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Amelia

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  1. Amelia

    Hex

    Tentative WIP for the maxed-out version. Character: Hex Power Level: 15 (Built as PL10) Tradeoffs: None Power Points: 250/250 POWERS & TACTICS Hex has a natural talent for tapping into and channeling the "raw and chaotic magical energy" of The Phoros, another dimension inhabited by beings of the same name, "immortal, immaterial, glowing spheres of light and fire." (See The Book of Magic.) His magical training focused on bringing Order out of that primordial Chaos to which he was attuned, in several different ways. He can cast spells, conduct rituals, or imbue physical items with magic power. Generally, the more time and labor intensive the method of shaping and controlling the magic, the less chance there is of it "leaking out" and wreaking havoc on himself or his environment (see "Walking Techbane" under "Complications," below). He casts spells by quickly speaking incantations and tracing symbols in the air with his fingers. The words are mostly from ancient Atleantean and Lemurian dialects, though they sometimes include snippets of more "mundane" ancient languages, like Egyptian, Greek, Latin, Old Norse, or Sanskrit. They are mostly invocations, entreaties, or references to various mystical entities, realms, and forces across the multiverse. Some of the symbols he traces in the air are Atlantean or Lemurian runes (though, again, sometimes they belong to more "mundane" dead tongues), while others are sigils he created himself, which would require study of his own notes in his private spellbooks to understand. Often, while casting, golden flames will erupt from his eyes and surround his hands, and his fingers will leave burning streaks in the air which will linger for several moments. When trying to go unnoticed, he can whisper or mutter the incantations, and suppress the light show, but the spells are usually more effective when the casting is more bombastic and theatrical. This is the use of his magic which generates the desired effect most quickly, but which is also the most likely to disrupt local technology and/or "snap back" on him, so he limits himself to minor utility spells. He can also conduct lengthy rituals, using a complex combination of spoken incantations, physical movements, runes drawn or carved upon objects and/or the surrounding environment, certain clothes worn (or not worn), and employing all manner of special props or ingredients, ranging from candle flames to animal body parts. His most common application for this use of his magic is to draw an arcane circle upon the ground and cast specially-crafted rune stones into it, in order to divine past and future events, in a manner similar to Scandinavian mystics (though the runes carved upon his stones are all sigils of his own design). He does this regularly in order to figure out when and where his aid will be needed. This use of his magic is less likely to disrupt local technology or harm himself than spell casting, but it is also far more time and labor intensive. Finally, he can imbue magical energy into physical items. This method of magic use is by far the most time and labor intensive for him, but is also the one least likely to cause chaotic side-effects, as it imposes the most direct and permanent "Order" upon the innate "Chaos" of his magic. The items are most effective and resilient when he crafts them himself, which is why his tutelage under Briana included "mundane" skills like sewing, carpentry, and metalsmithing. Then he etches magical runes, mostly sigils of his own design, into the object. Often, the etchings are filled in with ink or dust which includes exotic ingredients. Most of the magical items he crafts are temporary in nature, limited use protective charms or brewed potions which provide some power after consumption which wears off once the liquids have been fully metabolized. The few permanent items he has created involved "locking down" a significant portion of his own personal magical talent, basically carving off a piece of his own soul and trapping it inside the object. If the object were destroyed, that piece of his soul would come rushing back into him, with potentially explosive results. Hex's magic focuses mainly on the summoning, shaping, and unleashing of direct "force," a magical version of pure kinetic energy. To protect himself and others, he uses the runes embedded in his robes to create selectively-permeable force fields and constructs, in the form of glowing golden transparent floating hexagons. To shelter large groups or to protect people from explosions or falling debris, he'll create domes or walls made up of multiple interlocking hexagons, what some would call a "beehive barrier." When he requires personal defense, he'll create one or more hexagons of various sizes, some connected and some not, which will hover and orbit around him, rapidly repositioning themselves and clustering together as necessary to block incoming attacks. Other runes woven into the back of his robes harness that same force to create giant feathered wings of pure energy which allow him to fly. The runes carved into his staff, meanwhile, allow him to cast healing spells, or, if combat is required, to cover the staff in one of several different glowing auras, each a different color accompanying a different effect. One punches opponents away, while another punches through them, and a third ignores their physical body to punch their soul (or rough equivalent). Hex also dabbles in dimensional magic, mostly for travel and storage, and minor divination (obtain information, find what is lost), conjuration (create something from nothing) and transmutation (alter the something that already exists) spells for utility. He doesn't use any mind-controlling or mind-altering magic, or any necromancy aside from the "white necromancy" of healing wounds and curing diseases, in both cases more for ethical reasons than on account of any lack of aptitude. Hex has his talent for channeling magic because of when and where he was born, but that talent has nothing to do with genetics. His parents are both physically unremarkable, and any examination or testing of his body or genes would show a "normal" baseline human. The change brought on by the circumstances of his birth was not to his body, but to his soul. In combat, Hex's first priority is always to see to the safety of victims and innocent bystanders. He'll throw up protective barriers, heal the wounded, spirit people away from the combat zone, and otherwise use his powers and even his own body to intercept any potential harm to civilians first, only actually crossing swords with supervillains if it's the last option. If he does engage in direct combat, then he tries to keep a cool head, use the minimum force required, and offer the villains multiple chances to surrender peacefully. If they finally do surrender, he'll take them up on it without hesitation, even if they spurned previous offers. COMPLICATIONS Disruption: There is no such thing as perfect order. Some chaos always slips out. Every system, no matter how efficient, wastes some energy. If Hex fails a Concentration check to maintain a power, then in addition to letting the power switch off, the GM can give him a Hero Point in exchange for declaring that he has lost control of his magic; it "misfires" in some way that causes something bad to happen. (Based on the drawback introduced in The Book of Magic.) Enemy (Eris): Eris still hasn't forgotten the boy who spurned her. Her minions clashed with Briana and Len several times during Len's apprenticeship. And now that the boy is a man, Briana isn't around to protect him anymore. The GM can give him a Hero Point in exchange for Eris or her minions or pawns attacking or otherwise disrupting him at the worst possible times. Honor: Some villains are going to escape or gain some sort of advantage because Hex will be too busy helping an innocent bystander to stop them. Other villains are going to get surprise attacks on Hex because they offered a phony surrender or begged for mercy and he relented. Obligations (Family, Mentor): If Briana or his family call for his help, he'll drop everything and run to their aid. The GM can give him a Hero Point in exchange for having them request his aid at the worst possible times. Prejudice: While out on the town, Len disguises himself as just another hipster, and for better or for worse, a lot of people are going to treat him as such. The GM can give him a Hero Point in exchange for a penalty or automatic failure on a Diplomacy check if the NPC hates what they think Len represents. Rivalry (Siblings): Len's siblings have been justifiably jealous of his awesome magical life at several points during their emotional development, and others could potentially play on that jealousy, either to gain information about him, or even to enlist direct aid in harming him. Even if one of them had to be mind-controlled into betraying him, they would suffer a penalty to resist that mind control effect, since it would play on their existing darkest desires. Secret (Identity): Len has a loving local family, and any adversaries who learned about his double life could threaten or harm them. Walking Techbane: The type of magic Hex uses is fundamentally incompatible with technology. His magic comes from Chaos, and Technology is an application of Order. Technology uses the existing laws of physics to perform tasks, while his magic changes and distorts the local laws of physics. The use of his magic, and sometimes merely his presence, causes Reality to fight with itself, and the outcome is never certain. For Hex, using magic in the vicinity of machines is like shoving his hand into the innards of an active engine. It's possible that his hand will be fine, but that the engine parts will break or slip out of place, bringing the whole thing grinding to a halt. It's also possible that his hand will be shredded but the engine will go on running without noticing. Or it's possible that his hand will be shredded and the engine will break. Any time Hex uses his magic near a machine (the GM can decide what "near" means), the GM can give him a Hero Point in exchange for inflicting one or more of the following consequences: Hex's effective power rank is reduced. Hex's power effect just fails. Hex suffers Damage, or some other Attack power effect. One or more nearby machines malfunctions, shuts off, surges, shorts out, and/or breaks. Hex hits one or more nearby machines with an Uncontrolled Nullify effect, and/or an Uncontrolled Damage or Disintegrate effect, effectively Linked to whatever power he was using, possibly with the Side-Effect flaw (so that he will suffer Damage or some other Attack power effect if the machines make their saving throws). ABILITIES 52PP Strength: 18 (+4) (Heavy Load: 300 lbs.) Dexterity: 14 (+2) Constitution: 18 (+4) Intelligence: 18 (+4) Wisdom: 22 (+6) Charisma: 22 (+6) COMBAT 32PP Initiative: +10 (+2 Dex, +8 Improved Initiative) Attack: +8, +10 Magic Bracer, +10 Magic Staff Grapple: +12 (+8 Melee Attack, +4 Str) Defense: +10/+8 (+8 Base, +2 Magic Robes), +5/+4 Flat-Footed Toughness: +10/+4 (+4 Con, +6 Force Field) Knockback Resistance: 5/2 ATTACK RANGE SAVING THROW EFFECT Unarmed Touch DC19 Toughness (Staged) Damage (Physical) Staff Strike Touch +5ft DC21 Toughness (Staged) Damage (Physical) Staff Strike (Blue Aura) Touch +10ft DC20 Fortitude (Harmless) Healing + Boost Staff Strike (Gold Aura) Touch +10ft Opposed Trip vs +10 Prone + Knockback DC25 Toughness (Staged) Damage (Energy) Staff Strike (Red Aura) Touch +10ft DC20 Fortitude (Staged) Drain Toughness DC25 Toughness (Staged) Damage (Energy, Lethal) Staff Strike (Violet Aura) Touch +10ft DC20 Will (Staged) Drain Wisdom DC25 Will (Staged) Damage (Energy) Force Construct (Dropped) Touch +5ft* DC20 Reflex Avoided DC25 Toughness (Staged) Damage (Energy) Force Construct (Trap) Touch DC20 Reflex Trapped inside object Finding Spell 200 miles DC20 Will Limited ESP Element/Energy Spells Perception/Area DC11 Fortitude (Staged) Drain Toughness DC16 Toughness (Staged) Damage (Any “Magic”) Telekinesis Perception/Area Opposed Grapple vs +2 Pinned/Bound DC17 Toughness (Staged) Damage (Energy) Dimensional Pocket Touch/Grapple DC16 Reflex Trapped inside pocket dimension *The force constructs can only be created at Touch-range +5ft, but if he were flying or otherwise elevated, he could potentially create one in mid-air and then drop it onto one or more enemies. SAVING THROWS 16PP Fortitude: +8 (+4 Con, +4PP) Reflex: +10/+8 (+2 Dex, +2 Magic Robes, +6PP) Will: +12 (+6 Wis, +6PP)Ultimate Save SKILLS 111/112R = 28PP Concentration 9 (+15)Second Chance Craft (Artistic) 16 (+20) Craft (Structural) 16 (+20) Diplomacy 9 (+15) Knowledge (Arcane Lore) 16 (+20) Knowledge (History) 6 (+10) Knowledge (Theology/Philosophy) 6 (+10) Languages 2 (Atlantean, English [Native], Lemurian) Notice 9 (+15) Perform (Singing) 1 (+7) Perform (Stringed Instruments) 1 (+7) Search 11 (+15) Sense Motive 9 (+15) FEATS 13PP Artificer Benefit (Wealth) Equipment 8 (40EP)Veteran Reward Improved Initiative 2 Interpose Luck 3 Ritualist Quick Draw Second Chance (Concentration) Trance Ultimate Save (Will) EQUIPMENT 8PP = 38/40EP Acoustic Guitar [1EP] Masterwork Chalk & Rune Stones [1EP] Masterwork Compass [1EP] Fixed-Gear Bicycle (Vehicle) [6EP] Size: Medium [0EP] Defense: 0 (DC10) [0EP] Toughness: 6 [1EP] Strength: 20 (Medium Load: 266 lbs.) [2EP] Powers: [3EP] Features 1 (Marked with a magic rune) [1EP] Speed 2 (25MPH) [2EP] Pocket Dimension Inside A Barge House (PL15 HQ) [29EP] On the outside, a small trailer home sitting on a flat-bottom boat, little more than a raft with a motor attached. On the inside, a mansion. The interior structure is maintained and defended by a few dozen elemental spirits, organized by Mr. Hewitt, the ghost butler who served Briana Whitethorne and decided to remain with the estate when it changed hands. One room contains a standing portal to the Elemental Realms. The elemental spirits are of limited intelligence, greater than a normal animal but less than that of a person. Most of them take the forms of animals, such as dogs and birds. The spirits can use that portal freely to return to their home dimension at any time; they are not slaves. However, in order to enter the estate from the Elemental Realms, they must accept a voluntary geas which imposes a non-aggression pact between them, and obligates them to clean, repair, and defend the manse for as long as they choose to occupy it, in exchange for a regular supply of "treats" for them to consume. These "treats" mostly consist of manifestations of opposing elements which they can consume. For example, the water spirits are usually provided with fire for them to quench. Mr. Hewitt is the ghost of an Englishman. He appears as a translucent pale blue version of his former self, with a wisp of blue mist instead of legs. He is not bound to the manse; in fact, he refers to it as his "refuge." He politely deflects any attempts to pry into his reasons for staying and serving the household. Cryptic comments have indicated that he was a butler in life as well, and that he lived through both World Wars. Size: Diminutive Exterior / Large Interior [2EP] Toughness: 10 [1EP] Features: [26EP] Defense System 4 (Damage, Snare, Suffocate, Trip) (Spirits) Dimensional Portal (Elemental Realms of Air, Earth, Fire, & Water) Dual Size Fire Prevention System (Spirits) Greenhouse Holding Cells 2 (Toughness 15, Nullify) Library 2 (Masterwork) Living Space Personnel (Spirits) Pool Powers 2 (36/60PP) Comprehend 3 (Languages 2 [Speak Any/All Simultaneously], Spirits, Extras: Affects Others, Area [General, Stationary, Burst], Flaws: Limited [Others], Feats: Progression [Area Size] 4 [100ft/rank = 300ft radius]) [13PP] (Translation Runes) Communication 7 (Range: 200 miles, Sense Type: Mental, Extras: Area, Linked [ESP], Flaws: Limited [One-Way], Medium [Reflective Surfaces], Feats: Dimensional [Earth-Prime], Selective) [6PP] (Scrying Mirror) ESP 7 (Range: 200 miles, Sense Types: Auditory + Visual, Extras: Duration [Sustained], Simultaneous, Flaws: Action 2 [Full], Medium [Reflective Surfaces]) [14PP] When Hex uses the mirror, every reflective surface within the area becomes a potential window through which he can see and hear. If an intelligent creature is near one of those surfaces, Hex can communicate with them telepathically. They will see his image in the mirror, and hear his voice as if he were speaking to them, but it's all in their mind. They will have to speak or write to reply, so any other observers will see or hear them normally, but those other observers will only catch a glimpse of Hex in the mirror and hear his voice if they make a DC17 Notice check. Features 1 (Temporal Inertia) [1PP] (Pocket Dimension Outside of Space and Time) Swimming 2 (5MPH) [2EP] The physical motor attached to the rear of the barge doesn't work. It's just for show. When Hex needs to move the barge, he activates runes etched into the underside to summon a water elemental. Sealed (Defensive Runes) Security System 2 (DC25) (Defensive Runes) Self-Repairing (Spirits) Think-Tank (Spirits) Workshop 4 (Mundane Crafts, Magical Inventions, Both Masterwork) 1 + 1 + 1 + 6 + 29 = 38EP POWERS 109PP Devices 12 (70PP Container [Passive, Permanent], Flaws: Hard-To-Lose, Feats: Quick Change [Transforms into normal clothes and accessories as a Free Action], Restricted [Magic users]) [58PP] Magic Robes: [28PP] (Transforms into normal clothing) Comprehend 3 (Languages 2 [Speak Any, One At A Time, Understand All], Spirits) [6PP] (Translation Runes) Enhanced Defense 2 (Extras: Linked [Enhanced Reflex, Force Field, Immunity]) [4PP] ("Abbridon’s Aegis") Enhanced Reflex 2 (Extras: Linked [Enhanced Defense, Force Field, Immunity]) [2PP] Force Field 6 (Extras: Linked [Enhanced Defense, Enhanced Reflex, Immunity], Feats: Selective) [7PP] Immunity 2 (Critical Hits, Extras: Force Field [Free Action, Sustained Duration], Linked [Enhanced Defense, Enhanced Reflex, Force Field], Flaws: Unreliable [50%]) [1PP] Flight 3 (50MPH / 500ft per Move Action) [6PP] ("Abbridon’s Wings") Immunity 2 (Environmental Cold, Environmental Heat) [2PP] ("Abbridon's Succor") Magic Bracer: [19PP] (Transforms into a wristwatch) Create Object 10 (Max Volume: 10 cubes, Max Toughness: 10, Lifting Strength: 50 [Heavy Load: 12 tons], Extras: Linked [Environment Control], Flaws: Range [Touch], Feats: Accurate, Affects Insubstantial 2, Extended Reach [10ft], Progression [Max Volume] 1 [10ft cubes], Selective, Stationary, Tether) [18PP] (Force Constructs, "Abbridon’s Aegis") Environment Control 1 (Light [Level 2], Area: 5ft radius, Extras: Linked [Create Object], Flaws: Range [Touch]) [1PP] (Glowing Force Constructs, "Abbridon's Lantern") Magic Goggles: [13PP] (Transforms into a pair of glasses) Comprehend 1 (Languages 1 [Read Any]) [2PP] ("Eyes of Ios") Super-Senses 4 (All Visual-type senses, Extras: Counters Concealment, Counters Illusion) [4PP] ("Eyes of Ios") Super-Senses 10 (Magic Awareness, Descriptor Frequency: Very Common, Sense Type: Visual [Default: Accurate, Acute, Ranged], Extras: Counters Obscure ["Darkness" Descriptor], Penetrates Concealment, Tracking, Flaws: Limited [Counters Obscure only works for an individual sense, the Magic Awareness, not the entire Visual sense type], Drawbacks: Power Loss [Penetrates Concealment cannot penetrate Lead, Frequency: Uncommon]) [8PP] (Magic Aura Vision, "Eyes of Ios") Vulnerability (Visual Sensory effects, while Super-Senses are active, Frequency: Uncommon, Intensity: Minor [+1 DC]) [-1PP] Runesmithing Tools [10PP] Variable Power 2 (10PP Pool, Multiple Powers At Once of Any Type or Descriptor, Extras: Duration [Continuous], Flaws: Action [Full], Drawbacks: Action 2 [5 minutes], Distracting) [10PP] Device 8 (40PP Container [Passive, Permanent], Flaws: Easy-To-Lose, Feats: Restricted [All powers except the Staff Strike are restricted to Magic users]) [25PP] (Magic Staff) Environment Control 1 (Light [Level 2], Area: 5ft radius, Extras: Action 2 [Free], Flaws: Range [Touch]) [3PP] ("Abbridon's Lantern") Magic Staff 16 (32PP Array, Feats: Alternate Power 5) [37PP] Base Power: [5PP] (Staff Strike) Damage 2 (Feats: Accurate, Extended Reach [10ft], Mighty) [5PP] Alternate Power: [31PP] (Azure Aura, "Abbridon’s Healing Touch") Healing 9 (Extras: Action [Standard], Restoration, Flaws: Limited [Others], Feats: Accurate, Extended Reach 2 [15ft], Variable Descriptor [Staff touch or short-range beam]) [31PP] Alternate Power: [32PP] (Golden Aura, "Abbridon's Rebuke") Damage 6 (Extras: Linked [Trip], Feats: Accurate, Extended Reach 2 [15ft], Knockback 10 [Effective Damage 20], Mighty, Variable Descriptor [Staff strike or short-range blast]) [21PP] Trip 10 (Extras: Knockback, Linked [Damage], Flaws: Range [Touch], Feats: Improved Throw) [11PP] Alternate Power: [32PP] (Violet Aura, "Ghost Strike," "Soul Strike," "Abbridon’s Judgement") Drain Wisdom 10 (Extras: Alternate Save [Will], Linked [Damage], Feats: Accurate, Extended Reach 2 [15ft], Incurable, Variable Descriptor [Staff strike or short-range blast]) [15PP] Damage 6 (Extras: Alternate Save [Will, 10 ranks], Linked [Drain], Feats: Mighty) [17PP] Alternate Power: [32PP] (Crimson Aura, "Jaws of Vhoka The Devourer") Drain Toughness 10 (Extras: Affects Objects, Linked [Damage], Feats: Accurate, Extended Reach 2 [15ft], Improved Critical, Incurable, Variable Descriptor [Staff strike or short-range blast]) [26PP] Damage 6 (Extras: Linked [Drain], Feats: Mighty, Drawbacks: Lethal) [6PP] Alternate Power: [16PP] (Verdant Aura, Dispel Magic, Spellbreaker Rune) Nullify 10 (All "Magic" effects, Extras: Linked [Immunity], Flaws: Range [Touch], Feats: Accurate, Extended Reach 2 [15ft], Improved Critical 2, Variable Descriptor [Staff touch or short-range beam]) [16PP] Magic 9 (18PP Array, Feats: Alternate Power 8) [26PP] Base Power: [18PP] (Channeling Raw Magical Energy, Chaos Magic, "Flames of Phoros") Drain Toughness 10 (Extras: Affects Objects, Area [General, Burst, 50ft radius], Linked [Damage, Nullify], Flaws: Distracting, Limited [Objects], Limited [Machines], Drawbacks: Full Power) [4PP] Damage 10 (Extras: Area [General, Burst, 50ft radius], Linked [Drain, Nullify], Flaws: Distracting, Limited [Objects], Limited [Machines]) [4PP] Nullify 10 (All “Technology” effects, Extras: Area [General, Burst, 50ft radius], Linked [Damage, Drain], Flaws: Distracting, Range [Touch]) [10PP] Alternate Power: [18PP] (Conjuring Spells, "Weyan’s Wheel of Workings") Create Object 2 (Max Volume: 2 5ft cubes, Lifting Strength: 10 [Heavy Load: 100 lbs.], Extras: Duration [Continuous], Range [Perception], Feats: Improvised Tools, Innate, Precise, Progression [Object Toughness] 8 [Max Toughness: 10], Subtle, Drawbacks: Power Loss 2 [When unable to speak and gesture, Frequency: Common]) [18PP] Alternate Power: [18PP] (Element/Energy Control Spells) Drain Toughness 1 (Extras: Affects Objects, Area [General, Burst], Duration [Concentration], Linked [Damage], Range 2 [Perception], Selective, Feats: Precise, Progression [Area Size] 3 [50ft/rank = 50ft radius], Subtle, Variable Descriptor 2 [Any "Magic"], Drawbacks: Power Loss 2 [When unable to speak and gesture, Frequency: Common]) [12PP] Damage 1 (Extras: Area [General, Burst, 5ft radius], Duration [Concentration], Linked [Drain], Range 2 [Perception], Selective) [6PP] Alternate Power: [18PP] (Dimensional Magic, "Ahgrazul’s Vault") Dimensional Pocket 1 (Extras: Action [Move Action to trap, Free Action to retrieve object], Duration 3 [Continuous, Lasting], Flaws: Medium [Existing pockets and containers], Requires Grapple, Feats: Progression [Cargo] 15 [5,000 tons], Subtle, Drawbacks: Power Loss 2 [When unable to speak and gesture, Frequency: Common]) [18PP] Alternate Power: [18PP] (Force Magic, Telekinesis, "Hands of Lamal") Move Object 2 (Lifting Strength: 10 [Heavy Load: 100 lbs.], Extras: Area [General, Burst], Damaging, Improvised Tools, Range [Perception], Selective, Feats: Precise, Progression [Area Size] 5 [250ft/rank = 500ft radius], Subtle, Drawbacks: Power Loss 2 [When unable to speak and gesture, Frequency: Common]) [18PP] Alternate Power: [9PP] (Divination Magic, Rune-Casting Ritual) Super-Senses 8 (Postcognition, Precognition, Extras: Simultaneous, Drawbacks: Action 4 [1 minute], Noticeable, Power Loss 2 [When unable to conduct ritual, draw an elaborate circle on the ground, and/or when deprived of specially prepared rune stones, Frequency: Common]) [9PP] Alternate Power: [11PP] (Divination Magic, Finding Spell) Telelocation 7 (Range: 200 miles, Extras: Duration [Sustained, Lasting], Flaws: Limited [Only learns the target's direction relative to him, not their exact location], Medium [Requires a piece of the target, or an object heavily infused with the target's resonance], Feats: Progression [Counter Rank / Saving Throw] 3 [Rank 10 / DC20], Rapid 8 [x100,000,000, Take 20 to Search maximum area in less than a second as a Free Action], Drawbacks: Action [1 minute], Noticeable, Power Loss 2 [When target is hidden behind a lead barrier, or when deprived of specially prepared compass, Frequency: Common]) [11PP] Alternate Power: [18PP] (Dimensional Magic, Folding Space, Teleportation, "Gates of Ios") Teleport 4 (Range: 1 mile, Extras: Accurate, Duration [Sustained to keep portal open], Portal, Flaws: Action [Move Action to open portal], Medium [Existing Doors], Feats: Change Direction, Dimensional [Between Earth-Prime and Pocket Dimension HQ], Progression [Portal Size] 1 [10ft x 10ft], Subtle, Drawbacks: Power Loss 2 [When unable to speak and gesture, Frequency: Common]) [18PP] Alternate Power: [18PP] (Transmutation Spells) Transform 1 (Any Inanimate Object Into Any Other Inanimate Object, Extras: Area [General, Burst], Duration [Continuous, Lasting], Range [Perception], Selective, Feats: Progression [Area Size] 4 [100ft/rank = 100ft radius], Progression [Mass] 5 [50 lbs.], Precise, Subtle, Drawbacks: Power Loss 2 [When unable to speak and gesture, Frequency: Common]) [18PP] Abilities (52) + Combat (32) + Saving Throws (16) + Skills (28) + Feats (13) + Powers (109) - Drawbacks (0) = 250/250 Power Points
  2. Opposed power check: 11. Set's second attempt works. Condition Summary Deep Spawn: Injured, Unconscious, Dead Grimalkin: 1HP Mister Strix: Unharmed, 4HP Sekhmet: Unharmed, shares Set's 4HP Set: Fatigued, 4HP Temperance: Unharmed, 6HP
  3. Set gets a Hero Point for the setback. I'll give Grimalkin a recovery check, since Sekhmet was using her Healing power to counter the Transform. Recovery check (DC10): 14. With the bonus from Sekhmet's Healing effect, she makes it and loses her last Injury. The same 5PP of Shapeshift that Set used to Regenerate from their Disabled condition in one minute would allow them to Regenerate from their Staggered condition in a single standard action, roughly 3 seconds, so I'll just assume Set did that. Updated Condition Summary Deep Spawn: Injured, Unconscious, Dead Grimalkin: 1HP Mister Strix: Unharmed, 4HP Set: Transformed, 4HP Temperance: Unharmed, 6HP Sekhmet: Unharmed, shares Set's 4HP
  4. Opposed power check vs Sekhmet: 4. She succeeds in purging the eyes from Grimalkin.
  5. Opposed power check: 15. Set fails to counter the Transform effect. Sekhmet can give it a try. If Set tries again, he needs to use Extra Effort.
  6. GM Set felt a few moments of relief as he coalesced back into solid flesh and leaned against the wall. Then several of the small wounds across his arms, torso, and neck clenched shut, like tiny sphincters, and new eyes, varying in size from a pea to ping-pong ball, sprouted forth. Set felt the same now-familiar wave of vertigo as many different perspectives were suddenly superimposed upon each other in translucent layers over his sight. This time, he was able to adapt quickly, feeling only slightly queasy. Grimalkin's mouth dropped open and vibrated in a silent scream as she watched Set's skin sprout new eyes. She looked back down at her own bleeding hands, and started shaking her head furiously as her own bleeding flesh mended itself, and with new skin came new eyes. She shook for a few more moments when Sekhmet's glowing hands grasped hers, but then she froze. The golden aura spread from Sekhmet to Grimalkin, enveloping her entire body. The new eyes sizzled and popped, a series of tiny explosions like a string of firecrackers pelting burnt globules of vitreus fluid down into the blood-water-filth soup the heroes were all wading in. Beams of sunlight erupted from the holes in Grimalkin's flesh left behind by the eyes, and then from her real eyes and her mouth as she screamed. Her hands gripped Sekhmet's back tightly, her fingernails almost breaking the goddess's skin. Then the light faded, and the taint was purged from the faerie's body. Meanwhile, as Mister Strix began to stagger around the room, a chill filled the air, and the soup began to feel ice-cold. The surface started crystallizing in several places, shattering as he would walk through it and then re-freezing behind him. The chunks of ice from Temperance's wall around the creature which were now floating in the soup began to grow, slowly but noticeably, with some fusing together when they collided. Neither Strix, Grimalkin, nor Temperance seemed to mind, but Sekhmet and Set both began to shiver uncontrollably.
  7. Clarification: The eyes growing out of Set and Grimalkin's flesh are the descriptor for a rank 1 Transform effect. To get rid of them, you need to roll an opposed power check to counter that Transform effect. The descriptor for whatever effect you use to counter it pretty much has to involve physical harm of some kind, gouging or burning or whatevering them out. If you fail to counter the effect, it persists, and the eyes will grow back. If your first attempt fails, you'll need extra effort for new attempts. Aside from that issue, there's a couple different investigative directions you guys could go in based on what you've learned so far. If they're not clear, let me know and I'll have my GMPC clarify them.
  8. Mister Strix: 9 Golgotha Tenement Blues (3) Ink (4) Siren Song of The Void (1) To Serve and Protect (1) Hex: Guidebook page GM: 3 x2 = 6 Siren Song of The Void (1) To Serve and Protect (2) Please divide the GM posts between Mister Strix and Hex in a manner which puts Strix in the 10-24 2PP tier, and Hex in the 1-9 1PP tier. As long as you give one post to each of them, the specific allocation doesn't matter. It's the only possible configuration.
  9. Regenerated! Once the January 2019 points get added to the character sheets, Mister Strix will have 5PP unspent. Please spend all 5PP to increase his Regeneration power by +5 ranks, which will increase his Recovery bonus from +0 to +5.
  10. GM After the vigilantes dodged the seemingly autonomous police cruiser, it kept on driving, eventually passing through another building as if it were less than a shadow. When Arrowhawk's axe slashed into Officer Friendly's head, it tore his mask in half, exposing his face...or, rather, his lack of a face. There were no eyes, nostrils, or mouth, no openings or orifices of any kind. There wasn't even really a nose, just a vague suggestion of one underneath an unbroken sheet of skin. Her axe sliced deep into meat and bone, and she did shed his blood, but, as always, it was only a few drops. The bottom half of the white spandex head-sock with the crude smile painted on it dangled from his neck, swaying back and forth. The Tattered Man's boot crashed into Officer Friendly's lack of a face with all of his 185 pounds of spirit-fueled superhuman strength and burning adrenaline behind it. Arrowhawk's battle axe had already weakened the structural integrity of Friendly's head, and the follow-up from The Tattered Man pulverized it. His kick shattered Friendly's jaw and half his skull, and ruptured his smooth eggshell of a face, leaving nothing but a mass of red pulp, as though John's foot had lanced a giant sore. Friendly fell motionless to the ground, like a puppet with cut strings. The Bedlam night was quiet and still once more. The only sound either Arrowhawk or the Tattered Man could hear was their own ragged breathing and the thumping of their own heartbeats.
  11. I fudged by letting Ecal crit with a 19 that was only 19 because of HP re-roll, so I'll fudge and let TK use Extra Effort to get +2 to the first attack roll so it hits. Officer Friendly's first Toughness save (DC28): 21. Fails by 7, so that's a 6th Injured condition. Officer Friendly's second Toughness save (DC28): 18. Fails by 10, so he's Disabled. He goes down.
  12. Officer Friendly's Defense is only +3 (DC13) because of his All-Out Attack, so everything but the natural "1" hits him. Officer Friendly's Toughness save against the punches and kicks: 25. No effect. Technically, the Hero Point shouldn't make the 19 a critical hit, but I'm going to fudge and say it does. Officer Friendly's Toughness save against the axe (DC30): 24. He takes a 5th Injury and he's Dazed for one round. (I'm not going to fiat away the Dazed condition again.)
  13. Amelia

    Ink (OOC)

    Conditions, right. Thanks for reminding me. Strix is still Shaken, so his Init should be 12.
  14. Amelia

    Ink (OOC)

    Mister Strix's Initiative: 14.
  15. Not so fast. The kids are gonna hang out on the roof for a little while longer, while the man in white and their mom have a little chat, and the other PCs get some more insight into his tragic backstory.
  16. The man in white didn't respond to Sam's plea. He didn't acknowledge her presence at all. He was too focused on her mother, whose words rang in his ears. His mouth dropped open, and hung open. When he spoke, his voice was, as every other time Sam and Adam had heard it that night, deeper than any human voice they'd ever heard, with a faint echo beneath it. "'Frankie'...You...'Frankie'...You..." For a moment, he wasn't on that roof, and he didn't see Sam or her family. For a moment, he was fresh out of the box Johann had kept him in, his heart still sore from where Johann's stake had been pulled from it. As far as he'd known, he was also fresh out of his grave. But he knew that wasn't true when he ran back to his home and saw that it wasn't his home anymore, when he saw his wife who wasn't his wife anymore, and her new husband, and their child, and another one on the way, the children they'd just started talking about having when Johann decided to make an example of him... Faster than any human eye could follow, Strix surged forward and clamped his hand around the mother's throat. He lifted her up off the floor, and jumped down to the street below, landing without a sound despite the cracks his boots left in the sidewalk concrete. He dragged her along the ground and back into the lobby of her apartment complex, along the floor still littered with the bodies of Frankie's hired guns. "Look at them." He forced her face down toward the ground and the unconscious thugs laying upon it. "Look." Then he hauled her up against one of the walls and leaned his face right up against hers. She could see the cloud of her own breath breaking against his face. His eyes were still completely black, his fangs still unsheathed. Thorne and Judex could hear him growling from upstairs. "You're even worse than this scum your 'Frankie' sent to murder your children. Their drug is all they have. But you have children. You are blessed with children. Blessed with their love and their time and you throw it away. You throw it away for your drug. You sold your own children away for your drug. Those children didn't ruin your life. They could have saved it, if you'd let them. They could have given your life joy, and meaning. But you chose your drug. I used to be blessed, like you. My blessings, my future, my life, they were stolen from me, ripped from my arms. So now I'm like them. I don't have a family anymore. All I have left is my drug." The blackness expanded once again to cover his eyes completely. His fangs once again unsheathed. His gaze slid down from her eyes to her throat. His tongue stretched to triple its normal length and licked his fangs. "Scum like this? Scum like you? You're my drug." His hand, still wrapped firmly around her throat, began to squeeze. Kill her. Drink her and kill her. It's the only thing that makes any sense. Rip her throat open and guzzle every last drop that pours out. Tear her worthless goddamned head off her shoulders and make the world a better place. Her kids are better off without her. Drink. Kill. Drink.
  17. Amelia

    Ink (OOC)

    Assuming no one's around to try to stop him, Strix will attempt to break the door down, and probably tank the alpha strike. Strix has Strength +8 and Super-Strength 2, for a total of +10.
  18. Amelia

    Ink

    The cloud of mist that was Mister Strix floated in front of the door for a few moments, raking the entire outline of the door with his gaze. Sealed shut. No way to do this quietly. Really have lost the element of surprise. The cloud solidified back into the form of the man in white. No choice but to do it loud. Whoever's waiting on the other side will come at the first person they see with everything they have. Better that person be me than anyone else. His veins bulged and blackened as he mentally forced his magical blood down into his legs, filling them with even more unholy vigor. The blood seeped into his leg muscles and then boiled away. Then he surged forward with brutal kick, hoping to knock the door off its hinges, or, at least, break it in half.
  19. Hex Alternate Identity: Leonard "Len" Kepler Base of Operations: Emerald City Concept: Superhero Wizard Table of Contents Allies & Enemies Costume & Appearance Current Role & Hooks Design Notes Headquarters History Personal Life Personality & Motivation Powers & Skills Timeline Allies & Enemies Allies Briana Whitethorne An old-school, broom-riding, wand-firing, cauldron-stirring, gravelly voiced, Scotch-drinking, pipe-smoking, dirty joke telling witch. She likes to tell people to "Grasp my rod!" She claims it never gets old. She learned about Len's magical talent at the same time that Eris did. She fought off Eris's minions, and took Len as her apprentice and sidekick for twelve years, teaching him everything he knows. At the start of 2019, she told Len she was leaving, though she didn't say why, where she was going, or how long she would be gone. She gave her pocket universe and its contents to him as a "graduation present." Her current whereabouts are unknown. Mr. Hewitt The ghost of an Englishman who serves as the butler of Len's pocket dimension. He served Briana Whitethorne, and when ownership of the "manse" changed hands, he decided to stay on. He appears as a translucent pale blue version of his former self, with a wisp of blue mist instead of legs. He is not bound to the manse; in fact, he refers to it as his "refuge." He politely deflects any attempts to pry into his reasons for staying and serving the household. Cryptic comments have indicated that he was a butler in life as well, and that he lived through both World Wars. Enemies Eris Also known as "Discordia," the goddess of chaos from the Greco-Roman pantheon. When she became aware of Len and his talent, she sent her minions to recruit him, so that she might use him to sow more chaos in the mortal world. Briana Whitethorne intercepted her minions and fought them off. In the dozen years since, her minions have clashed with Briana and Len several more times, either when she made a renewed effort to recruit him, or when they became aware of one of her schemes and foiled it. Eris is bitter, petty, and jealous at the best of times. She never lets go of a grudge or a slight. Her minions have a habit of showing up at the worst possible time for people like Len. Costume & Appearance Hex carries a black wooden staff almost as tall as he is, carved from ebony and etched with dozens of runes. He wears a sleeveless indigo robe that goes down to about mid-calf, over a lighter lavender tunic. The robe has a high upturned collar, and is affixed to the tunic with a pair of brooches sitting just under his collar bones, purple sapphires about the size of chicken eggs cut into a hexagonal shape and set into gold. The tunic goes down to just above his knees, and is belted at the waist with an indigo sash. The chest of the tunic is embroidered with a black disc containing white lines arranged in a "Flower of Life" design, 19 small interlocking white circles arranged in a hexagon pattern inside one larger circle. The part of the tunic below the waist is slit to divide it into six flaps. Indigo trim traces along the bottom of the tunic. The baggy sleeves of the tunic are tucked into white leather bracers. The left bracer is also etched with runes, and studded with another gold-set egg-sized hexagonal-cut purple sapphire. Below the tunic he wears a pair of baggy indigo leggings, tucked into knee-high white leather boots with large fold-over cuffs. Over his eyes, he wears a set of leather goggles. The strap is soft leather, while the part around the eyes is boiled hard leather. The lenses appear to be glass, but are actually crystal, transparent from the inside but opaque from the outside. When he uses his magic, his irises take on a slight golden glow, which sometimes shines brightly enough to be visible from behind the goggles. When not actively wizarding, his enchanted vestments transform into normal clothing which makes him look like just another Pacific Northwest hipster: A zip-up hooded jacket, blue jeans, combat boots, and a red and black plaid flannel shirt. His goggles turn into vintage-style black square-frame glasses with non-prescription lenses. His bracer morphs into a hexagonal wristwatch with a broken motor, the hands stuck permanently at 6 o'clock ("It's right twice a day!"). Len's body type is colloquially known as a "bear" or a "dad-bod." He's bulky, and extremely hairy, from head to toe. The hair below his neck is significantly darker than the hair on his head, making it stand out. The bulk is mostly muscle, which his body builds easily, layered over a wide frame (he really is "big-boned"), but it's covered with enough fat (which his body also accumulates easily) to completely obscure any definition. His head and hands are both slightly larger in proportion to his body than a normal adult, which makes him appear overall even bulkier. Current Role & Hooks Hex is based primarily in Emerald City, but he's perfectly willing to lend a hand elsewhere if needed. Conventional long-distance travel is a hassle for him, but he has ways of mitigating that. He's best suited to deal with magical and supernatural threats to the city, but he's powerful enough to hold his own against most super-powered menaces. He conducts regular divination rituals in order to figure out where and when he'll be needed, so there's an excuse for him to show up just about anywhere at any time. In combat, Hex's first priority is always to see to the safety of victims and innocent bystanders. He'll throw up protective barriers, heal the wounded, spirit people away from the combat zone, and otherwise use his powers and even his own body to intercept any potential harm to civilians first, only actually crossing swords with supervillains if it's the last option. If he does engage in direct combat, then he tries to keep a cool head, use the minimum force required, and offer the villains multiple chances to surrender peacefully. If they finally do surrender, he'll take them up on it without hesitation, even if they spurned previous offers. Design Notes Hex started out as a (probably joking) challenge from AvengerAssembled for me to "Just make and play a nice guy." Obviously, both Hex and the nature of his magic draw heavy influence from Arcanum: Of Steamworks & Magick Obscura, Dungeons & Dragons, and The Dresden Files. I justify the D&D-ness of it all by telling myself that Freedom City imported a lot of the "D&D paradigm" into their setting, since M&M is ultimately a D&D spinoff anyway. The whole idea of making magic less chaotic by "locking it down" in runes enchanting items is something I read in both R.A. Salvatore's D&D novels and the Dwarf Codexes for Warhammer, and I'm honestly not sure which one of them was stealing from the other. Hex's appearance and a lot of his personality are based on Jason Chorde, one of the core cast members of the long-running webcomic Something Positive. He's also a sort of gender-flipped Mercy from Overwatch, if her abilities came from magic instead of super-science, and if she also had Winston's barrier projector, or Brigitte's or Reinhart's shield. If you want to know exactly what Hex's mentor, Briana Whitethorne, looks and sounds like, then watch Anne Bancroft's portrayal of Mrs. Kennsinger in the movie Malice. From his name to his costume to the manifestations of his powers, Hex obviously has a heavy numerological motif. The name "Hex" has a double meaning, since it's both the Greek word for the number 6, and a Germanic term for magical spells or curses, and the "witches" who cast them. Hex's whole schtick is bringing order out of chaos, and both the number 6 and the hexagonal shape are both often used as symbols of order and organization. The number 6 is significant in mathematics for several reasons, such as being the smallest number divisible by both 2 and 3, and the smallest "perfect number." 6 is also the atomic number of carbon, a fundamental element in chemistry, biology, and technology, and carbon atoms and molecules form hexagonal shapes; it is that structure which gives substances such as diamond their strength. In the animal world, one has only to look to the honeycomb structure of beehives to see these principles manifest. Trivia "Leonard Kepler" is a homage to two great scientists and mathematicians from real-world history, Leonardo DaVinci and Johannes Kepler, two people who, in their own way, helped bring a great deal of order out of chaos. Hex's mentor, "Briana Whitethorne," is named for "Briana" and "Whitethorn," my mother's first two AD&D PCs, both wizards. Mr. Hewitt is named for Christopher Hewett, the actor who portrayed the eponymous protagonist on the sitcom Mr. Belvedere. Hex's barge home is a homage to Duncan MacLeod's barge from the first couple seasons of Highlander. Hex began his magical tutelage at age eleven, the same age as first-year students at Hogwarts in Harry Potter. Headquarters The exterior of Hex's headquarters is a small "barge house," a trailer home sitting on a flat-bottom boat used for towing cargo up and down rivers, little more than a raft with a motor attached. The motor isn't functional. It's just for show. There are runes carved into the bottom of the barge, which Hex uses to summon a water elemental when he needs to move the barge. The door to the trailer is surrounded by invisible runes. Anyone who opens the door without knowing and activating those runes opens the door to a normal trailer home. When the door runes are activated, the outer door opens into a pocket dimension containing a large mansion. The amenities include Briana Whitethorne's extensive library, which includes many occult texts, and her workshops, stocked with tools and materials for a wide variety of crafts, mundane and supernatural, as well as a scrying mirror which Hex can use to turn any reflective surface in Emerald City into a window, through which he can see, hear, and communicate with people on the other side. The walls of the manse are etched with translation runes, which allow all within the manse to communicate freely with each other. A few doors in the manse lead to unfinished rooms, which only partially exist. After more than twelve years in residence, there are still some rooms Hex has never entered. One room of the manse contains a standing portal to the Elemental Realms. Spirits from those realms, usually a few dozen at any one time, use that portal to gain entry to the manse, which they then work to maintain and defend. Their efforts are organized by the butler, Mr. Hewitt (see "Allies" above). The elemental spirits are of limited intelligence, greater than a normal animal but less than that of a normal person. Most of them take the forms of animals, such as dogs and birds. The spirits are not slaves; they can use the portal freely to return to their home dimension at any time. Mr. Hewitt is the only spirit who occupies the manse on a permanent basis. The elementals are a transient population. In order to enter the estate, the elementals must accept a voluntary geas which, for the duration of their stay, imposes a non-aggression pact between them, and obligates them to clean, repair, and defend the manse, in exchange for a regular supply of "treats" for them to consume. These "treats" mostly consist of manifestations of opposing elements which they can consume. For example, the fire spirits are usually provided with combustible materials, while the water spirits are usually provided with open flames for them to quench. History Leonard Kepler was born in the right place at the right time. His parents lived in Emerald City, and it was expected that he would be born there. However, during his mother's ninth month of pregnancy, her father, his maternal grandfather, died suddenly. His parents had to drive out to the remote small town in rural Oregon where he lived for the funeral. They had no idea that their route passed close by a nexus point where several "ley lines" of magical energy crossing the planet intersected, spilling that magical energy into the nearby area. They also didn't know that they passed under a very specific and rare alignment of stars in the sky. Leonard's mother went into labor on the way to her father's funeral, and delivered her son into a point of time and space which imbued him with a natural talent for channeling magical energy and imposing his will upon it. His parents made it just in time for the funeral, with the new baby in tow, making the whole occasion emotionally complicated for all involved. Len's childhood was unremarkable at first. He excelled academically, so his parents made sure to move wherever they could find the best schools in town. The best schools were always in rich neighborhoods, so his family, despite being poor, always wound up living on the periphery of rich neighborhoods, and he always wound up being the one poor kid in a class full of yuppies and trust-fund brats. He seemed normal until he was 8 years old, when his talent began to manifest, mostly in the form of astoundingly unlikely mechanical failures everywhere he went. He was always big for his age, but when puberty hit, he grew like a weed. The combination of being a "teacher's pet," a "fat ogre," poor, and a walking technical difficulty was more than the adolescent could take, so he began lashing out. This caused the manifestations of his magical talents to intensify, which eventually drew supernatural attention to him. As a goddess of Chaos, Eris, also known as Discordia (see Threat Report), became aware of Len when he was eleven years old, and sent her minions to recruit him. Fortunately for Len, and probably the rest of the world, that effort was foiled by Briana Whitethorne, a witch who intercepted and defeated the minions of Eris, and convinced Len's parents to let her take him on as her apprentice. For the next twelve years, while his siblings went to school, Len spent nine months out of every year by Briana's side, studying and practicing in her pocket-dimension home, and taking frequent jaunts across the multiverse, dimension-hopping to alternate Earths, visiting different time periods, and even traveling to more exotic planes of existence, like the Astral and the Elemental Realms. Briana appeared to be in her mid-fifties, but various interactions and artifacts Len observed over the years suggested she was much older. Briana taught Len how to use spells, conduct rituals, and forge and brew magical talismans and potions, to control, direct, and when necessary, unleash the magical energy he tapped into. Almost as a by-product of the different magical traditions they researched, he wound up with a knowledge base of history and mythology worthy of a graduate degree in several different humanities. In 2018, after a dozen years, Briana declared one day, with no warning and little fanfare, that Len was her student no longer, but a wizard in his own right, and announced her intention to leave, though she did not say where (or when?) she was going. She bequeathed the pocket universe and all its contents to Len as a "graduation present," pulling up its dimensional anchor and folding up the whole thing into a literal deed which she signed over to him before departing. He decided to purchase a house-barge moored on the Emerald City coast and anchor the pocket dimension there, where he could keep a safe distance from the heart of the city while still having relatively easy access to it. From there, he casts daily divinations to determine when and where he'll be needed to protect the city and its people. Personal Life Len doesn't have much of a personal life yet, but he's working on it. The nature of his magic cuts him off from much of the modern human world, but he bridges the gap where he can. He tries to get out of his "house" for recreational purposes once or twice a week, even if it just means taking his guitar to a park or his book to a coffee shop (one of the rare ones without wi-fi, for obvious reasons) when he could more easily stay at home. Personality & Motivation In any comedy duo, Len would be the Straight Man that a Wacky Zany Guy would play off of. He carried a lot of anger when he was a child, but his training with Briana, especially in meditation, helped him to let go of that anger a long time ago. When he learned how to control his magic, he also learned how to control his feelings. The angry kid grew up to be a mellow adult, a "gentle giant" who just tries to be nice to people, help out, do the right thing, and avert or de-escalate conflicts instead of initiating or exacerbating them. He radiates a calm, quiet confidence that many people find disarming (a confidence borne of over a decade of traveling the multiverse and escaping or fighting off Death in many forms), with a big smile that comes easily and spreads all the way up to his eyes. Powers & Skills Hex has a natural talent for tapping into and channeling the "raw and chaotic magical energy" of The Phoros, another dimension inhabited by beings of the same name, "immortal, immaterial, glowing spheres of light and fire." (See The Book of Magic.) His magical training focused on bringing Order out of that primordial Chaos to which he was attuned, in several different ways. He can cast spells, conduct rituals, or imbue physical items with magic power. Generally, the more time and labor intensive the method of shaping and controlling the magic, the less chance there is of it "leaking out" and wreaking havoc on himself or his environment (see "Walking Techbane" under "Complications," below). He casts spells by quickly speaking incantations and tracing symbols in the air with his fingers. The words are mostly from ancient Atleantean and Lemurian dialects, though they sometimes include snippets of more "mundane" ancient languages, like Egyptian, Greek, Latin, Old Norse, or Sanskrit. They are mostly invocations, entreaties, or references to various mystical entities, realms, and forces across the multiverse. Some of the symbols he traces in the air are Atlantean or Lemurian runes (though, again, sometimes they belong to more "mundane" dead tongues), while others are sigils he created himself, which would require study of his own notes in his private spellbooks to understand. Often, while casting, golden flames will erupt from his eyes and surround his hands, and his fingers will leave burning streaks in the air which will linger for several moments. When trying to go unnoticed, he can whisper or mutter the incantations, and suppress the light show, but the spells are usually more effective when the casting is more bombastic and theatrical. This is the use of his magic which generates the desired effect most quickly, but which is also the most likely to disrupt local technology and/or "snap back" on him, so he limits himself to minor utility spells. He can also conduct lengthy rituals, using a complex combination of spoken incantations, physical movements, runes drawn or carved upon objects and/or the surrounding environment, certain clothes worn (or not worn), and employing all manner of special props or ingredients, ranging from candle flames to animal body parts. His most common application for this use of his magic is to draw an arcane circle upon the ground and cast specially-crafted rune stones into it, in order to divine past and future events, in a manner similar to Scandinavian mystics (though the runes carved upon his stones are all sigils of his own design). He does this regularly in order to figure out when and where his aid will be needed. This use of his magic is less likely to disrupt local technology or harm himself than spell casting, but it is also far more time and labor intensive. Finally, he can imbue magical energy into physical items. This method of magic use is by far the most time and labor intensive for him, but is also the one least likely to cause chaotic side-effects, as it imposes the most direct and permanent "Order" upon the innate "Chaos" of his magic. The items are most effective and resilient when he crafts them himself, which is why his tutelage under Briana included "mundane" skills like sewing, carpentry, and metalsmithing. Then he etches magical runes, mostly sigils of his own design, into the object. Often, the etchings are filled in with ink or dust which includes exotic ingredients. Most of the magical items he crafts are temporary in nature, limited use protective charms or brewed potions which provide some power after consumption which wears off once the liquids have been fully metabolized. The few permanent items he has created involved "locking down" a significant portion of his own personal magical talent, basically carving off a piece of his own soul and trapping it inside the object. If the object were destroyed, that piece of his soul would come rushing back into him, with potentially explosive results. Hex's magic focuses mainly on the summoning, shaping, and unleashing of direct "force," a magical version of pure kinetic energy. To protect himself and others, he uses the runes embedded in his robes to create selectively-permeable force fields and constructs, in the form of glowing golden transparent floating hexagons. To shelter large groups or to protect people from explosions or falling debris, he'll create domes or walls made up of multiple interlocking hexagons, what some would call a "beehive barrier." When he requires personal defense, he'll create one or more hexagons of various sizes, some connected and some not, which will hover and orbit around him, rapidly repositioning themselves and clustering together as necessary to block incoming attacks. Other runes woven into the back of his robes harness that same force to create giant feathered wings of pure energy which allow him to fly. The runes carved into his staff, meanwhile, allow him to cast healing spells, or, if combat is required, to cover the staff in one of several different glowing auras, each a different color accompanying a different effect. One punches opponents away, while another punches through them, and a third ignores their physical body to punch their soul (or rough equivalent). Hex also dabbles in dimensional magic, mostly for travel and storage, and minor divination (obtain information, find what is lost), conjuration (create something from nothing) and transmutation (alter the something that already exists) spells for utility. He doesn't use any mind-controlling or mind-altering magic, or any necromancy aside from the "white necromancy" of healing wounds and curing diseases, in both cases more for ethical reasons than on account of any lack of aptitude. Hex has his talent for channeling magic because of when and where he was born, but that talent has nothing to do with genetics. His parents are both physically unremarkable, and any examination or testing of his body or genes would show a "normal" baseline human. The change brought on by the circumstances of his birth was not to his body, but to his soul. Timeline 1995 Leonard "Len" Kepler is born in rural Oregon, and raised in Emerald City. 2003-2006 Len's magical talent beings to manifest. 2006 Eris tries to recruit Len as a minion. The witch Briana Whitethorne foils that attempt. Len begins his apprenticeship with Briana Whitethorne. 2006-2018 Briana and Len travel throughout the multiverse and time and space, righting wrongs and saving people. They run afoul of Eris's minions several times. 2018 Briana declares Len's apprenticeship to be at an end, proclaiming him "a wizard in his own right." She passes ownership of her pocket dimension mansion to him as a "graduation present." 2019 By Summer's End (IN PROGRESS): Hex meets with a dragon on behalf of some Emerald City cryptids. Down In The Underground (IN PROGRESS): Hex attends a gathering of wizards in honor of Earth-Prime's new Master Mage, Phantom.
  20. He's also got a rank of Attack Specialization. it represents a clerical error I have now corrected. Done. I removed it from the example list, so no future adjudication will be necessary. Instead, I added another alternate power to the same array, a Damage effect. I updated the combat chart to include it. To pay for that, I dropped the 1PP he had in the Benefit (Wealth) feat.
  21. GM Officer Friendly buckled under Strix's assault, but Strix's deepest cuts into Friendly's flesh mended themselves before his very eyes, almost as quickly as he'd torn them open. Arrowhawk, the seasoned warrior, and even The Tattered Man, a former law enforcement officer, could tell that Strix had no real combat training to speak of. His poor footing and wide swings, difficult as they were to follow when his every movement was a blur, marked him as an amateur. A normal man would have been gutted several times over, so under those circumstances, Strix's lack of technique wouldn't have been an issue. But Officer Friendly was clearly no normal man. Even if they'd been so inclined, neither one had time to shout a warning before Officer Friendly exploited one of the many openings Strix had left him. Friendly reversed his grip on his baton with a smooth, fluid motion, and plunged it into Strix's chest, smashing through his ribs and impaling him up to Friendly's knuckles. Friendly shoved the wooden baton through Strix's chest with such force that the broken, splintered end pierced through his back, creating a bulge that lifted Strix's cape like a tentpole. "This will go easier on you if you cooperate," Officer Friendly sneered. He gave the baton a twist. "We can do this here, or we can do it Downtown." None of Strix's previous wounds had bled at all, but this one did, profusely. The blood was so dark it appeared to be black, only showing red when the streetlights reflected off of it at just the right angle. Strix's eyes and veins, both completely black, bulged so wide they threatened to burst. He howled in agony, and his inhuman scream was even deeper and echoed even louder than his previous growls and roars. Then he fell to the pavement, motionless and silent as blood spilled from his heart onto the asphalt like an open fire hydrant. His black eyes hung open. Neither Arrowhawk nor the Tattered Man had time to fully process the apparent death of the man in white before the echoes of his screams faded into the roar of an engine, the headlights made everything fade to white, and Officer Friendly's police cruiser came charging back down the street from...wherever it had vanished to. Once again, they found themselves standing right in its path.
  22. Officer Friendly At the top of his action, Officer Friendly pulls off another Injured condition with his Regeneration. Reaction: Friendly uses GM Fiat to shake off his Dazed condition. I'll give the Hero Point to Arrowhawk. Standard Action: Friendly uses his superhuman strength and a 5-point Power Attack to try to impale Mister Strix through the heart with his wooden baton. He'll All-Out Attack for +5 Attack / -5 Defense and Power Attack for -5 Attack / +5 Damage. Attack check (DC14): 17. Mister Strix's Toughness save (DC32): 19. Mister Strix fails by 13. He's Disabled. His Regeneration is suspended while that wooden stake is impaling his heart. Move Action: Friendly makes the car come back around and run people over. Everyone needs to make a DC20 Reflex save to avoid getting hit by the car. Arrowhawk gets a +2 circumstance bonus for making her Notice check. Anyone who fails needs to make a DC25 Toughness save against Lethal damage. Mister Strix is unconscious and unaware, so he doesn't get a Reflex save. Mister Strix's Toughness save (DC25): 8. Woo, natural "1"! Mister Strix fails by 17, easily enough to be Destroyed. Mister Strix gets a Hero Point for the setback. Initiative & Condition Summary 17: Arrowhawk (4HP, Bruised x3, Injured x2) 16: The Tattered Man (3HP, Bruised, Injured) 05: Mister Strix (2HP, Injured, Disabled, Destroyed) 05: Officer Friendly (Injured x4)
  23. Mister Strix Reaction: Mister Strix burns a Hero Point to stave off the Fatigue from last round's Extra Effort. Free Action: Mister Strix reconfigures his array to bring up the Autofire & Damage AP. Move Action: Mister Strix leaps up over Officer Friendly's head and away from him. Standard Action: Mister Strix charges back at Officer Friendly, attacking with his claws. He's +6 Attack / +10 Damage with the claws. Charge gives him +2 Attack / -2 Defense. He'll All-Out Attack for another +2 Attack / -2 Defense, and Power Attack for -2 Attack / +2 Damage. That puts him at +8 Attack / +12 Damage. Attack check (DC18): 18. Not enough for any Autofire bonus, but just barely hits. Officer Friendly's Toughness save (DC27) vs Lethal damage: 22. Failed by 7. Officer Friendly takes a 4th Injury, and is Dazed for one round. Strix will use Extra Effort for a second attack. He loses the +2 Attack bonus because it isn't a Charge attack. That puts him at +6 Attack / +12 Damage. Attack check (DC18): 8. He'll burn a Hero Point for a re-roll. Attack check (DC18, Hero Point): 21. That's 3 over, so +1 damage from Autofire. Officer Friendly's Toughness save (DC28): 24. Officer Friendly takes a 5th Injury. Mister Strix has Defense +4 (DC14) until his next action. He will become Fatigued on his next action. Initiative & Condition Summary 17: Arrowhawk (3HP, Bruised x3, Injured x2) 16: The Tattered Man (3HP, Bruised, Injured) 05: Mister Strix (1HP, Injured) 05: Officer Friendly (Injured x5, Dazed)
  24. Mister Strix snarled. Forget the magic tricks. Forget the fancy moves. Sometimes, you just need brute force. He crouched under Officer Friendly's reach, then jumped up, his superhumanly powerful legs easily launching him up over Friendly's head. He somersaulted through the air, landing without a sound on the pavement several meters away. Brute force...and maybe a bit of superior mobility. Talons erupted from Strix's fingertips, curved, razor-sharp, and easily as long as the fingers from which they'd been deployed. His mouth seemed to elongate, as if his jaw had distended or the skin at the corners of his smile had split open. Whatever the cause, his "mouth" was now more of a maw, filled with an impossible number of teeth, including canines which stretched to several times their normal length. With another tiger's roar, he launched himself at Officer Friendly, flailing and tearing at Friendly's flesh with reckless abandon. When Strix's talons sliced gashes into the man's flesh, the results gave the assembled vigilantes cause to question whether he was truly a "man" at all. Friendly's flesh was rent asunder just as any normal man's would have been under Strix's brutal assault, but even the deepest cuts revealed no entrails, or organs of any kind, just...more flesh. Beneath Friendly's skin, fat, and muscle, there was just more muscle. And, as with his other wounds, these fresh cuts hardly bled at all, a trickle when there should have been a torrent. A zombie? A demon? Some witch's meat-puppet? What Hell spawned you?
  25. The man in white chuckled. "Don't hold your breath for the end of the self-flagellation. I was raised Catholic." Without another word, he dissolved into a wisp of fog, which dived down the stairwell and soared out the door, into the open air, then rose back up to the roof across the street, coalescing back into the form of a man standing just behind where he left the children and their unconscious mother. "It's clear," he whispered. "We can go back down now."
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