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Everything posted by Amelia
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I'm looking for one Bedlam City based PC, for a single-encounter thread with Mister Strix and some NPCs. I'm not looking for any out-of-towners on this one. Please come up with some reason why your PC would happen to be in the Ash Street neighborhood at night. Strix is going to be investigating a series of murders targeting homeless people. You can be, too, or you can have some other agenda or issue. It doesn't matter if your PC has already met Strix or not. It's going to be a sort of prologue for another, slightly longer thread, which Strix will also be in. The same PC can in that one too, but they don't have to be. PM me if you want in, or if you have questions. Don't post here. I want at least one IC post every 3 days. If you go 3 days without posting, I'll skip you and move on.
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@Gizmo, @trollthumper, you have until tomorrow to post in the IC thread. Then I'm skipping you and moving forward to a new scene.
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Mister Strix found a perch in sight of Frankie's flophouse before Judex and Thorne left her office, so he had a bit of a wait ahead of him. Unfortunately for him, that gave him time to reflect. I haven't come that close to losing control since the day I tried to face The Sun. I thought I was making so much progress since we came up with this "outlet". But one junkie was all it took to get under my skin, to send me sliding right back down. I almost killed, again. The bare-knuckle evangelist and the doctor (of what, exactly?)...maybe, after this is over, I should let them remember, clearly. They probably don't know how to kill me, any more than I do, but it seems like they could stop me. And they might have to.
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- mr. strix
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It's been three days since the last IC post. Is something wrong?
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A couple things: I wouldn't bank on getting your points from March any sooner than May. The PP awards seem to be about a month behind these days. I think our House Rules specified that, for the Masterminds Manual skill challenge feats, you had to spend 1PP per -5 increment of penalty you were buying off. The penalty for discrete inquiries with Gather Info is -20, so it would cost 4PP to get rid of it completely with a skill challenge offset feat.
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A multi-colored gust of wind in the vague shape of a tropical bird soared across the drawing room to rest on Len's shoulder. While still focusing on his guest, Len reached for a bottle of perfume resting on the end table, pointed it near the air spirit, and squeezed out a spritz. One of the fire-dogs looked up from the log in the fireplace and gave it a high-pitched bark. The elemental bird inhaled the tiny cloud of perfume, then flapped its wings and flew to the door, where it slipped through the cracks at the top. Len drank the last of his tea and rose from his chair. "I cannot guarantee the results you desire, but you have my word that I will make every effort to convince this dragon to hold his servants to account, or, failing that, to compel him to do so. I will need to do some preliminary research, and I will need as much information on this 'Sugaar' and their 'Fire Clan' as you can provide. But first, if you will allow it, if it will not cause you further grief or discomfort, I would like to take a look at the cave from which the eggs were stolen. I may be able to obtain the evidence you lack. I doubt the effort would yield anything sufficient for a court of human law, but, fortunately, it will not be a human court where I plead our case."
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Mister Strix felt guilty about using his mind control powers on the tailor again, and forcing him to do a next-day rush job he wouldn't even remember. But he felt less guilty when he reminded himself that the man still made suits for his murdering scumbag of a father, and his father's murdering scumbag goons. "I did a little digging after I left last night. I found out why Hawthorne wasn't at his store when we came calling. Some Brujitos...sorry, local gang members...some Brujitos who wanted to keep walking without crutches told me they saw some cops and paramedics drag an old man out of the bookstore a few days ago. They'd slapped a straightjacket on him, but he was still ranting and raving when they threw him in the back of an ambulance and drove him away. I don't know who had him committed. But the gangbangers saw the cops talking to a younger guy who locked up afterward. I'm guessing that's the same man who visited you. I didn't have time to follow up on him, but I did manage to confirm that 'Lucien Hawthorne' has the unfortunate distinction of being a patient at the Crawley Asylum. So that's at least two leads we can follow up on."
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GM Exhausted from their trip and their ordeal at Hawthorne's bookstore, the four visitors from Freedom City slept, or at least relaxed, through the back half of the night and most of the following day. Some nursed figurative "hangovers" from the battle against the creature from beyond time and space, while others nursed literal hangovers from the finest tequila Bedlam City convenience stores had to offer. The hotel had a swimming pool and a hot tub, both of which probably saw extensive use. Temperance's walking tour in search of other markings related to extradimensional invocations didn't bear much fruit. She saw some graffiti referencing "Los Brujitos" ("Witch Boys") which incorporated symbols she recognized from Aztec, Incan, and Mayan mythology, but nothing suggestive of the monster she'd fought the previous night. A quick online search confirmed that her hotel was located in the part of Downtown Bedlam which bordered Hardwick Park, territory held by The Mara, Bedlam's largest Latin American street gang, which made frequent use of imagery from the pre-Columbian cultures of Central America. The autumn sun had fallen completely below the horizon by 6PM, and an hour later, another patch of fog seeped in through the hotel room window and coalesced into the form of Mister Strix. Either he had a spare costume, or he'd somehow obtained another one at practically a moment's notice, because he looked exactly like he had when the Freedom heroes had first met him the previous night.
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This thread is finished.
- 61 replies
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- arrowhawk
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Do you really even need to explain it? Is he famous for being really powerful? It seems to me like you could just quietly retcon his physical prowess and you'd be fine.
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Edited by TA Mister Strix I did an extensive re-work. CHANGES SUMMARY: Complications: Reformatted to remove the spoiler blocks. Dropped a couple of them, turning them into Uncontrolled powers and Power Loss drawbacks instead. Abilities: No change. Combat: Moved some of his Defense to Powers as Enhanced Defense. Saving Throws: No change. Skills: Invested a few more points in existing skills, making them marginally less pathetic. Moved some of the skill ranks to Powers as Enhanced Skills. Did not add any new skills. Feats: Dropped Improved Initiative. Moved most of the feats to Powers as Enhanced Feats. Powers: Reformatted the descriptors and removed the spoiler blocks. Dropped ranks in Regeneration (Recovery Rate and Resurrection), so that the Disabled and Destroyed conditions will now each take one whole round to recover from, instead of recovering from everything instantly. Restructured his Enhanced traits, so that the Enhanced Defense, Enhanced Dexterity, and Enhanced Feats, all having the same descriptors, are now +Linked, as are the Enhanced Strength and Super-Strength. Removed the Power Loss drawback from Super-Strength, since he already has it on the Enhanced Strength, and now they're +Linked. Turned a couple of his complications into drawbacks, increasing several Power Loss drawbacks by 1-2PP. Now he loses most of his powers while exposed to sunlight, or while restrained with even the flimsiest of bonds that are made from, treated with, coated in, or in some way involve one of his many weaknesses. (Examples include ropes that have been soaked in holy water or had salt or garlic rubbed into them, shackles forged from silver, or even plated in silver, or a rosary or silver necklace improvised as a snare.) And some of his powers, mainly the bite/drain attacks and the mind control stuff, doesn't work on anyone who's "wearing or wielding" one of those many weaknesses, or anyone hiding behind them. (Examples include someone who's holding up a cross, a mirror, or a torch or lighter, or someone wearing a Star of David or a bulb of garlic on a string around their neck.) Dropped a rank of Flight speed in the array. Now he runs twice as fast as he flies (answering the question "Why would he ever run?"). The increased Power Loss drawbacks and the reduction to Flight dropped the Array by one rank. Used the points all that freed up, plus the new earned points, to purchase the following: 2 new ranks of Environment Control (Cold, Uncontrolled), replacing the "Chill of Undeath" complication (though it may cause complications for other characters). 1 new rank of Healing. It's Personal, so it only works on him. It has the "Source (Blood)" flaw, so it only works when he takes a drink (either when he uses one of his bite/drain attacks, or when someone else decides to "feed" him). It's Reaction, so it allows any characters who are inclined to "feed" him on their own initiative to have some kind of mechanical effect when they do so, and to do so without any action on his part, which would be necessary if he were Disabled or Destroyed. Unlike his Regeneration, the Healing effect doesn't have the Limited flaw (or a Power Loss drawback), so it's not affected by the same Achilles Heels as his Regeneration. This allows for a dramatic moment where another character feeds him some of their blood to allow him to quickly heal up after being Disabled or Destroyed by, for example, a hail of silver bullets. At rank 1, combined with his +9 recovery bonus, he'll automatically make the DC10 recovery check and heal his worst damage condition. However, since it's not +Total, he'll only heal one damage condition per application. 2 new ranks of Obscure, replacing the "Electromagnetic Ghosts" complication (though it may cause complications for other characters). +4 Regeneration (Recovery bonus). Now he automatically succeeds on Recovery checks. Even though he only needs to make recovery checks for two conditions, Disabled and Destroyed (he's a construct, and Injuries regenerate without a roll), I learned the hard way in a recent thread how much a low recovery bonus can hurt when you fail several checks in a row. Drawbacks: Changed the "Revive Kills Zombie" complication into a Weakness drawback. That drawback might be worth more, since it can hurt or kill him, but I hit the PL cap on non-power drawbacks. If it's an issue, I can drop one or more of the Vulnerabilities to compensate. The following sections can be copy/pasted back into his sheet: COMPLICATIONS Achilles Heels & Weaksauce Weaknesses: Certain plants, objects, and symbols of mystical and religious significance will repel him, interfere with his movement, and cause him pain and injury. He cannot stand them, even if they were a source of joy or comfort in his mortal life. Daylight Fire Garlic: All parts and states of the garlic plant affect him: The flower and the bulb, whether living, freshly harvested, or even ground into dry powder. Unlike most plants, garlic never withers or dies merely from being in his presence. Holy Symbols & Blessed Items: Holy symbols and items affect him at the GM’s discretion, on a case by case basis. Generally, the holy symbol must belong to a “Good” deity, or a deity whose portfolio includes concepts such as “Healing,” “Life,” “Light, or “The Sun.” Foods and liquids which have been “blessed,” such as holy water, or which have ritual significance, such as the wine and wafers used in Communion, will also affect him. Holy symbols and items will affect him even if he, or the character wearing or wielding them, do not believe in (or even know of) the religion with which they are associated. However, if he attempts to force his way past the holy object and some sort of opposed check is required, a wielder who knows, believes in, or reveres the deity associated with the holy item will have a better chance of winning the opposed check than a wielder who is ignorant, skeptical, or blasphemous. Jade Mirrors: He has no reflection. Like machines, mirrors do not register his presence. If he can exert enough willpower to stare into a mirror, then a vague, blurry semblance of his visage may briefly appear, only to vanish as soon as he turns away. This effort may cause the mirror to crack, or even to shatter. Mirrors also sometimes break even if he briefly glances at them, or passes by them without peek. Salt: Pure salt will affect him, but saltwater will not, nor will food with a high salt content. Silver Wolf’s Bane: See “Garlic,” above. Everything described there applies to wolf’s bane as well. Wooden Stakes: He can be incapacitated if his heart is impaled with a piece of wood. It doesn't matter if the “stake” is made entirely of wood or not, so long as the part lodged in his heart is composed of pure, whole wood. An arrow or spear with a steel head and a wooden shaft would work, but a piece of compressed particle board would not. Wood and wooden implements do not cause him any of the fear, discomfort, or damage described below, and staking his heart is the only circumstance under which a wooden weapon will overcome his resilience or regeneration. Wood does not limit his movements, and touching it does not harm him. He already has drawbacks and flaws to account for how these items can suppress his powers, penetrate his defenses, and inflict wounds which are slow to heal, and since those traits already provided a power point discount, they do not count as complications. However, these items can have other effects which would count as complications: He cannot stand to look directly at these items. As soon as he sees them, the GM can force him to make a Will save against an Emotion Control (Fear) effect, which may cause him to flee the scene entirely. He cannot knowingly or willingly attempt to touch any of these items, or even to advance to within touch-range of them. He must stay at least 10 feet away. (If the item is hidden from him, then he can unknowingly approach it or touch it.) The GM can force him to save against Damage and/or some other attack effect if he touches any of these items or their shadows, or if the ingests them, or the blood of someone else who has recently ingested them. If another character wears or wields any of these items, then he cannot attempt to physically touch them, or anyone behind them. (As reflected with his Power Loss drawbacks, he also cannot bite them or use his mind control powers on them.) He cannot attempt to directly remove or destroy the items. Another character who wields these items can advance toward him, forcing him to withdraw. If he is bound with these items, or with bonds infused or plated with these materials, then he cannot untie or break those bonds, no matter how objectively flimsy they may be. He may not even be able to lift them. (As reflected with his Power Loss drawbacks, such bonds will also suppress most of his powers.) If these items are mounted on, above, or around a door, window, or other portal, then he cannot pass through that portal, even in his mist form. If these items are placed on top of the lid to a container, or tied or wrapped around it, then he cannot open that container, or enter or exit it in his mist form. If these items are arranged in a circle, then he cannot cross that circle. He cannot step over it, and he cannot fly over it in his mist form. A circle around another character can protect that character from him, while a circle around him can trap him. He can attempt to overcome these limitations, forcing his way past these items, or even forcing himself to touch them, with a focused act of will, most likely represented by a Will save. If these items are being wielded by another character, then the GM can force him and that other character to make an opposed check, most likely Charisma. This effort may cause him harm whether it is successful or not, so he may also have to save against Damage or some other attack effect. If his act of will is successful, then he can temporarily overcome the limits to his freedom of movement, and these items may be damaged, or even destroyed. They may bend, crack, shatter, melt, or burst into flame. Addiction (Blood): He doesn't just need blood. He wants it. He loves it. It is as much his drug as it is his sustenance. The GM can decide that he's thirsty, give him a Hero Point, and then give him a circumstance penalty on a check to represent how difficult it is for him to focus on other tasks when he’d rather be drinking blood. When blood is available, the GM can give him a Hero Point, and then force him to make a Will save to resist the urge to lap it up or suck it down. He can also cause Addiction complications for other characters. They can become addicted to the euphoria of being fed upon by him, or they can become addicted to consuming his supernatural blood. Chill of Undeath: Since his Environment Control (Cold) power has the "Uncontrolled" flaw, it does not generate Hero Points for him. However, his cold aura may cause complications for other characters. Enemies: Archnemesis Dad: His father is a captain in the Scarpia family syndicate. His surviving brother works with him, as does his sister's husband. When he was alive, he refused to participate in his father’s criminal activities, but he didn't interfere with them either. When he died, so did his ambivalence. Now he’s determined to dismantle everything his family helped build. Burn The Witch!: The secret monster-hunting arm of the Catholic Church knows that his brother killed a vampire, and that soon after, he and his brother were both killed in circumstances which sounded suspiciously like retaliatory vampire attacks. It’s been a few years since then, but if they hear about anything that sounds like a vampire in Bedlam, they will follow up. I Hate You, Vampire Dad!: “Enemy” isn't quite the right word. His sire, "Johann" (real name unknown), is working toward a long-term goal of making him part of Johann's "family." To Johann, that means an unholy combination of child, friend, and lover. Unfortunately for him, Johann doesn't think he’ll realize his potential as a vampire until his human spirit is broken and stripped away from him by a conga line of trauma and disappointment, a process Johann expects to take at least a hundred years. Johann shows up once a year like clockwork to beat him within an inch of his life as a celebration of his "birthday" as a vampire. In addition, Johann will, seemingly at random, send various minions, pawns, or even other “children,” to torment him in some way. They might attack him directly, provide aid to his enemies, or harm something or someone he cares about (including Bedlam City itself). Electromagnetic Ghosts: Since his Obscure power has the "Uncontrolled" flaw, it does not generate Hero Points for him. However, his aura of interference with mechanical senses may cause complications for other characters. Enemy To All Living Things: While machines seem to simply ignore him (as represented with his Permanent Concealment from them), nature seems to actively resent him. Animals universally hate and fear him, unless they have consumed his blood, or are under the effect of some sort of mind control power. They will flee from him, attempt to scare him away, and/or attack him. He automatically fails any Handle Animal or Ride skill checks. (See, also, “Walking Wasteland,” below.) Glamour Failure: He has quirks which either explicitly reveal him to be a supernatural creature, or at least create a subconscious “Uncanny Valley” effect, making humans deeply uncomfortable in his presence. The air is unnaturally quiet around him because of all the normal sounds his body doesn't make, and he lacks several signs of life that most observers would take for granted. The GM may give him penalties to checks involving social interaction, or declare such checks to be impossible. Indifferent or even Friendly NPCs could turn Hostile, attacking or fleeing. Many of those features are already mentioned in "Description," above, and others are described in other Complication entries. He never casts a shadow, regardless of the level or angle of light in the surrounding area. His hands and fingers appear to have normal friction ridges, yet his touch never leaves prints. His footsteps never leave tracks, or make a sound. He does not breathe, cough, sneeze, or yawn. (This is particularly noticeable in winter.) His heart does not beat. He has no pulse of any kind. He does not sweat. When he is wounded, his skin does not bruise, and his cuts do not bleed. He will only bleed if decapitated or staked through the heart. His blood is so dark that it mostly appears to be black, only showing red when light hits it at just the right angle. If he cries, the tears are blood. His body does not age. If viewed with Infra-Vision, his body always appears to be colder than his surrounding environment, no matter what that environment may be. Most machines seem to ignore him. He has no reflection in mirrors, or any other reflective surface. He does not show up in photographs or on video cameras, film or digital. His voice cannot be heard in auditory recordings, or through microphones, telephones (cellular or land-line), or radios. He doesn't show up as a blip on any kind of radar or sonar. He can walk freely through the laser, infra-red, and microwave beams used by motion detectors without them registering his presence. Automatic doors won’t even open for him. A gas chromatograph mass spectrometer can at least attempt to analyze samples of his tissues, and mechanical components like buttons which detect physical pressure will recognize the force his touch exerts upon them, but that seems to be the extent to which machines recognize or acknowledge him. Note: Aside from his lack of reflection, this is the result of the Permanent flaw on his Concealment against machine senses, so he should not receive any Hero Points for it. However, it may be a complication for other characters. For example, a robot or cyborg ally, whose eyes are mechanical cameras and whose ears are mechanical microphones, may receive a Hero Point in exchange for not being able to see or hear him. Heavy Sleeper: When the sun is in the sky, it is almost impossible for him to stay awake, and once he falls asleep, he stays asleep. Instead of suffering the usual -10 Notice penalty while asleep, he automatically fails Notice checks. Other characters can even lift or manipulate his body without waking him up. Nothing less than a direct attack on his body will disturb his daytime slumber. I Do Not Drink…Wine: His Immunity to Fortitude effects includes Immunity to Starvation and Thirst, but not only does he not need to eat or drink, he physically cannot. If he tries to consume food, or if he tries to drink any liquid other than blood, then he will quickly vomit it back up, along with some of his own stored blood, and the GM can also force him to save against an attack effect, like Nauseate, or even Damage. Involuntary Transformation (Berserk Rage): His undead body has instincts for predation and self-preservation more powerful than those of any living creature, and more powerful than his moral compass. When he attempts to resist those instincts, the GM can force him to make a Will save. Failure can result in a complication for him and/or for others. Starvation can cause him to be overcome with bloodlust, to the point of mindlessly attacking the next human he encounters, without caring if his prey survives the encounter or not. Potential causes of “starvation” include simply going too long without drinking blood, trying to subsist for too long on blood of low quality (animal blood, refrigerated blood bags, etc.), or depleting the blood stored in his body by using it to fuel his powers. When exposed to one of his weaknesses, especially fire or sunlight, he feels a powerful primal urge to flee from it. If he is unable to summon the willpower to endure its presence, then during his flight, he may brutally attack anyone who gets in his way, whether they meant to or not. Once he is out of danger, he may then be overcome with bloodlust, as if he were starving, as his scared inner animal seeks to re-assert control over its surroundings. Made of Evil: He is that which should not be, but is. He is a monster, an abomination, a dead thing preserved and animated with the life-consuming darkness of the Schattenwelt. Any powers which “Detect Evil” will show him as such, and any powers which “Protect From Evil” or “Smite Evil” will affect him as if he were applicably “Evil,” regardless of his actual conduct or inner sense of morality. Any power such as “Aura Vision” which can detect the presence or state of a “soul” will show his to be present, but shredded, hanging in tatters, and stained by shadows and blood. Mainlining The Monster: Some view him as a monster to be destroyed, but others see him as a resource to be exploited. His blood and body could be used as a component for countless magical spells, rituals, potions, or other items. When ingested or injected by a living creature, his blood can act as a powerful and potentially addictive drug. The specific effects vary depending on the person, the amount consumed, and the GM’s whims. It can act as a stimulant or a narcotic. It can cause euphoria, hallucinations, and/or uncharacteristically aggressive or deviant behavior. It can even heal wounds, cure diseases, or grant temporary powers, such as Enhanced physical abilities, or Immunities like Aging and Disease. It can also create a temporary psychic link, and a temporary stain or “taint” on the user’s “soul” or “aura” with a "negative resonance." Prejudice: If someone does learn that he is a vampire, or that his family is part of the Bedlam Mafia, it could cause them to mistrust him (and they might not be wrong). Conversely, if he learns that another character is also a vampire, or some other sort of undead creature, then this can be a complication for them, because his default reaction will be homicidal violence. Relationships: His wife thinks he’s dead. She’s remarried. She has children with her new husband. But he still cares about her, and by extension, her new family. He still cares about his family too, even the mobsters. He keeps tabs on all of them, and he will leap to their aid if they are in danger. Father Cesare Messina, the retired priest, is the only friend he's made since his death. He will drop everything to help Messina. But the priest’s secret association with him could cause problems for both of them. Secrets: It is not public knowledge that Gaetano Giordano is Mister Strix, or that either of them is a vampire. As far as most people know, Gaetano Giordano is still buried in his grave. Unlife: Even though he has no Constitution score and Immunity to Fortitude effects, he still needs to sleep, and he still needs “food” in the form of blood. He only gets restful sleep if he has complete shelter from sunlight, and if his resting place includes soil from his homeland. He does not need to be buried; a thin layer of dirt spread out under him is sufficient.When he drinks blood, his undead body stores that blood in his heart. His body consumes a small amount of that stored blood every night to preserve his corpse, and a greater amount to heal his wounds and fuel his powers.After a day without sleep and/or three days without blood, the GM can inflict negative conditions upon him, like Fatigued or Exhausted, cumulative penalties on certain checks, and/or temporary ability damage. The GM may allow him some sort of check to delay or lessen these effects, akin to the Constitution checks and Fortitude saves mortals can make to resist the damage caused by neglecting their physical needs.He will not be destroyed by starvation or lack of sleep, but the supernatural preservation of his body will be disrupted. At first, he will start to look sick. Then, he will begin to age. Finally, he will start to decay. Eventually, his flesh will wither away and slough off completely, leaving little more than a fanged skeleton. Eventually, he won’t have eyes or a tongue, but he will still be able to see and speak. Once he finally gets the blood and restful sleep he needs, the decay will gradually reverse. If his soft tissues have rotted away, then his bones will absorb the blood he “drinks" directly. The decay will reverse at roughly the same rate at which a mortal would recover from starvation and/or sleep deprivation.His ideal sustenance is the blood of a living human (or humanoid alien with genetic similarity sufficient to produce viable offspring with a human), taken directly from that human’s veins, ideally while the human is experiencing some sort of intense emotion. The further his feeding deviates from that ideal, the less nourishment and satisfaction he derives. He can consume blood from cold storage, so long as that stored blood would be safe to transfuse back into a living human. He cannot feed on necrotic or coagulated blood, and attempting to do so will cause him to vomit as if it were human food (see “I Do Not Drink…Wine,” above). He can feed from vertebrate animals and aliens which have “blood” (the fluids of arthropods, for example, would not work), but it is not as satisfying, or as efficient; it would take multiple units of animal blood to equal the same “nutritional content” as one unit of human blood. The blood of living supernatural creatures, such as faeries, werewolves, or dragons, on the other hand, tastes better than human blood, provides more efficient nourishment, and may also have side-effects at the GM’s discretion. Potential side-effects include addiction, inebriation, temporary insanity (hallucinations, berserk rage, etc.), and temporary Boosts to his existing powers, and temporarily gaining new powers. Depending on the individual, the blood of human mutants and mutates, powerful aliens, and, depending on their descriptors, even other vampires, may have the same effects. Walking Wasteland: Since he is infused with the life-consuming dark energy of the Schattenwelt, his very presence can be hostile to life. At his touch, or even in his passing, non-animate plants (except for garlic or wolf’s bane) may wither, or even melt or crumble into ash, while food and drink such as bread, milk, cheese, or wine (but never salt) may spoil or rot. Animals which happen to be pregnant may spontaneously miscarry. COMBAT 16PP Initiative: +8/+2 (+8/+2 Dex) Attack: +4, +8/+4 Melee (+4 Base, +4 Enhanced Attack Focus), +6 Claws/Fangs Grapple: +17/+6 (+8/+4 Melee Attack, +8/+2 Strength, +1 Super-Strength) Defense: +8/+4 (+4 Base, +4 Enhanced), +4/+2 Flat-Footed Knockback Resistance: 8 SKILLS 24R = 6PP Craft (Cooking) 1 (+5) Handle Animal 0 (-) Intimidation 6/0 (+10/+4, +12 Deathly Aura) Knowledge (Arcane Lore) 1 (+5) Knowledge (Current Events) 1 (+5) Knowledge (History) 1 (+5) Knowledge (Life Sciences) 4 (+8) Knowledge (Pop Culture) 1 (+5) Knowledge (Streetwise) 4 (+8) Knowledge (Theology & Philosophy) 1 (+5) Languages 4 (English [Native], French, Italian, Latin, Spanish) Medicine 5 (+8) Notice 7/0 (+10/+3) Ride 0 (-) Search 6/0 (+10/+4) Sense Motive 7/0 (+10/+3) Stealth 7/1 (+15/+3) FEATS 2PP Benefit (Legally Deceased) Interpose Enhanced: Attack Focus (Melee) 4 Evasion 2 Hide In Plain Sight Takedown Attack 2 Veteran Rewards: Equipment 1 (5EP) POWERS 164PP Concealment 8 (All Auditory, Radio, and Visual type senses, Extras: Duration [Continuous], Flaws: Limited [Machines], Permanent) [8PP] (Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Shadow, Undead) Enhanced Defense 4 (Extras: Linked [Enhanced Dexterity, Enhanced Feats], Drawbacks: Power Loss 2 [Lost while exposed to Daylight, or while Restrained with bonds including one or more of the following Descriptors: “Blessed/Celestial/Consecrated/Holy”, “Garlic”, “Jade”, “Salt”, “Silver”, and/or “Wolf’s Bane”; Frequency: Common]) [6PP] Enhanced Dexterity 12 (Extras: Linked [Enhanced Defense, Enhanced Feats]) [12PP] Enhanced Feats 9 (Attack Focus [Melee] 4, Evasion 2, Hide In Plain Sight, Takedown Attack 2, Extras: Linked [Enhanced Defense, Enhanced Dexterity]) [9PP] (Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Shadow, Superhuman Agility, Superhuman Speed, Undead) Enhanced Skills 32 (Intimidation 6, Notice 7, Search 6, Sense Motive 7, Stealth 6, Power Loss 2 [Lost while exposed to Daylight, or while Restrained with bonds including one or more of the following Descriptors: “Blessed/Celestial/Consecrated/Holy”, “Garlic”, “Jade”, “Salt”, “Silver”, and/or “Wolf’s Bane”; Frequency: Common]) [6PP] (Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Fearsome Visage, Necromancy, Shadow, Super-Senses, Undead, Unnaturally Deep and Resonant Voice) Enhanced Strength 12 (Extras: Linked [Super-Strength], Drawbacks: Power Loss 2 [Lost while exposed to Daylight, or while Restrained with bonds including one or more of the following Descriptors: “Blessed/Celestial/Consecrated/Holy”, “Garlic”, “Jade”, “Salt”, “Silver”, and/or “Wolf’s Bane”; Frequency: Common]) [10PP] Super-Strength 2 (Lifting Strength: 36, Heavy Load: 3,680 lbs. [1.84 tons], Extras: Linked [Enhanced Strength]) [4PP] (Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Shadow, Superhuman Strength, Undead) Environment Control 2 (Cold [Intense], Area: 10ft radius, Extras: Action 3 [Reaction], Flaws: Duration 2 [Instant], Range [Touch], Uncontrolled) [1PP] (Descriptors: Black Magic, Blood Magic, Cold, Darkness, Death, Evil, Necromancy, Shadow, Undead) Features 3 (Deathly Aura*; Touch does not leave prints; Wounds do not bleed) [3PP] (Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Shadow, Undead) *See "Death Powers" in Power Profiles. Healing 1 (Extras: Action 4 [Reaction], Affects Objects, Flaws: Limited [Objects], Personal, Source [Blood]) [4PP] (Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Regeneration, Shadow, Undead) Immunity 30 (Fortitude effects) [30PP] (Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Shadow, Undead) Impervious Toughness 8 (Flaws: Limited [Effects with one or more of the following Descriptors inflict Penetrating damage: “Acid”; Attempts to impale him through the heart with a "Wooden Stake"; “Blessed/Celestial/Consecrated/Holy”; “Disintegration”; “Fire”; “Garlic”; “Jade”; "Natural Weapons" of "Supernatural Creatures", such as the Claws, Fangs, and/or Horns of Demons, Dragons, Faeries, Vampires, or Werewolves; “Salt”; “Silver”; “Wolf’s Bane”]) [4PP] (Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Regeneration, Shadow, Superhuman Resilience, Undead) Leaping 3 (x10, Running Long Jump: 180ft, Drawbacks: Power Loss 2 [Lost while Exposed to Daylight, or while Restrained with bonds including one or more of the following Descriptors: “Blessed/Celestial/Consecrated/Holy”, “Garlic”, “Jade”, “Salt”, “Silver”, and/or “Wolf’s Bane”; Frequency: Common]) [1PP] (Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Shadow, Superhuman Strength, Undead) Obscure 2 (Sense Types: Auditory, Radio, and Visual, Area: 10ft radius, Extras: Action 3 [Reaction], Flaws: Duration 2 [Instant], Limited [Machines], Partial, Range [Touch], Uncontrolled) [2PP] (Descriptors: Black Magic, Blood Magic, Darkness, Death, Electromagnetic Interference, Evil, Necromancy, Shadow, Undead) Protection 8 [8PP] (Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Shadow, Superhuman Resilience, Undead) Regeneration 14 (Recovery 14 [+9, Recovers over time like a living creature], Feats: Regrowth) [15PP] (Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Shadow, Undead) Regeneration 12 (Recovery Rate: Injured 6 [1/round, No rest], Disabled 6 [1 round], Flaws: Limited [Effects with one or more of the following Descriptors inflict Incurable damage: “Acid”; “Blessed/Celestial/Consecrated/Holy”; “Disintegration”; “Fire”; “Garlic”; “Jade”; "Natural Weapons" of "Supernatural Creatures", such as the Claws, Fangs, and/or Horns of Demons, Dragons, Faeries, Vampires, or Werewolves; “Salt”; “Silver”; “Wolf’s Bane”]) [6PP] (Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Shadow, Undead) Regeneration 8 (Resurrection 8 [1 round], Flaws: Limited [If decapitated, he requires outside aid to reunite his head and body before he can resurrect; If impaled through the heart with a wooden stake, or a blade or bullet made from his other weaknesses, he requires outside aid to remove the "stake" before he can resurrect; He requires outside aid and extra time to resurrect if his body is completely burned, disintegrated, or dissolved]) [4PP] (Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Shadow, Undead) Speed 3 (50MPH / 500ft per Move Action, Drawbacks: Power Loss 2 [Lost while Exposed to Daylight, or while Restrained with bonds including one or more of the following Descriptors: “Blessed/Celestial/Consecrated/Holy”, “Garlic”, “Jade”, “Salt”, “Silver”, and/or “Wolf’s Bane”; Frequency: Common]) [1PP] (Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Shadow, Superhuman Speed, Undead) Super-Movement 1 (Trackless) [2PP] (Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Shadow, Undead) Super-Movement 1 (Wall-Crawling, Drawbacks: Power Loss 2 [Lost while Exposed to Daylight, or while Restrained with bonds including one or more of the following Descriptors: “Blessed/Celestial/Consecrated/Holy”, “Garlic”, “Jade”, “Salt”, “Silver”, and/or “Wolf’s Bane”; Frequency: Common]) [1PP] (Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Shadow, Undead) Super-Senses 9 (Acute Analytical Extended Tracking Smell/Taste, Darkvision, Extended Hearing, Extended Vision, Microscopic Vision, Drawbacks: Power Loss 2 [Lost while Exposed to Daylight, or while Restrained with bonds including one or more of the following Descriptors: “Blessed/Celestial/Consecrated/Holy”, “Garlic”, “Jade”, “Salt”, “Silver”, and/or “Wolf’s Bane”; Frequency: Common]) [7PP] (Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Shadow, Undead) Vampire Powers 7 (14PP Array, Feats: Alternate Power 6) [20PP] (Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Shadow, Undead) Base Power: [14PP] Drain Constitution 8 (Extras: Linked [Nauseate], Flaws: Limited [Can only drain 1 rank per round], Requires Grapple, Feats: Insidious, Slow Fade 4 [1 hour], Subtle, Drawbacks: Power Loss 3 [While exposed to Daylight, he can only bite with a regular unarmed attack, which will not have any euphoric effect on the victim; Cannot attempt to bite anyone while he is Restrained with bonds including the “Blessed/Celestial/Consecrated/Holy”, “Garlic”, “Jade”, “Salt”, “Silver”, and/or “Wolf’s Bane” descriptors; Cannot attempt to bite any character wearing or wielding "Fire", a Mirror, or an item with any of the aforementioned descriptors, or anyone hiding behind that character; Frequency: Very Common]) [6PP] (Additional Descriptors: Blood Drain) Nauseate 8 (Extras: Alternate Save [Will], Linked [Drain], Flaws: Requires Grapple) [8PP] (Additional Descriptors: Euphoria) Alternate Power: [9 + 2 = 11PP] Mind Reading 8 (Extras: Action [Standard], Linked [Nauseate], Flaws: Duration [Instant, Lasting], Range 2 [Touch], Requires Grapple, Feats: Insidious, Subtle, Drawbacks: Power Loss 3 [While exposed to Daylight, he can only bite with a regular unarmed attack, which will not have any euphoric effect on the victim, and he will not gain any knowledge from their blood; Cannot attempt to bite anyone while he is Restrained with bonds including the “Blessed/Celestial/Consecrated/Holy”, “Garlic”, “Jade”, “Salt”, “Silver”, and/or “Wolf’s Bane” descriptors; Cannot attempt to bite any character wearing or wielding "Fire", a Mirror, or an item with any of the aforementioned descriptors, or anyone hiding behind that character; Frequency: Very Common]) [1PP] (Additional Descriptors: Blood Divination) Nauseate 8 (Extras: Alternate Save [Will], Linked [Mind Reading], Flaws: Requires Grapple) [8PP] (Additional Descriptors: Euphoria) Super-Senses 4 (Postcognition, Extras: Simultaneous, Flaws: Source [Blood], Drawbacks: Power Loss 2 [Will not gain any knowledge from blood while exposed to Daylight, or while Restrained with bonds including the “Blessed/Celestial/Consecrated/Holy”, “Garlic”, “Jade”, “Salt”, “Silver”, and/or “Wolf’s Bane” descriptors; Frequency: Common]) [2PP] (Additional Descriptors: Blood Divination) Alternate Power: [6 + 7 = 13PP] Autofire Strength 8 (Drawbacks: Power Loss 2 [Lost while exposed to Daylight, or while Restrained with bonds including the “Blessed/Celestial/Consecrated/Holy”, “Garlic”, “Jade”, “Salt”, “Silver”, and/or “Wolf’s Bane” descriptors; Frequency: Common]) [6PP] (Additional Descriptors: Superhuman Speed) Damage 2 (Extras: Autofire, Penetrating, Feats: Improved Critical 2 [18-20], Incurable, Mighty, Variable Descriptor [Claws and/or Fangs, Piercing and/or Slashing], Drawbacks: Inaccurate, Lethal, Power Loss 2 [While exposed to Daylight, he cannot create claws, and his bite is a regular unarmed attack; Cannot create claws or attempt to bite anyone while he is Restrained with bonds including the “Blessed/Celestial/Consecrated/Holy”, “Garlic”, “Jade”, “Salt”, “Silver”, and/or “Wolf’s Bane” descriptors; Frequency: Common]) [7PP] (Additional Descriptors: Claws, Fangs) Alternate Power: [6 + 2 = 8PP] Concealment 10 (All Non-Mental type Senses, Flaws: Phantasm, Drawbacks: Power Loss 2 [Lost while Exposed to Daylight, or while Restrained with bonds including the “Blessed/Celestial/Consecrated/Holy”, “Garlic”, “Jade”, “Salt”, “Silver”, and/or “Wolf’s Bane” descriptors; Frequency: Common], Progression [Counter Rank / Save DC] 2 [-2 = Rank 8 / DC18]) [6PP] (Additional Descriptors: Hypnosis, Mind Control, Psychic Invisibility) Emotion Control 8 (Extras: Area [Perception, Visual], Flaws: Limited [Fear], Range 2 [Touch], Drawbacks: Power Loss 2 [Lost while Exposed to Daylight, or while Restrained with bonds including the “Blessed/Celestial/Consecrated/Holy”, “Garlic”, “Jade”, “Salt”, “Silver”, and/or “Wolf’s Bane” descriptors; Frequency: Common]) [2PP] (Additional Descriptors: Fearsome Visage, Glimpse of The Abyss) Alternate Power: [13PP] Flight 2 (25MPH / 250ft per Move Action, Extras: Linked [Insubstantial], Feats: Subtle, Drawbacks: Power Loss 2 [Lost while Exposed to Daylight, or while Restrained with bonds including the “Blessed/Celestial/Consecrated/Holy”, “Garlic”, “Jade”, “Salt”, “Silver”, and/or “Wolf’s Bane” descriptors; Frequency: Common]) [3PP] Insubstantial 2 (Gas, Extras: Linked [Flight]) [10PP] (Additional Descriptors: Mist Form) Alternate Power: [14PP] Mind Control 8 (Extras: Conscious, Duration [Sustained, Lasting], Mental, Flaws: Distracting, Sense-Dependent [Visual], Feats: Subtle, Drawbacks: Power Loss 3 [Lost while Exposed to Daylight; Lost while Restrained with bonds including the “Blessed/Celestial/Consecrated/Holy”, “Garlic”, “Jade”, “Salt”, “Silver”, and/or “Wolf’s Bane” descriptors; Cannot be used against any character wearing or wielding "Fire", a Mirror, or an item with any of the aforementioned descriptors, or anyone hiding behind that character; Frequency: Very Common]) [14PP] (Additional Descriptors: Hypnotic Eyes, Psychic) Alternate Power: [14PP] Transform 8 (Memory Alteration, Extras: Alternate Save [Will], Duration [Continuous, Lasting], Mental, Range [Perception], Flaws: Distracting, Sense-Dependent [Visual], Feats: Subtle, Drawbacks: Power Loss 3 [Lost while Exposed to Daylight; Lost while Restrained with bonds including the “Blessed/Celestial/Consecrated/Holy”, “Garlic”, “Jade”, “Salt”, “Silver”, and/or “Wolf’s Bane” descriptors; Cannot be used against any character wearing or wielding "Fire", a Mirror, or an item with any of the aforementioned descriptors, or anyone hiding behind that character; Frequency: Very Common]) [14PP] (Additional Descriptors: Hypnotic Eyes, Mind Control, Psychic) DRAWBACKS -13PP Vulnerability ("Blessed/Celestial/Consecrated/Holy" effects, Frequency: Uncommon, Intensity: Minor [+1 DC]) [-1PP] Vulnerability ("Fire" effects, Frequency: Common, Intensity: Minor [+1 DC]) [-2PP] Vulnerability ("Silver" effects, Frequency: Uncommon, Intensity: Minor [+1 DC]) [-1PP] Weakness (Daylight, Frequency: Very Common, Intensity: Moderate [Cumulative -1 Drain on Toughness, Destroyed when Toughness reaches -6], Time: 1/round) [-8PP] Weakness (Healing effects without Descriptors which identify them as being "Evil", "Unholy", or otherwise beneficial to the "Undead" do not work on him, even if they have the "Affects Objects" extra, and they also inflict Damage of equal rank; Frequency: Uncommon, Intensity: Minor, Time: Instant) [-1PP] Abilities (20) + Combat (16) + Saving Throws (5) + Skills (6) + Feats (2) + Powers (164) – Drawbacks (13) = 200/200 Power Points
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Test Stuff Other Stuff More Stuff All the stuff
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"Thanks. No need for sponge baths. I won't be long. And I won't use up any of the hot water...it wouldn't stay hot if I tried." Mister Strix stepped into the hotel bathroom, stripped the shredded and soaked remnants of his costume off, stared at them for a few moments, then shook his head. He compressed them into a ball as best he could, then stuffed that ball into the trash can. A few minutes later, after a quick (and cold) shower, he emerged from the bathroom wearing nothing but one of the extra robes the front desk clerk had sent up. Without his costume or buckets of blood obscuring their view, the Freedom visitors finally got a good look at him. His body was still deathly pale, and there was still something subtly "not right" about him. But he looked human enough. He was skinny. The face that peeked out from under his mess of dark hair was all sharp narrow angles. He could have passed himself off as a musician, or an eccentric film director. He held the trash bin liner in hand, full of what used to be his clothes. "I'll find a dumpster to toss this into on my way...'home'. The hotel maid doesn't get paid enough to deal with it. Go ahead and give me anything else you want tossed. I'll...figure something out for tomorrow night."
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GM The Bedlam P.D. patrol officers and homicide detectives who eventually arrived at the scene didn't notice anything unusual about the corpse of Officer Friendly aside from its battered condition, which wasn't much different than that of his original victims in the bloody yellow Camaro which had first attracted the attention of the three vigilantes. In short order, all three bodies were carted off to the morgue. But the unidentified body in the custom police uniform disappeared before it could be autopsied. Unfortunately, there was nothing unusual about a body going missing at the County Coroner's Office. Security cameras spotted an unidentified man in a police uniform walking out the front door and stepping into a squad car, also unidentified. The only noteworthy detail in the eventual report was that there did not appear to be anyone driving the car when it pulled up to the County Morgue. The murders of Mike Donaghy and Jimmy Burke are still officially unsolved. The police consider it to have been an armed robbery gone wrong, since no money or other valuables were found on either of the victims, according to the patrol officers who pocketed all the cash and jewelry before calling in the detectives. The Scarpia Family have a standing reward for any information leading to "Whoever was stupid enough to hit our guys." -End-
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Mister Strix couldn't help but think back to the one time he did try to end his cursed existence. The Sun, the fire, the burns, the overwhelming need to survive that even his deepest despair he couldn't overcome. The mortal who crossed his path, who almost died just for being in the wrong place at the wrong time. He muttered bitterly under his breath, as much to himself as to Arrowhawk. "If only it were that simple. Easier said than done. Success isn't guaranteed, and there are consequences for failure. And not just for you and me. Not a task to be undertaken lightly. ...Don't miss." Even in flight from the scene, her keen ears picked up every word. "Sure, Bedlam has honest cops. Just don't bet the farm on running into one. You have a better chance of winning the lottery." Strix allowed himself a weak, barely perceptible smile. He found the idea sincerely comforting. Allies are thin on the ground in Bedlam, and not just for me. "Thanks." I probably should've gotten his name. Either of their names, he thought to himself as his body dissolved into mist and flew away.
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GM: 5, x2 = 10 Siren Song of The Void (3) To Serve and Protect (2) Dirge: 0 [None] Hex: 2 By Summers End (2) Mister Strix: 11 Golgotha Tenement Blues (4) Ink (2) Siren Song of The Void (3) To Serve and Protect (2) GM Post Allotments: Give 8 posts to Hex, pushing him up to 10 and the 2PP reward tier. Give the rest to Dirge, so he hits the 1PP tier.
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So are we still doing this, or what?
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COSMONAUT'D by GIZMO Hex Please spend his 1PP for +4 skill ranks. Give him 4 ranks of the house-ruled skill Knowledge (Cosmology). Then please take one rank each away from Notice, Search, and Sense Motive, and move those to Knowledge (Cosmology) as well. That will leave the skills in question as follows: Knowledge (Cosmology) 7 (+10) Notice 6 (+9) Search 6 (+9) Sense Motive 6 (+9) I missed this skill when creating him, and given his background, it's a major oversight.
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"Alright, we'll compromise. Take the kids to your office. I'll meet you at Frankie's flophouse. I won't engage until you arrive. Strictly reconnaissance while I wait." The man in white handed Doctor Thorne a slip of paper. He whispered to Thorne and Judex, just out of earshot of the children, "My voice...it doesn't carry through the phone. Part of my condition." After that quick aside, he returned to a normal volume. "Call that number, either on your way, or when you get there. But don't call it from your office, or any cell phone that's registered to any of you. Use a burner, or a payphone if you can find one. It's not likely that the people paying for this hit have the resources to get their hands on your phone records, but I don't want to take the chance, even if it's a slim one. Ask for 'Father Messina', and tell him that 'Some Guy', those exact words, told you to ask him to come to your office to watch over some children who need our help. He'll know what you mean, and he'll come right over." He hesitated for a moment, then added "And if anything happens to me, please let him know."
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Slight edit to my last IC post, so if you already read it, go back and re-read it. And there's a GM post. I figure one more IC post out of each of you and we can probably call this one finished.
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GM The Tattered Man's human ears wouldn't hear the oncoming police siren until the cruiser got another half-mile closer to the crime scene, but both Arrowhawk and Mister Strix picked up the faint echoes. Their response was delayed, but even in Bedlam City, gunshots did eventually get a response. Especially when the gun was as comically enormous as the fifty-caliber cannon Officer Friendly had used to re-paint the traffic lines with Mister Strix's brain. Those bits of flesh and bone had already melted into a black ooze which then boiled away, leaving no trace, while replacements had grown so seamlessly only his tattered mask remained as proof that they hadn't imagined the exit wound. Blood cast off from the wounds of the two mortal vigilantes, on the other hand, still soaked into the pavement around them.
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For a few seconds after Arrowhawk pulled Officer Friendly's baton out of the man in white's chest, his corpse remained limply splayed across the asphalt. His heart's blood left a slick coating on the baton, so dark it was difficult to tell the black pained wood apart from the blood smeared across it. After a few seconds, his body jerked to life, spasming as he coughed more of his dark blood up onto the street. As he staggered to his feet, Arrowhawk and The Tattered Man could see his broken ribs and sternum pulling together and mending themselves, followed quickly by the muscle tissue and skin over them. Soon the only sign of his injury left was the gash torn in his shirt. He glanced back and forth between his own chest and the baton in Arrowhawk's hand. "...Thanks. I think you just saved the coroner from a heart attack." Then he looked down at the the giant burst pimple that was all that remained of Officer Friendly's lack of a face. "Not that this thing won't already give them nightmares. Do either of you need medical attention?" His head snapped upward. "We should go."
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OK, cool, Reaper uses Wraithform to get past the tanks and harass their back-line squishies. There's the IC post.
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Too many people out here, tied up with him. Not enough in there, with her. The man in white evaporated into a patch of man-sized fog, which then flew through the doorway, passing over the hulking brute standing in his way. The man felt a wet chill as the cloud rolled over him. The fog patch surged across the room, enveloping the brute's smaller companion. The mist surrounding her condensed back into the form of a man, standing behind the cultist with his right arm wrapped around her, pressing her biceps inward against her torso while his left hand clamped down over her mouth and pulled her head slightly to the side. Even through both her robes and his costume, the man's body felt like touching a bare hand to a marble statue on a cold winter morning. His inhumanly strong grip also yielded little more than that same marble statue would have. He stared at the sliver of her neck he could see peeking out from beneath her hood. His mouth closed into an angry sneer, but behind his lips his fangs slipped free.
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Free Action: Reconfigure array to activate Mist Form AP. Free Action: Activate mist form. Move Action: Slip past Cultist 2 into the room. Free Action: Deactivate mist form. Standard Action: Charge Cultist 1 and attempt to initiate a grapple. Charge adds +2 Attack and -2 Defense. All-Out Attack for another +2 Attack / -2 Defense. Shaken condition gives -2 (when's he gonna get a new Will save to shake that off?). Attack roll: 25. If that hits: Grapple check: 31. Regardless, Strix is at Defense +4 (DC14) until his next action. If the grapple is successful, then he's flat-footed (Defense +2 / DC12) to everyone except the person he's grappling.