Jump to content

Search the Community

Showing results for tags 'corsair'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Welcome to Freedom City
    • Campaign Discussion
    • Character Building
    • Character Bank
    • Freedom City News
  • The City of Freedom
    • Downtown Freedom
    • North Freedom
    • South Freedom
    • West Freedom
    • Other Areas Around Freedom
  • The World of Freedom
    • The Lands Beyond
    • The Worlds Beyond
    • The Realms Beyond
    • Non-Canon Tales
  • Out of Character Discussion
    • Off-Panel
    • Archives

Categories

  • Getting Started
    • Templates
    • About the Site
  • People of Freedom
    • Player Characters
    • Non-Player Characters
    • Super-Teams and Organizations
    • Reputations in Freedom
  • Places of Freedom
    • Freedom City Places
    • Earth Prime Places
    • Interstellar Places
    • Multiversal Places
  • History of Freedom
    • Events
    • Timelines
    • People
  • Objects of Freedom
    • Items
    • Ideas

Categories

  • Player Guide
  • House Rules
  • Sample Characters

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location


Interests

Found 4 results

  1. GM Arcturus Orbital City, Dreeda III, Lor Republic Along the inner edge of the Perseus Arm Lor Time Mark 1993.1 (June 28, 2021 Terran Calendar) Before the Incursion, Dreeda III was simply a small, but growing Lor colony on a verdant, habitable world. Like many such worlds within the Republic or other Coalition controlled sectors, Dreeda III's population saw exponential growth as dislocated populations were resettled. To accommodate the massive influx of beings, entire cities had been built across several continents while two orbital cities had been placed in orbit over the world, helping to handle the vast influx of space traffic that the world started to experience. It was toward one of those orbital cities that the somewhat motley group of cosmic adventurers were travelling to further Star Knight Kath'lana's investigation into a smuggling ring that was operating out of the system. Currently the four individuals were aboard Space Ranger's spacecraft as it approached the main spaceport of Arcturus Orbital City.
  2. GM The Last Outpost Cantina Outskirts of Dreeda System The Last Outpost Cantina, so named because it was the last watering hole for days in any direction, was having a quiet night for once. The bartender surveyed the scene, which mostly consisted of a few locals sitting at the bar quietly drinking, and a few patrons he didn't know were keeping to themselves, having a quiet conversation in the corner. The overhead fan spun lazily overhead, and muffled music came through the bar's crappy speakers. Yes, it was certainly looking like a pleasant evening. No fights to break up, no guns to confiscate. No rabble tonight!
  3. This is the OOC for this. Let's roll for initiative! Arryn will be using the Powerhouse stats with two additional limbs, granting him Improved Grapple. His five thugs will use the Soldier stats. I'll post initiative once I get it from everyone. Arryn Cia's Initiative: 1d20 (2) + 0 = 2 Corsair's Initiative: 1d20 (6) + 12 = 18 Space Thugs' Initiative: 1d20 (15) + 1 = 16 Gimme an initiative roll, @RocketLord and @Thevshi!
  4. ??????? Power Level: 10 (150/157 PP) Unspent Power Points: 7 Trade-Offs: +4 Attack / -4 Damage, +4 Defense / -4 Toughness In Brief: Dangerously charismatic former space pirate turned gloryhound hero. Alternatively, a space dandy, from space. Catchphrase: "Stand and deliver!" Theme: Theme from Black Sails by Bear McCreary Alternate Identity: Vynn Zolaris Birthplace: The streets of Nocturis Residence: Space Base of Operations: Spaaace Occupation: Adventurer, dashing rogue, occasional ne'er-do-well, and currently, hero. Affiliations: None, former member of Captain Kraken's crew Family: Sareen Zolaris (Mother, location unknown), Darryn Zolaris (Father, deceased) Description: Age: 24 Gender: Male Ethnicity: Tan skin tone Height: 5'8" Weight: 150 lbs. Eyes: Light blue Hair: Black Physical Appearance: Vynn is a small and very handsome Lor, always with a ready smile and sharp tongue. Vynn wears his black hair long, typically tied in a simple ponytail with a silver ring. He has tan skin and piercing blue eyes. Let it never be said that Vynn doesn't dress well. He always tries his best to stand out wherever he can. His outfits can range from subtle to utterly outrageous, but he seems to be able to pull them off with utter panache. It usually includes a fine jacket with a frilly jabot, and a full-length coat made of an extravagant material. He wears long boots, but many, many hours of practice with his plasma rapier have made him able to fight in whatever footwear he finds himself in. He would sit somewhere between a Disney pirate and Victorian dandy, if seen by an Earthling. History: Vynn has told no one his actual history: he prefers to keep his audience guessing (audience being anyone and everyone he speaks to), giving them a different tall tale of adventure and derring-do each time he is asked. The truth, the real truth, is much sadder. Vynn grew up in the slums of Nocturis, his family's business taken over by the Dakkaris crime family that runs it. His father, an astrogater, sold star maps to travelers across the universe, but his business wasn't bringing in enough. He took some money from a dangerous loan shark, and after defaulting on the payment, sent word to the Dakkaris, who dispatched a legbreaker to get the money. Vynn's father was shot in front of him, and his mother was hauled away, never to be seen by him again, leaving Vynn to fend for himself on the streets. He joined up with a few youth gangs, and though he was beaten to a pulp many times, he soon found his silver tongue got him into the good graces of some. By the age of 12, Vynn was running his own gang, his crew stealing and fencing goods across the city. It was on one of these runs that he robbed a ship that would define him for the rest of his life: he robbed Captain Kraken's ship! Vynn had heard that the good Captain was in town, and snuck into his quarters to try to rob him blind. Kraken awoke, and grabbed the boy while his crew scattered, leaving Vynn to his fate. Instead of throwing the boy into the vacuum of space, Kraken put him to work as the ship's cabin boy, where Vynn worked harder than he could have imagined. The work made him strong, and soon he was tolerated by the crew, and even liked. One pirate in particular, the ship's quartermaster, saw a potential in him. A former Swordmaster, Kyyrin Doss the quartermaster was an expert in many forms of combat. Vynn took to it naturally, and through intense training, he was soon an equal to the old Swordmaster. He soon worked his way up the ranks of Kraken's crew, soon leading the charges made onto plundered vessels. The thrill of it, the adventure, and the admiration of his fellow crew meant everything to him. So much that when Kraken betrayed him without warning, giving him up as a prisoner, Vynn could not bear to live the life of an outlaw anymore. He was thrown in the brig of Kraken's ship, with the promise that he would be traded as a hostage the next day. Vynn stole the key from his jailer, and abandoned ship, taking with him a prize plasma rapier and shield projector as "payment". Now he roams the galaxy, trying to right the numerous wrongs he committed, and doing his best to be a hero worthy of the praise he so longs for. Personality & Motivation: Vynn wants to have fun, and be noticed. He does not believe something is worth doing unless it is done with style, in front of as large an audience as possible. He has lived much of his life under the thumb of Captain Kraken, and now he is wanting to put his skills to his own use, and do something good for the universe. However, that doesn't mean that he doesn't want to have a good time doing so. Old habits are hard to break, though, and Vynn, while charming, can come across as manipulative and callous at times. He has had to use his silver tongue to survive for so long, it's hard for him not to use people if they have something he wants. However, Vynn is trying his hardest to be a hero, even if it doesn't come naturally to him. Powers & Tactics: Vynn is an extraordinarily skilled swordsman, and uses his incredible dexterity and charisma to maximum effect. He is very athletic, and can fight under difficult conditions, while still maintaining proper form. He also does not fight fair in any way, shape, or form. He firmly believes that the winner is the last person standing, and he uses every opportunity to distract his opponents and misdirecting them into making a mistake, which he immediately responds to. He carries a plasma rapier, and the techniques and forms he learned from Kyyrin Doss make him an opponent easily underestimated, which he uses to his full advantage. His personal shield assists him by providing another layer of distraction, as the slight visual displacement the shield provides means his opponents will not quite know where to look. Power Descriptions: Vynn's plasma rapier resembles the Earth weapon of the same name. It has an ornate silver handle and when drawn, the blade emits glowing white plasma, which leaves thin afterimages in the air as Vynn flips and parries blows from his enemies. Vynn is very proud of it, and keeps it maintained as well as he can. His personal shield projector Vynn wears on his belt. It produces a low, droning sound, and subtly distorts the air in front of Vynn, which he has learned to use as an advantage. It blurs his image just slightly, so that his opponents have a hard time figuring out exactly where he is. Complications: Always with Style!: Vynn does everything with panache. He must leave his mark wherever he goes, and there must be no doubt that his enemies have been crossed by ???????! The Captain's Revenge: Captain Kraken will never let go of his grudge against Vynn, and is no doubt hunting him, or sending assassins to take him down. Once a Pirate, Always a Pirate: In some systems, Vynn will still be known as a pirate. This may cause issues from time to time. Subtlety is Beyond Me!: Vynn dresses extravagantly, and draws attention to himself whether he means to or not (generally he does). Sucker for a Pretty Face: Vynn will never turn down what he perceives as a genuine request for help. Particularly if the person asking is attractive. Abilities: 0+ 16 + 6 + 2 + 4 + 16 = 44PP Strength: 10 (+0) Dexterity: 26 (+8) Constitution: 16 (+3) Intelligence: 12 (+1) Wisdom: 14 (+2) Charisma: 26 (+8) Combat: 16 + 16 = 32PP Initiative: +12 (+8 Dex, +4 Improved Initiative) Attack: +8 Base, +10 Melee, +14 Plasma Rapier Defense: +14 (+8 Base, +6 Dodge Focus), +4 Flat-Footed Grapple: +10 (+8 Base Attack + 2 Melee Attack + 0 Strength Bonus) Knockback: +3 Saves: 3 + 4 + 4 = 11PP Toughness: +6 (+3 Con, +2 Defensive Roll, +1 Protection) Fortitude: +6 (+3 Con, +3) Reflex: +12 (+8 Dex, +4) Will: +6 (+2 Wis, +4) Skills: 72R = 18PP Acrobatics 12 (+20) Skill Mastery Bluff 12 (+20) Skill Mastery Gather Info 1 (+9) Intimidate 2 (+10) Knowledge (streetwise) 10 (+12) Notice 8 (+10) Skill Mastery Sense Motive 13 (+15) Skill Mastery Sleight of Hand 2 (+10) Stealth 12 (+20) Feats: 20PP Acrobatic Bluff Attack Focus (Melee) 2 Attack Specialization (Plasma Rapier) 2 Challenge [Fast Feint] Challenge [Fast Taunt] Defensive Roll 1 Evasion 2 Improved Initiative Luck 2 Move-By Action Power Attack Skill Mastery (Acrobatics, Bluff, Notice, Sense Motive) Takedown Attack 2 Taunt Uncanny Dodge (Visual) Enhanced Feats Dodge Focus 6 Improved Disarm Powers: = 1 + 12 + 11 + 1 = 25PP Leaping 1 (x2, Running Long Jump 28', Standing Long Jump 19', Vertical Leap 7') [1PP] (Training) Plasma Rapier 4 (20DP Device; Flaws: Easy-to-Lose) [12PP] (Technology) Sword Fighting Array 9(18DP Array; Feats: Alternate Power 2) [20DP] (Training) Base Power: Strike 6 (Remise; Extras: Autofire, Penetrating 6) {18/18} Alternate Power: Strike 6 (Lunge; Extras: Penetrating 6, Feats: Extended Reach 1 [5 ft.], Improved Critical 2, Precise) {16/18} Alternate Power: Strike 6 (Moulinet; Extras: Penetrating 6, Feats: Improved Disarm, Improved Critical 2, Precise {16/18} Personal Shield 3 (15DP Device; Flaws: Hard-to-Lose; Drawbacks: Noticeable [Produces Sound]) [11PP] (Technology) Concealment 4 (All Visual Senses; Extras: Duration [Continuous]; Flaws: Limited [Miss Chance Only]) [8DP] Enhanced Feat 6 (Dodge Focus 6) [6DP] Protection 1 [1DP] Speed 1 (10 MPH / 100' per Move Action) [1PP] (Training) DC BLOCK ATTACK RANGE SAVING THROW EFFECT Unarmed (+10) Touch DC 15 Toughness Damage (Bludgeoning) Remise Touch DC 21 Toughness Damage (Piercing) Lunge 10 ft. DC 21 Toughness Damage (Piercing) Riposte Touch DC 21 Toughness Damage (Piercing) Totals: Abilities (44) + Combat (32) + Saving Throws (11) + Skills (18) + Feats (20) + Powers (25) - Drawbacks (0) = 150/157 Power Points
×
×
  • Create New...