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The STORMCROW

Power Level: 12

Effective Power Level: 12

Power Points: 235/239PP
Unspent Power Points: 4PP
Trade-Offs: -3 TOU/ +3 DEF, +2 ATK/-2 DC

 

In Brief: The Nightwing to the Raven's Batman.

Theme: Shine - Matt Beilis / Spotlight - Saliva

 

Alternate Identity: Charles 'Charlie' Arthur Pratten (Secret)

Birthplace: Freedom City, United States of America

Residence: Guardians HQ, Bayview, Freedom City

Base of Operations: Guardians HQ, Bayview, Freedom City; The Rookery
Occupation: Adventurer, Crime Fighter

Affiliations: Claremont Academy, Raven III, Raven Family, Young Guardians

Family: Martin Pratten (Father, Born 1980, Accountant), Lily Pratten (Mother, Born 1979, Lawyer), Thomas Pratten (Paternal Grandfather, Born 1940, Retired Software Developer)

 

DESCRIPTION

Age: DoB: 2004 [January 19th]
Gender: Male
Ethnicity: Caucasian

Height: 5’10’’
Weight: 150 lbs.
Eyes: Blue
Hair: Dark red

 

Charlie is an athletic young man, standing at 5'10'''. He has short red hair and blue eyes. He prefers to dress in darker colors, most often wearing black dress pants and dress shirts. He often wears loose ties in lighter colors, contrasting the dark colors he usually wear. Since his time at Claremont, Charlie has also to taken to dressing more casually with jeans, t-shirts and sneakers of varying colors and designs.

 

As the Stormcrow, Charlie's costume is as finely engineered as his mentor's, with a multitude of hidden features that one would not suspect from first glance. While the costume has multiple layers underneath, the outer layer appears a seamless dark grey full-body suit. Over the suit, he wears a black cowl connected directly to a black cape. The edges of the cape is very light, somewhat shiny blue, and connects to a logo with a bird with outstretched wings on Charlie's chest. The inside of the cape is a slightly lighter grey than the full-body suit. The cowl is outfitted with light blue one way lenses in a vaguely bird beak shape, which covers and hides his eyes. The lens acts as a heads-up display for Charlie. The dark grey full-body suit is broken up with a pair of shiny light blue bracers with shiny black edges that end in triangles at each end, and boots in similar design and color scheme, which ends in triangles pointing to his knees. He wears a silvery and light blue utility belt with another light blue bird logo on a black background as the buckle. 

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HISTORY

Charles Arthur Pratten had a normal childhood. Loving parents, friends, school life. Sure, Charlie was a bright kid. Maybe a bit too interested in the super hero known as the Raven, but aside from that, his childhood really was what one would consider normal. He went on vacations. He spent time playing games with his friends. He went to the movies. Something of a prodigy, Charlie was a popular kid at school. He was athletic and a gymnast, he got good grades, his grandfather instilled a keen interest in computers. His room tended to be filled by posters of the Raven and her predecessor. He had databases full of observations and notes on the Ravens.

 

When Nevermore debuted, Charlie was overjoyed. If the Raven had a sidekick, then maybe he could become the Raven's sidekick too? It was a possibility, at least! He would have to find out how to contact her, how to reach the Raven and present himself, but until then, he continued his training, honing his acrobatics and athletism, continuing to compile all the information that he could. Any notes, anything he could find. Charlie kept the project a secret. After all, how could anyone understand the drive that he felt? He could become the Raven's partner, too. He just knew it. Still, life happened. Charlie's interest slowly waned as other things, like friends, sports and girls became more important to him.

 

Shortly after the third Raven's debut, Charlie saw him in action. The way he moved, the way he acted. It all came rushing back, all that he had dreamed of just a few years before. Everything he saw, all the articles, everything, Charlie just knew that the new Raven was Nevermore. There was no question. And if he had become the Raven, then that meant no one was Nevermore.

 

It took a long time. Compiling all of Charlie's old data, discovering new information, comparing it all. Socially, he began to distance himself from his friends again. He was obsessed. It took hard work, it took time, it took luck, but bit by bit, Charlie began to see a pattern, he began to see the truth. Finally, he was sure. The Raven was Aleksander Garen Nakani, a college student from Georgia, who lived with his adoptive parents at the Summers Estate. 

 

The 15 years old Charlie went to the estate by himself. He managed to get inside and confronted Aleksander with the truth. To Aleksander, history repeated itself. Much like how he had figured out the previous Raven's identity, Charlie now stood before him. Unlike Aleksander's plans when he had confronted Duncan Summers, Charlie was not looking to replace Aleksander as the Raven. Charlie had plans of succession, sure, but he wanted to succeed Aleksander as the Raven's partner, not as the Raven. 

 

Aleksander did not quite agree with the plan, but he agreed that making it this far meant Charlie had at least some skill. For a time, Charlie helped out at the Summers Estate and the Rookery, eventually graduating into becoming the Raven's main in the chair. Not that it helped for long. With or without Aleksander's blessing, Charlie got into trouble. With a makeshift costume and whatever equipment he could "borrow" from the Rookery, Charlie went out to fight crime on his own, to mixed result. Aleksander finally relented and agreed to take him in as his sidekick, but it would be his his terms. If nothing else, it meant that he could make sure Charlie didn't do anything stupid.

 

Charlie spent 9 months training with Aleksander before he was first allowed out on patrol, during the Spring of 2020. Now 16, the new Nevermore followed much of the same pattern as Aleksander had. A few patrols per month to get used to actual crime fighting, primarily watching the Raven's back, slowly being allowed to do more and more, eventually culminating in being allowed to patrol on his own. And, as Aleksander insisted, Charlie would follow his path in another way, starting at Claremont in the fall of 2020 as Charles Gordon Pym, an orphan from the streets of Freedom City, recently taken in by the Summers Estate. Alek and Charlie worked extensively on creating a false electronic trail, creating a cover to keep Nevermore II's actual identity secret.

 

While at Claremont, Charlie quickly struck up friendships with several other students, and when Sebastian Shields, otherwise known as Casanova, assembled a team of students with less than heroic intentions as New Young Freedom, Charlie started organizing his friends into their own team in response. Charlie led a shifting roster of Young Guardians to thwart not just Casanova's New Young Freedom, but through a few other adventures as well. Casanova would, in particular, grow to hate Charlie for his effort. At the same time, he worked with the Raven to combat the rising crime brought on by the Doomforge, with the House of Usher having returned and set up shop in it's shadow, spreading their influence throughout Freedom City.

 

Charlie would eventually leave Claremont near the end of his second year, disappearing rather suddenly from the school when he and the Raven focused their efforts on fighting the House of Usher, eventually dismantling their operations in Freedom City and driving them away from the city. Not content to let the Usher family escape justice, the Raven and Nevermore gave chase, hunting them across the world. The duo had a number of adventures along the way. Charlie grew from these experiences, and began to realize that he wanted to be more than just the Raven's sidekick. He had plans and ideas for what he wanted to do on his own. Alek agreed that it was time for Charlie to go out on his own.

 

Returning to Freedom City, Charlie began to prepare. He wanted to do it right, so he took his time, and, with funding from the Summers family, he designed a new headquarters that he could use with his friends, as well as a new identity. And soon, the Stormcrow would soar, and, with some luck, he would be joined by the Young Guardians once again.

 

 

PERSONALITY & MOTIVATION

Charlie is intelligent and a natural detective, and he knows it. He is good at what he does, with plenty of experience both alone and working together with others, particularly the Raven, though he has not grown out of his cockiness yet. He's a joker, which can at times belittle his intelligence and skills, not that he minds. If someone underestimates him, then all the better. 

 

During his time in Claremont and abroad, Charlie has grown into an accomplished detective, hero and leader. His ego and bravado remain as strong as ever, but they are now rooted in genuine experience and knowledge of his own capabilities and skills. Charlie remains as driven as ever, and still tends to fixate on finding solutions to any mystery or problem that catches his interest, almost to the point of obsession. 

 

 

POWERS & TACTICS

The majority of Charlie's tactics relies on analysis, distraction and misdirectio. Observe an enemy, figure out how to best stop them, and then execute his plan. His personal fighting style emphasizes the use of his various gadgets, both for scouting and disabling his enemies. Generally speaking, he prefers to stay outside close combat, but will pull out his collapsible staff if forced into a close quarters situation. Stay out of trouble, stick to the shadows and put his brains to good use.

 

Charlie tends to take on a leadership, or at least planning, role when working with others, whether they like it or not. He has studied and worked towards this, and he generally dislikes being ordered around by people that he doesn't think what it takes to lead. He will, for instance, not have any issues with the Raven giving him commands, or other more experienced heroes, while someone that had just joined Claremont would be a stretch. His tactics tends to involve teamwork, and he will try to weaken enemies or set them up for attacks from his more powerful teammates if possible. 

 

 

POWER DESCRIPTIONS

Charlie posses no powers of any kind, instead relying on the training he has received from the Raven III and at Claremont Academy, as well as suit and gadgets he has developed together with Raven III. 

 

Charlie's Stormcrow costume is an ultra modern piece of crime fighting technology. Nano-weaved from a number of high resistance materials, it effectively protects him from any type sharp objects, while the armor plating handles most general types of damage a foe could wish to inflict. The thermal underlayer helps support him in heat or cold, while the night vision lenses lets him see in the dark. A heads up display aids Charlie with information such as the time and GPS, while his built in headset allows him to communicate at a distance of 5 miles. For traversal, the suit boast a grappling gun built into the gauntlets and grapple claws, as well as an electro-reactive glider cape, which lets Charlie soar across the sky.

 

Charlie's utility belt contain a large number of tools, useful for both combat and infiltration. While he tends to keep his distance from most foes, the belt contains a collapsible staff for use in melee combat, which also contain a charged shock charge. He uses a modified version of the Raven's ravenrangs, smaller and lighter, which he call's Crow's Claws. He utilizes a great number of different types of tools to snare or trip his opponent, as well as multiple types of gadgets to blind his foes, whether it is with flashbangs, darkness, gunk in the eyes, light shows, concentrated zones of darkness or something else, all to allow him to effectively immobilize and distract his foes. The playback device, one of his favorite tools, let's him play any recorded sounded through remote control, be it movement or voices, letting him draw attention away from himself. Charlie has even figured out how to use the playback devices offensively, by throwing them at a target and playing extremely loud noises. These noisemakers are even powerful enough to deafen a target. The last piece of Charlie's standard equipment are small remote controlled drones, which transmits images of their recordings directly to Charlie's HUD, aiding him in infiltration and information gathering. The drones are shaped like small dark crows, small enough to fit in the palm of a hand.

 

 

COMPLICATIONS

A Legacy of Ravens: Charlie is secure in himself, he knows what he can and cannot do, and that he is only just getting started. As the Stormcrow, he is the newest part of the Raven legacy, and while he had good times as Nevermore II, it was high time that he stepped into his own role. Still, he is not without issues, and a mix of this legacy and working with his hero means that Charlie can seem arrogant and flippant to some, and not without reason. While he is a team player, he naturally falls into the leadership roll and can have issues stepping out of it. If Charlie's seeming arrogance or inability to let others take the lead makes a situation worse, the GM can award him a Hero Point.

 

Gadgets: While an enemy would need to somehow get rid of Charlie's utility belt to get rid of all his gadgets, he could be deprived of individual gadgets, either by having them taken away or by simply running out of them. If the GM determines that Charlie somehow loses access to a gadget, they can award him a Hero Point, in turn making one of the powers in his Utility Belt array unusable.

 

Secret Identity: One of the Raven's conditions for training Charlie was that he keep his identity secret, even from his family. Whenever Charlie ends up in a situation where his secret identity causes issues, such as not being able to act outside of costume without revealing himself, the GM can award him a Hero Point.

 

Tell-Tale Heart: Charlie tends to grow obsessed. Mysteries, enemies, anything that give him trouble, anything that is a challenge that can't be solved. This can lead to him becoming narrowminded, focusing on the subject of his obsession over other important things at hand. Whether it be by Charlie focusing on a particular enemy to the detriment of any tactics in combat to taking unnecessary risks by trying to solve a particular mystery, the GM can award Charlie a Hero Point when his obsession makes a situation worse.

 

Ushers, Masques and Conqueror Worms: The legacy of 3 generations of Ravens have led to a great number of enemies that might target one of the newer members of the extended Raven family, just for the sake of taking revenge. Aside from legacy villains, Charlie has made a few enemies of his own, including several former Claremont students with less than heroic intentions, such as Sebastian Shields, otherwise known as Casanova, and he has personally interfered with the House of Usher who has thrived in the shadow of the Doomforge, aiding the Raven in driving them from Freedom City and chasing them across the world. Traveling across the world with the Raven only earned Charlie more enemies as they continued their heroics abroad.  If any of Charlie's enemies interfere in a situation to attack Stormcrow and make the situation worse, the GM can award Charlie a Hero Point.

 

 

ABILITIES  8 + 10 + 8 + 14 + 6 + 10 = 56PP

Strength: 18 (+4) 
Dexterity: 20 (+5) 
Constitution: 18 (+4) 
Intelligence: 24 (+7) 
Wisdom: 16 (+3) 
Charisma: 20 (+5) 

 

 

COMBAT 12 + 10  = 22PP

Initiative: +15 (+15 Knowledge [Tactics])
Attack: +6 Base, +6 Melee, +14 Ranged, see Power attack bonuses in DC Block
Defense: +15 (+5 Base, +10 Dodge Focus), +3 Flat-Footed
Grapple: +10  (+6 Base Attack, +4 Strength)
Knockback: -2 / -4 (w. Costume)

 

 

SAVING THROWS 6 + 9 + 7 = 22PP

Toughness: +9 (+4 Con, +5 Protection)

Fortitude: +10 (+4 Con, +6)

Reflex: +14 (+5 Dex, +9)Evasion 2

Will: +10 (+3 Wis, +7)

 

 

SKILLS 148R = 37PP

Acrobatics 15 (+20)Acrobatic Bluff, Skill Mastery

Bluff 10 (+15)

Computers 13 (+20)Online Research, Skill Mastery

Diplomacy 2 (+7)

Drive 5 (+10)

Escape Artist 5 (+10)

Gather Information 7 (+12)Well-Informed, Skill Mastery

Investigate 13 (+20)Skill Mastery

Knowledge [Tactics] 8 (+15)

Language 4 (American Sign Language, Chinese [Mandarin], English [native], Japanese, Russian)

Notice 17 (+20)Skill Mastery

Pilot 5 (+10)

Search 8 (+15)Skill Mastery

Sense Motive 16 (+19)Skill Mastery

Sleight of Hand 5 (+10)

Stealth 15 (+20)Hide in Plain Sight, Skill Mastery

 

 

FEATS 49PP

Acrobatic Bluff

Attack Focus [Ranged] 8

Beginner's Luck

Benefit 1 (Raven Family)

Benefit 1 [Use Knowledge [Tactics] For Initiative Rolls]

Challenge (Fast Acrobatic Bluff)

Dodge Focus 10

Evasion 2

Hide In Plain Sight

Inspire 5

Jack of All Trades

Leadership

Luck 4

Master Plan 2 [Use Knowledge [Tactics] for rolls]

Online Research

Set Up

Skill Mastery 2 (Acrobatics, Computers, Gather Information, Investigate, Notice, Search, Sense Motive, Stealth)

Teamwork 3

Track

Well-Informed

Uncanny Dodge [Auditory]

 

Enhanced Feats

Luck 4 -> Luck 6

Second Chance 2 [Toughness Save vs. Ballistics and Conventional Blades]
Takedown Attack 2

 

Veteran Awards

Equipment 16 (80 EP)

 

Equipment

Communicator [7EP]

           Communication Array 3 (6DP Array; Feats: Alternate Power 1) [7EP]

                  BPCommunication 5 (Radio; 5 miles; Feats: Subtle) [6EP] 
                  APDatalink 3 (Radio; 1000 feet; Feats: Rapid 2 (x100), Subtle) [6EP]

 

Guardians HQ (Headquarters; Mansion in Bayview) [21EP]

Spoiler

Size: Large [1EP]
Defense: 10 [0EP]
Toughness: 20 [3EP]
Features: [17EP]
Combat Simulator

Communications

Computer

Concealed

Fire Prevention System

Garage

Gym

Hangar

Holding Cells

Infirmary

Laboratory

Library

Living Space

Pool

Power System

Security System

Workshop

 

 The Stormchaser (Vehicle; Motorcycle) [20EP]

Spoiler

Size: Medium [0EP]
Strength: 25 (Medium Load: 533 lbs.) [3EP]
Defense: 10 [0EP]
Toughness: +10 [5EP]
Features: [7EP]
Alarm 2 (DC 25)
Caltrops
Computer
Navigation System
Remote Control
Smokescreen
Powers: [5EP]
Speed 4 (100mph / 1,000ft per Move Action, Feats: Subtle) [5EP]

 

Guardians Jet (Vehicle; Jet) [32EP]

Spoiler

Size: Gargantuan [3EP] (-4 ATK/DEF, Str 40, Tou 11)
Strength: 45 (Medium Load: 40 tons) [1EP]
Defense: 6 [0EP]
Toughness: +11 [0EP]
Features: [5EP]
Alarm 2 (DC 25)
Computer

Hidden Compartments
Navigation System
Powers: [23EP]

Communication 8 (Radio; 2000 miles; Feats: Subtle) [9EP] 
Flight 7 (1000mph / 10,000ft per Move Action) [14EP]

 

POWERS 20 + 20 + 9 = 49

 

Device 5 (25DP Container, Flaws: Hard-To-Lose) [20PP] (Descriptors: Stormcrow Costume, Costume, Technology)
       City Movement Array 4 (8DP Array; Feats: Alternate Power 1) [9DP]

            BP: {2 + 4 + 2 = 8/8DP} (Descriptors: Gauntlet Mounted Grappling Gun)

                         Super-Movement 1 (Swinging; Extras: Linked to Speed (+0)) [2DP]

                         Super-Movement 2 (Wall-Crawling 2) [4DP] (DescriptorsGrapple Claws)

                         Speed 2 (Extras: Linked to Super-Movement (+0)) (25 mph, 250 ft. per round) [2DP] 

           APFlight 3 (Flaws: Gliding; Feats: Subtle) (50 mph, 500 ft. per round) {4/8DP} (Descriptors: Electro-reactive Glider Cape)

 
         Concealment 2 (All auditory senses; Flaws: Blending) [2DP] (Descriptors: Noise Dampening Materials)
 
         Enhanced Feats 2 (Second Chance 2 [Toughness Save vs. Ballistics and Conventional Blades) [2DP] (Descriptors: Nano-weaved Material)

         Immunity 1 (Environmental Cold and Heat; Flaws: Limited [Half Effect]) [1DP] (Descriptors: Protective Thermal Under-Layer)

         Protection 5 [5DP] (Descriptors: Armor Plating)

         Super-Senses 3 (Infravision; Vision Counters Obscure (Darkness) [Darkvision]) [3DP] (Descriptors: Night Vision Lenses)

         Super Senses 3 (Direction Sense; Distance Sense; Time Sense) [3DP] (Descriptors: Head-Up Display)

 

Device 5 (25DP Container, Flaws: Hard-To-Lose) [20PP] (Descriptors: Utility Belt, Belt, Technology)

         Gadgets Array 8.5 (17DP Array; Feats: Alternate Power 8 ) [25DP] (Descriptors: Gadgets)

              BPDamage 6 (Extras: Ranged; Feats: Improved Range, Mighty 4) {17/17DP(Descriptors: Crow's Claws, Piercing Damage Type, Thrown Weapon)

              APDamage 6 (Feats: Accurate 4, Extended Reach 1 [5 ft.], Improved Critical 2, Mighty, Subtle, Takedown Attack 2) {17/17DP(Descriptors: Collapsible Staff, Bludgeoning Damage Type)

              APDazzle 10 (Visual Dazzle; Flaws: Action [Full]; Feats: Improved Critical 2, Subtle, Triggered 2, Variable Descriptor 2 [Any Technological]) {17/17DP} (Descriptors: See No Evil, Flash, Darkness, Optic Disruption, Etc.) 

              APESP 5 (Auditory and Visual ESP; Extras: Duration [Sustained]; Flaws: Medium [Small Flying Drone]; Feats: Subtle 2) (Range: 1 mile) {17/17DP(Descriptors: Crow Drone, Remote Control, Spy Device)

             APIllusion 12 (Auditory; Extras: Independent (+0); Feats: Progression [Area] 3, Triggered 2) (600 ft. area) {17/17DP(Descriptors: Noisemaker, Playback Device, Sound, Remote Activated)

             APObscure 6 (Visual Obscure; Extras: Independent (+0); Feats: Progression [Area] 1, Triggered 2, Variable Descriptor 2 [Any Technological]) (Range: 60 ft., Area: 250-500 ft. radius) {17/17DP(DescriptorsVisual Distortion, Grenade, Smoke, Darkness, Flashbang, Illusionary Confusion, etc.)  

             APSnare 10 (Flaws: Action [Full]; Feats: Improved Critical 1, Reversible, Tether, Triggered 2, Variable Descriptor 2 [Any Technological]) {17/17DP(DescriptorsCrow's Traps, Nets, Cuffs, Rapidly Expanding Foam, Shock Field, etc.)

             APStun 10 (Flaws: Action [Full]; Feats: Accurate 4, Extended Reach 1 [5 ft.], Improved Critical 2) {17/17DP} (Descriptors: Stun Staff, Electricity) 

             APTrip 10 (Feats: Improved Critical 1, Improved Trip, Subtle 1, Triggered 2, Variable Descriptor 2 [Any Technological]) {17/17DP(Descriptors: Crow's Prey, Various Tripwires, Bolas, Lines, etc.)

 

Luck Control 2 (Force Rerolls, Spend HP For Others; Feats: Innate, Luck 2) [9PP] (Descriptors: Master Tactician, Training)

 

 

DRAWBACKS
-0PP

 

 

DC BLOCK

NAME

ACTION

RANGE

SAVE

EFFECT

ATTACK BONUS

Unarmed

Standard

Touch

DC19 Tou (staged)

Damage

+6

Crow’s Claws

Standard

150 feet

DC25 Tou

(staged)

Damage

+14

Collapsible Staff

Standard

Touch: 5 ft.

DC25 Tou

(staged)

Damage

+14, Crit 18-20, Subtle, Takedown Attack 2

Crow’s Prey

Standard

225 ft.

DC20 Trip Resist

(Worse bonus)

Tripped

+14, Crit 19-20, Improved Trip, Subtle 1, Triggered 2, Variable Descriptor 2 [Any Technological]

Crow’s Traps

Full

100 ft.

DC20 Ref

(staged)

Fail: Entangled
>5: Bound and Helpless

+14, Crit 19-20, Reversible, Tether, Triggered 2, Variable Descriptor 2 [Any Technological]

Noisemaker

Standard

Perception, 600 ft. area

DC22 Will 

Fail: Believe audio illusion 

Independent, Triggered 2

See No Evil

Standard

90 ft.

DC20 Ref
DC20 Fort to recover

Blinded

+14, Crit 18-20, Subtle, Triggered 2, Variable Descriptor 2 [Any Technological]

Stun Staff

Full

Touch: 5 ft.

DC20 Fort (staged

Fail: Dazed
>5: Stunned

>10: Unconscious

+14, Crit 18-20

 

 

Totals:

Abilities (56) + Combat (22) + Saving Throws (22) + Skills (37) + Feats (49) + Powers (49) - Drawbacks (0) = 235/239 Power Points

 

 

Edited by trollthumper
+4 PP for Feb 2024
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