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  1. Eclipse Power Level: 10 [15] (180/250PP) Trade-Offs: +3 Attack / -3 Damage; +5 Defense / -5 Toughness Unspent Power Points: 70PP In Brief: Tried 'good'; tried 'bad'. Took a third option. Residence: The Horizon. Alternate Identity: Captain Talisyn "Eclipse" Alar Identity: Public Birthplace: Lor space Occupation: Freelancer Affiliations: Horizon crew, Lor military (retired), Khanate pirates (retired) Family: parents (no contact), brother (little contact) Description: Age: 83 Apparent Age: early thirties Gender: female Ethnicity: Alarian Height: 5'10" Weight: 150lb Eyes: black sclera & glowing purple irises (artificial) Hair: black w/ purple bangs Like all of her people, Talisyn sports dark gray skin, gently pointed ears, a subtly-ridged jawline, and an extra set of canine teeth. Like most, she also has a certain fondness for bi-colored hair and tends toward a lean, flexible build that's more agility than raw muscle. Her species' notable regenerative abilities leave her remarkably free of scars, considering the life she's led. Somewhat less standard is her extensive cybernetic work - while sporting nothing so crude as the large metal plates and oversized replacement limbs seen in the poorer districts of less civilized space, Talisyn has clearly been on the table once or twice. Whatever her eyes used to look like, they've long-since been replaced with a mechanical pair, glowing purple irises on black sclera; here and there across her body and upper limbs run symmetric lines of chrome, betraying deeper augmentations. None of those, of course, are more notable than the tail - her spine has clearly been replaced, an interplay of matte metal and skin running down her back until it becomes a narrow, segmented tail longer than she is tall. Power Descriptions: The only power Talisyn can truly claim as her own is her species' not-insignificant regenerative powers, which have some difficulty dealing with deeper wounds but takes care of minor damage with speed and efficiency. Her blaster is a well-worn, but equally well-maintained military-spec weapon, issued mainly to Lor military special operations: twin-barrelled and held close to center-of-mass, it's designed for fast response and a stubborn refusal to compromise between accuracy and close-quarters reliability. It's been heavily customized, linking to Taliysn's eyes for enhanced targeting and alternate fire modes. The sword, on the other hand, would look new if the grip and scabbard weren't showing their age - resembling a long and only lightly-curved Earth scimitar, the edge shows no signs of wear and the flat of the blade bears a multi-winged design that could have been engraved yesterday. History: The Alarian empire was a force to behold...or, so the history books say. Among the first truly great space-faring civilizations seeded by the Precursors, the citizens of Alar developed curious technologies, established bases across the systems under their control...and collapsed. The destruction of their home worlds broke the back of their empire, leaving as memories only undiscovered caches of wonders and a surviving population with neither the numbers nor the knowledge to maintain their hold. That was all well before Talisyn's time, though - the dawn of modern history. Her people are still scattered, nearly-cultureless, and (by reputation) unable to maintain even basic family units for long - something she did little to disprove. As soon as she was old enough she left to find her own way through the universe. A short but successful stint in the Lor military taught her skill and discipline, but chafed at her sense of accomplishment and freedom - the bureaucracy and red tape made actually doing anything nigh-impossible in her eyes. The relative freedom of the pirates she'd worked against turned out to be too tempting to resist, but while she could accomplish more the actual goals forced on her were, while often exhilarating, too often unacceptably distasteful. And so she found herself somewhere in the middle, skills cheerfully for hire to anyone with a cause that was worthy or lucrative enough. When what should have been a simple theft was complicated by the revelation that they weren't stealing artifacts, but rather components of a weapon too dangerous to allow anyone to hold, cirumstances found her with a new ship, a new crew, and new enemies. She felt it was a pretty good outcome, all told. Personality & Motivation: Talisyn values independence above almost anything else - she has a severe dislike for being in debt, and an acquired distaste for taking orders from anyone she doesn't already respect. She recognizes the abstract importance of a larger machine of law and government, but has yet to find a specific example that meets her standards - very little grinds her teeth like people suffering under the abuse of the system, or people with no good recourse because the bad guy's better at politics and bribery. She insists that she's a strictly independent agent looking for profit and fame, but can usually be found on the side of the underdog: the little person in need, the side that stands up against the overpowered bully trying to become the next big thing. None of which, of course, she'd tell you about if you asked. She is flippant, irreverent, sharp-tongued and cocky. She'll say half of what's actually true in twice as many words, smiling the whole way. Life, she'd insist, is for fun, for enjoying as you can - even when you live as long as she will (assuming she doesn't get herself killed first). Powers & Tactics: Talisyn has confused and/or frustrated everyone she has ever served under for her inconsistent response to danger - if she's taking things seriously and the stakes are high enough, she has a keen mind for planning and will approach a problem surgically, methodically, and with caution. If she doesn't, or if she's thrust into a situation without warning, she instead swings the other way entirely and jumps in feet-first, laughing and taunting all the while. She's a highly-skilled markswoman and sword-fighter, and an experienced and well-trained pilot, though she won't fight or fly fair if she can help it - rules are for people who haven't survived as many scrapes as she has. An unfortunate few have discovered that she's hardly safe when unarmed, as well; her tail, already a surprisingly efficient blunt instrument, hides a long, sharp spur perfect for those times when someone thinks a little rope (or a guard or two) will hold an enemy agent. Complications: Artifact Hunter - Despite her best efforts, Talisyn has a certain fascination with her people's old artifacts - the bits and baubles left behind when the ancient empire fell, and by extension old forgotten machines and cosmic constructs in general. If the first-best way to draw her out is to tread on the helpless, the second-best is to leak information on a newly-discovered cache or device on some backwater planet. And even if it's real, one simply has to find out what it does.... Helping the Helpless - Talisyn holds a severe weak spot for the downtrodden and people being taken advantage of by the system they live under. She'll go well out of her way to lend them a hand, offer some leverage, and try to even the scales. My Crew - Don't mess with her crew. Playing Both Sides - Talisyn has a history with both the law and the lawless, and while this leaves her with contacts on both sides it also leaves her with a lot of people who see her actions as betrayals and signs of a general lack of trustworthiness. Political Currency - Her people have none. They are the remaining descendants of a ancient and long-broken empire, a people without much organization, culture, or representation in darn near anything. Priorities - Talisyn has a ship to run, a crew to support, and a life to lead. Living isn't free, and balancing helping someone vs. getting paid isn't always easy. Regrowing Pains - Talisyn's healing factor is effective and efficient but can be slowed or stopped by starvation, and frequent or extensive healing leaves her drained and hungry. Abilities: 4+8+4+4+2+6= 28pp Strength: 14/16 (+2/+3) Dexterity: 18 (+4) Constitution: 14/20 (+2/+5) Intelligence: 14 (+2) Wisdom: 12 (+1) Charisma: 16 (+3) Combat: 14+10= 24pp Initiative: +8 Attack: +7 (+13 melee, +13 blaster, +7 ranged) Grapple: +16 (+19 w/ tail) Defense: +15 (+5 base, +10 dodge bonus, +3 flat-footed) Knockback: -2 Saving Throws: 2+5+5= 12pp Toughness: +5 (+5 Con) Fortitude: +7 (+5 Con, +2) Reflex: +9 (+4 Dex, +5) Will: +6 (+1 Wis, +5) Skills: 19pp Skills boosted by ECHO are noted as such. Skills granted entirely by ECHO are italicized. Acrobatics 2 (+6 / +10 w/ tail) Bluff 11 (+14 / +18 w/ attractive) Computers 3 (+5 / +10ECHO) Craft (Mechanical) 3 (+5) Diplomacy 7 (+10 / +14 w/ attractive) Gather Information 1 (+4) Knowledge (Art) 3 (+5)ECHO Knowledge (Civics) 3 (+5)ECHO Knowledge (Current Events) 3 (+5)ECHO Knowledge (Galactic Lore) 1 (+3 / +10ECHO) Knowledge (History) 3 (+5)ECHO Knowledge (Tactics) 8 (+10) Knowledge (Technology) 4 (+6)ECHO Knowledge (Theology and Philosophy) 3 (+5)ECHO Knowledge (Streetwise) 3 (+5) Languages 1 (native, galstandard) Medicine 4 (+5) Notice 9 (+10) Pilot 10 (+14) Search 3 (+5) Sense Motive 9 (+10 / +15ECHO) Stealth 1 (+5) Feats: 28pp Ambidextrous Attack Focus (Melee) 6 Attractive Connected Dodge Bonus 10 Equipment 13 (+13 from Vet Award) Fast Task (Taunt) Improved Initiative Luck Master Plan 2 Power Attack Precise Shot Quick-Draw Taunt Equipment: 1+4+6+54= 65ep Handcuffs [1ep] Smoke Grenade (Obscure 2 (10' radius)) [4ep] Ship Communicator (Communication 5 (Radio; Extras: Area [5 miles]; Flaws: Limited [other ship communicators]) + Super-Senses 1 (Communication Link [ship, radio])) [5+1= 6ep] The Horizon (spaceship) [54ep] An old but faithful spaceship from a forgotten age, the Horizon is a testament to the people who built her and the dedication of her crew and engineer. Size: Awesome (-12 atk/def; STR 60; Toughness 15) [5ep] Strength: +10 (STR 70) [2ep] Features: Hidden Compartments Navigation System Computer Defense System Fire Prevention System Hangar Library Living Space Security System Workshop Blast 10 [20ep] Flight 4 (100mph) [9ep] Super-Movement 3 (Space Travel 3) [6ep] Super-Senses 2 (Communication Link [ship communicators, radio], Radio Sense) [2ep] Powers: 10+6+2+2+1+1+7+10+14+6+10= 69pp ECHO 2 (10pp container; Flaws: Hard-to-Lose; Feats: Restricted 2 [responds only to Eclipse & known allies]) [10pp] A dry-humored AI originally designed for information processing and dissemination; accompanies Eclipse via a small device on her belt, capable of projecting himself or appearing on her cyber-eye 'HUD'. He responds poorly to the uncivilized and the violent. Enhanced Feats 1 (Online Research) [1dp] Enhanced Skills 9 (Computers 5, Knowledge (Art) 3, Knowledge (Civics) 3, Knowledge (Current Events) 3, Knowledge (Galactic Lore) 7, Knowledge (History) 3, Knowledge (Technology) 4, Knowledge (Theology and Philosophy) 3, Sense Motive 5) [9dp] Enhanced Con 6 [6pp] (cybernetics) Enhanced Str 2 [2pp] (cybernetics) Immunity 4 (Aging, Disease, Poison, Radiation; Flaw: Limited [half]) [2pp] (alien biology) Leaping 1 (x2) [1pp] (cybernetics) Speed 1 (10mph) [1pp] (cybernetics) Super-Senses 7 (Analytical Vision [all], Extended Audio [normal], Extended Vision [normal], Infravision, Ultra-Hearing, Ultravision) [7pp] (cyber-eyes, ear implants) Cyber-Tail 2 (10pp container) [10pp] A long, segmented, cybernetic tail; when grafted onto a subject, it grants a prehensile appendage capable of grasping, enhancing balance, and combat. Additional Limbs 1 [1pp] Enhanced Skill 1 (Acrobatics +4) [1pp] Elongation 2 (+10ft; Extras: Action [Free]; Flaws: Limited [Tail]) [2pp] Strike 4 (Feats: Mighty, Variable Descriptor (blunt, slashing, piercing)) [6pp] (retractable tail blade) Blaster 3 (15pp device; Flaws: Easy to Lose; Feats: Accurate 3, Restricted 2) [14pp] Military SpecOps-issue personalized blaster; old, scarred, but reliable. Fire Mode Array 7 (14pp array; Feats: Alternate Power 1) [15dp] BP: Blast 7 [14/14pp] AP: Damage 7 (Extras: Area [Cone, Targeted], Selective; Flaws: Action [Full-Round]) [14/14pp] Sword 2 (10pp device; Flaws: Easy to Lose) [6pp] Star-metal swords are so much easier to come by in the stars. Strike 4 (Extras: Penetrating 3; Feats: Improved Critical 2, Mighty) [10dp] Regeneration 10 (Recovery Bonus +4 [+9], Bruised 3 [no action], Injured 3 [1 minute]) [10pp] (alien biology) DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC18 Toughness Damage (Staged) Blaster (single) 10x 70' DC22 Toughness Damage (Staged) Blaster (area) 70' cone DC22 Toughness Damage (Staged) Sword Touch DC22 Toughness Damage (Staged) Tail 10' DC22 Toughness Damage (Staged) Totals: Abilities (28) + Combat (24) + Saving Throws (12) + Skills (19) + Feats (28) + Powers (69) = 180/250PP
  2. Rock Power Level: 12/13 (199/217 PP) Trade-Offs: -5 Attack / +5 Damage; -5 Defence / +5 Toughness Unspent Power Points: 18 Theme: Rock and Roll Band by Boston In Brief: Rock. Birthplace: Some Rock Residence: The Horizon Occupation: Rock for Hire Affiliations: Captain Eclipse, Nae-Dae Family: Rocks Description: Age: Old as Rocks Gender: Rock Ethnicity: Rock Height: 8'7" of Rock Weight: 1.5 Tons of Rock Eyes: Molten Rock Hair: Rocks At first glance Rock appears to be a crude humanoid statue pieced together from ill-fitting stones, a towering stack of grey and brown punctuated by patches of faded green moss and veins of ferrous ore. Two spots of glowing molten rock set in cavernous eye sockets are the first signs of life, followed by an uneven though surprisingly expressive maw similarly lit from within. Although he has little need for clothing Rock does wear a broad sash across his chest which supports a saddlebag, a concession to the practical need to carry various items and woven from green fibers with the texture of reptilian scales. All of his movements are accompanied by the scraping grate of stone against stone, even changes in expression. Power Descriptions: Rock is every bit the pile of stones that he appears. An internal core of molten rock provides him with noticeable body heat and functions similarly to connective tissue. He does not have any internal organs as such, brain included, animated instead by some diffuse intelligence. This allows him to daily reattach severed limbs or even rebuild his entire body provided raw materials. Unbeknownst to Rock himself, he is in fact the juvenile stage of an intelligent living planet with a life cycle billions upon billions of years long. Given enough time he will continue to accrue mass, likely spending millennia as an island then continent on a more mundane world or perhaps as an self-propelled asteroid before reaching maturity. History: Rock doesn't entirely remember from where he came. He doesn't consider himself particularly old on the rare occasions he's inclined to consider the matter. He does know that he's outlived every friend and every enemy he’s ever had, that he's seen great powers have risen and fallen only to be replaced by someone or something else often enough to have stopped counting. In all that time he's never encountered another being like himself. Non-carbon based life, certainly, even symbiotic stone creatures of a sort. They still were not whatever he was, nor he one of them. That uniqueness seemed to bother the occasional scientist or law enforcement agent who took an interest in him more than it did Rock himself but searching for answers was as good a reason as any to continue rolling from world to world. Currency is the axis upon which the galaxy spins, as they say, and while Rock has few material needs the adage still holds true. For the past few decades at least he's been finding work as hired muscle, or whatever passes for sinew in his imposing frame. Some of those jobs have been upstanding, many of them have not been but Rock maintains the same philosophical perspective on legality as most other topics. His dealings with the galaxy's criminal underworld introduced him to many for whom the day to day struggle for survival was a more dire affair. He watched time and time again as those with power took advantage of those without, surprisingly often with the law on their side. Relaxed as he was about his own concerns the fiery temper unleashed by harm done to others coupled with an inability to adequately explain himself earned him a lengthy record and a reputation as less than reliable. Things reached a turning point when Rock was recruited for a job by Talisyn Alar, better known as Captain Eclipse. The stony titan's strength was instrumental in getting past the security of the private art collection Eclipse had been hired to invade. When the crew reached their target, the final piece in a collection of ancient artifacts sought by their employer, a moment of clumsiness on Rock's part accidentally revealed it as a component of an alien weapon capable of creating a black hole. Agreeing that it was too destructive a power for anyone to possess, Rock and Eclipse destroyed the artifact, earning the wrath of their employer and the rest of the crew. Partnering up first out of necessity and then because of how well they found they worked together, the pair adopted a new policy. There was no reason doing the right thing couldn't also be profitable, after all, not when so many of the beings deserving of comeuppance had so much to steal. And if it also felt pretty good, well. Only a fool would accuse the battle-hardened cyborg and the towering pile of rocks of being sentimental. Personality & Motivation: Rock is generally happy to go with the flow, leaving most of the decision making to more vivacious allies such as Eclipse. He is rarely shy about making his opinions known, however, and his calm demeanour belies a fiery temper that is not easily cooled once roused. He feels generally protective of those smaller than him, which is a broad category, and strives to be helpful without expecting much in return. He is far more easily motivated by the mistreatment of others than slights against himself. Powers & Tactics: Rock is well versed in throwing his considerably weight around. In battle he charges into the fray with little regard for his own durable form, grappling or knocking about multiple opponents at once. He tends to target the most physically imposing target first given the choice, glad for the opportunity to let loose without needing to hold back. When fighting alongside allies, however, his priorities shift and Rock uses himself as mobile cover, attempting to place himself between his friends and the worst danger. If things do not appear to be going well he is not too proud to scoop them up bodily and beat a hasty retreat. When suitably enraged, Rock's molten core can erupt through any of his body's surfaces, usually either his mouth or the palms of his hands. The wave of liquid stone is scalding and indiscriminate and takes Rock a moment to recover from as he rebuilds his internal reservoir. Complications: Faulty Hardware: Galactic civilization just isn't designed with giant rock people in mind. From squeezing through doors to trying to use tools intended for smaller, fleshy digits, his difficulties are multitude. Rock tends to leave a lot of shattered monitors and bent chairs in his wake. Geological Record: Not all of Rock's exploits have been strictly legal by local - or universal - standards. He has more outstanding warrants for destruction of property, disturbing the peace and more than he can reasonably keep track of and it's tough to remember where he might not be welcome. Making a Mountain: Rock is generally calm and contemplative by nature but when his ire is raised his temper is literally fiery. Tending to extremes, any perceived threat to his friends or a similar trigger will unleash a juggernaut with the strength and inexorable momentum of an avalanche. Rock and a Hard Place: Rock's willingness to use his body as a living bulwark for his friends often outweighs his awareness of his own limits. While he can take a staggering amount of punishment by most standards, he is not invulnerable and can easily overestimate his own durability. Taken for Granite: Between his appearance and limited vocabulary many beings underestimate Rock's intellect and insight. Apart from his Eclipse and Nae-Dae he has difficulty making others take his opinions seriously or even convincing some that he is a legitimately sentient creature. Abilities: - 10 - 4 - 10 + 4 + 8 + 4 = - 8PP Strength: 44/20/- (+17) Dexterity: 6 (-2) Constitution: - Intelligence: 14 (+2) Wisdom: 18 (+4) Charisma: 14 (+2) Combat: 16 + 16 = 32PP Initiative: -2 Attack: +7 (+8 Base, -1 Growth) Grapple: +32 (+7 Attack, +17 Strength, +2 Density, +4 Growth, +2 Super-Strength) Defense: +7 (+8 Base, -1 Growth), +3 Flat-Footed Knockback: -16 Saving Throws: 0 + 5 + 8 = 13PP Toughness: +17 (+12 Protection, +3 Density, +2 Growth; Impervious 3) Fortitude: - (Immune) Reflex: +3 (-2 Dex, +5) Will: +12 (+4 Wis, +8) Skills: 64R = 16PP Bluff 3 (+5) Computers 3 (+5) Intimidate 11 (+15) Knowledge (Galactic Lore) 8 (+10) Knowledge (Physical Sciences) 3 (+5) Knowledge (Technology) 3 (+5) Language 1 (Galstandard, Phaesti [Native]) Medicine 1 (+5) Notice 6 (+10) Pilot 12 (+10) Sense Motive 11 (+15) Survival 2 (+6) Feats: 33PP Improved Grab Improved Pin Interpose Equipment 2 Sidekick 24 Startle Stunning Attack Takedown Attack 2 Equipment: 10EP = 2PP Binoculars; Super-Senses 4 (Visual; Extended 2 [1000' Range Increment], Infravision, Tracking) [4EP] Ship Communicator; Communications 5 (Radio, 5 miles; Extras: Area, Flaws: Limited [Other Crew Communicators]) + Super-Senses 1 (Communication Link [ship, Radio]) [6EP] Powers: 91 + 25 = 116PP Rock Person Physiology 18 (90PP Container [Passive, Permanent]; Power Feats: Innate) [91PP] Density 6 (+12 Strength, +3 Toughness [impervious], +2 Immovable, +2 Super-Strength, x5 Mass; Extras: Duration [Permanent, +0]) [18PP] Immunity 32 (Critical Hits, Fortitude Effects) [30PP] Immunity 10 (Electricity Damage, Fire/Heat Damage; Flaws: Limited [Half]) [5PP] Growth 4 (Large, +8 Strength, +2 Toughness; Extras: Duration [Permanent, +0]) [12PP] Protection 12 [12PP] Regeneration 10 (Recovery Bonus 5 [+0], Resurrection 1 [1 Week]; Flaws: Source [Rocks], Power Feats: Persistent, Regrowth) [5PP] Super-Strength 2 (Effective Strength 69, Heavy Load ~200 tons; Power Feats: Bracing, Countering Punch) [6PP] Molten Core 12 (24PP Array; Power Feats: Alternate Power 1) [25PP] Base: Enhanced Strength 24 [24PP] AP: Damage 12 (Extras: Area [General, Cone], Secondary Effect, Flaws: Action [Full]) [24PP] (eruption) Drawbacks: -3PP Geologuistics (Can Only Vocalize 'Rock' in Galstandard, DC 15 Sense Motive Check to Discern Meaning; Frequency: Very Common; Intensity: Minor) [-3PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC32 Toughness Damage Eruption Area [General, Cone] DC22 Reflex Half Damage DC27 Toughness Damage [Secondary Effect] Totals: Abilities (-8) + Combat (32) + Saving Throws (13) + Skills (16) + Feats (33) + Powers (116) - Drawbacks (3) = 199/217 Power Points
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