Freefall's page

58 posts. Alias of GM_Drake.


Race

CC (Disarm) +10 Hero Points: 1; Gained: 0; Spent: 0; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect)

Classes/Levels

Location at end of current round: 4,000 feet above the ground

Gender

Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1;

Size

4

Age

5

Special Abilities

6

Alignment

7

Deity

8

Location

9

Languages

10

Occupation

11

Homepage URL

12

About Freefall

Hero Forge mini of Freefall

Here is Freefall updated.

Abilities (20 points):

Strength 1
Stamina 1
Agility 7
Dexterity 1
Fighting 0
Intellect 0
Awareness 0
Presence 0

Defenses (32 points):

Fortitude (Stamina 1 + 6 ranks) = +7
Reflex (Agility 7 + 6 ranks) = +13
Will (Awareness 0 + 7 ranks) =+7
Parry (Fighting 0 +13 ranks) = +13
Toughness (Stamina 1 + 0 ranks + 6 ranks of Defensive Roll) = +7

Skills (10 points):

Acrobatics (3 ranks + 7 Agility) = +10 (cost 3/4)
Athletics (12 ranks + 1 Strength) = +13 (cost 3)
Drive (4 ranks + 1 Dexterity) = +5 (cost 1)
Knowledge (Theology & Philosophy) (1 rank + 0 Intellect) = +1 (cost 1/4)
Close Combat (Disarming) (10 ranks + 0 Fighting) = +10 (cost 5)

Total cost of non-combat skill ranks: 5
Total cost of combat skill ranks: 5
Total cost of skills: 10

Advantages (10 points):

Benefit (Wealth) 1 rank
Defensive Roll 6 ranks
Equipment 2 ranks (8 points - 'houseboat' speedboat; 2 points - windsurfing board)
Uncanny Dodge

Sense Powers (4 points):

Senses (1/rank)

Awareness (Divine)
Direction Sense
Distance Sense
Time Sense

Immortalty (2 points):

Immortality (2/rank) 1 rank (2 weeks)

Messenger of the Gods base power - Teleport (68 points) + 4 Alternate Effects (4 points):

Teleport (13 ranks; move action/turnabout: 30 miles; two move actions: 8,000 miles (more than the diameter of Earth)
Action: move
Range: rank
Base Cost/rank: 2
Accurate extra (+1/rank) --> 3/rank
Extended extra (+1/rank) --> 4/rank
Easy extra (+1/rank) --> 5/rank
13 ranks at 5/rank = 65 points
Change Direction extra (1 flat-cost) --> 66 points
Change Velocity extra (1 flat-cost) --> 67 points
Turnabout extra (1 flat-cost) --> 68 points

Alternate Effect (Divine Delivery I):

As base power with following adjustments:

Remove the Easy extra (-13 points)
Remove the Turnabout extra (-1 point)
Add 14 ranks of Increased Mass extra (14 points)

Total Point Cost of Divine Delivery I: 68 points (reduced to 1 point for AE)

14 ranks is 400 tons
rank 14 mass examples (drilling rig)
rank 13 mass examples (747, fishing trawler)
rank 12 mass examples (767, cargo jet)
rank 11 mass examples (tank, locomotive)
rank 10 mass examples (APC, humpback whale)
rank 9 mass examples (fighter jet, semi, streetcar)
rank 8 mass examples (lear jet, subway car)
rank 7 mass examples (truck)
rank 6 mass examples (luxury car, van)

Alternate Effect (Freefalling):

Freefall Calculator

As base power with following adjustments:

Drop Teleport ranks down to 8 ranks (-25 points) (8 ranks = 1 mile) 
Remove the Extended extra (-8 points)
Remove the Easy extra (-8 points)
Add Reaction extra (+3/rank) (24 points) (trigger: someone attacking him)
Add Selective extra (+1/rank) (8 points)

1 rank of Movement (2/rank) for Safe Fall (2 points)

8 ranks of Enhanced Trait (Strength) with Limited (only applies while using Turnabout) and Limited (only applies to Disarming) flaws (4 points)

Enhanced Trait (Improved Disarm) (1 point)

2 ranks of Senses (Extended Visual) with the Sustained extra modifier (2 points)

While Freefalling alternate power is active he takes a -1 penalty on visual perception checks for every 1000 feet of distance (instead of the normal -1 penalty per 10 feet of distance).

Total Cost for Freefalling: 68 points (reduced to 1 point for AE)

Alternate Effect (Tandem Skydive):

Freefall's Tandem Teleport Power alternate power has the following:

Personal Teleport with Safe Fall (29 points)

Teleport with Accurate extra (3/rank) 8 ranks (24 points)
Change Direction (1 point)
Change Velocity (1 point)
Turnabout (1 point)
Movement (Safe Fall) (2 points)

Teleport Attack with Safe Fall (28 points)

Teleport Other with Accurate extra (resisted by Will) (3/rank) 8 ranks (24 points)
Change Direction (1 point)
Change Velocity (1 point)
Linked - Movement (Safe Fall) (2 points)

Enhanced Trait (Close Combat - Teleport Attack) 12 ranks (6 points)

Enhanced Trait (Improved Disarm) (1 point)

Enhanced Trait (Strength) with Limited (only applies while using Turnabout) and Limited (only applies to Disarming) 8 ranks (4 points)

Personal Teleport (29 points) + Teleport Attack (28 points) + Enhanced Trait (Improved Disarm) (1 point) + Enhanced Trait (Close Combat-Teleport Attack) (6 points) + Enhanced Trait (Strength) (4 points) = 68 points (reduced to 1 PP for being AE)

Alternate Effect (Divine Delivery II):

Safe Fall (2 points)
Dimensional Travel (3 ranks) with 14 ranks of Increased Mass extra (6 + 14 = 20 points)
Space Travel (3 ranks) with 14 ranks of Increased Mass extra (6 + 14 = 20 points)
3 ranks of Teleport with Accurate, Change Direction, Change Velocity, Turnabout extras and 14 ranks of Increased Mass extra (26 points)

Total for Divine Delivery II: 68 points (reduced to 1 point for AE)

Background Part 1:

Kenny Morrissey was born to a single mother (a stewardess living in Auckland, New Zealand who works on international flights for Air New Zealand).

His mother was elusive about who Kenny's dad was as he grew up.  When his mother had the birds and bees talk with him when he was twelve, she told him his father was a man named Favonius who she had a brief fling with when she used to work for Aegean Airlines during her first year as a stewardess.

Kenny's sperm donor always met his mother in the air and when the plane landed she could never find him remaining on or departing the plane.  When she told his father she was pregnant, she was called to the cockpit by the pilot, and when she returned, Favonius had disappeared from the plane (in flight!). "He vanished as if he was the wind."

During his teenage years, Kenny spent most of his free time windsurfing, and won a few local teen tournaments.  He earned his nickname of 'Kraken' by winning a number of races by winds surging as he was nearing the finish line with other competitors, which caused his board to ram into the other boards, veering the competition slightly off-course, with Kenny's board reaching the finish line first.  With rumours starting to circulate he was controlling the wind to his advantage he made sure to keep a decent distance from other competitors during races.  The rumours stopped but the nickname stuck.

When he was 17, he told one of the girls he was seeing what his mother told him his father's name was, she told him that was the Romanized name for Zephyrus, the Greek god of the West Wind.

Kenny set off to the west coast and climbed Mount Karioi and looked west across the ocean and the airplanes in the sky.

He shouted out, "Why don't you love me!!??!!"

As if in response to his question, a west wind whipped around him, and he heard someone say behind him, "Who is it you're yelling at, stranger?" Startled due to thinking he was alone at the edge of the dormant volcano's peak, Kenny stumbled and fell off the mountaintop, and his tumble turned into a fatal fall.

"Time to get you back home to see if you recover.  Don't want your mother to see you not breathing after all."
The stranger teleported the two of them to Kenny's bedroom and laid the fresh corpse onto the bed and covered him with a blanket.

"Will you figure out what your mother never did?"
The stranger left a note on Kenny's bedroom door, "Death is no excuse to not deliver a message.  Tell your mother I said hi."

As the stranger was about to teleport away, he paused, and placed his left hand on Kenny's chest, his hand glowing light blue, with the light spreading out to envelop Kenny's corse, "Something as simply as falling should never prevent you from delivering words or items you are charged with delivering." 

Two weeks went by, his mother not due to return for yet another three days, when Kenny opened his eyes for the first time since he died. 
Confused about being in his bed since the last thing he remembered was tumbling from the top of Mount Karioi. As he thought of the stranger surprising him on the mountaintop and looking down as Kenny fell, Kenny teleported to air where he was when he was looking up at the stranger at the mountaintop....and realized he was falling...but unlike the first time, he was conscious when his feet touched the ground, somehow the speed of his fall vanished just before he landed. Looking up at where he fell from, confused to what was happening, he somehow knew the exact distance he was from the spot he fell from, and teleported and was standing at the spot he fell from, looking down at where he had landed.

To be continued...

some combat tactics:

His default Teleport power array is the 1st alternate effect (Freefalling)

Turnabout (Disarm)

If his Freefalling reaction is triggered, he swaps to Tandem Skydive, turnabout to grab foe that attacked him to bring him into sky with him.

Freefall knows that the foe will not go splat if they hit the ground (but the foe does not know that).

Below is still WIP.

He would want to make sure he was wearing winter clothing for that jaunt. :)

basic seeds of non-heroic background: He competed in the Summer Olympics for windsurfing. He also competed in various windsurfing tournaments around the world, and the bulk of his winnings went to purchasing his cutwater speedboat, with enough savings left over to cover his basic living and travel expenses. He does save a lot in gas cost (as once he is past the horizon (from onlookers' perspectives) he teleports his boat (and everyone on it) to somewhere else on the planet.

Complications

Motivation: Thrills
Other complication: Identity

Whereas to a very small niche of fans (windsurfer community) he is well-known, he is far from famous enough for the Fame complication.
He wears a hero costume that conceals his non-heroic identity.

Have not thought of a name for him yet (both his heroic and non-heroic identities).

I have, however, worked a bit on coming up for a name for his cutwater speedboat. His personal 'houseboat', though I have not decided on the name yet. One of the names I jotted down (which will not be the name of the boat) is 'Smurfs Up'. One of the other names I jotted down that might wind up being the name is Splash Pad.

Probably going to be from Australia or New Zealand.

One of the benefits he brings to the team is fast travel across the globe. Should someone else have a land vehicle we can all fit in (that has a gross weight of no more than 6 tons, I can port the vehicle with us in it.

Vertical Distances between Freefall and foes that he teleported into the sky when using Turnabout Teleport Attack each round while he (and foes) are falling:

To quickly see what height each falling foe is at (giving vertical distance ranks to the heroes on the ground) and their respective vertical (not horizontal) distance ranks from Freefall as he is doing his 'Rain of Falling Foes'.

Starting first round of Freefall teleporting 5,000 feet above the ground to teleport. Freefall falls 500 feet each round due to using Turnabout. Foes fall 500 feet for their first round of falling, then 1,000 feet per subsequent round of falling.

Falling foes are at least 6 vertical ranks of distance away from other falling foes. The distance between falling foes are at multiples of 1,000 feet. 1,000 feet between falling foes (6 distance ranks); 2,000 feet between falling foes (7 distance ranks); 3,000 feet to 5,000 feet between falling foes (8 distance ranks)

For turns Freefall Turnabout Disarms or fails to successfully Turnabout Teleport Attack a foe into the 'Rain of Falling Foes', that foe # placement in the order is blank.

Freefall teleports foes above the waters of the Gulf near the shore (but not near the beach-goers).

Using Pythagorean Theory, at the start of the the round after Freefall teleports 5,000 feet above the ground to scan the city, he is 4,500 feet above the ground; allowing him to reach anyone on the ground that is within 2,761 feet away from the location on the ground that is directly below Freefall. 1/2 mile is 2,640 feet, so he can Teleport Attack anyone on the ground that is within a rank 7 distance from that location on the ground and Teleport Attack them to a location in the sky that is 1 mile high and be moved a horizontal distance of up to 7 ranks distance from where they were on the ground. When he is not choosing a specific desination within the city to teleport foes to, he teleports above the waters of the Gulf (or in that direction, and if necessarily repeat a Teleport Attack on a foe to get them above the Gulf.

Note: The distance ranks below indicate how many vertical distance ranks a foe is from Freefall, not the horizontal distance between falling foes and Freefall (which will tend to be up to 7 ranks of horizontal distance from Freefall).

1st round: He teleports 5,000 feet into the sky, and makes Perception check, as he falls 500 feet.

Heights at start of 2nd round: Freefall (4,500 feet)

2nd round: He Turnabout Teleport Attacks foe #1 one mile (5,280 feet) above ground. Both Freefall and foe #1 fall 500 feet.

Heights at start of 3rd round: Freefall (4,000 feet), Foe #1 (4,780)

# of distance ranks falling foes are from Freefall at start of 3rd round: Foe #1 (5 ranks above Freefall)

3rd round: He Turnabout Teleport Attacks foe #2 one mile above the ground. Both Freefall and foe #2 fall 500 feet. Foe #1 falls 1,000 feet.

Heights at start of 4th round: Freefall (3,500 feet), Foe #1 (3,780 feet), Foe #2 (4,780 feet)

# of distance ranks falling foes are from Freefall at start of 4th round: Foe #1 (4 ranks above Freefall), Foe #2 (6 ranks above Freefall)

4th round: He Turnabout Teleport Attacks foe #3 one mile above the ground. Both Freefall and foe #3 fall 500 feet. Rest of falling foes fall 1,000 feet.

Heights at start of 5th round: Freefall (3,000 feet), Foe #1 (2,780 feet), Foe #2 (3,780 feet), Foe #3 (4,780 feet)

# of distance ranks fallling foes are from Freefall at start of 5th round: Foe #1 (3 ranks below Freefall), Foe #2 (5 ranks above Freefall), Foe #3 (6 ranks above Freefall)

5th round: He Turnabout Teleport Attacks foe #4 one mile above the ground. Both Freefall and foe #4 fall 500 feet. Rest of falling foes fall 1,000 feet.

Heights at start of 6th round: Freefall (2,500 feet), Foe #1 (1,780 feet), Foe #2 (2,780 feet), Foe #3 (3,780 feet), Foe #4 (4,780 feet)

# of distance ranks falling foes are from Freefall at start of 6th round: Foe #1 (5 ranks below Freefall), Foe #2 (4 ranks above Freefall), Foe #3 (6 ranks above Freefall), Foe #4 (7 ranks above Freefall)

6th round: He Turnabout Teleport Attacks foe #5 one mile above the ground. Both Freefall and foe #5 fall 500 feet. Rest of falling foes fall 1,000 feet.

Heights at start of 7th round: Freefall (2,000 feet), Foe #1 (780 feet), Foe #2 (1,780 feet), Foe #3 (2,780 feet), Foe #4 (3,780 feet), Foe #5 (4,780 feet)

# of distance ranks falling foes are from Freefall at start of 7th round: Foe #1 (6 ranks below Freefall), Foe #2 (3 ranks below Freefall), Foe #3 (5 ranks above Freefall), Foe #4 (6 ranks above Freefall), Foe #5 (8 ranks above Freefall)

7th round: He Turnabout Teleport Attacks foe #6 one mile above the ground. Both Freefall and foe #6 fall 500 feet. Rest of falling foes fall 1,000 feet.

Heights at start of 8th round: Freefall (1,500 feet), Foe #1 (back on the ground), Foe #2 (780 feet), Foe #3 (1,780 feet), Foe #4 (2,780 feet), Foe #5 (3,780 feet), Foe #6 (4,780 feet)

# of distance ranks falling foes are from Freefall at start of 8th round: Foe #1 (on ground, 6 ranks below Freefall), Foe #2 (5 ranks below Freefall), Foe #3 (4 ranks above Freefall), Foe #4 (6 ranks above Freefall), Foe #5 (7 ranks above Freefall), Foe #6 (8 ranks above Freefall)

8th round: He Turnabout Teleport Attacks foe #7 one mile above the ground. Both Freefall and foe #7 fall 500 feet. Rest of falling foes fall 1,000 feet.

Heights at start of 9th round: Freefall (1,000 feet), Foe #1 (on ground), Foe #2 (back on ground), Foe #3 (780 feet), Foe #4 (1,780 feet), Foe #5 (2,780 feet), Foe #6 (3,780 feet), Foe #7 (4,780 feet)

# of distance ranks falling foes are from Freefall at start of 9th round: Foe #1 (on ground, 6 ranks below Freefall), Foe #2 (on ground, 6 ranks below Freefall), Foe #3 (3 ranks below Freefall), Foe #4 (5 ranks above Freefall), Foe #5 (6 ranks above Freefall), Foe #6 (8 ranks above Freefall), Foe #7 (8 ranks above Freefall)

9th round: He Turnabout Teleport Attacks foe #8 one mile above the ground. Both Freefall and foe #8 fall 500 feet. Rest of falling foes fall 1,000 feet.

Heights at start of 10th round: Freefall (500 feet), Foe #1 (on ground), Foe #2 (on ground), Foe #3 (back on ground), Foe #4 (780 feet), Foe #5 (1,780 feet), Foe #6 (2,780 feet), Foe #7 (3,780 feet), Foe #8 (4,780 feet)

# of distance ranks falling foes are from Freefall at start of 10th round: Foe #1 (on ground, 4 ranks below Freefall), Foe #2 (on ground, 4 ranks below Freefall), Foe #3 (on ground, 4 ranks below Freefall), Foe #4 (4 ranks above Freefall), Foe #5 (6 ranks above Freefall), Foe #6 (7 ranks above Freefall), Foe #7 (8 ranks above Freefall), Foe #8 (8 ranks above Freefall)

10th round:As the foes he has been Turnabout Teleport Attacking are not near him (and typically are up to 7 horizontal ranks of distance from him, unless other foes are on the ground near where he would land at the end of this turn, he will continue using Turnabout to Teleport Attack (or Turnabout Disarm) foes on the ground (or falling foes to 'corral' them above the waters of the Gulf or to another destination that his superhero teammates (or the police) want him to teleport them to).

Heights at start of 11th round: Freefall (varies), Foe #1 (on the ground), Foe #2 (on the ground), Foe #3 (on the ground), Foe #4 (back on the ground), Foe #5 (780 feet above the ground), Foe #6 (1,780 feet above the ground), Foe #7 (2,780 feet above the ground), Foe #8 (3,780 feet above the ground)

Heights at start of 12th round: Freefall (varies), Foe #1 (on the ground), Foe #2 (on the ground), Foe #3 (on the ground), Foe #4 (on the ground), Foe #5 (back on the ground), Foe #6 (780 feet above the ground), Foe #7 (1,780 feet above the ground), Foe #8 (2,780 feet above the ground)

Heights at start of 13th round: Freefall (varies), Foe #1 (on the ground), Foe #2 (on the ground), Foe #3 (on the ground), Foe #4 (on the ground), Foe #5 (on the ground), Foe #6 (back the ground), Foe #7 (780 feet above the ground), Foe #8 (1,780 feet above the ground)

Heights at start of 14th round: Freefall (varies), Foe #1 (on the ground), Foe #2 (on the ground), Foe #3 (on the ground), Foe #4 (on the ground), Foe #5 (on the ground), Foe #6 (on the ground), Foe #7 (on the ground), Foe #8 (780 feet above the ground)

Heights at start of 15th round: Freefall (varies), Foe #1 (on the ground), Foe #2 (on the ground), Foe #3 (on the ground), Foe #4 (on the ground), Foe #5 (on the ground), Foe #6 (on the ground), Foe #7 (on the ground), Foe #8 (back on the ground)