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  1. GM The man who walked into Silberman's Books could best be described as "goth pimp with hipster garnish," the unholy union of a failed stage magician and an even less successful pick-up artist. He wore a long black velvet overcoat with puffy faux-fur trim, also in black. His slacks, suit jacket, and long-sleeved collared shirt were black as well, while his waistcoat and necktie were splashes of red. His dark hair was tied back in a braided pony-tail which almost reached his waist, peeking out from beneath a wide-brimmed black Stetson hat with a red ostrich feather stretching a foot and a half above and behind him. His beard was almost as long as his hair, waxed and styled in a pseudo 19th century fashion. He wore several fine chains around his neck, from which hung a giant gold pentagram and several different crystals. All of his fingers were covered with mis-matched rings. A pair of black snake-skin boots, polished to a high gloss shine, completed the ridiculous ensemble. The man clicked his walking stick on the floor as he strode up to the counter, swinging a briefcase with his other hand. The red-lacquered wood was topped with a silver handle shaped like a coiled dragon. He tipped the brim of his hat to the employee behind the counter and gave them a smug grin. "I'd be much obliged if you could point me toward the restroom, and if you could have a double espresso macchiato and your manager waiting for me when I get back. Assuming the beans are fair trade, of course." The man reached into the breast pocket of his suit jacket and pulled out a metal calling card case, and a money clip bulging with a three-inch thick stack of folded bills. He pulled out an embossed white business card, and a hundred-dollar bill, and slid them both across the counter. "Keep the change. Buy yourself something nice." He winked. The business card read "HAWTHORNE BOOKS & ANTIQUITIES," with an address in Bedlam City, Wisconsin.
  2. I'll edit the opening posts in the IC and OOC threads to add more character tags as more PCs join the story. Heritage, if Grimalkin is in the store, then I'm assuming that, with her Extended Hearing, she can hear the "gentleman" whether she's out on the floor or locked away in her office. If you decide for whatever reason that she's not in the store, let me know, and I'll roll with it. But if she is, then give me some Knowledge skill checks, for Arcane Lore, Current Events, History, and Theology/Philosophy. If she lacks skill ranks for any of them, just do a raw Int check for those.
  3. Somehow or other, Lynn had gotten through the holidays on her own. Yes, she had loving family and many friends, but the separation between herself and Gretchen was painfully acute. They exchanged gifts through the mirrors, hugged and even kissed (quick, bird-like pecks), but it was still stiff and awkward. Anyways! As part of her attempt to move forward, she'd started taking a more active interest in her social media presence, which used to be more Gretch's department. This led to her curling up tonight in her big oversized leather chair in her office, a cup of chamomile tea and a sticky bun on her desk as she began to type on her computer keyboard.
  4. Christmas was a touchy time for Jessica. Sure, Freedom City loved their heroes. But those of her type were not seen as heroes at first glance. And especially since the holidays had been co-opted by Christianity. Well, Jessica didn't invited to go caroling. At all. Still, she had a lot to keep her busy. Gift giving was irreligious. Her magic lessons with Jack were the highlights of her days some times. Jack was the highlight of her days most of the time. She had already went shopping with him earlier, but this time she wanted to get a special something. She poked through her contacts to see where she could get to the weirder side of Freedom. She knew his style of magic was different than hers, but he barely knew about his. So she taught him hers. Quite fun. What she found was Silberman's Books. A bookstore, naturally, but something of a seller of magical things to the mundane. Magic For Dummies. How To Summon Confidence. Annotated Necronomicon. It all looked like a cash grab. But her sources knew better. She was here for something more advanced. And real. Arcane musings aside, Jessica's carnal spirits knew that there was something there that she needed. Most of demonblooded didn't take stock in writing, but a treatise was written a few hundred years ago. Only seven copies remained of it. And it was in reach. So much for buying the SO a gift. She was sure something would pop up.
  5. Millennium nightclub. Saturday, October 13th, 2018. 8:05 pm The night was cold and dark, which fit the way Lynn Epstein felt today; it had been thirteen days since Gretchen moved the last of her stuff out, other than one drawer in the bedroom on the off chance she visited and wanted to spend the night, which had happened exactly twice. Of course, with but a moment's thought she could reach out across two thousand plus miles, and tell the girl she loved how she felt, and she did from time to time. But Gretchen didn't always respond, and that felt worse than dying... So here she was! Millenium was one of Lynn's favorite clubs to work back when she was scamming guys in the 2000s; it's location near the major banks and trading houses meant lots of well-dressed, Gordon Gecko-wannabes with lots of cash. The nice ones she threw back into the sea after a pleasant night of drinks and dancing, but she took the real douchebags for all she could. The place looked pretty much the same, all polished chrome and recessed lighting, and the pulse of techno thumped down from the dance floors upstairs. Lynn was seated at the bar, nursing a Long Island ice tea as she tapped one foot to the beat; it took a lot of effort to get out of the store, and even more to be in a place this loud and public, but she knew she needed a change. She was thankful that Megan was free to come out and cheer her up, which she desperately needed tonight. God, when was the last time she'd hit a nightclub? It had to be decades ago, or at least since she'd been in one like this; back on Bill's world, they were all saloons. To get into the the mood for dancing, the changeling spent a lot of time on her look for the evening, conjuring up a bright red strapy dress that showed of a lot of leg, back and shoulder, and a pair of black low-heeled shoes that were a nice balance between sexy and comfortable. Her hair was much shorter than it had been for some time, 'cut' just past her jawline, and it was straight with a bit of wave and a lot of bounce. Overall, combined with her 'makeup' and a few other aesthetic refinements, Lynn looked almost ten years younger than when she'd left the store this afternoon; she was heading back out into it, and determined to make a splash.
  6. Player Name: Heritage Character Name: Grimalkin Power Level: 10/15 (250/250PP) [283] Tradeoffs: +2 Defense/-2 Toughness, +2 Attack/-2 Damage Unspent PP: 0 In Brief: Shapeshifting faerie with a human soul Alternate Identity: Lynn Epstein Identity: Secret Birthplace: Atlantic City, NJ Occupation: Bookstore owner Affiliations: Former member of the Knights of Freedom and the Interceptors, currently freelance. Partner of the Shrike. Family: Elaine Epstein (mother), Harold 'Butch' Epstein (father), Benjamin Epstein (brother), Edna Epstein (sister). Zachary Reynolds (son), Ruth Reynolds (daughter), Jonathon Reynolds (son) Description: DOB: June 17, 1988 Apparent Age: Late twenties Actual Age: Over 100 Gender: Female Height: 5'3" Weight: 121 lbs. Eyes: Brown Hair: Brown; shoulder-length and curly as Lynn, short and spiky as Grimalkin Lynn is a lovely young woman who typically wears comfortable jeans, T-shirts, hiking boots and a denim or suede jacket by day, but is wrapped in skintight leather of black and midnight blue, complete with domino mask, when she prowls the dirty streets at night. Her ears are (normally) pointed and tapered; as Grimalkin, they are clearly visible, but 'Lynn' keeps the tips discretely hidden under her hair, though she can always alter them in a pinch. History: A young runaway from Atlantic City, Lynn Epstein turned to a life of panhandling and petty crime to survive; one day it became too much, and she crawled into a dark alley on a chill winter night to die, but instead awoke the next day transformed! For many months she used her powers selfishly, living the high life and swindling 'suckers', until one night she saw a young streetwalker attacked; the FCPD's profound indifference to the crime appalled her, and she swore that night to use her powers to help those the Powers That Be would not help. For several years, she was a member of the West End-based superhero team known as the Interceptors, along with Dynamo, Fulcrum, Jack of All Blades and William 'Colt' Reynolds. She evemtually married Reynolds in 2011, and retired from active crime-fighting, and had not been seen in Freedom City since. Upon her return, Lynn reopened Silberman's Books, the store she inherited from her grandfather on her twenty-second birthday; the building had been shuttered since she and Colt where married in it 2011. Lynn currently occupies the apartment above the shop. She revealed to her friends that time moved differently on Colt's world, where she'd been for the last three years, and she's now over one hundred, having raised a family with her husband, who since died Lynn is currently in a semi-open long-distance relationship with Gretchen McDaniels, her former sidekick the Shrike, who has temporarily relocated to the Emerald Cities; what this holds for their relationship, no one knows. Personality & Motivation: Being that she's a shapeshifter, it's perhaps not surprising that Lynn is rather hard to pin down; she lives very much in the 'now', making few great plans and doing her best not to dwell on the past, even though she still misses Colt terribly. Her emotions are intensely felt, and she can switch from playful to angry to sad almost in the same sentence. Lynn also finds comfort in the little things, everyday wonders like bike rides in the park and lazy afternoons spent lying in the grass; she never seems to have enough of the simple pleasures, which makes her cherish them all the more. Since becoming a mother and having to leave her family behind on another world, she has taken a very motherly attitude towards her friends and coworkers. As a crimefighter, Grim is driven by many things: the desire to see a wasted life blossom once more, an end to cruelty, injustice and indifference, and a strong personal desire to constantly improve her technique. She likes teaming up with other heroes to see how she measures up and maybe pinch a trick or two, but she is frequently very self-critical of her own performance, to the point of downplaying her many successes. Like a trickster goddess with a vengeful streak, her personal brand of justice might seem somewhat capricious, but she would never willfully take a human life in the pursuit of the law. Powers & Tactics: Grimalkin's powers come from her faerie nature; some of them are innate, such as her keen senses and high tolerance to cold, but many of them come from her ability to manipulate glamour, the very essence of the fey. Seeing as her body is now wholly composed of glamour, she can alter it in a number of ways, such as completely changing her appearance, making herself nearly undetectable, or eluding capture. She can also create various objects seemingly out of thin air (actually her own glamour), which she uses as props, furniture or just her own amusement. In combat, Grim prefers the stealthy strike to take better advantage of her claws; when forced into a 'fair fight', she uses her wits and charm to befuddle her foes to level the playing field. She has also learned how to use glamoured objects to capture or obstruct her opponents. Complications: Enmity of the Fey: As a fey with a human soul, and thus the capacity for genuine creativity, Grim is resented by most faerie creatures, and sometimes even considered an abomination. Momma Bear: Grim is very protective of those she cares about, especially friends, family and the staff of her bookstore. Prejudice (The Rich): Due to her lower middle class upbringing, Grim frequently has a hard time sympathizing with the well-to-do. Secret Identity: Though she doesn't go to the lengths some heroes go to protect it, Grim does try to keep the two sides of her life from intersecting. Sometimes it even works. Yente: Grim is in fact a Jewish grandmother, and sometimes cannot help herself from meddling in people's lives, i.e. trying to patch up relationships, acting as matchmaker, etc. Wish You Were Here: Lynn is really struggling with Gretchen's request for more space, and is not a fan of long-distance relationships. Abilities: 4 + 16 + 8 + 4 + 4 + 16 = 52PP Strength: 14 (+2) (Heavy Load: 175 lbs.) Dexterity: 26 (+8) Constitution: 18 (+4) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 26 (+8) Combat: 24 + 8 = 32PP Initiative: +12 Attack: +12 Ranged, +12 Melee Grapple: +20 Defense: +12 (+4 Base, +8 Dodge Focus) Knockback: -5 Saving Throws: 6 + 8 + 4 = 18PP Toughness: +8 (+4 Con, +4 Defensive Roll) Fortitude +10 (+4 Con, +6) Reflex +12 (+8 Dex, +4) Will +10 (+2 Wis, +8) Skills: 160R = 40PP Acrobatics 12 (+20) Bluff 12 (+20) Craft (Artistic) 8 (+10) Craft (Structural) 8 (+10) Diplomacy 7 (+15) Disguise 2 (+10, +40 Morph) Drive 2 (+10) Gather Information 7 (+15) Handle Animal 2 (+10) Intimidate 2 (+10) Knowledge (Arcane Lore) 8 (+10) Knowledge (Behavioral Sciences) 3 (+5) Knowledge (Civics) 3 (+5) Knowledge (Pop Culture) 3 (+5) Knowledge (Streetwise) 8 (+10) Knowledge (Tactics) 3 (+5) Knowledge (Theology and Philosophy) 3 (+5) Language 1 (Hebrew) Medicine 3 (+5) Notice 13 (+15) Perform (Dance) 2 (+10) Perform (Singing) 2 (+10) Pilot 2 (+10) Ride 2 (+10) Search 13 (+15) Sense Motive 3 (+5) Sleight of Hand 7 (+15) Stealth 12 (+20) Survival 3 (+5) Swim 4 (+5) Feats: 33PP Acrobatic Bluff Ambidexterity Benefit: Wealthy Defensive Attack Defensive Roll 3 (+6 Toughness) Distract (Bluff) Dodge Focus 8 Elusive Target Equipment 4 (20EP) Evasion 2 Fascinate (Bluff) Grapple Finesse Improved Initiative Move-By Action Power Attack Setup Takedown Attack 2 Taunt Uncanny Dodge (Auditory) Equipment: 4PP = 15EP Silberman's Books (PL10 HQ) [15EP] Size: Small [0EP] Toughness: +5 [0EP] Features: [15EP] Communications Computer Cover Facility (Bookstore) Fire Prevention System Gym Library Living Space Powers 5 (150PP, see below) Security System 2 (DC 25) Workshop Concealment 1 (ESP Effects, Extras: Area [General, Burst], Duration [Continuous], Feats: Progression [Area] 4 [100ft/rank = 100ft radius], Selective) [9PP] (Magic Wards) Dimensional Pocket 1 (Extras: Duration 3 [Continous, Lasting], Feats: Progression [Capacity] 1 [250 lbs.]) [6PP] (Magical Safe) Features 1 (Temporal Inertia) [1PP] Nullify 10 (Summon effects, Super-Movement [Dimensional Travel] effects, and Teleport effects of Any Descriptor, Extras: Action 3 [Reaction], Area [General, Burst], Duration 3 [Continuous], Selective, Flaws: Range [Touch], Feats: Progression [Area] 1 [10ft/rank = 100' radius]) [91PP] (Magic Wards) Teleportation 8 (2000 miles/Continental, Extras: Duration 2 [Continous], Portal, Flaws: Anchor [Linked Mirror], Feats: Progression [Portal Size] 1 [10ft x 10ft]) [41PP] (Magic Mirror) Rusty's Ranch (PL10 HQ) [5EP] Size: Medium [1EP] Toughness: +10 [1EP] Features: [3EP] Combat Simulator Gym Security System 1 (DC 20) Powers: 4 + 16 + 3 + 19 + 7 + 12 + 10 + 12 = 83PP Comprehend 2 (Languages 2 [speak Any, One At A Time, Understand All]) [4PP] (Dark Faerie Tongue) Create Object 6 (6 cubes, Toughness +6, Lifting Strength 30 [Heavy Load: 1,600 lbs.], Extras: Duration [Continuous], Feats: Innate, Precise, Progression 2 [25ft cubes], Selective, Subtle, Drawbacks: Limited [Cannot Create Metal], Power Loss [Contact with Iron], Flaws: Feedback) [16PP] (Dark Faerie Glamour) Dimensional Pocket 3 (Flaw: Limited [Storage only], 500 lbs.) [3PP] (Dark Faerie Vault) Glamour Body 9 (18PP Array, Feats: Alternate Power 1) [19PP] Base Power: Morph 6 (Any Form, +30 Disguise, Extras: Continuous, Flaws: Limited [Cannot Mimic Metal]) [18PP] Alternate Power: Concealment 10 (All Non-Tactile Senses, Flaws: Passive, Feats: Close Range, Selective) [12PP] (Dark Faerie Body) Immunity 7 (Aging, Cold, Disease, Heat, Starvation and Thirst, All Suffocation) [7PP] (Dark Faerie Endurance) Strike 6 (Extras: Penetrating [2] [DMG 8], Feats: Improved Critical 2 [18-20], Incurable, Mighty) [12PP] (Dark Faerie Claws) Super-Movement 5 (Slow Fall, Sure-Footed 1, Trackless, Wall-Crawling 2) [10PP] (Dark Faerie Nimbleness) Super-Senses 12 (Accurate Extended [100ft Notice Increments] Hearing, Accurate Acute Extended [100ft Notice Increments] Tracking [1/2 Speed] Smell, Communication Link [with Shrike], Darkvision, Danger Sense [Auditory [12PP] (Dark Faerie Senses) Drawbacks: (-2) + (-6) = -8PP Vulnerability (Iron, Frequency: Uncommon, Intensity: Moderate [+50% DC]) [-2PP] Weakness (Iron, Frequency: Uncommon, Intensity: Moderate, -1 CON per minute [10 rounds]) [-6PP] Abilities 52 + Combat 32 + Saving Throws 18 + Skills 40 + Feats 33 + Powers 83 - Drawbacks 8 = 250/250 Power Points DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC17 Toughness Damage (Physical) Claws Touch DC23 Toughness Damage (Physical) Create Object Ranged DC16 Reflex Trapped
  7. Player Name: Heritage Character Name: Grimalkin Power Level: 10/15 (250/250PP) [284] Tradeoffs: +2 Defense/-2 Toughness, +2 Attack/-2 Damage Unspent PP: 0 In Brief: Shapeshifting faerie with a human soul Alternate Identity: Lynn Epstein Identity: Secret Birthplace: Atlantic City, NJ Occupation: Bookstore owner Affiliations: Former member of the Knights of Freedom and the Interceptors, currently freelance. Former partner of the Shrike. Family: Elaine Epstein (mother), Harold 'Butch' Epstein (father), Benjamin Epstein (brother), Edna Epstein (sister). Zachary Reynolds (son), Ruth Reynolds (daughter), Jonathon Reynolds (son) Description: DOB: June 17, 1988 Apparent Age: As Lynn, early thirties; as Grim, late teens Actual Age: Over 100 Gender: Female Height: 5'3" Weight: 122 lbs. Eyes: Brown Hair: Brown; shoulder-length and curly as Lynn, short and spiky as Grimalkin Lynn is a lovely young woman who typically wears comfortable jeans, T-shirts, hiking boots and a denim or suede jacket by day, but is wrapped in skintight leather of black and midnight blue, complete with domino mask, when she prowls the dirty streets at night. Her ears are (normally) pointed and tapered; as Grimalkin, they are clearly visible, but 'Lynn' keeps the tips discretely hidden under her hair, though she can always alter them in a pinch. History: A young runaway from Atlantic City, Lynn Epstein turned to a life of panhandling and petty crime to survive; one day it became too much, and she crawled into a dark alley on a chill winter night to die, but instead awoke the next day transformed! For many months she used her powers selfishly, living the high life and swindling 'suckers', until one night she saw a young streetwalker attacked; the FCPD's profound indifference to the crime appalled her, and she swore that night to use her powers to help those the Powers That Be would not help. For several years, she was a member of the West End-based superhero team known as the Interceptors, along with Dynamo, Fulcrum, Jack of All Blades and William 'Colt' Reynolds. She evemtually married Reynolds in 2011, and retired from active crime-fighting, and had not been seen in Freedom City since. Upon her return in 2014, Lynn reopened Silberman's Books, the store she inherited from her grandfather on her twenty-second birthday; the building had been shuttered since she and Colt where married in it 2011. Lynn currently occupies the apartment above the shop. She revealed to her friends that time moved differently on Colt's world, where she'd been for the last three years, and she's now over one hundred, having raised a family with her husband, who has since died at age 99 back in his home dimension. Lynn is currently in a semi-open long-distance relationship with Gretchen McDaniels, her former sidekick the Shrike, who has temporarily relocated to the Emerald Cities; what this holds for their relationship, no one knows. In addition, due to a traumatic event in the summer of 2018, she lost access to some of her previous powers, which will take some getting used to after all these years. Personality & Motivation: Being that she's a shapeshifter, it's perhaps not surprising that Lynn is rather hard to pin down; she lives very much in the 'now', making few great plans and doing her best not to dwell on the past, even though she still misses Colt terribly. Her emotions are intensely felt, and she can switch from playful to angry to sad almost in the same sentence. Lynn also finds comfort in the little things, everyday wonders like bike rides in the park and lazy afternoons spent lying in the grass; she never seems to have enough of the simple pleasures, which makes her cherish them all the more. Since becoming a mother and having to leave her family behind on another world, she has taken a very motherly attitude towards her friends and coworkers. As a crimefighter, Grim is driven by many things: the desire to see a wasted life blossom once more, an end to cruelty, injustice and indifference, and a strong personal desire to constantly improve her technique. She likes teaming up with other heroes to see how she measures up and maybe pinch a trick or two, but she is frequently very self-critical of her own performance, to the point of downplaying her many successes. Like a trickster goddess with a vengeful streak, her personal brand of justice might seem somewhat capricious, but she would never willfully take a human life in the pursuit of the law. Powers & Tactics: Grimalkin's powers come from her faerie nature; some of them are innate, such as her keen senses and high tolerance to cold, but many of them come from her ability to manipulate glamour, the very essence of the fey. Seeing as her body is now wholly composed of glamour, she can alter it in a number of ways, such as completely changing her appearance, making herself nearly undetectable, or eluding capture. She can also create various objects seemingly out of thin air (actually her own glamour), which she uses as props, furniture or just her own amusement. In combat, Grim prefers to use stealth to take better advantage of her claws; when forced into a 'fair fight', she uses her wits and charm to befuddle her foes to level the playing field. She has also learned how to use glamoured objects to capture or obstruct her opponents. Complications: Enmity of the Fey: As a fey with a human soul, and thus the capacity for genuine creativity, Grim is resented by most faerie creatures, and sometimes even considered an abomination. Momma Bear: Grim is very protective of those she cares about, especially friends, family and the staff of her bookstore. Prejudice (The Rich): Due to her lower middle class upbringing, Grim frequently has a hard time sympathizing with the well-to-do. Secret Identity: Though she doesn't go to the lengths some heroes go to protect it, Grim does try to keep the two sides of her life from intersecting. Sometimes it even works. Yente: Grim is in fact a Jewish grandmother, and sometimes cannot help herself from meddling in people's lives, i.e. trying to patch up relationships, acting as matchmaker, etc. Wish You Were Here: Lynn is really struggling with Gretchen's request for more space, and is not a fan of long-distance relationships. Abilities: 4 + 16 + 8 + 4 + 4 + 16 = 52PP Strength: 14 (+2) (Heavy Load: 175 lbs.) Dexterity: 26 (+8) Constitution: 18 (+4) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 26 (+8) Combat: 24 + 8 = 32PP Initiative: +12 Attack: +12 Ranged, +12 Melee Grapple: +20 Defense: +12 (+4 Base, +8 Dodge Focus) Knockback: -5 Saving Throws: 6 + 8 + 4 = 18PP Toughness: +8 (+4 Con, +4 Defensive Roll) Fortitude +10 (+4 Con, +6) Reflex +12 (+8 Dex, +4) Will +10 (+2 Wis, +8) Skills: 160R = 40PP Acrobatics 12 (+20) Bluff 12 (+20) Craft (Artistic) 8 (+10) Craft (Structural) 8 (+10) Diplomacy 7 (+15) Disguise 2 (+10, +40 Morph) Drive 2 (+10) Gather Information 7 (+15) Handle Animal 2 (+10) Intimidate 2 (+10) Knowledge (Arcane Lore) 8 (+10) Knowledge (Behavioral Sciences) 3 (+5) Knowledge (Civics) 3 (+5) Knowledge (Pop Culture) 3 (+5) Knowledge (Streetwise) 8 (+10) Knowledge (Tactics) 3 (+5) Knowledge (Theology and Philosophy) 3 (+5) Language 1 (Hebrew) Medicine 3 (+5) Notice 13 (+15) Perform (Dance) 2 (+10) Perform (Singing) 2 (+10) Pilot 2 (+10) Ride 2 (+10) Search 13 (+15) Sense Motive 3 (+5) Sleight of Hand 7 (+15) Stealth 12 (+20) Survival 3 (+5) Swim 4 (+5) Feats: 33PP Acrobatic Bluff Ambidexterity Benefit: Wealthy Defensive Attack Defensive Roll 3 (+6 Toughness) Distract (Bluff) Dodge Focus 8 Elusive Target Equipment 4 (20EP) Evasion 2 Fascinate (Bluff) Grapple Finesse Improved Initiative Move-By Action Power Attack Setup Takedown Attack 2 Taunt Uncanny Dodge (Auditory) Equipment: 4PP = 15EP Silberman's Books (PL10 HQ) [15EP] Size: Small [0EP] Toughness: +5 [0EP] Features: [15EP] Communications Computer Cover Facility (Bookstore) Fire Prevention System Gym Library Living Space Powers 5 (150PP, see below) Security System 2 (DC 25) Workshop Concealment 1 (ESP Effects, Extras: Area [General, Burst], Duration [Continuous], Feats: Progression [Area] 4 [100ft/rank = 100ft radius], Selective) [9PP] (Magic Wards) Dimensional Pocket 1 (Extras: Duration 3 [Continous, Lasting], Feats: Progression [Capacity] 1 [250 lbs.]) [6PP] (Magical Safe) Features 1 (Temporal Inertia) [1PP] Nullify 10 (Summon effects, Super-Movement [Dimensional Travel] effects, and Teleport effects of Any Descriptor, Extras: Action 3 [Reaction], Area [General, Burst], Duration 3 [Continuous], Selective, Flaws: Range [Touch], Feats: Progression [Area] 1 [10ft/rank = 150' radius]) [91PP] (Magic Wards) Teleportation 8 (2000 miles/Continental, Extras: Duration 2 [Continous], Portal, Flaws: Anchor [Linked Mirror], Feats: Progression [Portal Size] 1 [10ft x 10ft]) [41PP] (Magic Mirror) Rusty's Ranch (PL10 Training Area) [5EP] Size: Medium [1EP] Toughness: +10 [1EP] Features: [3EP] Combat Simulator Gym Security System 1 (DC 20) Powers: 4 + 16 + 3 + 19 + 7 + 12 + 10 + 12 = 83PP All powers carry the Magic, Dark Fae Lineage descriptors Comprehend 2 (Languages 2 [speak Any, One At A Time, Understand All]) [4PP] (Dark Faerie Tongue) Create Object 6 (6 cubes, Toughness +6, Lifting Strength 30 [Heavy Load: 1,600 lbs.], Extras: Duration [Continuous], Feats: Innate, Precise, Progression 2 [25ft cubes], Selective, Subtle, Drawbacks: Limited [Cannot Create Metal], Power Loss [Contact with Iron], Flaws: Feedback) [16PP] (Dark Faerie Glamour) Dimensional Pocket 3 (Flaw: Limited [Storage only], 500 lbs.) [3PP] (Dark Faerie Vault) Glamour Body 9 (18PP Array, Feats: Alternate Power 1) [19PP] Base Power: Morph 6 (Any Form, +30 Disguise, Extras: Continuous, Flaws: Limited [Cannot Mimic Metal]) [18PP] Alternate Power: Concealment 10 (All Non-Tactile Senses, Flaws: Passive, Feats: Close Range, Selective) [12PP] (Dark Faerie Body) Immunity 7 (Aging, Cold, Disease, Heat, Starvation and Thirst, All Suffocation) [7PP] (Dark Faerie Endurance) Strike 6 (Extras: Penetrating [2] [DMG 8], Feats: Improved Critical 2 [18-20], Incurable, Mighty) [12PP] (Dark Faerie Claws) Super-Movement 5 (Slow Fall, Sure-Footed 1, Trackless, Wall-Crawling 2) [10PP] (Dark Faerie Nimbleness) Super-Senses 12 (Accurate Extended [100ft Notice Increments] Hearing, Accurate Acute Extended [100ft Notice Increments] Tracking [1/2 Speed] Smell, Communication Link [with Shrike], Darkvision, Danger Sense [Auditory]) [12PP] (Dark Faerie Senses) Drawbacks: (-2) + (-6) = -8PP Vulnerability (Iron, Frequency: Uncommon, Intensity: Moderate [+50% DC]) [-2PP] Weakness (Iron, Frequency: Uncommon, Intensity: Moderate, -1 CON per minute [10 rounds]) [-6PP] Abilities 52 + Combat 32 + Saving Throws 18 + Skills 40 + Feats 33 + Powers 83 - Drawbacks 8 = 250/250 Power Points DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC17 Toughness Damage (Physical) Claws Touch DC23 Toughness Damage (Physical) Create Object Ranged DC16 Reflex Trapped
  8. So I've recently been considering turning Grimalkin into an NPC, and having her Sidekick the Shrike take my remaining PL10 spot; that way, they can still be a couple and appear together in vignettes and the like. I've come to the conclusion that while I still love Grim, her PL and ridiculous array of powers really make it hard to find good threads, and as she's maxed out, she has no room to grow. Are there any serious repercussions to me as a player if I retire my Titanium PC?
  9. Moira was a guest employee at Silberman's since the beginning of the year. She'd pop in every Wednesday ring the register, but lately she and Lynn had an idea. What if instead of register work, she pulled in customers? She and Lynn talked about it and they both agreed that she would dress up in a costume. For the past two weeks it was successful. More people in the store, more word of mouth, more sales. Good for all. Not that she didn't get a say in the matter, but Moira generally joyed the work. She would have done it for free, but that's not how businesses work. This week she and Gretchen - the two had mended bridges over the winter months, taking to warmer climes to get to know each other better - had been talking back and forth. They would take lunch break together and wouldn't come back for the rest of the shift. A few hours later, Moira woke up in Gretchen's room, rested. She hadn't slept this peacefully in a while. No mind talk from the parents. And then she noticed her bracer was gone. That thing never left her arm! She didn't want to wake Gretchen, but Gretchen wasn't there either. hopping up from the comforting bed, she raced to put on a night dress and scoured the apartment. For her bracer. For her lover. For any signs of what happened. And nothing had happened! The only thing rustled was the things that got in the way when they came in.
  10. Hey gang! It occurs to me that Grimalkin and the Shrike have mostly been doing social threads recently, and I miss seeing them in action. I'm up for pretty much anything, though they tend to favor mystical/magical issues to deal with, though they're both pretty flexible. I would happily see them team up with other heroes as well.
  11. @Heritage Heroic hijinks are about to ensue!
  12. Silberman's Books, at the corner of Pratt and Frederick. Saturday, January 7th, 2017 10:30 am. With the panic and mayhem of another holiday season behind them, the crew at the West End's most popular used bookstore could finally breathe a collective sigh of relief. January was typically a month of austerity in the US, especially in the retail sector, which made it a good month to take stock and look back on the year that was, and begin serious planning for the year ahead. The decision to open earlier on weekdays and Saturdays, as well as offering breakfast sandwiches, meant major staffing adjustments and a lot more work for the openers. Despite the passing of the holiday rush, the store still need to hire a few more people. So far, the first Saturday morning was a success as the neighborhood discovered the new adjusted hours and menu items, but the store was just a little strained under the increased customer load. A number of Merges were on-site, though of course only one was currently behind the register; the others were either doing dishes or checking stock in back. Gretch was doing her best to 'play well with others' on bar while Lynn worked the floor, using her amazing social skills to good effect. As usual, the two lovers were going back and forth via mental communication, and as often was the case, it was playful and fairly snarky. I want you to list five things you like about Merge. Really? We're having this conversation? Five things. Fine. ...I'm waiting... She...always smells nice. Wow. Really, that's your opener? She does...cool stuff with her powers sometimes. Cute outfits and stuff...
  13. Silberman's Books, at the corner of Pratt and Frederick. Tuesday, January 23rd, 2018. 10:00 am. Today it was the 'Tuesday Morning Power Trio' on the floor at Silberman's; Gretchen dutifully working the register, Lance at the bar pulling shots and making the magic happen, and Maddy on the sales floor with her warmth and English Lit degree. The morning crowd of old Jewish men playing checkers and moms chatting chatting over coffee while their babies dozed in their strollers was very much in evidence. The store's owner Lynn Epstein was in her office, sipping coffee and reading resumes while waiting for another applicant to show up for her interview.
  14. Here's this. As always, ask me anything. I do make mistakes. Get your first post out of the way, and then let's Initiative ourselves. For my reference (and yours, if you like): Heart of the Earth Neutronic Paragon Blind Swordmaster
  15. So this is a pretty random idea that I've had for some time; it's not a major character detail, but I think it might be sort of fun to explore, maybe even just at the background level. How many of our Freedom City heroes are avid videogamers? The idea that I had was that Gretchen (aka the Shrike) is an avid gamer, as is Lynn (aka Grimalkin), but they feel that their special abilities gives them unfair advantage playing online games with non-heroic players. Might there be like a mega-secure Discord server or something else set up through HeroHouse that allows heroes to game together between crime-fighting and world-saving, and just gives them another fun level of connection?
  16. GM Train Station Mystery, New Hampshire 2:24 PM Saturday October 11th, 2014 Amddiffynnwr O Lleu Llaw Gyffes has eyes where it is needed. All members of the order understand this simple principle. Perhaps none more so than Cerys Pfer, whose cover at Claremont has gone through it's own series of trials over the years. An agent for the order had been tracking rumors of a lost artifact in a small town in New Hampshire known as Mystery. Until suddenly the order lost all contact with him. As such, it befell on their closest contact in the area Cerys to perform her duty and recover the artifact. Thaelia, princess of Atlantis known to her peers as the boisterous Glamazon, had no stakes in the matter. In fact she had no idea where her friend was going when she snuck off from the Claremont grounds early in the morning. Just that when she saw Cerys leaving the campus grounds early in the morning, Thaelia took it upon herself to tag along. Even after finding out they were in for a six hour train ride with three transfers in between. Lynn Epstein, the veteran shapeshifting fey touched hero known as Grimalkin, had her own reasons for heading to Mystery, New Hampshire. Having purchased a rare book in an online auction, Lynn had found herself required to pick up the book in person. The book being a touted as genuine fey article was of utmost interest to Lynn. Just before the train reached its final destination it shook violently. A woman's panicked yell followed soon after. Those with a keen enough eye would have turned their heads in time to look out the window. In the distance stood a massive mastiff with baleful breath and blazing red eyes. It's wispy dark black fur moving like living shadows. All three of the heroines on board were quick to spot the creature. Before it disappeared without a trace. The train arriving in Mystery shortly thereafter. Mystery is in the shadow of Mystery Mountain, the largest peak in the southern New Hampshire area, situated some distance from a spur of the White Mountains. “The sun sets early in Mystery†the locals say, given the vivid sunsets over the peak of the mountain as its shadow spreads eastward over the town in the early evening.
  17. OOC for >this thread Go ahead and give me a Knowledge (Arcane Lore) Check. We'll give our Welsh contemporary a +2 Circumstance Bonus. DC10 DC20 DC30
  18. November 7th, Morleys Pub, West End. The snow fell across Freedom City like a smothering blanket in a surprise Nor'easter which hammered the proud city with over 24 inches of snow in less than six hours. Across the city, old timers were reminiscing about the Megalopolitan Blizzard of 83 and telling anyone who would listen that this paltry bit of snow hardly counted. Emergency services were out in force and with the help of many of the cities more civil minded heroes, had most of the essential services running to most of the city. The gusting winds and blistering cold at least had the tendency to keep most of the citizens indoors and those few who ventured out, seemed to find solace and company in the many cozy pubs and taverns which mostly managed to stay open. Morley's pub, home to many of the cities finest, was one such place. Offering warmth and spirits even as the storm raged just outside the wood paneled walls. The crowd was sparse, but lively, with most of them relishing the chance to have a day off their normal schedules. Sean Morley wiped clean a few glasses before walking over to the fireplace to drop another log into the glowing warmth. While it didn't really put out a ton of heat, it just made the place seem more comforting and on a day like today, that's what people were looking for.
  19. It seemed like Lynn and Gretchen (alias Grimalkin and The Shrike) had only blinked, and the world was now somehow…off. It was subtle, with a slight dreamlike quality. Now they were in the modern equivalent of a (audience less) Roman Coliseum. How, why, and when did this happen? Kind of…fuzzy on that one. There was a slight memory of leaving Silberman’s Books, but that was all. The duo were close to the walls. Directly opposite from them were three other people. It was a bit far for either heroine to see them properly, though they wore obvious costumes. One was male, and the other two obviously female.
  20. OOC thread for an alternate dimensional romp through Zemlya, an alternate Earth if Patton had invaded the USSR after WWII and lost.
  21. Lynn and Gretchen's Apartment. Tuesday, March 14th, 2017. 1:05 am It had been a long night for the Shrike; Grimalkin's website got an anonymous tip about a human trafficking operation in Greenbank, but it didn't sound like it would be too dangerous. Lynn and Gretchen had been working on inventory with a little informal help from their new roomie Moira when the tip came in; thinking the situation would be quickly resolved, Gretch offered to take the op solo, though Lynn insisted she call her the minute things got too dicey. Gretch found the operation all right; it just happened to be run by a den of Greek witches who loved throwing vipers at their enemies, and hired ex-Spetsnaz 'eyegougers' for security. The young barista repeatedly tried to call Lynn, but the witches somehow blocked magical communication, which left the ringwielder fighting for her life for the better part of an hour in a freightyard. But all those hours playing first person shooters and training with Lynn really payed off; by the time the cops finally showed up, Gretch had personally subdued seven witches and nine Russian bad guys. The FCPD was suitably impressed, and the officers thanked her once they got her statement. Not ready to head home just yet, Shrike grabbed a coffee and slowly savored it on a rooftop, her feet dangling over the edge. Part of her was glad she wasn't able to reach Lynn; it was nice to know that if the chips were down and her back against the wall, she, Gretchen McDaniels, could kick serious ass. Now flying back towards home and the comforting arms of her lover, Gretch gently probed to see if Lynn was still awake; if she didn't get an immediate response, it usually meant the changeling was passed out somewhere already. If she wasn't in bed, Gretch used the Ring of Power to carefully pick her up and float her into the bedroom and tuck her in. The invisble crimefighter landed in the small lightwell patio between the two apartments and opened the door, stepping into the dining room. There was a soft flickering glow coming from the living room, which probably meant Lynn had fallen asleep watching home movies on her beloved PictureBox from Otherworld. Not wanting to wake her girlfriend, Gretch floated silently into the room to an unexpected sight: Lynn and Moira, sleeping on the sofa together under a blanket. All she could do was float and stare at the two of them for several minutes. At length, she finally crossed her arms and spoke. "Well, then."
  22. From the album: Heritage's album

    The floorplan of Silberman's Books
  23. This is the OOC thread for Viva Val Verde.
  24. @Heritage It hadn't taken much convincing. All Samuel Steiner had to say to get their attention was "Val Verde," and all he had to say to get their agreement was "Vacation." Three words were all it took to get Lynn Epstein and Gretchen McDaniels to board a plane to the secretive little island a few hour's flight off their nation's southwestern coast. That, and a few days of planning. A employer can't just disappear along with two of her employees in tow and expect everything to keep running like Swiss clockwork in her absence. Schedules needed rewriting, tasks needed assigning, and subtle, only half-joking threats of terrible retaliation for failure needed making before they could leave. All things considered, it was a painless procedure. It could have been even more-so, with the power available to the three. A few spells and they could have stepped from their homes to the island in an instant, without the need for planes, trains, or automobiles. But part of the joy of vacation is the trip, and so they took a passenger jet to the American southwest, arranged a taxi to a small, private airfield, and boarded another plane -- small, but richly furnished -- to the island. The process had been described in great detail by Steiner's letter, now slightly crumpled but none the worse for wear. Written by their would-be host, a man named Gallo, the letter had given the two women only the smallest taste of his personality, the tiniest glimpse of what he'd be like. Sam had tried to fill them in on the rest but some men, like Gallo, defied simple explanation. "He just is," the magician explained. "He's larger than life. Big eater, big drinker, big talker. He and I go way back; I think you'll like him. He was a good friend to me... kind of like how you guys are, now. He took me in when I needed taking in and helped get me back on my feet when I was laying low." Eventually, the flight neared its end, and it wasn't long after that when the three could look out the windows and see it: Val Verde, set like a gleaming emerald on a sea of blue velvet. "My God," said Sam. "It's just as beautiful now as it ever was. I'd almost forgotten." @Blarghy James Warne dusted his hands and reached one of them into his jacket, intent on removing the battered carton of cigarettes nestled into a pocket therein. He was surrounded by the prone bodies of groaning men, their firearms thrown haphazardly around the room by a telekinetic storm of disarmament, with their persons having followed shortly thereafter. He flicked the lighter with a practiced thumb, lit the smoke, and inhaled. Other men might have allowed themselves a smile, if only a bitter one, at the idea of a job well done. Not Adept, not here. Duty called, he answered, and that was all. The cigarette, the smoke in his mouth, the fire in his lungs; that was his smile, his concession to the world. His phone buzzed, once, an indication of incoming text. He reached for it, touched the screen, and brought up the client. TSA pegged your old friend [STEINER, SAMUEL] leaving the country w/ 2 women, it said. [EPSTEIN, LYNN] & [McDANIELS, GRETCHEN]. They're headed for Val Verde. Pack for sunny weather and report for briefing. Sorry. It was signed, at the bottom, by 'B,' which meant it couldn't be ignored. Warne grunted, replaced his phone, and strode towards the exit. He passed police and paramedics on the way, who hustled towards the battered men behind him. When he was out of sight, he took to the skies like a bird of prey and flew back to the city. It was going to be a long day.
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