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  1. Notice check of 14 to look through the windows
  2. He visibly deflated a bit as Tiger made her approach. "Okay, that steals a bit of my thunder. Definitely should not have expected to be the only guy around here with a grappling hook. Shake it off." He stood back up to his full height and made a show of striding up to the skylight, pacing the perimeter and observing what he could see inside.
  3. I mentioned it offhand, but I'm kind of interested in Gyrfalcon stopping into Queenie's restaurant in his civilian persona. Seems like the sort of place he would want to try at least once.
  4. Gyrfalcon paused. Young hero, colorful outfit, looks to be built like a scrapper. He had expected a much different reaction when he suggested the stealthy approach. "More than just muscle, it seems. Glad to hear it." He paused as he played that back in his head. "Was that rude? I think it sounded rude. Should I care if I sound rude? Not caring is usually cooler. Oh wait, I think she's waiting for me to make the first move. Geez. Do something." "Post up on the target building's rooftop. Once we're up there, we'll be able to better assess the best route in. There's probably an access door that we can enter through. I doubt they've put much security on that entrance." He decided that it was better to make a quick exit. Mysterious and commanding. Gyrfalcon drew his grappling gun from his waist, and using a tall adjacent building as support, swung his way to the top of the offices where the deal was about to happen. He landed with a parkour roll to slow his momentum, then stood and turned to see how his new companion would make the approach.
  5. "So she doesn't have any advance intelligence either. But she's good to have read that much into the situation already. Is she a veteran super? She certainly doesn't look it. "Whatever. No getting upstaged on your first big night out. Serious face now." He turned back and scanned over the scene one more time. "Hmm... Can't risk just walking in the front door. I don't know what you're packing aside raw power, but I don't like our odds against this kind of security. I say we take to the roof and enter from there if possible. That gives us a way to get the jump on the second floor guards..." He pointed to the two he had already spotted, "And an extra way in and out against the meeting itself."
  6. Not expecting company on the rooftop, and thoroughly not expecting to be snuck up on, Gyrfalcon whipped his head around and the sound of the newcomer's voice. "LITERALLY HOW" was the first thought through his head, but he managed to stop himself from speaking out loud. He at least hoped the fast head turn looked suitably intimidating. He wasn't certain what to make of her. He stood taller, but she was clearly powerfully built. Someone who wanted to protect the deal about to go down would have just walloped him already. It was safe to say he could count on her help for this one. "That's the look of it," he said quietly, in a low tone. "I count two guards indoors, in addition to everyone on the ground level. What do you know?"
  7. Notice check Hmm, hopefully that turns up something.
  8. Just a block away, a caped figure say crouched on a rooftop. His pointed visor pointed at the meeting below. He sat still as he observed, and attempted to ease his own mind. "Breathe, Riley. There's no room for nerves tonight. Tonight is a big step up. Targeting muggers and small-time burglars can only do so much good for this city. It's time to pick off some bigger fish." He glanced quickly to the water gently lapping beneath him, and stifled the urge to grin at his unintentional pun. "You've got time for all the bad jokes in the world once you've wrapped this up. Let's just see what we're dealing with here." Gyrfalcon heard rumors of a drug deal at the waterfront while patrolling the streets last night. After dragging the location out of a thug, he had it made up in his head that he was going to see if it was for real. Though now that he was actually here, he was kicking himself for not being more prepared. He had little idea how many people to expect, what sort of security the location had, or what kind of weaponry the guards were packing. "It's gonna be fine," he thought. "Take it slow, get a feel for the situation." Gyrfalcon focused and attempted to gather what he could about the information below.
  9. All right, changes have been made. Specialization with Unarmed was supposed to be at 3 originally. I just managed to typo the feat and flub the math on my bonuses at the same time. Now up to PL10 while sneak attacking. Boomerangs have been fluffed into Raptorangs and given a mention under Power Descriptions. Spelled out the abilities of the HQ and Vehicle, and given them new names. Added some references to fighting styles up above, to give some baseline for fight scenes.
  10. Player Name: TheThirdWay Character Name: Gyrfalcon Power Level: 10 (150/150 PP) Unspent Power Points: 0 Trade-Offs: +4 Attack, -4 Damage/+2 Defense, -2 Toughness In Brief: A cowl who plays the role to the hilt while in costume, but couldn't be more different in his secret identity. Alternate Identity: Riley Reed (Secret) Birthplace: Freedom City Residence: Downtown Freedom Base of Operations: The Nest (a quiet warehouse in Freedom) Occupation: Head of Reed Applied Technology's Consumer Product Division Affiliations: None yet Family: Noah Reed (Father) Claire Reed (Mother) Nicole Washington (Older Sister) Sean Reed (Older Brother) Marcus Reed (Older Brother) Description: Age: 24 (June 1993) Gender: Male Ethnicity: Caucasian Height: 5'9" Weight: 150 lbs Eyes: Green Hair: Dark brown Riley sports a thin, wiry build, on a frame of average height. He typically keeps his dark brown hair in a close crop. His clean-shaven, soft-featured face give him a slightly younger appearance. While he is out on the town, he prefers to wear loose-fitting hipster fashion or businesswear. When patrolling as Gyrfalcon, Riley sports a costume that fits the form of his body closely but takes great pains to hide his face. The costume itself is primarily black with silver accents that give off a dull shine, plus a matching cape. He also wears a cowl with a visor that conceals the upper half of his face and comes to a point over his nose. History: Riley is the definition of a trust fund baby. He was born to two rich families and grew up living a charmed life. Born to the founders of Reed Applied Technologies, his parents afforded him every opportunity to succeed in life. Whenever he or any of his siblings took an interest in something, his parents were more than happy to fund their newest hobby. The Reeds had planned to pass their business interests along to their children, but Riley had little interest in technology or business management. Over his formative years, he developed a love for gymnastics and a fondness for kitschy detectives novels, but little in the way of what could be called "marketable skills." While he attempted to work his various hobbies into a paying career, he eventually settled for his predestined role in the family business. He was allowed to manage a small portion of Reed Applied Technologies. It was a successful and cushy position, but Riley felt dissatisfied regardless. Feeling as though he had nothing to actually contribute to the business left him unfulfilled, and left him looking for ways he could build something of his own and to do good. As a Freedom City native, it seemed only natural that his attention would eventually be drawn to superheroes. While he didn't have any powers or any great expertise to fall back on, he looked to the many cowls of the past as examples and asked himself, "If they can save the city with just gadgets, why can't I?" He spirited away some of his personal savings for the outfit, motorcycle, and hideout, and requisitioned some Reed technology for the rest of his gear, and designed a personality the shadowy detectives that he admired. He spent the first several months of his super career intently researching and training in the skills he'd need as a crime fighter, going on patrol in Freedom essentially as a means of training and rehearsing his new persona, and seeking training in martial arts including aikido and taekwondo. He's only recently become relatively comfortable with the superhero lifestyle and has begun nailing down his Gyrfalcon persona, leading to his willingness to take on bigger criminals and generally make himself known. Personality and Motivation: While outside of the costume, Riley is a bright and happy-go-lucky, always willing to crack a joke or have a good time. He's deliberately created the opposite personality for his Gyrfalcon persona, behaving in a dark and intimidating manner. Beneath it, he feels that his role as Gyrfalcon is his great calling in life, and throws himself completely into it to savor both the feeling of doing good, and the satisfaction that comes with Gyrfalcon's fame. Powers and Tactics: Riley knows he is likely to be outclassed in a straight fight, so he prefers the stealthy approach, which also complements the "I am the night" personality he's attempted to cultivate. While he takes the time to plan out his battles before engaging, he prefers to finish them in the most impressive manner he can. Power Descriptions: Lacking any proper powers, Riley prefers his gadgets to follow the aesthetic of entertainment tech, sleek and chromed. He's not picky as long as it's sufficiently flashy and matches the costume. His boomerangs, which he has dubbed "Raptorangs," are shiny chrome and are designed like stylized birds. His motorcycle is the same shade of black as his costume, with a large, swooping panel over the front resembling his costume's visor. His HQ is a more recent investment, and is kept simple and spartan. Complications: Fortune and Glory: He professes to be above it, but Riley adores the limelight that superheroing brings.. He can be easily tempted by the potential for glory and fame. No, But I Play One On TV: Riley is still establishing his super-identity. He may, especially when stressed, switch to his normal wisecracking behavior while in his Gyrfalcon persona, or behave in the dark and quiet manner of Gyrfalcon while living his day-to-day life. Legitimate Businessman: Riley can't devote his entire working life to superheroing without arousing some suspicion. He needs to take time away from the costume to run his business on occassion, a fact which he isn't thrilled with. Awkward Teenage Years: Riley's early period as Gyrfalcon, before he had built up his skills and demeanor, aren't very far behind him. He will occasionally run into someone he encountered during his beginner days, meaning they may think of him as his former, more bumbling self. Abilities: 8+10+8+8+0+4=38 PP Strength: 18 (+4) Dexterity: 20 (+5) Constitution: 18 (+4) Intelligence: 18 (+4) Wisdom: 10 (+0) Charisma: 14 (+2) Combat: 16+16=32 PP Initiative: +5 Attack: +8 Melee/Ranged, +14 Unarmed, +12 Boomerangs Defense +12(+8 Base, +4 Dodge Focus), +4 Flat-Footed Grapple: +12 Knockback: -4/-3 Flat-Footed Saving Throws: 3+5+10=18 PP Toughness: +8(+4 CON, +2 Defensive Roll, +2 Armor Bonus) Fortitude: +7(+4 CON, +3) Reflex: +10 (+5 DEX, +5) Will: +10(+0 WIS, +10) Skills: 120 R=30 PP Acrobatics 7 (+12) Bluff 8 (+10) Climb 6 (+10) Drive 4 (+9) Escape Artist 5 (+10) Gather Information 13 (+15) Intimidate 13 (+15) Skill Mastery Investigate 10 (+14) Skill Mastery Knowledge [Business] 3 (+7) Knowledge [Current Events] 3 (+7) Knowledge [Streetwise] 8 (+12) Skill Mastery Knowledge [Tactics] 4 (+8) Notice 10 (+10) Search 8 (+12) Sense Motive 10 (+10) Stealth 8 (+13) Skill Mastery Feats: 32 PP Attack Specialization (Boomerangs) 2 Attack Specialization (Unarmed) 3 Benefit (Wealth 2) Challenge (Fast Startle) Defensive Roll 2 Dodge Focus 4 Equipment 7 Evasion 1 Luck 1 Master Plan Power Attack Quick Draw 1 Skill Mastery [Intimidate, Investigate, Knowledge [Streetwise], Stealth] Sneak Attack 1 Startle Takedown Attack 1 Uncanny Dodge (Auditory) Well-Informed Equipment: 7 PP=35 EP Utility Belt Array (9PP Array; Feat: Alternate Power) [10EP] Base Power: Obscure 4 (Smoke Bombs; Visual Senses [Feat: Indirect] {9/9} Alternate Power: Blast 3 (Raptorangs; [Feat: Autofire] {9/9} Grappling Gun (Super Movement [Swinging]) [2EP] Gyrfalcon Suit (Protection 2) [2EP] Lock Release Gun [1EP] Night Vision Goggles [1EP] HQ: The Nest [10EP] Size: Medium Toughness: +10 Features: Communications, Computer, Concealed, Garage, Gym, Living Space, Power System, Security System Vehicle: The GyrCycle [9EP] Size: Medium Toughness: 8 Defense: 10 Strength: 15 Speed: 5 Powers: 0PP Drawbacks: 0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Attack Melee DC 19 Damage Blast (Boomerangs) 30 ft DC 18 Damage Totals: Abilities (38) + Combat (32) + Saving Throws (18) + Skills (30) + Feats (32) + Powers (0) - Drawbacks (0) = 150/150 Power Points
  11. I'm sure that many of us are into RPGs in the real world in addition to this site, so I figured this was as good a place as any to spread this little template. I don't know how much more explanation is necessary, but the idea is as follows. Think of a funny or interesting story involving a time when the personality of one of your PCs became drastically different than what you had originally intended, then fill in the template above with pictures representing this. Feel free to replace "What The DM Saw" with "What Other People Saw." I'll start out with a couple I've already made. The character I'm working on right now, Geist, is partially based off of another character I enjoyed running in the past. The big similarities were their stealth-based powers and the fact that they were both hooked on alcohol. However, all the GM really noticed was the alcohol thing, and it sort of overtook his expectations of the character. While I originally intended for him to have a serious side, and for the alcoholism to be his method of coping with personal demons, but the GM insisted that I was acting out of character whenever I started playing him seriously. Apparently he couldn't comprehend the fact that just because someone had alcohol problems doesn't mean they didn't have to be drunk all of the time. However, for several reasons, we just had to put up with this particular GM, so I made lemonade out of lemons, and changed up how I was playing him. I made him into a more Crazy Awesome type of character, whose major strength came from unpredictability, which still allowed me to make him badass while still allowing him to act how the GM expected. This one was a problem with the same GM. Needless to say, after this incident, he was firmly cemented as "That Guy" in our group's mindset. This was a generic dungeon crawling campaign, and in light of what the other characters were playing, I decided to go with your typical Rogue. I was looking through the sourcebook to try and decide how to spend my last few points, and when looking through the different races, I saw a Cat-Folk race that really piqued my interest. It fit perfectly with what I was trying to build, and I thought it would be an interesting choice to roleplay. However, when we submitted character sheets, the GM instantly dismissed mine, saying "I don't want furry crap in my campaign." I tried to explain to him that there was nothing "furry" about it, and that it was just a style choice, but he still insisted that it was furry garbage and he didn't want anything to do with it, despite the fact that each of the other players were adamantly on my side. After this, we agreed to let him know that we would no longer request his company at our gaming sessions, and one of our other players agreed to take up the role of GM. The others agreed to afford me a few extra points, as whenever the old GM did something jerkass-ish, I usually seemed to take the brunt of the blow. So I really pimped out my character and he became kind of a standout of the campaign. So, anyone got any stories of their own?
  12. I believe I've fixed everything. Not sure whether I should find something to sink those last six points into or leave them be for now.
  13. Player Name: TheThirdWay Character Name: Geist Power Level: PL10/150 PP Trade-Offs: None Unspent PP: 6 Progress To Bronze Status: 0/30 [floatr][/floatr] In Brief: Master thief turned superhero attempting to make up for his past. Alternate Identities: Roscoe Clay (civilian identity) Identity: Secret Birthplace: London, England Occupation: Owner of Clay Brokerage Affiliations: Clay Brokerage (owner/founder) Family: Roslyn clay (Grandmother), Clarice Clay (sister), Ian Clay (brother), Mike Clay (brother), Doyle Clay (brother), Damian Clay (brother), James Clay (brother) Age: 29. DOB: March 17, 1982 Gender: Male Ethnicity: Caucasian Height: 6'4" Weight: 170 lbs/77kg Eyes: Green Hair: Black Description: Roscoe is tall and slender, with a very athletic build. He tries to keep himself well-groomed, as should be expected. He prefers to dress in either suits or at least button-up shirts, and will tie his hair back if he's required to be particularly formal. Power Descriptions: Roscoe's powers were practically tailor-made for the criminal career he was drawn to when he was younger. He can teleport short distances, turn invisible, walk through walls, and can see through nearly anything except gold, ironically enough. History: Roscoe grew up in London's East End. He was the youngest of many siblings, and his parents died at an early age, so they lived with his grandmother. He took to crime fairly early in his life, partially because his grandmother had trouble providing for all of the kids, and partially because of pressure from his older brothers. He "unlocked" his powers during his early teenage years, after a failed attempt at shoplifting. The shop owner chased him out of the store in an attempt to get back at him. In order to escape him, Roscoe attempted a dangerous jump over an especially deep drainage ditch and passed out midway through the jump. When he woke up later, he was lying on the other side of the ditch, and when he looked back across it, he realized that there was no way he could have made that jump. After that, his powers slowly began manifesting, and at the same time, he began learning to control them, and eventually began using them to make shoplifting and such easier. Eventually, as he grew older and reached the age where he would be expected to move out, he held down an unassuming day job, but also began taking advantage of his powers to "supplement his income" as he justified it to himself. He slowly graduated to larger and more valuable targets, eventually swiping the valuables of some of the richest people in the city and pawning them away on the black market, and spending most of his money away on frivolities. One night, however, he got a tipoff that something had gone wrong. Either he had finally slipped up and left behind some crucial evidence, or one of his "trusted friends" in the underground stabbed him in the back. Either way, he heard that the feds were quickly closing in on him, and he came to the conclusion that he needed to leave the country. He made his arrangements for overseas. He used all of the favor he had left with his underground connections to cover his tracks, slip past customs, and arrange for asylum in the States in exchange for a few years of work as a costumed super in the crime ridden city of San Andreas. Shortly after his move, he fell victim to his love for the bottle that he developed during his years of debauchery. He succumbed to alcoholism to deal with the pressures he now felt. When he first moved, he convinced himself that this was going to be a temporary arrangement, that it was just a game he was going to play along with so that he could get his life back. However, one night, while he was drowning his sorrows, it occured to him that he truly no longer had anything to be proud of, that because of his greed he had truly lost everything. The next morning, after he had sobered up, he resolved to himself that he would make the best of this new life, and that he would truly put his all into fighting crime. After the years of his agreement were up, and crime had largely been settled in San Andreas, Roscoe packed up and moved to Freedom City, where he felt he could do the most good. Personality & Motivation: Roscoe is a very outgoing person and usually strives to be the center of attention. He has a tendency to be full of himself, which he occasionally makes an honest attempt to fight. He's a smooth talker, which came naturally from his criminal years, and he has put to good use in his later life as an honest businessman. He can also be emotional, especially when given a little bit of liquid courage, but this is also something he tries to keep under wraps. He is also prone to slip into this mode when placed under sufficient stress. [floatr][/floatr] Powers & Tactics: As above, Geist has an array of stealth-based powers. As such, he prefers to not fight his foes directly. He is also capable with a gun and skilled with a staff, both of which he will use to his advantage should his foe present an oppurtunity. As could be expected, he prefers to avoid killing his foes if he can help it. He'll either cripple or otherwise incapacitate his foe. His favored target criminal is thieves, and his modus operandi is simple. Beat them to their target, and either steal what they're intending to steal, keeping it safe until after it blows over, or lay a trap for them. Complications: Alcoholism: Not to the level of Tony Stark or such, but Roscoe is an alcoholic. He will quickly turn to the bottle when stressed. When out having fun, he can usually be convinced to have a drink or two, but will actively avoid resist harder drinks. Enemies: Needless to say, he made many enemies during his criminal career. Agents of the UK government trying to bring him back to be tried and those who he stole from looking for payback, just to name a couple. In addition, his work in San Andreas may have left some organized crime heads seething to get him back. Secret Identity: His identity as Geist is not public knowledge. He does everything in his power to keep it a secret. Abilities: 5 + 10 + 1 + 3 + 2 + 7 = 28PP Strength: 15 (+2) Dexterity: 20 (+5) Constitution: 11 (+0) Intelligence: 13 (+1) Wisdom: 12 (+1) Charisma: 17 (+3) Combat: 0 + 2 = 4PP Initiative: +8(4 from Improved Initiative) Attack: +10 (+4 melee, +2 staff) Grapple: +5 Defense: +12 (+12 Base, +0 Dodge Focus), +6 Flat-Footed Knockback: -4 Saving Throws: 5 + 7 + 6 = 18PP Toughness: +8 (+0 Con, +6 Defensive Roll, +2 Undercover Shirt) Fortitude: +5 (+0 Con, +5) Reflex: +10 (+3 Dex, +7) Will: +5 (-1 Wis, +6) Skills: 119R = 30PP Acrobatics 8 (+13) Bluff 8 (+11) Climb 9 (+14) Diplomacy 2 (+5) Disable Device 12 (+13) Drive 4 (+9) Escape Artist 5 (+10) Gather Information 8 (+11) Intimidate 6 (+9) Knowledge (Popular Culture) 4 (+5) Knowledge (Streetwise) 6 (+7) Notice 8 (+9) Search 12 (+13) Sense Motive 6 (+7) Sleight of Hand 9 (+14) Stealth 12 (+17) Feats: 43PP Accurate Attack Acrobatic Bluff Ambidexterity Attack Focus 4 (Melee) Attack Specialization (Quarterstaff) 2 Benefit 2 (Rich) Defensive Roll 3 Distract 2 Equipment 8 Improved Disarm 3 Improved Grab Improved Grapple Improved Initiative 2 Improved Trip 1 Precise Shot 2 Prone Fighting Quick Change Sneak Attack 3 Startle Taunt [floatr][/floatr] Powers: 4 + 4 + 4 + 9 = 21PP Invisibility [4PP] Super-Movement 2 (Permeate) [4PP] Super-Sense 4 (X-Ray Vision, Cannot see through gold) [4PP] Teleport 3 (Easy, Short-Range, Turnabout) [9PP] Drawbacks: 0PP DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC15 Toughness (Staged) Damage (Physical) Staff Touch DC17 Toughness (Staged) Damage (Bludgeoning) Abilities (28) + Combat (4) + Saving Throws (18) + Skills (30) + Feats (43) + Powers (21) - Drawbacks (0) = 144/150 Power Points Note: I know I definitely messed up in here somewhere, as this is my first time with this system. Please feel free to give suggestions on top of corrections to formatting I'm also worried about this hero not really gelling well with the canon and system you've got going on, so please be straightforward about this as well.
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