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supersheep

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  1. Quarrel Have A Cigar! -- 6 IC Posts Quarrel's Reputation Page The Questionnaire (aka HellQ) The Interview (aka 20 Questions) 20Q pp not awarded due to improper format
  2. Okay, focusing on the other three goons from Quarrel's last round whom are still standing (which I'm guessing are #10, #11, & #12), this time with much more... vim, if you will. Another Full-Round Autofire Attack against the three Mooks whom are still adjacent to one another. Mechanical breakdown below: Attack Bonus with Bow: +15 +2 All-Out Attack: +17 -3 Autofire Penalty: +14 -4 Power Attack Penalty: +10, Take 10 for an Attack Total of 20 with a Toughness DC 24 Save if Hit (DC 20 + 4 Power Attack). Quarrel's Defense Bonus: +15 -2 All-Out Attack: +13, for a Defense Total of 23.
  3. Quarrel "Caca santa!" cried Quarrel, the stream of bullets whizzing beyond his head and chipping away the roof he was poised upon. Adrenaline pumped through his veins as Quarrel tensed up, crouching and narrowing his profile reflexively as the mobsters retaliated with more gusto, the beaked hero looking about at the mayhem wrought below. With more than half of the guards outside of the mysterious mobster meeting grounds and the racket of combat echoing from within, the as-of-yet deciphered conglomeration between rival gangs either in their final throes... or things weren't going so well therein. Still entrapped with the skirmish outside, the chilly night air bit down upon the young archer as though it were some violent beast, the combination of starlight and streetlamps just enough to illuminate the entourage of still conscious enforcers and their slumbering brethren below. Enzo needed to hurry; he had sparse seconds to incapacitate the remainder of the mafioso men before they thought it prudent to run into the warehouse, both magnifying the situation inside and making it that much harder for Quarrel himself to perform his role in this last-minute strategy. Expediency, as it were, remained the prime tenant necessary for this assault to prove successful. Having narrowed his number of available targets significantly, Quarrel strung a new triplet of blunt-tipped arrows, this time focusing his fire even more exclusively against the gangland entrepreneurs. There was no more time to waste, the time for quality over quantity of his shots now finally a more viable option, allowing him the prospect of more aggravated precision. Pulling the compound bow much more taught this time around, the mosaic-garbed adventurer focusing his line-of-sight upon the trio of mooks who had managed to withstand his last barrage. The familiar reverberation of the forceful twang resounded through the night like a low crack of thunder in Quarrel's ears, the projectiles hurdling their way through the air with devastating force. They might have managed to stay on their feet for the first barrage, but this time they wouldn't be so lucky.
  4. Quarrel While he'd hoped the ensemble of artillery would have been enough to topple all of his intended targets, sometimes it just happened to be that men and women of criminal intent were made of sterner stuff. However, there was little time for Quarrel to waste, the erstwhile pair of chance acquaintances already having barged their way inside. If he didn't stem the tide of these other gangsters, the trouble inside would no doubt escalate to a point of extreme danger; a prospect most unwelcome in his line of work. Once more, Quarrel steeled himself behind his blue avian mask, pulling taught the string of his compound bow alongside a menagerie of arrows. Like a well-trained artisan, each pluck let loose another slew of blunt implements towards the Freedom Mobsters, the orchestrated onslaught rapidly releasing from between his fingers upon the hapless crooks below.
  5. Since at least the majority of one side of the mobsters are down for Quarrel (assuming they were all in some sort of bizarre conga-line), he'll adjust his fire towards the rest of the guards outside Warehouse #4 whom are still standing relatively close to one another and perform a feat much the same as the last. Attack with Bow: +15 +2 All-Out Attack: +17 -1 Attack for Autofire per Target (Total: -6): +11, for a Total Take 10 Attack Roll of +21. This results in damage equal to a Toughness Save vs. DC 20. Quarrel's Defense Bonus: +15 -2 All-Out Attack: +13 Bonus, 23 Defense Total
  6. So, here we go... mechanics of MnM. The bane of my current existence. Okay, so, Quarrel's gonna use his Autofire Blast 3 on the first half-dozen mobsters below. Assuming they're simply Minions, he'll Take 10 on his Attack Roll. Below, I've included the mechanical breakdown, as well as rolls if they're necessary. Attack with Bow: +15 +2 All-Out Attack: +17 -1 Attack for Autofire per Target (Total: -6): +11, for a Total Take 10 Attack Roll of +21. This results in damage equal to a Toughness Save vs. DC 20. Quarrel's Defense Bonus: +15 -2 All-Out Attack: +13 Bonus, 23 Defense Total Also, rolls if necessary. Each individual roll is per mobster. EDIT: Oh, and Initiative = 20
  7. Quarrel And so the foray into this cockamamie scheme against the aggregated mobsters had begun. As motes of smoke grew into tumultuous torrents of cloudy shadow from one of the other heroes' chemical canisters, Quarrel watched on as the rooftop vigilantes made for their ever-so-grandiose entrance. Now was the best chance to waylay the mooks below, seizing the opportunity to deliver the proverbial coup de' grace en masse from on-high as they scrambled through the eschewed order "Here we go again." Once more reconciling his aim, the mosaic-garbed hero stood up from his perched position, bracing himself. With a practiced flash, Quarrel pulled back upon the composite bow's string, the familiar echo of of a twang following suit as his projectile flew forth. The whistling through the air only signified the first of many, as Quarrel continued to exemplify his sharpshooting talents by quickly readying one shot after another, creating a staccato of strings from his trusty weapon, blunted arrows raining down upon the men below in an aerial cacophony of siren-like screeches.
  8. Quarrel As he awaited the first strike from his impromptu comrades down the street, Quarrel soon found himself on the receiving end of a very peculiar message. Startled slightly as the pen and playing card come clattering atop the room, sliding only a few inches from his foot, the young archer gave a wistful glance towards his heroic compatriots, a look of surprise behind the mask. Quietly returning the arrows to his quiver and stealthily moving backwards, Quarrel stooped down atop the warehouse's roof, scooping up the creatively conjured letter. Slowly, he read the duo's newly conceived plan, an eyebrow arched as he analyzed the situation. On the one-hand, it had its merits: slipping in amongst the confusion, they had a chance to apprehend everyone inside with significantly more ease than if, say, another dozen men were present. On the other end of the spectrum though, there was no telling how many more goons were inside, not to mention the prospect of Quarrel being left with such a staggeringly large number to deal with himself. If he were to come up short or have the other men go running into the building, it'd be a bloodbath annotated in a hail of gunfire. That means he'd have to be fast... no, beyond fast; he'd need to sweep the men off of their feet faster than he's ever done. "Nunca es' facil," sighed Enzo, looking from one side of the armed cadre to the other before returning his gaze. With no rogue leaflets lofting about - after all, he was on a roof! - Quarrel was left with little more than his own signification to relay his acceptance of this course of action. Hopefully the other two could get things done pronto. It was a gamble, and everyone knew the risks... Quarrel just hoped he wouldn't come to regret the odds. Hoisting a thumbs up in the direction of the dynamic duo over yonder, Quarrel rearmed himself, poised to take the shot the second they began their assault. With any luck, Enzo could pick off at least half of the assembled contingent crew below in a flurry of arrows; enough to at least give the surprisingly unpowered enforcers across the way atop the warehouse a fighting chance.
  9. Given that we've essentially established we're all on the same side here, Quarrel's gonna go ahead and begin "Operation Ruin The Mobsters' Night By Crashing Their Party With Extreme Gusto." Rolls right off the tongue! Anyway, making simple hand gestures to convey Quarrel's basic strategy of "You goo punch them in the face, I've got you covered," since he's a take-charge kinda fella. If necessary, I guess that'd be some kind of Innuendo Bluff Check at DC 10, since the gestures are very simplistic. Also, readying an action to use his Autofire Attack against them just in-case, regardless of whether or not the others follow along EDIT: After discerning the... extra numbers involved, an amendment must be made! So, instead, Quarrel'll sort of motion that it might be a good idea to lure some of them away and pick them off. He'll continue to cover the doorway, just in-case, but otherwise will wait until a few of the mobsters begin to shuffle off before following along all shadowy-like to lend a hand.
  10. Quarrel As the caped vigilante known as Quarrel awaited his ample opportunity to infiltrate the warehouse full of criminal lieutenants, something odd catches his eye. It's only for a fraction of a second at first; the sight of something shuffling upwards towards one of the nearby warehouses. Cocking an eye and readjusting his point-of-view, Quarrel re-positioned himself for a closer examination. That's when he saw them, silhouetted in the shadows beyond: a pair of costumed individuals! While it was hard to say for certain whether they were friend or foe, it seemed odd that they'd be poised together - one substantially more flashy than the other, at that - in a position that could serve to adequately assault the group of wiseguys guarding the front door to the ever-so-mysterious Warehouse #4. If the latter, then the odds were certainly stacked against the Latino archer. But that's not what Quarrel's gut said. No, these guys were on the up-and-up, unlike the well-dressed men below. From where he was perched so precariously, they appeared to be in the same boat as himself: waiting for an opportunity to strike. At least, until they looked up and spied him spying at them. "Good. Doesn't look like they're with em'," Quarrel murmured to himself as the duo across the way atop the other roof decidedly chose not to attack, taking a moment to peer downwards at the still stationary goons at street-level. They couldn't just sit here all night; someone was going to have to make the first move. Preferably before the mobsters decided to vamoose. Once more re-situating himself, the man with the avian masked gripped his bow in one-hand, using his other for what appeared to be hand gestures. Pointing downwards, Quarrel motioned towards the dozen or so mooks still dragging their smokes at the base of Warehouse #4; attempting to convey that now would be the time to strike while they had the advantage of numbers; relatively, anyway. With his vague hand signals sent, the Aztec-themed adventurer steeled his resolve, seizing the opportunity to draw the pair of blunt-tipped arrows back from out of the quiver cleverly concealed behind his cape as he strung them, the familiar resistance of his bow a warm reminder of his chosen career. With deadly aim, Quarrel readied himself for the assault. Hopefully, the three impromptu heroes could catch the guards unawares through luring tactics, take them down, storm the building, and catch the crooks with their pants down before they even knew what hit them!
  11. Assuming a modest DC, Quarrel'll go ahead and Take 10 on his Notice Check via Skill Mastery, for a total result of +25.
  12. Well, Quarrel's opposite them, so essentially on a warehouse across the street. So not terribly far, I'd wager :)
  13. Quarrel Enzo's sojourn to Freedom City had been one rife with paperwork the last few months, but that didn't mean he didn't have an ear to the ground. After all, it paid little to be a costumed adventurer on the side who just wandered around the city streets aimlessly looking for trouble; you had to know where to look. With a little bit of eavesdropping, some sight-seeing to the local dives, and a bit of practiced know-how, Quarrel soon found himself in his own current predicament. Sitting a good ways from the warehouse where he'd heard rumors of some sort of deal going on with the local gangs, it soon became obvious that the darkly-mosaic archer was in over his head. With his hood upturned and eyes keenly observing the cadre of men puffing their nicotine-rife death sticks from behind his mask, their hands at the ready, it became obvious this wasn't what he thought it was going to be. These weren't your average pushers or gangbangers looking to consolidate their forces. These were the big-boys, clad in their tailored suits and brandishing top-notch iron, organized criminals of the foulest variety. "Descaballado," bemoaned the Aztec-themed sharpshooter in a whisper, hunkering down as far as he could against the rooftop across from the array of armed men standing guard outside the mafiosi-infested warehouse. "Now what am I supposed to do?" Slinging his compound bow discreetly from his shoulder alongside a pair of arrows, Quarrel surveyed the situation delicately. If he were to attempt a frontal assault, he would have to be quick, taking the allotted men out all in one fell swoop to avoid alerting the other targets inside. Failure would mean a shoot-out, and the head honchos would slip out the back. No... he would just have to wait and see if an opportunity would present itself. Maybe they'd get sloppy, have to use the restroom, something. Quarrel just needed a chance to take them down without rousing suspicion. "This used to be so easy..." sighs the young hero again, returning to his prone state as he observed the guards' from afar, waiting for the chance to take his shot against the men in the darkening streets below.
  14. supersheep

    Quarrel

    The Interview (aka 20 Questions)
  15. supersheep

    Quarrel

    Questionnaire (The HellQ)
  16. supersheep

    Quarrel

    Index i.) Questionnaire (aka HellQ) ii.) The Interview (aka 20 Questions) iii.) Recent News iv.) Personal Journals, Accounts, and Memorandums
  17. Player Name: supersheep Character Name: Quarrel Power Level: 10 (150/154PP) Trade-Offs: +5 Attack/-5 Damage, +5 Defense/-5 Toughness Unspent Power Points: 4 Progress To Bronze Status: 4/30 In Brief: Aztec-themed Archer based on a strange amalgam of Green Arrow and Aztek. Alternate Identity: Enzo Flores Identity: Secret Birthplace: Mesa, Arizona Occupation: Crimefighter, Mechanic Affiliations: The Underdogs (Formerly); None Family: Alberto Flores (Father, Age 45), Monica Flores (Mother, Age 42; Crippled), Rebecca Flores (Older Sister, Age 22) Description: Age: 21 (DoB: June 11th, 1990) Apparent Age: 20 Gender: Male Ethnicity: Caucasian-Hispanic Height: 5’10†(1.5m) Weight: 165 Lbs. (75kg) Eyes: Hazel Hair: Black Description: A young man in the prime of his life, Enzo is of only average height, but nonetheless bears a physique that belies the efforts put into his chosen career; marking his body as lithe and muscular, on par with an active athlete. His Latino heritage is one which is obvious; Enzo’s skin an olive tone with mid-length hair the shade of a starless night, and eyes a distinct hazel that shift from a placid brown to livid green inlaid within a visage shaped by sharp angular features. For someone so young, he moves with a certain sense of confidence; as if each stride were meaningful in some dutiful manner. Whereas his movements are precise and smooth, Enzo’s hands are tough, his trade and experience – both that of a crime-fighting vigilante and mechanic – having shifted them from soft and gentle into rigid leather rife with calluses. In-costume as Quarrel, that confidence comes to a head between the knocking of an arrow and the sweet twang of a steel string. Garbed in leather armor vaguely stylized in Aztec hues and crafted by former Underdogs Member, Handiwork, Quarrel’s heroic outfit sports a variety of diamonds and stripes in a dark mosaic pattern of golds, reds, and blacks, leading both to a semi-unique appearance, while still serving its purpose as an intimidating visage to ne’er-do-wells and criminals alike. In addition to his ever-in-style leather outfit, Quarrel also bears a mask of vaguely avian origin, designed after the ancient Eagle Warriors of Aztec fame (sans feathers) which covers the majority of his face in similar shades as his attire, with a beak-like protrusion at the nose to further advocate the cultural heritage from which he draws inspiration. A dark blue cape-and-hood is also included in Quarrel’s imposing guise, the hood always worn as to obfuscate the remainder of his visage while serving to hide his armaments: a collapsible composite short bow and a quiver full of carbon-fiber arrows of varying purpose and design. History: Personality & Motivation: Despite all the things he’s had to slog through as a youth, Enzo Flores remains a passionate and upbeat individual, dedicated towards the pursuit of what is right. On the outside, Enzo is a friendly sort, just at home having a conversation with a complete and utter stranger as he is with his mother on the telephone in public. While generally an amiable law-abiding citizen, there are certain things about it that chafe him; just little things, like protocol and procedures for superfluous things, and all the red-tape frequently included therein. Enzo finds pleasure in simple things; particularly enjoying documentaries about cultural histories both near and far across the globe, old movies from the 'Golden Age' of Hollywood cinema, and even more modern movies when he gets the chance. Music, of course, plays an important part in his life, Enzo himself having taken a recent interest in the band 'Madman Finale,' tardy to the party though he might be. The young mechanic also fancies himself a bit of a handyman, able to tinker with most mechanical doo-hickeys with great aplomb; though woe to those whom let him fiddle with their blenders and toasters, or other electrical gizmos. Once the fearsome mask goes on and Quarrel hits the streets, however, he becomes a wholly different man, stalking gangbangers and misguided metas as if he were hunting quarry. An adamant and staunchly proactive individual against organized crime, Quarrel takes to the more common thugs and mobsters that are rife within what seems to be most metropolitan cities, cleaning up the more vermin-like entities that make their living peddling drugs, selling guns and running protection rackets. Becoming stalwart and serious in comparison to his typical upbeat-and-positive demeanor as a civilian, Quarrel utilizes the elements of surprise and intimidation in order to seem more threatening; the bow just helps speed things along (or pull his fat out of the fire) when they decide to flee the scene or point their guns in defiance. While not the enigmatic mute most night-trawling heroes often are, Quarrel nevertheless takes a great deal of pride and professionalism when it comes to wearing the cape, giving direct (though sometimes snippy) questions or answers to law enforcement, as well as criminals. He’s also somewhat prone to using vaguely paraprosdokian phrases from time to time; most commonly as some form of smart remark when the situations arise accordingly. Powers & Tactics: Unlike many of the super-endowed individuals taking on equally powerful foes, Quarrel has no superpowers to speak of. He’s little more than a normal individual with a talent for archery; though the utilization of an armament of trick arrows, some guile, and a bit of strategy certainly seems to get the job done in most cases. Unable to stand toe-to-toe with most metahumans or individuals in power-suits, Quarrel must rely on tactics such as ambush to see the job done, even when non-powered criminals are involved so as to maximize his own survivability. While his arrows lack the scientific sophistication they once had whilst he and Handiwork were both a part of The Underdogs, it is perhaps the simplicity in their design that makes them sufficient enough in terms of usability, making them easily available for Quarrel to reproduce with common parts refashioned for his own benign purposes. Taking advantage of some mechanical know-how picked up from high school automotive, some of the easier blueprints passed-on by his friend Handiwork, and little creativity, Quarrel can cobble any number of arrows with a bit of time, each varying in their purpose and function, granting him a wide breadth of options in regards to dealing with the local crime infestation that seems inexorable from the bowels of Freedom City. Complications: Hatred (Organized Crime): Drug Cartels. Syndicates. The Mafia. Whatever you want to call them, organized crime ultimately served the purpose of pushing Enzo Flores from the humble realms of the Ordinary into a life of Extraordinary action. A vendetta unforgotten, Quarrel makes it his personal mission to undermine all manner of organized forms of crime. Responsibility (Career): Being a superhero is hard; being a superhero who also has a nine-to-five gig is murder. This doesn't make things easy to balance, and Enzo needs his career as an automotive technician to make ends meet. That being the case, while a few sick days here and there are arguably fine and moonlighting is well and good, constant absences and disappearances during his work shift are bound to be noticed, making it all that more difficult for the "full-time hero" occupation to come to fruition. Secret (Identity): Behind a façade of a humble mechanic, Enzo Flores is just another average working stiff in Freedom City, tinkering here-and-there with automobiles and their ilk to make ends meet… at least until night falls. Nonetheless, in order to prevent being targeted as some sort of attempted revenge, Enzo makes doubly sure not to flaunt his secret identity as the moonlight vigilante Quarrel, more so as a safety precaution to keep others safe and to prevent him from being caught unawares at his own game. Abilities: 4 + 12 + 4 + 2 + 4 + 4 = 30PP Strength 14 (+2) Dexterity 22 (+6) Constitution 14 (+2) Intelligence 12 (+1) Wisdom 14 (+2) Charisma 14 (+2) Combat: 18 + 16 = 34PP Initiative: +10 (+6 Dex, +4 Improved Initiative) Attack: +9, +15 with Bow Grapple: +11 Defense: +15 (+8 Base, +7 Dodge Focus), +4 Flat-Footed Knockback: -2/-1 Flat-Footed, -3/-2 with Costume Saving Throws: 4 + 6 + 3 = 13PP Toughness: +4/+5 (+2 Con, +1 Costume, +2 Defensive Roll) Fortitude: +6 (+2 Con, +4) Reflex: +12 (+6 Dex, +6) Will: +5 (+2 Wis, +3) Skills: 128R = 32PP Acrobatics 14 (+20, Skill Mastery) Bluff 8 (+10) Craft: Mechanical 13 (+15, Skill Mastery) Drive 8 (+14, Skill Mastery) Gather Information 13 (+15, Skill Mastery) Intimidate 8 (+10) Knowledge (History) 14 (+15, Skill Mastery) Knowledge (Streetwise) 9 (+10) Knowledge (Tactics) 14 (+15, Skill Mastery) Notice 12 (+15, Skill Mastery) Language 1 (Spanish) Stealth 14 (+20, Skill Mastery) Feats: 29PP Attack Specialization (Bow) 3 Defensive Roll 1 Dodge Focus 7 Equipment 3 Evasion 1 Improved Initiative 1 Jack-of-All-Trades Luck 2 Master Plan 2 Move-By Attack Power Attack Precise Shot 1 Quick Draw 1 Skill Mastery 2 (Acrobatics, Craft [Mechanical], Drive, Gather Information, Knowledge [History], Knowledge [Tactics], Notice, Stealth) Uncanny Dodge 1 (Auditory) Well-Informed Powers: 12PP Device 4 (Easy to Lose; 20pp of traits) [12PP] Trick Arrow Array 8 (16pp Array, Power Feats: Alternate Powers 4) [20PP] Base Power: Blast 3 (Power Feats: Improved Critical 2, Improved Range [75' Increment], Mighty 2, Progression [750' Maximum Range], Variable Descriptor [bludgeoning/Piercing]) [13PP] (Standard Arrows) Alternate Power: Blast 3 (Extras: Autofire 1 [+1], Flaws: Action - Full [-1], Power Feats: Improved Critical 2, Improved Range [75' Increment], Mighty 2, Progression [750' Maximum Range], Variable Descriptor [bludgeoning/Piercing]) [16PP] (Standard Arrows, En Masse) Alternate Power: Dazzle 5 (Visual Senses) [20PP] (Dazzler Arrow) Alternate Power: Obscure 8 (Visual, 1000' Radius, Extras: Independent [+0]) [16PP] (Smokescreen Arrow) Alternate Power: Snare 5 (Power Feats: Obscures Sense 2 [Visual, Auditory]) [16PP] (Gloop Arrow) DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC 17 Toughness (Staged) Damage Arrows Ranged DC 20 Toughness (Staged) Damage Rapid Arrows Ranged DC 20 Toughness (Staged) Damage, Autofire Dazzle Ranged DC 15 Reflex/Fortitude Blinded Snare Ranged DC 15 Reflex (Staged) Entangled/Helpless Abilities (30) + Combat (34) + Saving Throws (13) + Skills (32) + Feats (29) + Powers (12) - Drawbacks (0) = 150/154 Power Points
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