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Amelia

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Everything posted by Amelia

  1. For those interested: I've decided that I'm going to just put in an edit request to use my veteran rewards to get this on Strix's character sheet so it's active and available. If I wait to first run an origin story thread for his acquisition of it, then, at our current posting rates, it could easily be a year and a half plus of real-life time before we actually get to use the damned thing. I'll reserve the right to do a flashback thread at some point, but otherwise, I'd just like to get this into circulation, and I'm content to leave it as a Noodle Incident. Anyone who wants their PCs to have been involved in the acquisition of the club and/or who wants to be a member, let me know, and be sure to buy the Benefit feat described below when you get the chance. (I think access to the club is worth a 1PP Benefit feat, and I don't think Strix should have to it since he's paying the Equipment cost.) (@Dr Archeville, @Tiffany Korta, @Thunder King, your Bedlam PCs are particularly well suited to have been involved in such an effort, and Strix has already worked with most of them before.) (@Dr Archeville, unless you have some other preference, I'd be fine with Dead-Head and Strix having met for the first time during that effort.) I know edit requests take some time, so let me know as soon as you've submitted one, and I'll be happy to act as if you already have it on your sheet in any thread which might take place while you're still waiting on the edit. Here's another pass at the HQ. Let me know if any of you have any final input, concerns, etc. before I submit my own edit request. I made it a bit less malevolent and counter-productive for the designated members/residents, but still quite a ride for any "guests", invited or otherwise. I voluntarily capped all the attack powers at PL10, since that's our Bedlam cap. (And yes, I did steal a bunch of stuff from The House That Hate Built in Paragons.) New Feat: Benefit (Twilight Lodge Member) Headquarters: The Twilight Lodge [35EP = 7PP] Power Level: 13 Size: Large Exterior (500ft, Mansion) / Huge Interior (1,000ft, Castle) [3EP] Toughness: 10 [1EP] (Magically Warded and Ectoplasm-Reinforced Structure) Features: [31EP] Concealed 3 (+20 DC) (Magical Perception Filter, Unholy Aura) Defense System 2 (Ghosts, Zombies) Dimensional Portal (Hell) Dual Size (Interdimensional Structure) Feature: Secret Sewer Entrance Fire Prevention System Garage Gym Holding Cells 2 (Toughness 15, Nullify 10) (Magically Warded and Ectoplasm-Reinforced Dungeon) Library Living Space 2 (Masterwork) Personnel (Undead Servants) Pool Powers 7 (182PP) Power System (Hellfire Furnace) Security System 3 (DC30) (Magical Wards) Self-Repairing (Ectoplasm-Infused Structure, Undead Servants) Workshop (Artificer/Ritualist) Powers: [PL13 x 2 = 26PP per rank, x7 ranks = 181/182PP] Concealment 3 (ESP effects, Mental-type senses, Extras: Duration [Continuous], Flaws: Limited [Observers outside the clubhouse can use ESP effects and Mental-type senses to perceive the exterior of the clubhouse, but not the interior, and vice versa], Permanent) [3PP] Features 1 (Temporal Inertia) [1PP] Immunity 1 (Mister Strix's vampiric aura) [1PP] Nullify 10 (Insubstantial, Super-Movement [Dimensional Travel], and Teleport effects of any descriptor, Extras: Action 3 [Reaction], Effortless, Range [Perception], Flaws: Limited [Only counters attempts to enter or exit the clubhouse]) [62PP] Obscure 7 (Sense Types: All, Area: 500ft radius, Extras: Action 3 [Reaction], Flaws: Duration 2 [Instant], Limited [Machines], Partial Concealment, Range [Touch], Uncontrolled) [7PP] Psychomancy 23 (46PP Array, Feats: Alternate Power 3) [49PP] Base Power: Mind Reading 10 (Extras: Action [Standard], Flaws: Limited [Probe], Feats: Subtle) [11PP] Alternate Power: Emotion Control 10 (Extras: Area [General, Burst], Mental, Selective, Flaws: Limited [Fear], Feats: Progression [Area Size] 3 [500ft radius]) [33PP] Alternate Power: Illusion 10 (Sense Types: All, Extras: Selective, Flaws: Phantasm, Feats: Progression [Area Size] 6 [500ft radius]) [46PP] Alternate Power: Teleport 10 (Extras: Duration 2 [Continuous, no action needed to keep portals open], Portal, Flaws: Action 2 [Standard Action to open or close a portal], Limited [Short-Range Jumps, 1,000ft], Limited [To/From inside the building], Feats: Change Direction, Insidious, Progression [Portal Size] 2 [25ft], Subtle) [25PP] Super-Senses 13 (Normal Vision, Extras: Counters Concealment, Counters Illusion, Counters Obscure [All Descriptors], Penetrates Concealment, Flaws: Limited [Inside the building]) [7PP] Transform 10 (Memory Alteration, Extras: Action 3 [Reaction], Alternate Save [Will], Duration [Continuous, Lasting], Mental, Range [Perception], Flaws: Limited [Memory alteration is limited to erasing or distorting memories of the clubhouse interior], Limited [The clubhouse will only alter a target's memory when they are leaving the building], Feats: Subtle) [51PP] Description: In the Greely Point neighborhood of Bedlam City sits the headquarters of the Twilight Club, a mansion built in the Beaux-Arts style popular among the wealthiest families of 19th-century America. Most people who walk by the mansion don't see it, or remember seeing it. They don't want to. They subconsciously recoil from the unholy aura surrounding it. The house is "on the grid", but nobody seems to notice. It has electricity and running water, but no one ever sends a bill or a meter-reader. No government agency ever tries to collect any property taxes. No property deeds, building permits, or other documentation seems to be on file anywhere, and nobody seems to notice or care. All the trees and grass near the house are dead, and nothing new grows. Most animals avoid the house, though bats, crows, and owls sometimes roost nearby. The whole structure is plagued by random electromagnetic interference. Phone and TV reception is unreliable, as are cellular signals and radio transmissions. Static and video tearing are common. Even the rare person with a will strong enough to defy the magical perception filter surrounding the house finds it impossible to penetrate the exterior with any sort of scrying magic or telepathy. The interior of the clubhouse is furnished lavishly but anachronistically. Undead servants, both corporeal and incorporeal, maintain the house and attend to the needs of the members and their guests. There is a fully staffed kitchen, bar, and dining room, open all day and night, every day and night. There is always someone available to answer the door and take a coat. But the ghosts aren't always visible, and when they are, one might wish they weren't. They often have distorted bodily proportions or mortal wounds. The zombies run the full spectrum of preservation, from bare skeletons to dried out or bloated corpses missing half their flesh, to revenants so pristine they almost appear to be alive. Some of them have reclaimed their own bodies, but others are walking around in skin that does not belong to them. The staff have all chosen to serve the Club because it was a way out of Hell, but they wouldn't have needed a way out of Hell in the first place if they had been good people while they were alive. So while they serve voluntarily, they often act in a passive-aggressive, discourteous, or mischievous fashion. Since the clubhouse spent over a century soaking up ectoplasm and psychic resonance, and now exists simultaneously in two different dimensions, its internal structure is malleable, and all those mental vibrations congealed into a sort of rudimentary and malevolent intelligence. The house hates everyone, but it is bound to serve Club members. So while it may occasionally trick a Club member or their guest with minor illusions, and it will wipe or scramble the memories of any non-members when they leave, the house can only fully indulge its sadism with uninvited guests. It invades the minds of any intruders, learns what they fear, and uses that fear to torment them, before its undead servants finally destroy them. The house can create portals which move an intruder from one room to another. It will open a trap door beneath their feat, or cause a door or staircase to open up onto the wrong room or a dead end, or make it appear as if hallways go on forever by imperceptibly placing portals in the path of the intruder which send them back to where they started. The interdimensional nature of the house makes it almost impossible to access with teleportation, phasing, or any other means beyond actually walking through a door or climbing through a window. It also creates minor time distortions. Changes in the history of the mortal world do not affect the lives or memories of those inside the building. The food and spices in the kitchen never seem to spoil, no matter how long they are stored. There are "perishable" items in there older than any living human. Even for the Club members, the interior of the house never seems to remain constant, and there is a malevolent atmosphere. Sometimes a room will be laid out differently than it was the last time it was entered, as though the furniture had all been moved around, or the window or fireplace was mounted into a different wall. There are dozens of paintings hanging on the walls. The scenes they depict seem to change with repeated viewing. An object held in one hand will switch to the other. A dress will change color. A face which was looking off to the side and smiling when first seen will change to be looking directly at the observer and scowling when they turn back to it. Every time the observer turns away, sometimes every time they blink, the face gets a little larger in the frame, as if the person in the picture was moving toward the viewer, getting closer. The bedrooms and bathrooms have mirrors, and sometimes the reflection is distorted, or has wrong-colored eyes (black, red, yellow, etc.), or bleeding eyes, or shows bleeding wounds the viewer doesn't have on their body. Sometimes a reflection moves slightly out of sync with the viewer, or the viewer sees someone else standing behind them (maybe one person, maybe a whole room full of people). Doors and windows sometimes randomly open or close by themselves, or will be stuck and immovable the first few times someone tries to open them, but after that person gives up, they'll open by themselves. Objects sometimes randomly move or get knocked off of surfaces by some invisible force. Gusts of wind may rush by, nowhere near an open window. Cold spots may appear and shift randomly. Candles and fireplaces may light themselves, or snuff themselves out. Sometimes shadows appear which are not attached to anything, or things and people which should have shadows don't. Sometimes disembodied whispers, laughter, screams, or howls will randomly echo down the halls, or seem to come from far away, maybe even outside the clubhouse. Sometimes the walls bleed. Sometimes the blood vanishes on its own. Other times, a zombie eventually shambles along with a mop. History: The Twilight club was built in 1880 by some of the wealthiest men in Bedlam City as a status symbol and an attempt to emulate their counterparts on the East Coast. The members engaged in every imaginable form of vice, including, eventually, the occult. The lives of countless innocents, mostly poor, many of them immigrants and/or children, were sacrificed to fuel amateurish rituals and petty pacts the club members used to coerce minor demons and spirits into helping them indulge their increasingly depraved tastes. In 1951, a summoning ritual went horribly wrong. The physical structure of the clubhouse had spent decades soaking up ectoplasm from tormented souls and psychic resonance from the terror, pain, and blood of the club's victims. One last summoning tipped the clubhouse over into a spiritual critical mass. The mental vibrations congealed into a sort of rudimentary intelligence, and the clubhouse itself shifted into a sort of dimensional borderland where it existed halfway between the mortal universe and some version of what most people would call a "Netherworld" or a "Hell". The club members did not understand why they could not control the entity they had summoned. They did not understand that they had brought themselves as much into its world as they had brought it into theirs. The thing they beckoned destroyed them, and their souls were bound to the clubhouse, joining many of their own victims. The outside world, meanwhile, seemed to mostly forget that the club or its members had ever existed. For the next several decades, the clubhouse stood empty, save for the undead creatures bound to it, and the occasional hapless mortal too curious and strong-willed to be deterred from the house, who inevitably became another of its victims and then its servants. This state of affairs ended in 2019, when Mister Strix and several other Bedlam City vigilantes were drawn to the house. They endured the house's psychic assaults, fought off its undead minions, and penetrated to the "heart" of the mansion, finding and seizing control of the Hellfire Furnace, the unholy machine containing the portal to "Hell" which powered the building. Strix took ownership of the club and responsibility for the house, and he changed the "rules". He set free all the dead souls held captive by the house, and reconfigured the Hell portal. Now, every undead creature staffing the Twilight Club is a soul damned by their own foul deeds in life, who has been given the chance to leave their Hell and do penance by serving the Club. Each soul who does so will eventually be released to a more pleasant afterlife than they would otherwise have deserved. But until their penance is complete, none of them can leave the house, save to go back to their Hell. Membership: The Club president's office contains two seemingly indestructible documents: The ownership deed to the club, with the club president's name on it, and the membership roll, with the names of all other members. When ownership of the club changes hands, the old president's name spontaneously vanishes from the deed and the new owner's name appears in its place. Likewise, when a new member is confirmed, their name magically appears on the roll. To induct a new club member, the president must shed their blood upon the new member's inner wrist. The new member then must place their hand inside the hellfire furnace which is the "heart" of the clubhouse. The hellfire transforms the president's blood into a magical tattoo. The tattoo is invisible under most circumstances. It only becomes visible when the member enters the clubhouse, or when two or more members hold their wrists close to one another. Club members have full freedom of movement and use of the facilities, including lodging for as long as they wish. The undead servants will wait on them, fulfill any requests, and defer to their authority. They ignore the magical perception filter and bypass the defensive wards. The clubhouse will not use its powers to attack members. They will not be psychically tormented or teleported from one part of the clubhouse to another, and they will retain full memory of their experiences in the interior of the clubhouse upon exiting it. Members are also allowed to bring guests into the clubhouse. Guests will not be harmed by the clubhouse or its staff, but they do not receive the same deference as a member would, and they will not retain their memories upon leaving the building.
  2. Amelia

    Ink (OOC)

    Unless someone stops him, Strix is gonna crawl over to the big guy and start drinking.
  3. Amelia

    Ink

    The man in white cracked a half-grin for a moment when he glanced up in time to watch the last of the cultists fall to the floor to join him. Then he dug his claws into the floor and dragged himself back toward the hallway, crawling to the brute who wasn't quite so brutish anymore. So thirsty...last time...blood...last time it was this bad...someone almost died...here's hoping...the taint...has left their blood...not sure it would even affect me anyway...monster...like dumping spoiled food into a lagoon of raw sewage... Strix heaved himself up onto the unconscious brute, letting his massive white cape fall around them, obscuring them from the room behind him. Then his lips found the man's throat, and he sunk his fangs in, and he drank.
  4. Is this one waiting on me, or someone else?
  5. @Gizmo, @trollthumper, did one of you want to get an IC post in, or should I move things forward with another GM post?
  6. Dirge: 0 GM: 0 Hex: 0 Mister Strix: 3 posts = 1PP Golgotha Tenement Blues (2) Ink (1)
  7. Amelia

    Ink (OOC)

    Wait, how does that math work? My understanding is that one character, presumably Horus, would roll a power check to counter, and everyone trying to help would roll an Aid check against DC10, providing a +2 bonus to the "lead" character if they succeed (and another +1 for every 10 points they score over that DC10). It doesn't look like Tiff rolled a power check to Aid at all? I get that the 13 is Horus's effective power rank, but where are the two "8"s coming from?
  8. Intimidate check for the guards: 17.
  9. The man in white kept glaring unblinkingly at Frankie. He didn't react to the guards or the fleeing youth at all. "Call off your dogs" he growled. "If bullets hurt me, then your other guys would still be able to walk. If they shoot at me, they'll just hit you, and everyone else in the next room. Then I'll have to take those guns and feed them to you. You're closed for the night. Now tell me what's waiting for us at the warehouse by the docks, who hired you to kill those kids, everything."
  10. Should I roll initiative, or just do the thing?
  11. REGENERATED by Fox Mister Strix Please spend his unspent 2PP to add the "Restoration" and "Total" extras to his Healing power.
  12. ADAPTED by Fox Dirge Error: Please correct the Toughness save and Knockback Resistance on his sheet. They should read "Toughness: +14/+8 (+8 Con, +6 Force Field)" and "7/4". Slight re-tool: He has 2PP free. Please drop his Charisma from "14 (+2)" to "10 (+0)". That frees up 4PP, for 6PP total unspent. Please drop his 5 ranks in Notice. Shift one rank to Perform (Oratory), changing it to "4 (+4)", and drop the other 4 ranks completely. That frees up 1PP, for 7PP total unspent. Please drop his Environmental Adaptation feat. That frees up 1PP, for 8PP total unspent. Please spend the 8PP to add two ranks to his Device, and change it to the following: Device 3 (15PP Container [Passive, Permanent], Flaws: Hard-To-Lose) [12PP] (Descriptors: Environmental Force Field Projector, Technology) Environment Control 1 (Light [Level 1], Area: 5ft radius, Extras: Action [Move], Duration [Continuous], Linked [Features, Immunity], Flaws: Range [Touch]) [2PP] (Descriptors: Environmental Force Field, Technology) Features 4 (Environmental Adaptation 4 [High-Gravity, Low-Gravity, Underwater, Zero-Gravity], Extras: Linked [Environment Control, Immunity]) [4PP] Immunity 9 (Life Support, Extras: Duration [Continuous], Linked [Environment Control, Features], Flaws: Action [Move]) [9PP]
  13. SCHOOLED by Fox Hex He has 3PP unspent. Please spend 3PP to add 12 Skill ranks: +3 Concentration = 10 (+13) +5 Diplomacy = 11 (+15) +4 Knowledge (Arcane Lore) = 17 (+20)
  14. Strix lines up eye contact with Frankie, drops his Concealment effect, swaps to Mind Control, and tries to seize control of Frankie. Mind Control power check: 26. That's a DC26 Will save for Frankie, if he can even make that. Surprise round only gives him one standard or move action, which he uses to attempt the mind control. Takes a move action to give orders, so he can't do that before the NPCs get a chance to react.
  15.  "We're going to deal with him first." The glaring black eyes of the man in white appeared in front of Frankie's own as Strix stopped concentrating on forcing everyone to ignore his presence and focused the full might of his will upon the drug dealer. Strix loomed over Frankie, leaning in so close that the man could have felt Strix's breath upon his face, if Strix still breathed. Frankie could see his own breath, since the room was so cold, though he hadn't consciously noticed it until now.
  16. Amelia

    Ink (OOC)

    Mister Strix will use one of the rank 8 powers in his array (or the array itself) to Aid Lady Horus's power check. Since he's Shaken, he's at -2 on all checks, so it's effectively rank 6. Aid check (DC10): 14. That gives Lady Horus +2 on her check. @RocketLord, on account of the descriptor for this action, please feel free to give Strix a complication for massive blood loss, such as forcing him to save against an attack effect like Damage, or inflicting Fatigue conditions.
  17. Amelia

    Ink

    "GRRRAAARRRR!" Another tiger's roar echoed across the room as the man in white snarled and raised his claws to shield his eyes from the ankh's light. "The unholy power..." He growled through clenched fangs. "...which chains what's left of my soul to this body..." He plunged his talons into his own forearm. "HHHNNNGGGG!" No blood bubbled up to the surface of his skin. "...the glue holding together this mockery of Life..." He dragged his claws through his own flesh, shredding his jumpsuit and flaying himself down to the bone. Still, no blood leaked from his arm. "...it can't be part of the natural world." He raised his flayed arm outstretched toward the pile of books. At last, the blood appeared, not a trickle or even a splash upon the floor below him, but a torrent blasting directly through the air at the books and their ink. His shriveled, blackened heart forced the blood out through his veins with inhuman strength. Liter after liter of black syrup, with highlights of scarlet if the light hit it from just the right angle, sprayed like a fire hose from his tattered arm. "I'm no sorcerer...but I am sorcery." He collapsed, his hands and knees preventing him from falling completely prone, a puppet with half but only half of his strings suddenly cut. "Raw material...fuel for your fire."
  18. Amelia

    Ink (OOC)

    Bloody hell. OK, if anyone wants me to Aid or Combined Attack with them, let me know. Better than being completely ineffectual like I have been so far.
  19. GM: 1 post Siren Song of The Void (1) Give the 1 GM post to Dirge. Dirge: 0 IC posts + 1 GM post = 1 post = 1PP Hex: 1 IC post = 1PP By Summer's End (1) Mister Strix: 2 IC posts = 1PP Golgotha Tenement Blues (1) Ink (1)
  20. GM Temperance and Grimalkin both quickly learned that Bedlam City had more than its fair share of occult activity for a metropolis of its size or age. Even a small amount of research, communion with local spirits, and examination of local spiritual residues hinted at unholy rites and crimes against nature going all the way back to the city's founding. Further examination of the graffiti left by the local street gangs revealed that the few truly magical elements were tools for locking spirits out or keeping them away, not inviting them to come in and stay a while. Set's network of online fans pooled their resources, some less legitimate or even legal than others, and established that the young man who had introduced himself to Grimalkin as "Lucien Hawthorne" went by many names. Set's admirers identified him with such monikers as "Vincent d’Amour”, “Claude Raventhorne”, “Vladimir Darque”, and “Kane Blackfyre”. But the only name with any substantial documentation attached to it, documentation in multiple cities and states throughout the Midwest which included pending paternity suits and petty larceny charges for various confidence games, was "Dale King". Once Set had the right hashtags trending, one of their followers, a local clubgoer, uploaded a picture she had snapped just a few minutes prior of King getting a drink thrown in his face by a woman who didn't look old enough to have legally purchased it. She only identified the location publicly as "#ClubNowhere", but in private direct messages she was willing to, after some star-struck gushing, provide the address of an abandoned factory on Industrial Drive, at the edge of Wolverton. Further research established that "Club Nowhere" was a pseudonym for various unlicensed nightclubs which moved around the city.
  21. As he scooped his runestones back into their pouch, and wiped the chalk dust from the cavern floor with another spell, Hex spoke to the fish-folk again. "There is a fold, or a hole, in space here." His hand made a sweeping gesture over the floor. "I had, in my arrogance, considered myself something of an expert in dimensional magic, but I have never seen its like before. I suspect this was the means by which the attackers gained entry, whether by creating it themselves, or merely hijacking an existing enchantment or naturally occurring phenomenon. If it is not your creation or tool, then I can, if you wish, attempt to close it, or at least to study it further." He rose to his feet. "But while they may have used magic for their entrance, they appear to have used other means for the actual assault. Mundane technology, perhaps?" He pointed to the cracked gem embedded in the floor. "May I ask what the function of this device was?"
  22. Strix flips on his Concealment power. As long as he doesn't give anyone a reason to notice him, they won't, and if he does, they need to make a DC18 Will save.
  23. The man in white didn't move his head to look at either of his companions as he addressed them. He continued instead to stare at the flophouse. "Wait outside. I can get in without anyone seeing me. I'll figure out which dirtbag is our dirtbag, and I'll restrain him. The rest don't matter. Let them run. Come in once the screaming starts." Strix dropped down to the ground, landing as always without a sound, and brazenly walked in through the front door. No one reacted to his presence. He watched and listened as he moved from room to room for any context clues distinguishing "Frankie" from the rest of the junkies.
  24. Amelia

    Ink (OOC)

    Notice check: 25. Just barely passed. Free Action: Use Extra Effort for a new save to shake off a lasting-duration effect, in this case, a new Will save against the Fear effect from Horus. Will save: 9. Natural "1". Reaction: Burn his last Hero Point to keep from being Fatigued next round. (I don't think your totals took into account his failed reroll from last round, so I'm pretty sure that was his last HP.) Free Action: Reconfigure the array to the Autofire and Claws/Fangs AP. Standard Action: Melee attack. Accurate Attack for +2 Attack / -2 Damage. All-Out Attack for +2 Attack / -2 Defense. Attack roll: 21. If that hits, then it's a DC23 (+1 for every 2 points over her Defense) Toughness save against Lethal damage.
  25. Amelia

    Ink

    The man in white hissed defiantly. "My soul was already stolen from me, by monsters far greater than you clumsy amateurs." Strix caught a flicker of movement in the corner of his own coal-black eye. "HORUS!" the man in white growled. He still couldn't bear to look directly at her. "Behind us! The books! More ink!" Try not to burn the entire room down this time. Glaring at the cultist cowering in the corner, Strix let his talons slip free from his fingers. Superhumans. No need to go easy. He weaved under and around the ink clouds hanging in the air and slashed at the robed woman.
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