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Found 5 results

  1. Greetings and salutations! I am in the process of making by British amnesiac character the Eel more active in Bedlam, and I'm looking for characters to partner with an GMs to make our life miserable. Eel is a PL7 stealth based character with connections to the Labyrinth (that she's unaware of) if you looking for good hooks. Also she's a bartender at Club Maxx, a metal club in the Meadows not far from the airport. I'm up for pretty much anything!
  2. Heritage


    GM Post Bedlam Harbor. Tuesday, May 21st, 2019. 8:35 am. You found all sorts of useful junk floating in Lake Michigan; wood, bottles, bits of plastic. Stafford T. Phillips, mostly known as 'Relic' to his few friends, had been plying his trade on these waters for decades, collecting these treasures in his little jet boat, the Eartha Kitt, then selling them for scrap, or to several local artists who worked in found materials. A few hours every day with his net and his crook was usually all he needed to maintain his simple lifestyle. This morning, Relic was poking around the eddies that caught junk by the base of Pier 7, a favorite spot of his. He was leaning over to snag a particularly promising looking mass with his crook, when he realized it was a body; he only saw a quick flash of wetsuit and a floating cloud of hair, but that was enough to chill his blood and twist his stomach. "Holy s###," he cried out. "Holy s###!" Somehow in all his years of scrap hunting, he'd never come across a body before, and now that he had, he had no idea what to do. In a panic, he raised his voice as loud as he could to see if someone nearby could help him. "Hey! Hey! We've got a body down here! A human body!"
  3. 'Eileen Lake' needed a job, and fast. She'd been sleeping curled up in a ball on the floor of John Smith's hotel room for a week, and she felt awful about it. So John made a few calls and pulled a few strings, and found out that WORK IN PROGRESS
  4. So my new Bedlam PC the Eel just got approved (many thanks, Fox and AA!), and I had an idea for intro thread, if someone would be interested in running it. The idea is Eel washes up on the shore or at the docks of Bedlam, with no memory of how she got there or anything really other than her 'name'. Disoriented, she may wander around on her own or be discovered by a favorite PC or NPC. I'm pretty open as to how this goes, or even how many folks are involved, though I guess limiting it to two other characters seems reasonable. Let me know if this is something you'd be interested in!
  5. The Eel Power Level: 7 (112/113PP) Tradeoffs: -3 Toughness/+3 Defense Unspent PP: 1 In Brief: Amnesiac former Labyrinth agent with induced mutations Identity: Unknown Birthplace: UK? Occupation: Currently unemployed Affiliations: The Labyrinth (former) Family: Unknown Description: Age: Mid-twenties? Gender: Female Height: 5’6” Weight: 125 lbs. Eyes: Brown Hair: Brown with blonde highlights The young woman known only as 'the Eel' is a slender, athletic woman of medium height. Her hair is cut short in a practical pixie bob, and she wears no jewelry. Her movements are graceful and confident, and she speaks in a rather posh, Received Pronunciation accent. The Eel wears a slick, full body suit, which she calls her 'Eelskin'; it not only provides her an element of protection, but also responds to her chameleonic coloration. It also has a built-in zipable pouch that holds small items. It is currently the only garment she owns, though sometimes she'll wear a thrift store trenchcoat over it. History: A young woman with no memory of her past beyond her strange moniker, 'the Eel' is trying to write a new life on her blank state. She is haunted by the feeling that she's something very bad, and must atone for it; to this end, she will help those she encounters in any way she can. And apparently she has superpowers? Personality & Motivation: Like many Brits, the Eel has a rather dry sense of humor, frequently dipping into gallows humor. Most of the skills she can recall are rather sinister, and she's struggling to find better uses of them. She's willing to steal to live, though she's not particularly proud of it, and feels a strange affinity for the struggling lower classes. Powers & Tactics: There are very few places the Eel can't get into if she's really determined, as she's extremely sneaky and hard to pin down. Unfortunately she is now much more sensitive to heat, and has to take care to avoid fire-based attacks. The Eel is built for infiltration and information gathering, and while she can handle herself in a fight, she's far from a heavy hitter. However her toxin is very effective at making people more pliable if not outright unconscious, ideal for incapacitating security guards and the like. Complications: I Don't Remember, I Dont Recall.: The Eel is currently suffering from retrograde amnesia, with no memory of events prior to washing up in Bedlam. This leaves her very vulnerable in a very dangerous place. I Think I Used To Be Awful.: Sometimes Eel will catch a glimpse of her previous life, or have an instinctive, hostile reaction to stimuli, and she doesn't like what she sees. Sounds A Bit Posh, Don't She?: The Eel apparently comes from an upper class English family, and therefore speaks in a rather RP accent; this doesn't always go over so well with the 'hoi polloi', especially if they're from the UK. You're A Bloody Ghost!: The Eel has no ID, credit cards or cellphone, and doesn't show up in any databases; this makes living in the modern world very difficult. Abilities: 2 + 6 + 12 + 2 + 4 + 8 = 34PP Strength: 12 (+1) Constitution: 16 (+3) Dexterity: 22 (+6) Intelligence: 12 (+1) Wisdom: 14 (+2) Charisma: 18 (+4) Combat: 6 + 8 = 14PP Initiative: +6 (+6 Dex) Attack: +3, +7 Melee (+3 Base, +4 Attack Focus), +3 Ranged Grapple: +19/+21 (+7 Melee, +6 Grappling Finesse, +6 Elongation [+2 if using Addl. Limbs]) Defense: +10 (+4 Base, +6 Dodge Focus) Knockback: -1/-2 Saves: 0 + 4 + 1 + 4 = 9PP Toughness +4 (+3 Con, +1 'Eelskin' suit) Fortitude +7 (+3 Con, +4) Reflex +7 (+6 Dex, +1) Will +6 (+2 Wis, +4) Skills: 52R = 13PP Acrobatics 4 (+10) Bluff 6 (+10) Diplomacy 1 (+5) Disable Device 4 (+5) Disguise 0 (+4, +24 from Morph) Escape Artist 0 (+6, +12 w/ Elongation) Gather Information 1 (+5) Notice 6 (+8) Profession: Bartender 3 (+5) Sense Motive 8 (+10) Sleight of Hand 4 (+10) Stealth 4 (+10) Swim 11 (+12) Feats: 4 + 1 + 6 + 1 + 1 + 1 = 14PP Attack Focus (Melee) 4 Benefit: Ambidexterity Dodge Focus 6 Equipment 1 Grappling Finesse Uncanny Dodge (Auditory) Equipment: 1PP = 5EP Binoculars 1EP 'Eelskin' protective suit 1EP Handcuffs 1EP Lockpicks 1EP Multi-tool 1EP Powers: 2 + 4 + 4 + 7 + 6 + 3 + 3 + 5 = 34PP (All powers have the Mutant descriptor) Additional Limbs 2 (Both Legs) [2PP] Concealment 4 (All Visual Senses, Flaws: Blending) [4PP] Device 4 (Eelskin, Flaws: Hard to Lose) [4PP] Morph 4 (+20 Disguise, Flaws: Limited [Clothing Only])[4DP] Protection 1 [1DP] Drain Wisdom 7 [7PP] Elongation 6 (250 feet) [6PP] Immunity 3 (Environmental Condition: Cold, Environmental Condition: Pressure, Suffocation: Drowning) [3PP] Super-Senses 3 (Accurate Ultrasonic Hearing/Sonar)[3PP] Swimming 5 (Speed: 50 mp) [5PP] Drawbacks: (-6) = -6PP Vulnerability (Heat Attacks, Frequency: Common, Intensity: Moderate [+50% DC]) [-3PP] Weakness (Hot environments, Frequency: Common, Intensity: Moderate, cumulative -1 penalty on all checks, attack rolls and Defense per 20 minutes) [-3PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 16 Tough Damage Drain Touch DC 17 Fort Drain Totals: Abilities 34 + Combat 14 + Saves 9 + Skills 13 (52 ranks) + Feats 14 + Powers 34 - Drawbacks 6 = 112/113 points
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