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Found 5 results

  1. The Eel Power Level: 7 (116/118PP) Tradeoffs: -3 Toughness/+3 Defense Unspent PP: 2 In Brief: Amnesiac former Labyrinth agent with induced mutations Identity: Unknown Birthplace: UK? Occupation: Currently unemployed Affiliations: The Labyrinth (former) Family: Unknown Description: Age: Mid-twenties? Gender: Female Height: 5’6” Weight: 125 lbs. Eyes: Brown Hair: Brown with blonde highlights The young woman known only as 'the Eel' is a slender, athletic woman of medium height. Her hair is cut short in a practical pixie bob, and she wears no jewelry. Her movements are graceful and confident, and she speaks in a rather posh, Received Pronunciation accent. The Eel wears a slick, full body suit, which she calls her 'Eelskin'; it not only provides her an element of protection, but also responds to her chameleonic coloration and can even replicate other clothing. It also has a built-in zipable pouch that holds small items. It is currently the only garment she owns, though sometimes she'll wear a thrift store trenchcoat over it in the field. History: A young woman with no memory of her past beyond her strange moniker, 'the Eel' is trying to write a new life on her blank state. She is haunted by the feeling that she's done something very bad, and must atone for it; to this end, she will help those she encounters in any way she can. She currently works as a bartender (one of the few 'normal' skills she recalls) at Club Maxx as 'Eileen Lake', a false identity she's assembled over time. Hide contents Though she doesn't remember it, the Eel was created by the Labyrinth, who very much want to reacquire their property, as she is one of their most valuable assassins, representing a considerable investment. Personality & Motivation: Like many Brits, the Eel has a rather dry sense of humor, frequently dipping into gallows humor. Most of the skills she can recall are rather sinister, and she's struggling to find better uses of them. She's willing to steal to live, though she's not particularly proud of it, and feels a strange affinity for the struggling lower classes. Powers & Tactics: There are very few places the Eel can't get into if she's really determined, as she's extremely sneaky and hard to pin down. Unfortunately she is now much more sensitive to heat, and has to take care to avoid fire-based attacks. The Eel is built for infiltration and information gathering, and while she can handle herself in a fight, she's far from a heavy hitter. However her toxin is very effective at making people more pliable if not outright unconscious, ideal for incapacitating security guards and the like. Complications: I Don't Remember, I Don't Recall.: The Eel is currently suffering from retrograde amnesia, with no memory of events prior to washing up in Bedlam. This leaves her very vulnerable in a very dangerous place. I Think I Used To Be Awful.: Sometimes Eel will catch a glimpse of her previous life, or have an instinctive, hostile reaction to stimuli, and she doesn't like what she sees. Sounds A Bit Posh, Don't She?: The Eel apparently comes from an upper class English family, and therefore speaks in a rather RP accent; this doesn't always go over so well with the 'hoi polloi', especially if they're from the UK. No Pictures, Please: Both the Eel and 'Eileen' hate to be photographed, and will get very upset if it's done without consent. Photos can end up on the web, which could lead to her past catching up with her. Hide contents Find Her, Now!: If the Labyrinth ever finds her location, they will be very motivated to catch their little lost fish. ABILITIES: 2 + 6 + 12 + 2 + 4 + 8 = 34PP Strength: 12 (+1) Constitution: 16 (+3) Dexterity: 22 (+6) Intelligence: 12 (+1) Wisdom: 14 (+2) Charisma: 18 (+4) COMBAT: 6 + 8 = 14PP Initiative: +6 (+6 Dex) Attack: +3 Ranged, +7 Melee (+3 Base, +4 Attack Focus) Grapple: +19/+21 (+7 Melee, +6 Grappling Finesse, +6 Elongation [+2 if using Addl. Limbs]) Defense: +10 (+4 Base, +6 Dodge Focus) Knockback: -1/-2 SAVES: 0 + 4 + 1 + 4 = 9PP Toughness +4 (+3 Con, +1 'Eelskin' suit) Fortitude +7 (+3 Con, +4) Reflex +7 (+6 Dex, +1) Will +6 (+2 Wis, +4) SKILLS: 64R = 16PP Acrobatics 4 (+10) Bluff 6 (+10) Diplomacy 1 (+5) Disable Device 4 (+5) Disguise 0 (+4, +24 from Morph) Escape Artist 0 (+6, +12 w/ Elongation) Gather Information 1 (+5) Investigate 5 (+5) Knowledge (Streetwise) 4 (+5) Notice 6 (+8) Profession: Bartender 3 (+5) Search 4 (+5) Sense Motive 8 (+10) Sleight of Hand 4 (+10) Stealth 4 (+10) Swim 11 (+12) FEATS: 4 + 1 + 1 + 6 + 1 + 1 + 1 = 15PP Attack Focus (Melee) 4 Benefit: Alternate Identity ('Eileen Lake') Benefit: Ambidexterity Dodge Focus 6 Equipment 1 Grappling Finesse Uncanny Dodge (Auditory) Equipment: 1PP = 5EP Binoculars 1EP Handcuffs 1EP Lockpicks 1EP Laptop 1EP Multi-tool 1EP POWERS: 2 + 4 + 4 + 7 + 6 + 3 + 3 + 5 = 34PP (All powers have the Mutant descriptor) Additional Limbs 2 (Legs/Feet usable as Arms/Hands) [2PP] Concealment 4 (All Visual Senses, Flaws: Blending) [4PP] Device 4 (Eelskin, Flaws: Hard to Lose) [4PP] Morph 4 (+20 Disguise, Flaws: Limited [Clothing Only])[4DP] Protection 1 [1DP] Drain Wisdom 7 [7PP] Elongation 6 (250 feet) [6PP] Immunity 3 (Environmental Condition: Cold, Environmental Condition: Pressure, Suffocation: Drowning) [3PP] Super-Senses 3 (Accurate Ultrasonic Hearing/Sonar)[3PP] Swimming 5 (Speed: 50 mph) [5PP] DRAWBACKS: (-6) = -6PP Vulnerability (Heat Attacks, Frequency: Common, Intensity: Moderate [+50% DC]) [-3PP] Weakness (Hot environments, Frequency: Common, Intensity: Moderate, cumulative -1 penalty on all checks, attack rolls and Defense per 20 minutes) [-3PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 16 Tough Damage Drain Touch DC 17 Fort Drain TOTALS Abilities 34 + Combat 14 + Saves 9 + Skills 13 (52 ranks) + Feats 15 + Powers 34 - Drawbacks 6 = 116/118 points
  2. The Pennington Estate, Stone Ridge, Bedlam Friday 10th April 2020, around 8 pm If you ever wanted to see a display of overindulgence and money in one place than the Good Friday parties thrown by Dahlia Pennington. Despite any claims to the contrary the party was an excuse for all the high society to get together and get drunk whilst showing off there ostentatious displays of wealth, and for the luck few there were after party activities that would make the most jaded socialite blush, along with some rumored much darker activities. For continued success it was said you always had to give up something, and whilst the Pennington’s were prepared to sacrifice to do so it wasn’t them taking all the risks…
  3. 'Eileen Lake' needed a job, and fast. She'd been sleeping curled up in a ball on the floor of John Smith's hotel room for a week, and she felt awful about it. So John made a few calls and pulled a few strings, and found out that WORK IN PROGRESS
  4. So my new Bedlam PC the Eel just got approved (many thanks, Fox and AA!), and I had an idea for intro thread, if someone would be interested in running it. The idea is Eel washes up on the shore or at the docks of Bedlam, with no memory of how she got there or anything really other than her 'name'. Disoriented, she may wander around on her own or be discovered by a favorite PC or NPC. I'm pretty open as to how this goes, or even how many folks are involved, though I guess limiting it to two other characters seems reasonable. Let me know if this is something you'd be interested in!
  5. The Eel Power Level: 7 (105/105PP) Tradeoffs: -3 Toughness/+3 Defense Unspent PP: 0 In Brief: Amnesiac former Labyrinth agent with induced mutations Identity: Unknown Birthplace: UK? Occupation: Currently unemployed Affiliations: The Labyrinth (former) Family: Unknown Description: Age: Mid-twenties? Gender: Female Height: 5’6” Weight: 125 lbs. Eyes: Brown Hair: Brown with blonde highlights The young woman known only as 'the Eel' is a slender, athletic woman of medium height. Her hair is cut short in a practical pixie bob, and she wears no jewelry. Her movements are graceful and confident, and she speaks in a rather posh, Received Pronunciation accent. The Eel wears a slick, full body suit, which she calls her 'Eelskin'; it not only provides her an element of protection, but it responds to her chameleonic coloration, as well as offering others some protection from her secreted toxin. It also has a built-in zipable pouch that holds small items. It is currently the only garment she owns. History: Personality & Motivation: Powers & Tactics: There are very few places the Eel can't get into if she's really determined, as she's extremely sneaky and hard to pin down. Unfortunately she is now much more sensitive to heat, and the befuddling toxin she secretes can't be turned off. The Eel is built for infiltration and information gathering, and while she can handle herself in a fight, she's far from a heavy hitter. However her toxin is very effective at making people more pliable if not outright unconscious, ideal for incapacitating security guards and the like. Complications: I Don't Remember, I Dont Recall: The Eel is currently suffering from retrograde amnesia, with no memory of events prior to washing up in Bedlam. This leaves her very vulnerable in a very dangerous place. I Think I Used To Be Awful: Sometimes Eel will catch a glimpse of her previous life, or have an instinctive, hostile reaction to stimuli, and she doesn't like what she sees. Sounds A Bit Posh, Don't She: The Eel apparently comes from an upper class English family, and therefore speaks in a rather RP accent; this doesn't always go over so well with the 'hoi polloi', especially if they're from the UK. You're A Bloody Ghost: The Eel has no ID, credit cards or cellphone, and doesn't show up in any databases; this makes living in the modern world very difficult. Abilities: 2 + 6 + 12 + 2 + 4 + 8 = 34PP Strength: 12 (+1) Constitution: 16 (+3) Dexterity: 22 (+6) Intelligence: 12 (+1) Wisdom: 14 (+2) Charisma: 18 (+4) Combat: 6 + 6 = 12PP Initiative: +6 (+6 Dex) Attack: +3, +7 Melee (+3 Base, +4 Attack Focus), +3 Ranged Grapple: +19/+21 (+7 Melee, +6 Grappling Finesse, +6 Elongation [+2 if using Addl. Limbs]) Defense: +10 (+3 Base, +10 Dodge Focus) Knockback: Saves: 0 + 4 + 1 + 4 = 9PP Toughness +4 (+3 Con, +1 'Eelskin' suit) Fortitude +7 (+3 Con, +4) Reflex +7 (+6 Dex, +1) Will +6 (+2 Wis, +4) Skills: 40R = 10PP Acrobatics 2 (+8) Bluff 1 (+5) Diplomacy 1 (+5) Disable Device 4 (+5) Escape Artist 0 (+6, +12 w/ Elongation) Gather Information 1 (+5) Knowledge (Streetwise) 4 (+5) Notice 6 (+8) Sense Motive 6 (+8) Stealth 4 (+10) Swim 11 (+12) Feats: 4 + 1 + 7 + 1 + 1 + 1 + 1 = 16PP Attack Focus (Melee) 4 Benefit: Ambidexterity (Hands and feet) Dodge Focus 7 Equipment 1 Grappling Finesse Improved Grab Improved Grapple (free w/ Additional Limbs) Improved Pin Uncanny Dodge (Auditory) Equipment: 1PP = 5EP Binoculars 1EP 'Eelskin' protective suit 1EP Handcuffs 1EP Lockpicks 1EP Multi-tool 1EP Powers: 2 + 4 + 7 + 6 + 3 + 3 + 5 = 30PP (All powers have the Mutant descriptor) Additional Limbs 2 (Both Legs) [2PP] Concealment 4 (All Visual Senses, Flaws: Blending) [4PP] Drain Wisdom 7 (Extras: Poison, Flaws: Permanent) [7PP] Elongation 6 (250 feet) [6PP] Immunity 3 (environmental condition: Cold, environmental condition: Pressure, suffocation: Drowning) [3PP] Super-Senses 3 (Accurate Ultrasonic Hearing)[Sonar] Swimming 5 (Speed: 50 mp) [5PP] Drawbacks: (-6) = -6PP Vulnerability (Heat Attacks, Frequency: Common, Intensity: Moderate [+50% DC]) [-3PP] Weakness (Hot environments, Frequency: Common, Intensity: Moderate, cumulative -1 penalty on all checks, attack rolls and Defense per 20 minutes) [-3PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 16 Tough Damage Drain Touch DC 17 Fort Drain Abilities 34 + Skills 10 (40 ranks) + Feats 16 + Powers 30 + Combat 12 + Saves 9 + Drawbacks 6 = 105 points
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