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Bishop

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  1. Bishop uses his skill mastered Diplomacy for a total of 17 in trying to figure out an appropriate way to deal with Melvin. BTW, I'm going ahead and using his PL7 stats, unless you'd prefer me not to.
  2. Bishop's one eye narrowed. His tactical mind told him to gather more information, analyze potential dangers and weaknesses, and calculate potential stratagems. But, sometimes he just had to go with his gut. His gut was telling him this was a kid who was in desperate need of some guidance; maybe even a good, old fashioned spanking. “Son... this isn’t the way to go about getting what you want,†he said in a calm and caring voice. “The way you’re going never has a happy ending.†He shook his head sadly and said in a low voice so that the boy wouldn't overhear him, "I think you should have given us a bit more of a heads-up, Principal. Now we have a potentially very dangerous situation. Miss Americana? I'll follow your lead, but my opinion is that we won’t be doing this boy any favors by letting him continue to... misbehave."
  3. Hey, saw the Starlight thread, that is AWESOME! I can't wait to see how that plays out! As for mine, the change to PL 7 doesn't really change anything about the character, including the issues with his daughter. However, I still need to mull that one over. BUT, I think I came up with something else. I gave him a new complication based on the fact he's using state-of-the-art equipment he didn't build and doesn't fully understand. (Yes, he's super smart, but he never studied technology to any degree. He can use tech, he just doesn't know how to build or fix it.) Part of the deal that allows him to use the tech he uses is that it it is frequently being fiddled with and experimented on, and it doesn't always work exactly as intended... So, one day he uses his scepter to teleport a long distance and he ends up... elsewhere. Kind of like a Star Trek teleporter accident, he's in an alternate dimension. To make matters worse, the scepter is burned out by energy backlash! He's got to figure out how to get back home from a world of unknown dangers, and he's pretty much unarmed!
  4. "It's an honor and a pleasure, Miss Americana!" Bishop replied as he returned her handshake. "I'm called Bishop." He smiled and added, "I guess I'm the new guy on the block." Bishop turned his attention back to the principal. "So... 'examples?'" He then shrugged. "I'd assumed I was here to talk to the kids, but I'm at your disposal." As he spoke, he had already begun a quick Internet search for information about Mr. Thackery through the interface built into his mask. The internal "heads up display" tracked his progress. [bg=#404040]Command: Web Search > Terms: Thackery "Birch Grove Elementary" Command: Web Browser > Birch Grove Elementary Website > Faculty List > Bios > Thackery [Working...][/bg] "Whatever Mr. Thackery needs, I'm sure I'll be happy to oblige," he said, smiling warmly.
  5. Done and done. Wow, I had no idea how far I had strayed from the standard format! It IS much clearer what's going on this way.
  6. Player Name: Character Name: Power Level: (7 or 10) (105/105PP or 150/150PP) Trade-Offs: +/-0 Attack / +/-0 Damage, +/-0 Defense / +/-0 Toughness (or "None") Unspent Power Points: 0 Progress To Bronze Status: 0/30 In Brief: (1-2 sentences which sum up the whole character) Alternate Identity: Identity: (Public or Secret) Birthplace: Occupation: Affiliations: (People and/or groups you work with) Family: Description: Age: ??? (DoB: Year [Optionally, Day & Month]) Apparent Age: (if applicable) Gender: Ethnicity: Caucasian? Asian? Etc. Height: Weight: Eyes: Hair: (Describe what they look like!) Power Descriptions: (Describe what their powers look like, if applicable) History: (Please remember we are a relatively family friendly site. Your story should be PG-13 at most. If your character wouldn't fit in an episode of Justice League Unlimited, The Dresden Files, or Buffy the Vampire Slayer, please rethink it.) Personality & Motivation: (Describe here) Powers & Tactics: (In-character descriptions of how they do their thing) Complications: Name: [Description] Example: Secret: Identity. Abilities: 0 + 0 + 0 + 0 + 0 + 0 = 0PP Strength: 10 (+0) Dexterity: 10 (+0) Constitution: 10 (+0) Intelligence: 10 (+0) Wisdom: 10 (+0) Charisma: 10 (+0) Combat: 0 + 0 = 0PP Initiative: +0 Attack: +0 Melee, +0 Ranged Grapple: +0 Defense: +0 (+0 Base, +0 Dodge Focus), +0 Flat-Footed Knockback: -0 Saving Throws: 0 + 0 + 0 = 0PP Toughness: +0 (+0 Con, +0 [Other]) Fortitude: +0 (+0 Con, +0) Reflex: +0 (+0 Dex, +0) Will: +0 (+0 Wis, +0) Skills: 0R = 0PP [skill] [# of Ranks] (+[Total Bonus]) [skill] [# of Ranks] (+[Total Bonus]) [skill] [# of Ranks] (+[Total Bonus]) Examples: Craft (Structural) 5 (+5)Skill Mastery (would be used for someone with 5 ranks in the skill and a +0 Int modifier) Knowledge (Technology) 8 (+10)Second Chance (would be used for someone with 8 ranks in the skill and a +2 Int modifier) Languages 2 (English, French [Native], German) (would be used for someone who speaks those three languages, but learned French first) Notice 5 (+4) (would be used for someone with 5 ranks in the skill and a -1 Wis modifier) Feats: 0PP [Feat Name] [Feat Name] [Feat Name] Examples: Accurate Attack Dodge Focus 2 Equipment 2 (10EP) Luck 2 Example: Please note that the Equipment quoteblock is only applicable if your character has the Equipment feat. Powers: 0 + 0 + 0 = 0PP Power/Array Name (Extras: ???, ???, Flaws: ???, ???, Feats: ???, ???, Drawbacks: ???, ???) [XPP] (Descriptive Name, Descriptors) Base Power: Power Name (Extras: ???, ???, Flaws: ???, ???, Feats: ???, ???, Drawbacks: ???, ???) [XPP] (Descriptive Name, Descriptors) Alternate Power: Power Name (Extras: ???, ???, Flaws: ???, ???, Feats: ???, ???, Drawbacks: ???, ???) [XPP] (Descriptive Name, Descriptors) Device 1 (5PP Container, Extras: ???, Flaws: Easy/Hard-To-Lose, ???, Feats: ???, Drawbacks: ???) [3/4PP] (Descriptive Name, Descriptors) Power Name (Extras: ???, ???, Flaws: ???, ???, Feats: ???, ???, Drawbacks: ???, ???) [XPP] (Descriptive Name, Descriptors) Examples: Electrical Control 10 (20PP Array, Feats: Alternate Power 2) [22PP] Base Power: Blast 10 (Extras: Autofire, Flaws: Action [Full], Feats: Accurate, Drawbacks: Full Power) [20PP] (Chain Lightning) Alternate Power: Blast 10 (Extras: Area [General, Burst], Flaws: Distracting) [20PP] (Ball Lightning) Alternate Power: Stun 6 (Extras: Range [Ranged]) [18PP] ("Taser") Device 2 (10PP Container, Flaws: Hard-To-Lose, Feats: Indestructible) [9PP] (Mighty Shield) Damage 3 (Feats: Improved Critical, Mighty, Thrown) [6PP] Force Field 2 [2PP] Shield 2 [2PP] NOTE: If your powers do not have any Extras, Flaws, Feats or Drawbacks, you do not need to include those categories. I.e., if you have a plain Blast 10 (a bolt of fire), all you need to write is "Blast 10 [20PP] (Fire Bolt)." Drawbacks: (-0) + (-0) = -0PP Drawback (Description, Frequency: [uncommon, Common, or Very Common], Intensity: [Minor, Moderate, or Major]) [-XPP] Example: Vulnerability (Fire, Frequency: Common, Intensity: Major [x2]) [-4PP] (Please note that you can only have a number of drawbacks equal to your PL, not including power drawbacks. Also, power drawbacks, such as Full Power or Power Loss, should be listed on the power, not here.) DC Block (see below) Totals: Abilities (0) + Combat (0) + Saving Throws (0) + Skills (0) + Feats (0) + Powers (0) - Drawbacks (0) = 105/105 (or 150/150) Power Points
  7. A couple of quick Q's so I can figure out how to respond: What was I told on the phone before showing up? Did I know Miss Americana or Caradoc would be there? Do I have any clue what he's talking about concerning "being an example for Mr. Thackery?"
  8. “So, where’s this school again?†Mike had just poured himself another cup of coffee and sat back down at the kitchen table. Bishop had just finished helping Carol clear the breakfast dishes and was sitting at the table, putting his mask on, plugging it into the cybernetic port in his right eye socket. He’d been spending the last few nights at Mike and Carol’s house and had let them in on his Big Plan. “It’s in a part of Freedom City called ‘The Fens.’ From my research, it's a good school where my efforts might be effective,†Bishop answered. “And this is all part of your 'Big Plan,' eh?†Bishop grinned widely. “Of course! It’s all part of The Plan. Building the kind of network I envision takes time.†“And it takes talking to grade schoolers?†Mike asked skeptically. “It’s what superheroes do! Sometimes. Don’t worry so much.†“Don... have you ever talked to a grade school class? ...in the inner city?†“Well, no... but, it’s not like a Philly inner-city school. Today, I just go in, tell the kids how important it is to develop their minds... I even have a speech prepared. How hard could it be? †Mike gave him a dubious look. Five minutes later, Bishop popped up in front of Birch Grove Elementary with a soft zzzzut. Recognizing the principal from his online research after their phone conversation, he greeted him with a warm smile. “Good morning, Mr. Werthers. I’m Bishop. It’s a pleasure to meet you in person.†He turned to the superhero standing next to Mr. Werthers. “And... Caradoc? I’ve seen you in the papers. It’s an honor.â€
  9. I just edited to add a complication that came to me in thinking of "Kickers" for him: his equipment is still experimental and being fiddled with by its designers.
  10. I like my new "Spirits of the Ancestors" better now. It's uncontrolled, which makes sense: they give him what help they want when they want. Then I made Uncanny Dodge a part of his Staff's "feel the wind" power, which also makes sense. Only 7 more points of fat to trim...
  11. Hey, thanks Doc! I did have misgivings when I designed those features, like: "can I really do that?" I guess I forgot one of the most important rules: a flaw that's not a flaw is not a flaw. Back to the drawing board a bit... :)
  12. I've revised Bishop as a PL 7. I think his concept "fits" this power level a lot better. The revisions don't change anything of what's been established (which isn't much) that he can / should be able to do. The only thing I changed rather than pruning or paring down is his mask. I think it works better now. I felt the "look-through-TV-cameras" power should be No Conduit, and now it is. It also makes sense that his visual display can only show one major feed at a time. I'd like this version to replace the current PL 10 version.
  13. [floatr][/floatr] Player Name: Bishop Character Name: Bishop Power Level: 7 (105/111PP) Trade-Offs: -2 Attack, +2 DC Unspent Power Points: 6 Progress To Bronze Status: 6/30 In Brief: A teleporting tactical genius. Alternate Identity: Donovan Kross Identity: Public Birthplace: Philadelphia, PA Occupation: Freelance Consultant Affiliations: None Family: None Description: Age: 44 (DoB: 1967) Gender: Male Ethnicity: Caucasian Height: 5' 10" Weight: 148 lbs Eyes: Brown Hair: Brown Donovan Kross is a slender, middle aged man. His hair is a dark brown and graying at the temples. It's of a medium length and usually a bit unkempt. He is missing his right eye, and the right side of his face is disfigured from burns. Where his right eye was is a cybernetic socket that interfaces with his optic nerve. Because he doesn't try to maintain a secret identity, he nearly always wears his mask, which covers the scars on his face. The only time he normally takes it off is to sleep, shower, and play chess. He feels it interferes with his concentration during play and gives the appearance of an unfair advantage. Bishop's costume is in a "chess motif" large black-and-white checkered pattern. He carries what looks to be a medieval king's scepter, about a foot and a half long, which clips to his belt. The rest of his belt is much more utilitarian in appearance. (He thinks the whole "chess-theme" thing is a bit overdone, but he didn't have a lot of input into the design...) Most of the right side of his face is covered with a metallic mask / headset which also completely covers his right eye. Power Descriptions: Bishop's primary power is his mutant ability to teleport. When he uses his power, whatever is teleporting shimmers briefly before disappearing. The teleport makes a soft "zzzut" sound. History: Donovan Kross was a professional chess master -- an international grandmaster who was running a small chess school in downtown Philadelphia. He lived in a modest home in the suburbs with his wife Melinda and daughter Julia. That was until the night of the house fire that destroyed his life. It happened late at night. There was an explosion, and the first thing Donovan remembers is waking up in terrible pain, pinned by a burning support beam. The right side of his body was pressed into drapery and carpet that had caught on fire and was scorching his face and upper torso. He panicked. In the terror of the moment, he could think of nothing but wanting to get out, escaping to the safety of the front yard. In his mind, it was like he could understand the space between him and the yard in the same way he would visualize a chess board. All it took, he intuitively realized, was a diagonal move across the space in between like the move of a bishop. With that thought, he instantly teleported himself to the front yard and collapsed on the grass. Later, Donovan awoke in the hospital, groggy and in pain. He was in the burn unit being treated for third degree burns over half his face and upper torso. He was attached to IV fluids, pain killers, and monitors. His first guests were police detectives sent to investigate the fire. They told him that his wife and daughter had died in the blaze. They also told him that the fire appeared to be intentional but that he was not currently a suspect. The next few days Donovan spent in a medicated haze, but he was vaguely aware of being transferred to a wheeled stretcher and transported somewhere. When he fully came to his senses, he found himself in an ultra-high-tech medical facility; and his newest visitors weren’t police or medical staff, but costumed superheroes! He learned that he was in the infirmary of Freedom Hall, the Freedom City headquarters of the Freedom League! Donovan’s accident had drawn the attention of the Freedom League for a few reasons – not the least of which was the shocking revelation that Donovan’s daughter Julia was secretly an associate member of the League! His own daughter had been living a double life as a superhero. Julia had been the superhero code named “Empress†and had possessed impressive telekinetic powers. The League believed that Empress – Julia – didn’t die in the fire. The burnt corpse left behind was not hers. But they had no idea what had happened to her, where she was, or why nobody had heard from her since the fire. Donovan also learned that his daughter’s powers were genetic and that she had inherited her genetic mutation from him! Its power wouldn't reveal itself until there was a life-threatening event which, in the panic of the moment, triggered the latent abilities. He remembered the car accident his wife and daughter had been in a few years back. It seemed a miracle they had survived without a scratch considering the extensive damage to the car and the semi-truck it had collided with. He had chalked it up to a fluke of chance. Julia had acted differently ever since that accident. She was secretive, distracted, and seemed to go on a lot of sudden overnight trips. He had worried about her but didn’t want to pry. Now, the grief of her loss was even greater than when he thought she had died. He blamed himself: if only he had known the truth; if only he had used his “great intellect†and “supremely analytical mind†to figure out what was happening in his own family. Maybe then, none of this would have happened. The League helped Donovan control his abilities. Donovan trained hard and devoted his talent for tactical chess to tactics of a different sort. While not an official member, Donovan now assists the League and various agencies as a master tactician. He also invests much of his free time in investigating what happened to his daughter and who killed his wife. Personality & Motivation: What happened to Bishop's family drives him to fight for justice and freedom. Though the surgery was offered to him to completely repair his scarring and replace his eye, he turned it down. He doesn't want to erase the reminder of what had happened, possibly out of a feeling of guilt over the incident. He is especially driven to unravel the mystery behind what happened to his daughter. But, more than anything else, what motivates him is a desire to be someone his daughter would be proud of. He loves intellectual challenges. That is what he loves most about chess, and sometimes he sees what he does now as the greatest chess game in the world. He particularly seeks to defeat "mastermind" villans who pride themselves in their intellect. He no longer plays or teaches chess professionally, but still loves the game and is usually playing several correspondence games online at any given time. Bishop tends to be "cool, calm, and collected." He has tremendous patience. He prefers to collect as much relevant information as possible before acting, but can act quickly and decisively when the situation calls for it. While polite, he tends to be a tad formal with others. He seems warm and friendly, but also reserved and a bit aloof. Powers & Tactics: Bishop can teleport himself with a remarkable degree of skill. He is also capable of “micro†teleports which lets him dodge attacks and avoid damage more effectively. His mask plugs into the optical nerve where his right eye once was. It delivers tactical information, input from video cameras in the area, and interfaces with computer systems, including the one built into a small backpack on his costume. He prefers to dart in and out of a battle using hit and run tactics to confuse and disrupt his enemies. He can teleport behind full cover, keeping tabs on his targets with cameras in the area or ones he might deploy on site, then strike and withdraw again quickly. His primary weapon is a specially designed "scepter" which works with and enhances muntant teleportation abilities and has some additional useful features. He can use it to channel his teleportation power to teleport someone it touches, or to "rend" them by teleporting away parts of them or teleporting slightly into them. Lastly, the sceptre can enhance his natural teleporting ability, greatly extending his range and carrying capacity. The scepter is frequently tinkered with and might also include experimental "one off" features he can access by power stunting. His costume is lightly armored and also includes a miniaturized, folding paraglider. His favorite strategy is to teleport high into the sky where he can slowly drift as he analyzes and prepares his battle plans. During downtime, he does this to monitor reports and keep an eye out for trouble spots he can teleport to instantly. Complications: A Mystery to Solve: He is willing to go to great lengths to find out what happened to his family and to avenge the death of his wife. Owes One to the Big Guys: Bishop is not an official member of The Freedom League, but they have helped him a lot and he has an obligation to them. Also, since he makes frequent use of his Connected feat, bartering favors as he does so; he almost always owes favors to various powerful individuals. "The Game is Afoot!": Bishop prefers to match wits with “mastermind†supervillians and he won't back down from an intellectual challenge. Two-Face's Twin Brother: Bishop is scarred over half his face and upper torso from burns. This sometimes gets a negative reaction, though the scars are usually covered by his mask and costume. His looks are distinctive. He is not concerned with his appearance, but the scars do remind him of what he has lost. Guinea Pig for Technology: Part of the deal he's getting in using his high-tech gear is that it is experimental and still subject to modification. Though this means he is sometimes given useful and unusual one-off "upgrades" he can power stunt, it also means things sometimes don't work as intended or can have unpleasant side-effects. Abilities: 0 + 0 + 4 + 12 + 4 + 2 = 22PP Strength: 10 (+0) Dexterity: 10 (+0) Constitution: 14 (+2) Intelligence: 22 (+6) Wisdom: 14 (+2) Charisma: 12 (+1) Combat: 6 + 6 = 12PP Initiative: +6 (Speed of Thought) Attack: +3 (+5 Scepter, -1 Ranged) Grapple: +3 Defense: +7 (+3 Base, +4 Shield), +2 Flat-Footed Knockback: -0 Saving Throws: 2 + 3 + 4 = 9PP Toughness: +2/+5/+7 (+2 Con, +3 Protection (Costume), +2 Defensive Roll) Fortitude: +4 (+2 Con) Reflex: +3 (+0 Dex) Will: +6 (+2 Wis) Skills: 32R = 8PP Computers 4 (+10)Skill Mastery Diplomacy 6 (+7)Skill Mastery Investigate 2 (+8) Knowledge: Streetwise 2 (+8) Knowledge: Tactics 9 (+15)Skill Mastery Knowledge: Technology 2 (+8) Knowledge: Others (+6) Search 2 (+8) Sense Motive 5 (+7)Skill Mastery Feats: 10PP Attack Specialization (Scepter) Benefit 3: Knowledge (Tactics) in place of Stealth to set up a surprise attack Notice or Sense Motive to detect an ambush or avoid a feint in combat Intelligence check for the Master Plan featEidetic Memory Equipment 1 [5EP] Master Plan Online Research Speed of Thought Skill Mastery (Tactics, Diplomacy, Computers, Sense Motive) Equipment 1PP = 5EP Computer (Masterwork) [2EP] IR Video Camera (to drop in place and access with ESP)[2EP] Mini Tracer [1EP] Commlink [0EP] Powers: 13 + 8 + 4 + 5 + 17 = 47PP Device 4 (20PP Container, Flaws: Easy to Lose, Feats: Restricted (Mutant Teleporters))[13PP] ("Scepter") Scepter 9 (18PP Array, Feats: Alternative Power 2) [20PP] Base Power: Damage 9 (Extras: Penetrating)[18PP] (Rend / Teleporting tip into a target) Alternate Power: Nauseate 9[18PP] (A disorienting teleport-in-place) Alternate Power: Teleport 4 (Extras:Linked to Teleport Power (Increases power to rank 8: 800' / 2,000 miles), Accurate, Feats: Progression 2 (Increases capacity to 500 lbs)) [18PP] (Teleport Booster) Device 2 (10PP Container, Flaws: Hard to Lose)[8PP] ("Mask") Computer Interface and Video Camera 4.5 (9PP Array, Feats: Alternate Power) [10PP] Base Power: ESP 3 (Vision, 1,000' range) (Extras: Simultaneous, No conduit, Flaws: Medium (Video Cameras)) [9PP] (Remote Video Feed Tap) Alternate Power: Super Senses 3 (Range increment 100' (all vision), Infrared) and Datalink 6 (20 mile range) [9PP] (Remote Computer Interface and IR Video Camera with 10x Zoom) Device 1 (5PP Container, Flaws: Hard to Lose) [4PP] ("Costume") Protection 3 [3PP] (lightly armored) Flight 2 (250'/25MPH Flaws: Gliding) [2PP] (miniaturized folding parawing) Shield 4 (Feats: Defensive Roll) [5PP] (Defensive Teleport) (Mutation) Teleportation 4 (400'/1 Mile)(Extras: Accurate, Feats: Change Direction, Change Velocity, Easy, Turnabout, Moving Feint)[17pp] (Mutation) Drawbacks: (-3) = -3PP Disability (One Eye, Frequency: Common, Intensity: Moderate) [-3PP] DC Block ATTACK RANGE SAVE EFFECT Rend Touch DC24 Toughness Damage Teleport Touch DC19 Fort (Staged) Sickened, Nauseated, Helpless Totals: Abilities (22) + Combat (12) + Saving Throws (9) + Skills (8) + Feats (10) + Powers (47) - Drawbacks (-3) = 105/111 Power Points
  14. PL 7 Version Abilities: 0+0+4+4+6+4=18 Str 10 (+0) Dex 10 (+0) Con 14 (+2) Int 14/20 (+2/+5 with Spirits of Ancestors) Wis 16/22 (+3/+6 with Spirits of Ancestors) Cha 14/20 (+2/+5 with Spirits of Ancestors) Combat: 6 + 6 = 12PP Initiative +0 Attack +5 (+3 Base, +2 Magic) Grapple +3 Defense +7 (+3 Base, +4 Cloak, +2 Flat Footed) Knockback: -0 Saving Throws: 3 + 4 + 3 = 10PP Toughness +7 (+2 Con, +4 Cloak) Fortitude +5 Reflex +4 Will +5/+8 Skills: 40R = 10PP Craft - Artistic 1 (+3/+6) Diplomacy 5 (+7/+10) Handle Animal 3 (+5/+8) Knowledge - Arcane Lore 10 (+12/+15) Knowledge - Business 1 (+3/+6) Languages 1 (English [Native], Ancient Gaelic) Medicine 4 (+6/+12) Notice 5 (+7/+10) Sense Motive 5 (+7/+10) Survival 4 (+6/+9) Feats [4PP] Attack Specialization (Magic) Benefit: Sidhe Nobility and Druid Luck 1 Ritualist Powers: 16+8+8+13+7+6=58PP Device 5 (Easy to Lose) (Feat: Restricted: Arcane Lore 15+)[16PP] (Staff of Storms, Mystic) Feature: Can change in size from a small stick to a full staff Environmental Control 4 (50ft radius) (Effects: Hamper movement (1/4 speed), Concentration DC 10, Visability -4, Extras: Independant (Loses 1 rank per 5 turns)Feats: Alternative Power 3) (20pt Array) Alternate Power: Stun 4 (Extras: Ranged, Linked (to Lightning Bolt, can be used separately), Feats: Indirect 3, Homing) (Call Lightning, Mystic, Electrical) Alternate Power: Air Control 10 (Mystic, Air) Alternate Power: Super Sense 8 (Detect Movement (Mental), Ranged, Radius, Accurate, Accute, Extended 2 (1,000' increment)) (Sense movement through the air, Mystic, Air) Device 2 (Hard to Lose) (Crane Bag, Mystic) [8PP] Feature: Can appear as any portable container (wallet, backpack, messenger bag, pouch, briefcase, etc. Quick Change 2 (Fairy Dust and lots of changes of clothes) Alternate Power (for Magic): Healing 11 (Feats: Regrowth, Persistent) (Healing Salves) Alternate Power (for Magic): Luck Control 4 (Extras: Area (Burst), Selective, Feats: Progression (50' radius), Triggered 2 (Can change condition), Subtle (detectable only by mystical senses)) (Bless / Curse with Fairy Dust) Luck 3 (Limitations: Only for Luck Control, Only regained by favors to the Sidhe) Dimensional Pocket 1 (100 lbs) (Bag of Holding) Device 2 (Hard to Lose) (Feathered Cloak, Mystic) [8 PP] Flight 1 Protection 4 Shield 4 Magic 9 (Flaws: Knowledge - Arcane Lore check required DC 22), Feats: Alternative Power 4) [13PP] Blast 9 (Lightning Bolt, Electric) Alternate Power: Teleport 8 (Extras: Accurate, Flaws: Medium (Plants), Feats: Change Direction, Easy) (Tree Walk) Alternate Power: Emotion Control 9 Extras: Area (burst: 60' radius), Flaws: Sense Dependent (Hearing)) (Songs of the Sidhe) Alternate Power: Immunity 2 (Breathe Underwater, Cold) and Flight 1, and Super-Senses 4 (Acute Tracking Scent, Low-Light Vision), and Shrinking 4, and Swimming 2 (Drawback: Powers can only be used in appropriate natural animal forms assumed with Morph) Alternate Power: Comprehend 6 (Speak to and Understand Animals, Plants, and Spirits) Sidhe Heritage (Mystic)[7PP] Morph 1 (Animal and Humanoid Forms) [2PP] Super-Senses 6 Magic/Spirit Awareness (Common Frequency [3pts], Accurate) [5PP] Spirits of the Ancestors [6PP] (6 PP Array)(Flaws: Duration - Sustained, Feats: Alternate Power 2, Uncanny Dodge (mental)) (Mystic, Mental) Enhanced Wis 3 Alternate Power: Enhanced Int 3 Alternate Power: Enhanced Cha 3 DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC10 Toughness (Staged) Damage (Physical) Lightning Range DC22 Toughness (Staged) Damage (Energy) Stun Range DC16 Fort (Staged) Daze, Stun Elemental Range DC21 Toughness (Staged) Damage (Phys/Energy) Song Percep DC22 Will (Staged) Variable Totals: Abilities (18) + Combat (12) + Saving Throws (10) + Skills (10) + Feats (4) + Powers (58) - Drawbacks (0) = 112/105 Power Points
  15. [floatr][/floatr] Player Name: Bishop Character Name: Mistweaver Power Level: 10 (150/150PP) Trade-Offs: -2 Attack / +2 Damage Unspent Power Points: 0 Progress To Bronze Status: 0/30 In Brief: A druid trained by the Sidhe to act as an intermediary across the veil. Alternate Identity: Gavin McAllister Identity: Secret Birthplace: Freedom City Occupation: College Student Affiliations: None Family: Grayse McAllister (Mother) Description: Age: 48 (DoB: 1993, lived 30 years with the Sidhe) Apparent Age: 18 Gender: Male Ethnicity: Caucasian Height: 5' 10" Weight: 175 lbs Eyes: Brown Hair: Brown Gavin is of average build. He keeps his brown hair trimmed short with bangs. In his superhero identity, he uses his morph to alter his appearance enough so as not to be recognized. His hair grows longer and shaggy and he takes on an older appearance, that of a man in his mid 30's. He wears a white costume with green trim. His symbol of office as a druid of the Sidhe is a cloak of various brightly colored feathers. His staff is of carved hardwood with an intricate pattern of ogham inscribed in spirals around its shaft. In his secret identity, he carries the Crane Bag with him at all times. It usually is disguised as his wallet or messenger bag for school. If he is in an animal form, it is a collar with a small pouch. Power Descriptions: When he uses his magic, it often manifests as a strange mist or a multi-colored glow. His "fairy dust" bursts into scintillating pinpoints of many colors. His "song" powers sound like an otherworldly choir whose voices seem to come from everywhere. History: Gavin McAllister is 18 years old and just starting college at FCU. He is the son of a single mother, Grayse McAllister. He never knew his father. All his mother would say of him is that he lived far away. She was always evasive about answering questions, but never spoke ill of him. At the end of his senior year in high school, Gavin received incredible news: he had won a special scholarship to attend FCU from an obscure cultural program in Ireland. The scholarship was ostensibly to strengthen cultural ties and promote cultural awareness and diversity. As part of the scholarship, he had an all-expense-paid summer in Ireland before college started during which he’d attend special lectures and tours. His mother was troubled and concerned by the mysterious scholarship, but allowed Gavin to go with her blessings. During his summer travels in Ireland, he was taken by his guide to the fairy mound near Ballyshannon known as Mullachshee. Following the beckoning of his guide, he walked into the mound itself, into the world of the Sidhe: the “Fair Folk,†the descendants of the Tuatha de Dannan. His guide had been one of the Fair Folk in disguise, and the entire scholarship was a ploy to get Gavin to this place. There, Gavin was introduced to the fairy king Ilbhreac, who was son of Manannan Mac Lír, and … Gavin’s uncle! Gavin learned that the king’s younger brother, Cleidruim, had committed a grave offense. He had disobeyed Sidhe law for the love of a mortal woman, Gavin’s mother. Grayse would not join Cleidruim in the realm of the Sidhe, and when it was learned that she was with child, the situation posed a serious conundrum for the king. The king had consulted his druids and passed judgment: his brother was restricted to the castle grounds, forbidden from returning to the surface world. When the child was of age, the child would be brought before the court and tested. If he was deemed worthy, he would be given the honors of Sidhe nobility befitting his birth, trained as a druid, and tasked with being a mediator between the worlds. His father would be set free. If he failed, it would be imprisonment for him and his mother on the castle grounds with his father… forever. It was explained that this testing would take years, but time moved differently in the land of the Sidhe. He was assured that when he returned to the surface world, it would be as if little time had past at all. Gavin accepted the challenge and begun his arduous training and testing. As the years past, his longing to return home and his memory of his life before crossing to the land of the Sidhe gradually faded. He studied magic and medicine, the natural world and the politics of the Sidhe. As an apprentice to the Shidhe druids, he fought battles, traveled on diplomatic missions, and endured countless hardships under their exacting tutelage. Thirty years had past, though he had not aged a day. Then, one day, he was brought again to the court of King Ilbhreac where a feast was held in Gavin’s honor. He had passed the tests of the druids and was bestowed the title Weaver of the Mists. He was given three gifts: a feathered cloak, the mantle of his office as a druid; his father’s crane bag, and a gift from his grandfather Mannanan: the Staff of Storms. As the Sidhe had promised, when Gavin returned to the surface world only three days had passed there. Personality & Motivation: Gavin is a man caught between worlds. He is half human and half Sidhe, and he is both young and old. A significant factor to Gavin's personality is that he has 48 years of life experience but lives in a teenage body. Most of that life experience has been with the Sidhe, who have a decidedly different "worldview." Additionally, things that, objectively, happened only a few months ago are a hazy, distant memory to him now. He loves his mother, his family, his friends, and he has grown to care about and respect his Sidhe family as well. As a Druid, his first responsibility is to his 'tribe,' who he primarily considers to be humanity. He serves the Sidhe more out of a sense of obligation, and of actual obligation, than personal devotion. His duty is to mediate between the human world and that of the Wild Places, the Spirit Realms, the lands of the Sidhe and of the forces of Nature. It should be noted that this does not necessarily mean he is a "Guardian of Nature" as druids are often depicted. More often, he sees his role as that of a guardian of humanity from Nature. Powers & Tactics: As a half-Sidhe, he has the natural power to change his shape and appearance, and to see things of the spirit-world. His duty is to see conflicts ended as peacefully as possible, but he will not hesitate to use as much force as necessary to see that justice is served. He prefers to operate at range and will use his powers to maintain distance between himself and his opponents as much as possible. The staff of storms, a precious gift from his grandfather, the Lord of the Seas, give him control over lightning, wind, and storm. Its signature power, "Call Storm," is selective, and so he and his allies are magically immune from its effects. He will use its "Gusts and Whirlwinds" and "Wind Blast" to maintain distance, and strike with its "Call Lightning." The called lightning can be either a mild shock to stun opponents, or in combination with his own "Lightning Bolt" spell to call down more powerful strokes. When not in combat, he will have it's power set to "Feel the Wind" granting him Uncanny Dodge. The crane bag's magic is that it is a "bag of holding," capable of containing 100 lbs of stuff, including special components he can use for spells such has healing salves and fairy dust. With the dust, he can bestow the blessings, or the curse, of the Shining Ones and can declare that these blessings or curses only take effect under specific circumstances. The dust is a gift of the Sidhe, which he can only replenish by doing favors for them. The feathered cloak protects him and allows him to fly. It is also his badge of office as an envoy of the Sidhe and a druid. He is almost constantly advised from the spirit realm by his human ancestors who can impart the knowledge, wisdom, and spiritually enhance his force of personality... when it suits them to do so. Complications: Secret Identity: Only his mother knows his secret identity and his Sidhe heritage. "That was a Long Time Ago:" There are things he should know and remember which, objectively, happened only weeks to months ago that are faded memories to him now. He tries to fake it, though. Fish out of Water: He hangs out with his old friends and new people his objective age, but feels subjectively much older than they are and accustomed to a very different worldview from living surrounded by the Sidhe. Again, this is something he tries to fake not affecting him, but it does cause him to act strangely from time to time Mediator Between the Realms: His responsibilities for helping relations between humanity and the Other World often interefere with his plans to be "normal." Spirits often seek him out, since he can see them and communicate with them. Duties to the Sidhe: He owes allegiance to his Sidhe father and uncle, and much of his power comes from trading favors with the Sidhe. Keeping up with Studies: He is a full time student at FCU majoring in International Business. Voices in His Head: The spirits of his ancestors are with him, providing advice and spiritual strength, but sometimes the multiple "voices" can conflict with him or with each other, and when he disregards them, they can get "loud" and distracting. This power is Uncontrolled. They help out when they want to and how they want to. Abilities: 0+0+4+2+6+4=16 Str 10 (+0) Dex 10 (+0) Con 14 (+2) Int 12/22 (+1/+6 with Spirits of Ancestors) Wis 16/26 (+3/+8 with Spirits of Ancestors) Cha 14/24 (+2/+8 with Spirits of Ancestors) Combat: 8 + 10 = 18PP Initiative +0 Attack +8 (+4 Base, +4 Magic) Grapple +4 Defense +10 (+5 Base, +5 Cloak), +3 Flat Footed Knockback: -0 Saving Throws: 5 + 6 + 5 = 16PP Toughness +10/+6 flat footed (+2 Con, +8 Cloak) Fortitude +7 (+2 Con) Reflex +6 (+0 Dex) Will +8/+13 (+3/+8 Wis) Skills: 60R = 15PP Bluff 4 (+6/+11) Craft - Artistic 3 (+4/+9) Diplomacy 8 (+10/+15) Handle Animal 3 (+5/+10) Knowledge - Arcane Lore 14 (+15/+20) Languages 1 (English [Native], Ancient Gaelic) Medicine 5 (+6/+11) Notice 8 (+10/+15) Sense Motive 8 (+10/+15) Survival 6 (+7/+12) Feats [6PP] Artificer Attack Specialization 2 (Magic) Benefit: Sidhe Nobility and Druid Luck 1 Ritualist Powers: 20 + 5.6 + 10.4 + 29 + 7 + 7 +14+= 79PP Device 6 (30PP Container, Flaws: Easy to Lose, Feats: Restricted 2)[20PP] ("Staff of Storms") (Magic, Divine) Feature: Can change in size from a small stick to a full staff [1PP] Staff of Storms 12 (24PP Array, Feats: Alternative Power 5) [29PP] (Magic, Divine) Base Power: Environmental Control 6 (250ft radius) (Effects: Hamper movement (1/2 speed), Concentration DC 5, Visability -4), (Extras: Independent (Loses 1 rank per 5 turns), Selective) ("Call Storm") [24pts] (Magic, Weather) Alternate Power: Adds to Lightning Bolt: (Extras: Area Effect (Burst, 60' radius), Selective) ("Call Lightning") (Magic, Electrical) Alternate Power: Adds to Lightning Bolt: (Extras: Penetrating, Feats: Indirect 3, Homing 2 (2 extra chances to hit), Improved Range (300' increment), Affects Insubstantial 2, Incurable, Knockback +3) ("Divine Wrath") (Magic, Electrical, Divine) Alternate Power: Create Object 11 (Extras: Independant (Loses 1 rank per 2 turns), Feats: Stationary, Selective) ("Wall of Air" Note: Walls of Air are 5x5 blocks of violent wind that stop movement unless struck with enough physical force to break, which causes the wind to dissapate. They are transparant to vision and energy always. Selective feat is only to make it permeable to specific people or physical attacks.) (Magic, Air) Alternate Power: Move Object 8 (Str 40, Heavy Load = 3 tons)(Extras: Range (Perception)) ("Gusts and Whirlwinds") (Magic, Air) Alternate Power: Super Sense 7 (Detect Movement (Mental), Ranged, Radius, Accurate, Accute, Extended 2 (1,000' increment)) (Feats: Uncanny Dodge (Mental)) ("Feel the Wind" -- sense movement through the air) (Magic, Air, Mental) Device 1.4 (7PP Container, Flaws: Hard to Lose) [5.6PP] ("Crane Bag") (Magic, Divine) Dimensional Pocket 1 (100 lbs) [2PP] (the Crane Bag is a "Bag of Holding") Enhanced Feat: Alternate Power: (For Magic) Healing 11 (Feats: Regrowth, Persistent) [1PP] (Blessed "Healing Salves") (Magic, Divine) Enhanced Feat: Alternate Power: (For Magic) Luck Control 4 (Extras: Area (Burst), Selective, Feats: Progression (50' radius), Triggered 2 (Can change condition), Subtle (detectable only by mystical senses)) [1PP] (Bless / Curse with Fairy Dust) (Magic, Divine) Enhanced Feat: Quick Change [1PP] ("Fairy Dust") (Magic, Divine) Enhanced Feat: Luck 2 (Power Feat for Luck Control)(Drawback: Only regained by favors to the Sidhe) [1PP] ("Fairy Dust") (Magic, Divine) Feature 1: Can appear as any portable container (wallet, backpack, messenger bag, pouch, briefcase, etc. [1PP] Device 2.6 (13PP Container, Flaws: Hard to Lose) [10.4PP] ("Feathered Cloak") (Magic, Divine) Flight 1 (100'/10MPH) [2PP] (Cloak can spread as wings) (Magic, Divine) Protection 4 [4PP] (Even when flatfooted, the cloak provides some protection) (Magic, Divine) Shield 5 (Feat: Defensive Roll 2) [7PP] (Cloak can be used to absorb and avoid attacks) (Magic, Divine) Magic 12 (24PP Array of Spells Feats: Alternative Power 5) [29PP] (Magic) Base Power: Blast 12 [24PP] (Lightning Bolt) (Magic, Electric) Alternate Power: Blast 11 (Extras: Autofire, Flaws: Action (Full action), Feats: Variable Descriptor (Elemental)) (Elemental Spray) (Magic, Fire/Ice/Earth/Water/Electric/Air) Alternate Power: Comprehend 6 (Speak to and Understand Animals, Plants, and Spirits) and Super-Sense 2 (adds to Magic / Spirit Awareness: accurate, acute) [14PP] (Magic, Mental) Alternate Power: Damage 5, and Flight 3 (500'/50MPH), and Immunity 2 (Breathe Underwater, Cold), and Shrinking 4, and Super-Senses 5 (Acute Tracking Scent, Low-Light Vision, Extended Vision: 100' increment), and Swimming 2 (Drawback: Powers can only be used in appropriate natural animal forms assumed with Morph) (Wildshape) (Magic) Alternate Power: Emotion Control 12 Extras: Area (burst: 60' radius), Flaws: Sense Dependent (Hearing)) (Songs of the Sidhe) (Magic, Sound) Alternate Power: Teleport 9 (900'/20,000 miles, Anywhere on Earth) (Extras: Accurate, Flaws: Medium (Plants), Feats: Change Direction, Easy, Progression 2 (500lbs)) (Tree Walk)(Magic) Sidhe Heritage (7PP Container) (Magic, Divine) [7PP] Morph 2 (Animal and Humanoid Forms) [4PP] Super-Senses 5 Magic/Spirit Awareness (Common Frequency [3pts]) [3PP] Spirits of the Ancestors 5 (10PP Array, Flaws: Uncontrolled, Feats: Alternate Power 2) [7PP] (Magic) Base Power: Enhanced Wis 5 [10PP] (Wisdom of the Ancestors) Alternate Power: Enhanced Int 5 [10PP] (Knowledge of the Ancestors) Alternate Power: Enhanced Cha 5 [10PP] (Supernatural Aura) DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC15 Toughness (Staged) Damage (Physical) Lightning Range DC27 Toughness (Staged) Damage (Energy) Stun Range DC16 Fort (Staged) Daze, Stun Elemental Range DC26 Toughness (Staged) Damage (Phys/Energy) Song Percep DC22 Will (Staged) Variable Totals: Abilities (16) + Combat (18) + Saving Throws (16) + Skills (15) + Feats (6) + Powers (79) - Drawbacks (0) = 150/150 Power Points
  16. “Just this morning, I busted up a crime in progress. I was floating around in the sky, looking for trouble. I saw what looked like a mugging of some sort. A couple of street thugs knocked a kid off his bike, took a bag of money from him, and started beating the crap out of him. So, I intervene, put a stop to it with… well… a ‘discreet application of violence.’ Anyway, the immediate problem was solved, but I realized I was way out of my element.†“What do you mean?†“Well, supers call that ‘street-level crime-fighting.’ I never really appreciated all the nuances to it. Guys like Foreshadow make it look easy. But, there are a lot of complexities I didn’t take into account until I had to deal with them on the spot. I mean, what happens after I leave? The kid I ‘saved’ wasn’t necessarily safe, even if I hauled the ‘bad guys’ off to jail. They’ve got friends, the kid’s got family. And what’s worse… the guys there? Even the kid? They all knew I was out of my element.†Mike chuckled. “I would have paid to see that! So… what did you do?†“Well, basically, I took on an obligation to watch over this kid. It’s not like I mind, really. He seems like a good kid, but… is that the way it’s going to be every time? How many kids or innocent people in general, how many of them can I take personal responsibility for?†Mike mulled it over for a while as he sipped his beer. "You know, it’s too bad there’s not an Opening Book for Superheroes, right? In chess, you stick to the opening book for your first few moves or so, right? Just follow the memorized patterns: ‘you move here, then if he moves there, you move over there.’ I guess being a super isn’t like that.†Donovan gave a wry smile. “No, I guess it isn’t.†“You’re just going to have to muddle through,†Mike shrugged. “Just like everyone else. Even if you don’t have all the answers, at least you’re smart enough to fake it! Look, Don, you already know the answer to your dilemma. It’s a simple answer, which is why your complicated brain has trouble seeing it. But you said the answer yourself during your interview. Live true to your values and do the best you can do. I think what you told that young girl was pretty spot on, too: the important things are usually simple and obvious. Pretty ironic coming from you, actually.†Donovan rolled his eyes. “Alright, smartass. You made your point.†“Bottom line is: there's nothing wrong with what you did. You saw something that had to be done, and you did it. You couldn't just fly around and watch that happen without doing something, right? So, you were out of your element or whatever. You did what you had to do." Donovan nodded. "Thanks, Mike." "And, hey, where are you staying? Some hotel or something? You know that won’t do! Carol would have my balls if I don’t get you to come to our house and at least spend the night, you know.†Don leaned forward and put his hand on Mike’s shoulder. “Okay, Mike. For Carol… and for the safety of your balls… I’ll be there.†After they chuckled a bit, he sat back in his chair and finished off his beer. “While I’m here, I’ve got some ideas I want to run by you. I think you might be interested.†Then he added with a sly grin, “Since they involve you and the club...â€
  17. “Hey, Mike.†Don replied with a sheepish grin. Mike jumped from his chair and gave Donovan a big hug and pat on the back. “Where the hell have you been?! I haven’t seen ya since the funeral! Carol’s been worried sick, no way to reach you...†“I know, man. I’m sorry. It’s just been… complicated.†Donovan sat down in one of the two chairs in front of the desk. Mike went around to a small refrigerator under the TV. “I don’t think it being complicated’s the problem, Donnie,†he answered while pulling a couple of beers from the ‘fridge. “You do complicated just fine. That big brain of yours loves complicated. It’s the simple stuff you can’t handle so well.†“This again?†Don said exasperatedly. “Yeah, this again! And you’re going to hear me out, Donnie!†Mike opened the beers and handed one to his friend, then sat in the chair next to Donovan. He then continued in a softer voice. “It is simple. You lost your family. You’re hurt about as much as anyone can be hurt. Of course you are. You think you’re life’s over, so you ditch everything. This is simple stuff, Don -- painful stuff, but simple, and you just don’t know what to do with it.†“No, Mike, it’s not like that!†“Isn’t it?†“I have superpowers, now, Mike. I have new burdens. New responsibilities.†Mike shook his head sympathetically. “Donnie, I’m not talking about that,†he said, then took a swig of his beer. “Look… I saw the interview you did on Good Morning Philadelphia last week. Hell, everyone here saw it. Those new guys down stairs?†He said, gesturing to the door with his beer. “You should’ve seen it here just a couple days ago! It was a madhouse! Everyone hanging around hoping to get a look at – what did he call you? ‘Philly's latest local boy turned superhero?’ “And you’re right about why you have to be a superhero now, I think. I think Melinda and Julia would have expected it of you, just like you said. But going public, man… you didn’t have to do that. You know most supers don’t. But you did. Want to know why?†“I have my reasons, Mike. Reasons I can’t really get in to right now.†“No, Don, I’ll tell you why: because you think Don’s dead. You think your life as Donovan Kross is over. It’s only ‘Bishop’ now. You as much as said so in that interview, Don. You said you didn’t have a normal life you cared to maintain anymore. Come on, Don. That’s why you haven’t been around. This life is over to you.†“No… no, Mike.†Donovan shook his head slowly. He sat quietly for a moment and took a sip of his beer. Then he shrugged. “I mean… okay…. yeah. I did, but I was wrong. I still think going public was the right thing to do, and I do have sound reasons for doing so that I honestly can’t go into… but you’re right. Dealing with… with everything that’s happened… I don’t know. I just wanted to start fresh, I guess.†He the added with a wry grin, “The new, improved, “super-Don,†ready to right all the world’s wrongs.†“Hey, Don, it’s been hard on all of us, you know? I’d known Melinda just as long as you. She and Carol were about as close friends as you and me. Julia was like a daughter to me, Don. You know that.†Mike let out a big sigh, and smiled. “Look, I’m not trying to bust your balls or anything. Just… you know… don’t forget I’ve got your back.†“So, you still have my back, Mike?†“Of course! Damn, man… who had your back when those Russian players slipped you some LSD at that Munich tournament?†“Yeah, yeah, that was you.†“Damn straight it was me. I’ve always been there, Don. Always.†“I’m glad to hear it. Because I need you, that’s for sure.†Mike sat back in his chair. “What’s on your mind, Brother?â€
  18. Mismatched chairs and hardwood tables were spaced evenly throughout the downstairs area. A couple of threadbare sofas, some small corner-nook bookcases, and landscape paintings in cheap frames gave the place a “homey†feel. There were five games of chess being played at five different tables. The players looked at Donovan out of the corners of their eyes and he could hear their quiet murmurs. He recognized a couple of the players, but the others were new. It was strange to see so many players on a weekday morning, but the person he most came to see was upstairs. Donovan made his way up the carpeted stairs to the office. Mike was sitting at his desk, watching news on a small TV in the corner. He sat in a high-backed leather office chair with a broken wheel that was badly patched up. The office, like the downstairs, was furnished with an eclectic assortment of antique and second-hand furniture. The years since high school hadn’t been as kind to Mike. He’d lost a lot of hair and gained a lot of pounds. He had a reputation at the club as being gruff, and lately he’d been particularly sullen. But when turned to see Donovan in the doorway, his face lit up. “Don?! Good Lord, man!â€
  19. Okay! For you, SC, it would be an honor. I DO have an idea, actually, but I was holding on to it for my Gorgon vignette, involving his quest to find out what happened to his daughter. On reflection, it would probably be better for this kind of thing, though. My idea was this: In the Gorgon aftermath, Bishop is feverishly multi-tasking as a sort of "super-logistics-man," monitoring (with a lot of help from a team he quickly assembled) emergency broadcasts and requests for supplies, teleporting all around moving palettes of stuff from storage to staging areas, field hospitals and such. He gets a cell phone call, the millionth of the day, with several other calls still on hold. What he hears when he picks up the call is: "....Daddy?" I might be able to come up with something else. That's just what's been floating around in my brain since I first came up with Bishop's background. EDIT: I just read your sample kickers above. It seems super-parenting issues are something SC and Bishop have in common. :)
  20. 9:23 a.m. Philadelphia Later that morning, Bishop was standing in front of a row house on South Clarion Street in Philadelphia. He was in “civilian†attire as other superheroes called it: ordinary clothes – old jeans and a blue plaid long-sleeve shirt. I have to stop thinking about things in terms of “what the real superheroes do.†I am a superhero now. He wasn’t even wearing his mask. He felt naked and vulnerable without it. He had gotten accustomed to its constant stream of information; and the wealth of data it tapped in to was intoxicating. Instead of his mask, an eye-patch covered the data-port in his right eye socket. Right now, he wasn’t "Bishop the crime-fighting super chess master." He was just Donovan Kross – “regular†chess master. A sign by the door read “Clarion Chess Club.†The converted row house had been his home-away-from-home for years, but now he hesitated to open the door. He hadn’t been there since before the fire. He had resigned his presidency of the club by telephone, and that was over a month ago. How would they react to seeing him now? Would there even be anyone he knew today? Maybe he should have called the office first. Mike would have answered. Probably. What would Donovan have said if he did? Donovan took a deep breath, opened the door, and stepped inside.
  21. This Kicker thing is brilliant. Absolutely brilliant! I've never seen it in a game before. And the ideas that are coming out are awesome. I don't have any ideas for Bishop, but I sure look forward to reading the threads you guys come up with from all this.
  22. Bishop folded his arms across his chest and looked up, his one eye scanning as if he was reading something written in the sky. "Here's the deal, Chill. You see, I know a lot about you. I mean a lot about you." Chill started looking nervous. He scratched his nose. "What -- What you talkin' about?" "Well, I know you've been selling drugs." Bishop shrugged. "Not hard to guess, I suppose. But, I know you like to sell in front of the convenience store on the corner of Williams St. and 38th." "Wait... wait..." "Yeah, I also know a bunch of your friends. 'Hitter,' I guess that's the genius who threw up all over his shoes here. 'Snake,' of course, and 'Big - G.' I know a lot about your friends.... and I know you have a pretty nasty girlfriend, Chill. She likes to send you... 'interesting'... pictures." "Wait! Stop it, man!" "Two girlfriends? Huh... I wonder how much they know about each other..." "Stop! Okay, man! I get it!" "Do you, Chill? Because I want to make something very clear. Midas here? He's under my protection. If anyone messes with him or his stuff, I'm holding you responsible." "Wait a minute! But-" "That's right, Chill. If anyone messes with him... you better come to the rescue. You better be his knight in shining armor, you get me? If you don't, Chill... I can make your life... unpleasant." Chill raised his hands in capitulation. "Okay, man... okay. Midas is safe, man. He's safe." Chill tugged on 'Hitter's' arm. "Let's jet, Dawg. We done hea'." "Aww, man," Hitter groaned. "I think I'm going to throw up again." After the two thugs hobbled away, Bishop turned to Midas. "Well, Midas, good to meet you. I'm called Bishop." "Oh, like the chess piece, right?" Bishop nodded in reply. Midas straightened up, winced in pain and held his side. With his other hand, he gestured at Bishop's outfit. "So, that costume, you're some kind of super, like, chess man or something?" "Something like that. Come on, let's get you cleaned up and on your way." "Yeah, that sounds good. Say, Mr. B, how did you know all that about Chill? You can read minds and sh*t, too?" Bishop chuckled. "No, not quite. I can tap into computers. Chill had a smart phone in his pocket, and it seems he likes to text a lot..." About 15 minutes later, Chill and Hitter were approaching their gang's hangout. "Man, Hitta', what I tell you 'bout messin' with Capes? Nothin' but trouble. And you actin' like you think you Black Avenger or somthin'. Man, you ignorant. I can't bel-" Chill was interrupted in his tirade by his cell phone beeping. "Hold on. Got a text." Chill pulled out his phone and read the latest message: Remember. Knight in shining armor. I'm watching. - Bishop.
  23. "Maybe you should listen to your friend, 'Dawg.'" "I'm gonna pop that mouth out the back o' yo' skull!" Denim Jacket took another swing at Bishop. The crime-fighting chessmaster shimmered again. Zzzzzut. But, this time, appeared right behind the crazy bat-swinging thug and jabbed his scepter into Denim Jacket's kidney. Now it was Denim Jacket's turn to shimmer slightly, but he didn't go anywhere. Instead, he suddenly clutched his stomach and looked like he was going to throw up. The teenage boy in the white jacket had picked himself up off the ground slowly and was brushing himself off. Mirror Shades just shook his head again. "Now, see? I told ya' dumb ass! Ya' don't mess with capes like that!" Denim Jacket retched. "What th' hell?! What ya' do ta me?" "I teleported you. Well... almost teleported you. That little half-shift really messes the insides up, doesn't it? Don't worry, though. It'll pass. You'll be okay, just stay off solid foods a while." Mirror Shades sneered at Bishop. "Yo, Cape, you can go pop away now, hear? What we gots here is just a little misunderstandin' is all. It ain't no thing, right Midas?" he asked the teen. Midas just glared back. "The deal was half, Chill. Half! Not all the money. Half." "Thing's change, Midas. The deal change. Don't like it, take it up with Snake," replied Chill. Bishop calmly stepped up to Chill and slipped the bank bag out from under his arm, then tossed it to Midas. "I take it that's yours, 'Midas?'" The teen nodded. "And, let me guess... you don't want me to call the cops on your two... 'friends' here, right?" "No, man... it's cool. No cops," replied Midas. "Is that money from selling drugs or what?" asked Bishop, though not accusingly. Midas looked disgusted at the suggestion. "Psssh... man... I don't deal no dope!" he said loudly, more at the two thugs than the superhero. "Dope's for chumps like these two. I'm a business man. That's why they call me 'Midas.' What I touch turns to gold!" Midas said with a self-satisfied smile which showed off two gold-capped teeth. "But, you have some kind of deal with these two... gentlemen?" "Yeah, see... it's like this, Chief. I own a bunch of vending machines." Midas sensed some degree of skepticism from Bishop. "No, fo' real! I got 'em all over town! Been buyin' them broke, fixin' them up, and settin' them up in all kinds o' places. Been doin' that since I was twelve. "Well, I got me some machines in Snake's territory, see. You don't see many vending machine down in the 'hood. Know why? They get trashed, money taken out of 'em, but people still want their cold drinks and sh*t, right? "So, I made me a deal. Yeah, see, I give Snake and his boys half the money from those machines. HALF!" he spit out at 'Chill,' and continued "Yeah... then they don't trash my sh*t, and don't let nobody else trash it either, see?" "Yes, Midas, I think I see. So, what do you want now? Want me to leave so they can finish kicking the crap out of you and take your money again?" "*Tsk* Man, I can deal with it." Bishop did his best to suppress his amusement as he looked the dirty, disheveled, bruised and bleeding youth up and down. "Yeah... you seem to be handling it just fine." "You heard Midas, super-guy, so why don't you just jet now?" injected Chill. Bishop holstered the scepter on his belt. "You know... I think I have a better idea..."
  24. This is for the IC Thread Here. Ok, so here it goes... I'm crossing my fingers and hoping I don't stuff my foot in my mouth or... whatever the forum-posting equivalent of that is. So, what I have in mind is mostly a solo thread to introduce the character, a couple of NPC's he interacts with a lot, and to maybe start "meeting" other PC's. In the thread right now is just a quick little segment, mainly to introduce the teenager as a recurring NPC. Later, Bishop will be chatting with a friend of his (who confronts Bishop about some of the crazy things he's doing), and starting on his investigation of his daughter's disappearance and wife's death. Fairly early in the thread, I would be particularly interested in interacting with a PC who can do some kind of Post-cognition effect to go with him to where his house burned and try to get clues about what happened. "Off screen," he's making calls and beating the bushes trying to find such a person.
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