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Found 10 results

  1. OOC for this Street is basically clear and the staff of the diner has found reasons to be back in the stockroom and kitchen with loud music playing. All the exits are in view of at least one of the gang members there are eight, nine including the leader. Judex and Mr. Strix both get an HP for their complications being pinged (with the church and secret Id and religious iconography and all that. A reminder for later, you can spend and HP for inspiration/minor changes to the environment for thematic effect (handily placed skylight, clues of where to look next etc) in case things bog down when we get to the investigation portion.
  2. St. Romuald’s, Hardwick Park 10:00am, Tuesday, 23rd July 2019 In an area known for the dominance of one gang it was rare to find a place that managed to remain neutral, though no one would dare speak out, and until recently St Romuald had been known as neutral ground. Padre Miguel was a bear of a man who few would dare tussle with. That was until recently when suddenly and without rhyme or reason he began to subtly, and not so subtly, change. With everyone concerned about the other problems going on around Hardwick Park very few were paying any attention, but there were a few that were paying attention...
  3. Bedlam First Assembly 9PM October 30th 2018 Light Rain Dr. Thorne sat nursing their drink at the dinner where their prospective, client? informant? had requested to meet. The girl had sounded scared, genuinely scared, but determined and thought the PI might just be able to get what she knew to the right kind of cops. Outside in the spotty glow of failing streetlights the occult investigator could make out the knot of hardened looking young men paying a bit too much attention to the diner. Perhaps looking for victims, perhaps trying to screw up the courage to knock over a place under the protection of one of the families. Mr. Strix had stalked, followed, the group after he'd seen the handoff of clean and disposable guns in an ally a few blocks away. They had kept to the better traveled streets not giving him alot of room to find out more but that kind of hardware was not the sort of thing for a casual carry. They intended to use it. Pastor Theo set the last of the chairs up on the table in the churches small community room. The last of the NA attendees were vanishing into the cloud of cigarette smoke that lingered outside every meeting of this sort. Event he chill rain wouldn't stop them, though one supposed it was mostly better than the less legitimate vices they were trying to kick with varying degrees of success. It was like the weather. I night that seemed to be holding it's breath. Not quite still but with an air of something to come. And then it did, in a flash of dirty scarves and worn sneakers the girl spotted the gangbangers ont eh corner and bolted nearly knocking more than one off balance junkie off their feet as she sprinted for the closest thing to sanctuary in a town like Bedlam. A church. Most of the gangs were just superstitious enough not to try anything in a house of god, most of them. Across the street Thorne and Strix saw the gang member move into action the jumpier one flashing enough of his new iron to have the junkies and other patrons clearing out before they became victims, or worse witnesses. While a pair headed around the back and a couple fanned out to watch the street in each direction just in case the apparent leader approached the door grinning through a mouthful of fake gold. "Eh man, you see my sister eh?" he snickered not even trying to hide the lie, "She need get home real quick momma gonna be worried where she get to."
  4. Celestial Spirit Fellowship Tuesday, July 10th, 2017 7:32 PM The heat was breaking as the sun dragged down towards the horizon. But it still felt hot enough to light a fuse. Samantha Lemire sat on a graffiti-splattered bench in front of the shelter, nursing a cigarette like a shipwrecked man might nurse clean water. She looked out on the dirty street as the lamps flickered and fought against the twilight. As a charity worker in the Country Club, Sam had seen a lot and handled half of it with her own two hands. On a number of those occasions, she'd wished she'd had thicker gloves. But she knew what it was like to get her hands dirty and deal with the muck of the world. Not like this, though. This was something else entirely. She fought against her nerves as the steel door to the shelter scraped open. She turned to find Michael, one of the volunteers, waiting in the frame. "They show up yet?" "No. How's our... guest?" "He's fine. Sleeping it off, for now. As for the rest of him --" "Just focus on the bit that's sleeping. The others?" "They're fine, for now. If he wakes up..." Sam shook her head. "I gave him enough Benadryl that he could sleep through the Fourth of July." "You could have used the Haldol --" "There are people who need that. And he's not mad. As we know it." She turned back to the street, waiting for her guests. "Mind you, I'm sure these guys know it better..."
  5. GM All Over the City Bedlam City, Wisconsin Wednesday, February 1st, 2017 5:30 PM Although it was a day away, Bedlam City was beginning to feel a whole lot like Groundhog's Day. No, there weren't any furry little creatures predicting the future from the comfort of their little burrows. No, much like Phil Connors the entire city was caught in an endless loop. The denizens of Bedlam found themselves sharing a recurring nightmare for the past week. A deep voice bellowing that "She be brought to him." Egyptian imagery and other incomprehensible babble about scorpions flooding their minds. Before returning to the waking nightmare that was life in Bedlam. Suffice to say, you'd be hard pressed to find anyone who cared about the going ons in Freedom City. The Atlantean King's announcement went under the radar as the sleepless city grew concerned with local worries. With the noted exception of Dr. Stoppleman, Curator of the Bedlam Museum whose live podcast came to an abrupt stop in the middle of streaming, the distinct sound of glass breaking and furniture being thrown around the last things viewers heard.
  6. June 3, 2017 Bedlam City, United States Midmorning News traveled fast in the age of constantly connected, always-recording electronic devices. Two days ago an unbelievable video had popped up on YouTube of an odd, furry creature appearing near the artsy neighborhood of Bedlam. The video showed it appearing near Central Perk with an unconscious woman in his arms. Even the apathetic citizens of Bedlam wouldn't let a pretty woman be accosted like that and several of them confronted the beast, making it release the girl before driving it out. Before long the video showed an ambulance rolling up and checking over the woman. This morning's newspaper had contained a press release from Acting Chief Executive Officer Dunwoody on the activities of the "Woodchuck Man." It was a shockingly quick turn-around for a statement from Bedlam's finest, which could probably be put down more to the victim being a pretty, white girl rather than the video. Normally after the morning rush Central Perk got pretty quiet; even Terminal Drive wasn't quite enough to keep a coffee shop bustling at all hours. Now though everyone had to make do with convince-store coffee or even brew their own at home, because Central Perk was entirely encircled with yellow policetape. A crowd of grumbling twenty-somethings with a tendency towards scarfs were standing nearby, grumbling about a less-than-quality caffeine fix in the morning. Standing in the middle in her pink workout clothes, Ami Rask sipped at her water bottle. She knew there was something to find here, she just needed to figure out how to get the couple of police guarding the location to leave and how to get this crowd to disperse.
  7. A thread for suchlike in this thread. @KnightDisciple, get Judex out here!
  8. January 10, 2017 Bedlam City Hall Downtown It was one of those too-bright January days when the sun is shining down from a clear blue sky that makes it look downright inviting outside, - until you step out into the teeth of an Upper Midwest winter. Snow was piled everywhere, thick and dirty, as usual in Bedlam at this time of year. The meteor hit with a flash of light and roar of noise, striking the decaying pavement directly in front of Bedlam's equally-mouldering City Hall. The few squatters living in the building, and the odd passerby on their way to the County Courthouse down the block, recovered from the impact and blinding light with difficulty, rubbing their eyes and blinking as the glow at the center of the crater faded. Inside was a man - no, not a man at all! Standing inside the crater was a hulking figure in bizarrely-colored robes like something from a lurid Egyptian-set melodrama - but the thing inside was no actor. Towering some nine feet in height, its scaly reptilian skin, narrow head, and long, wicked-looking fangs suggested not a man at all but some sort of horrible;..Serpent-Man! Hefting high a glowing staff that crackled with unspeakable eldritch power, the snake-man hissed "At lassst! I have essscaped the bonds of Ra'ssss infernal prissson!" The snake-man gestured with his staff and serpents began to wriggle their way impossibly out of the cracked winter pavement at his feet. "Behold, brief mortalsss! The Scion of Set hasss returned to rule the landsss of men!" Then a laugh sounded, not far above his head - and seemingly from out of the sun itself, emerged a new figure - her face hidden by a hawk-faced mask, her head covered in a Pharonic crown, her body wrapped in gold and linen like an Egyptian queen out of legend, she clutched in her hand the glowing ankh of Horus! (To her recollection, the Sunhawk had never actually visited "the mistake by the lake") She laughed again, her thick golden ringlets shaking with mirth. Of the snake man and his serpent minions, some of whom were growing to humanoid size and shape, she showed no fear at all. "Fool! Set is as barren as the desert sands! Thou are but a craven ill-breeding lewdster - a castoff of Apep who apes the Serpent as a lapdog apes Anubis!" Ugh. Handle this one thyself, 'Horus', I will return when yon idol of idiot-worshippers begone. Okay, fine! i was trying to do you a favor! The Scion of Set's eyes boggled at first - but then narrowed with serpentine cunning, and no little godly rage. "You...how dare you! Your mockery will be your death warrant! False Sunhawk, come low and be tested!" The Scion fired a beam of green energy from his staff at Horus, only to find her far fleeter than he expected. "Thy tongue outvenoms the Nile - but thy aim is that of a child! Come and face the Sunhawk in battle, then!" And then Horus flew down and struck the Scion across the body with her glowing ankh - and the battle was on!
  9. Character Name: Judex Power Level: 8 [10] (162/171PP) Trade-Offs: +3 Attack / -3 Damage, +3 Defense / -3 Toughness Unspent Power Points: 9 In Brief: Mild-mannered preacher by day, fear-inducing bringer of misfortune by night, Judex stands up for the poor and downtrodden of Bedlam City, no matter what. Birthplace: Springfield, MO, USA Residence: Small, "rustic" "parish" home near his church. Base of Operations: Bedlam First Assembly, near the corner of Blaed Ave and Ellmore Pl. Catchphrase: "Repent, or be judged." Theme Song: "He's Got The Whole World In His Hands" Alternate Identity: Theodore Galen Ward, aka "Pastor Theo" Identity: Secret Occupation: Pastor/Minister, Assemblies of God Church Affiliations: AOG; Bedlam First Assembly; Celestial Spirit Fellowship; Bedlam Interdenominational and Interfaith Charities Family: Benjamin Ward (Father); Cassidy Ward (Mother); Kathryn Ward (Older Sister); Mark Ward (Younger Brother); Abraham Ward (Paternal Grandfather) Description: Age: 28 (DoB: May 20, 1988) Apparent Age: Late 20s / Mid 30s Gender: Male Ethnicity: Caucasian (European mutt) Height: 5'8" / 6'3" Weight: 135lbs / 270lbs Eyes: Blue / Brown Hair: Brown / Black, with some Dirty Blond mixed in Theodore Galen Ward is a thin, reedy man, though one possessed of a deceivingly youthful look. He also tends to dress somewhere between "bland", "conservative", and "academic from a few decades ago". He tends to have an unassuming posture and air about himself, though when he's speaking with one of his congregation members, preaching from the pulpit, or doing charity work, he has a bit more confidence. If and when confronted by someone during said work, he tends to visibly shrink back a bit, and his voice goes up. His voice is an calm tenor (he is often complimented on his singing), and he almost always speaks with a gentle Midland American accent, only occasionally slipping into a more Southern/Ozark Midland. Judex is a bear of a man with a naturally intimidating air about him. He looks nothing like Theo, seeing as he has completely different body and facial structure. And a great big bushy beard! His hair has a wild, untamed look about it, his eyes carry a slightly crazed light, and his out-of-place brightly colored shirt is somehow all the more fearsome for it. The straw fedora upon his head never seems to come off, unless he wants it to. His arms bear strange, whorled designs that evoke ancient Christian symbology without belonging to any specific region or tradition. The cloth wraps and leather half-glove on his right hand and forearm add to his unsettling asymmetrical look. For all that he seems to bear a bit of extra weight on his frame, his muscles rounded out just a bit by "padding", his bearing and movements are nothing but graceful. He speaks with a rough Southern accent, with strong overtones of Lousiana/New Orleans. Power Descriptions: Theodore's powers were granted to him by the Archangel Uriel, and are a sort of "infusion" of a very tiny fragment of the Archangel's power. This infusion has given Theodore boosted (but not completely superhuman) general physical abilities, as well as slightly superhuman foot speed. To disguise himself, Theodore was given the ability to change into the radically different form of Judex (a name he picked himself); a side benefit of this transformation is his ability to nigh-instantly swap into Judex' typical outfit from whatever he's wearing at the time. However, physical prowess is not the only gift he's received. In addition to his bodily ability, Theo is able to cause misfortune to befall those he targets, making things worse than some thing they "ought" to be. Finally, he is able to cause his foes to perceive radical and frightening visions of their worst fears, combined with vague, impressionistic flashes of terrifying imagery, symbology, and more. History: Theodore Galen Ward was born to a family who valued Faith, Hope, and Love. His father is a career minister, while his grandfather is a retired Army veteran who fought in World War II, one who has some rather hair-raising stories of his pre-conversion wild and woolly youth. His mother, Cassidy, is a Registered Nurse, one who still pulls the occasional long hours at the hospital. He's learned the lessons of serving with love and discipline from his family, that's for sure. Theo himself had a happy childhood growing up in Missouri, attending school and then college; his decision to enter the seminary, albeit with some rather hefty added degrees ("just because he could" according to his siblings), was an easy choice. He felt the same "fire in his bones" his father had when it came to the Word, and he knew he could go out there and not just preach, but really reach out and help people. When he graduated, interned close to home, and then finally was up for a church assignment further about the nation, Theo himself chose to go to Bedlam First Assembly. Despite the tearful pleas of his mother, and the stern questions from his father, Theo stood firm. The city was hurting, and while there were good people doing good things, having another person there doing even more good could do nothing but help. It was Abraham Ward who spoke up, telling them that if Paul could go to Rome, then Theo could go to Bedlam. He reminded his grandson that he might need to stand up for himself there, more than any other time in his life, but that even then, he'd need to turn the other cheek. Theo was mugged his first week in the city, thankfully without any physical harm, and relatively little cash lost. And while he soon connected with Celestial Spirit Fellowship and the Bedlam Interdenominational and Interfaith Charities groups, it was abundantly clear that little was getting done in the city, at least in the immediate term. Gangs, crime, suffering, and hopelessness ran rampant. Theo's congregation was small, less than 40, but they were loyal and resilient. The fact that Bedlam First Assembly's location put it at the juncture of territories owned by rivaling gangs who preyed upon racial tensions did not help, though; the multi-ethnic makeup of his congregation generated brotherhood and scorn in equal measure, albeit mostly from within and without, respectively. After just four months in the City, Theo had had six separate efforts to go out and feed and distribute clothes to the homeless and underprivileged stopped or curtailed by police, gangs, or both. He was spiritually exhausted, and while his congregation (somehow) maintained their support of "Pastor Theo", there was only so much a reedy 20-something pastor with more smarts than sense could do. And then one night he woke up in his rickety bed in his slightly drafty house to see a vaguely glowing figure at the foot of his bed. When the being confirmed it, he, was the Archangel Uriel (a bit of Scripture quoting back and forth seemed to seal the deal for Theo), he was given an incredible offer: he could become a fearsome protector of the downtrodden and punisher of the wicked and corrupt. His powers would not be as grandiose and fearsome as some (Uriel muttered something about "showoffs in Freedom City"), but Theo would be able to finally be the force he needed to be to push back against the gangs, the corruption, the darkness that permeated Bedlam City. Theo agreed, and quickly figured out at least the basics of his powers. Now, during the days he continues his good works, preaching, teaching, and helping the widows, orphans, and poor. But during the nights, when the wind is chill and the streets are damp with rain (or worse), Judex makes himself known to strike the fear of the Lord into the hearts of the wicket. Personality & Motivation: Pastor Theo is a quiet, kind, fairly unassuming young man. He has strong convictions, and happily engages in discussion and debate over theology and philosophy at any opportunity. Mockers, be it of his faith, his looks, or his (seemingly futile) charity efforts all get a big grin and a shrug. He's capable of more somber moods, and the fact he's already helped bury two members of his congregation (one of whom was younger than he) means he's intimately acquainted with grief and mourning. Still, his heart cannot be dragged down, and he's always got an encouraging word for others. Judex is a charismatic force of nature, often terrifying, and never forgettable. He loves making dramatic entrances, often perched in unusual places (especially considering his not-so-tiny frame). He adores menacing speeches that draw heavily on concepts such as the Judgement Of The Lord, the Wages Of The Wicked, and so on. His ire focuses on criminals and the corrupt, though; he's made it clear that any sins that don't threaten another person are not his to judge. Those who would steal, kill, and destroy, though, they are his to stop. Because while many may be Sheep, and the Wicked are Wolves, he is the Wolfhound. Powers & Tactics: Judex tends to use his Emotion Control and Luck Control to mess with and "debuff" his opponents until he has a chance to get "up close and personal". His specialization in grappling arts means he tends to favor getting a solid grip on an opponent and then leaving them rather wrecked. If someone starts fleeing, he'll give chase, using parkour if need be. In a pinch, Theo can use any of his powers without transforming into Judex's form, but doing so brings a lot of risk of discovery upon him. Complications: Secret Identity: Theodore Ward and Judex are very different people. Clearly not the same person! Theo's job, safety, congregation's safety, and the safety of the "regular" charitable work he does are all at risk if his identity as Judex ever got out. Struggling: Pastor Theo runs a small church whose members, while faithful givers, are not exactly rich. He typically has to scrape to pay his bills, especially since he tends to be generous with giving to others if a need comes up. Righteous Anger: Judex is just a made-up character. Mostly. Theo has definitely noticed he can get worked up about injustices, and it's worse when he's physically transformed into Judex. And sometimes that means there's a bit of a risk of getting...carried away. The Face of Fear: Judex is a rather scary guy, and many civilians and hero-types (whether costumed-ish, or just honest-ish police) may find themselves unnerved or scared of Judex, mistaking him for a villain rather than a hero. On A Mission From God: Judex is on a mission, and he talks as such (it's almost, but not quite, a compulsion for Theo when in that form). It's the sort of thing that gets you noticed by folks that mission is against, and could prove wearying to some who he might ally with. On The Side Of Angels: Scary or no, Judex is directly empowered by an Archangel. Anyone who figures that out and is of a less savory nature might pass that on to powers and principalities that would take a great interest in Judex. Corruption or Destruction, either way it's a win for such beings, or so they figure. Abilities: 0 + 2 + 2 + 4 + 8 + 8 = 24PP Strength: 10/20 (+0/+5) Dexterity: 12/18 (+1/+4) Constitution: 12/20 (+1/+5) Intelligence: 14 (+2) Wisdom: 18 (+4) Charisma: 18 (+4) Combat: 12 + 12 = 24PP Initiative: +3 Attack: +11 Melee, +6 Ranged Grapple: +15 Defense: +11 (+6 Base, +5 Dodge Focus), +3 Flat-Footed Knockback: -2 Saving Throws: 2 + 3 + 3 = 8PP Toughness: +1/+5 (+1/+5 Con) Fortitude: +3/+7 (+1/+5 Con, +2) Reflex: +4/+7 (+1/+4 Dex, +3) Will: +7 (+4 Wis, +3) Skills: 128R = 32PP Acrobatics 10 (+14) Climb 8 (+13) Diplomacy 8 (+12) Disguise 6 (+10) Escape Artist 4 (+8) Gather Information 8 (+12) Intimidate 10 (+14) Knowledge (Behavorial Sciences) 6 (+8) Knowledge (Civics) 4 (+6) Knowledge (Current Events) 4 (+6) Knowledge (History) 10 (+12) Knowledge (Popular Culture) 6 (+8) Knowledge (Streetwise) 8 (+10) Knowledge (Theology and Philosophy) 10 (+12) Notice 8 (+12) Sense Motive 10 (+14) Stealth 8 (+12) Feats: 20PP Accurate Attack All-Out Attack Attack Focus (Melee) 5 Defensive Attack Dodge Focus 5 Evasion Improved Grab Improved Grapple Improved Pin Paralyzing Attack Power Attack Takedown Attack Powers: 6 + 1 + 8 + 6 + 10 + 2 + 12 + 9 = 54PP Shepherd's Body Morph 6 (1 Single Form, +30 Disguise Self) [6PP] (Holy) ("Fearsome Countenance") Enhanced Feat 1 (Quick Change) [1PP] (Holy) ("Watchman's Rainment") Enhanced Constitution 8 [8PP] (Holy) ("Endurance of Eleazar") Enhanced Dexterity 6 [6PP] (Holy) ("Deftness of David) Enhanced Strength 10 [10PP] (Holy) ("Strength of Ishbaal") Speed 2 (25mph/250ft per Move Action) [2PP] (Holy) ("Swiftness of Shammah") Crook and Staff Luck Control 1 (Force Reroll; Extras: Area, Selective; Power Feats: Luck 3) [12PP] (Holy) ("Misfortune Aplenty") The Fear Of The Lord 4 (8PP Array; Feats: Alternate Power 1) [9PP] Base Power: Emotion Control 8 (Flaws: Limited to Fear) [8PP] (Holy) ("Is The Beginning of Knowledge") Alternate Power: Emotion Control 8(Extras: Area [General, Shapeable, 7 5ft cubes]; Flaws: Limited to Fear, Action [Full]) [8PP] (Holy) ("Is Clean And Enduring Forever") Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15/20 Toughness (Staged) Damage (Physical) Emotion Control Perception DC 18 Will (Staged) Shaken/Frightened/Panicked Totals: Abilities (24) + Combat (24) + Saving Throws (8) + Skills (32) + Feats (20) + Powers (54) - Drawbacks (0) = 162/171 Power Points
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