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  1. The OOC thread. I'll call it a DC 10 check (made on whatever skill you think is appropriate) to recognize the Psions.
  2. Thursday, November 28th, 3:00 PM Thanksgiving Mali Benjawan was excited. She'd arrived at home a couple days before and had woken up promptly in the morning to help her parents set dinner up. When she proposed bringing some friends in to eat with them, they were happy to hear it. Her parents expressed concern with their less than traditional Thanksgiving meal and how her friends would feel, but she reassured them that her friends weren't very traditional either. They were asked to arrive sometime in the early afternoon. Any time before six would be fine, because that's when they were planning on eating. She wasn't sure what time they were all going to show up, but in the meantime she distracted herself by helping with food preparation.
  3. August 30th, 2013 Just after dinner Claremont Academy, Games Room Tona Baudin sat on the couch, huddled into herself, stealing looks at the women across the table from her. The young archer was wielding unfamiliar tools, weapons which she had never considered until today. She felt the stares of the other three young females, and glared daggers at the only thing left for her to choose. "I don't see why we can't both be ninjas," she said, for the third time. She looked at Sam Vance, who was already shuffling her two decks of cards. "We both like sneaking. Why can't we both be... sneaky people?" She looked at the cards already in her hand, the Pirate deck. She had chosen it mainly because the pictures looked a bit more real than on the other cards; and now she was staring at the Alien deck. She knew she had to have two decks, but the combination reminded her uneasily of her trip to Sanctuary. Tona's eyes shifted to Kristen and Jennifer, looking for support. She didn't really know the two other Claremont students very well, but apparently they were also dating, and Jennifer had a yen for board games. The idea of the four girls bonding over pieces of cardboard was evidently normal for this dimension, because Sam hadn't reacted oddly to the suggestion. Which was why Tona was here, feeling -- oddly enough -- quite at sea.
  4. For dice and OOC talk re: >this thread.
  5. Ari

    Class Gambit (IC)

    GM Claremont Academy, garden paths September 16th, Monday, 10.15AM The brief, terse letter each of the teen heroes had been given after morning classes led them there at the crossroads, to wait for a meeting with the dour Edme Dupont, one of the rotating Ethics and Superhuman Law teachers who had an uncanny gift for knowing exactly what topics to emphasize for maximum effect. 'Student,' they ran 'you and four others have been selected for the chance to perform an extracurricular exercise. I and the others faculty hope this encourages team-building spirit and your abilities to work in tandem. Assemble at the garden path juncture before 10.20AM, I will meet you there if you wish to attempt it' Under the bright morning sun, the fog banks were quickly evaporating, but the ones still drifting over the city gave the dew-speckled lawns and crisp buildings a strangely lovely quality. The air was beginning to heat up in anticipation of the day to come.
  6. GM Saturday 10th August Late Afternoon Starbase Coffee House... This particular Starbase Coffee House was just like all the others. Nothing made it stand out - and that's why it was a chain. One could not fault the service, the coffee, or the decor. But neither could one rant about it either. You knew what you were getting, nothing more, nothing less, despite bold advertising that would suggest otherwise. The coffee was good, but not out of this world. It's pleasant blandness served one man very well. Oscar "fingers" Ferson was old and, by his own admission, beaten with the ugly stick. That hadn't stopped him. He had a devilish smile, and a quick brain. He was cautious but clever, ambitious but not greedy. Illegal, but not immoral. Fingers fenced goods. He didn't touch drugs, he didn't touch killers. He just knew people who knew people, and new how to make plenty of contacts to "facilitate the flow of goods and money". Fingers had his fingers in many pies. Hence his name. Fingers nursed his coffee, a rich, creamy mug full of chocolate and marsh mellows. For all its abundance of calories, he looked painfully thin. He inspected his watch, and coughed violently into a napkin. He recovered, and folded the napkin neatly. He had called Kit. And he hoped she would turn up. Without police or handcuffs, ideally. She knew enough about him to cost him serious lawyer money. But then, he knew a thing or two about her, too.
  7. OOC for >This Upon meeting Fingers, can Kit roll a notice roll DC 15 I have left the background deliberately hazy, feel free to narrate it how you wish, I will roll with it. YOu may wish to have used Knowledge [streetwise] or Gather Info on him, if so, post them!
  8. GM Samantha Vance knew what the inside of police stations looked like. The institutional wallpaper, the thin, colorless carpet, and the fluorescent lighting that seemed to flicker just at the edge of perception -- this was a police station waiting room straight out of the catalog. And Sam was sitting here because because because because some AEGIS agents had come to Claremont to collect her. She was used to dealing with authority figures, but this time she was off her game because they were so darned polite. They had politely collected her, and politely driven her downtown, and politely put her in this waiting room. Now they were reentering with a uniformed police officer and politely escorting her deeper into the building. The whole situation was creepy, like the moments in a slasher movie before the hillbilly family reveals that they're cannibals. They came to an elevator and went down, below the lobby and into the basements and sub-basements. They came out in a chilly corridor and Sam was politely herded towards a pair of swinging metal doors. Through the door was more shining steel implements and tables, a man in surgical scrubs, and a shrouded form on a metal table. All of a sudden Sam realized she was standing in a morgue. The doctor looked at the police officer, who nodded back. He folded back the sheet, revealing a face that Sam knew all too well. After all it was the woman who had shared her name with the thief and enrolled her in Claremont. An AEGIS agent cleared his throat and spoke. "Ms. Vance," he said politely, "can you identify the deceased?"
  9. Raveled

    Nightmare

    The rolls for the Nightmare stories. We'll just be keeping everything in here for now.
  10. Tuesday, February 19, 2013 Claremont Academy Evening Evening. The end of another long day at Claremont Academy, surely the oddest school in the world. For Tona Baudin, the day had been full of learning, and exercise, and honing her mind and body into a singular, powerful machine. Many of the students had unusual powers of one kind or another and they focused on using them instead of their own physical talents, but all Tona had were her body and her skills. She kept herself in top form, because there was no other way for her to compete with her fellow students, and Tona was far too competitive to be anything but the best. And this day had been another success, one well earned and fought for, and Tona was ready to go to bed. She had showered and taken care of other matters in the floor's communal bathroom, and now she was standing outside the door to her dorm room. Hesitating. Inside was her roommate, Cerys Pefr, one od the few girls in the school who could understand just how hard Tona worked, and why. One of the few who Tona considered a friend -- except for that day almost a month ago, when a Curator drone masquerading as Tona had tried to kill Cerys, and a lot of other people. Now the air between them was tense, strained, and Tona had no idea had to fix things. But she couldn't stand outside the door for much longer without an RA coming over and asking questions and making things a thousand times more embarrassing. So Tona opened the door and stepped through. She kept her eyes firmly fixed on her bed and grunted a greeting to Cerys.
  11. Player Name: Blue Rose Character Name: Samantha Vance Power Level: 7/11 (116/166PP) Trade-Offs: +5 Attack/-5 Damage, +2 Defense/-2 Toughness Unspent Power Points: 50 In Brief: The girl from Hell. Alternate Identity: Kit Identity: Public Birthplace: Planet Dis Occupation: Student Affiliations: Claremont Family: None living (adopted by the late slave, Shrike, then the now-imprisoned imp, Mouse, then the thief known as the Phantom Fox, and currently adopted by the recently-unmasked heroine Masque) Description: Age: 16 Apparent Age: 16 Gender: Female Ethnicity: Caucasian Height: 5'0" Weight: 97 lbs Eyes: Green Hair: Red Kit is a small, scrawny girl. Hers is pale, lightly-freckled skin on her narrow, slightly gaunt face clearing up as it goes down along her long, porcelain neck. She doesn't have a proper costume since she abandoned her old one (a black cat burgler's suit and a domino mask), regularly fighting crime in a tee shirt and jeans. She's given the witch ensemble a try a couple times, once as mage robes and pointy hat, once as mini-skirt and pointy hat, abandoning the idea outright. She refuses to wear Claremont's official uniform. Lately, having grown in power, she's had to stick to outfits that either hang very loose or expose her upper back, where she's branded with an intricate sigil. An ugly black mark that seems to shift as you look upon it, defying any attempt to discern its actual shape. Staring at it long enough is unsettling, and even physically painful, causing mild headaches. As she uses her powers, it begins to glow and produce heat, potentially burning through clothing if she really pushes herself. Her smile, even at its most cheerful, is that of the cat that ate the canary, though she's quite skilled at capturing the many flavors of angry in glorious detail, from minor-but-still-amused annoyance to full-on homicidal rage. She carries herself with a cocky swagger, and tends to look at people in about the same way she'd look at a toy. Power Descriptions: Though she tries to play her powers off as traditional magic, hers is black magic. Hellfire, energies stolen from demons. In practice, there isn't much difference, however. She has an array of 'spells,' from a small burst of hellfire to various mind-bending tricks to walking across the city in an instant through the shadows, and even changing faces. They're suited more to sneaking and subterfuge than actual combat, though she is capable of both. History: The prison world of Dis. A distant, barren world where the galaxy's worst criminals are left to rot. No one ever leaves. Centuries of warfare have rendered it completely incapable of supporting life. And yet, it is home to more than ten billion people, supported by the only trade they can manage. Trade across planes. Barter with the infernal. The entire world revolves on an economy of expendable people; slaves and blood sacrifice, with the constant influx of prisoners finding themselves crushed and sold for water, food, power, and luxury. The strong and the devious are the ones who survive. The invincible and the genius are the ones who rule. The world's unquestioned (but oft-resisted) leader, known only as The Empress, is an enigmatic and ruthless being who's held onto power for decades. Few children are born in this fiery pit, as few are willing to take the risk. Here, a child was born, her father already dead, her mother dead before she could give her a name. Instead, she was immediately branded as fodder for the world's demonic patrons, to be collected at a later date. Before anyone could make good on the mark, there was turmoil. There's always turmoil. She moved around dozens of times for breakouts, rebellions, and routs, but there were two constants in the chaos. First, there was Mouse. An imp. A small, weak creature, but as devious as they come. He managed to become the child's nominal owner, but wasn't strong enough to do much of anything with her. Second, there was Shrike. A repentant mercenary who, in his guilt, became the girl's protector. He's the one who gave her a first name, Samantha. This went on until the girl was nearly ten, and she learned a great deal about combat and skulduggery from the duo. Then, at age ten, everything changed. They'd spent a decade on the run before they found their break. One powerful secret. Mouse uncovered a way into one of the Empress' vaults. A repository for some of the treasure and power she'd bartered for. Supposedly, this one contained a portal out of Dis. Treasure and freedom in sight, the trio went in, a bumbling series of disasters. They snuck through when they could, fought through when they couldn't, and ran when that failed. There was a great deal of running, but they found their treasure, absorbing considerable power before they were cornered on a runed dais. Surrounded by enemies, they had no options left. The first shot went straight for Sam's heart. Shrike took it instead, his blood spilling across the dais. It turns out the portal was real, and had been locked away due to one crippling design flaw. To work, it required heartblood drawn from a pure soul; something The Empress never expected to find on Dis. Even the children are twisted too soon, yet the penitent merc was a good man. His sacrifice was enough, and Sam and Mouse were sent through space and time. To Earth. Free, Mouse went more than a little mad. Well, madder- demons rarely begin sane. Away from Dis, he thought himself free to conquer, and used the little girl as his pawn. Turns out Earth has his own protectors and he found himself sealed away by a powerful mage in an AEGIS holding cell. Before the law could get to her to arrest her or find her a guardian or eat her liver or whatever it is the law does to little girls like Sam after they dabble in supervillainy, the 'unknown magic-wielding child' was spirited away by a third party. A master thief known only as the Phantom Fox. A mere human, but a sly one, and very good at her chosen trade. She convinced Kit that, if AEGIS got their hands on her, they'd put her away for a very long time, and made her an offer; she'd protect the girl from the law if she'd become her sidekick. A ploy to exploit her powers for all they're worth, or a genuine offer for help? Who knows? Either way, that day, Kit was born. Sidekick to the master thief. The Phantom Fox was not in it for the money, however. She was in it for adventure; for fun, a gentlewoman thief as it were, keeping little more than what it took to fund the heists themselves and maintain a modest level of luxury (as much as wouldn't draw too much attention). Together, they pulled of some of the most spectacular thefts in history, even once stealing and returning the Mona Lisa three times in as many months because they could, though usually they stuck to the Chicago area. And from her new guardian, she expanded her already-considerable knowledge of the family trade. But more importantly, she learned boundaries. Mercy. A theif's honor. That there are lines not to be crossed, that you should not cause unnecessary harm, to never take from those who can't afford to lose. More than once, the duo even teamed up with the recently-unmasked heroine Masque, with whom the Phantom Fox had a long-standing and exceptionally friendly rivalry with, despite being on opposite sides of the law. Unfortunately, times change and people change. The Phantom Fox began to change. Though still not interested in money, she became far more interested in power. Specifically, anything linked to longevity or immortality, having grown to fear her own mortality. She became more aggressive, skirting the line on many of her values and Kit began to worry. Then, in one heist, her guardian blew out a huge section of a Foundry installation. She killed people. Possibly bad people, but it was a cruel, brutal, and graceless move opposed to everything she'd raised Kit to believe. She did not leave with her guardian that day; she stayed behind, let herself get captured by AEGIS to face judgment. There was a great deal of arguing over what to do with her. A question of how to classify her legally. Is she an accomplice to be tried as an adult, or a victim exploited by a criminal mastermind? She was still a minor, true, but many argued that she was old enough to know better than to serially steal world treasures. But in the end, one voice saved her. Masque (real name Talia Vance) intervened and publicly offered to take custody of and responsibility for the girl. AEGIS agreed. So, Kit was formally adopted, and even gained a last name. She tried to be Masque's sidekick instead, but the two didn't really get along. Miss Vance had no family, and other than the Phantom Fox, she'd always worked alone (Kit was just a third wheel when she was with that pair). Heck, other than the Phantom Fox, she didn't even have anyone she'd call a friend, except maybe her cat. Although the spirit was willing, she just wasn't cut out to be Kit's mentor. And so, she sent the girl to Claremont Academy. Personality & Motivation: Most of what Kit knows about life, she learned from a damned mercenary and a queen among thieves. Not exactly the best place to get one's values, but you take what you can get. She has a firm grasp of the more practical basics (murder is bad), but when it comes to matters of courtesy and consideration, she can be a bit rough. And trust? Rare, difficult, but easy to fake. Usually, she can manage to hide such misunderstandings under an excessively sunny disposition. Some might say obnoxiously so. It's usually very difficult to get her down, as no matter how things get, she knows first hand that they can get much, much worse. Usually, when something goes awry, she'll offer a peevish look and maybe that will be the end of it. Or maybe a convenient mirage will have you walking into the wrong locker room tomorrow. That said, she does have a code of honor, even if she hasn't quite figured out what it is yet. Or maybe she's just erratic with a few hot buttons. Either way, while she may be happy-go-lucky much of the time, cross the wrong line and you will know her wrath. The exact tenets shift, but a few stay constant; never take from someone anything they can't afford to lose, never rat out a partner, never break a promise, and so on. Powers & Tactics: Sneak up. Try and manipulate enemies into defeating themselves. If it comes to a straight fight and there's no team backing her up, she'll fall back and try and get the jump on her enemies again. In general, a fair fight is something to be avoided at all costs. That said, if she's in a team, she'll provide what backup she can, usually less interested in dealing the finishing blow than providing cover fire or misdirecting adversaries. Of course, if someone starts going after her specifically, she won't hesitate to give them a face full of hellfire. Complications: Enemies: As far as any demons are concerned, Kit is stolen property. She's marked as sold, and ready for immediate collection. She's already forfeit, no haggling required. The Empress also takes umbridge with the little thief, and is eager for revenge. Also, the Phantom Fox is still out there, somewhere in the world, status unknown, possibly scheming for revenge. Horrible Judge of Character: In her youth, Kit picked up a mistrust for others' good intentions that has never really gone away; a survival instinct. At the same time, she needs to believe in the good in all people, that even the most vicious can be redeemed. After all, she had two stints as a supervillain already, herself, and she's a worthwhile human being. Hopefully. This comes together to make her a rather poor judge of character, liable to doubt her allies and give her enemies a second chance at just the wrong moment. Reputation: If it weren't for Masque vouching for her, AEGIS would have brought Kit in. Even now, quite a few of their number aren't fond of the arrangement, and they're still quite suspicious of her and keep her on a watch list. Abilities: -2 + 10 + 2 + 4 - 2 + 10 = 22PP Strength: 8 (-1) Dexterity: 20 (+5) Constitution: 12 (+1) Intelligence: 14 (+2) Wisdom: 8 (-1) Charisma: 20 (+5) Combat: 8 + 8 = 16PP Initiative: +5 Attack: +4, +12 with Blast Grapple: +3 Defense: +9 (+4 Base, +5 Dodge Focus), +2 Flat-Footed Knockback: -2, -0 flat-footed Saving Throws: 6 + 5 + 6 = 17PP Toughness: +5 (+1 Con, +4 Defensive Roll), +1 flat-footed Fortitude: +7 (+1 Con, +6) Reflex: +10 (+5 Dex, +5) Will: +5 (-1 Wis, +6) Skills: 76R = 19PP Acrobatics 5 (+10) Bluff 8 (+13, +17 /w Attractive) Skill Mastery Computers 3 (+5) Diplomacy 6 (+11, +15 /w Attractive) Disable Device 8 (+10) Escape Artist 5 (+10) Skill Mastery Investigate 3 (+5) Knowledge (Arcane Lore) 1 (+3) Knowledge (Art) 3 (+5) Knowledge (Current Events) 1 (+3) Knowledge (History) 1 (+3) Knowledge (Popular Culture) 1 (+3) Knowledge (Streetwise) 1 (+3) Knowledge (Theology and Philosophy) 1 (+3) Language: Demonic 1 Notice 6 (+5) Search 3 (+5) Sleight of Hand 7 (+12) Skill Mastery Stealth 12 (+17) Skill Mastery Feats: 15PP Attractive Defensive Roll 2 Distract: Bluff Dodge Focus 5 Evasion Teamwork 3 Skill Mastery (Bluff, Escape Artist, Sleight of Hand, Stealth) Uncanny Dodge (Mental) Powers: 4 + 2 + 21 = 27PP Super-Senses 4 (Magic Awareness 3 [Mental], Extras: Radius) [4PP] Super-Senses 2 (Darkvision 2) [2PP] Demonic Brand Array (15 points; Power Feats: Alternate Power 6) [21PP] Base Power: Blast 2 (Power Feats: Accurate 4, Affects Insubstantial 2, Homing 1, Improved Range 3, Indirect 1) [15/15PP] (Fox Fire, Infernal) Alternate Power: Illusion 6 (Auditory, Visual; Flaws: Phantasm, Power Feats: Progression 3 [100' area]) [15/15PP] (Mirage, Infernal, Mental) Alternate Power: Concealment 10 (All Non-Tactile; Flaws: Phantasm, Power Feats: Close Range, Selective) [12/15PP] (Mind Veil, Infernal, Mental) Alternate Power: Emotion Control 7 (Power Feats: Subtle) [15/15PP] (Empress' Eye, Infernal, Mental) Alternate Power: Teleport 8 (800'/2000mi; Flaws: Medium [shadows], Power Feats: Easy, Progression 6 [10,000 lbs]) [15/15PP] (Shadow Walk, Infernal, Shadow) Alternate Power: Stun 7 (Extras: Alternate Save [Will], Range [Perception, +2], Sleep, Flaws: Distracting, Sense-Dependent [Visual; eye contact], Power Feats: Subtle) [15/15PP] (Mind Suppression, Infernal, Mental) Alternate Power: Morph 2 (Humanoids; Extras: Attack [+1], Range [Perception, +2], Selective Attack Flaws: Phantasm, Power Feats: Progression 4 [25 people], Subtle) [15/15PP] (False Visage, Infernal, Mental) DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC14 Toughness (Staged) Damage (Physical) Fox Fire 20' Increment DC17 Toughness (Staged) Damage (Infernal) Mirage Perception DC16 Will Illusion (Infernal/Mental) Empress' Eye Perception DC17 Will (Staged) Emotion Control (Infernal/Mental) False Visage Perception DC12 Will Morph (Infernal/Mental) Totals: Abilities (22) + Combat (16) + Saving Throws (17) + Skills (19) + Feats (15) + Powers (27) - Drawbacks (0) = 116/166 Power Points
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