Re: World of Freedom 3.2 - Splotch! Card Seeker Wakaba! The Sentinels (updated)!
Posted: Fri Jun 22, 2018 3:36 am
The Rook
Officially, the Rook departed from the Sentinels as a result of an amicable mutual decision that his talents were best used elsewhere. The amicable mutual decision actually consisted of him screaming "I quit! I quit your stupid team! Now let me at that refugee from a mad scientist convention!" while Princess tried to calm him down and stop him from punching Victor again, in the wake of the decision to use the Preserver Stones to exile Collapsar from this reality instead of simply destroying the star-snuffing monster, as the Rook would have preferred. The trip back to Earth was a rather frosty one, in many respects.
In reality, though, the seeds of the Rook's departure were sewn when he and Daedelus had a rather long talk during the quest for the stones, about the activities of Majestic Twenty and GENOCIDE, two conspiracies that the Rook had spent a great deal of time trying to extirpate. While Daedelus agreed that they were a threat, he pointed out that the alien hunters and anti-super-activists were actually just small facets of a much larger conspiracy. He revealed the existence of the Labyrinth to the Rook, explaining how most agencies such as SHADOW and VIPER were dependant on the Labyrinth for financial support.
On returning to Earth, the Rook discovered that his own family fortune was tied to the Labyrinth, as his parents had worked for many of its front companies and he'd sold his interest in the search engine he'd developed to yet another one! Daedelus had expressed a belief that the Labyrinth might be too entrenched in the Western financial system to be destroyed without causing massive economic chaos, and the Rook was seeing evidence that this terribly pessimistic view of matters might be correct. But that just made him even more determined to destroy this conspiracy against all that was good and true in the world, and so the Rook became the enemy of the Labyrinth.
While obsessed, the Rook is not unreasonable, and he knows that he cannot achieve his goals without assistance. As such, he has decided to recruit some back-up now that he can no longer rely on the Sentinels for assistance. (At least, that's how he sees things.) His first aide de camp is Anton Ramsey, a former AEGIS Active Response Team member who was discharged for striking a superior officer. (The superior officer had been sexually harassing another member of the team.)
The Rook hired Ramsey as a bodyguard for his secret identity and proceeded to test his loyalty in various ways for several months, before revealing his secret and inviting Ramsey to work alongside him. Ramsey believes that his employer is not quite sane, but respects his conviction and will go to the wall for him nonetheless. He uses the alias Stotan, after a training program he took part in during his high school years. Generally, when he takes the field it's with the purpose of extricating the Rook from whatever situation his employer has gotten himself into, and he doesn't engage in independent crime-fighting.
The Rook has also upgraded his arsenal, using AEGIS-style armorweave as the basis of his costume instead of spandex and leather. He maintains ties with Maximilian Mars, who's shared his knowledge of another conspiracy, known as the Initiative. Neither of them is certain how this organization ties into the larger picture of the Labyrinth, and the Rook increasingly suspects that it might be independent of it, and a potential threat that he might leverage against the older conspiracy. Just what he's going to have to do to bring about the end of these predators sometimes keeps him from sleeping easily, no matter how weary his battles leave him ...
The Rook -- PL 12
Abilities: STR 3 | STA 3 | AGL 5 | DEX 5 | FGT 8 | INT 6 | AWE 3 | PRE 3
Powers: Armored Costume (Impervious Protection 2, Subtle; Removable), Cowl (Senses 3 [extended vision, low-light vision, radio]; Removable), Wings of the Rook (Flight 5, Subtle, Wings; Movement 1 [safe fall]; Removable)
Equipment: Arsenal (Array: Ranged Affliction 6 [Resisted by Fortitude; Dazed, Stunned, Incapacitated], AP: Ranged Cumulative Burst Area Affliction 4 [Resisted by Fortitude; Impaired, Disabled, Unaware], Limited to Vision, AP: Ranged Burst Area Damage 4, AP: Strength-based Damage 2, Reach 1, AP: Strength-based Ranged Damage 2), Flashlight, Mini-Tracers, Headquarters (Size: Large; Toughness: 10; Features: Communications, Computer, Concealed, Gym, Infirmary, Laboratory, Library, Living Space, Power System, Security System 3, Workshop).
Advantages: Benefit 4 (Multi-millionaire), Close Attack 7, Defensive Roll 3, Equipment 8, Improved Initiative 2, Inventor, Jack-of-all-trades, Move-by Action, Power Attack, Quick Draw, Ranged Attack 3, Sidekick 15, Well-informed.
Skills: Acrobatics 7 (+12), Athletics 7 (+10), Deception 6 (+9), Insight 8 (+11), Intimidation 9 (+12), Investigation 8 (+14), Perception 8 (+11), Ranged Combat: Throwing 8 (+13), Stealth 9 (+14), Technology 8 (+14), Treatment 3 (+8), Vehicles 3 (+8).
Offense: Initiative +13, Unarmed +15 (Close Damage 3), Battle Staff +15 (Close Damage 5, Reach 1), Throwing Talons +16 (Ranged Damage 5), Taser Talons +16 (Ranged Fortitude 6).
Defense: Dodge 15, Parry 15, Fortitude 8, Toughness 9/7/3, Will 12.
Totals: Abilities 72 + Powers 10 + Advantages 48 + Skills 42 + Defenses 31 = 203 points
Complications: Justice--Motivation. Obsession (conspiracies). Secret Identity.
Stotan -- PL 5
Abilities: STR 2 | STA 2 | AGL 2 | DEX 1 | FGT 5 | INT 1 | AWE 1 | PRE 1
Equipment: Armorweave Suit (Impervious Protection 2, Subtle), Collapsable Baton (Strength-based Damage 1, Feature [Collapsable]), Grav-Bike (Size: Medium; Strength: 4; Speed: 5 [air]; Defense 11; Toughness 9; Features: Alarm 3, Loudspeakers and Spotlights, Navigation System 3, Remote Control, Senses 3 [direction sense, radio, time sense]).
Advantages: Assessment, Close Attack 2, Equipment 8, Teamwork.
Skills: Athletics 5 (+7), Deception 4 (+5), Expertise: AEGIS Agent 4 (+5), Expertise: Tactics 4 (+5), Insight 4 (+5), Intimidation 4 (+5), Investigation 2 (+3), Perception 4 (+5), Persuasion 2 (+3), Ranged Combat: Guns 4 (+5), Technology 3 (+4), Vehicles 4 (+5).
Offense: Initiative +2, Unarmed +7 (Close Damage 2), Baton +7 (Close Damage 3).
Defense: Dodge 6, Parry 6, Fortitude 5, Toughness 4, Will 4.
Totals: Abilities 30 + Advantages 12 + Skills 22 + Defenses 11 = 75 points
Complications: Justice--Motivation. Responsibility (protect Jack Cooper).
Officially, the Rook departed from the Sentinels as a result of an amicable mutual decision that his talents were best used elsewhere. The amicable mutual decision actually consisted of him screaming "I quit! I quit your stupid team! Now let me at that refugee from a mad scientist convention!" while Princess tried to calm him down and stop him from punching Victor again, in the wake of the decision to use the Preserver Stones to exile Collapsar from this reality instead of simply destroying the star-snuffing monster, as the Rook would have preferred. The trip back to Earth was a rather frosty one, in many respects.
In reality, though, the seeds of the Rook's departure were sewn when he and Daedelus had a rather long talk during the quest for the stones, about the activities of Majestic Twenty and GENOCIDE, two conspiracies that the Rook had spent a great deal of time trying to extirpate. While Daedelus agreed that they were a threat, he pointed out that the alien hunters and anti-super-activists were actually just small facets of a much larger conspiracy. He revealed the existence of the Labyrinth to the Rook, explaining how most agencies such as SHADOW and VIPER were dependant on the Labyrinth for financial support.
On returning to Earth, the Rook discovered that his own family fortune was tied to the Labyrinth, as his parents had worked for many of its front companies and he'd sold his interest in the search engine he'd developed to yet another one! Daedelus had expressed a belief that the Labyrinth might be too entrenched in the Western financial system to be destroyed without causing massive economic chaos, and the Rook was seeing evidence that this terribly pessimistic view of matters might be correct. But that just made him even more determined to destroy this conspiracy against all that was good and true in the world, and so the Rook became the enemy of the Labyrinth.
While obsessed, the Rook is not unreasonable, and he knows that he cannot achieve his goals without assistance. As such, he has decided to recruit some back-up now that he can no longer rely on the Sentinels for assistance. (At least, that's how he sees things.) His first aide de camp is Anton Ramsey, a former AEGIS Active Response Team member who was discharged for striking a superior officer. (The superior officer had been sexually harassing another member of the team.)
The Rook hired Ramsey as a bodyguard for his secret identity and proceeded to test his loyalty in various ways for several months, before revealing his secret and inviting Ramsey to work alongside him. Ramsey believes that his employer is not quite sane, but respects his conviction and will go to the wall for him nonetheless. He uses the alias Stotan, after a training program he took part in during his high school years. Generally, when he takes the field it's with the purpose of extricating the Rook from whatever situation his employer has gotten himself into, and he doesn't engage in independent crime-fighting.
The Rook has also upgraded his arsenal, using AEGIS-style armorweave as the basis of his costume instead of spandex and leather. He maintains ties with Maximilian Mars, who's shared his knowledge of another conspiracy, known as the Initiative. Neither of them is certain how this organization ties into the larger picture of the Labyrinth, and the Rook increasingly suspects that it might be independent of it, and a potential threat that he might leverage against the older conspiracy. Just what he's going to have to do to bring about the end of these predators sometimes keeps him from sleeping easily, no matter how weary his battles leave him ...
The Rook -- PL 12
Abilities: STR 3 | STA 3 | AGL 5 | DEX 5 | FGT 8 | INT 6 | AWE 3 | PRE 3
Powers: Armored Costume (Impervious Protection 2, Subtle; Removable), Cowl (Senses 3 [extended vision, low-light vision, radio]; Removable), Wings of the Rook (Flight 5, Subtle, Wings; Movement 1 [safe fall]; Removable)
Equipment: Arsenal (Array: Ranged Affliction 6 [Resisted by Fortitude; Dazed, Stunned, Incapacitated], AP: Ranged Cumulative Burst Area Affliction 4 [Resisted by Fortitude; Impaired, Disabled, Unaware], Limited to Vision, AP: Ranged Burst Area Damage 4, AP: Strength-based Damage 2, Reach 1, AP: Strength-based Ranged Damage 2), Flashlight, Mini-Tracers, Headquarters (Size: Large; Toughness: 10; Features: Communications, Computer, Concealed, Gym, Infirmary, Laboratory, Library, Living Space, Power System, Security System 3, Workshop).
Advantages: Benefit 4 (Multi-millionaire), Close Attack 7, Defensive Roll 3, Equipment 8, Improved Initiative 2, Inventor, Jack-of-all-trades, Move-by Action, Power Attack, Quick Draw, Ranged Attack 3, Sidekick 15, Well-informed.
Skills: Acrobatics 7 (+12), Athletics 7 (+10), Deception 6 (+9), Insight 8 (+11), Intimidation 9 (+12), Investigation 8 (+14), Perception 8 (+11), Ranged Combat: Throwing 8 (+13), Stealth 9 (+14), Technology 8 (+14), Treatment 3 (+8), Vehicles 3 (+8).
Offense: Initiative +13, Unarmed +15 (Close Damage 3), Battle Staff +15 (Close Damage 5, Reach 1), Throwing Talons +16 (Ranged Damage 5), Taser Talons +16 (Ranged Fortitude 6).
Defense: Dodge 15, Parry 15, Fortitude 8, Toughness 9/7/3, Will 12.
Totals: Abilities 72 + Powers 10 + Advantages 48 + Skills 42 + Defenses 31 = 203 points
Complications: Justice--Motivation. Obsession (conspiracies). Secret Identity.
Stotan -- PL 5
Abilities: STR 2 | STA 2 | AGL 2 | DEX 1 | FGT 5 | INT 1 | AWE 1 | PRE 1
Equipment: Armorweave Suit (Impervious Protection 2, Subtle), Collapsable Baton (Strength-based Damage 1, Feature [Collapsable]), Grav-Bike (Size: Medium; Strength: 4; Speed: 5 [air]; Defense 11; Toughness 9; Features: Alarm 3, Loudspeakers and Spotlights, Navigation System 3, Remote Control, Senses 3 [direction sense, radio, time sense]).
Advantages: Assessment, Close Attack 2, Equipment 8, Teamwork.
Skills: Athletics 5 (+7), Deception 4 (+5), Expertise: AEGIS Agent 4 (+5), Expertise: Tactics 4 (+5), Insight 4 (+5), Intimidation 4 (+5), Investigation 2 (+3), Perception 4 (+5), Persuasion 2 (+3), Ranged Combat: Guns 4 (+5), Technology 3 (+4), Vehicles 4 (+5).
Offense: Initiative +2, Unarmed +7 (Close Damage 2), Baton +7 (Close Damage 3).
Defense: Dodge 6, Parry 6, Fortitude 5, Toughness 4, Will 4.
Totals: Abilities 30 + Advantages 12 + Skills 22 + Defenses 11 = 75 points
Complications: Justice--Motivation. Responsibility (protect Jack Cooper).