], Flaws: Limited to Half) [15 PP] + Damage 6 (Extras: Alternate Save (Will), Power Feats: Improved Critical 2, Stunning Attack) [15 PP] (Reactive Cyberwarfare System) (Change to Impervious Will + Reflective?)

     

    Alternate Power: Nullify Technology 10 [30 PP] (Electromagnetic Pulse System)

     

     

    Immunity (Fortitude effects) 30 [30 PP]

     

     

    Immunity (aging) 1 [1 PP]

     

     

    Feature 1 (Flashlight) [1 PP]

     

     

    Protection 6 [6 PP] (Computronium Plating)

     

     

    Abilities (14) + Combat (24) + Saving Throws (13) + Skills (11) + Feats (15) + Powers (73) - Disadvantages (0) = 150/150 PP

  8. "Yeah, listen to the smart one! Let's not take the cuffs off th' crazy woman with burninatin' powers in a tight space!" Breaker called over, clambering off of Arrowhawk and dusting himself off. Disgustingly, it didn't look like the bulky guy had even taken a bruise from the manhandling - though he didn't look directly at Sandstone. On the positive side, however, he hadn't taken a bruise! Already he was doing better than the last time he fought her!

     

    Not taking more time to boast, the big lug lunged forward - massive arms outstretched. Years of experience navigating chaotic gang brawls, combined with speed deceptive to his bulk, enabled him to easily skid through the melee - the Warden and the guard he'd talked to earlier now under his arms. Rather unceremoniously, he dropped the two into the elevator and out of the line of fire - now using his massive shoulders and hulking bulk to block the doorway. Sharp eyes picked out the remaining guards on the floor - he'd have to go for them next.

     

    A big hand pointed back at the sandy villainess - and the sound of super-powered knucklecracks filled the air. "A'ight. You're my huckleberry. Wanna try that one again?"

  9. Sorry for the delay, had a weekend of murder and didn't get much time for any of my games. T_T

     

    Breaker's going to spend this turn (and an HP) to get enough Move Actions to shift the Warden and the married guard out of the line of fire - toss 'em in the elevator. Next turn, though? PUNCHINGS.

  10. Well, something's gonna get broken.

     

    Breaker's going to swing left and haul on the fire alarm, hoping the sprinklers will cool down Ember and Gamma a bit - and give him a harder target on Sandstone to punch. He'll take her to a really fancy restaraunt to make up for it! REALLY fancy!

     

    Sucker punch! (1d20+10=28) DC 25 Toughness save!

  11. "Awww..." Breaker did sound major league crushed when she said that, followed by the warden getting stolen right under his nose. His shoulders dropping along with his head - and Crimson Tiger could have sworn she saw his mohawk droop slightly. Face was a picture of sad - darnit, being good was going to be a lot harder than initially thought. After all, he couldn't let Ember and the rest of these bums get out and wreak havoc - good guy or not, the amount of collateral damage unleashed would be unacceptable.

     

    Everyone behind him in the elevator saw his mighty hands clenched. Which meant...aw, man.

     

    "I'm...sorry y'feel that way, love." Breaker's eyes flicked left, having noticed something before, before flicking back to her turned-around head. "Aw, heck...an' I'm real sorry about this."

     

    "Wha-"

     

    That was about as much as Sandstone got out - see, there was one thing Markus recalled. The last time he and Sandy had tussled - he wasn't able to bench a cement truck. Now, however? Here's hoping they shorted out the nullifier cuffs on this level; he lunged left, one hand seizing the fire alarm and hauling downwards. Now, he just had to hope the timing was right - eyes watched the sprinklers in the ceiling as mighty thews bunched underneath his orange jumpsuit, and those powerful pistons he called legs propelled him forward like a runaway freight train; a thunderous right heading straight for the side of her head!

     

    Rather incongruously - he wondered if he could make up for it with flowers. Aw, man.

  12. Breaker'd been about to respond when the Warden spoke up, and his face got longer with each bit of explanation. "Wait, you mean that crazy bi-...what...aw, hell naw - she's a Psion?" Oh, that big man's face was a picture. Rule number seventy-seven of the underground - never go to work for groups who can have their mental issues/status classified en-masse. "Sandy, are you nuts? Busting out a buddy's one thing, but she's a ticking time bomb."

     

    The mohawk shook from side to side as he put up both his hands, wincing. Damnit, here he was trying to go straight, and already calling back to what he used to do. The warden was going to deny his parole for, like, ever. At least until his 'hawk turned gray. Effin' joyful. "You know the rules - no collateral damage, hon', that's how we operate - makes our guys a whole lot better'n the crazy ones. Lettin' a loose cannon like this out's just gonna complicate things like whoa. Ya can still get the hell outta dodge here - clear out before somebody that don't deserve it gets hurt!"

     

    Breaker adopted an earnest expression, still standing between the others and the villains - sure, his parole'd be screwed, but if she took it there wouldn't be a breakout, and he wouldn't have to swing for the fences! Win-win, right?

     

    Shame things never go that smooth.

  13. Subtle. I'm stick. You're carrot. I'll put the fear of God in them. Anyone tries something, you put them down. Fast and hard.

     

    There was a small, very cold, smile underneath that mask - not that anyone could see it. This was why Crow existed - this was why the persona took to the rooftops, the streets, and the darkling corridors between worlds. To keep innocents safe, and so vicious bastards like this would be kept in check.

     

    You ask the questions. They talk, they walk. They don't talk, we remind them why they don't want us paying visits.

     

    He didn't notice anything off as he slipped around the side of the partying crowd - eyes picking out notable fights here and there. The murderer might be one of them - but he doubted it. Still...hard cases, the lot of them. Monsters - without even a pretense to mask it. At least the fair folk pretended to a veneer of civility, hiding their own barbarism and cruelty behind pretty words and manners. Murderous beasts.

     

    ...damn them all.

     

    A cold snarl twisted his mouth as he reached the spot he'd picked - staring out over the room. Crow didn't say a word, merely adjusting his posture just so. His coat hem brushed the floor - his hands resting in the pockets. His shoulders hunched a hair forward - the cowl over his head dipping low enough to appear as if a bird of prey's beak hung...a hair over the knight's shoulder. The Iron Mask stared - pitiless and cold - out over the crowd. The runes glowing just enough to send those wisps of smoke up; wreathing the snarl on his face like a devil out of the very pits.

     

    The concealing rune slowly dissipated - and that figure slowly coalesced into being behind the Black Knight.

     

    I love this part.

  14. Right then. Crow's going to first pass De Plan to Blodeuwedd (short form - he's the stick, she's the carrot. And the carrot is ON FIRE.), then he's going to sneakity-sneak-sneak up to behind the Black Knight's throne. Real sneaky-like. Then he's gonna just stand there, all quiet, and tilt his head juuuust right.

     

    And then slowly drop the Concealment.

     

    And take-20 on Intimidate with Skill Mastery.

     

    DC 30 save against that from EVERYBODY please. > :D (Except Blod, 'cos she's awesome).

  15. "...oh, blimey."

     

    A quiet part of Breaker's mind noted - it would be just his luck to, within one day, run into a) the girl who folded him up in one punch, and b ) the crush who flung him across a stadium with one punch.

     

    The other part of him was busy staring somewhat slack-jawed, with a similar poleaxed expression to before. Breaker blinked a few times, then shook his head to clear his mind - actually managing to give a hoarse laugh. "Good grief - Sandy! What th' ruddy 'ell! Hah!"

     

    He didn't step up and give her a hug (that would be awkward as hell), but he put up a brofist for pounding - stepping forward for that (and coincidentally interposing his massive frame between the innocents in the elevator and the villains in front; probably inadvertent, that. Probably). His free hand, behind his back, promptly started waving the others down. Ho boy. "Heh, not anymore. Made early parole on good behavior - if ya'd been here ten minutes ago, ya'd have been bustin' me outta that cell!" A chuckle. "So, who's gettin' the early release there?"

     

    Markus's thoughts were racing as he took in the rather incongruous situation - and the villains. He'd heard of Gamma, never worked with him - guy was a danger to himself and others. Hadn't operated with Downtime either (though from what he'd heard he'd be an okay guy to toss a few beers back with, if you could handle a lot of boasting). Sandstone was...well, Sandstone (though now was hardly the time to be thinking of a dinner date). And he had no idea who the prisoner was. Which was even worse.

     

    Blimey was putting it mildly.

  16. "...oh, blimey."

     

    Breaker stopped stock-still, staring into the elevator with the air of a man who'd just been poleaxed between the legs. Which, all things considered, wasn't a half-bad metaphor for what that red-clad tosser had done to him Southside not that long ago. He wondered if she was just as surprised as he was - which lead to an excellent question of why she was here. She didn't strike him as the sort who'd end up tossed into the old nick...well, not unless she kicked someone's head off.

     

    Though given she'd folded him up in one punch, that wasn't out of the realm of possibility...

     

    He tossed a look at Joe, purely quizzical-like, and turned back to give a somewhat awkward hello; when the lights abruptly went emergency red. And the alarms started sounding. And the speakers started screaming. And the floor started shaking.

     

    "...uh." The large bruiser stood there for a moment, taking in the situation again; then gave a somewhat awkward look to both the Warden and the heroine. "I didn't do it?"

  17. Markus blinked from his position near the ceiling - a chin-up bar having been installed (and triple-bolted, and reinforced, and distinctly anti-super-strength'd) only a few days prior. It was a temporary thing, and he'd had to ask for months before they'd let him have it; but still...totally worth it. Upper body strength, ho! And, to boot, it made for a great timekiller. If he wasn't jogging or doing push ups/sit ups, he was going up and down on the bar. Usually whistling rebellious rap music while he was doing it.

     

    Stereotype, thy name is Markus Flynt.

     

    His mohawk, slightly squished from being pushed against the ceiling glass, sprang back into place as he dropped heavily; shaking the floor a bit. A wave before the guard started talking - with a grin in his direction. "Aaaah, mornin', Joe! How's th' missus? That bellyache gone yet?" He'd done his best to be a model inmate (at least when he wasn't winning at prisoner poker nights), and building a rapport with the guards was a good idea.

     

    The hulking bulk of the ex-gang boss moseyed on over to the door, hearing that he was to be let out 24 hours early - and the only thing that kept him from skipping was the new inmate's death glare. Matter of fact, he wasn't really overly chuffed to see that sorta glare on a day when his parole was finally going through; so he matched it with a real cool stare of his own. Heck - he even quipped.

     

    "...huh. Looks like somebody woke up on th' wrong side of th' bed this morning." Beat. "Or fell off."

  18. Feh. Redcaps.

     

    Crow grimaced under his mask, and held up a hand to forestall Blodeuwedd. He flashed her a look, and murmured the word "Redcaps" between his teeth, leaning against the wall of the tunnel. Vicious blighters - the thugs of the faerie world. Granted, he'd punched well above their weight class from the get-go, but the blood-dipping bastards were still troublesome to deal with in numbers.

     

    Faugh, nothing more than insects. It amuses me that they trouble you. Shut up.

     

    The grimace changed more to a slight smile, though, when he realized precisely what he'd just thought. The thugs of the faerie world - and a superstitious, cowardly lot by definition. Granted, it wasn't something that he normally approved of (especially against the more benign ones) - but once in a while, though...the fair folk really did deserve a reminder why they were forced into the hidden places.

     

    He wondered if they had dipped their caps recently...especially since, on reflection, their close proximity to this exit could mean nothing good.

     

    "...divide, conquer, subdue, interrogate." Crow murmured to Blodeuwedd - slowly fading from view. The last thing she saw was the shadows of his hood swallowing up a cheshire smile, underneath that mask. Then the tunnel was devoid of all but her.

     

    "...have fun."

  19. Crow gritted his teeth and tried to force his way through, but the electric current was playing merry hell with his muscles. He struggled again, and spat - a spark striking up where loogie met stone. Mathair na trocaire, this was no time to be dealing with a stubborn deathtrap!

     

    Faugh, extreme measures, she says. Damn that Warden, damn his hide, and damn his eyes - he'd have cursed him if he could draw more than short breaths! A voice in his head promised something, that if he found him before Blodeuwedd, Jay, or the Raven...

     

    He'd wish he'd never been born.

     

    One part of Crow didn't like that, though. Two parts did, but one part didn't. It was a quiet part in times like this. A very quiet part. It didn't speak very often when business was being done - that wasn't how it was meant to operate. But sometimes...it had to.

     

    Through a clenched jaw, nearly forced shut by the current coursing through his jaw muscles, he managed to eke out a growled "GO."

     

    And Blodeuwedd gained the distinct impression that now would be a very good time for extreme measures.

×
×
  • Create New...